[osg-users] OSGQT lib not created

2014-07-31 Thread manish Choudhary
Hi,

I'm using OSG 3.2.1 version, QT 5.3.1 msvc 2013, cmake 3.0  to build on VS 2013.
except osgQT lib  all are created and working fine.
Why OSGQT lib not created ?

... 

Thank you!

Cheers,
manish

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[osg-users] OSG Server DOWN for mainteinance

2014-07-31 Thread Jordi Torres
Hi osg-ers

The OSG server containing the old trac and the svn will be down for some
hours for mainteinance. In the meanwhile you can use the git mirror to get
the code ( https://github.com/openscenegraph/ )

Sorry for the inconvenience.

Cheers.
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Re: [osg-users] OSG Server DOWN for mainteinance

2014-07-31 Thread Jordi Torres
Hi again,

The osg server is back on track. If you experience any problems feel free
to mail me or to post to this thread.

Thanks.


2014-07-31 12:09 GMT+02:00 Jordi Torres jtorresfa...@gmail.com:

 Hi osg-ers

 The OSG server containing the old trac and the svn will be down for some
 hours for mainteinance. In the meanwhile you can use the git mirror to get
 the code ( https://github.com/openscenegraph/ )

 Sorry for the inconvenience.

 Cheers.
 --
 Jordi Torres





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Re: [osg-users] OSGQT lib not created

2014-07-31 Thread manish Choudhary
Hi
I'm getting this error while ALL Build:-
osgqt error c2371: GLintptr : redefinition; different basic types

Thank you!

Cheers,
manish

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[osg-users] (no subject)

2014-07-31 Thread Christopher Bruns
Hi,

Is it possible to display stereo 3D rendering for green-magenta anaglyph
glasses in OpenSceneGraph? (as opposed to red-cyan glasses)

I can get stereo working well with old-fashioned red-(blue-cyan) glasses.
Is there a way to change the color settings of anaglyph mode?

Below is a complete twelve line python program that renders in stereo for
red/cyan glasses.

[code]
from osgswig import osg, osgDB, osgViewer, osgGA
print %d.%d.%d % (osg.OSG_VERSION_MAJOR, osg.OSG_VERSION_MINOR,
osg.OSG_VERSION_PATCH) # prints 3.2.1
cow = osgDB.readNodeFile(cow.osg)
# Use custom DisplaySettings to create a stereoscopic view
display_settings = osg.DisplaySettings()
display_settings.setStereoMode(osg.DisplaySettings.ANAGLYPHIC) # Red-cyan
ONLY !?!?
display_settings.setStereo(True)
viewer = osgViewer.Viewer()
viewer.setSceneData(cow)
viewer.setUpViewInWindow(100, 100, 500, 500, 1)
viewer.setDisplaySettings(display_settings)
viewer.run()
[/code]

How would I modify this program to display stereo for modern green-magenta
filtered glasses?

Thank you!

Cheers,
Christopher
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Re: [osg-users] is osgEphemeris incompatible with osgShadow?

2014-07-31 Thread Bradley Anderegg
Hi,

I am working to integrate osgShadow and osgEphemeris into Delta3D for the 2.8.0 
release and have encountered this same issue.

I managed to track it down to the setting of the TexGen stateset on texture 
unit 1.

osgEphemeris sets  OBJECT_LINEAR where as osgShadow sets EYE_LINEAR.  
osgEphemeris renders first and that renders correctly but when the shadow 
coordinates are computed the OpenGL state still appears to be set to 
OBJECT_LINEAR.

A simple work-around is to just change one of the texture units, but it seems 
as though it should just work.

Any thoughts would be greatly appreciated!

Cheers,
Brad

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Re: [osg-users] Anaglyph 3D Stereo with Green/Magenta filters?

2014-07-31 Thread Christopher Bruns
Hi,

Is it possible to display stereo 3D rendering for green-magenta anaglyph 
glasses in OpenSceneGraph? (as opposed to red-cyan glasses)

I can get stereo working well with old-fashioned red-(blue-cyan) glasses. Is 
there a way to change the color settings of anaglyph mode?

