Re: [osg-users] osgVolume development report?
Hi Robert, Thank you for your reply. I will check this mailing list frequently for further developments. If you need beta testers for the osgVolume NodeKit, I guess I could be one (compiling problems, performance testing and other funny tasks). bye. On Wed, Dec 17, 2008 at 6:16 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Aitor, The Joint Medical Visualization Project that funds my work on osgVolume has had me address the multi-media side of the 3D educational lectures that project is about, this has meant working on Pdf readers, Vnc clients and Browers in 3D, rather than push on with osgVolume. osgVolume isn't forgotten though, just a bit delayed by the shuffle of priorities. This week I'll be spending a day porting the volume rendering functionality from the osgvolume example into osgVolume, this will serve as the basis for osgVolume for the OSG-2.8 release. It won't be too sophisticated, just basic shader based ray tracing and iso surface rendering. A big chunk of osgVolume is the Dicom loader, and this is already available in svn/trunk, although used in conjunction with the osgvolume example right now rather than generate osgVolume nodes, although for 2.8 this should be available. Robert. -- Aitor Moreno aitormoreno [...@] gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeTrackerManipulator
Hi, I notice when I toggle the TrackerNode of the NodeTrackerManipulator between NODE_CENTRE and NODE_CENTER_AND_ROTATION during runtime, the camera view will have a sudden jump from one view to another. Does anyone face such issue? Is there anyway to prevent such a jump? Thanks Regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi all, osgNV 0.6.2 has been released today, with the integration of the latest Cg 2.1 runtime, including a new resource manager, new profiles, the support of geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new buffer uniforms class (cgSetBufferParameter) and related examples. Another important feature of the new release is a preliminary integration of OSG and PhysX libraries, which makes it possible now for OSG developers to implement collidings, rigid and soft objects, cloth and clothing, fluids and many other physics simulations. PhysX is one of the most famous physics engines and also part of the nVIDIA functionalities. The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! Creation and computation of rigid actors are provided at present, as the attached image shows. The website is: http://osgnv.sourceforge.net/ You may download the latest osgNV tarball at: https://sourceforge.net/projects/osgnv/ The SVN access is also usable: *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv* Already tested on Windows XP SP2, Visual Studio 2008. You will need OpenSceneGraph, CMake, nVIDIA Cg ( http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX ( http://developer.nvidia.com/object/physx.html) if you want to see all the latest features. BUILD_PHYSX (the new physics engine support) is off by default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on GNU/Linux systems. Could anybody help me test it? Thanks for advices and suggestions. Cheers, Wang Rui attachment: osgnvphysxboxes.JPG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please test... SSAO (v1.0)
Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png -- *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0) Hi all , please test this first version of SSAO Effect (Node) There is still a problem (512 x 512) texture, gaussian filter purly implemented on GPU finally i have 10-15 FPS /adrian ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include osgDB/ReadFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/Switch #include osg/Uniform #include osgText/Text #include osg/ShapeDrawable #include osg/Geometry #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osg/BlendFunc #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include osgGA/AnimationPathManipulator #include osgGA/TerrainManipulator #include iostream #include osgFX/Effect #include osgFX/Technique #include osgFX/Registry #include osg/TexGen #include osg/Texture2D #include osg/PolygonOffset #include osgDB/WriteFile struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback { WriteCameraPostDrawCallback(osg::Image* image,std::string filename, bool write): _image(image), _filename(filename), _write(write) { } virtual void operator () (const osg::Camera /*camera*/) const { _image-dirty(); if ( _write ) { std::cout write _filename std::endl; osgDB::writeImageFile(*(_image.get()),_filename); } } osg::ref_ptrosg::Image _image; std::string _filename; bool _write; }; namespace osgFX { class SSAO : public Effect { public: SSAO() {}; SSAO(osg::Group*); SSAO(const SSAO copy, const osg::CopyOp copyop = osg::CopyOp::SHALLOW_COPY); META_Effect(osgFX, SSAO, Screen Space Ambient Occlusion, SSAO : test implementation, Adrian Egli); protected: virtual ~SSAO() {} SSAO operator=(const SSAO) { return *this; } bool define_techniques(); osg::ref_ptrosg::Group _root; }; } using namespace osgFX; namespace { osg::Node* createBase(osg::Texture2D* texture ,osg::Texture2D* texture2=NULL ) { osg::ref_ptrosg::Geode geode = new osg::Geode;
Re: [osg-users] Building the Collada plugin
Randolph, The Collada plugin has only be used with the Collada DOM 2.1 library. DOM 2.2 was silently released two weeks ago, but I haven't tested it yet. There have been a few changes to the Cmake files since osg 2.6.1 so maybe the older version does not work right out of the box. -- Roland -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of R Fritz Sent: donderdag 18 december 2008 3:14 To: OpenSceneGraph Users Subject: [osg-users] Building the Collada plugin OSG 2.6.1, VS 2008. So far I've downloaded COLLADA_1.4.1_DOM_1.3.0.zip, built it, and got a slew of errors trying to build the plugin. (Collada DOM 2.2, which looks like it might be downward compatible, uses a different library structure, and I've no idea which files are still needed.) Which version of Collada is known to work? Does the plugin work at all with VS 2008? Randolph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please test... SSAO (v1.0)
Hi, Which version do you speeking about ? last OSG version ? SSAO last version ? My todo list is full so I can try to have a look on it, but I cannot say when... Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png -- *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0) Hi all , please test this first version of SSAO Effect (Node) There is still a problem (512 x 512) texture, gaussian filter purly implemented on GPU finally i have 10-15 FPS /adrian ___ 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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please test... SSAO (v1.0)
sorry, i am working with latest SVN version (but not so important) but the attached SSAO version (latest) see attachement :-) /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com Hi, Which version do you speeking about ? last OSG version ? SSAO last version ? My todo list is full so I can try to have a look on it, but I cannot say when... Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png -- *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0) Hi all , please test this first version of SSAO Effect (Node) There is still a problem (512 x 512) texture, gaussian filter purly implemented on GPU finally i have 10-15 FPS /adrian ___ 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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include osgDB/ReadFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/Switch #include osg/Uniform #include osgText/Text #include osg/ShapeDrawable #include osg/Geometry #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osg/BlendFunc #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include osgGA/AnimationPathManipulator #include osgGA/TerrainManipulator #include iostream #include osgFX/Effect #include osgFX/Technique #include osgFX/Registry #include osg/TexGen #include osg/Texture2D #include osg/PolygonOffset #include osgDB/WriteFile struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback { WriteCameraPostDrawCallback(osg::Image* image,std::string filename, bool write): _image(image), _filename(filename), _write(write) { } virtual void operator () (const osg::Camera /*camera*/) const { _image-dirty(); if ( _write ) { std::cout write _filename std::endl; osgDB::writeImageFile(*(_image.get()),_filename); } } osg::ref_ptrosg::Image _image; std::string _filename; bool _write; }; namespace osgFX { class SSAO : public Effect { public:
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Hi Robert, I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project was fixed up? Paul. --- On Wed, 17/12/08, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Wednesday, 17 December, 2008, 4:26 PM Hi Paul, I believe this one has already been addressed in the 2.7.x dev series, could you try 2.7.7 or svn/trunk. Robert. On Wed, Dec 17, 2008 at 4:11 PM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi, I think I know what the problem is. I'm getting the same unresolved symbols building on MacOS 10.4 and OSG 2.6.1 using cmake. Your link line has /usr/lib/libm.dylib rather than your SDK version of the library. I don't know much about these things myself as I've only been using a Mac for about 1 day now but this blog entry details the issue http://www.red-sweater.com/blog/246/missing-link As far as cmake goes, and I've only been looking at _that_ for about 2 days, it seems the problem is in the top-level CMakeLists.txt file where it has the line FIND_LIBRARY(MATH_LIBRARY m) wrapped in an IF(UNIX) clause. I think this particular line should also be wrappend in an IF(NOT APPLE) clause. Doing this fixes up the link lines for me and the problem goes away. As I say I'm certainly no Mac expert so maybe this isn't quite right. I'm certainly not confident enough to post it to osg-submissions :) I haven't looked at the Xcode project at all but I imagine something similar must be going on there? Paul Fotheringham ___ 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] please test... SSAO (v1.0)
Compilation errors : (do not look at the name of the file, it is just to avoid making a new VS configuration) 1-- Début de la génération : Projet : Examples osggeodemo, Configuration : Release Win32 -- 1Compilation en cours... 1osggeodemo.cpp 1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(330) : error C2664: 'osg::StateSet::setTextureAttribute' : impossible de convertir le paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *' 1with 1[ 1T=osg::Texture2D 1] 1Aucun opérateur de conversion définie par l'utilisateur disponible qui puisse effectuer cette conversion, ou l'opérateur ne peut pas être appelé 1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(337) : error C2664: 'osg::StateSet::setTextureAttributeAndModes' : impossible de convertir le paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *' 1with 1[ 1T=osg::Texture2D 1] 1Aucun opérateur de conversion définie par l'utilisateur disponible qui puisse effectuer cette conversion, ou l'opérateur ne peut pas être appelé 1Le journal de génération a été enregistré à l'emplacement file://z:\OSG_2.6.1\binaries\examples\osggeodemo\example_osggeodemo.dir\Release\BuildLog.htm 1Examples osggeodemo - 2 erreur(s), 0 avertissement(s) == Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré == About 30 fps : see attached file. Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com sorry, i am working with latest SVN version (but not so important) but the attached SSAO version (latest) see attachement :-) /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com Hi, Which version do you speeking about ? last OSG version ? SSAO last version ? My todo list is full so I can try to have a look on it, but I cannot say when... Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png -- *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0) Hi all , please test this first version of SSAO Effect (Node) There is still a problem (512 x 512) texture, gaussian filter purly implemented on GPU finally i have 10-15 FPS /adrian ___ 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 ___ 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 ___ 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 attachment: SSAO.JPG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precipitation effect coming too fast, and hiding on some areas
