Re: [osg-users] radius2
Hi Jethro, I'm a bit perplexed by your suggestion, as: 0.25 == 0.5 squared. Having the 0.5 multiplication within the brackets would force the operation to work on a temporary vec3 rather than a singe float so would take three times as much computation. Robert. On 4 February 2015 at 00:15, Jethro Leevers j.leev...@aamgroup.com wrote: Hi, Looking in the osg\BoundingBox template it seems to have a function radius2, this function seems to return 1/4 of the diameter squared, is there a reason for this? Code: return 0.25*((_max-_min).length2()); I thought the following would be a more accurate radius2 function Code: return ((_max-_min)*0.5).length2(); Thank you! Cheers, Jethro[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62584#62584 ___ 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] [build] Xcode: Cannot find install manifest
HI Robert, On 3 February 2015 at 22:40, Robert Graf muzzlebu...@gmail.com wrote: Easiest solution: Simply activate the ALL_BUILD scheme from the drop-down menu at the top of the window. It defaults to uninstall, which probably is not desirable. I have just checked OpenSceneGraph/CMakeLists.txt and it refers to install before uninstall and my Makefile the install is provided before the uninstall. I'm not an OSX user let alone an XCode one so can't comment when CMake or XCode might be doing wrong to screw things up, but it looks like at least on the OSG CMake side the isn't anything I've seen so far that would cause this ordering issue. When I have used OSX I've in the past I've always used the Makefile to build as it's simpler and quicker to do, I found XCode was just made simple things awkward to do. Mostly I would expect OSG users to just want to build and install the OSG so you might well be able to just use the Makefile system. BTW, you don't need to tell CMake to use Makefiles under unices as this is the default. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node/Object Serialization
Hi Jeremy, You don't really provide enough info about how you are doing things to know what be going amiss so I'll provide general information. Since OSG-3.2 I have done quite a bit of work on making the serialization scheme support introspection sufficient for the purposes of integrating the OSG with scripting languages. There is now a lua plugin that uses this to allow you to create and modify scene graphs all with lua and have this integrated with the OSG application via callbacks etc. The make the introspection a bit more user friendly I have write a osgDB::ClassInterface class that provides a range of methods for enquiring about properties of classes, creating objects and setting/getting properties and invoking methods. This is available in the OSG-3.3.x dev releases and svn/trunk. I would have thought your usage case would fit well with the capabilities of the new ClassInterface. Robert. On 4 February 2015 at 01:12, Jeremy jswig...@gmail.com wrote: Is the serialization support of osg in active development? I made an attempt to implement a custom osgDB::OutputStream class along with writeObjectFields in order to try and piggy back the built in serialization functionality in order to be able to populate a GUI tree view I'm working on. https://www.dropbox.com/s/07t5zk7hw8jp2r7/Screenshot%202015-01-24%2023.06.38.png?dl=0 It quickly became apparent that the serialization output in OSG is lacking in enough ways that it doesn't appear that I can use it in this way, which is very unfortunate. The same issues I ran into appear to be issues with the in built serialization mechanisms, because the ascii and xml versions of ReaderWriterOSG2 appear to be awkwardly formatted as well. Since the serializers are implemented as a streaming set of values, including 'count' type variables, there isn't enough context interleaved through the stream to isolate the write* values for the property values from formatting writes such as counts and type names and such. I don't suppose there is any ongoing effort to improve upon this or possibly add an alternate parallel reflection interface that one could query and iterate the named properties of the entire hierarchy. Ultimately I'm looking for a way to visualize the internal state of all the various osg object types to a UI, or to script interfaces or whatever. Thanks Jeremy ___ 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] [build] Xcode: Cannot find install manifest
Thanks a bunch Robert for checking on this and getting back. The suggestion about avoiding Xcode on OS X is good too. It also is simple enough to make sure the ALL_BUILD scheme is active before running the build. Thanks again for the help! -Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62599#62599 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Offscreen rendering (e.g. pbuffer) and event processing
