Re: [osg-users] problem in setPivotPoint of PAT for .3DS file
Hi Gopal, Sometimes canned models pivotpoint set to undesired position which not suitable your desired pivotpoint position. So to solve this problem you have two chance, you can open your model by 3D model programs and after you configure pivotpoint you export it again and use new model or set your desired pivot position to your PAT node by setPivotPoint. Its usage so simple. You choose your desired global point to make pivot your PAT node. For example; osg::Node* createRoom(osg::Node* loadedModel) // From osgLight example { // default scale for this model. osg::BoundingSphere bs(osg::Vec3(0.0f,0.0f,0.0f),1.0f); osg::Group* root = new osg::Group; if (loadedModel) { const osg::BoundingSphere loaded_bs = loadedModel-getBound(); osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform(); pat-setPivotPoint(loaded_bs.center()); As you can see from attached code we get the models boundingSphere's center and make it pivotPoint. After this initialization your model will be rotated around this point by setAttitude command. You can look at osgLight, osgLauncher and osgLogo too. HTH. Regards. Ümit Uzun 2009/10/2 gopal goenka gopal.goe...@hed.ltindia.com Hi, I am using OSG-2.8.0 i have read a .3DS file with a certain origin. now i am trying to rotate the object in the file about a point other than its origin in that file . for that i have used PAT. i have tried to use setPivotPoint but could not understand its working can any body suggest the way to use it . if possible with an example... Thank you! Cheers, gopal :P -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17783#17783 ___ 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] how to improve frame rate of my scene with lots of cubes and cylinders?
Thanks for your replies!! I have been reading through this forum and googled a lot and it seems the best solution for my problem would be to create a simplified cylinder geometry (which I have done), divide all the cylinders into bins (by diameter, as they will have all the same length), and use geometry instancing to create several instances of the representative cylinder for each bin, translatated and rotated so that they would appear in the correct position in the scene. Would this sound sensible to you? Unfortunately this is were the learning curve gets a little steep though. I cannot seem to figure out how to use geometry instancing just by reading the drawinstanced example. Is there any tutorial around? or any other examples that would be helpful. Thanks again, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17786#17786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3DS writer - Call for testing
On 2009-10-01, Sukender suky0...@free.fr wrote: I submitted a 3DS writer to osg-submissions. Unfortunately, it seems there was not many people on the list for using/testing it... So please raise your hand if you feel interested! Thanks. I might have some time to look at it. I don't have immediate applications, however. -- Randolph Fritz design machine group, architecture department, university of washington rfr...@u.washington.edu or rfritz...@gmail.com Okay. Thanks! Please feel free to tell/ask me directly at suky0001 at free dot fr. 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] Stats Matrices label
Hi Guy, On Fri, Oct 2, 2009 at 1:39 AM, Guy Volckaert guy.volcka...@meggitt.com wrote: I think I found a wrong display label when when the camera scene stats is enabled. There is a label called Matrices. Shouldn't it be called Materials instead? Well spotted, the label should indeed be Materials. I've just changed this in my local check out of svn/trunk and will check this in once the server is back online. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] change ocean height
Hi, haha ok thx for your answer and bug fix JS, I will try Well I did apologize because it seems that I am the only one to use the osgOcean height features and I do not use to have people working for me ! :p I tried to correct myself but you were too fast ^^ well thanks anyway Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17788#17788 ___ 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 use a vector database with osgdem?
On Thu, Oct 1, 2009 at 9:50 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Robert Osfield wrote: I should add that I'm not the author of the shapefile support in VPB, so I can't answer in too much about it's implementation. Can you point the finger to who is? I'll do no finger pointing :-) Feel free to use svn log. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website down?