Hi Robert Jefferson, - Jefferson Pinheiro a écrit : 2) Use an osg::ClipPlane to clip the precipitation effect. Using a clip plan would also allow you to control angle of the clipping. I don't know how to use that (I'm a beginner). Fred, I would be grateful if you could share your code, if you do it. Unfortunately, it doesn't seem to work ( at least for me ). I modified the osgprecipitation example to add a simple clip plane, and although the model is clipped, the rain continues to appear in the half space clipped. Attached the modified example. -Fred /* OpenSceneGraph example, osgprecipitation. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include osgDB/ReadFile #include osgDB/FileUtils #include osgUtil/Optimizer #include osgUtil/CullVisitor #include osgViewer/Viewer #include osg/ClipNode #include osg/MatrixTransform #include osgUtil/TransformCallback #include osgParticle/PrecipitationEffect #include iostream class MyGustCallback : public osg::NodeCallback { public: MyGustCallback() {} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgParticle::PrecipitationEffect* pe = dynamic_castosgParticle::PrecipitationEffect*(node); float value = sin(nv-getFrameStamp()-getSimulationTime()); if (value-0.5) { pe-snow(1.0); } else { pe-rain(0.5); } traverse(node, nv); } }; int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()-setApplicationName(arguments.getApplicationName()); arguments.getApplicationUsage()-setDescription(arguments.getApplicationName()+ example provides an interactive viewer for visualising point clouds..); arguments.getApplicationUsage()-setCommandLineUsage(arguments.getApplicationName()+ [options] filename ...); arguments.getApplicationUsage()-addCommandLineOption(-h or --help,Display this information); arguments.getApplicationUsage()-addCommandLineOption(--snow density,Set the snow with a density between 0 and 1.0); arguments.getApplicationUsage()-addCommandLineOption(--rain density,); arguments.getApplicationUsage()-addCommandLineOption(--particleSize size,); arguments.getApplicationUsage()-addCommandLineOption(--particleColour red green blue alpha,); arguments.getApplicationUsage()-addCommandLineOption(--wind x y z,Set the wind speed in model coordinates); arguments.getApplicationUsage()-addCommandLineOption(--particleSpeed float,Set the particle speed); arguments.getApplicationUsage()-addCommandLineOption(--nearTransition distance,Set the near transistion distance); arguments.getApplicationUsage()-addCommandLineOption(--farTransition distance,Set the far transistion distance); arguments.getApplicationUsage()-addCommandLineOption(--particleDensity density,Set the particle density); arguments.getApplicationUsage()-addCommandLineOption(--cellSize x y z,Set the cell size in model coordinates); arguments.getApplicationUsage()-addCommandLineOption(--fogDensity density,Set the fog density); arguments.getApplicationUsage()-addCommandLineOption(--fogColour red green blue alpha,Set fog colour.); arguments.getApplicationUsage()-addCommandLineOption(-useFarLineSegments,Switch on the use of line segments); // construct the viewer. osgViewer::Viewer viewer; osg::ref_ptrosgParticle::PrecipitationEffect precipitationEffect = new osgParticle::PrecipitationEffect; float intensity; while (arguments.read(--snow, intensity)) precipitationEffect-snow(intensity); while (arguments.read(--rain, intensity)) precipitationEffect-rain(intensity); float value; while (arguments.read(--particleSize, value)) precipitationEffect-setParticleSize(value);
Re: [osg-users] please test... SSAO (v1.0)
Hi, compiled OK here on Debian Sid, 40fps on GeForce Go 7400. jp Adrian Egli OpenSceneGraph (3D) wrote: Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com mailto:3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi mailto:kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0) Hi all , please test this first version of SSAO Effect (Node) There is still a problem (512 x 512) texture, gaussian filter purly implemented on GPU finally i have 10-15 FPS /adrian ___ 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 -- Adrian Egli ___ 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 ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please test... SSAO (v1.0)
Sorry, forgot to precise : Nvidia Gforce 8600 GTS Vincent. 2008/12/18 J.P. Delport jpdelp...@csir.co.za Hi, compiled OK here on Debian Sid, 40fps on GeForce Go 7400. jp Adrian Egli OpenSceneGraph (3D) wrote: Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto: vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com mailto:3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi mailto:kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0) Hi all , please test this first version of SSAO Effect (Node) There is still a problem (512 x 512) texture, gaussian filter purly implemented on GPU finally i have 10-15 FPS /adrian ___ 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 -- Adrian Egli ___ 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 ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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] Could not find plugin building with MinGW and libraries from gnuwin32 repo
I tried to build OSG from OpenSceneGraph-2.6.1.zip with MInGW-5.1.4 and CodeBlocksI downloaded libraries from gnuwin32 and installed themWhen i ran CMake, there was warnings like -- Warning Debug JPEG not found, using D:/libs/GnuWin32/lib/libjpeg.dll.aI ignored them and built OSG.I got mingw_osgdb_jpeg.dll in directory osgPlugins-2-6-1but when i tried to run osgplanets.exe, it said Could not find plugin to read objects from file SolarSystem I tried to search previous threads and found similar problem, but it was built using VS 2005.http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-June/012373.htmlIs there anything I did wrong ?Thanks for any helpsBest regards,Chandra ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing the tgz, osgtgz and zip plugins
On 17/12/08 10:56 AM, Jason Daly wrote: Ulrich Hertlein wrote: I agree that the implementation is hacky but the functionality is definitively useful (speaking for zip files only): - they are a common way to distribute a complete model (non-OSG objects, textures, etc.) - they can be easily created by the artists, no need to have OSG installed - usable by other packages; .osg, .osga, and .ive are leaf file formats if you will That, and couldn't they be re-implemented using zlib (which is already necessary for the png plugin)? That's probably the prefered solution for everybody. One problem that might rise up is that not all plugins support reading from std::stream but require to read directly from a file. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenSpaceAmbientOcclusion
Hi Adrian, This looks very nice! Could you give a little more background info? Did you use the nvidia paper as starting point? E.g. I am curious if this technique is applicable for large outdoor environments. Thanks a lot Raymond Adrian Egli OpenSceneGraph (3D) wrote: Hi Robert, i implement a first version of SSAO effect and i have only one issue left in the implementation. the whole thing works nicely with GLSL shader, mutlipass-rendering when we don't resize the window, actually 512x512. so what sould i do, to replace this issue. ? Another thing is to remove the last pass GLSL shader, is there a way to solve it under common openGL textureing? Mutlitextureing? Or any other idea. This version supports: (Transparant faces: just disable for transparent faces like window, glass the detph writing, the depth buffer will hold only un-transparent z-values (alpha 0.9) ) toggle ssao on/off with key 'a' have a look and i will be happy to get any ideas to improve the stuff. FPS is about 30. /adrian -- Adrian Egli ___ 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] Light Position Behavior
HI Ryan, It's the CameraManipulator that will be setting the view matrix per frame, and it is what is using the bounding volume of the scene graph to set it's initial position. If you have a camera manipulator attached to the viewer on end of each update traversal the view matrix from the camera manipulator will be copied to the camera's view matrix overwritting what you are setting manually, unless you do it after the updateTraversal() (note frame() encompasses advance(); eventTraversal();updateTraversal();renderinTraversals()); If you want to use Camera::setViewerMatrix*() methods then you to need to create your viewer without attached a CameraManipulator, and by default this is what the viewer does unless you call viewer.run() as viewer.run() has a fallback of attaching a TrackballManipulator is nothing else is setting the camera viewer matrix. If you call viewer.realize() and run the frame loop yourself then you won't get this auto added camera manipulator. My guess is that you still might be happy using the CameraManipulator if only it didn't use the whole bounding sphere. For this you can just use: viewer.getCameraManipualtor()-setHomePosition(eye, look, up); But you'll need to call this after the setSceneData() as this it'll be the setSceneData() that is prompting the camera manipulator to do it's stuff. You follow up email about setUpViewerAsEmbeded() is just a distraction, it's not related to the problem in hand. Robert. On Thu, Dec 18, 2008 at 1:01 AM, Ryan Morris russell.co...@gmail.com wrote: I understand that positioning the camera SHOULD fix my problem, but it isn't. I have the light positioned at (0,0,100,1) and even after i set my camera with setViewMatrixAsLookAt it is still trying to view the entire bounding box of the scene. This is the fix i was looking for when i started the post =) Looking forward to some guidance! Thanks! ___ 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] synchronize two view windows
HI Olfat, If you require two views, then use the CompositeViewer with two views, not using two Viewer's. Please see the osgcompositeviewer for guidance on how to set up this type of viewer. Also do a grep of all the examples as other examples use it too. Robert. On Thu, Dec 18, 2008 at 1:25 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: hello : i need to synchronize two view windows . i created two views and one key switch Manipulator i want as i walk in one window my view synchronized in the other window with solaly differ view. this is my try but it is drive in the first view but no moves happened in the second view : while( !viewer.done() || !viewer1.done() ) { viewer.getCamera()-getViewMatrixAsLookAt(eye, center, up); viewer1.getCamera()-setViewMatrixAsLookAt(eye, center, up); viewer.frame(); viewer1.frame(); } what iam doing wrong ? ___ 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] glXBindTexImage
Hi Grahame, I haven't tried implementing it, but I am curious. One will probably need to subclass from Texture2D or provide a Texture subload callback to do the custom binding. Robert. On Thu, Dec 18, 2008 at 7:49 AM, Grahame Bowland grah...@fugro-fsi.com.au wrote: Hi all Has anyone attempted to use glXBindTexImage (and friends) to bind an X11 pixmap to a texture within OpenSceneGraph? You could then display the contents of an X window on a surface. I don't think it would be difficult to do, just wondering if it's already been done - best to avoid duplication of effort! Thanks Grahame ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
