[osg-users] Using osgDB to load text files or other non-OSG files?
Hi, I would like to use the osgDB architecture to load script and xml files, possibly other stuff. I would like to be able to use the CURL plugin to load these files from the net, which means I can't simply get a path with osgDB::findFile and fopen that. Ideally I would like to enter a path or URL and somehow get a std::istream in return. Is reading arbitrary files through the plugin structure possible without writing a ReaderWriter plugin for each format and wrapping the return in an osg::Object? I only see very concrete methods like osgDB::Registry::readImage() or readNode(), not readFile() or something similar. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51432#51432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Inherit depth buffer attachment for a child camera ?
Hi, In my scene graph, I use a main camera with FBO severals attached : - a FBO for COLOR0 - a FBO for COLOR1 - a FBO for DEPTH I would like to use a child camera (not slave) with : - another FBO attached to COLOR0 - the same FBO a main camera for DEPTH buffer Is there anyway to inherit the DEPTH buffer attachment from main camera ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51433#51433 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + Mesa3D
Hi got that, seems to work. Many thanks once again! Mike On 6 Dec 2012, at 03:35, Andrew Cunningham wrote: Hi Mike, I have put a zip of the complete build directory on DropBox. https://dl.dropbox.com/u/82874382/Mesa-7.8.2.zip Let me know when you get it. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51428#51428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scaling while retaining the center position of the object
Hi Jonathan, I have done something similar to what you need by writing a custom dragger callback instead of the standard one assigned to the manipulated objects. In my case I manually rebuild the the motion matrix to apply to the target matrix transform, instead of getting the one that the MotionCommand provides. An alternative might be writing a custom dragger to dispatch a UniformScaleCommand, which is the motion type you want, and none of the provided manipulators sends them. In that case you can keep using the standard callback, as the command will provide the correct motion matrix. Hope this helps, Ricky On Tue, Dec 4, 2012 at 3:15 PM, Jonathan McLaughlin jonat...@mve.comwrote: Hi, I am using a osgManipulator::TabBoxDragger with osgManipulator::Scale2DDraggers to scale objects within my scene. Currently when dragging one of the 2D Draggers the object will scale accordingly but the centre of the object will not stay in the same position. For example, if I grab the top left corner of a square and drag to the left, the bottom right corner will stay where it is and the rest of the object will move left while being rescaled. What I would like to happen is for the bottom right corner to move right at the same rate as the top left corner moves left, all the while maintaining the centre position of the object being scaled Effectively, what I want to do is scale while maintaining the proportions on the plane I am scaling, however cant find a way to do this. Hopefully my explanation is comprehensible and not too long winded. Any help on this would be appreciated. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51344#51344 ___ 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] Scaling while retaining the center position of the object
Hi Ricky, Thanks for the reply. I had noticed the ScaleUniform Command and couldn't see any way to send it. I'll maybe give that a try. Cheers, Jonathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51436#51436 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Throttling OSG
Hi, you could change the frame scheme from CONTINUOUS to ON_DEMAND. Or look into viewers run() function and perform the different traversal calls per frame manually. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51438#51438 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Wiki - what's going on?
Hi All, I haven't been able to access wiki.openscenegraph.com successfully to check out the problems, instead just getting an internal error. Rather than chase these errors and clean up the wiki I've simply removed the wiki.openscenegraph.com as Joomla can work in a similar role. The wiki.openscengraph.com was an experiment with MediaWiki and for it to get polluted and produces errors suggest that it'll need more active maintenance. If required in the future we can come back a look at MediaWiki as an option, for now consider the experiment terminated :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] From Maya to OSH
You can look at the maya2osg project at http://sourceforge.net/projects/maya2osg/. The problem is that it hasn't been maintained recently. We are having the same issue and in the past we exported or models to obj format, then converted to pfb with a custom performer library to handle some special cases (used to use Performer before OSG), then osgconv the pfb to an ive. I am currently taking the code from maya2osg to hopefully go straight. I have to add in our custom changes first though. With Maya 2011, I was able to successfully convert some of our basic models over to ive directly as an export from Maya. Haven't tried other versions or more complicated models yet. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ferran Altarriba Bertran Sent: Friday, November 30, 2012 12:33 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] From Maya to OSH Hi, I'm very very new to OSG, so maybe my doubts will seem quite easy to solve for you... the point is that I have a 3D model done in Autodesk Maya (including materials, image textures, videotextures and animation) and I need to export it to OSG. I haven't found the way to do it directly from Maya (does this way exist?), so I tried to export from Maya to OBJ+MTL and then from this to OSG. The problem is that I can only convert the OBJ file to OSG, I don't know how to add the MTL too. Have u know how can I solve this? Thanks a million! :) Cheers, Ferran -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51308#51308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sharing culling results among multiple cameras
Let's say I have two cameras with identical view frusta, say a main camera and a camera for reflections that contain the same objects, only flipped. Is there any way I can avoid incurring the overhead of culling once for each camera, when the results will be the same for both? Basically I'd like to have two cameras share the results from one culling pass if possible. Thank you, Frank Kane Founder Sundog Software, LLC http://www.sundog-soft.com/ http://www.linkedin.com/pub/frank-kane/17/434/764 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sharing culling results among multiple cameras
Frank Kane wrote on 2012-12-06: Let's say I have two cameras with identical view frusta, say a main camera and a camera for reflections that contain the same objects, only flipped. Except for in very specific situations, the objects in the reflection camera's frustum aren't going to be the same as the main camera's. Are you sure that this statement is true for your case? -- Bryan Thrall Principal Software Engineer FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] test
Sorry, please ignore. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sharing culling results among multiple cameras
