Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-09-06 Thread Torben Dannhauer
Hi David,

I assume you do not wand to max out at runtime but at harddsik, right?

In this case, it is easy: I've extended osgFileCache some month ago. It 
supports now also files from local sources. With its ability to limit the 
caching to certain extend and certain level, you can run it multiple times to 
build up a limit dataset out of a full dataset.

I use it to extract notebook-compatible datasets  with hi-res insets from my 
full TB size terrain dataset.

Please read my tutorial how to proceed: 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase


enjoy,
Torben

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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-09-06 Thread Torben Dannhauer
Hi David,

I assume you do not want to max out the LOD at runtime but at harddisk, right?

In this case, it is easy: I've extended osgFileCache some month ago. It 
supports now also files from local sources. With its ability to limit the 
caching to certain extend and certain level, you can run it multiple times to 
build up a limit dataset out of a full dataset.

I use it to extract notebook-compatible datasets  with hi-res insets from my 
full TB size terrain dataset.

Please read my tutorial how to proceed: 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase


enjoy,
Torben

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[osg-users] Osg + Maya status?

2012-09-06 Thread Per Nordqvist
Hi all,

I'm trying to find a working pipeline between osg 3.01  Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings are all messed up.

Now I am looking at the native osgMaya:
http://maya2osg.sourceforge.net/
but it only supports older version of Maya, i.e 2009/10/11.

Has there been any efforts on this plugin for Maya 2013?

Thanks,

/Per Nordqvist

p.s. the community page
http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins
points to http://www.diosoft.com/soft/osgmaya/ but this page seems dead.
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Re: [osg-users] Error while loading OSG model on Android

2012-09-06 Thread Jordi Torres
Hi Koduri,


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.


I think you missunderstood me, I was referring to the project osgAndroid (
https://gitorious.org/osgandroid ). It has a osgCamera example, take a look.

Anyway the settings for GlSurface it's done in Java, not in C++. About the
matrices you have to study how the OSG manage their matrices respect how
vuforia (QCAR) does it. I know quite well this integration it's possible.
We have done it, but we are not able to release it as OpenSource :( ... at
least at this moment.

Cheers.

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gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-09-06 Thread Robert Osfield
Hi David,

I can't recall all the options off the top of my head so with the help
of osgdem --help and grep I get:

$ osgdem --help | grep LOD
  --LOD Create a LOD'd database.
  --PagedLODCreate a PagedLOD'd database.
  --subtile LOD X Y
  -l numOfLevels  Specify the number of PagedLOD levels to generate.

So the last one is the one you want, so just add a -l 5 or something
similar to your osgdem or vpbmaster command line.

Robert.



On 5 September 2012 23:44, David Glenn da...@dglenn.com wrote:
 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

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[osg-users] Rev 13092 broke osgViewerFLTK

2012-09-06 Thread Frederic Bouvier
Hi Robert,

I was reported a problem in fgrun (the flightgear launcher) where camera 
manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but I 
was able to reproduce it on Windows too. This video explain the problem : 
http://youtu.be/xN1hTGte1EM

After bisecting, I found that revision 13092 was the culprit. Then I managed to 
reproduce the problem using osgViewerFLTK. I had to make this change in order 
to generate the makefile BTW :


Index: examples/CMakeLists.txt
===
--- examples/CMakeLists.txt (revision 13092)
+++ examples/CMakeLists.txt (working copy)
@@ -216,7 +216,7 @@
 
 ENDIF()
 
-IF   (FLTK_FOUND AND FT_GL_LIBRARY)
+IF   (FLTK_FOUND AND FLTK_GL_LIBRARY)
 ADD_SUBDIRECTORY(osgviewerFLTK)
 ENDIF()
 


I compared the behaviour with the one in osgViewerGLUT that works, but wasn't 
able to detect a significant difference.

Regards,
-Fred
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Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-06 Thread Lucas SART

jlouis2k4 wrote:
 Hello Robert,
 
 Thank you for that example. It works great when I use the QTabWidget instead 
 of the QGridLayout. However there is a problem that the first node (In the 
 first tab) Does not show when the program is run. I can open the other tabs 
 and see the nodes in all of them. Am I missing something here?
 
 Thank you!
 
 Cheers,
 Joseph


I got the same problem (the first tab is empty), anyone knows how solve it ?

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Re: [osg-users] Error while loading OSG model on Android

2012-09-06 Thread Koduri Lakshmi
Hi Jordi Torres,

Thanks a lot for the nice help.

To day I did some experiments. 

The AR library is giving pose matrix. Now I decomposed it into tans, rotation 
and scale vectors. And checked with each one by matrix multiplication. I found 
that the translation vector is irrelevant. I got transpose as like   17.98  
14.45 155.76 ect. With these values the model is not appread on the screen.  If 
I set the trans vect as 0.0 0.0 1 then the model is at the center of the screen.

I don't know why this behavior. I am posting in QCAR forum for help.

Is there any think I need to to with OSG?

Here is the complete code again 


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/lz.osg);

trans-addChild(loadedModel.get());
modelSwitch-addChild(trans.get());
}

_root-addChild(modelSwitch.get());

_viewer-setSceneData(NULL);
_viewer-setSceneData(_root.get());
_manipulator-getNode();
_viewer-home();


mload=false;
}
modelSwitch-setAllChildrenOff(); 
modelSwitch-setChildValue(trans,1);





State state = Renderer::getInstance().begin();
// Explicitly render the Video Background
Renderer::getInstance().drawVideoBackground();

for(int tIdx = 0; tIdx  state.getNumActiveTrackables(); tIdx++)
{

  // Get the trackable:
  const Trackable* trackable = state.getActiveTrackable(tIdx);
  Matrix44F modelViewMatrix = 
Tool::convertPose2GLMatrix(trackable-getPose());




  osg::Matrix mat;
  mat.set(osg::Matrix(modelViewMatrix.data));


  osg::Vec3f tr,scal;
  osg::Quat rot,so,rot1,rot2;
  mat.decompose(tr,rot,scal,so);


  mat=osg::Matrix( 
osg::Matrix::scale(osg::Vec3(scal.x(),scal.y(),scal.z()))  * 
osg::Matrix::translate(0.0,0.0,1.0) * osg::Matrix::rotate(rot));

  trans-setMatrix(mat);

  _viewer-frame();
  Renderer::getInstance().end();
  break;
}




I am reading the OSG model every time while rendering. That is for every 
viewer-frame(). If not reading the model is displayed only once. Do I need to 
take any clean up steps after viewer-frame().

