Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues
Hi Hartmut, Thanks for the pointer, I'll go try this out. Robert. On Mon, Jan 12, 2009 at 9:31 PM, Hartmut Seichter li...@technotecture.com wrote: Robert, I guess this is the same bug in CMake I reported ages ago - the report also includes a workaround. http://www.vtk.org/Bug/bug_view_advanced_page.php?bug_id=7407 Cheers, Hartmut On 13/1/09 6:57 AM, Robert Osfield wrote: Hi Cmake experts, I'm currently working on the OSG's dicom loader, trying to get it compiling under OSX. I am trying to compile this plugin against the DCMTK library that has it's headers installed into /usr/local/include/dcmtk. The Cmake scripts that search for DCMTK have located the headers in /usr/local/include and the add the extra path info to this to locate the specific files required. Everything should just work smoothly... but... the files aren't being found, and it what it looks like is that CMake's is trying to be clever by by not including directories that it thinks are redudent. The relevant entry in the src/osgPlugins/dicom/CMakeList.txt file is: MESSAGE(DCMTK_ROOT_INCLUDE_DIR: ${DCMTK_ROOT_INCLUDE_DIR}) INCLUDE_DIRECTORIES(${DCMTK_ROOT_INCLUDE_DIR}) When I run the make and cmake confgures itself for the first time it correctly reports /usr/local/include for DCMTK_ROOT_INCLUDE_DIR, but when I run make VERBOSE=1 there is no -I/usr/local/include on the compile line. The weird thing is that if I change the line to: INCLUDE_DIRECTORIES(${DCMTK_ROOT_INCLUDE_DIR}/../include) It fools Cmake into including the -I entry. Now this hack isn't a viable change to check in but it does point to Cmake trying to be too clever. Has anyone come across this themselves? Is there a workaround? 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues
Hi Mattias, On Mon, Jan 12, 2009 at 9:18 PM, Mattias Helsing helsin...@gmail.com wrote: I haven't seen this (yet) and I write scripts like this one every week. I wouldn't even dare a guess and don't have my linux box here but will try and test this. What cmake version are you using? Dare I guess the infamous 2.6.0-ubuntu ;-) This was a problem I saw on OSX box, I was remotely logging in. Cmake version 2.6.0. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading movie
if I play only one movie there are no problem . the movie play well. if I wish play the second movie . the problem occours when I call play . if I try use the same video to first and second , when I play the second the program crash. the movies are ok . I play it in mplayer I m trying to play avi movies without compression . Remembering if I play only one all is fine . :( On Mon, Jan 12, 2009 at 8:42 PM, Gerwin de Haan gerwindeh...@gmail.comwrote: Dear Carlos, from my experiments some time ago (osg 2.4, ubuntu 7.10), playing _multiple_ movies through ImageStream instances using the osgdb xine plugin result in sporadic crashes and funny playback/pause behavior, most probably caused by threading issues. At the time I did not have the time to go into the problem too deeply, but I recall I found it suspicious that only a single xine player instance was responsible for handling multiple movies. Again, crashes might also have been caused by some video codec used inside xine. What type of movie (container, codec, sound, size etc.) are you trying to play? regards, Gerwin ps. I was hoping for some public ffmpeg plugin implementation to pop up on the list, but either I missed it or it's not yet been released. On Mon, Jan 12, 2009 at 6:51 PM, Carlos Sanches ces...@gmail.com wrote: Excuse-me I m going crazy. My version is OpenSceneGraph Library 2.7.7 OS Ubuntu 8.04 My program load the movies. I play the first but when I will play the second the program crash . This is what is happening ... *** glibc detected *** ./OSG: double free or corruption (out): 0xafd31008 *** === Backtrace: = /lib/tls/i686/cmov/libc.so.6[0xb7444a85] /lib/tls/i686/cmov/libc.so.6(cfree+0x90)[0xb74484f0] /usr/local/lib/osgPlugins-2.7.7/osgdb_xine.so[0xb5add753] /usr/lib/libxine.so.1[0xb5aa54d8] === Memory map: 08048000-08071000 r-xp 08:12 6046911 /dados/workspace/desenv/OSG/Debug/OSG 08071000-08072000 rw-p 00028000 08:12 6046911 /dados/workspace/desenv/OSG/Debug/OSG 08072000-0fd3 rw-p 08072000 00:00 0 [heap] a1778000-a1779000 ---p a1778000 00:00 0 a1779000-a1f79000 rwxp a1779000 00:00 0 a1f79000-a20a5000 rw-s 2c15f000 00:0e 13809 /dev/nvidia0 a20a5000-a22ff000 rw-p a20a5000 00:00 0 a22ff000-a230 ---p a22ff000 00:00 0 a230-a2b0 rwxp a230 00:00 0 a2b0-a2bd4000 rw-p a2b0 00:00 0 a2bd4000-a2c0 ---p a2bd4000 00:00 0 a2c0-a2c6c000 rw-p a2c0 00:00 0 a2c6c000-a2d0 ---p a2c6c000 00:00 0 a2d0-a2dfc000 rw-p a2d0 00:00 0 a2dfc000-a2e0 ---p a2dfc000 00:00 0 a2f0-a2ffe000 rw-p a2f0 00:00 0 a2ffe000-a300 ---p a2ffe000 00:00 0 a310-a31f7000 rw-p a310 00:00 0 a31f7000-a320 ---p a31f7000 00:00 0 a330-a33fc000 rw-p a330 00:00 0 a33fc000-a340 ---p a33fc000 00:00 0 a350-a35f9000 rw-p a350 00:00 0 a35f9000-a360 ---p a35f9000 00:00 0 a370-a37fc000 rw-p a370 00:00 0 a37fc000-a380 ---p a37fc000 00:00 0 a390-a39fe000 rw-p a390 00:00 0 a39fe000-a3a0 ---p a39fe000 00:00 0 a3b0-a3bff000 rw-p a3b0 00:00 0 a3bff000-a3c0 ---p a3bff000 00:00 0 a3d0-a3df9000 rw-p a3d0 00:00 0 a3df9000-a3e0 ---p a3df9000 00:00 0 a3f0-a3fed000 rw-p a3f0 00:00 0 a3fed000-a400 ---p a3fed000 00:00 0 a400-a40fb000 rw-p a400 00:00 0 a40fb000-a410 ---p a40fb000 00:00 0 a410-a41ff000 rw-p a410 00:00 0 a41ff000-a420 ---p a41ff000 00:00 0 a430-a440 rw-p a430 00:00 0 a450-a45fc000 rw-p a450 00:00 0 a45fc000-a460 ---p a45fc000 00:00 0 a470-a47fc000 rw-p a470 00:00 0 a47fc000-a480 ---p a47fc000 00:00 0 a490-a49f9000 rw-p a490 00:00 0 a49f9000-a4a0 ---p a49f9000 00:00 0 a4b0-a4c0 rw-p a4b0 00:00 0 a4d0-a4df8000 rw-p a4d0 00:00 0 a4df8000-a4e0 ---p a4df8000 00:00 0 a4e0-a4ef1000 rw-p a4e0 00:00 0 a4ef1000-a4f0 ---p a4ef1000 00:00 0 a4f0-a4fff000 rw-p a4f0 00:00 0 a4fff000-a500 ---p a4fff000 00:00 0 a510-a51ff000 rw-p a510 00:00 0 a51ff000-a520 ---p a51ff000 00:00 0 a530-a53fc000 rw-p a530 00:00 0 a53fc000-a540 ---p a53fc000 00:00 0 a550-a56ff000 rw-p a550 00:00 0 a56ff000-a570 ---p a56ff000 00:00 0 a570-a57f8000 rw-p a570 00:00 0 a57f8000-a580 ---p a57f8000 00:00 0 a590-a59fb000 rw-p a590 00:00 0 a59fb000-a5a0 ---p a59fb000 00:00 0 a5b0-a5bf7000 rw-p a5b0 00:00 0 a5bf7000-a5c0 ---p a5bf7000 00:00 0 a5d0-a5df8000 rw-p a5d0 00:00 0 a5df8000-a5e0 ---p a5df8000 00:00 0 a5e0-a5efb000 rw-p a5e0 00:00 0 a5efb000-a5f0 ---p a5efb000 00:00 0 a5f0-a600 rw-p a5f0 00:00 0 a610-a620 rw-p a610 00:00 0 a630-a63fa000 rw-p a630 00:00 0 a63fa000-a640 ---p a63fa000 00:00 0
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. 2008/12/18 Wang Rui wangra...@gmail.com 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 ___ 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] Bug in osgText::drawForegroundText
Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com I think there is a real bug in the rendering of OsgText. (2.6.1 release) The bug does appear randomly... I get it with simple text in a Hud, updated each frame. The bug is there : /void Text::drawForegroundText(osg::State state, const GlyphQuads glyphquad, const osg::Vec4 colorMultiplier) const { unsigned int contextID = state.getContextID(); const GlyphQuads::Coords3 transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, (transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, (glyphquad._texcoords.front())); *//HERE : glyphquad._texcoords is void, but seems initiated * * //VS degogeur said content is [0]()* if(_colorGradientMode == SOLID) { state.disableColorPointer(); glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a()); } else { state.setColorPointer( 4, GL_FLOAT, 0, (glyphquad._colorCoords.front())); } glDrawArrays(GL_QUADS,0,transformedCoords.size()); } }/ Stack trace : msvcp80d.dll!std::_Debug_message(const wchar_t * message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int line=99) Ligne 24C++ osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f ::operator*() Ligne 99 + 0x14 octetsC++ osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f ::front() Ligne 772 + 0x24 octetsC++ osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State state={...}, const osgText::Text::GlyphQuads glyphquad={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1726 + 0xb octetsC++ osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1754 + 0x14 octetsC++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1369C++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo renderInfo={...}) Ligne 1253C++ osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Ligne 895 + 0x13 octetsC++ osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 60 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 419 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 384 + 0x17 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 469 + 0x35 octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 1235C++ osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 384 + 0x17 octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618, bool doCopyTexture=false) Ligne 832C++ osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 1090 + 0x1b octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::drawPostRenderStages(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 1248 + 0x2c octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 1155 + 0x17 octetsC++ osg48-osgUtild.dll!osgUtil::SceneView::draw() Ligne 1509 + 0x37 octetsC++ osg48-osgViewerd.dll!osgViewer::Renderer::draw() Ligne 413 +
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN version of it on SF.net if interested. It's still in design. Wang Rui 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText size in screen coordinate problem
Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : * osg::ref_ptrosgText::Text d = new osgText::Text; d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7);//to avoid collision between object and osgText d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); //d-setDrawMode(1); billboard-addDrawable(d.get());* But the setRotation is making something bad. Without the setRotation line node, everything is good for text size. Rotation is bad but it is something expected. So I apply a rotation on it, to obtain the text with the good orientation relative to the billboard. After that, the text rotation is good, but when the camera is aproaching, the text size do not update correctly : only the width stay constant in pixel size... the hight stay constant in billboard coordinates size. So the text is deformed, depending on camera distance from it.. The question is : how to rotate the text without having this bad effect ? Thanks. Regards, Vincent. ___ 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, Just needed to be sure... Looking at the OSG and Physic/collision capabilities, I am exploring all the things I'm currently reading mail archive I kept about collision detection/managment. Thanks for these details. Regards, Vincent. 2009/1/13 Wang Rui wangra...@gmail.com Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN version of it on SF.net if interested. It's still in design. Wang Rui 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. ___ 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] osgText size in screen coordinate problem
Hi Vincent, I've never used osgText in conjunction with osg::Billboard before. I can image the mix of on the fly compute matrices might cause problems. osgText has support for billboard behaviour so I'd recommend not adding the text to the billboard, instead just add it as sibling to the Billboard and enable the rotate to screen option on the text object. Robert. On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : osg::ref_ptrosgText::Text d = new osgText::Text; d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7);//to avoid collision between object and osgText d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); //d-setDrawMode(1); billboard-addDrawable(d.get()); But the setRotation is making something bad. Without the setRotation line node, everything is good for text size. Rotation is bad but it is something expected. So I apply a rotation on it, to obtain the text with the good orientation relative to the billboard. After that, the text rotation is good, but when the camera is aproaching, the text size do not update correctly : only the width stay constant in pixel size... the hight stay constant in billboard coordinates size. So the text is deformed, depending on camera distance from it.. The question is : how to rotate the text without having this bad effect ? Thanks. Regards, Vincent. ___ 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] osgText size in screen coordinate problem
Hi Robert, I did it from the past for a simple OSG text on a billboard node, without constant screen pixel size management and it works well. I'll try to get the text out from the billboard, hoping this won't be so difficult to obtain the same result... Thanks for this explanation. Regards, Vincent. 2009/1/13 Robert Osfield robert.osfi...@gmail.com Hi Vincent, I've never used osgText in conjunction with osg::Billboard before. I can image the mix of on the fly compute matrices might cause problems. osgText has support for billboard behaviour so I'd recommend not adding the text to the billboard, instead just add it as sibling to the Billboard and enable the rotate to screen option on the text object. Robert. On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : osg::ref_ptrosgText::Text d = new osgText::Text; d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7);//to avoid collision between object and osgText d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); //d-setDrawMode(1); billboard-addDrawable(d.get()); But the setRotation is making something bad. Without the setRotation line node, everything is good for text size. Rotation is bad but it is something expected. So I apply a rotation on it, to obtain the text with the good orientation relative to the billboard. After that, the text rotation is good, but when the camera is aproaching, the text size do not update correctly : only the width stay constant in pixel size... the hight stay constant in billboard coordinates size. So the text is deformed, depending on camera distance from it.. The question is : how to rotate the text without having this bad effect ? Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in osgText::drawForegroundText
