Re: [osg-users] Building on Mac OSX, error on OSXAVFoundationVideo.mm

2013-04-03 Thread Raymond de Vries

Hi,

I've got an interesting update: the error does not occur when building 
with Xcode. I was using the Unix Makefiles before and that build stopped.


A related question: where should I set what the default sdk is? The 
previous version is used by default...


cheers, thanks
Raymond



On 4/2/13 11:24 PM, Raymond de Vries wrote:

Hi guys,

I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the 
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the 
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error: 
unknown type name

  'AVPlayerItemVideoOutput'
AVPlayerItemVideoOutput* output;
^

These versions should have support for the avfoundation plugin, right? 
How am I supposed to build it?


Thanks a lot, regards
Raymond

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Alistair Baxter
You do not need Cygwin installed or active to build NDK code for Android any 
more - it was a prerequisite for old NDKs, and it is still needed if you want 
to use Google's Eclipse plug in for C/C++ code debugging, though.

From our internal documentation page where Nathan assembled the instructions 
(he's on holiday right now), the extra bit that you need is probably this:

Install Android NDK
Available here:
http://developer.android.com/tools/sdk/ndk/index.html

Extract it to a location with no spaces in the path, such as 
C:\Local\android-ndk-[ver]

Add to your system environment variables:
ANDROID_HOME[Android-NDK-Install-Dir]
ANDROID_NDK_ROOT[Android-NDK-Install-Dir]

Add to your existing PATH: 

[Android-SDK-Install-Dir]\tools;[Android-SDK-Install-Dir]\platform-tools;[Android-NDK-Install-Dir].


Alistair Baxter
Software Engineer

Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May 2013. 

Midland Valley Exploration Ltd.
144 West George Street
Glasgow G2 2HG
United Kingdom
Tel: +44 (0) 141 332 2681
Fax:+44 (0) 141 332 6792
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller
Sent: 02 April 2013 14:47
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows

Hi,

I went through this tutorial and got stuck when invoking the make command to 
build OSG. It errors out with the message 

ANDROID_NDK-NOTFOUND\ndk-build ...

I'm supposing that there was a step omitted in the tutorial that tells the 
cmake configure utility on where to find the android ndk (i.e. defining the 
path to find ndk-build).

Is this correct or am I missing something? I would like to try and get this to 
work.

Thanks for any help in advance...

Shayne

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Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Rafa Gaitan
Hi Robert,

I'm not sure if the refactor will affect the way that stereo will be
managed, but currently also exists auto-stereoscopic displays, which means
that not only find the classical two-view stereo but many views (8 or 9 are
the most common) and even in mobile devices it's also possible to find
auto-stereoscopic displays.

Some time ago I developed a MultiviewNode to support this kind of displays,
which basically creates a RTT camera with a grid of cameras below using a
GUIEventHandler to apply the stereo displacement. Then renders the RTT to
screen and uses a shader for rendering the specific interlave of the
display.

I knew that this wasn't the best approach but I needed to change the
projection and view matrices to get the correct stereo result and as far as
I knew this only was possible using the SceneView callbacks but not the in
slave views, or at least it wasn't possible in an easy way :).

I'm just commenting this because I think with the new approach will be
worth to consider this kind of displays.

My two cents and thank you for the efforts! :)
Rafa.



2013/3/29 Robert Osfield robert.osfi...@gmail.com

 Hi Christian,


 On 29 March 2013 13:30, Christian Buchner christian.buch...@gmail.comwrote:


 Would supporting barrel predistortion for the Oculus Rift VR headset
 touch this area of work as well? Mathematically speaking it's slightly more
 advanced than keystoning, but both could be implemented with a distortion
 mesh.


 In principle it would work in exactly the same way, the only difference
 would be the mesh/texture coordinates you'd use in the second pass, the RTT
 pass would be the same.