Hi all, It's up, a bit unresponsive due heavy disk access right now (a backup)... but should get better in a few hours. JL. On Fri, Oct 2, 2009 at 4:48 AM, Randolph Fritz rfritz...@gmail.com wrote: On 2009-10-02, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: He, Yefei wrote: Hi, Folks, Is the OSG website down? I haven't been able to connect to it the whole afternoon. I do not seem to be able to reach it either. Same here. -- Randolph Fritz design machine group, architecture department, university of washington rfr...@u.washington.edu -or- rfritz...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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] 3DS writer - Call for testing
Hi Sergey, I thought the forum problem was fixed about custom extensions. Well, I just posted the zip version on osg-submissions. Thank you for warning me about this. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sergey Kurdakov sergey.fo...@gmail.com a écrit : Hi at forum, at least , your files could not be downloaded as they are 7z ( not zip ). You might use 7z to make zip files with good compression and repost. Regards Sergey ___ 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] [3rdparty] How to run osgOcean
Hi, i am trying to run osgOsean . my osg version is 2.8.0 osgOcean 1.0 i have downloaded both the osgOcean 1.0 and its resourses. i have installed it but it gives segmentation fault like this [r...@localhost bin]# ./oceanExample Warning: font file fonts/arial.ttf not found. Warning: font file fonts/arial.ttf not found. Warning: font file fonts/arial.ttf not found. Building scene... . Loading cubemaps: 0.503053s . Generating ocean surface: 0.000315s . Creating ocean scene: 0.060127s . Loading islands: 1.47068s . Setting up lighting: 4.3e-05s complete. Time Taken: 2.05694s Segmentation fault [r...@localhost bin]# i may have missed in installation can any body give me the steps to install it a fresh and how to run it Thank you! Cheers, gopal :| -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17794#17794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem in setPivotPoint of PAT for .3DS file
Hi Ümit, i have a .3ds files with there own origin now i have set the files such that they form a assembly now if i want to rotate an object in one of the 3ds file about a point other than its origin(0,0,0) i will have to set pivot point to lets say (0,-200,10) and than rotate the object in that file about this point and not the origin of that file. can u suggest ... Thank you! Cheers, gopal :| -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17795#17795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] change ocean height
no seb, I also really needed that feature. I already wrapped it in dtOcean: https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean Cheers. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17796#17796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem in setPivotPoint of PAT for .3DS file
Hi Gopal; I don't understand what you really want. Please write simple and much understandable words to specify your problem. Regards. Ümit Uzun 2009/10/2 gopal goenka gopal.goe...@hed.ltindia.com Hi Ümit, i have a .3ds files with there own origin now i have set the files such that they form a assembly now if i want to rotate an object in one of the 3ds file about a point other than its origin(0,0,0) i will have to set pivot point to lets say (0,-200,10) and than rotate the object in that file about this point and not the origin of that file. can u suggest ... Thank you! Cheers, gopal :| -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17795#17795 ___ 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] [3rdparty] change ocean height
Hello Martin, no seb, I also really needed that feature. I already wrapped it in dtOcean: https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean Wow, I didn't know osgOcean had already made it into Delta3D! Nice! If there are any features you need for it to integrate better into Delta3D, you can ask, we'll put them onto the to-do list :-) 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
Re: [osg-users] VPB: How to use a vector database with osgdem?
Hi Robert, Thanks for the information. By the way, how you can modify a terrain without rebuild it? I mean, suppose you have more raster data that you want to put as additional texture layers. How you can do it without rebuild the entire thing, as it would do using a source file? Regards, -- A. On Thu, Oct 1, 2009 at 11:43 AM, Robert Osfield robert.osfi...@gmail.com wrote: HI Alejandro and Chris, On Thu, Oct 1, 2009 at 6:55 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: I was just asking about the same thing. I'm curious too, I'm not sure if they're fully implemented. In VPB the vector (build and forest outlines imported from shape files) support is limited to databases build that use polygonal meshes rather than osgTerrain::TerrainTile. VPB now defaults to generating databases with osgTerrain::TerrainTile's as they are more compact and more flexible as they allow runtime decimation of data as well as terrain modifications, but it doesn't yet have support for handling vector data. To use the polygonal build you'll need to use --polygonal. I would like to see support added to osgTerrain::TerrainTile to allow us to provide polygonal outlines and fixed points of interest that the tesselation will honour, once this is in place we'll be able to get the shapefile support in VPB rolled out to all combinations. I should add that I'm not the author of the shapefile support in VPB, so I can't answer in too much about it's implementation. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots ofcubes and cylinders?