HI Paul, On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi Robert, I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project was fixed up? It's the CMake projects that have the math library added. Last week I did some work comiling under OSX via a remote log in, both OpenSceneGraph and Present3D (that depends upon OpenSceneGraph) compiled fine using Cmake. Could you be specific about what error you are seeing and whereabouts in the OSG build? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgManipulator Dragger Handler get transformation decal
Hi, Using the draggerHandler (the copy of the one in osgManipulator example) to rotate and translate a node, I need to get theses transformations to apply it to an other node. In the Handler, I get the previous matrix of the dragger, and after transformation (on release) I get the other matrix. If I print the values : * DISPVECT(relative trans, afterMoving.getTrans() - _beforeMoving.getTrans()); DISPQUAT(relative rot , afterMoving.getRotate() * _beforeMoving.getRotate().inverse());* It looks very good. Next, to apply theses transformation to an osg::Plane, I use this code : * osg::Vec3d trans = afterMoving.getTrans() - beforeMoving.getTrans(); osg::Quat rot = afterMoving.getRotate() * beforeMoving.getRotate().inverse(); //Create the transformation matrix to rotate and translate the plane. the plane has its center int the center of the Dragger osg::Matrixd m ; m = osg::Matrixd::translate(-beforeMoving.getTrans()) * osg::Matrixd::rotate(rot) * osg::Matrixd::translate(beforeMoving.getTrans()) * osg::Matrixd::translate(trans); DISPVECT(relative plane trans, m.getTrans()); DISPQUAT(relative plane rot , m.getRotate()); myPlane-transform(m);* The value applied are not the same ! values returned : *relative trans : 0 0 0 relative rot : 1.63503e-008 -0.461046 2.45062e-008 0.920392 relative plane trans : 3081.37 -7.26342e-005 -3422.35 relative plane rot : 1.58832e-008 -0.447874 2.38061e-008 0.894097* The translation result looks good, but the rotation is not exactly the good one... Do you have any idea of where to find why there is a difference ? May be a math problem, or a plane-transform not adapted to that kind of computation ... ? Thanks a lot. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] The Max~
Hello,robert. I hava some questions about the files of osg.How is the max resolution of texture?At the same,how is the max size of ive?Thank you! On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a long time. Good Luck! FlySky 2008.12.18___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The Max~
Hi FlySky 2008/12/18 FlySky zz...@163.com: I hava some questions about the files of osg.How is the max resolution of texture? Depends entirely upon the capabilities of your OpenGL driver/hardware, the value is queried by the OSG at runtime. At the same,how is the max size of ive? The OSG doesn't limit the size of an .ive, whether you computer can handle an .ive file depends entirely on your hardware/OS. On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a I don't have an ETA for VPB 1.0 right now. VPB is usable in it's current beta state. Robet. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The Max~
Maximum texture size is dictated by your graphics card and driver and OpenGL OSG place no limit on the texture size You can query opengl in ghe draw context to get the size supported by your card, see any good opengl book on how to do that From: osg-users-boun...@lists.openscenegraph.org on behalf of FlySky Sent: Thu 12/18/2008 5:40 AM To: osg Subject: [osg-users] The Max~ ??Hello,robert. ??I hava some questions about the files of osg.How is the max resolution of texture?At the same,how is the max size of ive?Thank you! ??On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a long time. ??Good Luck! ?FlySky 2008.12.18 [??] ?? ??kfc3v3 ?? http://popme.163.com/link/004584_1120_7027.html winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Callback when loading nodes in the database pager
Hi List Is it possible to attach a callback to handle/modify loaded nodes in the database thread? Background: We are using VPB generatet terrain database in a delta3d application, to get the terrain mesh into our simulation we are using a cull visitor which takes care of loading loading and removing collision meshes from the physics engine when the accociatet node is generatet and removed. Even though this approach works well, it is rather slow and it annoys me that I have to dublikate bookkeeping which must already be implementet in the databasepager. I would also like to put the work in the database thread when possible. Is there any callbacks or similar for plugging in this code at the moment? Brgs. Ralf Stokholm. www.arenalogic.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Callback when loading nodes in the database pager
Hi Ralf, look at ReadFileCallback in the example osgCallBack, it may be what you wan't. Regards. On Thu, Dec 18, 2008 at 2:20 PM, Ralf Stokholm alfma...@arenalogic.comwrote: Hi List Is it possible to attach a callback to handle/modify loaded nodes in the database thread? Background: We are using VPB generatet terrain database in a delta3d application, to get the terrain mesh into our simulation we are using a cull visitor which takes care of loading loading and removing collision meshes from the physics engine when the accociatet node is generatet and removed. Even though this approach works well, it is rather slow and it annoys me that I have to dublikate bookkeeping which must already be implementet in the databasepager. I would also like to put the work in the database thread when possible. Is there any callbacks or similar for plugging in this code at the moment? Brgs. Ralf Stokholm. www.arenalogic.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please test... SSAO (v1.0)
Hi, temple default view without ssao 570fps, with ssao 40fps. NVidia Geforce Go7400. jp Adrian Egli OpenSceneGraph (3D) wrote: You can toggle SSAO on/off with 'a',i have fixed the bugs, adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com Compilation errors : (do not look at the name of the file, it is just to avoid making a new VS configuration) 1-- Début de la génération : Projet : Examples osggeodemo, Configuration : Release Win32 -- 1Compilation en cours... 1osggeodemo.cpp 1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(330) : error C2664: 'osg::StateSet::setTextureAttribute' : impossible de convertir le paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *' 1with 1[ 1T=osg::Texture2D 1] 1Aucun opérateur de conversion définie par l'utilisateur disponible qui puisse effectuer cette conversion, ou l'opérateur ne peut pas être appelé 1..\..\..\sources\src\examples\osggeodemo\osggeodemo.cpp(337) : error C2664: 'osg::StateSet::setTextureAttributeAndModes' : impossible de convertir le paramètre 2 de 'osg::ref_ptrT' en 'osg::StateAttribute *' 1with 1[ 1T=osg::Texture2D 1] 1Aucun opérateur de conversion définie par l'utilisateur disponible qui puisse effectuer cette conversion, ou l'opérateur ne peut pas être appelé 1Le journal de génération a été enregistré à l'emplacement file://z:\OSG_2.6.1\binaries\examples\osggeodemo\example_osggeodemo.dir\Release\BuildLog.htm 1Examples osggeodemo - 2 erreur(s), 0 avertissement(s) == Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré == About 30 fps : see attached file. Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com mailto:3dh...@gmail.com sorry, i am working with latest SVN version (but not so important) but the attached SSAO version (latest) see attachement :-) /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com Hi, Which version do you speeking about ? last OSG version ? SSAO last version ? My todo list is full so I can try to have a look on it, but I cannot say when... Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com mailto:3dh...@gmail.com Hi Vincent, the current version is much faster (arround 30FPS) on my NVidia Quatro 570M, can you rebuild the latest version and send my the compiler bugs (please) the resizing issue, i am awar of it not yet solved. /adrian 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com On VS 2005 SP1 OSG 2.6.1 : still the 3 .get() missing on texture variable. Around 15-20 FPS, but after resize of the window...see attached file. Vincent. 008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com mailto:3dh...@gmail.com where are the bugs, my version compiled under VS 2005 (c++) latest SVN version /adrian 2008/12/18 Kimmo Kotajärvi kimmo.kotaja...@vianova.fi mailto:kimmo.kotaja...@vianova.fi Works nicely, if a bit slow (~15fps) and the window can't be resized correctly. The code was missing three ref_ptr .get()s, so I guess you didn't compile the version you attached… http://paahdin.com/shared/images/ssao.png *Lähettäjä:* osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org mailto:osg-users-boun...@lists.openscenegraph.org] *Puolesta *Adrian Egli OpenSceneGraph (3D) *Lähetetty:* 17. joulukuuta 2008 18:24 *Vastaanottaja:* OpenSceneGraph Users *Aihe:* [osg-users] please test... SSAO (v1.0)
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Hi, The error is Linking CXX shared library ../../lib/libosgText.dylib ld: Undefined symbols: _acl_copy_ext_native referenced from CarbonCore expected to be defined in libSystem _acl_copy_int_native referenced from CarbonCore expected to be defined in libSystem _task_name_for_pid referenced from CarbonCore expected to be defined in libSystem It depends on the configuration of your system and whether the SDK versions of the libraries match the system ones. On some OSX systems it will build fine and on some it won't. It all depends on whether the SDK libs are in sync. with the system ones as regards having all the required symbols. The link to the blog entry in my first email explains this better than I can. As I understand it, the systems that work are simply getting away with it as the symbols required by the build process just happen to be all there in the system libraries. They ought to be consistently getting them from the SDK libraries. Paul --- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Thursday, 18 December, 2008, 10:28 AM HI Paul, On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi Robert, I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project was fixed up? It's the CMake projects that have the math library added. Last week I did some work comiling under OSX via a remote log in, both OpenSceneGraph and Present3D (that depends upon OpenSceneGraph) compiled fine using Cmake. Could you be specific about what error you are seeing and whereabouts in the OSG build? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please test... SSAO (v1.0)
Hello Kimmo, Adrian, The code was missing three ref_ptr .get()s, so I guess you didn’t compile the version you attached… The SVN version now includes an implicit conversion operator from ref_ptrT to T*, so it is now possible to code without calling get() to pass a pointer from a ref_ptr. I guess Adrian has started using this, but you have an older version of OSG which does not include this... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hello Wang Rui, Nice job, you seem to be progressing nicely with this! I have one small comment: The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! If you intended it to support other physics engines that PhysX, I think osgNVPhysx is probably not the best name... osgPhysics would be better, as has been suggested in the past, with concrete bindings for PhysX (which could then be in another module named osgNVPhysx if you want) and any other engine people want to implement. Other than that, good work, keep it coming! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple graphics contexts hurting performance?