Below is a complete twelve line python program that renders in stereo for 
red/cyan glasses.


Code:

from osgswig import osg, osgDB, osgViewer, osgGA
print %d.%d.%d % (osg.OSG_VERSION_MAJOR, osg.OSG_VERSION_MINOR, 
osg.OSG_VERSION_PATCH) # prints 3.2.1
cow = osgDB.readNodeFile(cow.osg)
# Use custom DisplaySettings to create a stereoscopic view
display_settings = osg.DisplaySettings()
display_settings.setStereoMode(osg.DisplaySettings.ANAGLYPHIC) # Red-cyan ONLY 
!?!?
display_settings.setStereo(True)
viewer = osgViewer.Viewer()
viewer.setSceneData(cow)
viewer.setUpViewInWindow(100, 100, 500, 500, 1)
viewer.setDisplaySettings(display_settings)
viewer.run()




How would I modify this program to display stereo for modern green-magenta 
filtered glasses?

Thank you!

Cheers,
Christopher

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Re: [osg-users] (no subject)

2014-07-31 Thread Christopher Bruns
Sorry I neglected to put a subject line. I think once I have two posts, I will 
be able to edit my question subject on the forum.
Christopher

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Re: [osg-users] Hard time with slave cameras and viewports.

2014-07-31 Thread Andrés Barrionuevo
Hi STTrife,

thanks for your help. I'll check the info you gave me!
... 

Thank you!

Cheers,
Andrés

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Re: [osg-users] Pan movement

2014-07-31 Thread Desirée Bouchard
Hi gambr,

thanks for your guidance. I'll work on the code with your suggestions.
... 

Thank you!

Cheers,
Desirée

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Re: [osg-users] (no subject)

2014-07-31 Thread Robert Osfield
HI Christopher,

Currently the ANAGLYPHIC stereo support is hardwired to red-cyan.
 Curiously you are the first to ask for anything else.

To implement for other interpretations of anaglyphic you'd need to
implement it using osgViewer::View slave Camera's, one slave Camera for the
left eye and one for the right - you'd attach the appropriate
osg::ColorMask for each slave Camera to get the effect you want.

The code that sets up stereo in svn/trunk can be found in
OpenSceneGraph/src/osgViewer/View.cpp assignStereoOrKeystoneToCamera(..)
method, the code block of interest looks like:

   switch(ds-getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER):
{
// disconect the camera from the graphics context.
camera-setGraphicsContext(0);

// left Camera left buffer
osg::ref_ptrosg::Camera left_camera = assignStereoCamera(ds,
gc.get(), 0, 0, traits-width, traits-height, traits-doubleBuffer ?
GL_BACK_LEFT : GL_FRONT_LEFT, -1.0);

left_camera-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
left_camera-setRenderOrder(osg::Camera::NESTED_RENDER, 0);

// right Camera right buffer
osg::ref_ptrosg::Camera right_camera = assignStereoCamera(ds,
gc.get(), 0, 0, traits-width, traits-height, traits-doubleBuffer ?
GL_BACK_RIGHT : GL_FRONT_RIGHT, 1.0);

right_camera-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
right_camera-setRenderOrder(osg::Camera::NESTED_RENDER, 1);

You could implement this without going via the osg::DisplaySettings/default
configuration, the other alternative would be to extend DisplaySettings and
the View.cpp code to handle customization of the anaglyphic settings.

Robert.




On 31 July 2014 16:07, Christopher Bruns cmbr...@rotatingpenguin.com
wrote:

 Hi,

 Is it possible to display stereo 3D rendering for green-magenta anaglyph
 glasses in OpenSceneGraph? (as opposed to red-cyan glasses)

 I can get stereo working well with old-fashioned red-(blue-cyan) glasses.
 Is there a way to change the color settings of anaglyph mode?

