Re: [osg-users] animating textures
Hi Julia, On Wed, Apr 8, 2009 at 3:57 AM, Julia Guo mrvoltem...@gmail.com wrote: Hi, thanks very much for the advices. I now have a basic MultitextureControl example working that fades a single texture. However I cant seem to activate texture unit 1. The following example only shows the texture if I set unit to 0: Code: addDrawable(new osg::ShapeDrawable(new osg::Cone())); texture = new osg::Texture2D; texture-setImage(osgDB::readImageFile(brick1.TGA)); int unit = 1; // works fine when unit=0 getOrCreateStateSet()-setTextureAttributeAndModes(unit, texture); This doesn't really provide enough info about your overall texture set to know whether it's appropriate. Most likely the problems you are seeing are related to not setting up the scene graph appropriately, but as to what you are doing wrong I can't say. Like lights, is only texture 0 activated by default? Am I missing something to activate the texture? All textures are off by default, you have to explicitly enable them all. The other way to do it is use a 3D texture and then vary the r coord. See the osgtexture3D example for an example of this. hi Robert: is there an advantage to this technique or has it been obsoleted by MultitextureControl? It's just a different way of doing it, there are pros and cons of both ways. The OSG/OpenGL are just the basic language that you the programmer use to construct your graphics app, how you use it depends upon what you are trying to achieve. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Watch your favorite Live TV Streaming Channels in PC
Hello guys, I have read a lot about internet satellite tv players.. to be honest, I am quite disappointed because the ones I tried have a pretty poor channel offering and do not actually offer premium channels like ESPN to watch live sports and stuff. After a few weeks I ended up on www.satellite-tv-player.com and it's the only one I would recommend to my friends. As they claim on their website, the software comes with more than 3000 TV channels, 1000+ Radio channels, 1000+ online movies. This last feature is pretty cool. It's like you have a huge database of movies ready to go. You simply click on any movie name to start watching straight away with no need to download. But the best thing is that the 95% of the TV channels does actually work. Too many TV to PC software have no maintenance, with the net result that 40-50% of the channels are like broken or offline. In this case, www.satellite-tv-player.com offers a dedicated team of content managers who tune up the TV signals on a daily basis. The updates are sent to all users via a live update service which can be launched anytime via software user interface (you will see an update button on the top right corner of the software window). You just click on the update button and in a matter of 5-7 seconds you get the updates of the day! The quality of the channels is definitely go od for the one-time-fee I paid (29 bucks), including ESPN, CBS, Fox, CNN streams (there is also plenty of European channel I do not know..). On top of this, I have contacted customer support twice to request the addition of two local channels from my area (San Diego); the customer support replied to my email within 12 hours (another website replied to my email after 4 days...) and after 3 days I noticed my 2 channels had been added into the TV Player.. pretty amazing! To me, this is the right choice, good luck guys, peace and love, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9877#9877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Gert, Unfortunatly the extra details of the crash don't help too much, they just provide a few more clues but only scant ones. It's the stack trace that is the essential part to homing in on the cause. Try build this task on a different OS, there is a chance that it will either just work, or if it fails it will provide more clues as to what might be wrong. Another leads to follow up on is whether gdal is able to read earthmap_merged.tif file, try using gdalinfo on the file to see it can be read OK. Robert. On Wed, Apr 8, 2009 at 4:07 AM, Gert van Maren g...@k2vi.com wrote: Hi Robert, I did run osgdem in debug mode. No stack trace but the following error in the output log: First-chance exception at 0x7c812a5b in osgdemd.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x00dbe350.. The thread 'Win32 Thread' (0xca0) has exited with code 1 (0x1). The program '[2704] osgdemd.exe: Native' has exited with code 1 (0x1). Full log attached. Ran it multiple times now in debug and release. The log always stops with the same last line 3479.794 : DestinationTile::readFrom(SetName=, FileName=F:\K2Vi\Globe_data\earth\images\NEW_Global_texture\earthmap_with_clouds\earthmap_merged.tif) Does that give a clue? Maybe data issue? Only variation is the first number. The only other thing I could see was a error in the DOS window when running VPB but this happened in a earlier task: PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: The handle is not valid also attached. Gert On Mon, 06 Apr 2009 10:05:22 +1200, osg-users-requ...@lists.openscenegraph.org wrote: So try simply running: osgdem --run-path F:\K2Vi\work_in_progress\Melbourne\osgdem -s build_master.source --subtile 13 7394 1195 --task tasks/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.task --log logs/build_subtile_L6_X57_Y9/build_subtile_L13_X7394_Y1195.log Hopefully this task will fail again, if it does then try and run it in a debugger to get a stack trace. Beyond this we don't really have any clues what have gone wrong. Another thing you could try is building under another OS. Windows isn't the best platform to do heavy duty lifting like large builds on as the file system is just too slow for this type of work. -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ 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] Watch your favorite Live TV Streaming Channels in PC
Arrgfhghgh, Spam has finally infiltrated the forum and hence the mailing list. Art is this a valid poster? If so could you unsubscribe this spam bot. If not, any ideas how a non subscribed posted could inject a post? Cheers, Robert. On Wed, Apr 8, 2009 at 9:18 AM, Lita1985 ca...@live.com wrote: Hello guys, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Server shutdown (again)
Hi All, Today (April 8th) the server will be down, again. The final UPS system is going to be installed, and we need to shutdown the server for 3 or 4 hours starting at 20:00 (GMT+1). Sorry for any inconvenience. I hope this we won't hear about any UPS maintenance for a long time :) Cheers, JL. -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow and model alpha textures
Bob, Its hard for me to imagine how one could get the effect of lightening instead of dimming. But maybe color material set in vertices (GL_COLOR_MATERIAL) may be involved somehow. This attribute is not handled by vertex shaders. But its handled by fixed pipeline.You may look at the shaders code ( stored inside osgShadow\src\StandardShadowMap.cpp ). All classed derived from StandardShadowMap (Lispsm included) may work bit differenet than other techniques because they define Vertex Shader. If your fixed pipeline lighting setup is different than what is assumed in SSM vertex shader we may see some issues not observable with other techniques (which only use Fragment Shaders). SSM vertex shader assumes that we have one light and separately compute and pass diffuse and ambient components to fragment shader. If ambient is passed separately, fragment shader may properly remove only diffuse component in shadowed areas keeping ambient untouched. Cheers, Wojtek Cheers, Wojtek - Original Message - From: Bob Holcomb bob_holc...@hotmail.com To: osg-users@lists.openscenegraph.org Sent: Wednesday, April 08, 2009 2:34 AM Subject: [osg-users] osgShadow and model alpha textures Hello, I'm adding osgShadow to an existing osg project and I'm getting some weird results with PSSM (Parallel Split Shadow Maps). They don't seem to be respecting the alpha channel of my model's texture. For example, I have helicopter model who's rotor system is represented by a quad and a texture of the blades which is mostly transparent. When rendering before adding osgShadow it looked fine. After adding osgShadow the translucent part is white (but the shadows projected on the ground look pretty good!). This only affects the items under the shadowedScene node, any geometry not under that node is rendered correctly. I've also tried the Light Space Perspective Map technique and found that the self shadowing looks great, but the projected texture on the ground actually makes the ground lighter instead of darker. If anybody has any info on either of these issues I would also appreciate the help. Thanks! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9871#9871 ___ 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] Watch your favorite Live TV Streaming Channels in PC
