Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide
Mike, Thanks very much for all you do with putting up the dependencies. um ok. On Dependencies the second paragraph (_before_ mention of the almost 3 year old .zip archive) clearly informs: [..] required for OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can be download/browsed via svn at: Uh, having people log into source control to grab some headers/libs is mighty strange; nigh unheard of. (IMHO Libs are binaries and should never go into source control in any case.) Like many people, i skipped over the strange mention of SVN to find the actual downloadable header/libs. The very first mention of them is: 3rdParty_Win32binaries_2005_05_10.zip This is the zip that people are effectively directed to. Also, for the convenience of folks that have difficulty access svn, I recently posted a .zip snapshot of the current 3rdParty. I annouced it on this list a day or two ago. Yes, but that's vc8 only. I have to build both vc71 and vc8. Not sure why you feel you're not able to build 2.4.0. Ultimately, by doing detective work, i was able to get closer: I grabbed the new freetype and built it myself. But IMHO there's really no good reason to require people to do that. That old 2005 .zip was preserved to support folks building older OSGversions, but since that audience is steadily shrinking, it should be marked deprecated or removed. I wouldn't take it away quite yet, as it's the only option available for vc71 people. But you should explain about how they need to go find the freetype source and build it themselves. Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to 3D texture example and questions
Yes, I'm running in debug mode under Windows Server 2008 with 174.74 driver and enabled Aero. NVIDIA OpenGL SDK 10 gives me a 3D texture rendering demo. This demo first bind one of the slice of 3D texture and then perform some render to update the texture. Three 128*128*128 3D texture are used, but it shows above 60 fps. What I have to do in my OSG program is to simulation the way the demo does, so I have to create 256 cameras and bind every slice to them. I think this will be a huge rendering work for GPU and also for OSG. So I'm wondering if some works can do to reduce the cameras or I have to write my special 3D texture rendering camera? Ulrich Hertlein wrote: Hi, Quoting hesicong2006 [EMAIL PROTECTED]: But I found it has very slow performance. In this example, with 256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see Keep in mind that you're rendering 256 cameras (i.e. separate images) every frame. Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable there's nothing that leaps out. Are you runnin debug mode? I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX). /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 1D or 2D evaluators in OSG
Hi, I just want to know if OSG supports 1D or 2D evaluators with the likes of glMap? Any pseudo code will be appreciated. Regards, Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Alter texture coordinates of built-in shape drawables
Hi, Is it possible to change the texture coordinates of built-in shape drawable objects (Sphere, Capsule and so forth)? Waiting for your reply. Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgMovie problem
Hi Ariel, I just tried setting OSG_NOTIFY_LEVEL to DEBUG and tried this again with a 2.4 svn checkout and I get this: G:\users\colin\OSGosgmovie Sample.mov GraphicsContext::setWindowingSystemInterface() 00DD8730 1018C218 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() itr='G:\users\colin\OSG\build\WIN32_VC8\bin' FindFileInPath() : trying G:\users\colin\OSG\build\WIN32_VC8\bin\osgplugins-2.4.0\osgdb_qt.dll ... FindFileInPath() : USING G:\users\colin\OSG\build\WIN32_VC8\bin\osgplugins-2.4.0\osgdb_qt.dll Opened DynamicLibrary osgPlugins-2.4.0/osgdb_qt.dll FindFileInPath(Sample.mov): returning Sample.mov Quicktime initialized successfully QT-ImageStream: loading quicktime movie from Sample.mov MovieData :: opening movie 'Sample.mov' movietime: 0 rate: 0 state 0 playing: 0 done 0 1/0 View::setSceneData() Reusing exisitng scene00DDD790 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Viewer::realize() - No valid contexts found, setting up view across all screens. GraphicsContext::getWindowingSystemInterface() 00DD8730 1018C218 GraphicsContext::registerGraphicsContext 00E1CB60 movietime: 0 rate: 0 state 1 playing: 0 done 0 1/1 new cmd: 1 applying loop mode 1 movietime: 0 rate: 1 state 0 playing: 1 done 0 1/1 movietime: 0 rate: 1 state 0 playing: 1 done 0 1/1 Seems to work fine. As Stephan stated make sure that you have the QuickTime SDK etc and double check that the plugin actually builds and exists in bin\osgplugins-2.4.0\osgdb_qt.dll Also is your .mov file somewhere that OSG can find it in the OSG_FILE_PATH or in the CWD? Again setting the debug level will be the best judge as to what is going wrong. Cheers, Colin. Ariel wrote: Hi Stephan: I do ... But not work Ariel /---Original Message---/ /*From:*/ Stephan Huber mailto:[EMAIL PROTECTED] /*Date:*/ 04/30/08 08:32:41 /*To:*/ OpenSceneGraph Users mailto:osg-users@lists.openscenegraph.org /*Subject:*/ Re: [osg-users] osgMovie problem Ariel Hutterer schrieb: Hi: I use osg 2.4 and windows XP. Try to see a movie . I wrote osgmovie mymovie.mov I receive Message: unable to read file ... I has installed in my computer quicktimesdk . So someone can help me? What is the problem??? Did you compile the osg-quicktime-plugin? Use ccmake to set the include and lib paths to your quicktime sdk and rebuild the osg-quicktime-plugin HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Free Animations for your email - By IncrediMail! Click Here! http://www.incredimail.com/index.asp?id=101219rui=79475568 ___ 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] Can't build OSG 2.4 on Windows following GettingStarted guide
