Re: [osg-users] ODE Trimesh with OSG ?
Hello Carlos! We use a TriangleRecorder (it's a NodeVisitor) and applies that to our terrain nodetree. It records vertices and triangles on all drawables. We then memcpy those into ode::dVector3[numVertices] (vertices) and int[3*numTriangles] (triangles). Then run dGeomTriMeshDataBuildSimple( and dCreateTriMesh unfortunately a cannot publish any code. I once had a plan to implement this better in my spare time but haven't got around to it yet. Yuo might watn to look at Delta3d since I know that they integrate ode with osg. I haven't looked at ode code in Delta3d myself but I'm sure it fine. Also: * the above simple description doesn't mention dynamic(paged) terrain so you may need to think about that. * Some of the terrains we have tried have been simplified, i.e. some trianles are very large, and ode seems to have problems with that. hope this helps Mattias On 8/18/08, Carlos Sanches [EMAIL PROTECTED] wrote: Hi! I m doing collisions using ODE with OSG and this is very cool, but , I want to do a deformed ground with some triangles in 3DSMAX for example. I know that I have to use trimesh but how do I have to load the object ground that ODE understand ?? Have anybody an example using trimesh ?? Thank you! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Confused about Uniforms and StateSets.
Hi again, i tried using vertex attributes like this: void PartialTreesDrawable::drawImplementation(osg::RenderInfo renderInfo) const { const osg::Drawable::Extensions* extensions = osg::Geometry::getExtensions(renderInfo.getContextID(),true); if ( extensions _drawable.valid() _speedTrees.valid() !_speedTrees-_trees.empty() ) { Speedtrees::Trees trees = _speedTrees-_trees; Speedtrees::Trees::iterator it; for ( it = trees.begin(); it != trees.end(); ++it ) { extensions-glMultiTexCoord3fv(GL_TEXTURE0+4, it-_position.ptr() ); extensions-glMultiTexCoord4fv(GL_TEXTURE0+5, it-_rotation.ptr() ); extensions-glMultiTexCoord1f(GL_TEXTURE0+6, it-_scale ); extensions-glMultiTexCoord1f(GL_TEXTURE0+7, it-_windOffset ); // draw the tree _drawable-drawImplementation( renderInfo ); } } } However it seems to run slower than the implementation using uniforms. Any ideas? Is this the recommend way for uploading variables to the shader? Richard -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, August 15, 2008 1:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Confused about Uniforms and StateSets. HI Richard, On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard [EMAIL PROTECTED] wrote: As a general rule it's best to minimize the number of StateSet and associated StateAttribute/Uniform/Mode changes, both form the OSG's CPU cost, as well as the cost down on the GPU with stalling the graphics pipeline with state changes. Uniforms in particular can be a very expensive state change as some drivers treat uniforms as constants and recompile or relink the shader program. I doubt that this is reality. Well perhaps you need to do some reading up on uniforms and GLSL and the optimizations that drivers are allowed to do and do undertake. In particular Speedtree uploads the treeposition (and other per instance parameters) via a uniform and is known as a fast tree rendering api. This suggests that that uniforms they are varying aren't ones that can be easily optimized away, or that they are missing a trick to optimizing the code further. For commonly varying values you should always use vertex attributes, the graphics hardware and drivers are all optimized for handling varying vertex attributes. Uniforms are very different from vertex attributes, uniforms are akin to the parameters you set in glLight, glTexGen etc, they are a state change. It would be nice if uniforms do not affect stateset sorting or require statestets at all. I don't know if that fits into the current architecture, however osg should provide a mechanism for updating a single uniform many times in the same frame. The mechanism is via osg::StateSet, it fits with the granularity of state that OpenGL and the hardware suits, so it's the right place for them. However, the CPU cost is higher than I'd like, the loose coupling between uniforms and programs makes the OSG pretty flexible, but wiring up uniforms to they current active program is relatively expensive - perhaps this could be improved, but it won't change the fact that uniforms aren't meant to be treated like vertex attributes and changed often. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume
Hi Paul, I haven't recently updated the wiki page on osgVolume, but here it is: http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/osgVolume The work would still roughly following the above. Robert. On Sun, Aug 17, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote: Hi Robert -- Do you have any info available on the upcoming osgVolume? What features will it have, what algorithms will it employ, etc. Some kind of high level design document, or, assuming this is contract work, a statement of work would be helpful. Thanks. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ 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] osgVolume
Hi Tonym It would certainly be useful have reference material for other implementations. Licensing would limit how much could be directly used. The expertise and testing will be very useful, perhaps even the most useful thing that we can leverage from the community. Robert. On Sun, Aug 17, 2008 at 10:40 PM, Tony Glover [EMAIL PROTECTED] wrote: Paul Martz wrote: Hi Robert -- Do you have any info available on the upcoming osgVolume? As an aside to this, I have almost finished porting my earlier volume rendering software to a later version of OSG. It's obviously fairly old stuff but it may offer a starting point for some volume render based project. Hopefully it'll be done within the next day or two, and I know that I said that before but I have found some actual time to devote to it for once! I'll keep you informed. Cheers, Tony. This message has been checked for viruses but the contents of an attachment may still contain software viruses, which could damage your computer system: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ 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] Confused about Uniforms and StateSets.