Once again I will go through osgAndroid ( https://gitorious.org/osgandroid ) 
example.
 
Once again thank you very much for the nice help.



... 

Thank you!

Cheers,
Koduri

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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-06 Thread Robert Osfield
Hi Frederic,

I've applied your fix to the CMakeLists.txt and installed FLTK on my
system and see the error with the camera manipulator.  My guess there
is scale issue with the window coordinates and probably something is
missing from the example that should be passing on parameters to
osgViewer.  I have plenty of others tasks on my plate so I'll defer to
others for tracking down this issue.

Cheers,
Robert.

On 6 September 2012 09:27, Frederic Bouvier fredlis...@free.fr wrote:
 Hi Robert,

 I was reported a problem in fgrun (the flightgear launcher) where camera 
 manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but 
 I was able to reproduce it on Windows too. This video explain the problem : 
 http://youtu.be/xN1hTGte1EM

 After bisecting, I found that revision 13092 was the culprit. Then I managed 
 to reproduce the problem using osgViewerFLTK. I had to make this change in 
 order to generate the makefile BTW :


 Index: examples/CMakeLists.txt
 ===
 --- examples/CMakeLists.txt (revision 13092)
 +++ examples/CMakeLists.txt (working copy)
 @@ -216,7 +216,7 @@

  ENDIF()

 -IF   (FLTK_FOUND AND FT_GL_LIBRARY)
 +IF   (FLTK_FOUND AND FLTK_GL_LIBRARY)
  ADD_SUBDIRECTORY(osgviewerFLTK)
  ENDIF()



 I compared the behaviour with the one in osgViewerGLUT that works, but wasn't 
 able to detect a significant difference.

 Regards,
 -Fred
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Re: [osg-users] Osg + Maya status?

2012-09-06 Thread Jean-Sébastien Guay

Hello Per,

I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though.

J-S


On 06/09/2012 3:22 AM, Per Nordqvist wrote:

Hi all,

I'm trying to find a working pipeline between osg 3.01  Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings are all messed up.

Now I am looking at the native osgMaya:
http://maya2osg.sourceforge.net/
but it only supports older version of Maya, i.e 2009/10/11.

Has there been any efforts on this plugin for Maya 2013?

Thanks,

/Per Nordqvist

p.s. the community page
http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins
points to http://www.diosoft.com/soft/osgmaya/ but this page seems dead.
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[osg-users] (no subject)

2012-09-06 Thread Peterakos
Hello.

My task is to render an animated dae character with shaders.
I have created a simple vertex shader:

attribute vec4 position_attribute;
attribute vec4 color_attribute;

varying vec4 color;

void main(){
color = color_attribute;
gl_Position = gl_ModelViewProjectionMatrix * position_attribute;
}
After that i use stateset-setAttributeAndModes to assign the program to
the model .
I assign the position and color atrtibute to the corresponding location
according to this:

gl_Vertex 0
gl_Normal 2
gl_Color 3
gl_SecondaryColor 4
Everything works fine.



The problem comes when i try to pass manually the vertex array and color
array using:
geom-setVertexAttribArray(attrib_num, data_array);
geom-setVertexAttribBinding(attrib_num, attrib_binding);
I pass the RigGeometry's VertexArray as data array, but the character is
not animated because the default
geometry's values are passed. Watching the osganimationhardware example i
noticed that i have to pass the bone matrices
as well and multiply with vertex position.


Is there any Array which keeps the updated vertex positions according to
the animation?
If there is, i can match this array's values to position attribute, without
having to pass the matrices in the shader.

Thank you for your time and sorry for the long post.
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[osg-users] Problem with osgCamera-setColorMask() or bug?

2012-09-06 Thread Angel
Hi everybody,

I have a very basic problem and I think I'm doing something wrong
or, maybe, there is a bug.

I've been looking for older posts but I haven't found the solution to
my problem.

In the following program I use setColorMask and it doesn't affect
the rendering in anyway, am I missing something? what am I doing wrong?

//
#include stdio.h
#include osgViewer/Viewer
#include osgDB/ReadFile
#include osg/ColorMask

#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator


int main ( int argc, char * argv[] )
{
osgViewer::Viewer viewer;

const std::string filename = ..\\data\\cessna.osg;
osg::ref_ptrosg::Node model = osgDB::readNodeFile(filename);

if ( !model.valid() ) {
std::cout  Could not find:   filename  std::endl;
}

viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.setCameraManipulator( new osgGA::TrackballManipulator() );

// GraphicContext
osg::ref_ptrosg::GraphicsContext::Traits traits =
new osg::GraphicsContext::Traits;
traits-displayNum = 0;
traits-screenNum = 1;
traits-x = 10;
traits-y = 10;
traits-width = 1024;
traits-height = 768;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-samples = 8;
traits-alpha = 8;
traits-stencil = 8;
osg::ref_ptrosg::GraphicsContext gc
= osg::GraphicsContext::createGraphicsContext(traits.get());

// Camera
osg::Camera * camara = new osg::Camera();
camara-setGraphicsContext(gc.get());
camara-setViewport( new osg::Viewport(0,0, 1024, 768));
// ColorMask
osg::ColorMask *color_green = new osg::ColorMask( false, true, false, true);

camara-setColorMask(color_green ); //= DOES NOTHING!!
 viewer.addSlave(camara);

viewer.setSceneData(model.get());

viewer.run();

return 0;
}

//

If I set the setColorMask directly to the cessna model it works perfectly
but I want to do it in the camera because I use the same model in other
cameras (that should not have the colorMask).