Ben YOU can update the Wiki page if you think it wrong. and place the correct info up there it is a wiki after all ;) I have disagree with your view that binaries should never go into source control. I believe having 3rdparty files that do not typically change are perfect candidates for source control and we follow that doctrine at work and its a system that is well proven and works well, ( for us ) and have seen the same usage many times __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Discoe Sent: Thursday, May 01, 2008 3:31 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide Mike, Thanks very much for all you do with putting up the dependencies. um ok. On Dependencies the second paragraph (_before_ mention of the almost 3 year old .zip archive) clearly informs: [..] required for OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can be download/browsed via svn at: Uh, having people log into source control to grab some headers/libs is mighty strange; nigh unheard of. (IMHO Libs are binaries and should never go into source control in any case.) Like many people, i skipped over the strange mention of SVN to find the actual downloadable header/libs. The very first mention of them is: 3rdParty_Win32binaries_2005_05_10.zip This is the zip that people are effectively directed to. Also, for the convenience of folks that have difficulty access svn, I recently posted a .zip snapshot of the current 3rdParty. I annouced it on this list a day or two ago. Yes, but that's vc8 only. I have to build both vc71 and vc8. Not sure why you feel you're not able to build 2.4.0. Ultimately, by doing detective work, i was able to get closer: I grabbed the new freetype and built it myself. But IMHO there's really no good reason to require people to do that. That old 2005 .zip was preserved to support folks building older OSGversions, but since that audience is steadily shrinking, it should be marked deprecated or removed. I wouldn't take it away quite yet, as it's the only option available for vc71 people. But you should explain about how they need to go find the freetype source and build it themselves. Thanks, Ben ___ 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] loading LODs in orthographics projection
Hi all I have a problem in loading LOD's in orthographic projection system. In my application I have orthographics projection system and for zooming the view I am scaling the object but the LOD's are not getting loaded as I am zooming the view. What I have to do for loading the details? Does I have to change the position of camera and also scale the projection matrix ? Thanks Santosh ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to 3D texture example and questions
I think another way should be possible: Only one RTT camera, under it there are 256 pieces of slice to render. When render Nth slice, change RTT camera's Z index to N. Is it possible to use osg::StateSet to do so? Ulrich Hertlein wrote: Hi, Quoting hesicong2006 [EMAIL PROTECTED]: But I found it has very slow performance. In this example, with 256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see Keep in mind that you're rendering 256 cameras (i.e. separate images) every frame. Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable there's nothing that leaps out. Are you runnin debug mode? I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX). /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMAKE Error: open
Greetings All - I have an error with CMAKE generating build files for Visual Studio 9 2008 for the latest OpenSceneGraph (2.4.0). The problem is when I select the static configuration (DYNAMIC_OPENSCENEGRAPH=OFF, DYNAMIC_OPENTHREADS=OFF), with BUILD_EXAMPLES=ON The 'Configure' button works. Then when pressing OK, I get?the error: CMakeError: Unknown Target referenced: osgdb_OpenFlight The make processs errors out, and no examples are created. This doesn't happen on the with dynamic options on. I was wondering if any one has any suggestions? Thank you for your assistance, Curt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Collada Animation
I've been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don't appear to show when I load them into osgViewer. I had a feeling that they wouldn't, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Attaching a RenderBuffer to a camera
Hi, I am having an issue with FrameBufferObjects and I was hoping someone could help. I want the master camera of my view to render to an FBO. This works fine by just calling view-getCamera()-setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT). However, I cannot figure out how to get the RenderBuffers the FBO has attached to resize. One thought I had was to instanciate my own RenderBuffers and attach them to the camera, hower the attach method only takes formats, textures or images. Any ideas on how I could go about solving this problem? -- --Jason Baurick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LNK4217, LNK2019 Errors when compiling OSG