Maurizio Lodo wrote on Friday, October 02, 2009 2:45 AM: Thanks for your replies!! I have been reading through this forum and googled a lot and it seems the best solution for my problem would be to create a simplified cylinder geometry (which I have done), divide all the cylinders into bins (by diameter, as they will have all the same length), and use geometry instancing to create several instances of the representative cylinder for each bin, translatated and rotated so that they would appear in the correct position in the scene. Would this sound sensible to you? If the diameter is the only part of the geometry that changes, you could even just use one instance of the cylinder and put a scale in the instance transform to get the correct diameter. BTW, I think Andrew is slightly incorrect: ShapeDrawable defaults to using display lists, so even though it appears to regenerate the vertex locations every frame, it does not. It only does that when the display list is dirtied (see osg::Drawable::draw()), so it is not as expensive as he made it seem. However, ShapeDrawable is very limited in certain ways (and Robert often laments creating it in the first place), such as in texturing IIRC, so you might be better off with using osg::Geometry instead anyway. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ 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 use a vector database with osgdem?
Hi Alejando, On Fri, Oct 2, 2009 at 2:49 PM, Alejandro Aguilar Sierra algsie...@gmail.com wrote: Thanks for the information. By the way, how you can modify a terrain without rebuild it? That depends upon how and when you want to modify it. Modify it only the fly as it's loaded from disk? Load modify and resave tiles on disk? Modify the terrain dynamically per frame in the application. I mean, suppose you have more raster data that you want to put as additional texture layers. How you can do it without rebuild the entire thing, as it would do using a source file? In the case of osgTerrain based VPB database you'd need to find the TerrainTile's in each loaded subgraph and then add/remove/modify the ColorLayers as required. However, this only part of the story, as I alluded to above, how you go about this depends on what exactly you to do. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQtWidget Quadbuffer Stereo Alpha Problems
OK, I found my problem. On linux/X, the QOSGWidget, subclassed from QWidget, uses the default visual. On my system that visual doesn't include either an alpha channel or stereo so when I request those in DisplaySettings the visual used to create the gfx context is mismatched with the one used for the actual window. The glxMakeCurrent then fails if an alpha channel is requested. If quadbuffer stereo is requested, the render throws a GL error. Scott On Wed, Sep 30, 2009 at 4:41 PM, Scott Senften ssenf...@gmail.com wrote: Well, I followed the initialization all the way through the GraphicsWindowX11 initialization and looked at the visual info. Everything looks like I expect it should. I then followed it through to make sure the context that watched get created in GraphicsWindowX11 is in fact the one being made current by ViewerBase and that looks right Has anyone else tried setting quadbuffered stereo or requested an alpha buffer using this example on linux? Any guidance or info would be appreciated. Scott On Tue, Sep 29, 2009 at 12:34 PM, Scott Senften sc...@senften.com wrote: Pierre, Thanks for the response. osgviewer works as expected. It must be something like you describe in the initialization. Thanks Scott On Tue, Sep 29, 2009 at 2:50 AM, Pierre Bourdin (gmail) bour...@imerir.com wrote: Hi Scott, does it works with osgviewer ? something like osgviewer --stereo QUAD_BUFFER cow.osg should display the cow in stereo without any error... Also I can't remember it exactly, but I think you have to re-init the context or something like this when switching to quadbuffer stereo... When switching in other stereo mode it is not necessary... Maybe others can be more helpful... Pierre. Le lundi 28 septembre 2009 à 17:42 -0500, Scott Senften a écrit : HI all, I'm having two difficulties with osgviewerQtWidget on linux, and I was hoping someone else may have already seen this and can give me some insight as to my troubles. In main.cpp, I added the following lines to turn on quadbuffer stereo. QPointertestMainWin myMainWindow = new testMainWin; #if DO_OUTBOARD_WINDOW QPointertestOutboardWin mySecondaryWindow = new testOutboardWin; #endif /* added these 3 lines */ osg::DisplaySettings* ds = osg::DisplaySettings::instance(); ds-setStereo( true ); ds-setStereoMode( osg::DisplaySettings::QUAD_BUFFER ); // The .ui file uses the Promoted widget, CompositeViewerQOSG osg::ref_ptrCompositeViewerQOSG compositeViewer = myMainWindow-ui.osgGraphicsArea; osg::ref_ptrViewQOSG view1 = new ViewQOSG( myMainWindow-ui.graphicsView1 ); view1-setObjectName(ViewQOSG 1); When I do so, I get the following warning/error Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) quadbuffer stereo is anabled on the system and I have other OGL apps that work as expected. It appears that the context is valid but I haven't been able to retrieve the visual it thinks it's using to see if it's picked an appropriate one. ANAGLYPHIC stereo works as expected. My other issue is trying to get a visual with alpha. Similarly... QPointertestMainWin myMainWindow = new testMainWin; #if DO_OUTBOARD_WINDOW QPointertestOutboardWin mySecondaryWindow = new testOutboardWin; #endif /* added these two lines */ osg::DisplaySettings* ds = osg::DisplaySettings::instance(); ds-setMinimumNumAlphaBits( 1 ); // The .ui file uses the Promoted widget, CompositeViewerQOSG osg::ref_ptrCompositeViewerQOSG compositeViewer = myMainWindow-ui.osgGraphicsArea; osg::ref_ptrViewQOSG view1 = new ViewQOSG( myMainWindow-ui.graphicsView1 ); view1-setObjectName(ViewQOSG 1); This gives me X Error: BadMatch (invalid parameter attributes) 8 Extension: 143 (Uknown extension) Minor opcode: 5 (Unknown request) Resource id: 0x6400026 Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test failed, requires valid graphics context. Segmentation fault which I'm assuming is because the context is either invalid or not current. If anyone has seen these problems and has some insight, I'd be grateful for your experience. Thanks Scott ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.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
Re: [osg-users] VPB: How to use a vector database with osgdem?
Alejandro, One option is to use osgEarth for this: http://wush.net/trac/osgearth/wiki/TileSourcePluginVPB Glenn On Fri, Oct 2, 2009 at 9:49 AM, Alejandro Aguilar Sierra algsie...@gmail.com wrote: Hi Robert, Thanks for the information. By the way, how you can modify a terrain without rebuild it? I mean, suppose you have more raster data that you want to put as additional texture layers. How you can do it without rebuild the entire thing, as it would do using a source file? Regards, -- A. On Thu, Oct 1, 2009 at 11:43 AM, Robert Osfield robert.osfi...@gmail.com wrote: HI Alejandro and Chris, On Thu, Oct 1, 2009 at 6:55 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: I was just asking about the same thing. I'm curious too, I'm not sure if they're fully implemented. In VPB the vector (build and forest outlines imported from shape files) support is limited to databases build that use polygonal meshes rather than osgTerrain::TerrainTile. VPB now defaults to generating databases with osgTerrain::TerrainTile's as they are more compact and more flexible as they allow runtime decimation of data as well as terrain modifications, but it doesn't yet have support for handling vector data. To use the polygonal build you'll need to use --polygonal. I would like to see support added to osgTerrain::TerrainTile to allow us to provide polygonal outlines and fixed points of interest that the tesselation will honour, once this is in place we'll be able to get the shapefile support in VPB rolled out to all combinations. I should add that I'm not the author of the shapefile support in VPB, so I can't answer in too much about it's implementation. 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] [3rdparty] change ocean height
Jean-Sébastien Guay wrote: Wow, I didn't know osgOcean had already made it into Delta3D! Nice! Delta3D is developed at the Naval Postgraduate School. What did you expect? ;-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compel a camera (using MatrixManipulator) inside a sphere
A little up to see if someone can have an idea. Thanks ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17805#17805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] How to run osgOcean
Hi Gopal, gopal goenka gopal.goe...@hed.ltindia.com wrote: ... Segmentation fault [r...@localhost bin]# i may have missed in installation can any body give me the steps to install it a fresh and how to run it I cannot help you with the crash, but you should never run software like this as root. It is a major security no-no - one bug and your whole system can be compromised/wiped/... While OSG is well written, it is not designed to be with all safety precautions required to run is as root. Regarding the crash - there have been someone else who had the same problem few days ago. Try to search the archives. Also, a backtrace of the crash would help to track it down. Regards, Jan signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] How to run osgOcean
