1. Re: osgQt include files (Michael W. Hall)
2. Re: Advice requested: Is OSG what I need for my project?
(Johny Canes)
3. Re: Procedural terrains in oder to dig it. (Johny Canes)
2. Re: Advice requested: Is OSG what I need for my project?
(Johny Canes)
3. Re: Procedural terrains in oder to dig it. (Johny Canes)
On 9/25/2018 04:20,<[email protected]> wrote:
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Today's Topics:
1. Re: osgQt include files (Michael W. Hall)
2. Re: Advice requested: Is OSG what I need for my project?
(Johny Canes)
3. Re: Procedural terrains in oder to dig it. (Johny Canes)
4. Re: Image containing floats (ivar out)
5. glMemoryBarrier (Tyler Durden)
6. Re: Obtain the position of a node (Johny Canes)
7. Re: glMemoryBarrier (Paweł Księżopolski)
8. Absolute/world position (Johny Canes)
9. Re: Absolute/world position (Johny Canes)
----------------------------------------------------------------------
Message: 1
Date: Sun, 23 Sep 2018 20:48:44 -0500
From: "Michael W. Hall" <[email protected]>
To: OpenSceneGraph Users <[email protected]>
Subject: Re: [osg-users] osgQt include files
Message-ID: <[email protected]>
Content-Type: text/plain; charset="utf-8"
Well I built OSG and did not install from a package. ?I made the change
in Option two. ?I changed the two lines to add lib64. ?I also had to
add /usr/local to the PATHS section. ?That got rid of some of the
error. ?It now finds all but osg. ?Not sure what it up. ?I see the
libosg library in the /usr/local/lib64 directory. ?Still working on it.
Thanks,
Michael
On Sat, 2018-09-22 at 00:04 -0500, Michael W. Hall wrote:
My osg libraries are in /usr/local/lib64. ?I built osgEarth and it-------------- next part --------------
found the osg libs, but the osgQt does not find the libs. ?Not sure
what is up with the osgQt. ?I run ccmake to do the configure and it
does not find the libraries. ?Has anyone else had this issue?
Thanks,
Michael
On Wed, 2018-09-19 at 11:13 +0200, Mathieu MARACHE wrote:
Hi Michael,_______________________________________________
Thanks that help understanding the issue. CMake finds the include
file named 'osg/Version' in /usr/local/include but fails to find
any library for the following components 'osgDB', 'osgGA',
'osgUtil', ?'osgText', 'osgViewer', 'osgWidget '?and lastly ''osg'
not 'OpenThreads' itself.
For example it looks for osgDB for optimized libraries and osgDBd
for debug libraries. Could you verify that your /usr/local/lib
folder contains such libraries ?
I recall that on linux 64bits libraries may be installed in
/usr/local/lib64 and not in /usr/local/lib (without the 64
appended).
If this is the case, you are then left with two options :
Option 1 you are the one building osg and installing it so you can
modify osg's CMake install path for libraries.
You can call CMake to set LIB_POSTFIX to an empty string when
configuring osg on your system
it is set by default to 64 when building on unix 64bits
architectures
? ? ? SET(LIB_POSTFIX "64" CACHE STRING "suffix for 32/64 dir
placement")
that would mean configuring like this :
$> cmake -DLIB_POSTFIX="" ....
Option 2 if you get osg from a package you need to modify your
local copy of CMake's module to add the lib64 to the PATH_SUFFIXES.
On your system that would be?/usr/share/cmake-
3.5/Modules/Findosg_functions.cmake . You need to modify two lines
to replace?
'PATH_SUFFIXES lib'
by?
'PATH_SUFFIXES lib lib64'
HTH
--
n??????
On Wed, 19 Sep 2018 at 03:54, Michael W. Hall <[email protected]>
wrote:
Hope this is correct._______________________________________________
On Tue, 2018-09-18 at 08:39 +0200, Mathieu MARACHE wrote:
Hi Micheal,determining
?
This is not the output of cmake but the output of cmake
your compiler capabilities. I should have been more clear lasttime.
Please run:&>
?
cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On .
output.logcmake
?
and send back this output.log file that will contain everything
has run throughbelow
?
As a last note. It is always better to do out of source or
source cmake like this :.. &>
?
.../osgQt
.../osgQt-build
?
the run cmake from osgQt-build like this :
?
cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On
../osgQt
&> output.log
?
or
?
