Re: [osg-users] Building on Mac OSX, error on OSXAVFoundationVideo.mm
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 ___ 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] How to build OpenSceneGraph for Android in Windows
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 The structural geology experts -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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53413#53413 ___ 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] Integration of stereo and distortion correction into osgViewer
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. ___ 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] Integration of stereo and distortion correction into osgViewer
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of stereo and distortion correction into osgViewer
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. ___ 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] Integration of stereo and distortion correction into osgViewer
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] What's the progress of osgPango?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of stereo and distortion correction into osgViewer
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 __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to set attribute shaders vars into ShadowedScene.
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53431#53431 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What's the progress of osgPango?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What's the progress of osgPango?
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. ___ 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] Converting .ive model to .osg - including textures
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53434#53434 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53435#53435 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting .ive model to .osg - including textures
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53434#53434 ___ 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] How to build OpenSceneGraph for Android in Windows
For your sanity don't use r8e yet there have been complaints about some toolchains broken. Check with r8d. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53439#53439 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting .ive model to .osg - including textures
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53440#53440 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integration of stereo and distortion correction into osgViewer
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53443#53443 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OT: Qt Statusbar question
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set attribute shaders vars into ShadowedScene.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53446#53446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org