Hi Gopal, I'm afraid you're not giving me enough information to find a solution. Basically on windows all you need to do to build osgOcean and the example is this: 1. Download the osgOcean 1.0 src either from the svn or the zipped version (preferably the svn). 2. Download the osgOcean resource zip and extract it into the Resources directory within the osgOcean src folder 3. Download FFTSS or FFTW and build them 4. Fire up CMake and configure it to find the FFT library and it's include directory. 5. Run CMake to configure a build project for your compiler of choice 6. Run the install project that CMake will generate. Then run the oceanExample in the directory that you specified as an install directory. I recently dabbled with compiling it in linux however, being completely new to linux, I didn't get very far , but it shouldn't be too hard. You've clearly managed to get the program compiled, perhaps you could run it through the debugger to provide more information. If the code is at fault I'd been keen to find out the cause. Regards, Kim. 2009/10/2 gopal goenka gopal.goe...@hed.ltindia.com: Hi, i am trying to run osgOsean . my osg version is 2.8.0 osgOcean 1.0 i have downloaded both the osgOcean 1.0 and its resourses. i have installed it but it gives segmentation fault like this [r...@localhost bin]# ./oceanExample Warning: font file fonts/arial.ttf not found. Warning: font file fonts/arial.ttf not found. Warning: font file fonts/arial.ttf not found. Building scene... . Loading cubemaps: 0.503053s . Generating ocean surface: 0.000315s . Creating ocean scene: 0.060127s . Loading islands: 1.47068s . Setting up lighting: 4.3e-05s complete. Time Taken: 2.05694s Segmentation fault [r...@localhost bin]# i may have missed in installation can any body give me the steps to install it a fresh and how to run it Thank you! Cheers, gopal :| -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17794#17794 ___ 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] Snow Leopard stl issues? (osg 2.9.5)
Hi, I'm working on a project and targeting linux and OSX. It's a Qt based application and I have my builds in order more or less using qmake and so on, but on OSX I get segfaults anytime I access certain properties of a node. The easiest example is to just make a node visitor that prints out the name (cout node.getName() endl) of it's nodes and I'll get the segfault on the first trip to apply(). Running it through the debugger shows that the fault happens somewhere in std::string, and trying to investigate the contents of the node the debugger is just showing me 0x0 for the contents of the name for instance. Could someone enlighten me as to what would cause this. On Linux I have no troubles at all (also using 2.9.5). I know snow leopard isn't really an official target yet but I have built the frameworks and plugins without a problem so far in a variety of different ways as well: I've used the 10.5 sdk, the 10.6 sdk, used gcc 4.2 as well as 4.0. I'd love to hear some ideas because I don't know what's happening. I can load models and add manipulators and do all sorts of the example-y things but as soon as I try to report what's in the scene I'm out of luck. :) Thank you! Cheers, Chip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17808#17808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5)
在2009-10-03,Chip Collier pho...@gmail.com 写道: Hi, I'm working on a project and targeting linux and OSX. It's a Qt based application and I have my builds in order more or less using qmake and so on, but on OSX I get segfaults anytime I access certain properties of a node. The easiest example is to just make a node visitor that prints out the name (cout node.getName() endl) of it's nodes and I'll get the segfault on the first trip to apply(). Running it through the debugger shows that the fault happens somewhere in std::string, and trying to investigate the contents of the node the debugger is just showing me 0x0 for the contents of the name for instance. Could someone enlighten me as to what would cause this. On Linux I have no troubles at all (also using 2.9.5). I know snow leopard isn't really an official target yet but I have built the frameworks and plugins without a problem so far in a variety of different ways as well: I've used the 10.5 sdk, the 10.6 sdk, used gcc 4.2 as well as 4.0. I'd love to hear some ideas because I don't know what's happening. I can load models and add manipulators and do all sorts of the example-y things but as soon as I try to report what's in the scene I'm out of luck. :) Thank you! Cheers, Chip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17808#17808 ___ 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] Snow Leopard stl issues? (osg 2.9.5)