Hi Frank, On 6 December 2012 13:50, Frank Kane fk...@sundog-soft.com wrote: Let's say I have two cameras with identical view frusta, say a main camera and a camera for reflections that contain the same objects, only flipped. Is there any way I can avoid incurring the overhead of culling once for each camera, when the results will be the same for both? Basically I'd like to have two cameras share the results from one culling pass if possible. I wouldn't recommend trying to be clever by reusing culling results as the rendering backend is rather more sophisticated than just a list of results - the OSG's culling traversal creates a rendering graph that stores the projection and modelview matrices for each rendered Drawable along with the complete state graph required to make sure the Drawable is rendered with the correct OpenGL state. In your case the reflection will mean that the modelview matrix will be different for each rendered Drawable so will require a separate RenderLeaf that binds the projection and modelview matrices to the Drawable. This means even though the leaves and the bulk of OpenGL state is same the rendering graph will have to be different. In theory you could clone the rendering graphs and modify the duplicate and modify the modelview matrices to achieve the required result, but this requires a pretty deep understanding of the internals of the OSG's rendering back end is rather more complex than one might - the complexity comes from the flexibility of the OSG to manage dynamically multiple rendering stages and passes. This complexity is hidden from most users thanks to the scene graphs front end - users just worry about RenderBin's and in scene graph osg::Camera for render to texture effects. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hatch patterns
osg::PolygonStipple. Glenn Waldron / @glennwaldron On Wed, Nov 7, 2012 at 12:49 PM, Nikos Babasakalis nbabasaka...@gmail.comwrote: Hi, I would like to ask if there is a way for applying hatch patterns in closed areas e.g polygons, triangles, quads Thank you! Cheers, Nikos -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51006#51006 ___ 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] Sharing culling results among multiple cameras
robertosfield wrote: I wouldn't recommend trying to be clever by reusing culling results as the rendering backend is rather more sophisticated than just a list of results Thanks Robert. I thought it might be more trouble than it would be worth. In a release build, the culling isn't too much of a hit really - there are better ways to speed up the reflection pass. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51446#51446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sharing culling results among multiple cameras
Hi, I'm intersted by this topic, because in my application, sometimes I need to render the same scene multiple times. For example, I render the scene a first time to generate a regular OpenGL image. Then I render with different shaders/textures to generate an image with computation results (often using a FBO and RGBA32F render target) So, between these different image, the only modified data are the StateAttribute : shaders, uniforms and textures. In this situation, is there anyway to share the culling results ? Maybe anyway to retrieve the RenderGraph and re-excute it ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51447#51447 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sharing culling results among multiple cameras
One approach is to create a custom RenderBin. The cull pass collects RenderLeaf objects and puts them into the bin. Each RenderLeaf contains a single Drawable along with its modelview matrix, projection martix, and state graph. You can tweak these properties at draw time, or even draw a leaf multiple times (if you override the right functions in RenderBin). I use custom RenderBins in a couple places in osgEarth - it's powerful once you get the hang of it :) Glenn Waldron / osgEarth.org / @glennwaldron On Thu, Dec 6, 2012 at 5:31 PM, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, I'm intersted by this topic, because in my application, sometimes I need to render the same scene multiple times. For example, I render the scene a first time to generate a regular OpenGL image. Then I render with different shaders/textures to generate an image with computation results (often using a FBO and RGBA32F render target) So, between these different image, the only modified data are the StateAttribute : shaders, uniforms and textures. In this situation, is there anyway to share the culling results ? Maybe anyway to retrieve the RenderGraph and re-excute it ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51447#51447 ___ 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] VirtualPlanetBuilder and the Cookbook
Hi, Haven't heard anything from this post for a couple of weeks does anyone have an idea of what I have to do? Thank you! Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51449#51449 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VirtualPlanetBuilder and the Cookbook
Hi Tony, Just use the .tif files. :-) Wang Rui 2012/12/7 Tony Vasile ming...@gmail.com Hi, Haven't heard anything from this post for a couple of weeks does anyone have an idea of what I have to do? Thank you! Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51449#51449 ___ 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] Drawable init method?
Hi, I just figured out that i was having a lot of trouble when creating vbos inside a drawable because there was no opengl context set during its initialization. After searching for a while i found out that if i initialized the vbos inside drawImplementation method then everything would work. There is one problem however, drawImplementation is const. I ended up setting all my members to mutable and all my methods to const so i could make it work. And now it is working. Isn't there a more proper way of initializing stuff inside a drawable? I would expect a initialize method or something like it, or a non const drawImplementation method. I also tried to set the context before initializing the drawable without using the drawImplementation method to no avail. Thanks a lot fellows Cheers, Alexandre -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51451#51451 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX question
Hi Pjotr, On 5/12/12 3:40, Pjotr Svetachov wrote: We recently converted our stereo viewer to cull the scene graph in parallel. But now we are having a crash with some models that have bump mapping effects on them. The crash happens in Effect::traverse because both threads try to add new techniques. Is there a reason this is done during the cull traversal? From my first scan through this code it looks like this can also be done earlier, like in the constructor of the Effect class. Or will this break other code I'm not aware off? Anyone familiar with that piece of code who can shed some light on this issue? My guess is that this is done later since some effects need to have a valid GL context in order to decide which techniques should be used (based on detected GL features). Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] TRK plugin errors
Hello. The new TRK plugin that was recently committed fails to compile. The call to osg::swapBytes() on line 72 of osgPlugins/trk/ReaderWriterTRK.cpp has the wrong number (and type) of parameters. --Kevin Godby ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org