Hi Richard, This is roughly the way I tackled the task with PrecipitationEffect, although I don't go via extension structure, refactoring things to avoid the extension function looks ups would help speed. Another possible speed up would be to look into implementing the instancing extension as for your particular task it is probably ideal. Robert. On Mon, Aug 18, 2008 at 8:24 AM, Schmidt, Richard [EMAIL PROTECTED] wrote: Hi again, i tried using vertex attributes like this: void PartialTreesDrawable::drawImplementation(osg::RenderInfo renderInfo) const { const osg::Drawable::Extensions* extensions = osg::Geometry::getExtensions(renderInfo.getContextID(),true); if ( extensions _drawable.valid() _speedTrees.valid() !_speedTrees-_trees.empty() ) { Speedtrees::Trees trees = _speedTrees-_trees; Speedtrees::Trees::iterator it; for ( it = trees.begin(); it != trees.end(); ++it ) { extensions-glMultiTexCoord3fv(GL_TEXTURE0+4, it-_position.ptr() ); extensions-glMultiTexCoord4fv(GL_TEXTURE0+5, it-_rotation.ptr() ); extensions-glMultiTexCoord1f(GL_TEXTURE0+6, it-_scale ); extensions-glMultiTexCoord1f(GL_TEXTURE0+7, it-_windOffset ); // draw the tree _drawable-drawImplementation( renderInfo ); } } } However it seems to run slower than the implementation using uniforms. Any ideas? Is this the recommend way for uploading variables to the shader? Richard -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, August 15, 2008 1:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Confused about Uniforms and StateSets. HI Richard, On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard [EMAIL PROTECTED] wrote: As a general rule it's best to minimize the number of StateSet and associated StateAttribute/Uniform/Mode changes, both form the OSG's CPU cost, as well as the cost down on the GPU with stalling the graphics pipeline with state changes. Uniforms in particular can be a very expensive state change as some drivers treat uniforms as constants and recompile or relink the shader program. I doubt that this is reality. Well perhaps you need to do some reading up on uniforms and GLSL and the optimizations that drivers are allowed to do and do undertake. In particular Speedtree uploads the treeposition (and other per instance parameters) via a uniform and is known as a fast tree rendering api. This suggests that that uniforms they are varying aren't ones that can be easily optimized away, or that they are missing a trick to optimizing the code further. For commonly varying values you should always use vertex attributes, the graphics hardware and drivers are all optimized for handling varying vertex attributes. Uniforms are very different from vertex attributes, uniforms are akin to the parameters you set in glLight, glTexGen etc, they are a state change. It would be nice if uniforms do not affect stateset sorting or require statestets at all. I don't know if that fits into the current architecture, however osg should provide a mechanism for updating a single uniform many times in the same frame. The mechanism is via osg::StateSet, it fits with the granularity of state that OpenGL and the hardware suits, so it's the right place for them. However, the CPU cost is higher than I'd like, the loose coupling between uniforms and programs makes the OSG pretty flexible, but wiring up uniforms to they current active program is relatively expensive - perhaps this could be improved, but it won't change the fact that uniforms aren't meant to be treated like vertex attributes and changed often. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] Virtual Terrain Generation on Which Tool ?
?mit Uzun wrote: [...] I will try VPB on PagedLOD and converstion to OpenFlight. If OF support PagedLOD it will be good start I think :) Oh, please report your experience on this list ! Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.
We have recently been moved in to the corporate network and thus thrown behind a gaggle of walls/issues etc including an Autoproxy and I cannot seem to figure out how to get to the OSG SVN repositories thru this autoproxy The errors we are getting are ( all was fine before the moved to the corporate net) Error: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could http://www.openscenegraph.org/svnosg/OpenSceneGraph/ Error: not resolve hostname `http://autoproxy.textron.com': The requested name is Error: valid and was found in the database, but it does not have the correct Error: associated data being resolved for. Error: (http://www.openscenegraph.org http://www.openscenegraph.org/ ) If we don't use the http:// the error becomes Error: The path was not part of a repository Error: '/' path not found Any one come across this and found a way to get this SVN to work thru a autoproxy, is there something that need to be changed on the proxy ? ( which will be fun trying to get to happen) I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to grab data that's it etc. I have tried most of the SVN clients and they all exhibit the same issues TIA for any hints or pointers Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-2.7.0 dev release tagged.
Hi All, I have just tagged the OpenSceneGraph-2.7.0 developer release. Details can be found at: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases OpenSceneGraph 2.7.x latest development release: ¶ * OpenSceneGraph-2.7.0, released on 18th August 2008. OpenSceneGraph-2.7.0 includes improvements to osg::ImageSequence which now supports seek(time), pause(), play() and rewind(), and support in DatabasePager for frame base expiry of PagedLOD subgraphs making it suitable for use with event driven viewers. Also various bug and build fixes. source package : OpenSceneGraph-2.7.0.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.7.0 OpenSceneGraph Cheers, Robert. -- ChangeLog since 2.6.0 2008-08-18 11:48 + [r8771] robert: * Updated wrappers 2008-08-18 11:21 + [r8770] robert: * From Sergey Leontyev, 1. In StyleManager when applying styles to a Label element the code below runs in a infinite loop. The reason for this is that nothing increments the Reader r in the case when applying a style to label, so I advance the reader when no match was found. ( To replicate the error apply style to any label) replaced this: while(!r.eof()) if(_styles[style]-applyStyle(t, r)) inc = true; with this: while(!r.eof()) { if(_styles[style]-applyStyle(t, r)) inc = true; else r.advanceOverCurrentFieldOrBlock(); } I tested it and it works well for me, I did not find any problems with it. 2. Added style support for Canvas element, event though there is no styles to apply yet. It is usefull for someone who inherits from Canvas class to develop another element. If applyStyle(Canvas) does not exist there is no way to apply style to the element that inherited from Canvas element. Added virtual bool applyStyle(Canvas). and in added call to apply style if the Object is of type Canvas: StyleManager::_applyStyleToObject(osg::Object* obj, const std::string style) { ... else if(!std::string(Canvas).compare(c)) return _coerceAndApplyCanvas(obj,style,c); 2008-08-18 11:17 + [r8769] robert: * Ran fixtabs to enforce four space tabs 2008-08-18 11:00 + [r8768] robert: * From Erik van Dekker, I made several modifications: * The cause of my errors was that my OSG source directory path contains spaces. To fix this issue I wrapped all paths with quotes, as stated in doxygen documentation. * I also received some warning messages about deprecated doxygen settings, which I fixed by updating the doxygen file, i.e. running \u2018doxygen \u2013u doxygen.cmake\u2018. By running this command deprecated doxygen options are removed, some option comments have changed and quite some options have been added (I kept their default settings unless mentioned). * I was surprised to find that the doxygen OUTPUT_DIRECTORY was set to \u201c${OpenSceneGraph_SOURCE_DIR}/doc\u201d, which does not seem appropriate for out of source builds; I changed this to \u201c${OpenSceneGraph_BINARY_DIR}/doc\u201d. (On the other hand, maybe a cmake selectable option should be given to the user?) * Fixed two warnings I received about unexpected end-of-list-markers in \u2018osg\AnimationPath and \u2018osgUtil\CullVisitor due to excess trailing points in comments. * Fixed a warning in osgWidget\StyleInterface due to an #include directive (strangely) placed inside a namespace. * Fixed a warning in osg\Camera due to the META_Object macro that confused doxygen. Adding a semi-colon fixed this. * Removed auto_Mainpage from the INCLUDE option, because I am positive that this file does not belong there; It never generated useful documentation anyway. * I added the OSG version number environment variable to the PROJECT_NUMBER option so that the version number is now shown on the main page of generated documentation (e.g. index.html). * Changed option FULL_PATH_NAMES to YES, but made sure STRIP_FROM_PATH stripped the absolute path until the include dir. This fixed an issue that created mangled names for identical filenames in different directories. E.g. osg/Export and osgDB/Export are now correctly named. * Changed option SHOW_DIRECTORIES to yes, which is a case of preference I guess. 2008-08-18 10:47 + [r8767] robert: * Removed todo entry 2008-08-17 16:52 + [r8766] robert: * From Maceij Krol, I have implement frame based expiration of PagedLOD children. New attribute DatabasePager::_expiryFrames
Re: [osg-users] osgviewerQT shows garbage when viewer is destroyed and re-created
Qt 4.4 includes a QGraphicsView class, this class can be used to perform OpenGL drawing, instead of using the QGLWidget. This might open up some new possibilities for embedding osg in the QGraphicsView. I will take a look at the possibilities. Rene 2008/8/17 René Molenaar [EMAIL PROTECTED] (i use qt 4.4.1 and osg 2.6, and adapted vierwerqt example sources) The QOSGWidget works for me on linux. On windows I got the pixelformat error but, I got the QOSGWidget to work, and the --CompositeViewer version, by adding the traits-setInheritedWindowPixelFormat = true; line. I don't see any problems running a second time or multiple times. I don't have any windows decorations by default, but these can also be set on. (it helps to set viewerWindow-setGeometry(50,50,640,480); instead of viewerWindow-setGeometry(0,0,640,480);) to prevent the decorations from being outside the screen. ) I did have problems when making the window heigth 0, but this was solved by making the resize always a minumum of one pixel. But i do get some errors in the console: QWidget::repaint: Recursive repaint detected and after closing: Windows Error #6: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: De ingang is ongeldig. Windows Error #1400: [Screen #0] GraphicsWindowWin32::unregisterWindowProcedure() - Unable to unregister window procedure. Reason: Ongeldige vensteringang. I am still not sure what solution to use, as the ViewerQT version does its job, never had window problems with the AdapterWidget, but the performance of the QOSGWidget seems better. I also use a qtimer that triggers the update, but I want to start a new (singleshot) timer only after the frame is drawn, to make sure every frame is drawn before the timer issues a new frame. Large models seemed to have a problem with the original code. would there be a better solution for the update? Rene Molenaar 2008/5/7 Mathieu Champlon [EMAIL PROTECTED] Hi Robert, I quickly hacked the --QOSGWidget mode in order to work around the invalid pixel format error (forcing traits-setInheritedWindowPixelFormat = true;) and the result is the same : trashed scene on the second run. I tried adding the piece of code you suggested but it does not change anything. By the way the crash you were experiencing running with --QOSGWidget is actually due to osg::ArgumentParser modifying argv, thus on the second run argc remains unchanged but all arguments have actually been eaten up from argv. I am now using this code to run the application twice : int main( int argc, char **argv ) { char** tmp = (char**)malloc( argc * sizeof( char*) ); memcpy( tmp, argv, argc * sizeof( char* ) ); run( argc, argv ); run( argc, tmp ); } MAT. Robert Osfield wrote: Hi Mathieu, The error with -QOSGWidget looks to be a bug in this code, but its a totally different path that the default path which uses GraphicsWindowEmbedded to adapt the Viewer. QOSGWidget is the most flexible path for integration and long term I'd like this to be the default route under Qt. My own time is rather stretched out so I can't address all these things at once. The issues you are seeing with the default path is very unlikely to be related to transparency, most likely is issues with display lists or texture objects being reused inappropriately. In theory the viewer should be release OpenGL objects when the context is destroyed, but with GraphicsWindowEmbedded not all the standard functionality for managing OpenGL objects is available, so perhaps this step is not being executed appropriately. One thing you could try is a viewer-getSceneData()-releaseGLObjects(); osg::GLObjects::discardAllDeletedGLObjects(0); In between the viewer allocations. 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
[osg-users] plugin ttf
Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin freetype for open fonts ttt. Has anyone else had a similar problem? _ Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! http://mobile.live.com/signup/signup2.aspx?lc=pt-br___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin ttf
Did you compile the free type library ? You will have compile all 3rd party libraries in VS 2008, as the pre-built 3rdparty libs are built with VS2005 Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz Sent: Monday, August 18, 2008 10:47 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] plugin ttf Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin freetype for open fonts ttt. Has anyone else had a similar problem? Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu! http://mobile.live.com/signup/signup2.aspx?lc=pt-br ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Qt4, OSG and HUD
Hi Eric, Thanks for the example. We are using OSG in QT application with some GUI over the OSG 3D rendering widget. QT version is 4.3.X but we want to move to QT 4.4.X. With your code, I will spare time. Thanks. Johan. Eric ZAREMBA a écrit : Hi all, Since Qt 4.4, we are able to mix OpenGL and Qt in a way which provides more possibility than the osgViewerQT do by using QGraphics framework, especially for HUD display. I joint the example I write to do this. ... I hope this could be usefull for someone. Eric Z. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Johan Nouvel, RD Project Manager http://www.archivideo.com tel : +33 (0)2 99 86 30 20 ARCHIVIDEO, 40 rue des Veyettes, 35000 RENNES, FRANCE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin ttf
I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not recompile all plugins with VS2008. How I can compile all plugins with VS2008? Adonai Date: Mon, 18 Aug 2008 10:50:51 -0400From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] plugin ttf Did you compile the free type library ? You will have compile all 3rd party libraries in VS 2008, as the pre-built 3rdparty libs are built with VS2005 Gordon __Gordon TomlinsonEmail : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai CanêzSent: Monday, August 18, 2008 10:47 AMTo: [EMAIL PROTECTED]: [osg-users] plugin ttf Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin freetype for open fonts ttt. Has anyone else had a similar problem? Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu! _ Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! http://mobile.live.com/signup/signup2.aspx?lc=pt-br___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin ttf
