Re: [osg-users] probem in playing gif with osgdb_gif
Hi Martin, thank you for the advice. But I have saved a simple gif file which has only two frames (dispaly a circle of red and blue) with the same configuration and it rendered well. I used photoshop cs2. What should I do to config the output as you discribed. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21132#21132 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Camera::setClearColor and glClearColor call
Hi all, For screenshot and printing purpose, i am trying to change the background color before the render pass and screenshot writing. When i want to take a screenshot, i try to change the clear color with camera-setClearColor(xxx) and set a flag at true to activate the screenshot as camera final draw processing. This change is done before osg::Viewer::frame() call so the glClearColor call should be done after the setClearColor call. But the clear color change is taken into account the next frame, so my screenshot is taken with the wrong background color. If i am not wrong, the call order is * - camera-setClearColor( anyColor ) - event handlers - node callbacks - pre camera draw callback - rendering - post camera draw callback ( screenshot taken here ) - camera-setClearColor( initial color )* For some reasons i do not want to have to wait a new frame to take my screenshot, so i am wondering if there is a way to force the background color change instantly ? Thank you for your attention, Regards, Harold ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadows
Hi, I am having a scene, large terrain and moving models. What is the best approach to have the scene shadowed? I tried couple of techniques, but the results are not good. Any hints ? Thanks! Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadows
Hi Nike, There is many way to get shadows and the shadowing technique choice shall depend of your scene data. The two basic shadowing techniques are : - shadow maps ( image based ) - shadow volumes ( geometry based ) Shadow maps are very cheap and easy to implement but will works good only if your light is not far from what you are shadowing due to the image approach. So if you have a large terrain with an unique directional light ( as sun ), simple shadowmaps should do an ugly result. You could try cascade shadowmaps which is a technique used a lot in video games. It uses a kind of shadowmap LOD to avoid image based algorithms issues and stay cheap. Shadow volumes generate very accurate shadows but as it is based on geometry, if your scene geometry is complex you will experience some perf issues. Again, the shadowing technique choice depends of how many lights you have, where they are, what you are shadowing etc. Give a bit more details of your goal and i'm sure some osg pro will bring to you the ideal solution using osg :) Regards, Harold ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadows
Hi Harold, yes, my light source is the sun. No other lights in the scene yet. And the results are not good. I will do research on the cascade shadowmaps and will try to implement it. Thanks for the hint Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.comwrote: Hi Nike, There is many way to get shadows and the shadowing technique choice shall depend of your scene data. The two basic shadowing techniques are : - shadow maps ( image based ) - shadow volumes ( geometry based ) Shadow maps are very cheap and easy to implement but will works good only if your light is not far from what you are shadowing due to the image approach. So if you have a large terrain with an unique directional light ( as sun ), simple shadowmaps should do an ugly result. You could try cascade shadowmaps which is a technique used a lot in video games. It uses a kind of shadowmap LOD to avoid image based algorithms issues and stay cheap. Shadow volumes generate very accurate shadows but as it is based on geometry, if your scene geometry is complex you will experience some perf issues. Again, the shadowing technique choice depends of how many lights you have, where they are, what you are shadowing etc. Give a bit more details of your goal and i'm sure some osg pro will bring to you the ideal solution using osg :) Regards, Harold ___ 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] osgviewerqt game loop
H Darick, On Wed, Dec 9, 2009 at 5:23 AM, Darick Barnes dbtex352...@yahoo.com wrote: I'm using the osgviewerqt example with Qt integration. Am I correct in my assumption that physics, AI and all other game related updates need to be implemented in the virtual void paintGL() function or is there a more elegant way to create a game loop while using QT with OSG. I wouldn't recommend using Qt for a game unless you had lots of 2D GUI that you needed. For a fullscreen game just using osgViewer's built in windowing functionality as it's far more flexible and powerful for this type of work. As for really must use Qt, then a paintGL wouldn't be where I'd put AI and physics, I'd personally stick them in a separate thread. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Camera::setClearColor and glClearColor call
Hi Harald, I you want to change the background colour for a screenshot I'd be inclined to use a pbuffer and totally separate Camera for the task and just switch it on using a NodeMask, this way the main window won't be affected by playing games withe background colour. Robert. On Wed, Dec 9, 2009 at 8:40 AM, Harold Comere harold.com...@gmail.com wrote: Hi all, For screenshot and printing purpose, i am trying to change the background color before the render pass and screenshot writing. When i want to take a screenshot, i try to change the clear color with camera-setClearColor(xxx) and set a flag at true to activate the screenshot as camera final draw processing. This change is done before osg::Viewer::frame() call so the glClearColor call should be done after the setClearColor call. But the clear color change is taken into account the next frame, so my screenshot is taken with the wrong background color. If i am not wrong, the call order is - camera-setClearColor( anyColor ) - event handlers - node callbacks - pre camera draw callback - rendering - post camera draw callback ( screenshot taken here ) - camera-setClearColor( initial color ) For some reasons i do not want to have to wait a new frame to take my screenshot, so i am wondering if there is a way to force the background color change instantly ? Thank you for your attention, Regards, Harold ___ 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] osgviewerqt game loop
Hi folks, Unfortunately this is not an answer, but a similar question: I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask me, how to modify the scene-graph in safe way? Cause there is no explicit rendering loop (as mentioned in many examples): Code: while( !viewer.done() ) { viewer.sync(); viewer.update(); modify_scene_graph(); viewer.frame(); } But just a single Viewer::frame() call in the overridden QGLWidget::paintGL(). Thus: what is the right way to update the scene graph for this case ? Thanks regards, lexar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21143#21143 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerqt game loop