Thanks in advance for any help you can give me.



Angel Rodriguez.
Universidad de Valencia.
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Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android

2012-09-06 Thread Jan Ciger
Hello Rafael,

On Wed, Sep 5, 2012 at 11:29 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:

 Hi Jan,


 Thank you, If it gives you any problem then send me the modified example
 and I will try to reproduce it.


I have updated my code and the bug is still there.

You can get my modified example here:
https://dl.dropbox.com/u/6822332/org.openscenegraph.osgcamera.zip

The data files are here (just unpack the folder to /sdcard on your device,
it looks for files /sdcard/osg/*.ive):
https://dl.dropbox.com/u/6822332/osg.zip


I've also checked in changes regarding the camera resolution I hope these
 changes will also fix the problems on your side.


Yes, that fixed the camera-related crash.


BTW, there is a syntax error in
org.openscenegraph.android/jni/JNIosgViewer.cpp:

@@ -138,7 +138,7 @@ JNIEXPORT void JNICALL
Java_org_openscenegraph_osg_viewer_Viewer_nativeSetUpView

 JNIEXPORT void JNICALL
Java_org_openscenegraph_osg_viewer_Viewer_nativeSetViewport(JNIEnv *,
jclass, jlong cptr, jint x, jint y, jint width, jint height)
 {
-osgViewer::Viewer *v = reinterpret_castosgViewer::Viewer::Viewer*
(cptr);
+osgViewer::Viewer *v = reinterpret_castosgViewer::Viewer* (cptr);
 if (v == NULL)
 return;
 v-getEventQueue()-windowResize(x, y, width, height);


The above makes it actually compile with the latest NDK from Google. You
may also want to raise the minimum SDK level to 8 or 9 in the manifests,
because Lint is complaining about functions being used that are not
available in the old SDK.

Jan
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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-06 Thread Frederic Bouvier
Hi Robert,

rev 13092 is a change in osgViewer::Viewer only. Your comment was :

Moved the frame() event into the event traversal after then events and their 
state have been accumulated.

In the end, this whole block disappeared :


if (_eventQueue.valid())
{
osgGA::GUIEventAdapter* eventState = 
getEventQueue()-getCurrentEventState();
if (getCamera()-getViewport())
{
osg::Viewport* viewport = getCamera()-getViewport();
eventState-setInputRange( viewport-x(), viewport-y(), 
viewport-x() + viewport-width(), viewport-y() + viewport-height());
}
else
{
eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
}

_eventQueue-frame( getFrameStamp()-getReferenceTime() );
}





Any hint why this block should have to be removed ? Does it means it has to be 
done at the application level ?

Regards,
-Fred

- Mail original -
De: Robert Osfield

Hi Frederic,

I've applied your fix to the CMakeLists.txt and installed FLTK on my
system and see the error with the camera manipulator.  My guess there
is scale issue with the window coordinates and probably something is
missing from the example that should be passing on parameters to
osgViewer.  I have plenty of others tasks on my plate so I'll defer to
others for tracking down this issue.

Cheers,
Robert.

On 6 September 2012 09:27, Frederic Bouvier fredlis...@free.fr wrote:
 Hi Robert,

 I was reported a problem in fgrun (the flightgear launcher) where camera 
 manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but 
 I was able to reproduce it on Windows too. This video explain the problem : 
 http://youtu.be/xN1hTGte1EM

 After bisecting, I found that revision 13092 was the culprit. Then I managed 
 to reproduce the problem using osgViewerFLTK. I had to make this change in 
 order to generate the makefile BTW :


 Index: examples/CMakeLists.txt
 ===
 --- examples/CMakeLists.txt (revision 13092)
 +++ examples/CMakeLists.txt (working copy)
 @@ -216,7 +216,7 @@

  ENDIF()

 -IF   (FLTK_FOUND AND FT_GL_LIBRARY)
 +IF   (FLTK_FOUND AND FLTK_GL_LIBRARY)
  ADD_SUBDIRECTORY(osgviewerFLTK)
  ENDIF()



 I compared the behaviour with the one in osgViewerGLUT that works, but wasn't 
 able to detect a significant difference.

 Regards,
 -Fred
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Re: [osg-users] (no subject)

2012-09-06 Thread Sergey Polischuk
Hi RigGeometry vertex\normal arrays updated according to animation when software rig transform implementation is used. Have a look at RigTransformSoftware::operator() source. If you set vertex position with setVertexAttribArray, it woudnt be updated, else if you set it with setVertexArray it would be overwritten with array calculated by rig transform implementation. If you just need transformed values - use gl_Vertex in shader, and dont touch vertex array. Cheers. 06.09.2012, 14:54, "Peterakos" hay...@gmail.com:Hello.My task is to render an animated dae character with shaders.I have created a simple vertex shader:attribute vec4 position_attribute;attribute vec4 color_attribute;varying vec4 color; void main(){color = color_attribute;gl_Position = gl_ModelViewProjectionMatrix * position_attribute;} After that i use stateset-setAttributeAndModes to assign the program to the model .I assign the position and color atrtibute to the corresponding location according to this:gl_Vertex0gl_Normal2gl_Color3gl_SecondaryColor4 Everything works fine.The problem comes when i try to pass manually the vertex array and color array using:geom-setVertexAttribArray(attrib_num, data_array);geom-setVertexAttribBinding(attrib_num, attrib_binding); I pass the RigGeometry's VertexArray as data array, but the character is not animated because the defaultgeometry's values are passed. Watching the osganimationhardware example i noticed that i have to pass the bone matricesas well and multiply with vertex position.Is there any Array which keeps the updated vertex positions according to the animation?If there is, i can match this array's values to position attribute, without having to pass the matrices in the shader.Thank you for your time and sorry for the long post.,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-06 Thread Frederic Bouvier
Well, restoring this block at the new frame call location fix the issue :