Hi J.P, I have no crash in singleThreaded mode. It is a random crash so I can not be 100% sure, but it seems to be the problem. So, what can cause a crash with Dynamic settings ? I have some, I'll check them, but I'm not sure of what to search... Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto: vincent.bourd...@gmail.com I think there is a real bug in the rendering of OsgText. (2.6.1 release) The bug does appear randomly... I get it with simple text in a Hud, updated each frame. The bug is there : /void Text::drawForegroundText(osg::State state, const GlyphQuads glyphquad, const osg::Vec4 colorMultiplier) const { unsigned int contextID = state.getContextID(); const GlyphQuads::Coords3 transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, (transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, (glyphquad._texcoords.front())); *//HERE : glyphquad._texcoords is void, but seems initiated * * //VS degogeur said content is [0]()* if(_colorGradientMode == SOLID) { state.disableColorPointer(); glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a()); } else { state.setColorPointer( 4, GL_FLOAT, 0, (glyphquad._colorCoords.front())); } glDrawArrays(GL_QUADS,0,transformedCoords.size()); } }/ Stack trace : msvcp80d.dll!std::_Debug_message(const wchar_t * message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int line=99) Ligne 24C++ osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f ::operator*() Ligne 99 + 0x14 octetsC++ osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f ::front() Ligne 772 + 0x24 octetsC++ osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State state={...}, const osgText::Text::GlyphQuads glyphquad={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1726 + 0xb octetsC++ osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1754 + 0x14 octetsC++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1369C++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo renderInfo={...}) Ligne 1253C++ osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Ligne 895 + 0x13 octetsC++ osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 60 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 419 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 384 + 0x17 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 469 + 0x35 octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 1235C++ osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 384 + 0x17 octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618, bool doCopyTexture=false) Ligne 832C++ osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 1090 + 0x1b octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::drawPostRenderStages(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618) Ligne 1248 + 0x2c octetsC++ osg48-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 1155 + 0x17 octetsC++
Re: [osg-users] Bug in osgText::drawForegroundText
Hi, sorry, I should have been a bit clearer. If using multithreaded modes you must make sure that the DataVariance on the objects you are changing dynamically is set to DYNAMIC, something like: stateset-setDataVariance(osg::Object::DYNAMIC); Also have a search on the mailing list for setDataVariance. regards jp Vincent Bourdier wrote: Hi J.P, I have no crash in singleThreaded mode. It is a random crash so I can not be 100% sure, but it seems to be the problem. So, what can cause a crash with Dynamic settings ? I have some, I'll check them, but I'm not sure of what to search... Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com I think there is a real bug in the rendering of OsgText. (2.6.1 release) The bug does appear randomly... I get it with simple text in a Hud, updated each frame. The bug is there : /void Text::drawForegroundText(osg::State state, const GlyphQuads glyphquad, const osg::Vec4 colorMultiplier) const { unsigned int contextID = state.getContextID(); const GlyphQuads::Coords3 transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, (transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, (glyphquad._texcoords.front())); *//HERE : glyphquad._texcoords is void, but seems initiated * * //VS degogeur said content is [0]()* if(_colorGradientMode == SOLID) { state.disableColorPointer(); glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a()); } else { state.setColorPointer( 4, GL_FLOAT, 0, (glyphquad._colorCoords.front())); } glDrawArrays(GL_QUADS,0,transformedCoords.size()); } }/ Stack trace : msvcp80d.dll!std::_Debug_message(const wchar_t * message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int line=99) Ligne 24C++ osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f ::operator*() Ligne 99 + 0x14 octetsC++ osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f ::front() Ligne 772 + 0x24 octetsC++ osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State state={...}, const osgText::Text::GlyphQuads glyphquad={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1726 + 0xb octetsC++ osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1754 + 0x14 octetsC++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1369C++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo renderInfo={...}) Ligne 1253C++ osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Ligne 895 + 0x13 octetsC++ osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 60 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 419 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 384 + 0x17 octetsC++
Re: [osg-users] Bug in osgText::drawForegroundText
If DYNAMIC is a state , I can assume that it is an inherited property. Assuming that can be good solution, I would be sufficient to set it on a root node, isn't it ? (I will not do that of course) Is it different to set it on a Geometry ? or on its Gode / Group / PAT parent ? I'll check is the good nodes are set to DYNAMIC or not. Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za Hi, sorry, I should have been a bit clearer. If using multithreaded modes you must make sure that the DataVariance on the objects you are changing dynamically is set to DYNAMIC, something like: stateset-setDataVariance(osg::Object::DYNAMIC); Also have a search on the mailing list for setDataVariance. regards jp Vincent Bourdier wrote: Hi J.P, I have no crash in singleThreaded mode. It is a random crash so I can not be 100% sure, but it seems to be the problem. So, what can cause a crash with Dynamic settings ? I have some, I'll check them, but I'm not sure of what to search... Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com I think there is a real bug in the rendering of OsgText. (2.6.1 release) The bug does appear randomly... I get it with simple text in a Hud, updated each frame. The bug is there : /void Text::drawForegroundText(osg::State state, const GlyphQuads glyphquad, const osg::Vec4 colorMultiplier) const { unsigned int contextID = state.getContextID(); const GlyphQuads::Coords3 transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, (transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, (glyphquad._texcoords.front())); *//HERE : glyphquad._texcoords is void, but seems initiated * * //VS degogeur said content is [0]()* if(_colorGradientMode == SOLID) { state.disableColorPointer(); glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a()); } else { state.setColorPointer( 4, GL_FLOAT, 0, (glyphquad._colorCoords.front())); } glDrawArrays(GL_QUADS,0,transformedCoords.size()); } }/ Stack trace : msvcp80d.dll!std::_Debug_message(const wchar_t * message=0x01919bd0, const wchar_t * file=0x01918570, unsigned int line=99) Ligne 24C++ osg48-osgTextd.dll!std::_Vector_const_iteratorosg::Vec2f,std::allocatorosg::Vec2f ::operator*() Ligne 99 + 0x14 octetsC++ osg48-osgTextd.dll!std::vectorosg::Vec2f,std::allocatorosg::Vec2f ::front() Ligne 772 + 0x24 octetsC++ osg48-osgTextd.dll!osgText::Text::drawForegroundText(osg::State state={...}, const osgText::Text::GlyphQuads glyphquad={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1726 + 0xb octetsC++ osg48-osgTextd.dll!osgText::Text::renderOnlyForegroundText(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1754 + 0x14 octetsC++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::State state={...}, const osg::Vec4f colorMultiplier={...}) Ligne 1369C++ osg48-osgTextd.dll!osgText::Text::drawImplementation(osg::RenderInfo renderInfo={...}) Ligne 1253C++ osg48-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Ligne 895 + 0x13 octetsC++ osg48-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 60 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x06f48618)Ligne 419 + 0x19 octetsC++ osg48-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf *
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Vincent, I'd like to add a thing to what Wang said: some physics intergration with OSG already have been done (like what Wang did for osgNV, and me for PVLE). But osgPhysics will be different in the way it's intended to be integrated in the core OSG (if and when it'll be good enough!). So if you have time, just wait for osgPhysics (or join the project!)... else you can try what's existing. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 13 Jan 2009 13:03:48 +0100, Vincent Bourdier vincent.bourd...@gmail.com a écrit: Hi Wang, Just needed to be sure... Looking at the OSG and Physic/collision capabilities, I am exploring all the things I'm currently reading mail archive I kept about collision detection/managment. Thanks for these details. Regards, Vincent. 2009/1/13 Wang Rui wangra...@gmail.com Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN version of it on SF.net if interested. It's still in design. Wang Rui 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. ___ 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] Terrain visualization approach
Hi, I need to visualize a large terrain in real-time using open scene graph. I have been thinking a bit about how to implement it, but I would really appreciate any feedback or ideas on this approach. First some info about the data: - Height: The height data consists of around 1000 tiles in raster format. Each tile is representing an area of 50x50 km using 501x501 samples. - Terrain classification: Each tile also has an additional classification map that needs to be loaded and will be used as a texture (1000x1000 samples). What I have come up with so far goes something like this: - Create a class that dynamically loads/unloads the data for specific tiles, based on the location of the viewer, using some kind of paged image loader - Subdivide each tile using some LOD algorithm. Then draw the geometry with the height map and classification map assigned as textures. Finally, offset the geometry by the value in the height map using a vertex shader. Can I handle this kind of data in osg in some simpler way? I don't have a lot of experience of osg and don't really know what's implemented and what limitations there are. I think the approach described above would work pretty nice, but maybe I'm going to do a lot of redundant work that is already implemented? Thanks, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain visualization approach
Hi David, Take a look at VirtualPlanetBuilder it may be just fine for your needs. http://www.openscenegraph.org/projects/VirtualPlanetBuilder Regards. On Tue, Jan 13, 2009 at 2:14 PM, David Karlsson david.karls...@foi.sewrote: Hi, I need to visualize a large terrain in real-time using open scene graph. I have been thinking a bit about how to implement it, but I would really appreciate any feedback or ideas on this approach. First some info about the data: - Height: The height data consists of around 1000 tiles in raster format. Each tile is representing an area of 50x50 km using 501x501 samples. - Terrain classification: Each tile also has an additional classification map that needs to be loaded and will be used as a texture (1000x1000 samples). What I have come up with so far goes something like this: - Create a class that dynamically loads/unloads the data for specific tiles, based on the location of the viewer, using some kind of paged image loader - Subdivide each tile using some LOD algorithm. Then draw the geometry with the height map and classification map assigned as textures. Finally, offset the geometry by the value in the height map using a vertex shader. Can I handle this kind of data in osg in some simpler way? I don't have a lot of experience of osg and don't really know what's implemented and what limitations there are. I think the approach described above would work pretty nice, but maybe I'm going to do a lot of redundant work that is already implemented? Thanks, David ___ 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] Terrain visualization approach
HI David, Are you aware of the OSG's existing paging and terrain support? Are you aware of the VirtualPlanetBuilder tool for creating paged database from geospatial imagery and DEMs? VPB scales to handling terrabytes of data, and the paging of the generated databases works at a solid 60Hz. Robert. On Tue, Jan 13, 2009 at 1:14 PM, David Karlsson david.karls...@foi.se wrote: Hi, I need to visualize a large terrain in real-time using open scene graph. I have been thinking a bit about how to implement it, but I would really appreciate any feedback or ideas on this approach. First some info about the data: - Height: The height data consists of around 1000 tiles in raster format. Each tile is representing an area of 50x50 km using 501x501 samples. - Terrain classification: Each tile also has an additional classification map that needs to be loaded and will be used as a texture (1000x1000 samples). What I have come up with so far goes something like this: - Create a class that dynamically loads/unloads the data for specific tiles, based on the location of the viewer, using some kind of paged image loader - Subdivide each tile using some LOD algorithm. Then draw the geometry with the height map and classification map assigned as textures. Finally, offset the geometry by the value in the height map using a vertex shader. Can I handle this kind of data in osg in some simpler way? I don't have a lot of experience of osg and don't really know what's implemented and what limitations there are. I think the approach described above would work pretty nice, but maybe I'm going to do a lot of redundant work that is already implemented? Thanks, David ___ 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] Bug in osgText::drawForegroundText
HI Vincent, You only need to set the DataVariance to DYNAMIC on StateSet and Drawables that change, you don't need to do this for Nodes as they don't make it through into the rendering backend. Do a search for DrawThreadPerContext to background reading on this topic. Robert. On Tue, Jan 13, 2009 at 12:54 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Ok, It looks better. 1st test : I set the DYNAMIC on all geode and text who are moved or changed. No crash for the moment. 2d test : removed the Dynamic state on the only Static (unmoved) geometry (don't know what that state made here...) : no crash too. Conclusion : A dynamic state on a non-dynamic node can cause crash. Personally I'll keep the 2d solution. Thanks for this help, I would never have got it from myself. Regards, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za Hi, Vincent Bourdier wrote: If DYNAMIC is a state , I can assume that it is an inherited property. Assuming that can be good solution, I would be sufficient to set it on a root node, isn't it ? (I will not do that of course) Yes, if you set the whole scene to dynamic, you might as well run singlethreaded. Is it different to set it on a Geometry ? or on its Gode / Group / PAT parent ? I'm not sure, you'll have to check, I do not know what data you change. jp I'll check is the good nodes are set to DYNAMIC or not. Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za Hi, sorry, I should have been a bit clearer. If using multithreaded modes you must make sure that the DataVariance on the objects you are changing dynamically is set to DYNAMIC, something like: stateset-setDataVariance(osg::Object::DYNAMIC); Also have a search on the mailing list for setDataVariance. regards jp Vincent Bourdier wrote: Hi J.P, I have no crash in singleThreaded mode. It is a random crash so I can not be 100% sure, but it seems to be the problem. So, what can cause a crash with Dynamic settings ? I have some, I'll check them, but I'm not sure of what to search... Thanks, Vincent. 2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za Hi, can you make it crash in singlethreaded mode? If not, check all settings of dynamic on text nodes. jp Vincent Bourdier wrote: Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com I think there is a real bug in the rendering of OsgText. (2.6.1 release) The bug does appear randomly... I get it with simple text in a Hud, updated each frame. The bug is there : /void Text::drawForegroundText(osg::State state, const GlyphQuads glyphquad, const osg::Vec4 colorMultiplier) const { unsigned int contextID = state.getContextID(); const GlyphQuads::Coords3 transformedCoords = glyphquad._transformedCoords[contextID]; if (!transformedCoords.empty()) { state.setVertexPointer( 3, GL_FLOAT, 0, (transformedCoords.front())); state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, (glyphquad._texcoords.front())); *//HERE : glyphquad._texcoords is void, but seems initiated * * //VS degogeur said content is [0]()* if(_colorGradientMode == SOLID) { state.disableColorPointer(); glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a()); } else { state.setColorPointer( 4, GL_FLOAT, 0, (glyphquad._colorCoords.front())); } glDrawArrays(GL_QUADS,0,transformedCoords.size()); } }/ Stack trace : msvcp80d.dll!std::_Debug_message(const wchar_t *
Re: [osg-users] osgText size in screen coordinate problem
Hi, I've tried what you propose : put the rotated text on a separate geode (and not the billboard) ... The result is the same : text do not update correctly. I don't know what to change... I've tried to set the rotation before the translation, whatever be the order of the instructions : is the setRotation() is called, the text do not update with good proportions... Any suggestion ? Thanks, Regards, Vincent. 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi Robert, I did it from the past for a simple OSG text on a billboard node, without constant screen pixel size management and it works well. I'll try to get the text out from the billboard, hoping this won't be so difficult to obtain the same result... Thanks for this explanation. Regards, Vincent. 2009/1/13 Robert Osfield robert.osfi...@gmail.com Hi Vincent, I've never used osgText in conjunction with osg::Billboard before. I can image the mix of on the fly compute matrices might cause problems. osgText has support for billboard behaviour so I'd recommend not adding the text to the billboard, instead just add it as sibling to the Billboard and enable the rotate to screen option on the text object. Robert. On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : osg::ref_ptrosgText::Text d = new osgText::Text; d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7);//to avoid collision between object and osgText d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); //d-setDrawMode(1); billboard-addDrawable(d.get()); But the setRotation is making something bad. Without the setRotation line node, everything is good for text size. Rotation is bad but it is something expected. So I apply a rotation on it, to obtain the text with the good orientation relative to the billboard. After that, the text rotation is good, but when the camera is aproaching, the text size do not update correctly : only the width stay constant in pixel size... the hight stay constant in billboard coordinates size. So the text is deformed, depending on camera distance from it.. The question is : how to rotate the text without having this bad effect ? Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText size in screen coordinate problem
Do you use text-setAutoRotateToScreen(true)? On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I've tried what you propose : put the rotated text on a separate geode (and not the billboard) ... The result is the same : text do not update correctly. I don't know what to change... I've tried to set the rotation before the translation, whatever be the order of the instructions : is the setRotation() is called, the text do not update with good proportions... Any suggestion ? Thanks, Regards, Vincent. 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi Robert, I did it from the past for a simple OSG text on a billboard node, without constant screen pixel size management and it works well. I'll try to get the text out from the billboard, hoping this won't be so difficult to obtain the same result... Thanks for this explanation. Regards, Vincent. 2009/1/13 Robert Osfield robert.osfi...@gmail.com Hi Vincent, I've never used osgText in conjunction with osg::Billboard before. I can image the mix of on the fly compute matrices might cause problems. osgText has support for billboard behaviour so I'd recommend not adding the text to the billboard, instead just add it as sibling to the Billboard and enable the rotate to screen option on the text object. Robert. On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : osg::ref_ptrosgText::Text d = new osgText::Text; d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7);//to avoid collision between object and osgText d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); //d-setDrawMode(1); billboard-addDrawable(d.get()); But the setRotation is making something bad. Without the setRotation line node, everything is good for text size. Rotation is bad but it is something expected. So I apply a rotation on it, to obtain the text with the good orientation relative to the billboard. After that, the text rotation is good, but when the camera is aproaching, the text size do not update correctly : only the width stay constant in pixel size... the hight stay constant in billboard coordinates size. So the text is deformed, depending on camera distance from it.. The question is : how to rotate the text without having this bad effect ? Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText size in screen coordinate problem
No. I just want the size of the text to be updated. I would control the position/orientation myself. *osg::ref_ptrosgText::Text d = new osgText::Text; d-setColor(osg::Vec4(NEW_OBJECT_COLOR_TXT,1.0f)); d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7); d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); d-setFont( _ve-getFont().get())* Thanks, Regards, Vincent. 2009/1/13 Robert Osfield robert.osfi...@gmail.com Do you use text-setAutoRotateToScreen(true)? On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I've tried what you propose : put the rotated text on a separate geode (and not the billboard) ... The result is the same : text do not update correctly. I don't know what to change... I've tried to set the rotation before the translation, whatever be the order of the instructions : is the setRotation() is called, the text do not update with good proportions... Any suggestion ? Thanks, Regards, Vincent. 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi Robert, I did it from the past for a simple OSG text on a billboard node, without constant screen pixel size management and it works well. I'll try to get the text out from the billboard, hoping this won't be so difficult to obtain the same result... Thanks for this explanation. Regards, Vincent. 2009/1/13 Robert Osfield robert.osfi...