I'm going to *guess* that this is another 32/64bit issue. With Snow Leopard the tool chain switched to creating 64bit executables by default. Qt is still 32bit on the Mac. For starters, make sure the following is in your .pro file: CONFIG += x86 Make sure you are compiling/linking everything 32bit (osg, your code, libraries, etc.). Lee - Original Message - From: FlySky zz...@163.com Date: Friday, October 2, 2009 14:03 Subject: Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5) To: osg-users osg-users@lists.openscenegraph.org 在2009-10-03,Chip Collier 写道: Hi, I'm working on a project and targeting linux and OSX. It's a Qt based application and I have my builds in order more or less using qmake and so on, but on OSX I get segfaults anytime I access certain properties of a node. The easiest example is to just make a node visitor that prints out the name (cout Could someone enlighten me as to what would cause this. On Linux I have no troubles at all (also using 2.9.5). I know snow leopard isn't really an official target yet but I have built the frameworks and plugins without a problem so far in a variety of different ways as well: I've used the 10.5 sdk, the 10.6 sdk, used gcc 4.2 as well as 4.0. I'd love to hear some ideas because I don't know what's happening. I can load models and add manipulators and do all sorts of the example-y things but as soon as I try to report what's in the scene I'm out of luck. :) Thank you! Cheers, Chip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17808#17808 ___ 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] Snow Leopard stl issues? (osg 2.9.5)
The latest Qt is 64-bit on mac now and I configured it with cocoa. I'm using the latest build from git as well after I first had troubles with the pre-built Qt4.5 (the cocoa version, not the carbon version)... which also has a couple of issues with snow leopard in general though. Here is the output from 'file' on the Core and Gui libraries: /usr/local/Trolltech/Qt-4.7.0/lib/QtCore.framework/QtCore: Mach-O 64-bit dynamically linked shared library x86_64 /usr/local/Trolltech/Qt-4.7.0/lib/QtGui.framework/QtGui: Mach-O 64-bit dynamically linked shared library x86_64 However, I'll look into a 32-bit build and see if that fixes it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17811#17811 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Set Node color
Hi every one, I am asking if some can help me to set a non shaded color to a node. In another words, I don’t want the color of the node to be affected by the light source of the scene. In my case, I don’t have a direct access to the node’s drawables that’s why I am using the node’s material to set the color of the node. I tried to set the ColorMode of the material to be GL_DIFFUSE/GL_EMISSION but none of them has worked well. I also tried to activate and deactivate the light attribute of this node but I didn’t get the desired result. My question is how can I set a single non shaded color to a loaded graphic model if I don’t have access to its geometry? Thank you in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Set Node color
Bilal Zeidan wrote on Friday, October 02, 2009 3:10 PM: I am asking if some can help me to set a non shaded color to a node. In another words, I don't want the color of the node to be affected by the light source of the scene. In my case, I don't have a direct access to the node's drawables that's why I am using the node's material to set the color of the node. I tried to set the ColorMode of the material to be GL_DIFFUSE/GL_EMISSION but none of them has worked well. I also tried to activate and deactivate the light attribute of this node but I didn't get the desired result. My question is how can I set a single non shaded color to a loaded graphic model if I don't have access to its geometry? Thank you in advance. Have you tried using OVERRIDE when you set the ColorMode or GL_LIGHTING? i.e. stateset-setAttributeAndMode(colorMode, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); or stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); Without OVERRIDE, the model's settings for these attributes will be used instead of yours. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] New OpenGL texture object and buffer object pool support