Index: src/osgViewer/Viewer.cpp
===
--- src/osgViewer/Viewer.cpp(revision 13092)
+++ src/osgViewer/Viewer.cpp(working copy)
@@ -797,6 +797,20 @@
 
 }
 }
+
+if (_eventQueue.valid())
+{
+osgGA::GUIEventAdapter* eventState = 
getEventQueue()-getCurrentEventState();
+if (getCamera()-getViewport())
+{
+osg::Viewport* viewport = getCamera()-getViewport();
+eventState-setInputRange( viewport-x(), viewport-y(), 
viewport-x() + viewport-width(), viewport-y() + viewport-height());
+}
+else
+{
+eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
+}
+}
 
 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
 



Regards,
-Fred

- Mail original -
De: Frederic Bouvier fredlis...@free.fr
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Jeudi 6 Septembre 2012 14:55:12
Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK

Hi Robert,

rev 13092 is a change in osgViewer::Viewer only. Your comment was :

Moved the frame() event into the event traversal after then events and their 
state have been accumulated.

In the end, this whole block disappeared :


if (_eventQueue.valid())
{
osgGA::GUIEventAdapter* eventState = 
getEventQueue()-getCurrentEventState();
if (getCamera()-getViewport())
{
osg::Viewport* viewport = getCamera()-getViewport();
eventState-setInputRange( viewport-x(), viewport-y(), 
viewport-x() + viewport-width(), viewport-y() + viewport-height());
}
else
{
eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
}

_eventQueue-frame( getFrameStamp()-getReferenceTime() );
}





Any hint why this block should have to be removed ? Does it means it has to be 
done at the application level ?

Regards,
-Fred

- Mail original -
De: Robert Osfield

Hi Frederic,

I've applied your fix to the CMakeLists.txt and installed FLTK on my
system and see the error with the camera manipulator.  My guess there
is scale issue with the window coordinates and probably something is
missing from the example that should be passing on parameters to
osgViewer.  I have plenty of others tasks on my plate so I'll defer to
others for tracking down this issue.

Cheers,
Robert.

On 6 September 2012 09:27, Frederic Bouvier fredlis...@free.fr wrote:
 Hi Robert,

 I was reported a problem in fgrun (the flightgear launcher) where camera 
 manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but 
 I was able to reproduce it on Windows too. This video explain the problem : 
 http://youtu.be/xN1hTGte1EM

 After bisecting, I found that revision 13092 was the culprit. Then I managed 
 to reproduce the problem using osgViewerFLTK. I had to make this change in 
 order to generate the makefile BTW :


 Index: examples/CMakeLists.txt
 ===
 --- examples/CMakeLists.txt (revision 13092)
 +++ examples/CMakeLists.txt (working copy)
 @@ -216,7 +216,7 @@

  ENDIF()

 -IF   (FLTK_FOUND AND FT_GL_LIBRARY)
 +IF   (FLTK_FOUND AND FLTK_GL_LIBRARY)
  ADD_SUBDIRECTORY(osgviewerFLTK)
  ENDIF()



 I compared the behaviour with the one in osgViewerGLUT that works, but wasn't 
 able to detect a significant difference.

 Regards,
 -Fred
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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-06 Thread Robert Osfield
Hi Fredric,

I made the changes to Viewer.cpp w.r.t generation of the frame event
to avoid a bug where the frame event would get the last frames X,Y,
button and key modifier settings rather than the current frames
settings, so I moved the frame generation till later.

I'm guess that the removal of the explict settings of the eventState
InputRange is probably the most likely cause for the difference with
the FLTK viewer rather than just the move of the frame disaptch till
later.

The curious thing is that why doesn't the standard OSG viewer and
other viewers exhibit the same bug as the FLTK one.  Perhaps there is
some difference in how the different viewers set up/pass on the
original window dimensions.  I think the correct fix will probably be
along these lines.

Just reverting the code as you have done will re-introduce a bug so is
not appropriate.

Robert.

On 6 September 2012 14:10, Frederic Bouvier fredlis...@free.fr wrote:
 Well, restoring this block at the new frame call location fix the issue :

 Index: src/osgViewer/Viewer.cpp
 ===
 --- src/osgViewer/Viewer.cpp(revision 13092)
 +++ src/osgViewer/Viewer.cpp(working copy)
 @@ -797,6 +797,20 @@

  }
  }
 +
 +if (_eventQueue.valid())
 +{
 +osgGA::GUIEventAdapter* eventState = 
 getEventQueue()-getCurrentEventState();
 +if (getCamera()-getViewport())
 +{
 +osg::Viewport* viewport = getCamera()-getViewport();
 +eventState-setInputRange( viewport-x(), viewport-y(), 
 viewport-x() + viewport-width(), viewport-y() + viewport-height());
 +}
 +else
 +{
 +eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
 +}
 +}

  _eventQueue-frame( getFrameStamp()-getReferenceTime() );




 Regards,
 -Fred

 - Mail original -
 De: Frederic Bouvier fredlis...@free.fr
 À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Envoyé: Jeudi 6 Septembre 2012 14:55:12
 Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK

 Hi Robert,

 rev 13092 is a change in osgViewer::Viewer only. Your comment was :

 Moved the frame() event into the event traversal after then events and their 
 state have been accumulated.