Note vs80 refers to VS2005 One way to get the 3rd party plug-ins, is look at the dependency list on www.openscenegraph.org grab the sources from were they live and build. You might also try searching the OSG list archives or visit mew.cx to find Mike Wieblens details/files on building the 3rdparty stuff for vs80 and use them as start for VS2008(VS90) build I'm not sure if any one has made a build of the 3rdparty libs for VS2008(VS90) available, I know were a good 2 years aware from even thinking about using VS2008(VS90), but we build all our 3rdparty libs ourselves any way, that way I know for sure what I'm getting Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz Sent: Monday, August 18, 2008 11:05 AM To: OpenSceneGraph Users Subject: Re: [osg-users] plugin ttf I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not recompile all plugins with VS2008. How I can compile all plugins with VS2008? Adonai Date: Mon, 18 Aug 2008 10:50:51 -0400 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] plugin ttf Did you compile the free type library ? You will have compile all 3rd party libraries in VS 2008, as the pre-built 3rdparty libs are built with VS2005 Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz Sent: Monday, August 18, 2008 10:47 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] plugin ttf Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin freetype for open fonts ttt. Has anyone else had a similar problem? Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu! http://mobile.live.com/signup/signup2.aspx?lc=pt-br Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu! http://mobile.live.com/signup/signup2.aspx?lc=pt-br ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin ttf
thank you Adonai Date: Mon, 18 Aug 2008 11:14:49 -0400From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] plugin ttf Note vs80 refers to VS2005 One way to get the 3rd party plug-ins, is look at the dependency list on www.openscenegraph.org grab the sources from were they live and build. You might also try searching the OSG list archives or visit mew.cx to find Mike Wieblens details/files on building the 3rdparty stuff for vs80 and use them as start for VS2008(VS90) build I'm not sure if any one has made a build of the 3rdparty libs for VS2008(VS90) available, I know were a good 2 years aware from even thinking about using VS2008(VS90), but we build all our 3rdparty libs ourselves any way, that way I know for sure what I'm getting Gordon __Gordon TomlinsonEmail : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai CanêzSent: Monday, August 18, 2008 11:05 AMTo: OpenSceneGraph UsersSubject: Re: [osg-users] plugin ttf I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not recompile all plugins with VS2008. How I can compile all plugins with VS2008? Adonai Date: Mon, 18 Aug 2008 10:50:51 -0400From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] plugin ttf Did you compile the free type library ? You will have compile all 3rd party libraries in VS 2008, as the pre-built 3rdparty libs are built with VS2005 Gordon __Gordon TomlinsonEmail : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai CanêzSent: Monday, August 18, 2008 10:47 AMTo: [EMAIL PROTECTED]: [osg-users] plugin ttf Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin freetype for open fonts ttt. Has anyone else had a similar problem? Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu! Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu! _ Confira vídeos com notícias do NY Times, gols direto do Lance, videocassetadas e muito mais no MSN Video! http://video.msn.com/?mkt=pt-br___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.
Tomlinson, Gordon wrote: We have recently been moved in to the corporate network and thus thrown behind a gaggle of walls/issues etc including an Autoproxy and I cannot seem to figure out how to get to the OSG SVN repositories thru this autoproxy The errors we are getting are ( all was fine before the moved to the corporate net) Error: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could Error: not resolve hostname `http://autoproxy.textron.com': The requested name is Error: valid and was found in the database, but it does not have the correct Error: associated data being resolved for. Error: (http://www.openscenegraph.org http://www.openscenegraph.org/) If we don't use the http:// the error becomes Error: The path was not part of a repository Error: '/' path not found Any one come across this and found a way to get this SVN to work thru a autoproxy, is there something that need to be changed on the proxy ? ( which will be fun trying to get to happen) I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to grab data that's it etc. I have tried most of the SVN clients and they all exhibit the same issues I don't know much about the use of proxies, but can you at least access the repository in a web browser using the repo URL? Paul TIA for any hints or pointers /Gordon/ __ /Gordon Tomlinson //Email / : gtomlinson @ overwatch.textron.com/ / __ //(C)//:/ (+1) 571-265-2612* *(W)//:/ //(+1) 703-437-7651// Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - */Master Tambo Tetsura/* ___ 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] Always on top rendering.
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kim C Bale Sent: Saturday, August 16, 2008 11:40 AM To: OpenSceneGraph Users Subject: Always on top rendering. I'm having difficultly getting a some geometry to always render infront of a scene. I use an absolute matrixtransfom to move a cockpit model relative to the camera position. However, as i move the camera around it intersects with geometry in the scene. Previously I achieved this by using a post render camera and clearing the depth buffer bit. I can't do that now because in this case the cockpit and scene are rendered through a pre render RTT camera. I can't disable depth testing because the various parts of the model don't render in the right order, and I have tried setting the renderbin on the matrixtransform to 11 but to no effect. Does anybody have any ideas? Thanks. Kim. Reply If all else fails check your cockpit model, you may need to subdivide some faces. As a result from clipping order on larger ones. Mr. D ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] animtk release 0.0.8
Hi, There is a new release of animtk, you can find a full description on the website at http://animtk.plopbyte.net/#[[release%200.0.8]] Animtk is an animation library for openscenegraph, have a look and dont hesitate to report. Cedric -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animtk release 0.0.8
On Mon, 2008-08-18 at 19:48 +0200, Cedric Pinson wrote: Hi, There is a new release of animtk, you can find a full description on the website at http://animtk.plopbyte.net/#[[release%200.0.8]] In some e-mail clients, this link may be broken because of the brackets. If so, just copy/paste the URL. I've been helping as much as I can with Animtk (although 95% of the work is Cedric) and I must say it's a great toolkit for what it does. :) There are some videos on the website of it in action, and I there is even a small GUI demonstrating how to glue Animtk and osgWidget together. Notice how the buttons fade in and fade out as they're moused over, the menu slides in, the text on the left scales; all of this is done using Animtk in a pluggable way, such that to change the animation type all I would generally need to do is change the Sampler type used internally and recompile. All the algorithms are abstracted away by the API... Animtk is an animation library for openscenegraph, have a look and dont hesitate to report. Cedric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.