Hi folks, yeah, somebody get finally through. From my logs I can not see anything strange, hence if it was a bot he get through by the first try (which means this is a almost perfect bot ;) ), or it was a human controlled bot. Sorry, for that intrusion. The current spam filters are already filtering around 20-30 tries to register per day. I think some of the owners of the spam-bot was so frustrated, that he/she decided to register the bot manually :) I deleted the user and will enforce the spam filters to create harder exercises in order to register. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9883#9883 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extending Node or a Nodekit ?
Hello, I have a similar problem, only a bit more generic. I would like to extend a node with additional information stored in a hash map. I assume that I would have to write a nodekit to do this. Is that right or is there an easier way to extend nodes? From the quick reference guide I found out that I need to extend the node and write an exporter for the osg format. Is there a small example/tutorial that I could use as a basis? I couldn't find anything. -- Nico Kruithof On Tue, Apr 7, 2009 at 10:16 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Martin, So I can add any arbitrary arrays to _vertexAttribList without affecting the drawables? Yep, and it's even saved in the .osg file :-) See OpenSceneGraph-Data/glsl_confetti.osg for example, search for Attrib. J-S -- __ Jean-Sebastien Guay jean-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] osgInEurope - osg meeting/conference in Paris
Hi guys, organizing a course is maybe a good idea, but I suppose that this will automaticly decrease the number of interested people, since they will need to pay then. If Bob and Paul would like to have such a training course, then why not. Of course we could split up the courses from the public talks, for example, as Robert said, first two days there are courses and in the last day there are just a free talks from people who like to present something. But I am not sure if universities would like to host commercial events like osg training courses?! Hence if we decide to have the courses in parallel, then we will need another venue. So the question is, if the people who usually give some training courses, are willing to do it again in Paris soon? Cedric, Serge, Sukender which time does the winter semeter starts in france? The question is, if we ask the computer graphics lab of the paris' university for hosting our event, then we should make it during the semester time, so that the students could take this opportunity. Serge, you think it would be possible to host the event liek this again in Tharsis? What about the public transportation system there? What about some off-work activities in that area? cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9885#9885 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
Le Wed, 08 Apr 2009 11:39:58 +0200, Sukender suky0...@free.fr a écrit: Hi Art and Robert, Well actually I was suggesting something a bit different... If (and I insist on the if) we have our meeting in an university, then I was thinking of a (free) users meeting, with the addition of a (free) mini-conference for students: what is a scenegraph, what offers OSG, some examples... but not much more. I was thinking of this mini-conference as something to thank the university for welcoming us. Thoughts? Forgot to mention: that mini-conference would be organized and presented by us, of course. Why not each (well... some) of us presenting a part of the conference? 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] LightPoint and fog
I've just found that using osgSim::LightPoint::BLENDED instead of ADDITIVE solves my problem. My apologies for posting this thread. Thanks, -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9890#9890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
On Wed, Apr 8, 2009 at 11:15 AM, Art Tevs arti_t...@yahoo.de wrote: Hi guys, organizing a course is maybe a good idea, but I suppose that this will automaticly decrease the number of interested people, since they will need to pay then. If Bob and Paul would like to have such a training course, then why not. Of course we could split up the courses from the public talks, for example, as Robert said, first two days there are courses and in the last day there are just a free talks from people who like to present something. But I am not sure if universities would like to host commercial events like osg training courses?! Hence if we decide to have the courses in parallel, then we will need another venue. So the question is, if the people who usually give some training courses, are willing to do it again in Paris soon? Cedric, Serge, Sukender which time does the winter semeter starts in france? The question is, if we ask the computer graphics lab of the paris' university for hosting our event, then we should make it during the semester time, so that the students could take this opportunity. Serge, you think it would be possible to host the event liek this again in Tharsis? What about the public transportation system there? What about some off-work activities in that area? Here is our possible next address : http://maps.google.fr/maps?f=qsource=s_qhl=frgeocode=q=15+rue+Jean-Baptiste+Berlier+-+75013+PARISsll=48.827322,2.386415sspn=0.006752,0.019376ie=UTF8ll=48.827195,2.384312spn=0.006752,0.019376t=hz=16 As you can see it's not well centered... But normally we'll have more space, maybe even enought to host a training (but it needs confirmation, we'll only know if we go here during may). -- 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
[osg-users] problem with osg::Operation in osgtext example
Hi guys! I try to solve problem with osg::Operation In my app I want to use threads to solve different tasks - read data from sensor, process some data and etc. But I find that on my core2duo notebook with 8600gt with vista I have strange results if I don't use threads I have steady FPS If I have one osg::operation like in osgtext example I don't have steady fps it's jittering from 90 to 70 fps But if I have 20 operations I got 30 fps. I compile osg from svn. I don't have any ideas about this. Maybe someone solved this problem? Thanx in advance Bye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAL now has a CMake script
Hi all, I am new to OSG and doing some school project using OSG. I am interested in adding audio in my osg application. I have tried to build osgal using CMakeList provided by Sukender. but it is giving me following error CMake Error in src/openalpp/CMakeLists.txt: Cannot find source file AudioBase. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx I am using .NET2003 and Cmake 2.6.3 Thanks, Vikas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9895#9895 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] How to study vpb?