 Below is a complete twelve line python program that renders in stereo for
 red/cyan glasses.

 [code]
 from osgswig import osg, osgDB, osgViewer, osgGA
 print %d.%d.%d % (osg.OSG_VERSION_MAJOR, osg.OSG_VERSION_MINOR,
 osg.OSG_VERSION_PATCH) # prints 3.2.1
 cow = osgDB.readNodeFile(cow.osg)
 # Use custom DisplaySettings to create a stereoscopic view
 display_settings = osg.DisplaySettings()
 display_settings.setStereoMode(osg.DisplaySettings.ANAGLYPHIC) # Red-cyan
 ONLY !?!?
 display_settings.setStereo(True)
 viewer = osgViewer.Viewer()
 viewer.setSceneData(cow)
 viewer.setUpViewInWindow(100, 100, 500, 500, 1)
 viewer.setDisplaySettings(display_settings)
 viewer.run()
 [/code]

 How would I modify this program to display stereo for modern green-magenta
 filtered glasses?

 Thank you!

 Cheers,
 Christopher

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[osg-users] display quad textured with osg::TextureCubeMap

2014-07-31 Thread Conan Doyle
Hi,

I understand the necessary steps to render to texture then display said texture 
on a quad for display.

Now, I am rendering a scene to an osg::TextureCubeMap and want to display it, 
or one face of it, on a quad for display.  I can't seem to get this to work.  I 
tried the following to create 2D texture to display the slice,  but it doesn't 
seem to work.  


Code:

// create cube map texture
osg::TextureCubeMap* rttTextureCubeMap = new osg::TextureCubeMap;
// etc. etc. 

// setup up rtt camera ... snipped

osg::ref_ptrosg::Texture2D textureToDisplay = new osg::Texture2D;
textureToDisplay-setTextureSize( rttTextureCubeMap-getTextureWidth(), 
rttTextureCubeMap-getTextureHeight() );
textureToDisplay-setInternalFormat( rttTextureCubeMap-getInternalFormat() );
textureToDisplay-setSourceType( rttTextureCubeMap-getSourceType() );
textureToDisplay-setSourceFormat( rttTextureCubeMap-getSourceFormat() );
textureToDisplay-setImage(rttTextureCubeMap-getImage(0) );

// create textured quad with textureToDisplaysnipped





CD
... 

Thank you!

Cheers,
Conan[/code]

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Re: [osg-users] display quad textured with osg::TextureCubeMap

2014-07-31 Thread Robert Osfield
HI Conan,

Have a look at the osgdistortion and osgprerendercubemap examples.

Robert.


On 31 July 2014 18:16, Conan Doyle o...@celticblues.com wrote:

 Hi,

 I understand the necessary steps to render to texture then display said
 texture on a quad for display.

 Now, I am rendering a scene to an osg::TextureCubeMap and want to display
 it, or one face of it, on a quad for display.  I can't seem to get this to
 work.  I tried the following to create 2D texture to display the slice,
  but it doesn't seem to work.


 Code:

 // create cube map texture
 osg::TextureCubeMap* rttTextureCubeMap = new osg::TextureCubeMap;
 // etc. etc.

 // setup up rtt camera ... snipped

 osg::ref_ptrosg::Texture2D textureToDisplay = new osg::Texture2D;
 textureToDisplay-setTextureSize( rttTextureCubeMap-getTextureWidth(),
 rttTextureCubeMap-getTextureHeight() );
 textureToDisplay-setInternalFormat(
 rttTextureCubeMap-getInternalFormat() );
 textureToDisplay-setSourceType( rttTextureCubeMap-getSourceType() );
 textureToDisplay-setSourceFormat( rttTextureCubeMap-getSourceFormat() );
 textureToDisplay-setImage(rttTextureCubeMap-getImage(0) );

 // create textured quad with textureToDisplaysnipped





 CD
 ...

 Thank you!

 Cheers,
 Conan[/code]

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