Hi Joe, Yesterday, I setup a new system with 2 GeForce GTX 280 cards and four monitors. The OS is Vista x64. I just read your previous posting and I can confirm the exactly same problems. Now I am about to install XP (and Ubuntu) to see if it runs better with four monitors there. Have you done any more discoveries since you wrote this mail? Are you able to run multiple contexts with good performance now? On Fri, 31 Oct 2008 17:16:10 +0100, Joe Lyga jdl...@gmail.com wrote: Hi osg-users, I'm having another issue with my four monitor setup with 2 graphics cards. Now that I'm running Windows XP, I'm past the OS/Driver issue that was slowing down both osg-viewer and my program when it was being displayed in one graphics context across all four monitors. However, now I'm having a problem when trying to run with more than one graphics context. My machine is running Windows XP that has two Geforce 8800 GTX graphics cards. I'm running these cards with SLI disabled so I can hook up 4 monitors, with 2 on each graphics card. I have my 4 monitors aligned side by side in display properties, each set to 1400 x 1050 resolution. I have vsync turned off. Anyway, when I'm running in one 5600 x 1050 graphics context (which is across all four monitors), I'm getting around 140 frames per second see first screenshot. If I switch it so there are two 2800 x 1050 graphics contexts, the performance drops to around 14 frames per second. Also, the draw and gpu reads almost 10 times what it did with a single context see second screenshot. Does anyone have any insight on why two graphics contexts would be slowing down my program? -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Le Thu, 18 Dec 2008 15:08:35 +0100, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com a écrit: Hello Wang Rui, Nice job, you seem to be progressing nicely with this! I have one small comment: The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! If you intended it to support other physics engines that PhysX, I think osgNVPhysx is probably not the best name... osgPhysics would be better, as has been suggested in the past, with concrete bindings for PhysX (which could then be in another module named osgNVPhysx if you want) and any other engine people want to implement. Other than that, good work, keep it coming! J-S Physics? If someone is about to start the osgPhysics layer, then I'm in! (For my part, I use ODE) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
HI Paul, The core OSG library does link against the MATH_LIBRARY, but the other non of the other core libraries do. I've added a entry of MATH_LIBRARY into the linking of osgText. Could you do an svn update and see if the error is fixed? The fact you've got errors but others under OSX haven't reported this (including myself) suggests that must be something else going w.r.t gcc/SDK's you are using on your machine. Robert. On Thu, Dec 18, 2008 at 2:01 PM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi, The error is Linking CXX shared library ../../lib/libosgText.dylib ld: Undefined symbols: _acl_copy_ext_native referenced from CarbonCore expected to be defined in libSystem _acl_copy_int_native referenced from CarbonCore expected to be defined in libSystem _task_name_for_pid referenced from CarbonCore expected to be defined in libSystem It depends on the configuration of your system and whether the SDK versions of the libraries match the system ones. On some OSX systems it will build fine and on some it won't. It all depends on whether the SDK libs are in sync. with the system ones as regards having all the required symbols. The link to the blog entry in my first email explains this better than I can. As I understand it, the systems that work are simply getting away with it as the symbols required by the build process just happen to be all there in the system libraries. They ought to be consistently getting them from the SDK libraries. Paul --- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Thursday, 18 December, 2008, 10:28 AM HI Paul, On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi Robert, I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project was fixed up? It's the CMake projects that have the math library added. Last week I did some work comiling under OSX via a remote log in, both OpenSceneGraph and Present3D (that depends upon OpenSceneGraph) compiled fine using Cmake. Could you be specific about what error you are seeing and whereabouts in the OSG build? 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
Re: [osg-users] multiple graphics contexts hurting performance?
Hi Joe, With the cull and draw going sky high it very much looks a driver bug to me. In my own PC based mutli-GPU testing I've found that serializing the draw dispatch helped performance, so made this the default but you can override this using the env var: OSG_SERIALIZE_DRAW_DISPATCH set to OFF. A couple of days ago I did try to set up my new Core i7/X58 system up with two graphics cards but the kernel/NVidia drivers couldn't initialize themselves properly so I wasn't able to boot. I was just using the NVidia driver pulled down for Ubuntu repositories so this might be part of the problem, or it could be that I have see a bleeding edge hardware setup that the kernel/drivers haven't caught up yet. Frustratingly this system hardware wise is most capable of doing scalable multi-GPU work, but right now I don't have the time to go routing around for a solution so can't test multi-gpu setups right away. My previous workstation also supported dual GPU but a broken disk on it means that right now I'm just working on my new machine and without the ability to test dual GPU. Robert. On Fri, Oct 31, 2008 at 4:16 PM, Joe Lyga jdl...@gmail.com wrote: Hi osg-users, I'm having another issue with my four monitor setup with 2 graphics cards. Now that I'm running Windows XP, I'm past the OS/Driver issue that was slowing down both osg-viewer and my program when it was being displayed in one graphics context across all four monitors. However, now I'm having a problem when trying to run with more than one graphics context. My machine is running Windows XP that has two Geforce 8800 GTX graphics cards. I'm running these cards with SLI disabled so I can hook up 4 monitors, with 2 on each graphics card. I have my 4 monitors aligned side by side in display properties, each set to 1400 x 1050 resolution. I have vsync turned off. Anyway, when I'm running in one 5600 x 1050 graphics context (which is across all four monitors), I'm getting around 140 frames per second see first screenshot. If I switch it so there are two 2800 x 1050 graphics contexts, the performance drops to around 14 frames per second. Also, the draw and gpu reads almost 10 times what it did with a single context see second screenshot. Does anyone have any insight on why two graphics contexts would be slowing down my program? ___ 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] osgManipulator Dragger Handler get transformation decal
I'll try to simplify the problem, because I think it is not easy to understand what the problem looks like. (I know I need to wait ... but it become urgent so I still stay trying ideas or waiting for yours) Group | |_ || | Dragger1 Selection1 Plane | _| || Dragger2 Selection2 | Geode Dragger 1 is translation, Dragger2 is rotation When I use/dragg Drager2, Selection 2 changes, and the node rotate. What I need, is to get the transformation applied on the Geode, to set the same on Plane. (same place, same orientation) In the DraggerHandler, I get the Selection2 when rotating. So I copy matrix before and after rotation to compute the rotation done and apply it to Plane (osg::Plane). So I do : osg::Matrixd m = osg::Matrixd::translate(-afterMoving.getTrans()) * (afterMoving * osg::Matrixd::inverse(beforeMoving)) * osg::Matrixd::translate(afterMoving.getTrans()); Plane-transform(m); (because Plane is not a geometry, no Transform can be apply on it.) But the plane and the Geode not have the same orientation... I don't understand where the calculs are wrong. Thanks. Regards, Vincent. 2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com Hi, Using the draggerHandler (the copy of the one in osgManipulator example) to rotate and translate a node, I need to get theses transformations to apply it to an other node. In the Handler, I get the previous matrix of the dragger, and after transformation (on release) I get the other matrix. If I print the values : * DISPVECT(relative trans, afterMoving.getTrans() - _beforeMoving.getTrans()); DISPQUAT(relative rot , afterMoving.getRotate() * _beforeMoving.getRotate().inverse());* It looks very good. Next, to apply theses transformation to an osg::Plane, I use this code : * osg::Vec3d trans = afterMoving.getTrans() - beforeMoving.getTrans(); osg::Quat rot = afterMoving.getRotate() * beforeMoving.getRotate().inverse(); //Create the transformation matrix to rotate and translate the plane. the plane has its center int the center of the Dragger osg::Matrixd m ; m = osg::Matrixd::translate(-beforeMoving.getTrans()) * osg::Matrixd::rotate(rot) * osg::Matrixd::translate(beforeMoving.getTrans()) * osg::Matrixd::translate(trans); DISPVECT(relative plane trans, m.getTrans()); DISPQUAT(relative plane rot , m.getRotate()); myPlane-transform(m);* The value applied are not the same ! values returned : *relative trans : 0 0 0 relative rot : 1.63503e-008 -0.461046 2.45062e-008 0.920392 relative plane trans : 3081.37 -7.26342e-005 -3422.35 relative plane rot : 1.58832e-008 -0.447874 2.38061e-008 0.894097* The translation result looks good, but the rotation is not exactly the good one... Do you have any idea of where to find why there is a difference ? May be a math problem, or a plane-transform not adapted to that kind of computation ... ? Thanks a lot. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