Hi, I'm a Newbie,I find very litter document and examples , How I should study it(vpb)? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9896#9896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] introducing the osgviewer application into another application
I've the answer to my question ! We must add this definitions with linux #ifdef linux // openthreads configuration /* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_SUN */ /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */ #define _OPENTHREADS_ATOMIC_USE_MUTEX // osg configuration /* #undef OSG_USE_FLOAT_MATRIX */ /* #undef OSG_USE_FLOAT_PLANE */ #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX #endif Romain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9898#9898 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] introducing the osgviewer application into another application
Hi Romain, Add definitions to what file Please note that other Linux users aren't having these problems, I for one work under linux as my main dev platform. Could it be that you are not including the include/osg/Config in some way? Robert. On Wed, Apr 8, 2009 at 11:41 AM, Romain Cavagna rcava...@widereality.comwrote: I've the answer to my question ! We must add this definitions with linux #ifdef linux // openthreads configuration /* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_SUN */ /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */ #define _OPENTHREADS_ATOMIC_USE_MUTEX // osg configuration /* #undef OSG_USE_FLOAT_MATRIX */ /* #undef OSG_USE_FLOAT_PLANE */ #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX #endif Romain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9898#9898 ___ 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] osgAL now has a CMake script
Hi Vikas, That sounds strange since I don't have the error. I added quotes to paths (in case your path contains spaces). Please update and test, and then contact me directly by email to report if it worked or not (since we may not pollute osg mailing lists with it). See you later! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 08 Apr 2009 12:48:19 +0200, Sukender suky0...@free.fr a écrit: Investigation process start.. OK Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 08 Apr 2009 12:17:24 +0200, Msrsas cgvr.msr...@gmail.com a écrit: Hi all, I am new to OSG and doing some school project using OSG. I am interested in adding audio in my osg application. I have tried to build osgal using CMakeList provided by Sukender. but it is giving me following error CMake Error in src/openalpp/CMakeLists.txt: Cannot find source file AudioBase. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx I am using .NET2003 and Cmake 2.6.3 Thanks, Vikas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9895#9895 ___ 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] LightPoint and fog
Hi, I'm using osgSim::LightPoint for lights (e.g. runway edge lights) in a scene. These are great normally but when fog (osg::Fog) is applied the lights change to white and don't fade into obscurity. Is there an easy way to fix this or perhaps a better method of adding such lights to the scene ? I'm wondering about putting the lights under an LOD and changing the max range to suit the fog but this doesn't sound easy or ideal. Thank you, -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9884#9884 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAL now has a CMake script
Hi Vikas, That sounds strange since I don't have the error. I added quotes to paths (in case your path contains spaces). Please update and test, and then contact me directly by email to report if it worked or not (since we may not pollute osg mailing lists with it). See you later! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 08 Apr 2009 12:48:19 +0200, Sukender suky0...@free.fr a écrit: Investigation process start.. OK Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 08 Apr 2009 12:17:24 +0200, Msrsas cgvr.msr...@gmail.com a écrit: Hi all, I am new to OSG and doing some school project using OSG. I am interested in adding audio in my osg application. I have tried to build osgal using CMakeList provided by Sukender. but it is giving me following error CMake Error in src/openalpp/CMakeLists.txt: Cannot find source file AudioBase. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx I am using .NET2003 and Cmake 2.6.3 Thanks, Vikas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9895#9895 ___ 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] osgInEurope - osg meeting/conference in Paris
-- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 08 Apr 2009 11:15:46 +0200, Art Tevs arti_t...@yahoo.de a écrit: Hi guys, organizing a course is maybe a good idea, but I suppose that this will automaticly decrease the number of interested people, since they will need to pay then. If Bob and Paul would like to have such a training course, then why not. Of course we could split up the courses from the public talks, for example, as Robert said, first two days there are courses and in the last day there are just a free talks from people who like to present something. But I am not sure if universities would like to host commercial events like osg training courses?! Hence if we decide to have the courses in parallel, then we will need another venue. So the question is, if the people who usually give some training courses, are willing to do it again in Paris soon? Cedric, Serge, Sukender which time does the winter semeter starts in france? The question is, if we ask the computer graphics lab of the paris' university for hosting our event, then we should make it during the semester time, so that the students could take this opportunity. Serge, you think it would be possible to host the event liek this again in Tharsis? What about the public transportation system there? What about some off-work activities in that area? cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9885#9885 ___ 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] osgInEurope - osg meeting/conference in Paris
Hi Art, On Wed, Apr 8, 2009 at 10:15 AM, Art Tevs arti_t...@yahoo.de wrote: organizing a course is maybe a good idea, but I suppose that this will automaticly decrease the number of interested people, since they will need to pay then. I was thinking that the course would be just for those that paid for the course, and a final day would be open to all. If Bob and Paul would like to have such a training course, then why not. Of course we could split up the courses from the public talks, for example, as Robert said, first two days there are courses and in the last day there are just a free talks from people who like to present something. I do training as well, but do far less public courses - mainly as I'm too busy on programming work to arrange them :-) If we could get the numbers up then we could get potentially get all three of us along. There is also the possibility of having other instructors on the bill - like yourself for instance. My thought is that just having a short meeting is hard to justify in terms of costs and time, the a paid course could making it more viable for more speakers. But I am not sure if universities would like to host commercial events like osg training courses?! Hence if we decide to have the courses in parallel, then we will need another venue. So the question is, if the people who usually give some training courses, are willing to do it again in Paris soon? I would expect a commercial course would require the uni to be paid for the lecture room. We might we'll need to pay for just a lecture room for a non commercial meeting. Cedric, Serge, Sukender which time does the winter semeter starts in france? The question is, if we ask the computer graphics lab of the paris' university for hosting our event, then we should make it during the semester time, so that the students could take this opportunity. Serge, you think it would be possible to host the event liek this again in Tharsis? What about the public transportation system there? What about some off-work activities in that area? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MatrixManipulator
Hello Sajjad, I want to rotate the camera against X axis when the mouse is clicked and dragged vertically - means against the X - axis. with very same left mouse click. Do i have to create another osg::Quat variable for that or use the existing one ? I'm confused - you have the code, why don't you experiment? You can change the manipulator to do whatever you want. Hint: you can multiply whatever quaternion you have by another one that rotates around the X axis by the y mouse input value you get. That will give you a compound rotation which is the combination of both rotations. 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] [vpb] How to study vpb?