Hi Alexej, Are you stuck using OSG-1.x?? You viewer example looks like it's from the 1.x era. Regardless though, when you have an event driver app the frame loop just ends up being part of paint call normally so this is where you'd do update. Personally I would stay a long way away from event driven apps for anything other interactive application that require lots of 2D gui. For most games you should never use an event driven app. Robert. On Wed, Dec 9, 2009 at 10:04 AM, Alexej Fink dk...@gmx.net wrote: Hi folks, Unfortunately this is not an answer, but a similar question: I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask me, how to modify the scene-graph in safe way? Cause there is no explicit rendering loop (as mentioned in many examples): Code: while( !viewer.done() ) { viewer.sync(); viewer.update(); modify_scene_graph(); viewer.frame(); } But just a single Viewer::frame() call in the overridden QGLWidget::paintGL(). Thus: what is the right way to update the scene graph for this case ? Thanks regards, lexar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21143#21143 ___ 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] osgShadows
Hi, Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is implemented in osgShadow. Also LispSM could work for you scenario. Cheers, Wojtek Lewandowski From: Trajce Nikolov Sent: Wednesday, December 09, 2009 10:19 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgShadows Hi Harold, yes, my light source is the sun. No other lights in the scene yet. And the results are not good. I will do research on the cascade shadowmaps and will try to implement it. Thanks for the hint Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.com wrote: Hi Nike, There is many way to get shadows and the shadowing technique choice shall depend of your scene data. The two basic shadowing techniques are : - shadow maps ( image based ) - shadow volumes ( geometry based ) Shadow maps are very cheap and easy to implement but will works good only if your light is not far from what you are shadowing due to the image approach. So if you have a large terrain with an unique directional light ( as sun ), simple shadowmaps should do an ugly result. You could try cascade shadowmaps which is a technique used a lot in video games. It uses a kind of shadowmap LOD to avoid image based algorithms issues and stay cheap. Shadow volumes generate very accurate shadows but as it is based on geometry, if your scene geometry is complex you will experience some perf issues. Again, the shadowing technique choice depends of how many lights you have, where they are, what you are shadowing etc. Give a bit more details of your goal and i'm sure some osg pro will bring to you the ideal solution using osg :) Regards, Harold ___ 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] osgviewerqt game loop
lexar wrote: Hi folks, Unfortunately this is not an answer, but a similar question: I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask me, how to modify the scene-graph in safe way? Cause there is no explicit rendering loop (as mentioned in many examples): Code: while( !viewer.done() ) { viewer.sync(); viewer.update(); modify_scene_graph(); viewer.frame(); } But just a single Viewer::frame() call in the overridden QGLWidget::paintGL(). Thus: what is the right way to update the scene graph for this case ? Thanks regards, lexar I believe QApplication::exec() is just a helper that's running the loop the following way while (true) { QApplication::processEvents(); } You may want to do something after processEvents()... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21148#21148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerqt game loop
Hi Robert, thanks for fast replay! The qt-example comes with osg-2.8.2 for windows (and does not contain a real rendering loop, just the frame() call). It's not about a game project, it's about a GUI tool. The ViewerBase::frame(..) function seems to contain the whole rendering sequence including the update and rendering steps: Code: void ViewerBase::frame(double simulationTime) { if (_done) return; // osg::notify(osg::NOTICE)std::endlCompositeViewer::frame()std::endlstd::endl; if (_firstFrame) { viewerInit(); if (!isRealized()) { realize(); } _firstFrame = false; } advance(simulationTime); eventTraversal(); updateTraversal(); renderingTraversals(); } What would be also a safe cut, for an event driven framework using OSG ? (btw. there is no sync() function present in the base class hierarchy = eventTraversal == sync ?!? ) regards, lexar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21149#21149 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] no results with osgPPU
Hi, In my application, I just add this code on the init part : Code: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; texture-setTextureSize(width, height); texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); texture-setInternalFormat(GL_RGBA); m_camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); m_camera-attach(osg::Camera::COLOR_BUFFER, texture); osg::ref_ptrosgPPU::Processor postProcessor = new osgPPU::Processor(); postProcessor-setCamera(m_camera); postProcessor-setName(Processor); postProcessor-dirtyUnitSubgraph(); m_root-addChild(postProcessor.get()); osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass(); bypass-setName(Bypass); postProcessor-addChild(bypass); osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut(); resample-setName(Resample); resample-setInputTextureIndexForViewportReference(-1); resample-setFactorX(0.1); resample-setFactorY(0.1); bypass-addChild(resample); osgPPU::UnitOut* ppuout = new osgPPU::UnitOut(); ppuout-setName(PipelineResult); ppuout-setInputTextureIndexForViewportReference(-1); resample-addChild(ppuout); the camera is the only one camera that I have, it is the view's camera. the root is the scene data I just want to do a post render to texture into resampled texture, but I just see the scene as there was no ppu (my image is not resampled) Do I miss something ? Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21150#21150 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] no results with osgPPU
Hi Sebastian, try to change the line: m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); into: m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any problem, because osgPPU just do require the texture. However, when UnitOut is rendered it will render to FBO 0, so the default frame buffer. If your main camera is then set to use pbuffers, I assume then, that the result of the osgPPU will be overwritten by your camera. Not sure, just try it. cheers, art seb wrote: Hi, In my application, I just add this code on the init part : Code: osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; texture-setTextureSize(width, height); texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); texture-setInternalFormat(GL_RGBA); m_camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); m_camera-attach(osg::Camera::COLOR_BUFFER, texture); osg::ref_ptrosgPPU::Processor postProcessor = new osgPPU::Processor(); postProcessor-setCamera(m_camera); postProcessor-setName(Processor); postProcessor-dirtyUnitSubgraph(); m_root-addChild(postProcessor.get()); osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass(); bypass-setName(Bypass); postProcessor-addChild(bypass); osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut(); resample-setName(Resample); resample-setInputTextureIndexForViewportReference(-1); resample-setFactorX(0.1); resample-setFactorY(0.1); bypass-addChild(resample); osgPPU::UnitOut* ppuout = new osgPPU::UnitOut(); ppuout-setName(PipelineResult); ppuout-setInputTextureIndexForViewportReference(-1); resample-addChild(ppuout); the camera is the only one camera that I have, it is the view's camera. the root is the scene data I just want to do a post render to texture into resampled texture, but I just see the scene as there was no ppu (my image is not resampled) Do I miss something ? Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21152#21152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] probem in playing gif with osgdb_gif