Hi Robert, (if it didn't break threading I'd really change that subject line, others have tested and have reproduced the issue on Linux so it's not Windows-specific...) Whether the new system will work properly right away and if to does will it reproduce the hang I don't know untill I get to testing, but test it I will. OK, I'm anxiously awaiting any new info. Sorry to bother you, but have you had a chance to test my modified osgcompositeviewer example on your new machine? We really need a spot of luck (if we can call it luck) that you'll be able to reproduce the issue on *any* machine, so you can see it and maybe suggest what is causing it. It's a pretty big issue for our app, since it deadlocks after creating a few new views at runtime... Thanks in advance for any help you can provide, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi J-S, Thanks! I'm just wondering to move the base classes of osgNVPhysx into another namespace, and hatch out more integrations from that, like osgODE, osgBullet, etc. Members of the base classes, which are not associated with any physics engines but support most common interfaces to them, include a singleton manager class, an abstract builder (inherit to initialize/destroy the engine), an abstract scene (manage the scene), and elements of the scene (rigid, soft bodies, joints, cloth, fluid...). I will start to create that osgPhysics namespace and try to make it open and expandable to most physics engines. Hope a simple framework be done before the Chinese spring festival :-) But it seems not part of the osgNV library any more? Cheers, Wang Rui 2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com If you intended it to support other physics engines that PhysX, I think osgNVPhysx is probably not the best name... osgPhysics would be better, as has been suggested in the past, with concrete bindings for PhysX (which could then be in another module named osgNVPhysx if you want) and any other engine people want to implement. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgManipulator Dragger Handler get transformation decal
Hi Vincent, I know throwing new things will not directly fix your problem, but perhaps it will give you ideas. First, your osg::Plane is surely under a ShapeDrawable, in a Geode somewhere... Why not add a MatrixTransform above that and just apply the matrix to that transform? Second, and probably even simpler, why not just put your plane's Geode under the dragger like your other Geode? You can move nodes around your scenegraph as you want, as long as you do it in the update traversal. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Sukender, The integration of OSG and PhysX is just at its beginning. And I'm also considering to make an osgPhysics library to support common functionalities and abstract interfaces for various open-source physics engines. You are always welcome to join in. BTW, I'm also interesting in the progress of your osg + audio integration. I just announced the news that osgAudio was coming some days ago, on the Chinese mirror of OpenSceneGraph (www.osgchina.org) :-) Wang Rui 2008/12/18 Sukender suky0...@free.fr Physics? If someone is about to start the osgPhysics layer, then I'm in! (For my part, I use ODE) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] osgManipulator Dragger Handler get transformation decal
Hi Jean-Sébastien, I just tried that ... the problem is that the plane is not a referenced node... so I cannot put it under a transform. For the same reason I cannot put it under the dragger. Last, If I try InfinitePlane (referenced node), this is just a drawable, so it getNormal() method always return me the same value... whatever be the Dragger state. And I need a plane normal() in world coordinate... Thanks for the idea, but I haved it some hours left ^^ Vincent. 2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Vincent, I know throwing new things will not directly fix your problem, but perhaps it will give you ideas. First, your osg::Plane is surely under a ShapeDrawable, in a Geode somewhere... Why not add a MatrixTransform above that and just apply the matrix to that transform? Second, and probably even simpler, why not just put your plane's Geode under the dragger like your other Geode? You can move nodes around your scenegraph as you want, as long as you do it in the update traversal. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenSpaceAmbientOcclusion
http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com NVidia GPUs support the effect nicely, but on ATI GPUs i have some artefacts, i don't understand where they come from. Is there are ATI / NVidia specialiste to support me locating the difference? See the attached code (ATI fix) and see also the attached screen which was rendered on x1300 ATI GPU /thanks adrian 2008/12/18 Raymond de Vries ree...@xs4all.nl Hi Adrian, This looks very nice! Could you give a little more background info? Did you use the nvidia paper as starting point? E.g. I am curious if this technique is applicable for large outdoor environments. Thanks a lot Raymond Adrian Egli OpenSceneGraph (3D) wrote: Hi Robert, i implement a first version of SSAO effect and i have only one issue left in the implementation. the whole thing works nicely with GLSL shader, mutlipass-rendering when we don't resize the window, actually 512x512. so what sould i do, to replace this issue. ? Another thing is to remove the last pass GLSL shader, is there a way to solve it under common openGL textureing? Mutlitextureing? Or any other idea. This version supports: (Transparant faces: just disable for transparent faces like window, glass the detph writing, the depth buffer will hold only un-transparent z-values (alpha 0.9) ) toggle ssao on/off with key 'a' have a look and i will be happy to get any ideas to improve the stuff. FPS is about 30. /adrian -- Adrian Egli ___ 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 -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgManipulator Dragger Handler get transformation decal
Hello Vincent, Last, If I try InfinitePlane (referenced node), this is just a drawable, so it getNormal() method always return me the same value... whatever be the Dragger state. And I need a plane normal() in world coordinate... That's just because the normal is in local coordinates. Transform it with the accumulated local-to-world matrix. To transform a vector, you need to multiply it by the inverse transpose of upper 3x3 part of the transformation matrix, which in OSG can be done by pre-multiplying instead of post-multiplying and using osg::Matrix::transform3x3, with the inverse local-to-world, or the world-to-local. inline osg::Vec3f transform_position(const osg::Vec3f position, const osg::Matrixd localToWorld) { // v' = v * Mlw osg::Vec3f transformed_position = position * localToWorld; return transformed_position; } inline osg::Vec3f transform_normal(const osg::Vec3f normal, const osg::Matrixd invLocalToWorld) { // Normal must be multiplied by the inverse of the transpose of the // local-to-world matrix : (Mlw ^ -1) ^ t // V' = M * V is the same as V' = V * M^t where M^t is the // transpose of M. // n' = n * (Mlw^-1)^t osg::Vec3f transformed_normal = osg::Matrix::transform3x3(invLocalToWorld, normal); transformed_normal.normalize(); return transformed_normal; } J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Wang Rui, About physics, maybe we'll start another thread or resurrect the one that deals with it? And I guess this would not be a part of osgNV. About sound, well... for now I use osgAL and I'm beginning to work a little bit on it (I was just integrated to the developpers list, I'll commit soon my changes). Maybe this going to go slowly to osgAudio we talked about. Anyway, feel free to email me directly or open threads. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 18 Dec 2008 16:05:32 +0100, Wang Rui wangra...@gmail.com a écrit: Hi Sukender, The integration of OSG and PhysX is just at its beginning. And I'm also considering to make an osgPhysics library to support common functionalities and abstract interfaces for various open-source physics engines. You are always welcome to join in. BTW, I'm also interesting in the progress of your osg + audio integration. I just announced the news that osgAudio was coming some days ago, on the Chinese mirror of OpenSceneGraph (www.osgchina.org) :-) Wang Rui 2008/12/18 Sukender suky0...@free.fr Physics? If someone is about to start the osgPhysics layer, then I'm in! (For my part, I use ODE) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] osgManipulator Dragger Handler get transformation decal
OSG list is magic ! Because people help other people, but when I post on it because I begin becoming mad, I can be sure that : there is no answer because I did something too strange to be understood, or I will find the good solution when waiting for your proposition ^^ I made me realize one component of my translation was not in local coordinate, before multiply it by local-to-world coordinate ... Thanks a lot for your help Jean-Sébastien :-D Regards, Vincent. 2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hello Vincent, Last, If I try InfinitePlane (referenced node), this is just a drawable, so it getNormal() method always return me the same value... whatever be the Dragger state. And I need a plane normal() in world coordinate... That's just because the normal is in local coordinates. Transform it with the accumulated local-to-world matrix. To transform a vector, you need to multiply it by the inverse transpose of upper 3x3 part of the transformation matrix, which in OSG can be done by pre-multiplying instead of post-multiplying and using osg::Matrix::transform3x3, with the inverse local-to-world, or the world-to-local. inline osg::Vec3f transform_position(const osg::Vec3f position, const osg::Matrixd localToWorld) { // v' = v * Mlw osg::Vec3f transformed_position = position * localToWorld; return transformed_position; } inline osg::Vec3f transform_normal(const osg::Vec3f normal, const osg::Matrixd invLocalToWorld) { // Normal must be multiplied by the inverse of the transpose of the // local-to-world matrix : (Mlw ^ -1) ^ t // V' = M * V is the same as V' = V * M^t where M^t is the // transpose of M. // n' = n * (Mlw^-1)^t osg::Vec3f transformed_normal = osg::Matrix::transform3x3(invLocalToWorld, normal); transformed_normal.normalize(); return transformed_normal; } J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Wang Rui, I checked out from subversion and tried building on Mac OSX 10.5.6. If BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I received the following errors : [ 54%] Building CXX object src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue .o /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp: In function bool StateMatrixParameterValue_readLocalData(osg::Object, osgDB::Input)¹: /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:39: error: TEXTURE_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:40: error: TEXTURE_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:41: error: TEXTURE_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:42: error: TEXTURE_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:43: error: COLOR¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:44: error: MATRIX_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:45: error: MATRIX_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:46: error: MATRIX_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:47: error: MATRIX_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:48: error: MATRIX_4¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:49: error: MATRIX_5¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:50: error: MATRIX_6¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:51: error: MATRIX_7¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp: In function bool StateMatrixParameterValue_writeLocalData(const osg::Object, osgDB::Output)¹: /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:78: error: TEXTURE_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:80: error: TEXTURE_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:82: error: TEXTURE_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:84: error: TEXTURE_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:86: error: COLOR¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:88: error: MATRIX_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:90: error: MATRIX_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:92: error: MATRIX_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:94: error: MATRIX_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:96: error: MATRIX_4¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:98: error: MATRIX_5¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:100: error: MATRIX_6¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:102: error: MATRIX_7¹ is not a member of osgNV::StateMatrixParameterValue¹ make[2]: *** [src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValu e.o] Error 1 make[1]: ***