 Given this the principle of general distortion correction would come down
 to users provide the appropriate distortion scene graph and setting
 projection/modelview matrix for the distortion correction Camera that
 renders to the final screen.  For stereo on separate display outputs we'd
 have two such distortion correction settings, but for stereo on a single
 display (quad buffer/anaglyphic/interleaved) then we'd have just one.

 Robert.

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Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Robert Osfield
Hi Rafa,


On 3 April 2013 09:48, Rafa Gaitan rafa.gai...@gmail.com wrote:

 I'm not sure if the refactor will affect the way that stereo will be
 managed, but currently also exists auto-stereoscopic displays, which means
 that not only find the classical two-view stereo but many views (8 or 9 are
 the most common) and even in mobile devices it's also possible to find
 auto-stereoscopic displays.

 Some time ago I developed a MultiviewNode to support this kind of
 displays, which basically creates a RTT camera with a grid of cameras below
 using a GUIEventHandler to apply the stereo displacement. Then renders the
 RTT to screen and uses a shader for rendering the specific interlave of the
 display.

 I knew that this wasn't the best approach but I needed to change the
 projection and view matrices to get the correct stereo result and as far as
 I knew this only was possible using the SceneView callbacks but not the in
 slave views, or at least it wasn't possible in an easy way :).

 I'm just commenting this because I think with the new approach will be
 worth to consider this kind of displays.


There new approach should be able to encompass novel displays that require
multiple camera and then a second pass to render the result.  In essence it
won't be any different to how stereo will be done - a master Camera on the
view that controls the main view and projection matrices, then slave
Camera's to render the left/right or n views with the appropriate view and
projection offsets, then if required a final slave Camera that does the
composition.

The question for me is how best to wire up the interface for the stereo
support and any other schemes.  One approach is to leave it low level
viewer configuration where the user or a configuration file describe
exactly what slave Camera are required, this will require just what we have
right now in terms of the osgViewer API and implementation, the only
addition would be a fully functioning viewer configuration file.  Providing
easier to use helper functions in osgViewer::View in addition to the viewer
configuration file is what I'd like to do so the user can use either route
or a combination of these - prior art to these helper functions are the
View::setUpView*() methods.

BTW, if you can create the appropriate viewer slave Camera and shader
combination then I'd be able to wrap this up in a helper function.

Robert.
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Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Rafa Gaitan
Hi Robert,


2013/4/3 Robert Osfield robert.osfi...@gmail.com



 There new approach should be able to encompass novel displays that require
 multiple camera and then a second pass to render the result.  In essence it
 won't be any different to how stereo will be done - a master Camera on the
 view that controls the main view and projection matrices, then slave
 Camera's to render the left/right or n views with the appropriate view and
 projection offsets, then if required a final slave Camera that does the
 composition.


 The question for me is how best to wire up the interface for the stereo
 support and any other schemes.  One approach is to leave it low level
 viewer configuration where the user or a configuration file describe
 exactly what slave Camera are required, this will require just what we have
 right now in terms of the osgViewer API and implementation, the only
 addition would be a fully functioning viewer configuration file.  Providing
 easier to use helper functions in osgViewer::View in addition to the viewer
 configuration file is what I'd like to do so the user can use either route
 or a combination of these - prior art to these helper functions are the
 View::setUpView*() methods.


Yes that is the idea, but I think a simple offset is not enough, as
depending on the scene and/or the fusionDistance the offset should be a
callback which computes the correct displacement for each View. If I recall
correctly SceneView has a StereoMatricesCallback to achieve this
computations. Maybe exposing this callbacks into the addSlave API will
allow better stereo support.

Maybe for a simple configuration file one can use a default stereo
settings and set up default callbacks or a simple offset depending on what
do you want to achieve, and of course the grid of cameras configuration,
for instance, 2 columns, 1 row is horizontal split, 3 columns 3 rows is a
multiview, but in the end it behaves the same.

Then if you want to add a second, third or whatever passes for getting mesh
distorsion and/or even a special interleave perhaps the configuration file
could only have a  filter per pass and a set of params for the filter.
Not sure if these things fits on your idea.