I'm sorry, I haven't used photoshop for years. You have to disable optimization or something. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21153#21153 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadows
Hi Nick, I don't know much about PSSM. I am na author of LispSM implementation. However, many osgShadow techniques use shaders and they will not work out of the box for all the applications that also use shaders. In this case one have to 1) subsitute shadow shaders to add aplication shader functionality or 2) override shadow shaders at the scene root with application shaders that were modified to include shadow term computation (using the uniforms theat shadow technique sets). Check forums there was a lot on the subject recently. Both cases are advanced topics, so one trying to do this usually must have good knowledge of C++ (to read and understand the Technique code), GLSL (to modify shaders), shadow map algorithm (to know whats important is shaders, NVidia has nice presentations). Its steep path but implementing CSM technique in OSG for multithreaded/multimonitor from scratch will be much much steeper. Wojtek From: Trajce Nikolov Sent: Wednesday, December 09, 2009 12:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgShadows I tried both. PSSM gives some artifacts (see the attached image) - the white in the background, also, some flickering of the shadow on the models. Nick http://www.linkedin.com/in/tnikolov Sent from G�m��suyu, �stanbul, Turkey On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi, � Cascaded Shadow Maps is�the same as Parallel Split Shadow Map. PSSM is implemented in osgShadow. Also LispSM�could�work for you scenario. � Cheers, Wojtek Lewandowski � � � � From: Trajce Nikolov Sent: Wednesday, December 09, 2009 10:19 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgShadows Hi Harold, yes, my light source is the sun. No other lights in the scene yet. And the results are not good. I will do research on the cascade shadowmaps and will try to implement it. Thanks for the hint Nick http://www.linkedin.com/in/tnikolov Sent from G�m��suyu, �stanbul, Turkey On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.com wrote: Hi Nike, There is many way to get shadows and the shadowing technique choice shall depend of your scene data. The two basic shadowing techniques are : - shadow maps ( image based ) - shadow volumes ( geometry based ) Shadow maps are very cheap and easy to implement but will works good only if your light is not far from what you are shadowing due to the image approach. So if you have a large terrain with an unique directional light ( as sun ), simple shadowmaps should do an ugly result. You could try cascade shadowmaps which is a technique used a lot in video games. It uses a kind of shadowmap LOD to avoid image based algorithms issues and stay cheap. Shadow volumes generate very accurate shadows but as it is based on geometry, if your scene geometry is complex you will experience some perf issues. Again, the shadowing technique choice depends of how many lights you have, where they are, what you are shadowing etc. Give a bit more details of your goal and i'm sure some osg pro will bring to you the ideal solution using osg :) Regards, Harold ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadows
Hi all , hi nick i wrote the PSSM shadow. There is some problem in the implementation, may you can solve the problem in the OSG core, i didn't have enough time, nor the idea how we can remove the problem. but try with osgshadow --pssm --SingleThreaded --debug-color your_model.osg , it works only good with single threaded osg :-( this is the biggest problem if you use with shader, reimplement the GLSL shader for pssm. see at the header: /** * you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used */ class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced { public: /** * generate the GLSL fragement shader */ virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset); }; replace the shader with this class. but all together within this code. have a look into the implementation. for further idea, please contact me at adrian.egli (*...@***) gmail.com /adrian 2009/12/9 Trajce Nikolov nikolov.tra...@gmail.com I tried both. PSSM gives some artifacts (see the attached image) - the white in the background, also, some flickering of the shadow on the models. Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi, Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is implemented in osgShadow. Also LispSM could work for you scenario. Cheers, Wojtek Lewandowski *From:* Trajce Nikolov nikolov.tra...@gmail.com *Sent:* Wednesday, December 09, 2009 10:19 AM *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org *Subject:* Re: [osg-users] osgShadows Hi Harold, yes, my light source is the sun. No other lights in the scene yet. And the results are not good. I will do research on the cascade shadowmaps and will try to implement it. Thanks for the hint Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.comwrote: Hi Nike, There is many way to get shadows and the shadowing technique choice shall depend of your scene data. The two basic shadowing techniques are : - shadow maps ( image based ) - shadow volumes ( geometry based ) Shadow maps are very cheap and easy to implement but will works good only if your light is not far from what you are shadowing due to the image approach. So if you have a large terrain with an unique directional light ( as sun ), simple shadowmaps should do an ugly result. You could try cascade shadowmaps which is a technique used a lot in video games. It uses a kind of shadowmap LOD to avoid image based algorithms issues and stay cheap. Shadow volumes generate very accurate shadows but as it is based on geometry, if your scene geometry is complex you will experience some perf issues. Again, the shadowing technique choice depends of how many lights you have, where they are, what you are shadowing etc. Give a bit more details of your goal and i'm sure some osg pro will bring to you the ideal solution using osg :) Regards, Harold ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keep track of screen coordinates of an object
Hello Martin, I tried what you explained and got it to work. Excellent, good to know I was of some help. 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] [vpb] Integration of roads