As they say in my part of the world 'Suck it and See' Meaning try it, run the examples, look at code, look at what it doe, look at the command line parameters, search the mail archives for discussions on VPB, check the web site for hints, tips, faqs etc Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ma Yunqiang Sent: Wednesday, April 08, 2009 6:31 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] How to study vpb? Hi, I'm a Newbie,I find very litter document and examples , How I should study it(vpb)? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9896#9896 ___ 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] animating textures
hi Robert, so if all textures are disabled initially is there any difference between textures 0 and 1? Because the exact same code works for texture 0 but not texture 1. I saw in the archives a snippet (http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3) where the texture coordinates were set manually like this: Code: geometry-setTexCoordArray(1, geometry-getTexCoordArray(0)); I cant do this because my drawable does not inherit from osg::Geometry, but is something manual like this needed for non-zero textures? Most likely the problems you are seeing are related to not setting up the scene graph appropriately What kind of settings can effect whether a texture is displayed? Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9911#9911 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] How to study vpb?
Ha, I've never heard Suck it and See before, but you can bet I'll be using it quite often from here on out:) 2009/4/8 Tomlinson, Gordon gtomlin...@overwatch.textron.com As they say in my part of the world 'Suck it and See' Meaning try it, run the examples, look at code, look at what it doe, look at the command line parameters, search the mail archives for discussions on VPB, check the web site for hints, tips, faqs etc Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ma Yunqiang Sent: Wednesday, April 08, 2009 6:31 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] How to study vpb? Hi, I'm a Newbie,I find very litter document and examples , How I should study it(vpb)? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9896#9896 ___ 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] Server shutdown (again)
Hi All, I've been informed that the shutdown has been rescheduled, it will go down at 17:00h (GMT+1), in one hour. JL. On Wed, Apr 8, 2009 at 10:34 AM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi All, Today (April 8th) the server will be down, again. The final UPS system is going to be installed, and we need to shutdown the server for 3 or 4 hours starting at 20:00 (GMT+1). Sorry for any inconvenience. I hope this we won't hear about any UPS maintenance for a long time :) Cheers, JL. -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgReadFile informations
Hi, Im working on an osg application which need to show some information about osgObject from the Node like name in an TreeView. I start browsing the loaded model with the Debuger to find the Information i need. First i load via ReaderWriterDXF and dxf-file into ReadResult Object. If i watch that result-object in the debuger i can easy find under - _ptr-MatrixTransform-Transform-Geode-_childrean the first object and its name. I write that result into an osgNode File, in which i can find my names as well. (view in editor, osg file attached) If i load that model with readNodeFile(). an browse the ref_ptr(osg::Node) node object i cannot find nothing just one osg::Object no MatrixTransformation but the rendered result is the same !! im working on that all day *cry* pleazz help me somebody how can i acces those information, where is the MatrixTransformation Object gone. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9917#9917 MatrixTransform { UniqueID MatrixTransform_0 nodeMask 0x cullingActive TRUE referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 -1 -1 -1 1 } num_children 1 MatrixTransform { nodeMask 0x cullingActive TRUE referenceFrame RELATIVE Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 0 -4.63257e-008 0 1 } num_children 1 Group { name Meshes nodeMask 0x cullingActive TRUE num_children 2 Geode { name Meshes nodeMask 0x cullingActive TRUE num_drawables 1 Geometry { useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 1 { DrawArrays TRIANGLES 0 24 } VertexArray Vec3Array 24 { 2 2 0 2 2 0 2 2 0 2 1e-006 0 2 1e-006 0 2 1e-006 0 0 1e-006 0 0 1e-006 0 0 1e-006 0 0 2 0 0 2 0 0 2 0 2 2 2 2 2 2 2 2 2 2 0 2 2 0 2 2 0 2 0 1e-006 2 0 1e-006 2 0 1e-006 2 0 2 2 0 2 2 0 2 2 } NormalBinding PER_VERTEX NormalArray Vec3Array 8 { 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 } ColorBinding OVERALL ColorArray Vec4Array 1 { 0.866 0.866 0.866 1 } } } Geode { name Meshes nodeMask 0x cullingActive TRUE num_drawables 1 Geometry { useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 1 { DrawArrays QUADS 0 24 } VertexArray Vec3Array 24 { 0 2 0 0 1e-006 0 2 1e-006 0 2 2 0 2 0 2 0 1e-006 2 0 2 2 2 2 2 2 1e-006 0 2 0 2 2 2 2 2 2 0 0 1e-006 0 0 1e-006 2 2 0 2 2 1e-006 0 0 2 0 0 2 2 0 1e-006 2 0 1e-006 0 0 2 2 0 2 0 2 2 0 2 2 2 } NormalBinding PER_VERTEX NormalArray Vec3Array 6 { 0 0 1 0 0 -1 -1 5e-007 -5e-007 5e-007 1 -0 1 0 -0 0 -1 0 } ColorBinding OVERALL ColorArray Vec4Array 1 { 0.866 0.866 0.866 1 } } } } } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MatrixManipulator
Hello J-S, I have already tried that , but i am not getting the output that i am looking for. The snippet is as follows: ''' if (buttonMask == GUIEventAdapter::LEFT_MOUSE_BUTTON) { // rotate camera. osg::Quat new_rotate; osg::Quat new_rotate1; new_rotate.makeRotate(dx / 3.0f, osg::Vec3(0.0f, 0.0f, 1.0f)); new_rotate1.makeRotate(dy / 3.0f, osg::Vec3(1.0f, 0.0f, 0.0f)); m_rotation = m_rotation * new_rotate * new_rotate1 ; return true; } **' I am wrong in the concept i believe . Any hint to to do some trial and error ? Regards Sajjad On Wed, Apr 8, 2009 at 3:04 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hello Sajjad, I want to rotate the camera against X axis when the mouse is clicked and dragged vertically - means against the X - axis. with very same left mouse click. Do i have to create another osg::Quat variable for that or use the existing one ? I'm confused - you have the code, why don't you experiment? You can change the manipulator to do whatever you want. Hint: you can multiply whatever quaternion you have by another one that rotates around the X axis by the y mouse input value you get. That will give you a compound rotation which is the combination of both rotations. 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] OsgReadFile informations