@gmail.com Hi Vincent, I've never used osgText in conjunction with osg::Billboard before. I can image the mix of on the fly compute matrices might cause problems. osgText has support for billboard behaviour so I'd recommend not adding the text to the billboard, instead just add it as sibling to the Billboard and enable the rotate to screen option on the text object. Robert. On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : osg::ref_ptrosgText::Text d = new osgText::Text; d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) * osg::Quat(-osg::PI_2, osg::Vec3f(0,1,0))); d-setPosition(decal*0.7);//to avoid collision between object and osgText d-setText(Test); d-setAxisAlignment(osgText::Text::USER_DEFINED_ROTATION); d-setAutoRotateToScreen(false); d-setCharacterSizeMode(osgText::Text::SCREEN_COORDS); d-setCharacterSize(30); d-setAlignment(osgText::Text::CENTER_TOP); //d-setDrawMode(1); billboard-addDrawable(d.get()); But the setRotation is making something bad. Without the setRotation line node, everything is good for text size. Rotation is bad but it is something expected. So I apply a rotation on it, to obtain the text with the good orientation relative to the billboard. After that, the text rotation is good, but when the camera is aproaching, the text size do not update correctly : only the width stay constant in pixel size... the hight stay constant in billboard coordinates size. So the text is deformed, depending on camera distance from it.. The question is : how to rotate the text without having this bad effect ? Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users 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] Particle effects and transforms
Hi everyone. I am working on a project that uses osgParticle::SmokeEffect and I have experienced a rare issue. Using OSG 2.4 I can add a node of type osgParticle::SmokeEffect to the graph, and I can put it under a PositionAttitudeTransform (or MatrixTransform). As expected, when the transform moves, the smoke effect moves along with it. The problem is that I need to update to OSG 2.6, and if I compile the same code with OSG 2.6, the smoke effect DOES NOT MOVE along with the transform, and stays at (0,0,0). ¿What has changed from OSG 2.4 to OSG 2.6 regarding particle systems so that their behavior changes? ¿Am I doing something wrong or missing something? If so, why does it work perfectly on OSG 2.4 and not on OSG 2.6??? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is OSG tied to OpenGL?
The subject line says it all- if other renderers (in my case DirectX) are available on a system, can they be used? A second question- are some of the UI toolkits better supported than others? I'm specifically thinking about comparing the wx stuff with Qt and MFC. -cr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is OSG tied to OpenGL?
OSG supports only OpenGL as a rendering backend. There is a FAQ at www.openscenegraph.org. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, January 13, 2009 8:12 AM To: OpenSceneGraph Users Subject: [osg-users] Is OSG tied to OpenGL? The subject line says it all- if other renderers (in my case DirectX) are available on a system, can they be used? A second question- are some of the UI toolkits better supported than others? I'm specifically thinking about comparing the wx stuff with Qt and MFC. -cr ___ 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] rendering ive model (shaders)
Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rendering ive model (shaders)
Play around with the notify level for debug info. (from doc:) export OSG_NOTIFY_LEVEL= * ALWAYS * FATAL * WARN * NOTICE * DEBUG_INFO * DEBUG_FP * DEBUG * INFO, will also enable validation of shader programs On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote: Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? 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] Is OSG tied to OpenGL?
Cory, Answering the last portion of your question ... OSG is UI toolkit agnostic. But, if your asking a general question of which toolkit is better supported on its own right ... then ... Just my 2 cents (take it for what it's worth), but for strictly C++ development I highly recommend Qt. I sometimes use other toolkits for very simple examples though. And I might use CEGUI for a simple hardware-accelerated UI. You can do your own comparison. I've done GUI programming in one form or another for over 15 years (e.g. Qt, MFC, X/Xt/Motif, Forms, CEGUI, Tcl/Tk, and others) and have found Qt much superior (for C++ anyways). Admittedly, I've not done much with wxWidgets other than a survey and simple examples. Again, just my 2 cents ;) Cheers, Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, January 13, 2009 9:12 AM To: OpenSceneGraph Users Subject: [osg-users] Is OSG tied to OpenGL? The subject line says it all- if other renderers (in my case DirectX) are available on a system, can they be used? A second question- are some of the UI toolkits better supported than others? I'm specifically thinking about comparing the wx stuff with Qt and MFC. -cr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particle effects and transforms
Hi Sergio, Could you try the SVN or 2.7.8 dev version of the OSG as this has a fix to osgParticle. Robert. On Tue, Jan 13, 2009 at 2:56 PM, Sergio Casas Yrurzum sca...@robotica.uv.es wrote: Hi everyone. I am working on a project that uses osgParticle::SmokeEffect and I have experienced a rare issue. Using OSG 2.4 I can add a node of type osgParticle::SmokeEffect to the graph, and I can put it under a PositionAttitudeTransform (or MatrixTransform). As expected, when the transform moves, the smoke effect moves along with it. The problem is that I need to update to OSG 2.6, and if I compile the same code with OSG 2.6, the smoke effect DOES NOT MOVE along with the transform, and stays at (0,0,0). ¿What has changed from OSG 2.4 to OSG 2.6 regarding particle systems so that their behavior changes? ¿Am I doing something wrong or missing something? If so, why does it work perfectly on OSG 2.4 and not on OSG 2.6??? ___ 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] Particle effects and transforms
Hi Sergio, I noticed a similar issue when porting to OSG2.6. I think the issue is in the optimizer. Are you optimizing your scene? If not, read no further. For some reason the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS flag messes up transform nodes in loaded models (particularly OpenFlight models). I solved the issue by simply turning that flag off: osgUtil::Optimizer optimizer; ... optimizer.optimize(node, osgUtil::Optimizer::ALL_OPTIMIZATIONS ^ osgUtil::Optimizer:: FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS); Hope This Helps, Justin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, January 13, 2009 10:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Particle effects and transforms Hi Sergio, Could you try the SVN or 2.7.8 dev version of the OSG as this has a fix to osgParticle. Robert. On Tue, Jan 13, 2009 at 2:56 PM, Sergio Casas Yrurzum sca...@robotica.uv.es wrote: Hi everyone. I am working on a project that uses osgParticle::SmokeEffect and I have experienced a rare issue. Using OSG 2.4 I can add a node of type osgParticle::SmokeEffect to the graph, and I can put it under a PositionAttitudeTransform (or MatrixTransform). As expected, when the transform moves, the smoke effect moves along with it. The problem is that I need to update to OSG 2.6, and if I compile the same code with OSG 2.6, the smoke effect DOES NOT MOVE along with the transform, and stays at (0,0,0). ¿What has changed from OSG 2.4 to OSG 2.6 regarding particle systems so that their behavior changes? ¿Am I doing something wrong or missing something? If so, why does it work perfectly on OSG 2.4 and not on OSG 2.6??? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing the tgz, osgtgz and zip plugins
