Re: [osg-users] [build] Can't build libraries under windows
Hi Stefan, Could you be more specific about what you are talking about? I think none of OSG-User can understand your problem. So if you want a solution, firstly try to tell more understandable way. Regards. 2009/6/15 stefan nortd > Nice, I was just looking into using code::blocks. Unfortunately the > rapidshar link is not working anymore. Any chance you can post the files > again? > > Have they made it to the wiki? > > /stefanix > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=13972#13972 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB compile error
Hi Robert, I does generate warnings, but really should generate an error as no return type is clearly an undefined value. Yes, we agree on that. Is there perhaps a switch we could add to gcc builds that would turn that particular warning into an error? If it's a small thing to add, it might be good since as I said it's not the first time I see that kind of thing in OSG and VPB when compiling recent changes that were made by a gcc user. Otherwise don't worry about it, we Visual Studio users will keep our eyes open (as you gcc users do for us) :-) The strength of community and all that :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGSpotLight example on a GLSL material
Hi, >>Try including the vertex and fragment shaders you are using then >>others might have a chance of spotting what is up. My apologies for the lack of source code. The Normal Vertex Map Shader: varying vec3 lightVec; varying vec3 eyeVec; varying vec2 texCoord; attribute vec3 tangent; void main(void) { gl_Position = ftransform(); texCoord = gl_MultiTexCoord0.xy; vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 t = normalize(gl_NormalMatrix * tangent); vec3 b = cross(n, t); vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex); vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex; lightVec.x = dot(tmpVec, t); lightVec.y = dot(tmpVec, b); lightVec.z = dot(tmpVec, n); tmpVec = -vVertex; eyeVec.x = dot(tmpVec, t); eyeVec.y = dot(tmpVec, b); eyeVec.z = dot(tmpVec, n); } The Normal Fragment Map Shader: varying vec3 lightVec; varying vec3 eyeVec; varying vec2 texCoord; uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform float lightFallOff; void main (void) { float distSqr = dot(lightVec, lightVec); float att = clamp(1.0 - lightFallOff * sqrt(distSqr), 0.0, 1.0); vec3 lVec = lightVec * inversesqrt(distSqr); vec3 vVec = normalize(eyeVec); vec4 base = texture2D(diffuseMap, texCoord.xy); vec3 bump = normalize( texture2D(normalMap, texCoord.xy).xyz * 2.0 - 1.0); vec4 vAmbient = gl_LightSource[0].ambient * gl_FrontMaterial.ambient; float diffuse = max( dot(lVec, bump), 0.0 ); vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * diffuse; float specular = pow(clamp(dot(reflect(-lVec, bump), vVec), 0.0, 1.0), gl_FrontMaterial.shininess ); vec4 vSpecular = gl_LightSource[0].specular * gl_FrontMaterial.specular * specular; vec3 color = vec3(( vAmbient*base + vDiffuse*base + vSpecular) * att); gl_FragColor = vec4(color,gl_FrontMaterial.ambient.a); gl_FragColor = mix(base, colour, gl_FrontMaterial.ambient.a); gl_FragColor = vec4(1,0,0,1); } -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday, 12 June 2009 6:10 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSGSpotLight example on a GLSL material Hi Bino, I can't see how many of us will be able divine what is up with your shaders as we have absolutely no knowledge of what you've put into your shader. You question is equivalent to "I have a piece of string you can't see, but can you tell me exactly how long it is". Try including the vertex and fragment shaders you are using then others might have a chance of spotting what is up. Robert. On Fri, Jun 12, 2009 at 6:28 AM, Albino Rodrigues wrote: > Hi, > > > > I have been using the OSGSpotLight example as a starting base to simulate a > flashlight with success. > > > > The scene I was using has now been updated to be drawn with a GLSL NormalMap > shader (included as part of the .ive). The spotlight can no longer be seen. > It does however appear to affect the general lighting of the area it's in, > but the spotlight and the texture image that goes with it can no longer be > seen. > > > > Any ideas on how to get around this would be much appreciated. > > > > Cheers, > > Bino > > > > > > > > ___ > 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] [build] Can't build libraries under windows
Nice, I was just looking into using code::blocks. Unfortunately the rapidshar link is not working anymore. Any chance you can post the files again? Have they made it to the wiki? /stefanix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13972#13972 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] buffer issue