Hi Émeric, Thanks for spotting to typo. I hadn't noticed this before, and it hadn't been reported either. I am fixing this and will get it checked in once my clean build has completed. As for implementing an off screen viewer functionality using a pbuffer. I haven't ever tried this on contemplated it. It should be possible to mimic traditional window events by injecting them into the EventQueue, and you've spotted passing on the appropriate window size will be required. I can't provide any specific advice though as you are already further down the road of trying something I haven't done yet :-) Robert. On 4 February 2015 at 12:12, Émeric MASCHINO emeric.masch...@gmail.com wrote: Hi, I should have said that I was drawing the viewer in a pixel buffer in my other question [1], that now leads to this one... I'm streaming the pixel buffer data and displaying/manipulating the scene in/from a webpage. The offscreen viewer obviously hasn't any window, nor associated event queue. I would like to forward the keyboard/mouse inputs emitted by the JavaScript code in my webpage, so that I can leverage upon the OSG manipulators (namely, trackball). At the moment, I'm doing the following: viewer.getEventQueue()-setGraphicsContext(pbuffer); viewer.getEventQueue()-syncWindowRectangleWithGraphcisContext(); These operations are normally performed when initializing a GraphicsWindow, e.g. in GraphicsWindowWin32::init() and are thus missing when initializing a pbuffer, in e.g. PixelBufferWin32::init(). The syncWindowRectangleWithGraphcisContext (ever noticed the misspelling?) was the missing thing for me in [1]. Thus, the GUIEventAdapter created when processing an event in the EventQueue had its _Xmin, _Xmax, _Ymin, _Ymax, _windowWidth and _windowHeight had their default values. So, am I adding correctly an event queue to an offscreen viewer/view this way? Émeric [1] http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2015-February/269273.html ___ 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] Question about osgShadow::ShadowedScene
Thanks Robert, The shadow technique being used is ViewDependentShadowMap. I understand that trying to find where the issue comes from is like searching for a needle in a stack of hay. I'm trying to figure out myself how the system is being programmed as I'm not at all familiar with that aspect of OSG and the way we're using it regarding shaders/shadow, as I'm not the one who programmed it, so, don't worry, I'm not expecting exact reasons why stuff don't work. Checking the diff between 3.1.1 and 3.2.0 regarding shadows does not reveal anything that I would think of being a game changer, so this is why I'm confused. I'm under windows 8.1, visual studio 2013, GeForce GTX 780 Ti, driver version 347.09. In the mean time, I've been able to find a way to have the objects visible again by changing the node mask of the main node shadowed and the node mask of the nodes that were hidden. If anyone cares (that's not much of importance :P), here are the rough changes I did : with: unsigned int CAST_SHADOW_TRAVERSAL_MASK = 0x0002; unsigned int RECEIVE_SHADOW_TRAVERSAL_MASK = 0x0001; shadowSetting-setCastsShadowTraversalMask( CAST_SHADOW_TRAVERSAL_MASK ); shadowSetting-setReceivesShadowTraversalMask( RECEIVE_SHADOW_TRAVERSAL_MASK ); the ShadowedNode was set like this mEnvShadowedNode-setNodeMask( mEnvShadowedNode-getNodeMask() CAST_SHADOW_TRAVERSAL_MASK ); // Now set to 2... maybe nodes below were culled because of that, I could not figure it out. and the nodes in the ShadowedNode mobileObject-setNodeMask( CAST_SHADOW_TRAVERSAL_MASK ); // assume cast AND receive staticObject-setNodeMask( RECEIVE_SHADOW_TRAVERSAL_MASK ); // assume receive only So assuming that the CAST mask is no longer sufficient to have it receive as well, I removed the nodemask setting from the mEnvShadowedNode and the mobileObject (now using the default values of all 1) and I set the nodemask to the static object to something like: staticObject-setShadowMask( staticObject-getShadowMask() ! CAST_SHADOW_TRAVERSAL_MASK ); // This way we disable the shadow casting, while keeping the receiving and keeping the other parts of the mask. Now it displays as expected, but I'm not sure yet if there are other parts of the code that no longer behave appropriately. -- Alexandre Vaillancourt 2015-02-04 9:31 GMT-05:00 Robert Osfield robert.osfi...@gmail.com: HI Alexandre, On 4 February 2015 at 13:23, Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com wrote: I've been told that objects that were casting shadow were automatically set to receive shadows as well, and that it was an implementation constraint that was not avoidable. Has this constraint been resolved, making it so that if we want an object to cast and receive shadows we have to set both mask explicitly (not only cast)? This will depend upon the ShadowTechnique being used. I don't recall the which ones have what constraints though, been a couple of years since I've worked on osgShadow. I'm trying to figure out issues that seemed to have appeared after from upgrading from 3.1.1 to 3.2.0 but I can't figure out what went wrong. (Some objects went missing from sight.) There are too few details for us to be able to guess what might be wrong. We don't know what shadow technique you are using, the data you are working with, what types of objects are going missing, what platform/hardware you are working on. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