Greetings - In compiling osg 1.2, I am getting the following problems: LNK4217 - Locally defined symbol warning: osgplanets.obj : warning LNK4217: locally defined symbol [EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]@Z (public: __thiscall osg::Array::Array(enum osg::Array::Type,int,unsigned int)) imported in function public: __thiscall osg::TemplateArrayclass osg::Vec3f,10,3,5126::TemplateArrayclass osg::Vec3f,10,3,5126(unsigned int) ([EMAIL PROTECTED]@osg@@$09$02$0BEAG@@osg@@[EMAIL PROTECTED]@Z) LNK2019 - Locally defined symbol warning: osgplanets.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public: void __thiscall osg::AnimationPath::setLoopMode(enum osg::AnimationPath::LoopMode) ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) referenced in function class osg::AnimationPath * __cdecl createAnimationPath(class osg::Vec3f const ,float,double) (?createAnimationPath@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]) All of the stuff i can find on unresolved externals is make sure all projects are compiled with /MTd for threading. Really not sure what to do about LNK4217 Has anybody compiled OSG successfully on windows? I've tried visual studio 2005 and 2008. Any advice would be most helpful. Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don’t appear to show when I load them into osgViewer. I had a feeling that they wouldn’t, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.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
[osg-users] Ubuntu Package status
As far as the 8.04 release is concerned, what is the status of the Ubuntu package? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LNK4217, LNK2019 Errors when compiling OSG
Hey dtidev, First you have to make sure you have the .libs for those classes included in your project. Also your executable will need access to the corresponding .dlls for those classes. E.g. Copy the dlls to the directory where your executable is. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, May 01, 2008 3:06 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] LNK4217, LNK2019 Errors when compiling OSG Greetings - In compiling osg 1.2, I am getting the following problems: LNK4217 - Locally defined symbol warning: osgplanets.obj : warning LNK4217: locally defined symbol [EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]@Z (public: __thiscall osg::Array::Array(enum osg::Array::Type,int,unsigned int)) imported in function public: __thiscall osg::TemplateArrayclass osg::Vec3f,10,3,5126::TemplateArrayclass osg::Vec3f,10,3,5126(unsigned int) ([EMAIL PROTECTED]@osg@@$09$02$0BEAG@@osg@@[EMAIL PROTECTED]@Z) LNK2019 - Locally defined symbol warning: osgplanets.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public: void __thiscall osg::AnimationPath::setLoopMode(enum osg::AnimationPath::LoopMode) ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) referenced in function class osg::AnimationPath * __cdecl createAnimationPath(class osg::Vec3f const ,float,double) (?createAnimationPath@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]) All of the stuff i can find on unresolved externals is make sure all projects are compiled with /MTd for threading. Really not sure what to do about LNK4217 Has anybody compiled OSG successfully on windows? I've tried visual studio 2005 and 2008. Any advice would be most helpful. Thanks! Plan your next roadtrip with MapQuest.com http://www.mapquest.com/?ncid=mpqmap000304 : America's #1 Mapping Site. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide
Hi Ben, responses inline... On Thu, May 1, 2008 at 2:31 AM, Ben Discoe [EMAIL PROTECTED] wrote: Mike, Thanks very much for all you do with putting up the dependencies. um ok. On Dependencies the second paragraph (_before_ mention of the almost 3 year old .zip archive) clearly informs: [..] required for OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can be download/browsed via svn at: Uh, having people log into source control to grab some headers/libs is mighty strange; nigh unheard of. (IMHO Libs are binaries and should never go into source control in any case.) Like many people, i skipped over the strange mention of SVN to find the actual downloadable header/libs. Maintaining the public access to the 3rdParty stuff via svn was entirely my decision, to reduce my maintenance burden. Using Subversion's 'svn:external' property (essentially a platform-independent symbolic link), one can completely avoid having to download and integrate ever changing .zip snapshots; one single svn update can update both your source trees and their dependencies. The whole issue of stale/obsolete .zip files goes away, It's really quite nice. Making .zip snapshots effectively introduces a second layer of manual version control on top of svn. Given the choice, I personally always prefer a project's svn over their packaged .zip snapshots. Ex: I have one svn project that consists solely of empty directories and svn:external references; w/ one svn update, a dozen completely unrelated projects are synced to their current trunk. Admittedly using svn for distribution is a bit off the usual path, but we're all developers here, and I feel this is a sound idiom to pursue. Also, for the convenience of folks that have difficulty