Hi all, Is there any way of getting road insets (triangulated roads integrated in the terrain mesh) in a database generated by VPB and osgGIS? I have tried the Boston sample available for osgGIS, but the roads are simple lines and I don’t know of any options to trigger the generation of triangulated roads. Assuming there is currently no such functionality: does anyone know of any ongoing efforts to develop a road building system that can integrate triangulated roads in the terrain mesh and maybe build bridges etc? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21157#21157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
depends on the budget ;-) Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 3:18 PM, Martin Aasen martin-ferstad.aa...@ffi.nowrote: Hi all, Is there any way of getting road insets (triangulated roads integrated in the terrain mesh) in a database generated by VPB and osgGIS? I have tried the Boston sample available for osgGIS, but the roads are simple lines and I don’t know of any options to trigger the generation of triangulated roads. Assuming there is currently no such functionality: does anyone know of any ongoing efforts to develop a road building system that can integrate triangulated roads in the terrain mesh and maybe build bridges etc? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21157#21157 ___ 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] [osgPPU] no results with osgPPU
Hi, I tried with FRAME_BUFFER_OBJECT but I have the same result (ie no results ^^) But I think I have to explain my program context. In fact, I am developping a plugin for a closed application (I do not have the source of this application); within this plugin I have an access to the root scene graph, and I can get the camera with the static graphic context (getAllRegisteredGraphicsContexts) If I add my code to my own application, it works well. But if I add this code inside the closed application plugin, I do not have any results, as if osgPPU was disabled. Do you have any ideas of this behavior ? Maybe the closed application is resetting the camera each frame ? maybe a camera render callback disable osgPPU ? I really do not know, I do not have much experience with osgPPU and I need some ideas ... Thank you Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21159#21159 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] no results with osgPPU
Hi Sebastian, of course I can not know what the host application is doing. You can run the application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print information about their execution on the console. So if you do not see there anything, then it might be that they are disable for some reasons. However they should be enabled, because from the host application point of view this are just another nodes in the scene graph. What happens if you just set the main camera to use frame buffer object and don't use osgPPU at all. You then should not see anything, because main camera will then render into the texture and not on the screen. If you then see your previous results, then it means that the settings of your main camera are restored to something default. The way to solve that will then be to define your own scene graph with another camera, which will render the scene into the texture. So something like this: Code: mainCamera | | yourCam(FBO) - osgPPU | scene Maybe you can try this. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21160#21160 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
Guess I should have added open source and free of charge:) I take it such functionality is not part of VPB/osgGIS then. That's a shame since the lack of proper roads makes otherwise good databases unusable in many contexts. I think the added value to the projects would be tremendous if someone implemented this. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21161#21161 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
Glenn and Trajce, I understand, thanks for you replies. Do you have any thoughts on how this would best be implemented? As I understand it, osgGIS does not change the terrain built by VPB which again does not know about the vector data. Could and algorithm implemented in osgGIS modify the terrain in order to cut the roads into it? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21163#21163 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
I know how to do it. If you are after some sophisticated road generation tool, then bear in mind that it is not an easy task, but doable. Companies have done bunch of money from it. If you want to do it on your own have a look at osgdelaunay example, it should get you started Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 4:21 PM, Martin Aasen martin-ferstad.aa...@ffi.nowrote: Glenn and Trajce, I understand, thanks for you replies. Do you have any thoughts on how this would best be implemented? As I understand it, osgGIS does not change the terrain built by VPB which again does not know about the vector data. Could and algorithm implemented in osgGIS modify the terrain in order to cut the roads into it? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21163#21163 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi All, I've now checked in a couple of bugs fixes and some further submissions since my last call for testing, so could everyone do an svn update, rebuild and then test the runtime. If things look good tomorrow morning I'll tag the 2.9.6 release then. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Robert, I would need to make a fix on osgAnimation to avoid clipping problem. I disabled computation on bounding box in order user set the BoundingBox by hand. But the problem is that as default it produce artifact. Cheers, Cedric -- Provide services around OpenSceneGraph +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Wed, 2009-12-09 at 14:41 +, Robert Osfield wrote: Hi All, I've now checked in a couple of bugs fixes and some further submissions since my last call for testing, so could everyone do an svn update, rebuild and then test the runtime. If things look good tomorrow morning I'll tag the 2.9.6 release then. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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] [vpb] Integration of roads
OK, I don't know if I have the time to take on such a task, but hopefully I'll be able to take a look. Thanks again guys! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21167#21167 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod
Hi Robert, Thanks for the answer, for the moment I don't have any piece of time to spend on that, so I just set databasePath myself. I have a last question : If a graph, containing thousands of pagedLod nodes is loaded, but some pagedLod nodes can't find their children because the file do not exist... Will the render loop be affected because the loader thread is trying again and again to load theses files ? I get a scenegraph like that, and the loading time is very very slow... but I know there are about 3000 files missing (on a 30 000 files graph) but I just would have a confirmation because it needs a lot of time to arrange the graph to remove the inexistent children. Thanks for your help. Regards, Vincent Robert Osfield a écrit : HI Vincent, On Tue, Dec 8, 2009 at 5:56 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: So, why the path is not relative ? I understand the behavior, but the path is not a relative path so it can't work as you described it. The child will be stored relative to the parent, and the path should reflect this even in it's absolute form. There is a little twist in this in that the OSG has to cope with paged databases being pulled in from http and then cached on the local disk, so the parents might be loaded from the local disk, but the children haven't been downloaded and cached yet so still sit on the http path, so you have to use the http paths in the DatabasePath to be able to retreive them. The osgDB::FileCache automatically remaps http files that have been cached so it's still is able to find them, and also their children that aren't local. All this functionality is there inbuilt into PagedLOD + osgDB, as is managed automatically, while complex the intention is to hide this complexity from users. If you want to start digging into the the low level side of this functionality then you'll need to accept you'll need to learn about the ins and outs of how it all works. Robert. __ Information from ESET NOD32 Antivirus, version of virus signature database 4672 (20091209) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod
HI Vincent, PagedLOD does repeated request tiles on each frame till the request is served or camera moves away and the PagedLOD child is no longer needed. Normally this overhead is not a significant factor, but if you have hundreds of such failing requests on each frame I can see that this might take longer. The DatabasePager deliberately doesn't black list as it has no way of knowing if the failure is just temporary or not - for instance a temporary drop in http connection isn't something you'd want to effect you app for the life of it. If you wanted to black list this files yourself you could write a Registry::ReadFileCallback that catches failed attempts to read files and then stores the filename in a black list that it checks against in future attempts to read files. Robert. On Wed, Dec 9, 2009 at 3:55 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi Robert, Thanks for the answer, for the moment I don't have any piece of time to spend on that, so I just set databasePath myself. I have a last question : If a graph, containing thousands of pagedLod nodes is loaded, but some pagedLod nodes can't find their children because the file do not exist... Will the render loop be affected because the loader thread is trying again and again to load theses files ? I get a scenegraph like that, and the loading time is very very slow... but I know there are about 3000 files missing (on a 30 000 files graph) but I just would have a confirmation because it needs a lot of time to arrange the graph to remove the inexistent children. Thanks for your help. Regards, Vincent Robert Osfield a écrit : HI Vincent, On Tue, Dec 8, 2009 at 5:56 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: So, why the path is not relative ? I understand the behavior, but the path is not a relative path so it can't work as you described it. The child will be stored relative to the parent, and the path should reflect this even in it's absolute form. There is a little twist in this in that the OSG has to cope with paged databases being pulled in from http and then cached on the local disk, so the parents might be loaded from the local disk, but the children haven't been downloaded and cached yet so still sit on the http path, so you have to use the http paths in the DatabasePath to be able to retreive them. The osgDB::FileCache automatically remaps http files that have been cached so it's still is able to find them, and also their children that aren't local. All this functionality is there inbuilt into PagedLOD + osgDB, as is managed automatically, while complex the intention is to hide this complexity from users. If you want to start digging into the the low level side of this functionality then you'll need to accept you'll need to learn about the ins and outs of how it all works. Robert. __ Information from ESET NOD32 Antivirus, version of virus signature database 4672 (20091209) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.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] Please test svn/trunk in prep for 2.9.6 dev release
Builds and tests well on a 64-bit system w/ 32-bit Windows Vista installed, built with VS9 Express. Checking on OS X (10.5.x) now, command line / gcc build. If you hear nothing more from me, assume all went well. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Robert Osfield wrote: Hi All, I've now checked in a couple of bugs fixes and some further submissions since my last call for testing, so could everyone do an svn update, rebuild and then test the runtime. If things look good tomorrow morning I'll tag the 2.9.6 release then. Thanks, 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] LISP Shadow Map and OverlayNode
Hi, I have a scenegraph like this ShadowMapScene with Light Space Perspective ShadowMap Technique and children an overlay node. The overlayed subgraph is all around ... unexpected. Possible bug. Any work around? Nick http://www.linkedin.com/in/tnikolov ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] text3d spacing
Hi there are some odd spacings int Arial.ttf with text3d. This thing used to work well. Any recent changes in there ? Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
Martin Aasen wrote: Hi all, Is there any way of getting road insets (triangulated roads integrated in the terrain mesh) in a database generated by VPB and osgGIS? I have tried the Boston sample available for osgGIS, but the roads are simple lines and I don’t know of any options to trigger the generation of triangulated roads. osgTDS does this for the old-style TIN terrain in VPB. I'm working with a client to add grid-deformation functionality to VPB and OSG (via a pseudoloader/saver). You would need a back-end deformation library which can calculate new height values for given points accounting for the road features. I have developed this back-end for my client, but I'm not sure if it can be released publicly in the future or not. It is very difficult to implement exact feature/TIN trimming with grids. You'd basically need to re-tesselate the GRID into a TIN, and then do something like osgTDS does to modify the TIN. It can be rather expensive to do this on the fly. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Hi Wang Rui, Sorry for the delay in getting to review your prosed binary format plugin - I've been trying to clear the rather length backlog of submissions and bugs... I'm pretty near back ontop of things again and so look at the next steps beyond the OSG-2.9.6 dev release - and towards OSG-3.x. For the purposes of the discussion I'll just use your initial .bin extension to denote the new plugin, this extensions isn't suitalbe to role out as part of the OSG as it's has other established meanings, but I don't think the naming of extension is critical at this point in time - we'll just need to settle upon the extension when it comes to making the next stable release. So... given this I'll now dive into my thoughts: First up, the plugin on first review looks a lot cleaner and flexible than the present .ive plugin and is certainly a worthy replacement for it, and would suggest aiming to make this new binary plugin or a derivative from it the main binary format for OSG-3.x. Second up, the format/implementation looks capable of being backwards compatible, and possible forwards compatible in a limited way. For instance I would guess that we'd be able to handle files that the plugin doesn't know about if the new additions are only in the form of classes that it doesn't already know about. It doesn't look like it'd be able to handle changes such as removal, additions to or refactoring of the classes that the old plugin supports and the new more modern file provides in a modified way. It would be very cool if we could achieve the ability to handle this. Perhaps having individual versions of wrappers for each class could achieve this. My third observation is that providing a dual ascii + binary format/parser wouldn't be possible right now as the .bin format/plugin as it stands implicitly reads/writes properties of each class - they have can only be successfully read if the properties are arranged in a specific order. To enable ascii support one would have to add a property name as an identifier when reading properties. However, one could do this and just ignore it for binary formats. Perhaps another possibility would be treat each property as something that should be wrapped, with class wrappers aggregating the individual property wrappers. Forth thought is that in terms of on maintenance of multiple native formats it's already a bit of pain trying to keep the .osg and .ive plugins up to date, consistent and bug free. Adding another hand maintained format to these will just make the whole process even more problematic. Replacing .ive with .bin would improve things because .bin is simply a better approach with it's more decoupled and extensible design, but... even better would be to be able to replace both .osg and .ive with a further evolved .bin. -- So what steps next... runtime testing... adding support for one other NodeKit to test how the plugins can be extended at runtime. Perhaps the core of .bin could be integrated into osgDB like the current .osg parsing and have the wrappers provided by the osg, osgText, osgFX plugins in the same way as the present wrappers... just maintain the two sets of wrappers in side by side subdirectories from each of these plugins. Thoughts? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, On 2009-12-09 18:58, HyeongCheol Kim wrote: Hi, everyone, I have made some application by using osg library. Nowadays, I have been tring to find any way of nagative parallax stereo rendering in OSG but I could not have found. I've been succed to make positive parallax stereo rendering by following code. osg::DisplaySettings::instance()-setStereo(true); osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT); osg::DisplaySettings::instance()-setEyeSeparation(0.04); I think I have to know how to change two camera's focal length which is generated by stereomode from OSG. Is there anyone who knows that? Thanks your helps! ... What exactly are you trying to achieve? What do you understand as negative paralax? Negative inter-ocular distance? (i.e. swapping left and right eye) Or negative disparity (object seems floating in front of the screen)? Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLH+ten11XseNj94gRAiQjAKDMRcvMOh2PZ550rmtIfh/KdOkBygCeNN6z qowQYC8A7NbV36JfFKzepg4= =yFp9 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi Thomas, I commited a fix for the bounding box computation. It should fix your problem. Could you update and have a try ? Cheers, Cedric -- Provide services around OpenSceneGraph +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Mon, 2009-12-07 at 10:52 +, Thomas Hogarth wrote: Hi Cedric Thanks for the info, will give it a whirl when I get home :) Tom 2009/12/7 Cedric Pinson cedric.pin...@plopbyte.net Hi, Yes i think i introduce a behaviour in osgAnimation that is not suitable by default. I remove the computing of bounding box before skinning model should be setup by hand, because there is no one solution to manage update of bounding box. So i simply disabled it that produdes some problem like you have. You can fix it by setting up a bounding box by hand for now. Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote: Hi All Had a little time to test some more stuff on IPhone. Got the animationViewer example working with its widgets a skinned model and all. I do have a bit of a rendering error however. The clipping plans appear to be changing based on viewing angle. Attached are two screen shots taken from slightly different angles with no translation. The error image you can see the near clipping plane appears almost halfway through the teapot, the no error image appears fine with just a small rotation. I think it may be a problem with dynamically computing the near far clipping planes, but is this a problem with osgAnimation or my setup? Cheers Tom PS IPhone changes available here www.hogbox.co.uk/data/OpenSceneGraph_IPhoneChanges.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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] LISP Shadow Map and OverlayNode
Hi. As far as I know both OverlayNode and ViewDependentTechniques (LispSM ) use shaders so you should make sure to not use conflicting texture stages and merge the shaders at least if you plan to use both techniques together. Wojtek From: Trajce Nikolov Sent: Wednesday, December 09, 2009 6:20 PM To: OpenSceneGraph Users Subject: [osg-users] LISP Shadow Map and OverlayNode Hi, I have a scenegraph like this ShadowMapScene with Light Space Perspective ShadowMap Technique and children an overlay node. The overlayed subgraph is all around ... unexpected. Possible bug. Any work around? Nick http://www.linkedin.com/in/tnikolov ___ 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] Multi-threaded and cleanup (barriers?)
Hi, The situation: I have a Qt main event thread that handles normal user events, a thread that calls the OSG 'frame' function continuously for all my open Qt-OSG windows and OSG configured to use CullDrawThreadPerContext. Everything is working very well, but when I close a window sometimes I get a threading conflict, probably since a 'frame' call has been completed (I can and do wait for this call to complete) but the actual rendering has not been started or completed yet. When I'm destroying the object I stop calling frame for the window, but I need to know for sure that all previous frame renderings have completed since I need to do some object cleanup and OSG does not like it if you start deleting objects while it's trying to render them ;) The question is if there's some value in the osgViewer::Viewer that I can use safely to check if there is some rendering operation that has not been completed yet. Regards, Job Mulder ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.
Hi, Thanks for your reply! What I mean is exactly negative disparity (object seems floating in front of the screen)! Thanks! ... Thank you! Cheers, HyeongCheol -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21185#21185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.2 compile error...