Have you tried adding the following lines to your svn servers file? http-proxy-host = your.proxy.server.here http-proxy-port = yourproxyportnumber If your proxy requires name/password you also set the lines: http-proxy-username = defaultusername http-proxy-password = defaultpassword -Ken. Tomlinson, Gordon wrote: We have recently been moved in to the corporate network and thus thrown behind a gaggle of walls/issues etc including an Autoproxy and I cannot seem to figure out how to get to the OSG SVN repositories thru this autoproxy The errors we are getting are ( all was fine before the moved to the corporate net) Error: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could Error: not resolve hostname `http://autoproxy.textron.com': The requested name is Error: valid and was found in the database, but it does not have the correct Error: associated data being resolved for. Error: (http://www.openscenegraph.org http://www.openscenegraph.org/) If we don't use the http:// the error becomes Error: The path was not part of a repository Error: '/' path not found Any one come across this and found a way to get this SVN to work thru a autoproxy, is there something that need to be changed on the proxy ? ( which will be fun trying to get to happen) I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to grab data that's it etc. I have tried most of the SVN clients and they all exhibit the same issues I don't know much about the use of proxies, but can you at least access the repository in a web browser using the repo URL? Paul TIA for any hints or pointers /Gordon/ __ /Gordon Tomlinson //Email / : gtomlinson @ overwatch.textron.com/ / __ //(C)//:/ (+1) 571-265-2612* *(W)//:/ //(+1) 703-437-7651// Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - */Master Tambo Tetsura/* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Change particle color !
I m doing a rain with particles and I want to press one key and the rain disapear. I m doing this with osgSwitch and is working very well , but , I 'd want that the rain disapear with something like a FADE OUT . to do this I need to change the color of particles after your creation only when I press the key. is this possible ?? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy.
Hi Ken/Paul Thanks for the reply, I had already tried out proxy but that failed as its something called an Autoproxy ( no idea ) that returns a JavaScript file (PAC File) that the client must run to determine the real proxy server so I'm told ;), and all the SVN clients cannot handle this, and its all gobbledygook to me Right now we have figured out the real proxy server IP and that thankfully finally worked.. At least for now Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW Sent: Monday, August 18, 2008 2:05 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Slightly of Topic: Access OSG SVN thru Autoproxy. Have you tried adding the following lines to your svn servers file? http-proxy-host = your.proxy.server.here http-proxy-port = yourproxyportnumber If your proxy requires name/password you also set the lines: http-proxy-username = defaultusername http-proxy-password = defaultpassword -Ken. Tomlinson, Gordon wrote: We have recently been moved in to the corporate network and thus thrown behind a gaggle of walls/issues etc including an Autoproxy and I cannot seem to figure out how to get to the OSG SVN repositories thru this autoproxy The errors we are getting are ( all was fine before the moved to the corporate net) Error: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk': Could Error: not resolve hostname `http://autoproxy.textron.com': The requested name is Error: valid and was found in the database, but it does not have the correct Error: associated data being resolved for. Error: (http://www.openscenegraph.org http://www.openscenegraph.org/) If we don't use the http:// the error becomes Error: The path was not part of a repository Error: '/' path not found Any one come across this and found a way to get this SVN to work thru a autoproxy, is there something that need to be changed on the proxy ? ( which will be fun trying to get to happen) I'm at a loss as I'm no SVN guy, I can use TortoiseSVN and cmdline to grab data that's it etc. I have tried most of the SVN clients and they all exhibit the same issues I don't know much about the use of proxies, but can you at least access the repository in a web browser using the repo URL? Paul TIA for any hints or pointers /Gordon/ __ /Gordon Tomlinson //Email / : gtomlinson @ overwatch.textron.com/ / __ //(C)//:/ (+1) 571-265-2612* *(W)//:/ //(+1) 703-437-7651// Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - */Master Tambo Tetsura/* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Virtual Terrain Generation on Which Tool ?