access svn, I recently posted a .zip snapshot of the current 3rdParty. I annouced it on this list a day or two ago. Yes, but that's vc8 only. I have to build both vc71 and vc8. Yep, well, I actually build the 3rdParty binaries for my own use; making them available to everyone else is a sideeffect. I no longer have access to a vc71 development system. If you do make a set of 71 binaries, I'm sure there are folks that would really appreciate access to them. Ultimately, by doing detective work, i was able to get closer: I grabbed the new freetype and built it myself. But IMHO there's really no good reason to require people to do that. I assume you mean for vc71? (There is no reason for anyone to build freetype for vc8, unless there are issues I dont know about) That old 2005 .zip was preserved to support folks building older OSGversions, but since that audience is steadily shrinking, it should be marked deprecated or removed. I wouldn't take it away quite yet, as it's the only option available for vc71 people. But you should explain about how they need to go find the freetype source and build it themselves. May I suggest you bundle up your proposed improvements to that wiki page and send them to osg-submissions? That way Robert will be sure to see them and they wont get lost. cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide
Hi J-S, On Thu, May 1, 2008 at 8:35 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: ... However, Mike, do the zips you posted contain source? Since you no longer have access to a VS71 build environment, I think it would be nice to make the source of the dependencies package available (in one complete package), so people who do can build them themselves if they want to. So perhaps a separate source zip would be nice. I do not include the actual upstream source archives, but I do include a script with exact URLs that will pull all those upstream archives using wget. So getting the sources is one wget away, assuming the upstream site hasn't stopped serving the file. And I would suggest two changes to the page once Robert gets back from his trip: A) Make the text much clearer where it says that the new dependencies package is REQUIRED for OSG 2.3+. Maybe move the old dependencies package to an archived page for people who still use 2.2-. B) Upload the zips to the wiki directly, instead of linking to Mike's site. It not only looks more official that way, but the side benefit would be that others could contribute pre-built dependencies for build environments Mike doesn't have access to (if the page is un-protected, of course). I'd suggest sending your enhancement proposals to osg-submissions so they get appropriate attention. cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide
Hi Mike, I do not include the actual upstream source archives, but I do include a script with exact URLs that will pull all those upstream archives using wget. So getting the sources is one wget away, assuming the upstream site hasn't stopped serving the file. OK, point taken. Thanks. (OP, perhaps you'll want to use this method to get the complete sources you need to build your dependencies for VS71?) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] 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] Collada Animation
Hello, The Web3D consortium has resurrected it's H-Anim working group. So, OSG powers that be, might want to keep tabs on that working group. This would possibly prevent many different skeletal standards among the Web3D / Collada / Scenegraph community. John F. Richardson -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, May 01, 2008 12:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Collada Animation On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I've been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don't appear to show when I load them into osgViewer. I had a feeling that they wouldn't, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem compiling OSG2.4 on MinGW
Hi, I'm having a cannot find -ljpeg problem compiling OSG2.4 on MinGW, but when I do a ls on C:/Program Files/OpenSceneGraph/lib, I see: C:/Program Files/OpenSceneGraph/lib/libjpeg.lib C:/Program Files/OpenSceneGraph/lib/libjpegD.lib (these are Michael's Prebuilt OSG binaries for Windows.) Do you know what I did wrong? Thanks, Linh make[2]: Entering directory `/g/pkgs/osg/buildosg' Linking CXX shared module ../../../lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg /C/Program\ Files/CMake\ 2.4/bin/cmake.exe -P CMakeFiles/osgdb_ jpeg.dir/cmake_clean_target.cmake cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg /C/Devel/MinGW/bin/g++.exe-shared -o ../../../lib/osgPlugin s-2.4.0/mingw_osgdb_jpeg.dll -Wl,--major-image-version,0,--minor-image-version,0 CMakeFiles/osgdb_jpeg.dir/Re aderWriterJPEG.obj -L/G/pkgs/osg/buildosg/lib -LC:/Program\ Files/OpenSceneGraph/lib -lOpenThreads -losg -lo sgDB -losgUtil -ljpeg -losg -lOpenThreads -lglu32 -lopengl32 c:\Devel\MinGW\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: cannot find -ljpeg collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll] Error 1 make[2]: Leaving directory `/g/pkgs/osg/buildosg' make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] Error 2 make[1]: Leaving directory `/g/pkgs/osg/buildosg' make: *** [all] Error 2 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.4 problem reading tiffs.