 In the end, this whole block disappeared :


 if (_eventQueue.valid())
 {
 osgGA::GUIEventAdapter* eventState = 
 getEventQueue()-getCurrentEventState();
 if (getCamera()-getViewport())
 {
 osg::Viewport* viewport = getCamera()-getViewport();
 eventState-setInputRange( viewport-x(), viewport-y(), 
 viewport-x() + viewport-width(), viewport-y() + viewport-height());
 }
 else
 {
 eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
 }

 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
 }





 Any hint why this block should have to be removed ? Does it means it has to 
 be done at the application level ?

 Regards,
 -Fred

 - Mail original -
 De: Robert Osfield

 Hi Frederic,

 I've applied your fix to the CMakeLists.txt and installed FLTK on my
 system and see the error with the camera manipulator.  My guess there
 is scale issue with the window coordinates and probably something is
 missing from the example that should be passing on parameters to
 osgViewer.  I have plenty of others tasks on my plate so I'll defer to
 others for tracking down this issue.

 Cheers,
 Robert.

 On 6 September 2012 09:27, Frederic Bouvier fredlis...@free.fr wrote:
 Hi Robert,

 I was reported a problem in fgrun (the flightgear launcher) where camera 
 manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but 
 I was able to reproduce it on Windows too. This video explain the problem : 
 http://youtu.be/xN1hTGte1EM

 After bisecting, I found that revision 13092 was the culprit. Then I managed 
 to reproduce the problem using osgViewerFLTK. I had to make this change in 
 order to generate the makefile BTW :


 Index: examples/CMakeLists.txt
 ===
 --- examples/CMakeLists.txt (revision 13092)
 +++ examples/CMakeLists.txt (working copy)
 @@ -216,7 +216,7 @@

  ENDIF()

 -IF   (FLTK_FOUND AND FT_GL_LIBRARY)
 +IF   (FLTK_FOUND AND FLTK_GL_LIBRARY)
  ADD_SUBDIRECTORY(osgviewerFLTK)
  ENDIF()



 I compared the behaviour with the one in osgViewerGLUT that works, but 
 wasn't able to detect a significant difference.

 Regards,
 -Fred
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Re: [osg-users] Problem with osgCamera-setColorMask() or bug?

2012-09-06 Thread Sergey Polischuk
Hi I've used it and iirc it works just ok. I'm not used to slave cameras, but may be you are overwriting your slave camera output with viewer camera (which are without colormask)?You can check if it work with viewer.getCamera()-setColorMask(...) instead of using slave. Cheers. 06.09.2012, 15:08, "Angel" apora@gmail.com:Hi everybody,I have a very basic problem and I think I'm doing something wrong or, maybe, there is a bug.I've been looking for older posts but I haven't found the solution to my problem.In the following program I use setColorMask and it doesn't affect the rendering in anyway, am I missing something? what am I doing wrong?//#include stdio.h#include osgViewer/Viewer#include osgDB/ReadFile#include osg/ColorMask#include osgViewer/ViewerEventHandlers#include osgGA/TrackballManipulatorint main ( int argc, char * argv[] ){osgViewer::Viewer viewer;const std::string filename = "..\\data\\cessna.osg";osg::ref_ptrosg::Node model = osgDB::readNodeFile(filename);if ( !model.valid() ) {std::cout  "Could not find: "  filename  std::endl;}viewer.addEventHandler(new osgViewer::StatsHandler);viewer.setCameraManipulator( new osgGA::TrackballManipulator() ); // GraphicContextosg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-displayNum = 0;traits-screenNum = 1;traits-x = 10; traits-y = 10; traits-width = 1024; traits-height = 768; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; traits-samples = 8;traits-alpha = 8;traits-stencil = 8;osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); // Cameraosg::Camera * camara = new osg::Camera();camara-setGraphicsContext(gc.get());camara-setViewport( new osg::Viewport(0,0, 1024, 768));// ColorMaskosg::ColorMask *color_green = new osg::ColorMask( false, true, false, true);camara-setColorMask(color_green ); //= DOES NOTHING!! viewer.addSlave(camara); viewer.setSceneData(model.get());viewer.run();return 0;}// If I set the setColorMask directly to the cessna model it works perfectly but I want to do it in the camera because I use the same model in other cameras (that should not have the colorMask).Thanks in advance for any help you can give me.Angel Rodriguez.Universidad de Valencia.,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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[osg-users] How to get Sequence node to contorl animaton

2012-09-06 Thread Koduri Lakshmi
Hi,

I have an OSG file contains a sequence of objects. I read this OSG file and 
assigned to a transformation matrix. 

Now I want to get back the sequence to the OSG::Sequence object from the 
transformation matrix to control animation.

How can I get sequence and control the animaton?

Can you please help me what to do?
... 

Thank you!

Cheers,
Koduri

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Re: [osg-users] Rev 13092 broke osgViewerFLTK

2012-09-06 Thread Frederic Bouvier
Robert,

I don't revert the code. I moved the setInputRange block where you put 
_eventQueue-frame( getFrameStamp()-getReferenceTime() );
What I don't see is if the block removal was intended or worked by accident on 
most viewer and was unnoticed.

Regards,
-Fred

- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Jeudi 6 Septembre 2012 15:16:01
Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK

Hi Fredric,

I made the changes to Viewer.cpp w.r.t generation of the frame event
to avoid a bug where the frame event would get the last frames X,Y,
button and key modifier settings rather than the current frames
settings, so I moved the frame generation till later.

I'm guess that the removal of the explict settings of the eventState
InputRange is probably the most likely cause for the difference with
the FLTK viewer rather than just the move of the frame disaptch till
later.