Since we are talking about zip files here ... is there anyway to open a password protected zipfile in OSG? I've tried everything i could think of, but i found no way to pass the password to the file loading command. Is it possible? whats the syntax? -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4527#4527 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disabling VSYNC
Is there any way to disable VSYNC inside OSG? I need a way to enable and disable vsync on my program with out using the nvidia driver override or environmental variables. The Nvidia Driver settings for Vsync should be set to Use the 3D application setting I seem to remember that i was able to do that in previous versions of OSG when i was still using producer, I remember getting fps in the hundreds, but now i only get what ever my screen refresh rate is. After the removal of producer, i lost the ability to have vsync control. Any help would be appreciated, MS -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4528#4528 ___ 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. Have you had any time to look into this? (I'm doing some gentle poking from time to time, but my goal is just to follow up, not to try and affect your priorities in any way...) Thanks, 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] Conical and Parallel Projections
Hi, I'd like to know if there was a way to change the default projection in OSG. By default the view uses conical projection, but in some situations I'd need a parallel projection. How can I do that? Thanks, Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Conical and Parallel Projections
Hi Renan, I'd like to know if there was a way to change the default projection in OSG. By default the view uses conical projection, but in some situations I'd need a parallel projection. How can I do that? By conical, do you mean perspective? And by parallel, do you mean orthographic? (just a matter of terminology) If so, then get familiar with the osg::Camera::setProjectionMatrixasPerspective() and osg::Camera::setProjectionMatrixAsOrtho() methods. Bear in mind that most (all?) camera manipulators are made for perspective projections, and won't work quite right for ortho projections. For instance, zooming by moving the camera forward or back doesn't make sense in an ortho projection, so zooming in and out with a Trackball Manipulator will not work if your camera is set to an ortho projection. Also, the Trackball Manipulator will let you rotate the view even in an ortho projection, when you probably don't want that - in general, an ortho view should only pan and zoom by changing the view frustum. If that's not what you meant, then you must be referring to something I don't know (or don't know under those names). Can you elaborate on what you want exactly? Hope this helps, 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] Conical and Parallel Projections
OSG Defaults to what call a Perspective projection see osg::Camera::setProjectionMatrixAsPerspective Look around the example for Orthographic ( this is you parallel projection ) see osg::Camera::setProjectionMatrixAsOrtho( . ) http://www.vis-sim.com/imgdp/vp_chanprojections_01.jpg sysmmetric = OSG asPersepective asysmmetric = OSG asFrustum Orthographic = OSG asOrtho Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Renan Mendes Sent: Tuesday, January 13, 2009 3:41 PM To: OSG Mailing List Subject: [osg-users] Conical and Parallel Projections Hi, I'd like to know if there was a way to change the default projection in OSG. By default the view uses conical projection, but in some situations I'd need a parallel projection. How can I do that? Thanks, Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Conical and Parallel Projections
Thanks J-S and Gordon, that was exactly what I wanted. I'm sorry about the terminology, I was just translating literally from Portuguese, since I'm not familiarised with the terms in English. Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Conical and Parallel Projections
Hi Renan, I'm sorry about the terminology, I was just translating literally from Portuguese, since I'm not familiarised with the terms in English. That's fine, even in English there are often multiple terms for the same thing, and one term might mean different things to different people. It's just a matter of making sure we're talking about the same thing. In French we often say a parallel projection too, but conical was a new one for me, which is why I wanted to make sure I understood what you wanted correctly. 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] Conical and Parallel Projections
No need to apologies, the terminology of many things like these can have several different names, like on my diagram based of good old Performer and Vega names things differently to OSG :) at least we guessed right ;) Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Renan Mendes Sent: Tuesday, January 13, 2009 4:12 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Conical and Parallel Projections Thanks J-S and Gordon, that was exactly what I wanted. I'm sorry about the terminology, I was just translating literally from Portuguese, since I'm not familiarised with the terms in English. Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling VSYNC
Hi MS? Xam? I have some code for you that I used some time ago, but I don't know the details anymore. Hopefully it gives you some pointers in the right direction. bool SetVSync(bool enabled) { if(!wglewIsSupported(WGL_EXT_swap_control)) { std::cout VSync is not supported\n; return false; } int swapInterval = wglGetSwapIntervalEXT(); std::cout Current swap interval: swapInterval std::endl; if(enabled) { // assuming display with 1 frame per swap wglSwapIntervalEXT(1); } else { // value of 0 = buffer swaps are not synchronized to a video frame wglSwapIntervalEXT(0); } return true; } Hope this helps. Regards Raymond Xam wrote: Is there any way to disable VSYNC inside OSG? I need a way to enable and disable vsync on my program with out using the nvidia driver override or environmental variables. The Nvidia Driver settings for Vsync should be set to Use the 3D application setting I seem to remember that i was able to do that in previous versions of OSG when i was still using producer, I remember getting fps in the hundreds, but now i only get what ever my screen refresh rate is. After the removal of producer, i lost the ability to have vsync control. Any help would be appreciated, MS -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4528#4528 ___ 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] MFC SDI Example