Hello, I am using WinXP and MSVC 8 and had a working OSG 2.2 build running. I downloaded the 2.4 zip and the new 3rd part zip, run cmake, build the default viewer applications. Running osgviewerd with full debug I see the following output. FindFileInPath(e:\Models\Earth\globe.obj): returning e:\Models\Earth\globe.obj Reading OBJ file itr='e:\Models\Earth' FindFileInPath() : trying E:\Models\Earth\globe.mtl ... FindFileInPath() : USING E:\Models\Earth\globe.mtl --globe.mtl-- --globe.mtl-- --E:\Models\Earth\globe.mtl-- Reading MTL file itr='E:\OSG\BUILD\bin' FindFileInPath() : Trying E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll ... FileFileInPath() : USING E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll DynamicLibrary::failed loading osgPlugins-2.4.0/osgdb_tiffd.dll Warning: Could not find plugin to read objects from file e:\Models\Earth/land_ocean_ice_8192.tif Given that it was failing to load the dll I loaded up 'depends' and found that the plugin was missing some dll's from the 3rd party directory, so I copied all the dll's from the 3rd party tools into both my build\bin and my buld\bin\osgplugins directory. Still no luck reading tiff files. Anyone have any ideas on what I should check next? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
On Thu, May 1, 2008 at 4:06 PM, John F. Richardson [EMAIL PROTECTED] wrote: ... So, OSG powers that be, ... heh, we have seen the Powers That Be, and They is Us! :-) -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, May 01, 2008 12:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Collada Animation On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I've been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don't appear to show when I load them into osgViewer. I had a feeling that they wouldn't, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to 3D texture example and questions
Quoting hesicong2006 [EMAIL PROTECTED]: I think another way should be possible: Only one RTT camera, under it there are 256 pieces of slice to render. When render Nth slice, change RTT camera's Z index to N. Is it possible to use osg::StateSet to do so? I was actually wondering whether the nvidia demo only renders one or a few cameras each frame to get to 60 Hz. What you propose makes sense but not only would you need to change the target Z slice but also aspects of the scene you're rendering. Otherwise you get the same result for each slice which is probably not what you want. Try attaching an UpdateCallback to setup the slice each frame, I don't think it can be done in the StateSet. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem compiling OSG2.4 on MinGW
I have compiled OSG on devcpp , and OK. I transform all .lib to .a like these steps: pexports zlib1.dll zlib1.def dlltool -k -d zlib1.def -l libzlib1.a or like these steps reimp -d libmysql.lib dlltool -k -d libmysql.def -l libmysql.a and under CMAKE,choose these .a files instead of .lib files. I hope i have explained clearly.i am poor in english. [EMAIL PROTECTED] 2008-05-02 - Original Message - From: Linh Phan To: OpenSceneGraph Users Sent: 2008-05-02, 05:43:57 Subject: [osg-users] problem compiling OSG2.4 on MinGW Hi, I'm having a cannot find -ljpeg problem compiling OSG2.4 on MinGW, but when I do a ls on C:/Program Files/OpenSceneGraph/lib, I see: C:/Program Files/OpenSceneGraph/lib/libjpeg.lib C:/Program Files/OpenSceneGraph/lib/libjpegD.lib (these are Michael's Prebuilt OSG binaries for Windows.) Do you know what I did wrong? Thanks, Linh make[2]: Entering directory `/g/pkgs/osg/buildosg' Linking CXX shared module ../../../lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg /C/Program\ Files/CMake\ 2.4/bin/cmake.exe -P CMakeFiles/osgdb_ jpeg.dir/cmake_clean_target.cmake cd /G/pkgs/osg/buildosg/src/osgPlugins/jpeg /C/Devel/MinGW/bin/g++.exe -shared -o ../../../lib/osgPlugin s-2.4.0/mingw_osgdb_jpeg.dll -Wl,--major-image-version,0,--minor-image-version,0 CMakeFiles/osgdb_jpeg.dir/Re aderWriterJPEG.obj -L/G/pkgs/osg/buildosg/lib -LC:/Program\ Files/OpenSceneGraph/lib -lOpenThreads -losg -lo sgDB -losgUtil -ljpeg -losg -lOpenThreads -lglu32 -lopengl32 c:\Devel\MinGW\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: cannot find -ljpeg collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-2.4.0/mingw_osgdb_jpeg.dll] Error 1 make[2]: Leaving directory `/g/pkgs/osg/buildosg' make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] Error 2 make[1]: Leaving directory `/g/pkgs/osg/buildosg' make: *** [all] Error 2 ___ 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] help me , about setProjectionMatrixAsOrtho2D