Hi Gordon, Robert, Umit, FYI OpenFlight(tm) does not directly support PagedLOD OK, that's what I thought. So my suggestion to convert to both a Blender-readable format *and* .ive (with PagedLODs), use the former to add features to the terrain, then save only the added features and load them in the final app with the .ive PagedLOD terrain would make sense. Thanks for confirming what I instinctively thought. :-) 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] movie textures
Hi Adrian, I've already perused the osgmovie code and true, it would certainly be an avenue to a solution. But, I'm looking for a solution that will involve the stock osgviewer app using a standardize (to blender osg) format. It was my thought that this could be achieved by using a blender produced gemoetry with an image stream as the texture source. I don't yet have the quicktime4linux kit on my boxen, but will have a look. I have our systems setup with ffmpeg and xine for image stram handling. Surely someone must have been down this road before... regards, -bob On Sat, 16 Aug 2008, Adrian Egli OpenSceneGraph (3D) wrote: Hi, have a look at osgMovie example. there is a quicktime plugin avaible for OSG. /adrian 2008/8/16 Bob Huebert [EMAIL PROTECTED] I'm attempting to build some models which have animated textures in the form of movies (mpeg4) and would like to be able to construct the models in blender, then export to osg. I've tried this a few times, but haven't been able to get the movie to show up in osgviewer. Is there a known-good way to this? I se blender is a bit finicky about movie formats. Is there a preferred format? What would mesh best with the OSG? Thanks in advance for any insight. -bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FYI: OpenGL 3.0 Final Spec released
Hi Robert, Thanks for the putting up the notes, this is really useful - certainly far more concise and usable than the actual OGL spec! My pleasure. Might this be possible? I guess it's all down to the nesting of the conditional renderer tests... Thoughts? I admit most of what you said is a bit over my head, I haven't really looked into this from that point of view yet... I think with Larrabee on the horizon too (albeit still a ways off, as anyone who was at the article session will tell you it's all still a bit up in the air...) it opens up a lot of new horizons for optimizing cull/draw in new ways. We'll have to look at the specs in more detail, and I suspect we'll need a few prototypes before we can utilize these new resources to their full potential. In particular I think Larrabee, while not a total paradigm shift, opens up some interesting new avenues in rendering, which as opposed to a lot of other Siggraph ideas, can be used by the general audience / mainstream rendering. We're probably a little while off still though. P.S. If anyone is wondering to what I'm referring to when I say Larrabee seems up in the air: in the paper talk and in the Beyond Programmable Shading course, they were talking about it as if it were available now, but if anyone asked if it's an add-on board, or a co-processor on the motherboard, or how much it will cost, or when it will be available, or what are the details of such and such specific feature, they got the standard line of it's just a bunch of x86 processors or we can't comment on that, stay tuned. So to me, it looks like some specs on paper and not much more at this point. Looks interesting, but how far off is it? Who knows... 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
[osg-users] Siggraph 2008 page on the wiki
Hi all, I put up a page on the wiki with (some of) the presentations that were done at the OSG BOF at this year's Siggraph. http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008 A few items are missing but should come soon, and it's mostly complete. If anyone took pictures at the BOF, it would be cool if you could add these (I think I saw John/Steve take some?). 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] Siggraph 2008 page on the wiki
Nice, thanks for sharing Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Monday, August 18, 2008 3:13 PM To: OpenSceneGraph Users Subject: [osg-users] Siggraph 2008 page on the wiki Hi all, I put up a page on the wiki with (some of) the presentations that were done at the OSG BOF at this year's Siggraph. http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008 A few items are missing but should come soon, and it's mostly complete. If anyone took pictures at the BOF, it would be cool if you could add these (I think I saw John/Steve take some?). 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Siggraph 2008 page on the wiki
thanks Tomlinson, Gordon wrote: Nice, thanks for sharing Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Monday, August 18, 2008 3:13 PM To: OpenSceneGraph Users Subject: [osg-users] Siggraph 2008 page on the wiki Hi all, I put up a page on the wiki with (some of) the presentations that were done at the OSG BOF at this year's Siggraph. http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008 A few items are missing but should come soon, and it's mostly complete. If anyone took pictures at the BOF, it would be cool if you could add these (I think I saw John/Steve take some?). 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NVIDIA /ATI OpenGL support and tools
Hi all, I was at Siggraph last week, and I figured since I had access to all these NVIDIA and ATI people on the show floor, I should take the opportunity to talk to them about their OpenGL drivers and tools. Most of the high visibility people are the game developers who mostly use DirectX, so I wanted to make sure it was clear to them that OpenGL was also widely used. So I put on my best frequent poster on the OSG mailing list face, starting by saying that OSG is used by a large number of big companies in the simulation biz, some game engines, has over 2000 people on the mailing list which means over 2000 companies use it, etc. On the ATI side, they had a machine running a flight sim (I think it was FlightGear) on Linux with 4 monitors. I spoke briefly to one of the Linux driver devs who assured me they are making great strides towards getting better Linux drivers out there. (of course they're going to say that, but at least he knew what OSG was, which is reassuring) On the NVIDIA side, I spoke to one of the Developer Relations guys, as well as two tools developers. I was primarily trying to see if they would have interest in porting NVPerfHUD to OpenGL, as it's pretty much the coolest tool I've seen to diagnose graphics pipeline bottlenecks, and it's free, but only supports DirectX right now. I don't know if I actually got through, though, but at least they listened and seemed to agree with my opinions. The other thing I wanted to discuss was related to driver bugs. Both sides told me they get all bug reports but obviously can't reply to all of them. On the NVIDIA side, they told me the best address to mail is [EMAIL PROTECTED], which is a mail list and goes to many people, but beware of the spam filter which can be aggressive. In both cases, though, they stated that gDebugger is an excellent tool on the OpenGL side. I'll probably evaluate it to see if it would be useful for us, but one thing I can see it being useful for is in showing us how to use most of the performance counters in both NVIDIA and ATI hardware. I think the StatsHandler could be improved to help a lot more in diagnosing bottlenecks, and in particular the counters for ATI hardware should be added... One thing that's reassuring (at least to me) is that both NVIDIA and ATI are on the OpenGL ARB, and both made strong commitments to OpenGL 3.0 support. I guess that's still PR, but I hope it will lead to better support for the near future. Anyways, I just wanted to report my endeavor and results, even though they're not very conclusive... I think if we're vocal and try to explain our way of thinking we'll eventually be heard. Unfortunately it seems to me that OpenGL support is still just a checkbox requirement on a list of requirements, and that the actual *quality* of the support doesn't matter that much, so I hope that will change by talking to these people when we have the chance to. 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] Virtual Terrain Generation on Which Tool ?
On Mon, 2008-08-18 at 01:43 +0300, Ümit Uzun wrote: Hi All; I have high resolution data and want to create high fidelity virtual terrain with them in OpenFlight format. I mean, my terrain will have buildings, street with pavements and sidewalk's parts that traffic signs, lights, vents and subway entrance with it's stairs. This part of terrain have to be all geometric model, not only texture. So at this point how should I do them? Which tool I should use? Tools can be commercial or uncommercial. But my choice is always uncommercial tools. I have searched so much tools on the VTP and OSG web sites but, there is more tool to try. I know VPB and VTP tool in uncommercial usage but I think they are not support real time edit GUI as I needed. When we arrange the city part with extra models I need to use GUI. So please show me which tools are so popular and which know-how should I search about on these topics? The authors of this tool: http://www.quadsoftware.com/index.php?m=sectionsec=productsubsec=editor Have posted on these lists many times. I'd love to hear someone's opinion on it, as it is stellar software (if you use Windows). Boo at not having a Linux version... Thanks, Best Regards. Ümit Uzun ___ 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] Virtual Terrain Generation on Which Tool ?