Hi All, I've been pretty quiet and the public list/forum through September, keeping my head down developing new functionality for the OSG... and the new functionality I'm pleased to announce today is that we now have a loverly new back-end implementation for texture objects and buffer objects (VertexBufferObject, ElementBufferObjects and PixelBufferObjects's) that provides a set of GL objects pools that enable recycling of both orphaned GL objects and reuse of GL objects that are still attached to the scene graph, but are stale - i.e. haven't been rendered in the last frame. The benefit the GL object pools provide is that we can scale up the scene graph in main memory without blowing OpenGL driver and GPU memory as we would do without the new pools. This feature also reduces the likely-hood of thrashing of OpenGL driver and GPU memory so that where we might have previously seen frame drops due to memory management we avoid them completely or reduce there impact. The memory pools will come in there own once we scale down the GPU memory size, such as embedded systems, or on desktop/workstation applications where GPU memory can be overflowed due to massive databases being kept in main memory. In the later case this issue is more compounded on some OS's, such as Vista, that limits the amount of memory that OpenGL drivers can allocate, so here it should help make the app more stable (avoid the crashes due to out of memory errors) and faster. So... how to try out the new texture and buffer object pools? First up you'll need to update to the latest OpenScenGraph svn/trunk. Next you'll need to enable the pools by setting the env vars: (example below for bash) export OSG_TEXTURE_POOL_SIZE=1 // size in bytes (100Mb) export OSG_BUFFER_OBJECT_POOL_SIZE=2 // size in bytes (200Mb) Then run your app with some big data, such a large paged database, you can push the amount of main memory used by enabling the MaxPagedLOD feature in the DatabasePager via: export OSG_MAX_PAGEDLOD=10 // keep in memory a maximum of 100,000 PagedLOD nodes You can also set these values programmatically via osg::DisplaySettings. A word of warning though, I have almost completely rewritten the way that the backend that drives texture objects and buffer objects, even when you don't enable the texture/buffer object pools, the code managing the GL objects is still completely different. With major changes like this comes the likelihood of regressions. I've been doing a range of tests at my end, but it's still far more limited in scope to what the community will expose the OSG to, so... there you may way see problems that I haven't. The best I can do is endeavor to get them fixed as quickly as possible, just let me know if you see something odd and I we can work together to spot what the underlying problem and squish it. The more testing we can get the quicker we can shape the code up to being release quality. Have fun with it :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New OpenGL texture object and buffer object pool support
So... how to try out the new texture and buffer object pools? First up you'll need to update to the latest OpenScenGraph svn/trunk. You'll need to wait, my attempt to check changes in has failed due to problems connecting to the server.. I'll ping the list once things are successfully checked in. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] PostProcessGL
So on to the next hurdle... It seems that the post process example only works for a single render. I didn't notice this at first since nothing was moving in the scene. However, if we make it match what the osgPrerender example does by having an update callback rotate the cow, nothing happens. What I did was add the following to createPreRenderSubGraph(...) Code: osg::NodeCallback* nc = new osg::AnimationPathCallback( loadedModelTransform-getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f)); loadedModelTransform-setUpdateCallback(nc); To verify that this was not a problem with my code I applied the initially rendered texture to the quad instead of the final cuda processed texture. This consisted of: Code: /// // SCENE // /// osg::Group* scene = new osg::Group; scene-addChild(getGeode(*sourceTexture)); instead of this: Code: /// // SCENE // /// osg::Group* scene = new osg::Group; scene-addChild(getGeode(*targetTexture)); I'm looking into the cause right now but maybe this is something obvious for you guys. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17818#17818 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org