[osg-users] ANN: CMLabs Launches Vortex 4.1 Physics Toolkit, Includes And Fully Supports OpenSceneGraph 2.6
Hi all, Short version: December 1, 2008, Montreal, Canada – CMLabs, the global innovator of real-time, physics-based simulations, announced today the release of Vortex 4.1, an enhanced version of its robust software toolkit for fully interactive virtual environments and accurate dynamic motion and mechanical behaviour. Vortex 4.1 provides the visual simulation market with significant new features and time-saving enhancements. Building on major Vortex 4 module extensions, the latest version offers developers an XML-based file format to simplify how they define, save and reload a Vortex universe, while saving the simulation state. Vortex 4.1 includes and fully supports OpenSceneGraph (OSG) 2.6.1, leveraging the open-source 3D scenegraph for Vortex simulations. New Vortex enhancements provide up to 50% faster assembly construction during simulation, and a wide variety of new and improved Vortex properties and physics behaviour equip users with substantial functionality to create, extend and fine-tune real-time simulations. Read the full press release at http://www.cm-labs.com/company/news/20081201/20081201-Vortex-4.1.pdf . For more information, please visit CMLabs at www.cm-labs.com or contact i...@cm-labs.com. I added an announcement about this in the OSG Community News on the wiki: http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews-2008-12-18 If you have any questions about Vortex and how it uses OSG, feel free to ask. For evaluations or more general information about Vortex, please contact i...@cm-labs.com. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: CMLabs Launches Vortex 4.1 Physics Toolkit, Includes And Fully Supports OpenSceneGraph 2.6
Great work, congratulation ! On Thu, Dec 18, 2008 at 5:21 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, Short version: December 1, 2008, Montreal, Canada – CMLabs, the global innovator of real-time, physics-based simulations, announced today the release of Vortex 4.1, an enhanced version of its robust software toolkit for fully interactive virtual environments and accurate dynamic motion and mechanical behaviour. Vortex 4.1 provides the visual simulation market with significant new features and time-saving enhancements. Building on major Vortex 4 module extensions, the latest version offers developers an XML-based file format to simplify how they define, save and reload a Vortex universe, while saving the simulation state. Vortex 4.1 includes and fully supports OpenSceneGraph (OSG) 2.6.1, leveraging the open-source 3D scenegraph for Vortex simulations. New Vortex enhancements provide up to 50% faster assembly construction during simulation, and a wide variety of new and improved Vortex properties and physics behaviour equip users with substantial functionality to create, extend and fine-tune real-time simulations. Read the full press release at http://www.cm-labs.com/company/news/20081201/20081201-Vortex-4.1.pdf . For more information, please visit CMLabs at www.cm-labs.com or contact i...@cm-labs.com. I added an announcement about this in the OSG Community News on the wiki: http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews-2008-12-18 If you have any questions about Vortex and how it uses OSG, feel free to ask. For evaluations or more general information about Vortex, please contact i...@cm-labs.com. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgManipulator Dragger Handler get transformation decal
Hi Vincent, Thanks a lot for your help Jean-Sébastien :-D Ça m'a fait plaisir :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenSpaceAmbientOcclusion
2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar 2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com NVidia GPUs support the effect nicely, but on ATI GPUs i have some artefacts, i don't understand where they come from. Is there are ATI / NVidia specialiste to support me locating the difference? See the attached code (ATI fix) and see also the attached screen which was rendered on x1300 ATI GPU /thanks adrian 2008/12/18 Raymond de Vries ree...@xs4all.nl Hi Adrian, This looks very nice! Could you give a little more background info? Did you use the nvidia paper as starting point? E.g. I am curious if this technique is applicable for large outdoor environments. Thanks a lot Raymond Adrian Egli OpenSceneGraph (3D) wrote: Hi Robert, i implement a first version of SSAO effect and i have only one issue left in the implementation. the whole thing works nicely with GLSL shader, mutlipass-rendering when we don't resize the window, actually 512x512. so what sould i do, to replace this issue. ? Another thing is to remove the last pass GLSL shader, is there a way to solve it under common openGL textureing? Mutlitextureing? Or any other idea. This version supports: (Transparant faces: just disable for transparent faces like window, glass the detph writing, the depth buffer will hold only un-transparent z-values (alpha 0.9) ) toggle ssao on/off with key 'a' have a look and i will be happy to get any ideas to improve the stuff. FPS is about 30. /adrian -- Adrian Egli ___ 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 -- Adrian Egli -- Adrian Egli -- Adrian Egli /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include osgDB/ReadFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/Switch #include osg/Uniform #include osgText/Text #include osg/ShapeDrawable #include osg/Geometry #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osg/BlendFunc #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include osgGA/AnimationPathManipulator #include osgGA/TerrainManipulator #include iostream #include osgFX/Effect #include osgFX/Technique #include osgFX/Registry #include osg/TexGen #include osg/Texture2D #include osg/PolygonOffset #include osgDB/WriteFile struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback { WriteCameraPostDrawCallback(osg::Image* image,std::string filename, bool write): _image(image), _filename(filename), _write(write) { char* write_file = getenv(SSAO_WRITE_FILE); if ( write_file ) _write = true; } virtual void operator () (const osg::Camera /*camera*/) const { _image-dirty(); if ( _write ) { std::cout write _filename std::endl; osgDB::writeImageFile(*(_image.get()),_filename); } } osg::ref_ptrosg::Image _image; std::string _filename; bool _write; }; namespace osgFX { class SSAO : public Effect { public: SSAO() {}; SSAO(osg::Group*); SSAO(const SSAO copy, const osg::CopyOp copyop = osg::CopyOp::SHALLOW_COPY); META_Effect(osgFX, SSAO, Screen Space Ambient Occlusion, SSAO : test implementation, Adrian Egli); protected: virtual ~SSAO() {} SSAO operator=(const SSAO) { return *this; } bool define_techniques(); osg::ref_ptrosg::Group _root; }; } using namespace osgFX; namespace { osg::Node* createBase(osg::Texture2D* texture ,osg::Texture2D* texture2=NULL ) { osg::ref_ptrosg::Geode geode = new osg::Geode;
Re: [osg-users] Particle system setInitialRotationalSpeedRange()
Hi Erik et. al, I have now fixed osgParticle to behave as it did before w.r.t particle rotation. The fix is now checked in to svn/trunk. I reviewed the changes from Tom, but these would have broken other functionality so I re-factored ParticleSystem::single_pass_render() and Particle::render() methods so that the rotation implementation moved out of the lower level Particle::render() into the single_pass_render() function. With this change I also made the rotation so that it was done in eye coordinates, and made the rotation operation optional so the cost of computing the rotation matrix was only applied to particle systems that actually needed it. This change should speed up particle systems that don't use rotation. In investigating this issue I found that the concept of particle rotation is actually broken in osgParticle, as the particle rotation really should be done in object coordinates not in eye coordinates, however billboard doesn't mix well with such a model without doing something clever with projecting the rotation from local to eye coordinates. I will cross this bridge another day though, for now I've implemented the original, if somewhat conceptually broken, behviour. Could you try out svn trunk to see if this fixes it. Cheers, Robert. On Thu, Aug 21, 2008 at 12:07 AM, Erik Johnson r.erik.john...@gmail.com wrote: Hi all, It seems to me, back in the OSG 2.2.x time frame, that I could set the initial rotational velocity of the RadialShooter and have the particles pinwheel around their center point, while maintaining their billboard orientation and face the Camera. Perhaps it was a rotation on the Y axis. Nowadays with OSG 2.4/2.6, setting the rotational speed will cause the particles to rotate relative to the world axis and not in the camera-relative axis. Is this a bug? A feature? Is it still posible to pinwheel a particle around? Does anyone use setInitialRotationalSpeedRange()? This was a cool effect which added a nice dimension to smoke plumes and such. Thanks for any info! -Erik Johnson ___ 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] osgManipulator Dragger Handler get transformation decal
El Jueves 18 Diciembre 2008ES 16:59:54 Vincent Bourdier escribió: Because people help other people, but when I post on it because I begin becoming mad, I can be sure that : there is no answer because I did something too strange to be understood, or I will find the good solution when waiting for your proposition ^^ This is a known feature :) http://compaspascal.blogspot.com/2007/12/teddy-bear-principle-in-programming.html http://www.geocities.com/softwarepeoplenet/resteddybear.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