Hi Jean, Robert and Gordon, I have examine the Trian3D tool which is using pagedLOD virtual terrain in OpenFlight and OSG. And I see that in example database, I think they use Jean's suggested method in creation of terrain. They save the terrain in separeted database in PagedLod and the other part of city models are created in other part of database format for every part of PagedLod database tile. Then they collect the related terrain database and models database, so they show you whole cith of terrain :) If I understood wrong in this method, please look at the ( http://www.triangraphics.de/index.php?1=Downloadl=eng) simple database in flt and osg and show me the right way. And I think Jean has a amazing instinct on this topic :) Thanks so much everyone. Ümit Uzun 2008/8/18 Jean-Sébastien Guay [EMAIL PROTECTED] Hi Gordon, Robert, Umit, FYI OpenFlight(tm) does not directly support PagedLOD OK, that's what I thought. So my suggestion to convert to both a Blender-readable format *and* .ive (with PagedLODs), use the former to add features to the terrain, then save only the added features and load them in the final app with the .ive PagedLOD terrain would make sense. Thanks for confirming what I instinctively thought. :-) 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Virtual Terrain Generation on Which Tool ?
Hi Ümit as I said OpenFlight(tm) in itself does not inherently support PagedLOD's, the format only directly supports LOD's That does not mean a PagedLOD system such as OSG or Train cannot use an OpenFlight(tm) file directly for a geometry leaf, OSG and VPB by default use IVE and OSG/IVE have direct support in them for PagedLODing With OpenFlight(tm) The pagedLODing/loading has to be handled by the Scenegraph and or Application and not by OpenFlight(tm) ( this is how Vega and Vega Prime work/ed ) Apart from OpenFlight(tm) not directly supporting PagedLOD's you typically don't want to use OpenFlight(tm) directly because of the load time, in the case of VegaPrime most users would convert the OpenFlight(tm) to VSB which would typically load between a factor 10 to 100 times faster, and thats why OSG has IVE files they load in a similar very fast time to VSB files as compared to OpenFlight(tm) files which load slowly due to the inhernat 3d model content Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun Sent: Monday, August 18, 2008 3:41 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Virtual Terrain Generation on Which Tool ? Hi Jean, Robert and Gordon, I have examine the Trian3D tool which is using pagedLOD virtual terrain in OpenFlight and OSG. And I see that in example database, I think they use Jean's suggested method in creation of terrain. They save the terrain in separeted database in PagedLod and the other part of city models are created in other part of database format for every part of PagedLod database tile. Then they collect the related terrain database and models database, so they show you whole cith of terrain :) If I understood wrong in this method, please look at the (http://www.triangraphics.de/index.php?1=Downloadl=eng) simple database in flt and osg and show me the right way. And I think Jean has a amazing instinct on this topic :) Thanks so much everyone. Ümit Uzun 2008/8/18 Jean-Sébastien Guay [EMAIL PROTECTED] Hi Gordon, Robert, Umit, FYI OpenFlight(tm) does not directly support PagedLOD OK, that's what I thought. So my suggestion to convert to both a Blender-readable format *and* .ive (with PagedLODs), use the former to add features to the terrain, then save only the added features and load them in the final app with the .ive PagedLOD terrain would make sense. Thanks for confirming what I instinctively thought. :-) 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fog and desired usage
Hi, I just had a couple of questions about the desired usage of the fog state attribute. 1) What does it mean to have different fog states on different branches of the scene graph? Would this have any effect? 2) Is the desired usage to set the fog attribute on the root node? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RTT RenderBuffers
When rendering to a texture, what determines the RenderBuffer (internal) format? I would have thought it should use the texture's internal format to define the RenderBuffer format, but I don't see this in the code. However, I do see this in FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment attachment) when given an image pointer attachment: osg::Image* image = attachment._image.get(); if (image) { if (image-s()0 image-t()0) { GLenum format = attachment._image-getInternalTextureFormat(); if (format == 0) format = attachment._internalFormat; _ximpl = new Pimpl(Pimpl::RENDERBUFFER); _ximpl-renderbufferTarget = new osg::RenderBuffer(image-s(), image-t(), format); } else { osg::notify(osg::WARN)Error: FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment) passed an empty osg::Image, image must be allocated first.std::endl; } return; } Do I have to set the internal format manually by calling the Camera-attach twice: camera-attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, samples, colorSamples); camera-attach(osg::Camera::COLOR_BUFFER, GL_LUMINANCE32F_ARB); I don't see in the code where the camera ::Attachment._internalFormat is being initialized when given a texture. Am I missing something? Is there a better example of this than the osgprerender.cpp example? Paul P. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] externally created Framebuffer object.
I have an external library that wants to create a frame buffer object into which I render something using osg, then it will do post-processing on it. I have a specific camera that I want to have render into that buffer, but I can't seem to find any way that I can assign an externally created frame buffer object to a camera. I can hack it by having it create the buffer in a pre-draw callback, but if I try to do any rendering with an nested camera, OSG clearly can't set the state back correctly, plus I get OpenGL errors even if it works when it tries to set the draw and read buffers. I looked at the render stage, on which I can set a frame buffer object, but creating a renderstage for a camera is rather convoluted with the render stage cache on the camera, and it looks like the api doesn't really want me to do that. Even if that problem is solved, I can't give the osg::FrameBufferObject an id to use, it wants to create its own buffer. Is there any way I can solve this? I would like to avoid modifying osg if I can. If I can't, do you have an suggestions on how I should change it? I'm using OSG 2.4 ATM. -- David Guthrie [EMAIL PROTECTED] Alion Science and Technology BMH Operation - A CMMI Maturity Level 3 Organization 5365 Robin Hood Road, Suite 100 Norfolk, VA 23513-2416 (757) 857-5670, ext 269, Fax (757) 857-6781 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change particle color !
