Re: [osg-users] (no subject)
Hi Joshua, I'm not sure what you mean by video canvas. If you want to render a video as a texture on a geometry then the osgmovie example is the place to look. Robert. On 24 May 2015 at 21:39, Joshua Robinson shooki.robin...@gmail.com wrote: Howdy OSG-Users Volcans, I am a newbie to OSG and need help to do : Add a video canvas to scale the video. It should do : 1) Create a video canvas. 2) Assign texture coordinates to the video canvas, I prefer manually, it can be automatically (function). Specify the number of columns and rows on your own, need to have more than 2. 3) Use texture coordinate video image rendering. I have no idea how, a small sample(s) code will be appreciate . Cheers, (oyori), -Joshua Robinson PS. Live long and prosper. ___ 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] Shadows : Creating multiple osgShadow::ShadowedScene
Hi Robert, osgShadow doesn't currently have an ShadowTechniques that support multiple light sources, the closest to this is the ViewDependentShadowMap with it's support for multiple shadow maps, which currently is related to it's support of depth partitioning of the shadow map, but I've had it in mind that this would be generalized at a later date to support multiple light sources as well. This would require support in the shaders as well as the .cpp. Have a look at how it's implemented. You could implement your own ShadowTechinque using a similar approach, or subclass from ViewDependentShadowMap. I wouldn't recommend the approach you are suggesting though, using multiple ShadowedScene's would just complicate implementation and usage. Robert. On 25 May 2015 at 02:26, Robert Graf muzzlebu...@gmail.com wrote: Howdy all, What is a way to have a ShadowedScene update just its shadow texture unit in the pre-render for its children, and not have its children rendered during the main viewer pass? I'd like to set up multiple lights, each with its own shadow map. Each light/shadowmap combination will be a ShadowedScene. These ShadowedScene's will be pre-rendered, each in their own shadow map texture unit. Then in the main viewer pass, a custom fragment shader will use the different shadow map texture units for shadowing. For the main viewer pass, only the regular scene will be rendered, not any of the shadowed_scene's. The scene would look something like this: - root |--- shadowed_scene1 | |--- scene |--- shadowed_scene2 | |--- scene |--- shadowed_scene3 | |--- scene |--- scene Thanks! -Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63804#63804 ___ 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] Android osgPlugins
Hi, I still didn't get it to work. I spoke with an Android developer the recent days, told him the problem. His suggestion: move the requested library files in the libs-folder of your project, which is how the Android jni usually works. Said and done, I created a folder in osgSimple called libs and copied the OpenSceneGraph 3.3.8 library files (static libraries) into the libs folder. Unfortunately, I still get the same error, the app searches for the dynamic library (at least according to LogCat). Any further ideas ? I can still try a dynamic compile of OSG 3.3.8 and compile osgAndroid from there on again, but I don't know how promising that may be. Thing is: the osgAndroid compile itself is fine because the gray render window is created. It is just that the plugins are not found by the Android system ... Thank you! Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63808#63808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Android + multiple views
Hi, I'm developing simple Android app, with two separate views using osg. Got problem with simultaneously running these two. Whole code is based on existing examples in osg distribution (osgAndroidExampleGLES1 and osgAndroidExampleGLES2). Ii'm putting on layout two views (like ELGView class from above examples) and got application crash. I was trying to adopt somehow osgcompositeviewer example, but it isn't working even with single view. Anyone can direct me to working example with two separate GL views, both using OSG on the same layout? Hints are also highly welcome. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63809#63809 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 05/25/2015 11:10 AM, Christian Kehl wrote: Hi, I still didn't get it to work. I spoke with an Android developer the recent days, told him the problem. His suggestion: move the requested library files in the libs-folder of your project, which is how the Android jni usually works. Said and done, I created a folder in osgSimple called libs and copied the OpenSceneGraph 3.3.8 library files (static libraries) into the libs folder. That is unlikely to work - that is used if you want to preload the DLLs (.so files) from the Java code, not static libraries - those cannot be loaded into the running program dynamically anyway. To me it seems that you have OSG compiled incorrectly for some reason and it is trying to load the plugins dynamically (that's osgDB doing it, not Android) instead of having them statically linked. Or you don't have them registered correctly, so it falls back to searching for the dynamic libraries because it doesn't have any plugin to load that file extension. It is a weird problem, perhaps there is something broken in recent OSG versions. I suggest that you try to step through the osgDB code with the debugger and see why is it attempting to load a plugin dynamically. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.22 (GNU/Linux) iD8DBQFVY05Cn11XseNj94gRAkBmAKCEZt5o5AzW+Z2Z3O249qIhDyGbeACeNEBN 2Vp7QdfmqxpkD68/Yxd0cUM= =ihyv -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 05/25/2015 07:00 PM, Christian Kehl wrote: Hi Jan, I join your thinking. The compilation is done using the cmake line from Rafa (see post Sat May 02, 2015 7:48 am), and because it compiles OSG as static, I somehow doubt the compilation is wrong. That said, you may be right that the library is registered incorrectly. Thing is: I have multiple installs of OSG, as many of us do. One is the osg from the package manager, the other one is the android 3.3.8 OSG one, and then some more local ones. The funny point is that the Android.mk specifies all paths as absolute paths, so when one calls the ndk-build, it obviously takes the right libraries, as it always should. But when I run the osgSimple, I do this from Eclipse, which usually links the resources to the /usr/lib libraries. How did you determine that Eclipse usually links the resources to /usr/lib libraries? Those are likely for your desktop machine, unless you have installed the Android version of OSG there. If you are using the Eclipse Android development plugin, it will not touch those - different architecture and all. It wouldn't even link if you were mixing architectures. Because there are no compilation complains and because the osgAndroid project is statically referred to by osgSimple, it obviously takes that jar-file from its absolute destination. Uhm, how did you figure this out? I am quite not following, to be honest. If your plugins are missing and they are compiled as dynamic, for whatever reason, you *will not* get a compilation/linking error! Question is: How do I tell the Android eclipse builder to link all inter-dep ending library files (osgPlugins-3.3.8) from a specific location and NOT to get them from the global /usr/lib location ? I am lacking the in-depth knowledge on how to configure the apk builder within Eclipse to change its behaviour. Any hint would be very much appreciated ... You need to modify the Android.mk file in your jni directory normally. That's where you specify where the dependencies are and what to link. Eclipse doesn't do any magic there - it just calls ndk-build and that one in turn calls make. However, I do feel that you have quite a mess on your workstation - I would strongly suggest to remove all the various versions of OSG (e.g. move them out of the way, rename them, etc.) to make sure you have only the Android one present. And then try to build the thing. Best regards, J. -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.22 (GNU/Linux) iD8DBQFVY1swn11XseNj94gRAghbAKCCp3SJhmU4ZjC5xLf17fS4KeJlXwCgwdlG q69dCxNswf1mraBK5meZ6H0= =dXi1 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
Hi Jan, I join your thinking. The compilation is done using the cmake line from Rafa (see post Sat May 02, 2015 7:48 am), and because it compiles OSG as static, I somehow doubt the compilation is wrong. That said, you may be right that the library is registered incorrectly. Thing is: I have multiple installs of OSG, as many of us do. One is the osg from the package manager, the other one is the android 3.3.8 OSG one, and then some more local ones. The funny point is that the Android.mk specifies all paths as absolute paths, so when one calls the ndk-build, it obviously takes the right libraries, as it always should. But when I run the osgSimple, I do this from Eclipse, which usually links the resources to the /usr/lib libraries. Because there are no compilation complains and because the osgAndroid project is statically referred to by osgSimple, it obviously takes that jar-file from its absolute destination. Question is: How do I tell the Android eclipse builder to link all inter-dep ending library files (osgPlugins-3.3.8) from a specific location and NOT to get them from the global /usr/lib location ? I am lacking the in-depth knowledge on how to configure the apk builder within Eclipse to change its behaviour. Any hint would be very much appreciated ... Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63812#63812 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 05/25/2015 07:00 PM, Christian Kehl wrote: Hi Jan, But when I run the osgSimple, I have just realized - are you attempting to build an OSG Android app from scratch? You shouldn't do that - take the osgAndroidExampleGLES1 or osgAndroidExampleGLES2 instead, there you have the makefiles and path configured correctly already. If you are trying to port osgSimple as-is, that will not work right without a lot of work. Eclipse *will not* set your build system for the NDK part by itself correctly. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.22 (GNU/Linux) iD8DBQFVY12Gn11XseNj94gRAvTqAJ9FvMC5LDmKuJ4jB9weMDBhBLadLgCgoa/6 hyuJhQf+TfTgQa4w2skhln8= =3QaS -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] undefined reference
Howdy Romulans Vulcans, Newbie to OSG, trying to compile sample program osgWidget, get the following error ... any help is appreciated. undefined reference to `osgWidget::Widget::addColor(float, float, float, float, osgWidget::Widget::Corner)' ## #cmake file - For ALL myProjects # cmake_minimum_required(VERSION 2.8) set(PROJECT_VERSION 1.0) set(EXECUTABLE_OUTPUT_PATH ./ ) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} /usr/local/lib/cmake/ /usr/lib/cmake) set(PROJECT_NAME home-prj01) # project(${PROJECT_NAME}) # include_directories(${GNULIBS_INCLUDE_DIR} ${OPENGL_INCLUDE_DIR} ${GLUT_INCLUDE_DIRS} ${AR_DIRS} ${OpenCV_INCLUDE_DIRS} ${OPENSCENEGRAPH_INCLUDE_DIRS} ./dep/include) # Find Packages FIND_PACKAGE(OpenGL REQUIRED) FIND_PACKAGE(OpenSceneGraph REQUIRED) FIND_PACKAGE(osgREQUIRED) FIND_PACKAGE(osgDB REQUIRED) FIND_PACKAGE(osgGA REQUIRED) FIND_PACKAGE(osgViewer REQUIRED) FIND_PACKAGE(osgWidget REQUIRED) FIND_PACKAGE(osgUtilREQUIRED) FIND_PACKAGE(OpenThreadsREQUIRED) FIND_PACKAGE(OpenCV REQUIRED) FIND_PACKAGE(aruco REQUIRED) # file( GLOB SOURCE *.h osgWidgetCanvas.cpp ) # set(myOGL_LIBS ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES}) set(myOSG_LIBS ${OSG_LIBRARY} ${OSG_LIBS} ${OSGGA_LIBRARY} ${OSGDB_LIBRARY} ${OSGVIEWER_LIBRARY} ${OSGUTIL_LIBRARY} ${OSG} ${OPENSCENEGRAPH_LIBRARIES} ${OPENTHREADS_LIBRARY}) set(myAR_LIBS ${aruco_LIBS}) set(myOCV_LIB ${OpenCV_LIBS}) set(ALL_LIBRARIES ${myOGL_LIBS} ${myOSG_LIBS} ${myOCV_LIBS} ${myAR_LIBS}) # link_directories(${OpenCV_LIB_DIR} ${OPENSCENEGRAPH_LIBRARY_DIR} ./dep/lib) add_executable(${PROJECT_NAME} ${SOURCE}) target_link_libraries(${PROJECT_NAME} ${ALL_LIBRARIES}) # end What library am I missing ? Cheers, -Joshua Robinson Live long and prosper - Spock, a volcan. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org