.../osgQt
.../osgQt/build
?
and run cmake from osgQt/build like this :
?
cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On
output.logwith
?
I prefer the later and either way generated files won't lie
original source codefiles.
?
Regards,
Mathieu
?
?
On 18/09/2018, Michael W. Hall <[email protected]> wrote:?
Just wondering the if anyone has noticed anything in the log
.net>?Still have not had any luck.
Thanks,
Michael
On Sat, 2018-09-15 at 01:22 -0500, Michael W. Hall wrote:?
Here is the output you requested.
?
Thanks,
Michael
?
On Fri, 2018-09-14 at 17:18 +0200, Mathieu MARACHE wrote:?
Hi Michael,
?
I'd like the output of the command :
?
cmake -DOpenSceneGraph_DEBUG=On ./
?
Regards
--
n??????
?
?
On Wed, 12 Sep 2018 at 02:56, Michael W. Hall
doingwrote:?
I attached the log file.? When I do cmake, I am just
yourcmake
./ ?I am not really sure what you are asking for in
wrote:second
question.
?
On Mon, 2018-09-10 at 18:12 +0200, Mathieu MARACHE
to?
Hi Michael,
?
It's difficult to tell what went wrong, could you try
cmake ?add
the 'OpenSceneGraph_DEBUG' variable when running
call forAnd
also include the parameters you set to your cmake
att.neosgQt ?
??Regards
cmake -DOpenSceneGraph_DEBUG=True ...
--
n??????
?
?
On Sun, 9 Sep 2018 at 08:04, Michael W. Hall
I amt>
wrote:?
Got the osgQt from github.? When I try to configure
OSGTEXT_FOUNDgetting the following error.
?
?CMake Error at
?/usr/share/cmake-
3.5/Modules/FindPackageHandleStandardArgs.cmake:148
?(message):
???Could NOT find OpenSceneGraph (missing:
OPENSCENEGRAPH_LIBRARIES
???OSGDB_FOUND OSGGA_FOUND OSGUTIL_FOUND
suitableOSGVIEWER_FOUND
???OSGWIDGET_FOUND OPENTHREADS_FOUND) (found
wrote:version
"3.7.0", minimum
???required is "3.0.0")
?Call Stack (most recent call first):
???/usr/share/cmake-
3.5/Modules/FindPackageHandleStandardArgs.cmake:388
?(_FPHSA_FAILURE_MESSAGE)
???/usr/share/cmake-
3.5/Modules/FindOpenSceneGraph.cmake:234
?(FIND_PACKAGE_HANDLE_STANDARD_ARGS)
???CMakeLists.txt:130 (FIND_PACKAGE)
?
I have osg 3.7.0 installed.? Any idea why it is not
finding
it?
?
Thanks,
Michael
?
On Sun, 2018-08-12 at 08:09 -0500, Michael W. Hall
Podsvirov?
Thanks,
?
On Sun, 2018-08-12 at 08:36 +0300, Konstantin
3.7.? Iwrote:?
Hello Michael!
?
0:13, 12 August 2018 ?., "Michael W. Hall"
t>:
This may have been answered.? I got the latest
version of
OpenSceneGraph from github.? It is version
thebuilt
and installed.
When I try to compile my program I am getting
/home/hallmw/Projects/osgMap/applications/osgmap/osgmfollowing error:
?
In file included from
/home/hallmw/Projects/osgMap/include/osgmap/MainWindoap.c
pp:12:0:
headerw:31
:34: fatal
error: osgQt/GraphicsWindowQt: No such file or
directory
?
I can check that directory and there are no
g-userfiles
in it.? Any
idea whey they are missing?
?
Thanks,
Michael
?
The osgQt now is a separate project.
You should build and install osgQt too.
?
https://github.com/openscenegraph/osgQt
?
--
Regards,
Konstantin Podsvirov
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------------------------------
Message: 2
Date: Mon, 24 Sep 2018 09:35:20 +0200
From: "Johny Canes" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] Advice requested: Is OSG what I need for my
project?
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
Hi,
No absolutely do not use Osg. It may not be mentioned, but Osg is quite heavyweight.
Osg is a render engine, not a scene graph, whatever that is.
Shockingly, people don't even use Osg because it is a scene graph. We use it because it thinly abstracts(?)OpenGL, and leaves you with a looot of performance, if you treat the Osg right.