Hi Carlos, On Mon, Aug 18, 2008 at 8:44 PM, Carlos Sanches [EMAIL PROTECTED] wrote: I m doing a rain with particles and I want to press one key and the rain disapear. I m doing this with osgSwitch and is working very well , but , I 'd want that the rain disapear with something like a FADE OUT . to do this I need to change the color of particles after your creation only when I press the key. is this possible ?? yes it is possible. You need an EventHandler and a osg::Timer. Set the color in EventHandler::handle(osgGA::FRAME). There is probably 10 other ways to do this also. Mattias ___ 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] plugin ttf
Hi all, Enough of these posts already :) I compiled the bulk of the dependencies with msvc90 Express this weekend using Mike Weiblen's build scripts. Could I zip those and put them on the web site? I've asked Mike off list to put them on his site(or even a branch in his svn) but I guess he's out-of-office. The demand for these won't go down until msvc10 I think so we might try to take this load off the list. Suggestions? Mattias On Mon, Aug 18, 2008 at 5:14 PM, Tomlinson, Gordon [EMAIL PROTECTED] wrote: Note vs80 refers to VS2005 One way to get the 3rd party plug-ins, is look at the dependency list on www.openscenegraph.org grab the sources from were they live and build. You might also try searching the OSG list archives or visit mew.cx to find Mike Wieblens details/files on building the 3rdparty stuff for vs80 and use them as start for VS2008(VS90) build I'm not sure if any one has made a build of the 3rdparty libs for VS2008(VS90) available, I know were a good 2 years aware from even thinking about using VS2008(VS90), but we build all our 3rdparty libs ourselves any way, that way I know for sure what I'm getting *Gordon* __ *Gordon Tomlinson **Email * : gtomlinson @ overwatch.textron.com -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Adonai Canêz *Sent:* Monday, August 18, 2008 11:05 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] plugin ttf I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not recompile all plugins with VS2008. How I can compile all plugins with VS2008? Adonai -- Date: Mon, 18 Aug 2008 10:50:51 -0400 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] plugin ttf Did you compile the free type library ? You will have compile all 3rd party libraries in VS 2008, as the pre-built 3rdparty libs are built with VS2005 *Gordon* __ *Gordon Tomlinson **Email * : gtomlinson @ overwatch.textron.com -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Adonai Canêz *Sent:* Monday, August 18, 2008 10:47 AM *To:* osg-users@lists.openscenegraph.org *Subject:* [osg-users] plugin ttf Hi, I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin freetype for open fonts ttt. Has anyone else had a similar problem? -- Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu!http://mobile.live.com/signup/signup2.aspx?lc=pt-br -- Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver offline. Conheça o MSN Mobile! Crie já o seu!http://mobile.live.com/signup/signup2.aspx?lc=pt-br ___ 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] osgShadow and Stereo
Hi, I was wondering if there are any known problems with using osgShadow with a stereo setup. I'm using a Quadro with stereo enabled, but the osgShadow example crashes, as does my own code that uses shadows. The other OSG examples run fine, and my code works if I comment out the shadowing. As a quick first attempt at solving this problem I thought I'd check if this is a known issue. Thanks, Julian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVIDIA /ATI OpenGL support and tools
Hi Paul, Unfortunately it seems to me that OpenGL support is still just a checkbox requirement on a list of requirements, and that the actual *quality* of the support doesn't matter that much, so I hope that will change by talking to these people when we have the chance to. The hardware vendors on the ARB, not just ATI and NVIDIA, but also Intel and others, have a commitment to OpenGL that goes much further than considering it a 'checkbox requirement. Pertaining to quality specifically, the lack of an up-to-date OpenGL conformance test suite is an issue that is of great concern to the OpenGL ARB. Funding is typically cited as one reason for why the conformance tests aren't brought up to date. I'll preface by saying that I don't want to start a flame war here, just talking from my point of view. What you say above might be the intention, but in ATI's case at least, that's not what I see in reality. They seem to think their driver support is fine (at least the guy I spoke to) but it falls short in many areas. Good point about the conformance tests though. These will be key to getting good quality driver support in the future, and it's a great thing that they're bringing them back up to date and putting more focus on them. 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] osgShadow and Stereo
Hello Julian, I was wondering if there are any known problems with using osgShadow with a stereo setup. I'm using a Quadro with stereo enabled, but the osgShadow example crashes, as does my own code that uses shadows. The other OSG examples run fine, and my code works if I comment out the shadowing. As a quick first attempt at solving this problem I thought I'd check if this is a known issue. I've used osgShadow::ShadowMap with anaglyph stereo without problems in the past. However, not having a Quadro card myself, I've never used it with a quad-buffer setup (which I assume is what you're trying to use? you didn't specify, you just said stereo). I'll have to defer to others as to whether that normally works or not. You might want to specify which version of the OSG you are using though. 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] update callback versus drawcallback
You could query OpenGL during the draw traversal, note the result, then modify the scene graph during the subsequent update traversal (if you can accept the 1-frame latency). Note that while you have a single update traversal per frame, you could have potentially multiple draw traversals per frame, each with different contexts. Querying each context could, potentially, yield different results. To be robust, your code will need to operate in such heterogeneous environments. You might look at OcclusionQueryNode for an example, though it's somewhat complex. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Monday, August 18, 2008 5:54 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] update callback versus drawcallback Hello, I'm under the general assumption that: a) The openGL context is only valid during the Viewer::Frame (maybe during realize?) and all context-sensitive calls should happen during this draw time. b) Modifying the scene graph during the draw time is bad. c) Modifying the scene graph during the update callback is good; update callback doesn't have a valid OpenGL context. My question is, how does one add openGL context-sensitive hierarchy to an existing scenegraph at runtime? For example, lets say based on a keypress, I want to query some openGL extentions, create some vertex buffers, build a little scene graph, and add this to the scene root. What is the best practice for doing this? Thanks for any insight! Erik Johnson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org