Maybe it got optimized away? I'm no guru, just a thought. Thanks, bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Hasler Sent: Wednesday, April 08, 2009 9:10 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OsgReadFile informations Hi, Im working on an osg application which need to show some information about osgObject from the Node like name in an TreeView. I start browsing the loaded model with the Debuger to find the Information i need. First i load via ReaderWriterDXF and dxf-file into ReadResult Object. If i watch that result-object in the debuger i can easy find under - _ptr-MatrixTransform-Transform-Geode-_childrean the first object and its name. I write that result into an osgNode File, in which i can find my names as well. (view in editor, osg file attached) If i load that model with readNodeFile(). an browse the ref_ptr(osg::Node) node object i cannot find nothing just one osg::Object no MatrixTransformation but the rendered result is the same !! im working on that all day *cry* pleazz help me somebody how can i acces those information, where is the MatrixTransformation Object gone. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9917#9917 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animating textures
Hi Julia, On Wed, Apr 8, 2009 at 2:35 PM, Julia Guo mrvoltem...@gmail.com wrote: hi Robert, so if all textures are disabled initially is there any difference between textures 0 and 1? Because the exact same code works for texture 0 but not texture 1. I saw in the archives a snippet ( http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3) where the texture coordinates were set manually like this: Code: geometry-setTexCoordArray(1, geometry-getTexCoordArray(0)); I cant do this because my drawable does not inherit from osg::Geometry, but is something manual like this needed for non-zero textures? You will need texture coordinates for all the texture unit you use. You'll either have to move to using a different technique or using osg::Geometry. Most likely the problems you are seeing are related to not setting up the scene graph appropriately What kind of settings can effect whether a texture is displayed? Well not provide texture coordinates correctly is one such example. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] How to study vpb?
I'd suggest searching the osg-users list for keywords like osgdem vpbcache and vpbmaster. Bob Kuehne and I teach a 1-day course on build terrain DBs with VPB, and also how to interact with those DBs in your OSG app. We currently don't have a course scheduled, but will probably offer it again in September or so. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Virtual reality development jobs
There are some OSG related job opportunities available with Red Dot Square Solutions, Milton Keynes, U.K. Please see further details on the Wiki at http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers#a3VirtualRealityDevelopmentRolesMiltonKeynesU.K. Best wishes, Simon Ambler ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Virtual reality development jobs
On Wed, Apr 8, 2009 at 3:51 PM, Simon Ambler li...@simonambler.f2s.comwrote: There are some OSG related job opportunities available with Red Dot Square Solutions, Milton Keynes, U.K. Please see further details on the Wiki at http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers#a3VirtualRealityDevelopmentRolesMiltonKeynesU.K. I was curious so I followed the link, but right now it's inaccessible do to the server being down for hardware changes... so all those curious hang on, the site will be back up later. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
Hi Robert, Sukender, Serge @Robert, Sukender: Actually Sukender meets also my expectations what I was thinking about the mini-conference. Giving courses does sounds also cool, but I am not sure if we will have people who are willing to give them. As for us, specially for me, I do not have experience in giving commercial courses and I am not sure if my knowledge will cover with attendies' money and expectations ;) The one thing, I could show is maybe a Build your GPGPU solver with OpenSceneGraph. Of course if we could come up with couple of small courses/lectures, why not. They could even be of commercial nature, but maybe Paul and Bob could provide us with more info about this. I am also not sure if a university will be glad to have any commercial thing goes on on their campus. Even if you ask them, that you pay for the lecture hall, I do not think, that they would do this. However, I could try to find out which universities or other institues in Paris do have a graphics lab and could ask them to host our (mini)conference. As I wrote in the very first post, I hope that we do not have to justify the money we spent for that, because I hope on enough donations ;) I suppose I am very naive, however I hope that the costs wouldn't be that big if we could find a free hoster (uni or maybe tharsis again), so that we should be able to cover them with small amount of donations. @Serge Yes it is not on the same place as before and slightly away from the center :( However there is a subway station in the near and maybe it isn't that bad. Serge, and what about all the hosting capabilities in your company? Do you have beamer, fast internet and a room with enough seats to host the meeting/conference there? Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9929#9929 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animating textures
Hello Julia, Code: geometry-setTexCoordArray(1, geometry-getTexCoordArray(0)); I cant do this because my drawable does not inherit from osg::Geometry, but is something manual like this needed for non-zero textures? Well, there you have it, you need texture coordinates for unit 1 if you want to get any predictable effect from setting a texture on unit 1. Is your drawable a ShapeDrawable? Then you're pretty much out of luck, because these only set texture coordinates on unit 0 and don't give you access to their internals. I suggest you go into a modeling program, create (say) a sphere of diameter 1 (if what you want is a sphere, if not do the same for another type of object), export that and load it in your program instead of using ShapeDrawables. Then they will be instances of osg::Geometry (which you'll have to find with a visitor) and you'll be able to use the code above to copy texture coordinate arrays. If you use diameter of 1 you can then scale it with a MatrixTransform and get predictable results. 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] MatrixManipulator
Hello Sajjad, It did work now. Good to hear. 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] array of floats to a shader?