All, I updated to OSG 2.8.2 on my development machine which is using Visual Studio 2008 (32 bit) and Windows Vista. After running CMake to build the solution and projects, I attempted to do a release build of OSG. When I get to building osgUtil, I get the following compile error when compiling Tessellator.cpp: error C2664: 'gluTessCallback' : cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall *)(void)' This conversion requires a reinterpret_cast, a C-style cast or function-style cast Does anyone have any input on this compile error and how I can remedy it? Thank you, -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Cedric -- svn head was building fine up until several osgAnimation changes in r10877. Here's the link error I'm currently encountering on OSX: Linking CXX shared library ../../lib/libosgAnimation.dylib Undefined symbols: osgAnimation::Timeline::setAnimationManager(osgAnimation::AnimationManagerBase*), referenced from: osgAnimation::TimelineAnimationManager::update(double)in TimelineAnimationManager.cpp.o ld: symbol(s) not found collect2: ld returned 1 exit status make[2]: *** [lib/libosgAnimation.2.9.6.dylib] Error 1 make[1]: *** [src/osgAnimation/CMakeFiles/osgAnimation.dir/all] Error 2 make: *** [all] Error 2 macpro:bld pmartz$ svn up .. At revision 10877. macpro:bld pmartz$ Thanks, Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Cedric Pinson wrote: Hi Robert, I would need to make a fix on osgAnimation to avoid clipping problem. I disabled computation on bounding box in order user set the BoundingBox by hand. But the problem is that as default it produce artifact. Cheers, Cedric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Seeing essentially the same link error on Vista w/ VS9 Express. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Paul Martz wrote: Hi Cedric -- svn head was building fine up until several osgAnimation changes in r10877. Here's the link error I'm currently encountering on OSX: Linking CXX shared library ../../lib/libosgAnimation.dylib Undefined symbols: osgAnimation::Timeline::setAnimationManager(osgAnimation::AnimationManagerBase*), referenced from: osgAnimation::TimelineAnimationManager::update(double)in TimelineAnimationManager.cpp.o ld: symbol(s) not found collect2: ld returned 1 exit status make[2]: *** [lib/libosgAnimation.2.9.6.dylib] Error 1 make[1]: *** [src/osgAnimation/CMakeFiles/osgAnimation.dir/all] Error 2 make: *** [all] Error 2 macpro:bld pmartz$ svn up .. At revision 10877. macpro:bld pmartz$ Thanks, Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Cedric Pinson wrote: Hi Robert, I would need to make a fix on osgAnimation to avoid clipping problem. I disabled computation on bounding box in order user set the BoundingBox by hand. But the problem is that as default it produce artifact. Cheers, Cedric ___ 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] How to call osg converter by Python?
jin cheker wrote: Hi, I want to convert some .stl files into .osg files, by programming in python. Is there some function or package that I can use for doing that? You could just do it on the command line: osgconv file.stl file.osg If you really need to do it programmatically, you'll probably be interested in osgSWIG: http://code.google.com/p/osgswig/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to call osg converter by Python?
you should be able to run osgconv using the commands module import commands result = commands.getoutput(osgconv file.stl file.osg) -Original Message- From: osg-users-boun...@lists.openscenegraph.org on behalf of jin cheker Sent: Wed 12/9/2009 3:16 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How to call osg converter by Python? Hi, I want to convert some .stl files into .osg files, by programming in python. Is there some function or package that I can use for doing that? Thank you! Cheers, jin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21188#21188 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stencil buffer not enabled
Hi, This is my first post to OSG. I'd like to thank all those that have contributed - I'm liking what I'm seeing :-) I'm doing some stenciling based on the examples (using svn trunk, with ViewerCocoa (so, OSX)), but seeing strange results (what looks like a garbled stencil buffer). Upon further examination (stopping on glClear in the OpenGL profiler) the stencil buffer isn't being included in the clear. It seems the GL_STENCIL_BUFFER_BIT isn't making it's way to the RenderStage. I've confirmed it's setup on the camera. I've confirmed that there's a stencil buffer included in the pixelFormat attributes when the context is created. Just doesn't seem to be making it to the RenderStage. Unfortunately I've not managed to get the xcode debugger to play nice yet - and so I've not been able to step through to see how the clearMask is *supposed* to be set on the RenderStage. Is there something obvious I'm missing? The RenderStage clearMask is set to COLOR | DEPTH. The camera is setup like so (directly after prepareOpenGL in the viewer): Code: osg::Camera *camera = osgViewer-getCamera(); camera-setClearStencil(0); camera-setClearColor(osg::Vec4(1.0, 0, 0, 1.0)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); And my root group node in the scene is setup thus: Code: osg::ref_ptrosg::Group root = new osg::Group(); root-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::OFF); root-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); Any ideas? Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21193#21193 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to call osg converter by Python?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-09 21:16, jin cheker wrote: Hi, I want to convert some .stl files into .osg files, by programming in python. Is there some function or package that I can use for doing that? Umm, wouldn't something like this work? import os os.system(osgconv %s %s % (foo.stl, bar.osg)) Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLIDBun11XseNj94gRAqUkAJ9aLW8KOKlzrEJn+QgPjKtpGaKj6QCfRyeU 3Arx/O55wJOJF19jGK3gBVQ= =oVwk -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Paul, I forget to commit a file. Should compile fine now. Cheers, Cedric -- Provide services around OpenSceneGraph +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Wed, 2009-12-09 at 13:57 -0700, Paul Martz wrote: Seeing essentially the same link error on Vista w/ VS9 Express. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Paul Martz wrote: Hi Cedric -- svn head was building fine up until several osgAnimation changes in r10877. Here's the link error I'm currently encountering on OSX: Linking CXX shared library ../../lib/libosgAnimation.dylib Undefined symbols: osgAnimation::Timeline::setAnimationManager(osgAnimation::AnimationManagerBase*), referenced from: osgAnimation::TimelineAnimationManager::update(double)in TimelineAnimationManager.cpp.o ld: symbol(s) not found collect2: ld returned 1 exit status make[2]: *** [lib/libosgAnimation.2.9.6.dylib] Error 1 make[1]: *** [src/osgAnimation/CMakeFiles/osgAnimation.dir/all] Error 2 make: *** [all] Error 2 macpro:bld pmartz$ svn up .. At revision 10877. macpro:bld pmartz$ Thanks, Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Cedric Pinson wrote: Hi Robert, I would need to make a fix on osgAnimation to avoid clipping problem. I disabled computation on bounding box in order user set the BoundingBox by hand. But the problem is that as default it produce artifact. Cheers, Cedric ___ 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 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] [forum] Hi, everyone! I've got one question about negative parallax stereo rendering.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-09 20:09, HyeongCheol Kim wrote: Hi, Thanks for your reply! What I mean is exactly negative disparity (object seems floating in front of the screen)! Well, just set them to have appropriative coordinates (y or z, depending on your coordinate system) so that they float out. You may have to adjust your near clipping plane, though. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLIDbXn11XseNj94gRAsMbAKCwVreGWFh4KFbKu9GS+4WLCJh37QCffEYe tiX13o77aqesbpejeolRBSg= =awNx -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trouble porting to vs2008, heap corruption