I am having this problem with OSG 3.3.3 and Qt5 and MSVC2013 Commenting out the #define GL_ARB_vertex_buffer_object in osg/BufferObject does indeed allow it to compile. On Sun, Feb 1, 2015 at 10:56 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Phileppe, I presume Qt5.4 is define the various GL values in it's headers as well as the OSG. You could try changing the include order of the Qt and OSG headers to see if that can resolve the issue. I don't have Qt5.4 on my system to test against so I'll have to defer to you to see if you can find a solution. If you do just let me know the changes required and we can then discuss how to tweak the OSG or it's Qt usage to avoid the issues. Robert. On 31 January 2015 at 22:03, philippe renon philippe_re...@yahoo.fr wrote: I am also seeing this warnings multiple times: [ 92%] Building CXX object src/applications/osgearth_package_qt/CMakeFiles/application_osgearth_package_qt.dir/package_qt.cpp.obj In file included from d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtGui/qopengl.h:123:0, from d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtOpenGL/qgl.h:39, from d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtOpenGL/QGLWidget:1, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osgQt/GraphicsWindowQt:17, from d:/Projects/OpenPilot/3rdparty/osgearth/src/osgEarthQt/ViewerWidget:26, from d:\Projects\OpenPilot\3rdparty\osgearth\src\applications\osgearth_package_qt\package_qt.cpp:26: d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtGui/qopenglext.h:2431:0: warning: GL_SHADER_STORAGE_BARRIER_BIT redefined #define GL_SHADER_STORAGE_BARRIER_BIT 0x2000 ^ In file included from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osg/GLExtensions:18:0, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osg/BufferObject:19, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osg/Array:46, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osg/Shape:21, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osg/KdTree:17, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osgDB/Registry:21, from D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osgDB/FileUtils:17, from d:\Projects\OpenPilot\3rdparty\osgearth\src\applications\osgearth_package_qt\package_qt.cpp:21: D:/Projects/OpenPilot/build/3rdparty/install/osg-3.3.3-mingw491_32-qt-5.4.0/include/osg/GLDefines:496:0: note: this is the location of the previous definition #define GL_SHADER_STORAGE_BARRIER_BIT 0x2000 ^ PS : sorry for the missing email object. Le Samedi 31 janvier 2015 21h44, philippe renon philippe_re...@yahoo.fr a écrit : Hi, Compilation of osg 3.2.1 against Qt 5.4.0 (mingw) was working perfectly fine. After switching to 3.3.3 we are seeing this compilation error : In file included from d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtGui/qopengl.h:123:0, from d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtOpenGL/qgl.h:39, from d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtOpenGL/QGLWidget:1, from d:/Projects/OpenPilot/3rdparty/osg/include/osgQt/GraphicsWindowQt:17, from d:\Projects\OpenPilot\3rdparty\osg\examples\osgviewerQt\osgviewerQt.cpp:12: d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtGui/qopenglext.h:10653:130: error: 'GLintptrARB' has not been declared typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); The issue comes from a conflict between osg/include/osg/BufferObject and qt-5.4.0/5.4/mingw491_32/include/QtGui/qopenglext.h within the section starting with: #ifndef GL_ARB_vertex_buffer_object #define GL_ARB_vertex_buffer_object I beleive that this issue was introduced by openscenegraph/osg https://github.com/openscenegraph/osg/commit/2c9d3671404583e797e9fdd5cc7687985c1bdf3b#diff-9e6bea70325f4962c2d5c856e6e5001c [image: image] https://github.com/openscenegraph/osg/commit/2c9d3671404583e797e9fdd5cc7687985c1bdf3b#diff-9e6bea70325f4962c2d5c856e6e5001c openscenegraph/osg https://github.com/openscenegraph/osg/commit/2c9d3671404583e797e9fdd5cc7687985c1bdf3b#diff-9e6bea70325f4962c2d5c856e6e5001c osg - OpenSceneGraph git mirror Afficher sur github.com
[osg-users] Question about bump mapping
Hi All, I'm not too knowledgeable in the field of shaders and bump map, but lately I've had the task of fixing something related to it in our software. The issue is that some faces in our software are bumpmapped (I see the 3 different texture units used in the .osg file, as well as in the original .flt model), but the node itself does not seem to have an osg::Program (nor osg::VertexProgram or osg::FragmentProgram) part of its stateset's state attributes. The question is this: is it possible that there is a way that a chunk of code of OSG could set up bump mapping on a node by itsefl and NOT add an osg::Program to it? For instance, if it finds more than one texture units in the .osg file, it would find a way to add a shader to enable the bump maping..? I'm really wondering how that node could be bump mapped... Thanks -- Alexandre Vaillancourt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node/Object Serialization