Hi J-S, On Thu, Dec 18, 2008 at 2:41 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Sorry to bother you, but have you had a chance to test my modified osgcompositeviewer example on your new machine? No, not up to you bothered me again :-) I've just run it on my new machine and after a the fourth 'a' the application hangs. So I'm finally able to reproduce the bug. I've spent a bit of time in gdb but haven't got any clues yet as to the cause. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Hi Robert, Thanks for looking into this. --- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote: snip The core OSG library does link against the MATH_LIBRARY, but the other non of the other core libraries do. Apparently not on MacOSX using cmake :) Take a look at src/osgText/CMakeFiles/osgText.dir/link.txt without the change you just made. In fact take a look at any of the link.txt files for each OSG library. Thay all have /usr/lib/libm.dylib in there. I've added a entry of MATH_LIBRARY into the linking of osgText. Could you do an svn update and see if the error is fixed? I got the svn version and no it doesn't fix it. All it does is move the /usr/lib/libm.dylib reference on the link line to a different place! The fact you've got errors but others under OSX haven't reported this (including myself) suggests that must be something else going w.r.t gcc/SDK's you are using on your machine. I'm sorry I haven't explained this well enough. The goal here is to *not* have any explicit reference to libm.dylib on the link line. The symbols reside in the SDK version of the library at /Developer/SDKs/MacOSX10.4u.sdk/usr/lib/libm.dylib and *not* necessarily at /usr/lib/libm.dylib which is what the MATH_LIBRARY is set to. This is fine for UNIX but not Mac as it should be the former that is used for a consistent build (if there are Mac developers out there who disagree please correct me - I'm new to this). By omitting the explicit reference to libm.dylib the Mac build system takes care of this automatically and gets the symbols from the SDK version of the library. Users who are not seeing this problem have all the symbols they require in /usr/lib/libm.dylib and are, as I understand it, lucky ;) Paul Robert. On Thu, Dec 18, 2008 at 2:01 PM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi, The error is Linking CXX shared library ../../lib/libosgText.dylib ld: Undefined symbols: _acl_copy_ext_native referenced from CarbonCore expected to be defined in libSystem _acl_copy_int_native referenced from CarbonCore expected to be defined in libSystem _task_name_for_pid referenced from CarbonCore expected to be defined in libSystem It depends on the configuration of your system and whether the SDK versions of the libraries match the system ones. On some OSX systems it will build fine and on some it won't. It all depends on whether the SDK libs are in sync. with the system ones as regards having all the required symbols. The link to the blog entry in my first email explains this better than I can. As I understand it, the systems that work are simply getting away with it as the symbols required by the build process just happen to be all there in the system libraries. They ought to be consistently getting them from the SDK libraries. Paul --- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Thursday, 18 December, 2008, 10:28 AM HI Paul, On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote: Hi Robert, I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project was fixed up? It's the CMake projects that have the math library added. Last week I did some work comiling under OSX via a remote log in, both OpenSceneGraph and Present3D (that depends upon OpenSceneGraph) compiled fine using Cmake. Could you be specific about what error you are seeing and whereabouts in the OSG build? 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] High resolution screencast
Hi, I apology in advance if this thread have been heavily answered before (if so just tell where I can find the solution). Still I would like to know the different alternative (the good ones) to record a video of my scene. So far I was using an external tool for screenCast (called istanbul). But I'm not satisfied by this because when my scene is very complex, my osg based application is lagging and this leads to a poor quality of th video. I'm especially interested if there is a way to create an RecordCameraPathHandler to record a path, and then instead of saving it as a .path file compute the video in a batch mode. By batch mode I mean that the creation of the video doesn't need to be real time. In that way I could hopefully control the lag effects and eventually the resolution of the video. Sincerely, -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer addView threading issue on Windows?
Hi Robert, I've just run it on my new machine and after a the fourth 'a' the application hangs. So I'm finally able to reproduce the bug. I've spent a bit of time in gdb but haven't got any clues yet as to the cause. I don't think I've ever been happier to have someone tell me that a program I sent them hangs... ;-) Whenever you want to put aside a little time and dig deeper, let me know. I know we can't expect anything before the holidays, so no real rush, but we'd really like to get to the bottom of this. Thanks a lot, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Depth Sorting
Folks, I want a group of objects to have GL_DEPTH_TEST disabled, BUT I want them drawn in order from farthest to nearest. I tried putting them in a SORT_BACK_TO_FRONT RenderBin, but it's not working as planned. Do I need a custom osg::Depth? I want these objects to be drawn on top of EVERYTHING except for objects of the same type that are closer to the camera. Thanks for any ideas! John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems john.argenti...@gdc4s.com This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth Sorting
Sorry for the double post. It seems that the osgText::Text is the only object that refuses to be occluded. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Argentieri, John-P63223 Sent: Thursday, December 18, 2008 3:37 PM To: osg-us...@openscenegraph.org Subject: [osg-users] Depth Sorting Folks, I want a group of objects to have GL_DEPTH_TEST disabled, BUT I want them drawn in order from farthest to nearest. I tried putting them in a SORT_BACK_TO_FRONT RenderBin, but it's not working as planned. Do I need a custom osg::Depth? I want these objects to be drawn on top of EVERYTHING except for objects of the same type that are closer to the camera. Thanks for any ideas! John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems john.argenti...@gdc4s.com This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] High resolution screencast
Hi Simon, I think your system is UBUNTU. Because I tried İstanbul deb package before :) I don't think batch video creation would be easy and effectively. Because created path by RecordCameraPathHandler is only the movement of objects on the screen. So after you run program by using path record, rendering will be the same amount of overloading on graphics card. So you can use external video camera to capture application vid. I have tried video camera way and it's most effective :) Regards. 2008/12/18 Simon Loic simon1l...@gmail.com Hi, I apology in advance if this thread have been heavily answered before (if so just tell where I can find the solution). Still I would like to know the different alternative (the good ones) to record a video of my scene. So far I was using an external tool for screenCast (called istanbul). But I'm not satisfied by this because when my scene is very complex, my osg based application is lagging and this leads to a poor quality of th video. I'm especially interested if there is a way to create an RecordCameraPathHandler to record a path, and then instead of saving it as a .path file compute the video in a batch mode. By batch mode I mean that the creation of the video doesn't need to be real time. In that way I could hopefully control the lag effects and eventually the resolution of the video. Sincerely, -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] another VPB question...
All, Occasionally I get the following warning when I'm building a database using VPB: Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun Does anyone know what this pertains to or why it is happening? Thanks, -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] High resolution screencast
Hi Simon, I got a solution for you, which is not an out-of-the-box one and requires a little coding, but I already did a similar thing to capture the output of an OpenGL/SDL app and it worked properly: You may tweak the main loop and control yourself the simulation time of the scene graph. That way, you could render and capture a constant frame-rate video (25fps for example). The video rendering is then not realtime: if your PC is fast, the redering will last less than the video, but the video itslef would always have a constant frame rate. Here is my solution in pseudo-code: while( !viewer.done() ) { videoTime += 1/25.f; // Advance 1/25th of second viewer.frame(videoTime); // ... and tell the scene graph Capture the rendered image If you have an API for compressing video, send the captured image to it. Else save it to disk for manual encoding. } Hope it helps. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 18 Dec 2008 20:38:12 +0100, Simon Loic simon1l...@gmail.com a écrit: Hi, I apology in advance if this thread have been heavily answered before (if so just tell where I can find the solution). Still I would like to know the different alternative (the good ones) to record a video of my scene. So far I was using an external tool for screenCast (called istanbul). But I'm not satisfied by this because when my scene is very complex, my osg based application is lagging and this leads to a poor quality of th video. I'm especially interested if there is a way to create an RecordCameraPathHandler to record a path, and then instead of saving it as a .path file compute the video in a batch mode. By batch mode I mean that the creation of the video doesn't need to be real time. In that way I could hopefully control the lag effects and eventually the resolution of the video. Sincerely, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
sorry copy/paste error, here is the adress for the two geotiff : http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tifhttp://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif regards. -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDB::DynamicLibrary dlopen flags?