All, I was successful in getting a floating point array uniform going for my shader. At Paul's request, here's what I did... In the shader setup code: osg::FloatArray* altitude_array; . altitude_array = new osg::FloatArray(alt_num); . for (int i = 0; i alt_num; i++) (*altitude_array)[i] = a floating point value; . osg::Uniform* altitudes = new osg::Uniform(); altitudes-setName(altitudes); altitudes-setType(osg::Uniform::FLOAT); altitudes-setNumElements(alt_num); altitudes-setArray(altitude_array); . State-addUniform(altitudes); . In the update callback: . . // altitude_array entries update per frame... State-getUniform(altitudes)-setArray(altitude_array); . . Hope this helps... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Tuesday, April 07, 2009 7:35 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] array of floats to a shader? I haven't used an array Uniform before either. In the past I've used a 1D float texture. If you get this to work, let us know how it goes. 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 Jason Daly Sent: Tuesday, April 07, 2009 12:19 PM To: OpenSceneGraph Users Subject: Re: [osg-users] array of floats to a shader? Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: I believe I found something...osg::Uniform::setArray(osg::FloatArray *array)? Hopefully this is correct. I'm assuming there's something to specify the number of elements? You can use setNumElements() and setElement(). I haven't used setArray() before, but I assume that works as well. --J ___ 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 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] array of floats to a shader?
Hi Shayne, I was successful in getting a floating point array uniform going for my shader. At Paul's request, here's what I did... In the shader setup code: [...] In the update callback: And what about the shader itself? How do you access it from there? Is it as simple as float altitudes[10]; ? What about the array size? Do you pass another uniform for that? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getBoundingBox(), strange behavior with large geodes
Hi all, I have a little problem with getBoundingBox() method. I need to get center of my geode (256x256 vertices), but when I use getBoundingBox().center(), it returns wrong value of y position. For smaller geode (128x128 vertices) is everything ok. My geode is set of triangle strips. Is it problem of getBoundingBox() method or is it my fault? Thanks, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9935#9935 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getBoundingBox(), strange behavior with large geodes
Are you sure that the larger geode is perfectly symmetrical to the smaller geode and that the center will be same as smaller geode ? Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Sent: Wednesday, April 08, 2009 3:37 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] getBoundingBox(), strange behavior with large geodes Hi all, I have a little problem with getBoundingBox() method. I need to get center of my geode (256x256 vertices), but when I use getBoundingBox().center(), it returns wrong value of y position. For smaller geode (128x128 vertices) is everything ok. My geode is set of triangle strips. Is it problem of getBoundingBox() method or is it my fault? Thanks, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9935#9935 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] plugin to read .jpg files
Dear all, I have a problem with reading .jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). I see a source file in osgPlugin/jpeg but don't know how to use it. Could you tell me how to compile these files. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin to read .jpg files
see http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat Sent: Wednesday, April 08, 2009 3:50 PM To: Robert Osfield; OpenSceneGraph Users Subject: [osg-users] plugin to read .jpg files Dear all, I have a problem with reading .jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). I see a source file in osgPlugin/jpeg but don't know how to use it. Could you tell me how to compile these files. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
What is missing is a video conference software, something like a video equivalent of TeamSpeak. Any idea/clue/software to test? Maybe clues among free (I hope!) software: Miranda+WebCam Video addon, skype, iChat (Apple only), camfrog. Anyone used one of these for video conference? To sum up: 1. University = Free meeting + free lectures/courses (Donations may help us add beverages such, but are not mandatory). 2. Somewhere else = Meeting, financed by paid courses or by donations. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 08 Apr 2009 18:59:43 +0200, Art Tevs arti_t...@yahoo.de a écrit: Hi Robert, Sukender, Serge @Robert, Sukender: Actually Sukender meets also my expectations what I was thinking about the mini-conference. Giving courses does sounds also cool, but I am not sure if we will have people who are willing to give them. As for us, specially for me, I do not have experience in giving commercial courses and I am not sure if my knowledge will cover with attendies' money and expectations ;) The one thing, I could show is maybe a Build your GPGPU solver with OpenSceneGraph. Of course if we could come up with couple of small courses/lectures, why not. They could even be of commercial nature, but maybe Paul and Bob could provide us with more info about this. I am also not sure if a university will be glad to have any commercial thing goes on on their campus. Even if you ask them, that you pay for the lecture hall, I do not think, that they would do this. However, I could try to find out which universities or other institues in Paris do have a graphics lab and could ask them to host our (mini)conference. As I wrote in the very first post, I hope that we do not have to justify the money we spent for that, because I hope on enough donations ;) I suppose I am very naive, however I hope that the costs wouldn't be that big if we could find a free hoster (uni or maybe tharsis again), so that we should be able to cover them with small amount of donations. @Serge Yes it is not on the same place as before and slightly away from the center :( However there is a subway station in the near and maybe it isn't that bad. Serge, and what about all the hosting capabilities in your company? Do you have beamer, fast internet and a room with enough seats to host the meeting/conference there? Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9929#9929 ___ 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] array of floats to a shader?