HI This sounds/looks like a classic Z-buffer and its limited resolution. If you do a Google you will see this issue has been discussed ad nauseam on the old Performer, Vega, Vega prime, Creator, and OSG etc, forums and mailing lists, including different ways to combat the pression problems Here's a couple of articles that help show and explain this issues we still get with sorting and Z-buffer http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html http://www.sjbaker.org/steve/omniv/alpha_sorting.html __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Sam Sent: Sunday, June 14, 2009 6:30 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] zbuffer issue Sorry, for another posting: i just tested the original "one drawable per tree" implementation with such large coordinates again and noticed that it also tends to flicker, as well hidden faces were revealed also. i couldn't encounter the outer mentioned problems. thanks in advance, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13970#13970 ___ 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] zbuffer issue
Sorry, for another posting: i just tested the original "one drawable per tree" implementation with such large coordinates again and noticed that it also tends to flicker, as well hidden faces were revealed also. i couldn't encounter the outer mentioned problems. thanks in advance, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13970#13970 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MatrixManipulator::home(double) doesn't seem to work
Hi, I am trying to reset my viewer's position in response to an external UI event using the home(double) function on MatrixManipulator, but to no avail. The call to setHomePosition() is working correctly, as I can hit the spacebar, and it takes me to the proper location. The online page for MatrixManipulator does not say what the double parameter does, but a comment in the code says it is the current time. I tried passing in viewer->elapsedTime() and then I tried 0.0 - and neither seemed to work. On digging through the code, it appears that KeyswitchMatrixManipulator does not actually implement this function (at least in my version of OSG - 2.6.1). I then tried getting the current MatrixManipulator from it and calling home(double) directly on that - still with no effect. Am I doing something wrong? Is there a better way to set the view to a desired location and orientation? Is this a bug that's been fixed in a more recent version? Thank you! Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13969#13969 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zbuffer issue
i forgot three things to mention: 1.) as i mentioned above, i place adjacent trees into one geometry. e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads ) entries. but i use only one primitiveSet to construct the geometry. i hope this is okay. "geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, vertices->size()));" 2.) the geometries aren't generated from back to front. 3.) the problem also occurs when i don't use blending, alphafunc or even textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13968#13968 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to deploy osg application
Thanks to everybody for help. I compiled all the applications ( osg, artoolkit, mine) in release mode and it works. Thank you very much. Alena 2009/6/11 Paul Melis > Jason Daly wrote: > > Garrett Potts wrote: > >> Hello All: > >> > >> I have used this in the past: > >> > >> http://www.dependencywalker.com/ > >> > >> Should have a free download. It helps to see how and what > >> dependency DLL's load given an applicaiton or another DLL. Try > >> running the app agains osgviewer.exe and you should see the dll's > >> that are missing or if none are missing it should help to see what > >> dll's are loaded within the search path. > >> > > > > Alena, > > > > The specific error message you posted indicates that you probably do > > have a mix of debug and release dependencies. Dependency Walker > > (Garret's link above) is a good way to check. If you run Dependency > > Walker on your app and look at the module list at the bottom, you > > should see either MSVCR80.DLL or MSVCR80D.DLL, but not both. > I think this exact same tool is included with VS, at least the more > recent versions. Somewhere under Common/Tools/bin/depends.exe I believe. > Saves a download.. > > Paul > > ___ > 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] [3rdparty] Windows Tooltips and OSG windows
We are developing an application using OSG and wxWidgets. Our layout is, in short, a tool bar with a large OSG window under it. The problem is when we try and attach tooltips to the buttons in the toolbar. These will then be rendered below the tool and most of the time in the OSG window. These will then be visible until we render a new frame. How do you guys developing applications using OSG and window toolkits handle tooltips? Has anyone been able to display any windows tooltips ontop of an OSG window? >From my initial investigations it seems like a common problem. http://forum.openscenegraph.org/viewtopic.php?t=1748 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg03087.html Any input would be appreciated. Frode Aarstad Visual Development -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13964#13964 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org