Robert. Are there plans to expose more information through this interface? Currently It appears that it is largely exposing the properties that are serialized, and I was also hoping to expose read only access to informational data about the various object types as well. On Wed, Feb 4, 2015 at 5:08 AM, Jeremy jswig...@gmail.com wrote: Excellent. Sounds perfect for my needs. I will check that out. I'm on 3.2 at the moment. On Feb 4, 2015 2:30 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jeremy, You don't really provide enough info about how you are doing things to know what be going amiss so I'll provide general information. Since OSG-3.2 I have done quite a bit of work on making the serialization scheme support introspection sufficient for the purposes of integrating the OSG with scripting languages. There is now a lua plugin that uses this to allow you to create and modify scene graphs all with lua and have this integrated with the OSG application via callbacks etc. The make the introspection a bit more user friendly I have write a osgDB::ClassInterface class that provides a range of methods for enquiring about properties of classes, creating objects and setting/getting properties and invoking methods. This is available in the OSG-3.3.x dev releases and svn/trunk. I would have thought your usage case would fit well with the capabilities of the new ClassInterface. Robert. On 4 February 2015 at 01:12, Jeremy jswig...@gmail.com wrote: Is the serialization support of osg in active development? I made an attempt to implement a custom osgDB::OutputStream class along with writeObjectFields in order to try and piggy back the built in serialization functionality in order to be able to populate a GUI tree view I'm working on. https://www.dropbox.com/s/07t5zk7hw8jp2r7/Screenshot%202015-01-24%2023.06.38.png?dl=0 It quickly became apparent that the serialization output in OSG is lacking in enough ways that it doesn't appear that I can use it in this way, which is very unfortunate. The same issues I ran into appear to be issues with the in built serialization mechanisms, because the ascii and xml versions of ReaderWriterOSG2 appear to be awkwardly formatted as well. Since the serializers are implemented as a streaming set of values, including 'count' type variables, there isn't enough context interleaved through the stream to isolate the write* values for the property values from formatting writes such as counts and type names and such. I don't suppose there is any ongoing effort to improve upon this or possibly add an alternate parallel reflection interface that one could query and iterate the named properties of the entire hierarchy. Ultimately I'm looking for a way to visualize the internal state of all the various osg object types to a UI, or to script interfaces or whatever. Thanks Jeremy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Loading dae-File results in the object without textures
Hi, sorry for dumb question. Found the problem. It was the letter ß in the path to the objects. The diffuse texture is loading fine now =). Lets see how to activate the specular. ... Thank you! Cheers, Andreas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62591#62591 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Offscreen rendering (e.g. pbuffer) and event processing
Hi, I should have said that I was drawing the viewer in a pixel buffer in my other question [1], that now leads to this one... I'm streaming the pixel buffer data and displaying/manipulating the scene in/from a webpage. The offscreen viewer obviously hasn't any window, nor associated event queue. I would like to forward the keyboard/mouse inputs emitted by the JavaScript code in my webpage, so that I can leverage upon the OSG manipulators (namely, trackball). At the moment, I'm doing the following: viewer.getEventQueue()-setGraphicsContext(pbuffer); viewer.getEventQueue()-syncWindowRectangleWithGraphcisContext(); These operations are normally performed when initializing a GraphicsWindow, e.g. in GraphicsWindowWin32::init() and are thus missing when initializing a pbuffer, in e.g. PixelBufferWin32::init(). The syncWindowRectangleWithGraphcisContext (ever noticed the misspelling?) was the missing thing for me in [1]. Thus, the GUIEventAdapter created when processing an event in the EventQueue had its _Xmin, _Xmax, _Ymin, _Ymax, _windowWidth and _windowHeight had their default values. So, am I adding correctly an event queue to an offscreen viewer/view this way? Émeric [1] http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2015-February/269273.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] radius2
Hi Robert, The maths works out the same in the end I guess, just a little confusing to read. On the topic of the BoundingBox, I have been having linking issues with BoundingBoxd symbols being defined multiple times in different libs (osg, osgEarth and my application). Specifically when using the OSG_USE_FLOAT_BOUNDINGBOX OFF cmake directive. (typedef BoundingBoxd BoundingBox;) I know this is probably an osgEarth issue, but possibly due to some of the BoundingBoxImpl member functions not being inline or having and OSG_EXPORT directive? Thank you! Cheers, Jethro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62589#62589 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to save camera position between manipulators switching?
KeySwitcherMatrixManipulator doing exactly, as you're described: getMatrix from current, and set it to manipulator, that becomes current. But this default behavior does not work. Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62595#62595 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to save camera position between manipulators switching?