Hi all. I want to set maincamera to a 2D orthographic projection. I do like this int main( int argc, char **argv ) { osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg); osgViewer::Viewer viewer; osg::ref_ptrosg::Group root = new osg::Group; root-addChild(loadedModel.get()); viewer.setSceneData(root.get()); #if 1 osg::Matrix matrix; matrix.makeLookAt(osg::Vec3(0.0,-20.0,0.0),osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0,0.0,1.0)); viewer.getCamera()-setViewMatrix(matrix); // viewer.getCamera()-setProjectionMatrixAsPerspective( 60., 1., 1., 100. );//this OK viewer.getCamera()-setProjectionMatrixAsOrtho2D(0,1024,0,800); while(!viewer.done()) { viewer.frame(); } return 0; #else return viewer.run(); #endif } but I can't see anything.who can help me? thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
Kim C Bale wrote: I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don’t appear to show when I load them into osgViewer. I had a feeling that they wouldn’t, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? Not by OSG. The problem with COLLADA animations (which is actually a good thing in most respects), is that you can really animate *anything* in COLLADA (from transforms to material/shader parameters), so it's quite a bit of work to get animation working in a complete way. The other constructs not supported by the OSG loader are controllers, such as skins and morph targets. If your file contains these, you won't see them either. Most of the time geometry is attached to one or more skin controllers. The bones of the skin controller are then transformed, and the transforms are animated. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 回复: help me , about setPro jectionMatrixAsOrtho2D
//得到模型的包围盒 osg::BoundingBox bb; bb.expandBy(positioned-getBound()); //将模型的中心点移动到原点 double xMid = (bb.xMin() + bb.xMax())/2; double yMid = (bb.yMin() + bb.yMax())/2; double zMid = (bb.zMin() + bb.zMax())/2; double radius = bb.radius(); positioned-setMatrix(osg::Matrix::translate(-xMid,-yMid,-zMid)); viewer.setSceneData(positioned.get()); //关闭自动计算远近裁减面 viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); //设置窗口大小 viewer.setUpViewInWindow( 100,100,512,512); //设置裁减区域 viewer.getCamera()-setProjectionMatrixAsOrtho(bb.xMin(),bb.xMax(),bb.yMin(), bb.yMax(),1,100+abs(bb.zMax() - bb.zMin())); 王韬 [EMAIL PROTECTED] 写道: Hi all. I want to set maincamera to a 2D orthographic projection. I do like this int main( int argc, char **argv ) { osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg); osgViewer::Viewer viewer; osg::ref_ptrosg::Group root = new osg::Group; root-addChild(loadedModel.get()); viewer.setSceneData(root.get()); #if 1 osg::Matrix matrix; matrix.makeLookAt(osg::Vec3(0.0,-20.0,0.0),osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0,0.0,1.0)); viewer.getCamera()-setViewMatrix(matrix); // viewer.getCamera()-setProjectionMatrixAsPerspective( 60., 1., 1., 100. );//this OK viewer.getCamera()-setProjectionMatrixAsOrtho2D(0,1024,0,800); while(!viewer.done()) { viewer.frame(); } return 0; #else return viewer.run(); #endif } but I can't see anything.who can help me? thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - 雅虎邮箱,您的终生邮箱!___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ubuntu Package status
On Thu, May 1, 2008 at 3:38 PM, [EMAIL PROTECTED] wrote: As far as the 8.04 release is concerned, what is the status of the Ubuntu package? I believe Hardy (Ubuntu 8.04) is tracking 2.2.0: https://launchpad.net/ubuntu/hardy/+source/openscenegraph It looks like the Debian maintainer of the OpenSceneGraph packages is already building 2.4.0 for Debian unstable so it should be possible to backport it for Hardy if that's what you're interested in. http://packages.debian.org/sid/libopenscenegraph-dev -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org