So, we have been working on this open source, osg-based app framework for linux, osx, and windows. It's a fun project but on windows (only!) it is still acting up. We get this super-undescriptive non-fatal pop-up: windows has triggered a breakpoint this may be due to corruption of the heap See: http://sceneexpression.googlecode.com/files/vs-issue.png After clicking Continue a couple of times the app runs fine just like on the other platforms. What we would be most interested in, are there typical causes for this in regard to osg? We had a really hard time narrowing down the code that causes it because a) we are new to vs2008 b) when we followed the stack trace and uncommented the line causing the problem, the next line would act up next and so on. If any of you feel super-helpful and want to give the project a quick spin: http://labs.nortd.com/sx/downloads/ It's all self-contained. You download, unpack, cmake in-source, open sceneExpression.sln, run, for example, shapesExample by right-clicking/Debug/StartNewInstance. A long guide is here: http://code.google.com/p/sceneexpression/wiki/GettingStartedOnWindows Any hint very much appreciated, Best, /stefan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
On 12/9/2009 5:09 PM, stefan) wrote: So, we have been working on this open source, osg-based app framework for linux, osx, and windows. It's a fun project but on windows (only!) it is still acting up. We get this super-undescriptive non-fatal pop-up: windows has triggered a breakpoint this may be due to corruption of the heap See: http://sceneexpression.googlecode.com/files/vs-issue.png After clicking Continue a couple of times the app runs fine just like on the other platforms. What we would be most interested in, are there typical causes for this in regard to osg? Well, I can't comment on relating to OSG, but this is usually going to be related to memory overruns. Are you in a debug build? The debug builds have extra padding on allocation (guard regions) that are checked at various times. If the guard regions are damaged, the compiler will warn you, but it's non-fatal because the guard region took the hit instead of your real data. But it is a REAL error, because in a non-debug build your real data would have probably been trashed. Tools like valgrind on Linux might point out the same issue, if it exists on Linux. I'd start by examining code _prior_ to the exception. The exception is telling you the damage has been done, but basically triggers AFTER the offending code. If any of you feel super-helpful and want to give the project a quick spin: http://labs.nortd.com/sx/downloads/ A long guide is here: http://code.google.com/p/sceneexpression/wiki/GettingStartedOnWindows I do have a favor to ask. Your project is called Scene Expression, and that's kind of uncomfortably close to a tool my company makes called Scene Express: http://www.google.com/search?q=scene+expressie=utf-8oe=utf-8aq=trls=org.mozilla:en-US:officialclient=firefox-a which incorporates an OSG-based landscape viewer (NatureView Express) and has been around since 2003: http://3dnature.com/history.html Would you mind considering changing the name of your toolkit to something a little more different from my company's product? I'm interested in your project as I have considered doing an OSG application framework myself at times. Yours seems a little different than the goals I wanted to pursue, but it looks very nice for what you're trying to accomplish. Any hint very much appreciated, Best, /stefan -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to call osg converter by Python?
Thank you all you guys -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21200#21200 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-threaded and cleanup (barriers?)
Hi, you could try stopThreading() on the viewer. Also search the archives for this call. jp Job Mulder wrote: Hi, The situation: I have a Qt main event thread that handles normal user events, a thread that calls the OSG 'frame' function continuously for all my open Qt-OSG windows and OSG configured to use CullDrawThreadPerContext. Everything is working very well, but when I close a window sometimes I get a threading conflict, probably since a 'frame' call has been completed (I can and do wait for this call to complete) but the actual rendering has not been started or completed yet. When I'm destroying the object I stop calling frame for the window, but I need to know for sure that all previous frame renderings have completed since I need to do some object cleanup and OSG does not like it if you start deleting objects while it's trying to render them ;) The question is if there's some value in the osgViewer::Viewer that I can use safely to check if there is some rendering operation that has not been completed yet. Regards, Job Mulder ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Gecko Plugins
Hello! Who can tell me how to compile the plugins of gecko!I download xulrunner-1.9.en-US.win32.sdk.zip,but it can't compile right: llembeddedbrowser.cpp f:\web\llmozlib2\llembeddedbrowser.cpp(227) : error C2039: 'Create' : is not a member of 'nsIAppShell' f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29) : see declaration of 'nsIAppShell' f:\web\llmozlib2\llembeddedbrowser.cpp(228) : error C2039: 'Spinup' : is not a member of 'nsIAppShell' f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29) : see declaration of 'nsIAppShell' f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C2059: syntax error : ',' f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C3861: 'NS_STATIC_CAST': identifier not found llembeddedbrowserwindow.cpp f:\web\llmozlib2\llembeddedbrowserwindow.cpp(64) : fatal error C1083: Cannot open include file: 'nsICaret.h': No such file or directory What should I do? Thank you ! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
Hi, you get heap corruption on windows if (not only if, but if) you mix different system libraries, static runtime and dynamic runtime, or debug dlls and release dlls. Make really sure that your release build uses release libraries only, and vice versa. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
On 12/10/2009 12:00 AM, Andreas Goebel wrote: Hi, you get heap corruption on windows if (not only if, but if) you mix different system libraries, static runtime and dynamic runtime, or debug dlls and release dlls. You can get it that way too. Make really sure that your release build uses release libraries only, and vice versa. Usually the linker will yell and scream at you if you try to do this, so it usually doesn't happen accidentally and without the programmer knowing. But it is worth checking. Regards, Andreas -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org