 BTW, if you can create the appropriate viewer slave Camera and shader
 combination then I'd be able to wrap this up in a helper function.


Yes, I will do that, but I never did it because it was not possible to
change the offsets per frame, maybe I could prepare the code with a
simple offset and then improve it when something more configurable is
possible.

Thoughts?

Rafa.






 Robert.

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Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Jan Ciger

On 04/03/2013 10:58 AM, Robert Osfield wrote:

The question for me is how best to wire up the interface for the stereo
support and any other schemes.  One approach is to leave it low level
viewer configuration where the user or a configuration file describe
exactly what slave Camera are required, this will require just what we
have right now in terms of the osgViewer API and implementation, the
only addition would be a fully functioning viewer configuration file.
Providing easier to use helper functions in osgViewer::View in addition
to the viewer configuration file is what I'd like to do so the user can
use either route or a combination of these - prior art to these helper
functions are the View::setUpView*() methods.


E.g. the Oculus Rift HMD needs two side-by-side views (slave cameras), 
with barrel distortion and scaling. The parameters for this are 
described using a formula, there isn't a mesh to project on, so a shader 
is required to do the distortion.


If there was a function that would set up two views like that using FBOs 
or something, providing the hooks where to attach the required shaders, 
that would be already hugely helpful.


Regards,

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jan Ciger

On 04/03/2013 10:10 AM, Alistair Baxter wrote:

You do not need Cygwin installed or active to build NDK code for Android any 
more - it was a prerequisite for old NDKs, and it is still needed if you want 
to use Google's Eclipse plug in for C/C++ code debugging, though.

 From our internal documentation page where Nathan assembled the instructions 
(he's on holiday right now), the extra bit that you need is probably this:



Well, that is contrary to the published Google documentation, 
unfortunately.


I have managed to build code using just GNU Make and the ndk_build 
without Cygwin too, but it is unsupported and you are likely to 
encounter all kinds of bugs - most of the scripts in NDK assume 
Unix/Linux system and bash being available. I have spent almost a week 
fighting with a problem that ended up being caused by the version of 
bash from MinGW (or Git, not sure now) that is patched to actually 
mangle the path names, pre-pending its own installation directory. That 
was of course causing ndk_build and other scripts to fail in random 
ways. That's why Google is asking for Cygwin - it is a known-good 
quantity.


I really don't recommend doing this unless you have a lot of time to 
waste debugging the convoluted NDK build system.



Regards,

Jan

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[osg-users] What's the progress of osgPango?

2013-04-03 Thread michael kapelko
Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled this
up:
http://forum.openscenegraph.org/viewtopic.php?t=6394

The osgPango page ( http://code.google.com/p/osgpango/ ) says:

Screenshots
COMING BACK SOON (August, 2012)

I wonder how's osgPango doing?
Thanks.
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Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Christian Buchner
Why not just build an approximate mesh based on the Oculus projection
formula? ;)

Christian



2013/4/3 Jan Ciger jan.ci...@gmail.com

 On 04/03/2013 10:58 AM, Robert Osfield wrote:

 The question for me is how best to wire up the interface for the stereo
 support and any other schemes.  One approach is to leave it low level
 viewer configuration where the user or a configuration file describe
 exactly what slave Camera are required, this will require just what we
 have right now in terms of the osgViewer API and implementation, the
 only addition would be a fully functioning viewer configuration file.
 Providing easier to use helper functions in osgViewer::View in addition
 to the viewer configuration file is what I'd like to do so the user can
 use either route or a combination of these - prior art to these helper
 functions are the View::setUpView*() methods.


 E.g. the Oculus Rift HMD needs two side-by-side views (slave cameras),
 with barrel distortion and scaling. The parameters for this are described
 using a formula, there isn't a mesh to project on, so a shader is required
 to do the distortion.

 If there was a function that would set up two views like that using FBOs
 or something, providing the hooks where to attach the required shaders,
 that would be already hugely helpful.

