Re: [osg-users] [vpb] Quesions about LOD in VPB
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49792#49792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Quesions about LOD in VPB
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49793#49793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osg + Maya status?
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. ___ 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 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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49775#49775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Quesions about LOD in VPB
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 -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rev 13092 broke osgViewerFLTK
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph
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 ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49798#49798 ___ 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 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49799#49799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rev 13092 broke osgViewerFLTK
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 ___ 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] Osg + Maya status?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (no subject)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with osgCamera-setColorMask() or bug?
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. ___ 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, 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ 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] (no subject)
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___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rev 13092 broke osgViewerFLTK
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 significant difference. Regards, -Fred ___ 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
Re: [osg-users] Problem with osgCamera-setColorMask() or bug?
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___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to get Sequence node to contorl animaton
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49814#49814 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rev 13092 broke osgViewerFLTK
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?
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. ___ 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, 2012/9/6 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 ___ 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] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49818#49818 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] KeySwitchMatrixManipulator::handle()
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49819#49819 ___ 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, 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49818#49818 ___ 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 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 ___ 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] (no subject)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Looking For An osgPPU RTT Example
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! ___ 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, 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg + Maya status?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] intercepting win32 message loop
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49829#49829 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org