Do not write a 3d chat-bot (?) with Osg!
Thank you!
Cheers,
Johny
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74961#74961
------------------------------
Message: 3
Date: Mon, 24 Sep 2018 09:38:58 +0200
From: "Johny Canes" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] Procedural terrains in oder to dig it.
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
Hi,
I wouldn't use osgEarth, that's a heavy notekit, which is in its own a rather sluggish heavy prebuilt thing people use to make planets I think.
I get what you're asking. You're thinking of some voxel type thing... Hm, just build your own.
Thank you!
Cheers,
Johny
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74962#74962
------------------------------
Message: 4
Date: Mon, 24 Sep 2018 10:02:21 +0200
From: "ivar out" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] Image containing floats
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
Thanks David! I got it to work now.
Here my function creating a 2D texture from a 2-Dimensional vector, in case it's of any use to anyone.
Code:
osg::Texture2D* createTextureLUT2D(std::vector<std::vector<float> >& data)
{
int rows = data.size();
int cols = data[0].size();
//create image containing one channel of float, we use the RED channel
osg::Image* image = new osg::Image;
image->allocateImage(cols, rows, 1, GL_RED, GL_FLOAT);
image->setInternalTextureFormat(GL_R32F);
//set the data to the image; the image stores successive columns rather than succesive rows
float* dataPtr = (float*)image->data();
for (int b = 0; b < cols; b++)
for (int a = 0; a < rows; a++)
*dataPtr++ = data[a][b];
//create the texture and set its image
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setImage(image);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
return texture.release();
}
cheers, Ivar
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74963#74963
------------------------------
Message: 5
Date: Mon, 24 Sep 2018 10:19:13 +0200
From: "Tyler Durden" <[email protected]>
To: [email protected]
Subject: [osg-users] glMemoryBarrier
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
Hi,
I have two compute shader and i need that second cs must wait until first cs finished his work. Do i have to use memory barriers between each dispatch compute invocation? How can i invoke glMemoryBarrier in openscenegraph?
Thank you!
Cheers,
Tyler
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74964#74964
------------------------------
Message: 6
Date: Mon, 24 Sep 2018 12:16:23 +0200
From: "Johny Canes" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] Obtain the position of a node
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
*7 years later
... This is a problem in 2018.
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74965#74965
------------------------------
Message: 7
Date: Mon, 24 Sep 2018 13:13:55 +0200
From: "Paweł Księżopolski" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] glMemoryBarrier
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
sergio2k18 wrote:
I have two compute shader and i need that second cs must wait until first cs finished his work. Do i have to use memory barriers between each dispatch compute invocation? How can i invoke glMemoryBarrier in openscenegraph?
You certainly should use memory barrier in this case.
In osggpucull example there is InvokeMemoryBarrier draw callback, that you may connect to your osg::DispatchCompute.
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74966#74966
------------------------------
Message: 8
Date: Mon, 24 Sep 2018 13:25:36 +0200
From: "Johny Canes" <[email protected]>
To: [email protected]
Subject: [osg-users] Absolute/world position
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
Hi,
I've been using the following snippet to get a final world position
Code:
n.getBound().center() * computeLocalToWorld(n.getParentalNodePaths()[0]));
This works correctly some of the time, e.g. for a shallow scene, or one that is freshly imported from an .obj loader, etc.
But things go awry when nesting Pats, and will returns 'doubly multiplicated' coordinates or otherwise just coords that make no sense to me.
Is there a real surefire way to get the absolute / world coordinates from a node / pat?
Alternatively, could I be doing something wrong? I have several pats and nodes inside of eachother, and maybe something is bad.
Thank you!
Cheers,
Johny
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74967#74967
------------------------------
Message: 9
Date: Mon, 24 Sep 2018 18:33:32 +0200
From: "Johny Canes" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] Absolute/world position
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8
Hi,
Like this unanswered thread from 2011 (http://forum.openscenegraph.org/viewtopic.php?t=8366) suggests, replacing the bounds center with a vec3(1,1,1) is much better.
Code:
Vec3(1,1,1) * computeLocalToWorld(pat->getParentalNodePaths()[0]);
This gives me the result I'm looking for.
Thank you!
Cheers,
Johny
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74968#74968
------------------------------
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