 Regards,

 Jan

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[osg-users] How to set attribute shaders vars into ShadowedScene.

2013-04-03 Thread Dario Minieri
Hi,

Sorry for noob question, but I'm going crazy setting attribute vertex shaders 
variables starting from ShadowedScene. I've some code like this:

//create shadowed scene...
//create shadow technique l_MinimalShadowMap 
l_MinimalShadowMap-setShadowFragmentShader(l_sf);
l_MinimalShadowMap-setShadowVertexShader(l_sv);
l_MinimalShadowMap-setMainFragmentShader(l_mf);
l_MinimalShadowMap-setMainVertexShader(l_mv);  
//set technique to the shadowed scene...

Now, l_sf, l_sv, l_mf and l_mv are fragment and vertex shaders and they 
contains a lot of others features and integrations then shadows. In particular, 
a vertex shaders contains some attribute variables which I have to set from my 
program. This is the problem: to set attribute vartex vars I need to access the 
program shaders, but this program is setted inside a stateset's technique using 
CullVisitor. So, I'm not able to retrieve this program to set others attributes 
vertex shaders variables.

Someone can explain a method?

Thank you!

Cheers,
Dario[/code]

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Re: [osg-users] What's the progress of osgPango?

2013-04-03 Thread Chris Hanson
It's still alive. Jeremy has been busy with different projects, but is
still around and involved.

Did you have a specific question about it?


On Wed, Apr 3, 2013 at 7:20 AM, michael kapelko korn...@gmail.com wrote:

 Hi.
 I've been researching Cairo / Pango for GUI use with OSG, and googled this
 up:
 http://forum.openscenegraph.org/viewtopic.php?t=6394

 The osgPango page ( http://code.google.com/p/osgpango/ ) says:

 Screenshots
 COMING BACK SOON (August, 2012)

 I wonder how's osgPango doing?
 Thanks.

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Training • Consulting • Contracting
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GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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Re: [osg-users] What's the progress of osgPango?

2013-04-03 Thread Jeremy Moles

On 04/03/2013 09:20 AM, michael kapelko wrote:

Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled 
this up:

http://forum.openscenegraph.org/viewtopic.php?t=6394

The osgPango page ( http://code.google.com/p/osgpango/ ) says:

Screenshots
COMING BACK SOON (August, 2012)

I don't have anywhere to put them, I stopped paying for my Linode 
account since I never really used it.


osgPango and osgCairo both work just fine (I just used them in some paid 
work, actually). However, I've been wanting to use Harfbuzz instead 
(Pango is built on Harfbuzz), but haven't had a chance to yet. Like 
Chris said, very busy.

I wonder how's osgPango doing?
Thanks.


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Re: [osg-users] Converting .ive model to .osg - including textures

2013-04-03 Thread Thijs Hofland
Hi,

Sorry to bump such an old question, but I am having trouble with exporting my 
.ive files to .osg files to get the textures. I have followed this tutorial: 
http://lagoon.cse.unr.edu/~lagoon/index.php/ECSLENT_Blender_import/export#How_to_convert_.ive_to_Ogre_.mesh,
 however I get stuck at point 4 of the procedure.

I have tried


Code:
osgconv --format osg
sudo osgconv sgnl_01.ive signaal2.osg -O OutputTextureFiles



but it gives me the following errors


Code:
Error writing file textures/sngpst.png: Warning: Error in writing to 
textures/sngpst.png.
Error writing file textures\Red.png: Warning: Could not find plugin to write 
image to file textures\Red.png.
Error writing file textures\Orange.png: Warning: Could not find plugin to write 
image to file textures\Orange.png.
Error writing file textures\Green.png: Warning: Could not find plugin to write 
image to file textures\Green.png.
Data written to 'signaal2.osg'.



I do have created the folder 'textures'. The .osg file is created, but the .png 
files cannot be opened. Am I missing something?

Thank you!