Yes, on the shader side, the float array is declared as uniform float altitudes[10]; The array size itself is just passed in as another uniform int. Thanks for bringing that up. I had forgotten to include the shader side of things...:) -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Wednesday, April 08, 2009 1:25 PM To: OpenSceneGraph Users Subject: Re: [osg-users] array of floats to a shader? Hi Shayne, I was successful in getting a floating point array uniform going for my shader. At Paul's request, here's what I did... In the shader setup code: [...] In the update callback: And what about the shader itself? How do you access it from there? Is it as simple as float altitudes[10]; ? What about the array size? Do you pass another uniform for that? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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] array of floats to a shader?
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Yes, on the shader side, the float array is declared as uniform float altitudes[10]; The array size itself is just passed in as another uniform int. Thanks for bringing that up. I had forgotten to include the shader side of things...:) I've used uniform arrays to pass an array of matrices to do hardware vertex skinning. Instead of the setArray() method, I just used setElement(index, matrix) for each matrix (you still need to call setNumElements() to set the size of the array on the CPU side). In the shader, they're accessed like this: uniform mat4 matrixList[36]; Here's the code that accesses them (weight and boneIndex are two extra vertex attributes): // Accumulate the vertex's influences by weighted sum into a // final matrix for (int i = 0; i 4; i++) { // Get this bone index bone = int(boneIndex[i]); // Get the bone's weighted matrix and add it to the final // matrix boneMatrix = matrixList[bone]; finalMatrix += boneMatrix * weight[i]; } --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] array of floats to a shader?
Jason, Good info...thanks for sharing... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, April 08, 2009 3:15 PM To: OpenSceneGraph Users Subject: Re: [osg-users] array of floats to a shader? Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Yes, on the shader side, the float array is declared as uniform float altitudes[10]; The array size itself is just passed in as another uniform int. Thanks for bringing that up. I had forgotten to include the shader side of things...:) I've used uniform arrays to pass an array of matrices to do hardware vertex skinning. Instead of the setArray() method, I just used setElement(index, matrix) for each matrix (you still need to call setNumElements() to set the size of the array on the CPU side). In the shader, they're accessed like this: uniform mat4 matrixList[36]; Here's the code that accesses them (weight and boneIndex are two extra vertex attributes): // Accumulate the vertex's influences by weighted sum into a // final matrix for (int i = 0; i 4; i++) { // Get this bone index bone = int(boneIndex[i]); // Get the bone's weighted matrix and add it to the final // matrix boneMatrix = matrixList[bone]; finalMatrix += boneMatrix * weight[i]; } --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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] getBoundingBox(), strange behavior with large geodes
Every smaller geode has the same center, so I expected that the large geode should has this position too. But the geodes may not be perfectly symmetrical, so I think you are right. Thanks. Peter Tomlinson, Gordon wrote: Are you sure that the larger geode is perfectly symmetrical to the smaller geode and that the center will be same as smaller geode ? Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: [mailto:] On Behalf Of Peter Sent: Wednesday, April 08, 2009 3:37 PM To: Subject: getBoundingBox(), strange behavior with large geodes Hi all, I have a little problem with getBoundingBox() method. I need to get center of my geode (256x256 vertices), but when I use getBoundingBox().center(), it returns wrong value of y position. For smaller geode (128x128 vertices) is everything ok. My geode is set of triangle strips. Is it problem of getBoundingBox() method or is it my fault? Thanks, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9935#9935 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9944#9944 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DXF plugin bug
I don't know if this is the right place to give this input, but here goes anyway: I have an application based on OSG. A DXF file was read in using the readNodeFile function. I noticed that the CIRCLEs in the DXF file had a thickness associated with them that was not being shown in the imported node. I reviewed the dxfCircle class and added a _thickness member variable. Here is the modified class, below. There are probably other DXF ENTITIES that have the optional thickness parameter, including at least ARC and LINE. They will need the same thing done to them. I also noticed that, in our system, the desired default for the inverted parameter passed to scene::addTriangles and ::addQuads is true. I don't know if anyone else has experienced it. I saw cylinders that are dark when viewed from the outside and show the color when viewed from the inside. class dxfCircle : public dxfBasicEntity { public: dxfCircle() : _radius(0), _ocs(0,0,1), _thickness(0) {} virtual ~dxfCircle() {} virtual dxfBasicEntity* create() { return new dxfCircle; } virtual const char* name() { return CIRCLE; } virtual void assign(dxfFile* dxf, codeValue cv); virtual void drawScene(scene* sc); protected: osg::Vec3d_center; double_radius; osg::Vec3d_ocs; double_thickness; }; dxfCircle::assign(dxfFile* dxf, codeValue cv) { double d = cv._double; //unsigned short s = cv._short; switch (cv._groupCode) { case 10: _center.x() = d; break; case 20: _center.y() = d; break; case 30: _center.z() = d; break; case 39: _thickness = d; break; case 40: _radius = d; break; case 210: _ocs.x() = d; break; case 220: _ocs.y() = d; break; case 230: _ocs.z() = d; break; default: dxfBasicEntity::assign(dxf, cv); break; } } void dxfCircle::drawScene(scene* sc) { Matrixd m; getOCSMatrix(_ocs, m); sc-ocs(m); std::vectorVec3d vlist; std::vectorVec3d qlist; int numsteps = 360/5; // baaarghf. double angle_step = osg::DegreesToRadians((double)360.0 / (double) numsteps); double angle1 = 0.0f; double angle2 = 0.0f; Vec3d a = _center; Vec3d b,c,d,e; for (int r = 0; r numsteps; r++) { angle1 = angle2; if (r == numsteps - 1) angle2 = 0.0f; else angle2 += angle_step; b = a + Vec3d(_radius * (double) sin(angle1), _radius * (double) cos(angle1), 0); c = a + Vec3d(_radius * (double) sin(angle2), _radius * (double) cos(angle2), 0); d = a + Vec3d(_radius * (double) sin(angle1), _radius * (double) cos(angle1), _thickness); e = a + Vec3d(_radius * (double) sin(angle2), _radius * (double) cos(angle2), _thickness); if(_thickness == 0) { //vlist.push_back(a); vlist.push_back(b); vlist.push_back(c); } else { qlist.push_back(b); qlist.push_back(c); qlist.push_back(e); qlist.push_back(d); } } if(_thickness == 0) { sc-addLineStrip(getLayer(), _color, vlist); //sc-addTriangles(getLayer(), _color, vlist); } else { sc-addQuads(getLayer(), _color, qlist); } sc-ocs_clear(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin to read .jpg files