Hello! I'm using KeySwitchMatrixManipulator with two added manipulators: TrackballManipulator and NodeTrackerManipulator. autoComputeHome is true for KeySwitch manipulator. TrackballManipulator centered by default in a center of a scene NodeTracker is looking at one of scene's model. When I switching a manipulators, camera position and angle changes randomly. Is it possible to preserve a camera position and direction of view between changes? Thank you! Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62593#62593 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to save camera position between manipulators switching?
You have to transfer the view matrix from the old camera manipulator to the new one during switching. I think there is a setByMatrix member function in the camera manipilator base class. Try to use this, after getting the previous manipulator's matrix with getMatrix http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00094.html#ac473ec73eca1a1f50997d668fe914317 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00094.html#aef5f7bfdb9d7cf2e10ed0e8d47309163 Christian 2015-02-04 13:38 GMT+01:00 Dan Shebounin danil.shebou...@gmail.com: Hello! I'm using KeySwitchMatrixManipulator with two added manipulators: TrackballManipulator and NodeTrackerManipulator. autoComputeHome is true for KeySwitch manipulator. TrackballManipulator centered by default in a center of a scene NodeTracker is looking at one of scene's model. When I switching a manipulators, camera position and angle changes randomly. Is it possible to preserve a camera position and direction of view between changes? Thank you! Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62593#62593 ___ 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] Question about osgShadow::ShadowedScene
Hello, I've been told that objects that were casting shadow were automatically set to receive shadows as well, and that it was an implementation constraint that was not avoidable. Has this constraint been resolved, making it so that if we want an object to cast and receive shadows we have to set both mask explicitly (not only cast)? I'm trying to figure out issues that seemed to have appeared after from upgrading from 3.1.1 to 3.2.0 but I can't figure out what went wrong. (Some objects went missing from sight.) Thanks -- Alexandre Vaillancourt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgShadow::ShadowedScene
HI Alexandre, On 4 February 2015 at 13:23, Alexandre Vaillancourt alexandre.vaillancourt.l...@gmail.com wrote: I've been told that objects that were casting shadow were automatically set to receive shadows as well, and that it was an implementation constraint that was not avoidable. Has this constraint been resolved, making it so that if we want an object to cast and receive shadows we have to set both mask explicitly (not only cast)? This will depend upon the ShadowTechnique being used. I don't recall the which ones have what constraints though, been a couple of years since I've worked on osgShadow. I'm trying to figure out issues that seemed to have appeared after from upgrading from 3.1.1 to 3.2.0 but I can't figure out what went wrong. (Some objects went missing from sight.) There are too few details for us to be able to guess what might be wrong. We don't know what shadow technique you are using, the data you are working with, what types of objects are going missing, what platform/hardware you are working on. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node/Object Serialization
Excellent. Sounds perfect for my needs. I will check that out. I'm on 3.2 at the moment. On Feb 4, 2015 2:30 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Jeremy, You don't really provide enough info about how you are doing things to know what be going amiss so I'll provide general information. Since OSG-3.2 I have done quite a bit of work on making the serialization scheme support introspection sufficient for the purposes of integrating the OSG with scripting languages. There is now a lua plugin that uses this to allow you to create and modify scene graphs all with lua and have this integrated with the OSG application via callbacks etc. The make the introspection a bit more user friendly I have write a osgDB::ClassInterface class that provides a range of methods for enquiring about properties of classes, creating objects and setting/getting properties and invoking methods. This is available in the OSG-3.3.x dev releases and svn/trunk. I would have thought your usage case would fit well with the capabilities of the new ClassInterface. Robert. On 4 February 2015 at 01:12, Jeremy jswig...@gmail.com wrote: Is the serialization support of osg in active development? I made an attempt to implement a custom osgDB::OutputStream class along with writeObjectFields in order to try and piggy back the built in serialization functionality in order to be able to populate a GUI tree view I'm working on. https://www.dropbox.com/s/07t5zk7hw8jp2r7/Screenshot%202015-01-24%2023.06.38.png?dl=0 It quickly became apparent that the serialization output in OSG is lacking in enough ways that it doesn't appear that I can use it in this way, which is very unfortunate. The same issues I ran into appear to be issues with the in built serialization mechanisms, because the ascii and xml versions of ReaderWriterOSG2 appear to be awkwardly formatted as well. Since the serializers are implemented as a streaming set of values, including 'count' type variables, there isn't enough context interleaved through the stream to isolate the write* values for the property values from formatting writes such as counts and type names and such. I don't suppose there is any ongoing effort to improve upon this or possibly add an alternate parallel reflection interface that one could query and iterate the named properties of the entire hierarchy. Ultimately I'm looking for a way to visualize the internal state of all the various osg object types to a UI, or to script interfaces or whatever. Thanks Jeremy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org