Cheers,
Thijs[/code]

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Thanks to everyone for their input so far.

I guess if one presents information or a tutorial for building OSG on Android 
for Windows, it should be complete, accurate, and thorough. It appears that 
vital information or detail is missing in the tutorial regarding the role of 
the Android NDK or getting it set up in building the OSG in this context.

Anway, I did add the environment variables that were missing which allowed me 
to progress further but now I'm getting the following error when I run the 
make...

Android NDK: Parsing Application.mk
Android NDK:   APP_PIE is
C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric 
second argument to `wordlist' function: ''.  Stop.
make[2]: *** [Android-OpenSceneGraph] Error 2
make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
make: *** [all] Error 2

Any idea on what this error is referring to?

Just as a sanity check, has anyone else had success in building OSG for Android 
using the tutorial given above? I thought I'd ask before investing too much 
time in something that may not work...

Shayne

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Re: [osg-users] Converting .ive model to .osg - including textures

2013-04-03 Thread Sebastian Messerschmidt

Hello Thijs,

It seems you don't have a valid plugin for png. Check if the osgDB 
plugin exists in the plugin directory.

Also there might be an option to write the textures to a different format.
As a last resort you could roll your own exporter using the database 
readcallback and save to images on your own.


cheers
Sebastian

Hi,

Sorry to bump such an old question, but I am having trouble with exporting my 
.ive files to .osg files to get the textures. I have followed this tutorial: 
http://lagoon.cse.unr.edu/~lagoon/index.php/ECSLENT_Blender_import/export#How_to_convert_.ive_to_Ogre_.mesh,
 however I get stuck at point 4 of the procedure.

I have tried


Code:
osgconv --format osg
sudo osgconv sgnl_01.ive signaal2.osg -O OutputTextureFiles



but it gives me the following errors


Code:
Error writing file textures/sngpst.png: Warning: Error in writing to 
textures/sngpst.png.
Error writing file textures\Red.png: Warning: Could not find plugin to write image to 
file textures\Red.png.
Error writing file textures\Orange.png: Warning: Could not find plugin to write image to 
file textures\Orange.png.
Error writing file textures\Green.png: Warning: Could not find plugin to write image to 
file textures\Green.png.
Data written to 'signaal2.osg'.



I do have created the folder 'textures'. The .osg file is created, but the .png 
files cannot be opened. Am I missing something?

Thank you!

Cheers,
Thijs[/code]

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jorge Izquierdo Ciges
For your sanity don't use r8e yet there have been complaints about some
toolchains broken. Check with r8d.
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jan Ciger
Hello,

On Wed, Apr 3, 2013 at 5:29 PM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:

 Thanks to everyone for their input so far.

 I guess if one presents information or a tutorial for building OSG on
 Android for Windows, it should be complete, accurate, and thorough. It
 appears that vital information or detail is missing in the tutorial
 regarding the role of the Android NDK or getting it set up in building the
 OSG in this context.



Shayne, I think that the documentation is pretty reasonable in this regard.
You cannot expect OSG documentation to teach you what is NDK, how it works
and how it fits within an Android application.



 Anway, I did add the environment variables that were missing which allowed
 me to progress further but now I'm getting the following error when I run
 the make...

 Android NDK: Parsing Application.mk
 Android NDK:   APP_PIE is
 C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: ***
 non-numeric second argument to `wordlist' function: ''.  Stop.
 make[2]: *** [Android-OpenSceneGraph] Error 2
 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
 make: *** [all] Error 2

 Any idea on what this error is referring to?


That seems to be (yet another) NDK bug. Welcome to the hell that is NDK on
Android. Google reveals this:
http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

Check if that fix helps.



 Just as a sanity check, has anyone else had success in building OSG for
 Android using the tutorial given above? I thought I'd ask before investing
 too much time in something that may not work...


I am using and building OSG without too much hassle on Windows (and Linux)
for Android based on this documentation on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android

There are several people on this list who are working with Android, so yes,
it does work. I had an Android demo with OSG at the recent Laval Virtual
actually.