Hi Gordon, Thank you for your answer. I follow your link to download the setup program and install it. But there is no further instruction how to do next. I try to re-run my program but the error doesn't go away. Could you please tell me what to do next. Thanks a bunch, Dat On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: see http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies *Gordon Product Manager 3d *__ *Gordon Tomlinson **Email * : gtomlinson @ overwatch.textron.com __ -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *tien dat *Sent:* Wednesday, April 08, 2009 3:50 PM *To:* Robert Osfield; OpenSceneGraph Users *Subject:* [osg-users] plugin to read .jpg files Dear all, I have a problem with reading .jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). I see a source file in osgPlugin/jpeg but don't know how to use it. Could you tell me how to compile these files. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- - Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin to read .jpg files
If you built your openscenegraph from source, you will need to install the dependencies into the source tree, rerun cmake and set up the library directories to point to the correct dependencies. Basically, you need to build the plug-ins before you can use them. On Wed, Apr 8, 2009 at 7:04 PM, tien dat tienda...@gmail.com wrote: Hi Gordon, Thank you for your answer. I follow your link to download the setup program and install it. But there is no further instruction how to do next. I try to re-run my program but the error doesn't go away. Could you please tell me what to do next. Thanks a bunch, Dat On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: see http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat Sent: Wednesday, April 08, 2009 3:50 PM To: Robert Osfield; OpenSceneGraph Users Subject: [osg-users] plugin to read .jpg files Dear all, I have a problem with reading .jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). I see a source file in osgPlugin/jpeg but don't know how to use it. Could you tell me how to compile these files. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- - Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin to read .jpg files
Hi Dat, check whether osgdb_jpeg library is present in osg's bin or plugins directory. If it is present, then ensure that it's accessible by your application (as a matter of fact, by your operating system's dynamic linker; good starting point could be copying osgdb_jpeg library into your application's directory). If osgdb_jpeg does not exist, you need to build it. What you have installed could be GnuWin32 port of jpeg library, which is a dependency of osgdb_jpeg, which is exactly what you need. As Michael suggested; if you have built OpenSceneGraph from sources, you may need to rerun CMake by setting JPEG library settings or you may try to build (and even create) osgdb_jpeg project individually. I haven't tried with jpeg module but I have built freetype myself on a Windows. Due to include directory confusion, I left freetype settings blank when I ran CMake first time. I have added (or may be I have created) osgdb_freetype project manually, added source and adjusted settings. You may try to build this library separately, if you want to save some (!) time, instead of building whole osg. Follow guidelines about paths on osg web site. See path settings on top of this page: http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples Ismail On Thu, Apr 9, 2009 at 1:04 AM, tien dat tienda...@gmail.com wrote: Hi Gordon, Thank you for your answer. I follow your link to download the setup program and install it. But there is no further instruction how to do next. I try to re-run my program but the error doesn't go away. Could you please tell me what to do next. Thanks a bunch, Dat On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: see http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat Sent: Wednesday, April 08, 2009 3:50 PM To: Robert Osfield; OpenSceneGraph Users Subject: [osg-users] plugin to read .jpg files Dear all, I have a problem with reading .jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). I see a source file in osgPlugin/jpeg but don't know how to use it. Could you tell me how to compile these files. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- - Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ 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] animating textures
Is your drawable a ShapeDrawable? Then you're pretty much out of luck, because these only set texture coordinates on unit 0 and don't give you access to their internals. thanks Skylark! - that would explain the different results Im getting for unit 0 and 1 with a ShapeDrawable. Ive now changed to a model derived from osg::Geometry and the texture animation is working fine. Those ShapeDrawable classes seem limiting ... is there a goal to derive them from osg::Geometry rather than the current raw OpenGL calls? Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9949#9949 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Desirable OpenGL knowledge
hi all, Ive had a few struggles with OSG recently (lighting, textures, transparency, ...) due in part to my lack of understanding about the OpenGL base. I have a few days over Easter I want to devote to getting on top of OpenGL, with the specific aim of debugging this effect (http://forum.openscenegraph.org/viewtopic.php?p=9259). How do you recommend I go about this, keeping in mind that I dont plan to develop with raw OpenGL? Im particularly interested in how the OpenGL states and modes effect the rendering in OSG. So, the Red Book (http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321481003)? The SuperBible (http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321498828)? The online documentation (http://www.opengl.org/documentation/)? I would really appreciate any advices before diving in, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9950#9950 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Desirable OpenGL knowledge
jguo wrote: How do you recommend I go about this, keeping in mind that I dont plan to develop with raw OpenGL? Im particularly interested in how the OpenGL states and modes effect the rendering in OSG. So, the Red Book (http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321481003)? The SuperBible (http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321498828)? The online documentation (http://www.opengl.org/documentation/)? I bought the SuperBible which has been good for me. Same as you I wanted to learn OpenGL so I could understand OSG rather than write OpenGL directly. The OSG Quick Start Guide is great and I still pick up something new each time I reread it. I've never done graphics programming before so it's all new territory to me. Cheers, -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9951#9951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, Try build this task on a different OS, there is a chance that it will either just work, or if it fails it will provide more clues as to what might be wrong. Done that - Installed Ubuntu 8.10 - ran your script to install latest OSG: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg21880.html - installed latest VPBmaster Result: OSG runs fine. All examples run fine including osgprerender cow.osg --pbuffer. But: osgdem and vpbmaster give me: segmentation fault I did read the [osg-users] 'osgdem segmentation fault' thread but this doesn't appear to be a GLX/OpenGL driver bug. Using the 180 Nvidia drivers Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org