I have noticed the following strange behaviors with MFC: 1. Using the MDI example included in the osg repository it general works but does report lots of (inaccurate?) memory leaks) 2. I created a simple SDI app using the MDI example as a reference. If I load an .osg file on startup the program tends to crash on exit. If I load the .osg sometime after the app is fully up it tends to exit about the same as the MDI example above. 3. I created a dialog based app and it seems to work about as well as the MDI example above. Thoughts? I'm not sure where to start to get the SDI app fixed and to get MFC in general working robustly with OSG. I would still love an example SDI app if anyone has one anywhere. Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Friday, January 09, 2009 1:54 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] MFC SDI Example FYI, Setting mViewer-setThreadingModel(osgViewer::Viewer::ThreadingModel::SingleThreaded ) doesn't help. Not sure if that is telling or not. -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Friday, January 09, 2009 1:47 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] MFC SDI Example The OSG MFC example does not assert/unhandled exception for me. It does have the memory leaks that people have talked about. I'm not quite sure how to use the setUpViewerAsEmbeddedInWindow because the mfc example passes an dc to the camera whereas setUpViewerAsEmbeddedInWindow passes in a different dc... -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett Sent: Friday, January 09, 2009 2:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example The MDI mfc version has the same problems last time I tried it. Try calling setUpViewerAsEmbeddedInWindow on your viewer. If you problems go away you're hitting threading issues. 2009/1/8 Brad Huber br...@procerusuav.com: Umit, Thanks. The SDI application that I have created so far is very simple and does nothing more than what the MDI example app does. As far as I can tell there is no difference in the way the example creates/uses/deletes the cOSG object and the way I am doing it, yet I get assertions or exceptions on exit. Anyone else? Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun Sent: Thursday, January 08, 2009 2:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example Hi Brad, I created SDI MFC project in OSG. But this was commercial and complicated to understand you very well. Because it was SDI dll to call from anywhere you need and you then delete it if you don't need to much. I haven't understood the assertion faults very well but you should only understand the cOSG class creation style. You will use it in your SDI project and be careful to delete everything while you are destroying your dialog. And be careful about the threads sleeping time to be activeted. Because sometimes sleeping times can't be enough to be threads get activated, so it may create assertion fault as you say. Hope this helps. Regards. 2009/1/8 Brad Huber br...@procerusuav.com Hello all, Does anyone know where one might find an example project of using MFC/OSG/SDI? If anyone has one sitting around on their machine I would be interested if you can email it to me as well. I've already tried adapting the MFC MDI example to an SDI project but I seem to be hitting some snags where the app won't exit properly. It either asserts the window as being still valid when it shouldn't be [CWnd::WalkPreTranslateTree's ASSERT(hWndStop == NULL || ::IsWindow(hWndStop))] or it get's The activation context being deactivated is not the most recently activated one exception within osg53-osgGAd.dll after I've deleted all osg items. I'm a little bit baffled why I'm getting this. Anyway does anyone have any SDI examples? Thanks -Brad ___ 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 -- The truth is out there. Usually in header files. ___ 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] OSG + PhysX + Havok demos
Just to add my 2c :-) on osg + PhysX integration Some time ago I have uploaded 2 projects on my site just to demostrate the integration of OSG with physics engines. I have used PhysX and Havok. These are not nodekits but rather a collection of demos. PhysX: http://www.3dcalc.pl/osg-examples/osgPhysXDemos.zip Havok: http://www.3dcalc.pl/osg-examples/osgHavok.zip In the same directory you may find some movies from the first project. Most of the PhysX features are there (rigid bodies, soft bodies, clothes, fluid, primitive character controller, working on joints), although implemented in a fairly crude manner. With Havok I loked into the rigid body model only. Hope it will be useful to someone. This was developed for evaluation purposes (physics engines). Rgds, Janusz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using TriangleFunctor to access texture coordinates?
Hi I am using TriangleFunctor to do some very simple collision detection. Essentially I have a virtual pen (the collision detection is treated as a sphere on the tip of the pen) that I am testing for collisions against other geometry in the scene. The geometry I am testing against is loaded from OBJ files using osgDB::readNodeFile(). Once I have found a collision with the pen, I would like to update a texture image (drawing on the virtual object). However, I am unsure how to access the texture coordinates for the triangle I have just tested with. How am I able to do this with TriangleFunctor? Or, is there another method I should be using for my collision detection that will give me access to the texture coordinates of the triangle. Thanks Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + PhysX + Havok demos
Hi Janusz, Thank you! It would be very useful for the osgNV/osgPhysics project. :-D Wang Rui 2009/1/14 Janusz jan...@3dcalc.pl Just to add my 2c :-) on osg + PhysX integration Some time ago I have uploaded 2 projects on my site just to demostrate the integration of OSG with physics engines. I have used PhysX and Havok. These are not nodekits but rather a collection of demos. PhysX: http://www.3dcalc.pl/osg-examples/osgPhysXDemos.zip Havok: http://www.3dcalc.pl/osg-examples/osgHavok.zip In the same directory you may find some movies from the first project. Most of the PhysX features are there (rigid bodies, soft bodies, clothes, fluid, primitive character controller, working on joints), although implemented in a fairly crude manner. With Havok I loked into the rigid body model only. Hope it will be useful to someone. This was developed for evaluation purposes (physics engines). Rgds, Janusz ___ 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] rendering ive model (shaders)
Hi Selman Abi, What do you mean you can't pass textures to shaders? Textures are separated from models or they are integrated combination? If they separated you can easily pass texture in uniform variables, or they are combined with model like ive Terrain models there can be problem as you said. Best Regards. 2009/1/13 Lukas Diduch lukas.did...@nist.gov Play around with the notify level for debug info. (from doc:) export OSG_NOTIFY_LEVEL= * ALWAYS * FATAL * WARN * NOTICE * DEBUG_INFO * DEBUG_FP * DEBUG * INFO, will also enable validation of shader programs On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote: Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? 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 -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Depth, CULL, renderBin : what and when ?
Hi Vincent, On 9/1/09 9:15 PM, Vincent Bourdier wrote: But, an other problem appear. Disabling culling, my Geode looks like bad now... that seem logical... no culling, so all faces are rendered... You have to be careful what you mean by culling: in your example code you're turning off node culling (OSG functionality; it shouldn't be necessary to do this) but the problem you're seeing sounds like it's caused by (not) culling facets (OpenGL functionality). When you turn off depth-testing in can happen that the front-facing polygons are overdrawn by the back-facing polygons (since depth isn't tested). Have you turned on face culling (GL_CULL_FACE)? Cheers, /uli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mouse cursor and multiwindow configuration
Hi guys! I have this configuration - 2 windows on 2 monitors on nvidia 181 and vista I need to make my osg app doing this thing - move and show mouse cursor only on 1 window In nvidia drivers I can't find how to make this Thanx Bye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org