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Jan,

My comments or inquries were in reference to the tutorial as presented in this 
thread. Of course I don't expect the OSG wiki doc to go into explicit detail 
regarding the Android NDK. My point is that if someone posts a tutorial (in 
this case the main gist of this thread), there should be more detail so that a 
novice can come in, follow its steps, and be successful in completing the 
desired task. Obviously there are some steps missing, hence the reason for this 
discussion.

It appears that I would be best served by following your recommendation of 
following the steps provided on the wiki. It's becoming obvious that taking 
this course of action will give me the greatest chance of success in getting 
the OSG working for Android rather than following what is presented here.

Again, thanks to all who have taken the time out to address my questions and 
concerns. I'm sure there will be more...

Shayne

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Re: [osg-users] Converting .ive model to .osg - including textures

2013-04-03 Thread Thijs Hofland
Thank you for the quick reply!

I had to use the following command, that did work (since the textures were 
compressed):


Code:
osgconv --compressed -O OutputTextureFiles sgnl_01.ive signaal2.osg 



It had .dds files as output, which I converted to .png with Photoshop, by 
making use of the NVideo Plug-in.

Cheers,
Thijs

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Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Jan Ciger

On 04/03/2013 03:47 PM, Christian Buchner wrote:


Why not just build an approximate mesh based on the Oculus projection
formula? ;)

Christian


Why to do that when the formula including the distortion coefficients is 
provided in the SDK? Do you have a parametric modeller that could do it? 
Otherwise I would have to program a tool to generate me the mesh - a 
PITA, when I can just plug the 5 or so coefficients into a shader instead.


There is even sample shader code included too. Unfortunately only HLSL - 
VR peripheral and every example is only for DirectX, a bit crazy, but I 
guess they are trying to position it mainly as a gaming, not industrial 
product.


BTW, the same lens distortion formulas are used whenever you are working 
with live video from cameras to undistort images, e.g. for augmented 
reality. So being able to use the distortion model directly by means of 
a shader would be quite useful.


Jan


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jan Ciger

On 04/03/2013 07:49 PM, Shayne Tueller wrote:

Jan,

My comments or inquries were in reference to the tutorial as
presented in this thread.


Careful. Many people (including me) are reading this via the mailing 
list, not forum - there is a gateway between the two, so forum posts go 
to the list and list posts show up on the forum.


Thus I had no clue which tutorial as presented in this thread are you 
referring to. For me the thread started with your questions about the 
OSG not building. And only now I see that in addition to the Wiki page 
there is another, two months old mail (in another e-mail thread) from 
Nathan Collins from the 4th February explaining how to build OSG using 
MinGW tools (unsupported way, btw). Or is there yet another tutorial 
that you have actually used?


For the future it would help to make such references explicit (I 
followed the tutorial here: http:// and this happened ...)



Of course I don't expect the OSG wiki doc
to go into explicit detail regarding the Android NDK. My point is
that if someone posts a tutorial (in this case the main gist of this
thread), there should be more detail so that a novice can come in,
follow its steps, and be successful in completing the desired task.
Obviously there are some steps missing, hence the reason for this
discussion.


Right, correct. However, please do address that to Nathan - you haven't 
specified that it was actually his tutorial, so it is likely that nobody 
has realized that that is the one you are talking about. Nathan also 
seems to be using the mailing list, not forum, so he likely missed the 
question entirely.


On the other hand, OSG and NDK is *not* meant for complete novices, 
especially OSG on Android is still a bit rough for various reasons. So 
let's be reasonable here - a novice is actually expected to read the 
documentation before starting on something (like the Cygwin issue ...)




It appears that I would be best served by following your
recommendation of following the steps provided on the wiki. It's
becoming obvious that taking this course of action will give me the
greatest chance of success in getting the OSG working for Android
rather than following what is presented here.