The curious thing is that why doesn't the standard OSG viewer and
other viewers exhibit the same bug as the FLTK one.  Perhaps there is
some difference in how the different viewers set up/pass on the
original window dimensions.  I think the correct fix will probably be
along these lines.

Just reverting the code as you have done will re-introduce a bug so is
not appropriate.

Robert.

On 6 September 2012 14:10, Frederic Bouvier fredlis...@free.fr wrote:
 Well, restoring this block at the new frame call location fix the issue :

 Index: src/osgViewer/Viewer.cpp
 ===
 --- src/osgViewer/Viewer.cpp(revision 13092)
 +++ src/osgViewer/Viewer.cpp(working copy)
 @@ -797,6 +797,20 @@

  }
  }
 +
 +if (_eventQueue.valid())
 +{
 +osgGA::GUIEventAdapter* eventState = 
 getEventQueue()-getCurrentEventState();
 +if (getCamera()-getViewport())
 +{
 +osg::Viewport* viewport = getCamera()-getViewport();
 +eventState-setInputRange( viewport-x(), viewport-y(), 
 viewport-x() + viewport-width(), viewport-y() + viewport-height());
 +}
 +else
 +{
 +eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
 +}
 +}

  _eventQueue-frame( getFrameStamp()-getReferenceTime() );




 Regards,
 -Fred

 - Mail original -
 De: Frederic Bouvier fredlis...@free.fr
 À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Envoyé: Jeudi 6 Septembre 2012 14:55:12
 Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK

 Hi Robert,

 rev 13092 is a change in osgViewer::Viewer only. Your comment was :

 Moved the frame() event into the event traversal after then events and their 
 state have been accumulated.

 In the end, this whole block disappeared :


 if (_eventQueue.valid())
 {
 osgGA::GUIEventAdapter* eventState = 
 getEventQueue()-getCurrentEventState();
 if (getCamera()-getViewport())
 {
 osg::Viewport* viewport = getCamera()-getViewport();
 eventState-setInputRange( viewport-x(), viewport-y(), 
 viewport-x() + viewport-width(), viewport-y() + viewport-height());
 }
 else
 {
 eventState-setInputRange(-1.0, -1.0, 1.0, 1.0);
 }

 _eventQueue-frame( getFrameStamp()-getReferenceTime() );
 }





 Any hint why this block should have to be removed ? Does it means it has to 
 be done at the application level ?

 Regards,
 -Fred

 - Mail original -
 De: Robert Osfield

 Hi Frederic,

 I've applied your fix to the CMakeLists.txt and installed FLTK on my
 system and see the error with the camera manipulator.  My guess there
 is scale issue with the window coordinates and probably something is
 missing from the example that should be passing on parameters to
 osgViewer.  I have plenty of others tasks on my plate so I'll defer to
 others for tracking down this issue.

 Cheers,
 Robert.

 On 6 September 2012 09:27, Frederic Bouvier fredlis...@free.fr wrote:
 Hi Robert,

 I was reported a problem in fgrun (the flightgear launcher) where camera 
 manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but 
 I was able to reproduce it on Windows too. This video explain the problem : 
 http://youtu.be/xN1hTGte1EM

 After bisecting, I found that revision 13092 was the culprit. Then I managed 
 to reproduce the problem using osgViewerFLTK. I had to make this change in 
 order to generate the makefile BTW :


 Index: examples/CMakeLists.txt
 ===
 --- examples/CMakeLists.txt (revision 13092)
 +++ examples/CMakeLists.txt (working copy)
 @@ -216,7 +216,7 @@

  ENDIF()

 -IF   (FLTK_FOUND AND FT_GL_LIBRARY)
 +IF   (FLTK_FOUND AND FLTK_GL_LIBRARY)
  ADD_SUBDIRECTORY(osgviewerFLTK)
  ENDIF()



 I compared the behaviour with the one in osgViewerGLUT that works, but 
 wasn't able to detect a 

Re: [osg-users] Problem with osgCamera-setColorMask() or bug?

2012-09-06 Thread Angel
Hi,

Thank you for the quick answer.

I have changed my code using your advice by the following lines, but it
doesn't work yet.

int main ( int argc, char * argv[] )
{
osgViewer::Viewer viewer;

const std::string filename = ..\\data\\cessna.osg;
 osg::ref_ptrosg::Node model = osgDB::readNodeFile(filename);

if ( !model.valid() ) {
 std::cout  Could not find:   filename  std::endl;
}
 viewer.setSceneData(model.get());

viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.setCameraManipulator( new osgGA::TrackballManipulator() );

// ColorMask
osg::ColorMask *color_red = new osg::ColorMask();
color_red-setMask(true, false, false, true);

viewer.getCamera()-setColorMask(color_red);  //= DOES NOTHING!!

viewer.run();
}


I use OSG 3.0.1 for more information.

Thanks.


Angel Rodriguez.
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Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android

2012-09-06 Thread Rafa Gaitan
Hi Jan,

2012/9/6 Jan Ciger jan.ci...@gmail.com

 Hello Rafael,

 On Wed, Sep 5, 2012 at 11:29 PM, Rafa Gaitan rafa.gai...@gmail.comwrote:

 Hi Jan,



 Thank you, If it gives you any problem then send me the modified example
 and I will try to reproduce it.


 I have updated my code and the bug is still there.

 You can get my modified example here:
 https://dl.dropbox.com/u/6822332/org.openscenegraph.osgcamera.zip

 The data files are here (just unpack the folder to /sdcard on your device,
 it looks for files /sdcard/osg/*.ive):
 https://dl.dropbox.com/u/6822332/osg.zip



Thank you, there is indeed a bug there :S. I was able to reproduce it.  I
have also replicated it in native and it worked as expected, so something
is happening in the jni conversion part. I'm debugging now and I will keep
you informed.



 I've also checked in changes regarding the camera resolution I hope these
 changes will also fix the problems on your side.