Hi Robert, not sure if you followed my discussion with Jose-Luis regarding osgLua and the problem of stripped RTTI - actually I figured I was barking up the wrong tree. osgIntrospection wrappers will not work on dlopen based systems with gcc 3.x as the osgDB::DynamicLibrary has hardwired the RTLD_LAZY flag in there. Is there a chance that we can get the possibility to set these flags in order to use the introspection. For the time being I need to implement my own loader. Cheers, Hartmut -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Memory management in OSG
Hello all, I am currently chasing memory leaks in our application, which is like a modeling tool where the user will open/work on/save/close data files multiple times during the same application run. What we are seeing is that when a file is closed, not all memory related to scene graph objects seems to be released. First question: I enabled the DEBUG_OBJECT_ALLOCATION_DESTRUCTION define in src/osg/Referenced.cpp, and have set up a small test which just creates two viewers one after the other in different scopes. Pseudocode: int main(int argc, char** argv) { int bob = 1;// breakpoint #1 { osgViewer::Viewer viewer; osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg); viewer.setSceneData( loadedModel.get() ); viewer.run(); } bob = 2;// breakpoint #2 { osgViewer::Viewer viewer; osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg); viewer.setSceneData( loadedModel.get() ); viewer.run(); } bob = 3;// breakpoint #3 } What I see is this (all in debug): Breakpoint #1 :8 Referenced objects, 12MB First viewer run : ~505 Referenced objects, 266MB Breakpoint #2 : 247 Referenced objects, 167MB Second viewer run : ~505 Referenced objects, 266MB Breakpoint #3 : 247 Referenced objects, 172MB But then, when I pass breakpoint #3, all the destructors for those Referenced objects are called, and at the end no objects are left allocated. (I can see that the final number of objects is 0) Other than seeing that there are no real leaks per se, my question about that is, what are those objects that are staying alive outside the scopes? I would have thought that most objects would only live in one of the viewer scopes above, 247 seems pretty large to me... Second question: Our application apparently has memory leaks, because when closing a file and opening the same one again, the application takes about 20MB more each time (i.e. memory usage is ~100MB with a file open, then ~50MB when it's closed, then ~120MB when it's opened again, then ~70MB when it's closed again, then ~140MB when it's opened again, and so on). However, running IBM Purify on the application reveals no massive leaks, only a few false positives. Are there any tools or techniques that someone could recommend to make finding and fixing memory leaks easy, and which work well with OSG? I tried Visual Leak Detector which is open source, but it reported so many false positives related to variables stored in ref_ptrs (over 400) that I gave up on it. Thanks in advance, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Memory management in OSG
Hi Jean Sebastion, If your application run on linux plateform you can try valgrind, it will give you a lot of informations about leaks and more. Cheers, Cedric Jean-Sébastien Guay wrote: Hello all, I am currently chasing memory leaks in our application, which is like a modeling tool where the user will open/work on/save/close data files multiple times during the same application run. What we are seeing is that when a file is closed, not all memory related to scene graph objects seems to be released. First question: I enabled the DEBUG_OBJECT_ALLOCATION_DESTRUCTION define in src/osg/Referenced.cpp, and have set up a small test which just creates two viewers one after the other in different scopes. Pseudocode: int main(int argc, char** argv) { int bob = 1;// breakpoint #1 { osgViewer::Viewer viewer; osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg); viewer.setSceneData( loadedModel.get() ); viewer.run(); } bob = 2;// breakpoint #2 { osgViewer::Viewer viewer; osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg); viewer.setSceneData( loadedModel.get() ); viewer.run(); } bob = 3;// breakpoint #3 } What I see is this (all in debug): Breakpoint #1 :8 Referenced objects, 12MB First viewer run : ~505 Referenced objects, 266MB Breakpoint #2 : 247 Referenced objects, 167MB Second viewer run : ~505 Referenced objects, 266MB Breakpoint #3 : 247 Referenced objects, 172MB But then, when I pass breakpoint #3, all the destructors for those Referenced objects are called, and at the end no objects are left allocated. (I can see that the final number of objects is 0) Other than seeing that there are no real leaks per se, my question about that is, what are those objects that are staying alive outside the scopes? I would have thought that most objects would only live in one of the viewer scopes above, 247 seems pretty large to me... Second question: Our application apparently has memory leaks, because when closing a file and opening the same one again, the application takes about 20MB more each time (i.e. memory usage is ~100MB with a file open, then ~50MB when it's closed, then ~120MB when it's opened again, then ~70MB when it's closed again, then ~140MB when it's opened again, and so on). However, running IBM Purify on the application reveals no massive leaks, only a few false positives. Are there any tools or techniques that someone could recommend to make finding and fixing memory leaks easy, and which work well with OSG? I tried Visual Leak Detector which is open source, but it reported so many false positives related to variables stored in ref_ptrs (over 400) that I gave up on it. Thanks in advance, J-S -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net 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] osgNV 0.6.2 released, with a preliminary physics support!
Hi Gerrick, Ah...I'm sorry that I just have done nothing to the plugin project and leave it alone as what it's like before the 0.6.0 version. The errors have been resolved in the latest SVN version. And I will add new features (texture and buffer uniforms) ASAP. Thank you for suggestions. Wang Rui 2008/12/19 Gerrick Bivins gbiv...@objectreservoir.com Hi Wang Rui, I checked out from subversion and tried building on Mac OSX 10.5.6. If BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I received the following errors : ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older vpb with osg head seems to work OK. I will try to find the revision where it starts breaking. Christophe, can you try this combination of versions and see if your artifacts disappear as well? Still digging... jp christophe loustaunau wrote: sorry copy/paste error, here is the adress for the two geotiff : http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif regards. -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
Hi, sorry, should have had that coffee first... I've tested vpb r948 and it still works OK. jp J.P. Delport wrote: Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older vpb with osg head seems to work OK. I will try to find the revision where it starts breaking. Christophe, can you try this combination of versions and see if your artifacts disappear as well? Still digging... jp christophe loustaunau wrote: sorry copy/paste error, here is the adress for the two geotiff : http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif regards. -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
HI, Strange, with rev948 I still have artifacts but not with rev930. All is done with rev 9368 of osg. On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, sorry, should have had that coffee first... I've tested vpb r948 and it still works OK. jp J.P. Delport wrote: Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older vpb with osg head seems to work OK. I will try to find the revision where it starts breaking. Christophe, can you try this combination of versions and see if your artifacts disappear as well? Still digging... jp christophe loustaunau wrote: sorry copy/paste error, here is the adress for the two geotiff : http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif regards. -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
Hi, yes, you are right, I still have not had the coffee, I've been chasing this bug till late last night. I thought that I tried 948 after 930, but the database did not rebuild. Note to self, always clean build directory first. So I can confirm: 930 is OK, 948 not OK. Your data makes the testing easier, thanks. Will go up through the versions now... jp christophe loustaunau wrote: HI, Strange, with rev948 I still have artifacts but not with rev930. All is done with rev 9368 of osg. On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za wrote: Hi, sorry, should have had that coffee first... I've tested vpb r948 and it still works OK. jp J.P. Delport wrote: Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older vpb with osg head seems to work OK. I will try to find the revision where it starts breaking. Christophe, can you try this combination of versions and see if your artifacts disappear as well? Still digging... jp christophe loustaunau wrote: sorry copy/paste error, here is the adress for the two geotiff : http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif regards. -- Christophe Loustaunau. ___ 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
OK, 931 still OK, 932 starts giving the artifacts. Time to consult the diff... jp J.P. Delport wrote: Hi, yes, you are right, I still have not had the coffee, I've been chasing this bug till late last night. I thought that I tried 948 after 930, but the database did not rebuild. Note to self, always clean build directory first. So I can confirm: 930 is OK, 948 not OK. Your data makes the testing easier, thanks. Will go up through the versions now... jp christophe loustaunau wrote: HI, Strange, with rev948 I still have artifacts but not with rev930. All is done with rev 9368 of osg. On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za wrote: Hi, sorry, should have had that coffee first... I've tested vpb r948 and it still works OK. jp J.P. Delport wrote: Hi, I've narrowed down the versions that worked a bit more. With osg r9387 and vpb r930 I'm not getting the artifacts, so at least the problem is isolated to vpb, as older vpb with osg head seems to work OK. I will try to find the revision where it starts breaking. Christophe, can you try this combination of versions and see if your artifacts disappear as well? Still digging... jp christophe loustaunau wrote: sorry copy/paste error, here is the adress for the two geotiff : http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tif http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif regards. -- Christophe Loustaunau. ___ 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] depth partition
Hi everyone! In my application, there is many terrain object, each terrain object is a tree organized by paged lod, just like the structure generated by virtual planet builder. The problem is I cannot integrate many terrain object in one scene. It seems to be the depth problem, And I have tried the osgdepthpartation example. but the visitor in that example cannot process lod nodes. so, I 'm over writting the apply method for PagedLOD. I want to know, what I'm doing is in the right way, And is there any other better solutions? Thanks! Best Wishes. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org