Give that a shot. That tutorial is tried, it does work and is using the 
official (Google supported) way of building applications for Android. 
However, you may still encounter bugs - like the last compilation error 
you had. That is the nature of the beast, because the NDK is quite fast 
moving target and Google is prone to fix one bug and introduce two new 
ones in every release. Furthermore, their documentation for it is pretty 
much non-existent.


In addition, OSG is also moving forward, so you must be flexible and 
actually understand what you are doing. Don't expect that simply copy  
pasting commands into the shell will work. That is why I recommended you 
to first try some of the NDK examples so that you see how things are 
actually supposed to fit together.



Again, thanks to all who have taken the time out to address my
questions and concerns. I'm sure there will be more...


You are welcome and feel free to ask if you any further issues.

Regards,

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller

 Careful. Many people (including me) are reading this via the mailing 
 list, not forum - there is a gateway between the two, so forum posts go 
 to the list and list posts show up on the forum.
 
 Thus I had no clue which tutorial as presented in this thread are you 
 referring to. For me the thread started with your questions about the 
 OSG not building. And only now I see that in addition to the Wiki page 
 there is another, two months old mail (in another e-mail thread) from 
 Nathan Collins from the 4th February explaining how to build OSG using 
 MinGW tools (unsupported way, btw). Or is there yet another tutorial 
 that you have actually used?


I'm aware of that. I actually use both the email list and the forum 
interchangeably. I assumed most people did as well to see the full context of 
discussion. Apparently that is not the case. For individuals who mainly use the 
email list, I will try to be more explicit in referring back to the forum.

In answer to your question...no, I'm not referring to another tutorial. This 
was the only one. I tried it out and it didn't work so well (so far). I simply 
asked why and I got answers. Nothing more, nothing less.


 Right, correct. However, please do address that to Nathan - you haven't 
 specified that it was actually his tutorial, so it is likely that nobody 
 has realized that that is the one you are talking about. Nathan also 
 seems to be using the mailing list, not forum, so he likely missed the 
 question entirely.


Hmmm...you must have missed the email list response from Alistair Baxter on 
4/3/13 @ 2:11am who was addressing my questions in behalf of Nathan Collins who 
is out of town. He apparently saw what I wrote and the context that it was 
written in. He knew what I was talking about...


 On the other hand, OSG and NDK is *not* meant for complete novices, 
 especially OSG on Android is still a bit rough for various reasons. So 
 let's be reasonable here - a novice is actually expected to read the 
 documentation before starting on something (like the Cygwin issue ...)


Not sure what to say regarding this comment...


 Give that a shot. That tutorial is tried, it does work and is using the 
 official (Google supported) way of building applications for Android. 
 However, you may still encounter bugs - like the last compilation error you 
 had. That is the nature of the beast, because the NDK is quite fast moving 
 target and Google is prone to fix one bug and introduce two new ones in every 
 release. Furthermore, their documentation for it is pretty much non-existent.


Pretty hard to read documentation that is pretty much non-existent...even for a 
novice...;^)

-Shayne

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[osg-users] OT: Qt Statusbar question

2013-04-03 Thread Michael W. Hall
Not really a osg question directly.  I am using osgEarth in my
application.  I have a callback function that updates the statusbar.  If
I have my callback function parameters set to take a statusbar pointer,
it will update the status bar with the lat/long under the mouse.

However, I have added two QLabels to my statusbar.  I have changed my
callback function to take a QLabel pointer.  I pass in the label that I
added to the status bar.  When I set up the function this way, the
lat/long is not displayed in the statusbar.

I have searched the web for examples with no success.  Can anyone shed
some light on this?  Is there a way to pass in the status bar and then
access the label you added to set the text?

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Re: [osg-users] How to set attribute shaders vars into ShadowedScene.

2013-04-03 Thread Daniel Schmid
Hi Dario
For this case you have to derive your own shadow class from MinimalShadowMap, 
in order to get access to the protected statesets and programs. That's the way 
I did it.
Regards

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