 Yes, that fixed the camera-related crash.


Perfect!




 BTW, there is a syntax error in
 org.openscenegraph.android/jni/JNIosgViewer.cpp:

 @@ -138,7 +138,7 @@ JNIEXPORT void JNICALL
 Java_org_openscenegraph_osg_viewer_Viewer_nativeSetUpView

  JNIEXPORT void JNICALL
 Java_org_openscenegraph_osg_viewer_Viewer_nativeSetViewport(JNIEnv *,
 jclass, jlong cptr, jint x, jint y, jint width, jint height)
  {
 -osgViewer::Viewer *v = reinterpret_castosgViewer::Viewer::Viewer*
 (cptr);
 +osgViewer::Viewer *v = reinterpret_castosgViewer::Viewer* (cptr);
  if (v == NULL)
  return;
  v-getEventQueue()-windowResize(x, y, width, height);


 The above makes it actually compile with the latest NDK from Google. You
 may also want to raise the minimum SDK level to 8 or 9 in the manifests,
 because Lint is complaining about functions being used that are not
 available in the old SDK.


Fixed and checked in the repository, thank you!

Maybe we should establish a submission protocol. I think git and gitorious
has something to easily merge changes from different clones. Something
called merge request, but I'm pretty new in GIT and I don't have clear the
complete process.

Regards,
Rafa.






 Jan

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-- 
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CTO at Mirage Technologies S.L - http://www.mirage-tech.com
gvSIG3D Developer - http://gvsig3d.blogspot.com
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Re: [osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)

2012-09-06 Thread Matthias Thöny
Hi stephan, 

Thanks for the reply. I thought already that I am the only one doing this. 
Actually I have already the problem getting the byte information. Which OSX 
Version are you using? Would it be possible to have a sample picture just to be 
sure that we are talking about the same. 

Cheers,
Matthias

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[osg-users] KeySwitchMatrixManipulator::handle()

2012-09-06 Thread Gianni Ambrosio
Hi,
does it make sense to add a check in KeySwitchMatrixManipulator::handle() 
method to avoid calling setByMatrix() if the selected manipulator is the 
current manipulator?

Regards,
Gianni

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Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android

2012-09-06 Thread Jan Ciger
Hello,

On Thu, Sep 6, 2012 at 5:37 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:


 Thank you, there is indeed a bug there :S. I was able to reproduce it.  I
 have also replicated it in native and it worked as expected, so something
 is happening in the jni conversion part. I'm debugging now and I will keep
 you informed.


OK! Thanks for looking into it.


 Fixed and checked in the repository, thank you!

 Maybe we should establish a submission protocol. I think git and gitorious
 has something to easily merge changes from different clones. Something
 called merge request, but I'm pretty new in GIT and I don't have clear the
 complete process.


I don't know gitorious, so hard to say. I can probably keep a clone of your
repo somewhere (Gitorious, GitHub, etc.) and ask you to pull from there,
but for these tiny patches it is likely simpler to just send a patch
formatted by git format-patch. You can apply those directly using git am
command.

Regards,

Jan
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Re: [osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)

2012-09-06 Thread Stephan Maximilian Huber
Hi Matthias,

I am using 10.7. Send me a link or a sample file to me off-list, and
I'll try it on my end. This file (
https://dl.dropbox.com/u/697565/greyscale_32bit.tif ) worked on my end.

I made a small patch to the imageio-plugin (
https://github.com/stmh/osg/commit/66efda74ebf3b289fa2d55866023f59196d052a2
) to support 16bit PNGs, and I'll submit it to osg.submissions in the
next days. I think my patch is unrelated to your problem.

cheers,

Stephan
Am 06.09.12 17:51, schrieb Matthias Thöny:
 Hi stephan, 
 
 Thanks for the reply. I thought already that I am the only one doing this. 
 Actually I have already the problem getting the byte information. Which OSX 
 Version are you using? Would it be possible to have a sample picture just to 
 be sure that we are talking about the same. 
 
 Cheers,
 Matthias
 
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Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android

2012-09-06 Thread Rafa Gaitan
Hi again :),

2012/9/6 Jan Ciger jan.ci...@gmail.com

 Hello,

 On Thu, Sep 6, 2012 at 5:37 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:


 Thank you, there is indeed a bug there :S. I was able to reproduce it.  I
 have also replicated it in native and it worked as expected, so something
 is happening in the jni conversion part. I'm debugging now and I will keep
 you informed.


 OK! Thanks for looking into it.


Catched! It was not in JNI, the problem was that in the Matrix constructor
I had the a12 element repeated and setted in the a13 position! The
example with the y-up orientation works as expected now. Changes are
checked in the repository.



 Fixed and checked in the repository, thank you!

 Maybe we should establish a submission protocol. I think git and
 gitorious has something to easily merge changes from different clones.
 Something called merge request, but I'm pretty new in GIT and I don't have
 clear the complete process.


 I don't know gitorious, so hard to say. I can probably keep a clone of
 your repo somewhere (Gitorious, GitHub, etc.) and ask you to pull from
 there, but for these tiny patches it is likely simpler to just send a patch
 formatted by git format-patch. You can apply those directly using git am
 command.


Yes, I think is the best way, maybe if you find another bug or are
interested into contribute, then we can use this mechanism sending me the
patch directly.

Thank you for testing!
Rafa.



 Regards,

 Jan

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Re: [osg-users] (no subject)

2012-09-06 Thread Peterakos
Hello.


First of all the SceneGraph that is created after i read the dae file
doesnt have any RigTransformSoftware node.
Does that mean the values in the vertex array in the rig geometry will stay
the same during the program execution (and they will never get the updated
value) ?

In order for me to pass to the shader's position_attribute the correct
updated value what do i have to do ?
Do i have to call setVertexAttribArray in every loop, passing the as
parameter the udapted values ?
Is there any way to received these updated vertex positions without using
the RigTransformSoftware and without having to multiply with the
transformation matrices i received from bones ??

Thnx again and sorry for the long thread.
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[osg-users] Looking For An osgPPU RTT Example

2012-09-06 Thread Jeremy Moles
Hey guys, I'm looking for some osgPPU example code demonstrating setting
up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the
project currently--at least, as far as I can tell--appear to always use
the Viewer's Camera directly, which won't work for my use.

Futhermore, all of my own personal attempts to implement this result in
some really crazy results; for example, creating a black, null Viewport
inside my SceneGraph with no seeming purpose.

I haven't seen much traffic from Art Tevs lately, so if there's an
alternative to osgPPU, I'd be willing to try that out too.

Thanks!

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Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android

2012-09-06 Thread Jan Ciger

Hello,

On 09/06/2012 06:45 PM, Rafa Gaitan wrote:

Catched! It was not in JNI, the problem was that in the Matrix
constructor I had the a12 element repeated and setted in the a13
position! The example with the y-up orientation works as expected now.
Changes are checked in the repository.



Whoops. OK, I will test it in the morning again. Thanks for finding this!


Yes, I think is the best way, maybe if you find another bug or are
interested into contribute, then we can use this mechanism sending me
the patch directly.


Sure, why not. We are looking into doing some AR applications for 
Android, so we may use your library as a base to start from. If I have 
some modifications that will be beneficial for everyone, I will for sure 
send you a patch.


Best regards,

Jan
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Re: [osg-users] Osg + Maya status?

2012-09-06 Thread Jean-Sébastien Guay

Hello Per,

There is no such thing as noise for the OSG list, especially not when 
it's so directly related to a project in the OSG ecosystem. It's totally 
relevant and will be useful to someone else I'm sure. So I'm putting 
this back on the list :-)


I didn't go from any pre-existing solution file, I just generated my own 
with maya2osg's cmake build system (similar to OSG's own).


IIRC, I built maya2osgwith an OSG off the SVN trunk, probably close to 
3.0. It's been a while though (at my previous employer which I left over 
9 months ago) so depending on whether your OSG version is more or less 
recent it may or may not compile. In that case, you can probably 
collaborate with Javier Taibo and / or PP (Peter Particle I think it 
stood for) who were active developers of the project back then and 
probably still monitor this list. You can also subscribe to its own 
mailing list at


https://lists.sourceforge.net/lists/listinfo/maya2osg-users

though I think they are on both so they should see these messages too.

Another thing I remember, I would compile maya2osg with an SVN trunk 
version of OSG, but the models exported from maya in .osg format would 
read fine in an OSG 2.8.3 viewer. So that's what we did, since our own 
software needed to use a stable / released / numbered version of OSG, 
not OSG from SVN). Our pipeline looked like this:


1. Create models in maya
2. Export with maya2osg (compiled against OSG 2.9.x or whatever) in .osg 
format
3. Optimize the .osg model and save it as .ive using a custom tool based 
on osgconv (built using OSG 2.8.3, so the binary .ive format was 
compatible with our software)
4. Use the .ive or the unoptimized .osg in our software (built using OSG 
2.8.3)


So as I see it you have 2 options depending on the version of OSG you 
were using to build maya2osg:


1. If it was a recent version (3.1 and up, or current SVN trunk) I'm 
sure the maya2osg folks will want to update the plugin to build against 
that version, so you can try to make it work and submit the changes to 
them or talk to them to see if they're willing to do it.
2. If it was an older version, for example the version you need to build 
your own software with, you could adopt a pipeline like the one I 
outlined above.


As an alternative to option 2, you could also modify maya2osg to compile 
against that version of OSG (using #ifdefs with the OSG version to make 
sure you don't break its compilation against newer versions). But I 
think that might make the code very messy, so the maya2osg folks might 
not accept to merge those changes back in, which I think is 
understandable, and then you'd be left with having to maintain your own 
private fork of the plugin...


Hope this helps,

J-S


On 06/09/2012 10:49 AM, Per Nordqvist wrote:

Hi J-S, thanks for responding. I assume you started from the Maya 2011 solution,
with Visual Studio 2008?
Im trying to compile now but I'm probably using the wrong version of OSG,
getting lots of API related errors during compile time.
Do you remember which version of OSG you used that matches Maya 2011?

(I'm posting off the list to reduce the noise. If I succeed I'll post
the conclusions there)

/Per

On 6 September 2012 12:45, Jean-Sébastien Guay jean_...@videotron.ca wrote:

Hello Per,

I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though.

J-S



On 06/09/2012 3:22 AM, Per Nordqvist wrote:

Hi all,

I'm trying to find a working pipeline between osg 3.01  Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings are all messed up.

Now I am looking at the native osgMaya:
http://maya2osg.sourceforge.net/
but it only supports older version of Maya, i.e 2009/10/11.

Has there been any efforts on this plugin for Maya 2013?

Thanks,

/Per Nordqvist

p.s. the community page
http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins
points to http://www.diosoft.com/soft/osgmaya/ but this page seems dead.
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[osg-users] intercepting win32 message loop

2012-09-06 Thread Ruigang Yang
Hi,

I have  quick demo program that  basically needs to have two windows, one is an 
OSG window and the other is a regular win32 window. 

I create the win32 window in a new thread with a message loop 
 while ( GetMessage( msg, NULL, 0, 0 ) { ...}

It works fine until the OSG window has started (using osgViewer) After that, my 
regular win32 window can't receive any message.  I think the reason is that 
there is just one message queue for the entire program. 
I am not 100% sure about this though.


Can someone tell me a quick way to fix this problem? For example, is there 
anyway to intercept win32 message inside the viewer? 

Thank you!

Cheers,
Ruigang

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