Re: [osg-users] incomplete type in gdb
You are welcome :) -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Paul Martz wrote: Thrall, Bryan wrote: When you add an alias, though, aren't you saying to the plugin, Trust me, even though you don't recognize the file extension, handle it? Hi Bryan - Exactly! This is what I had on mind. If I tell the plugin: This is MY alias, it should take my word and start to accept my extension. This would be a very logical behaviour. Hi Bryan -- That might be what you're saying, but that's not how osgDB::Registry is interpreting it. :-) Without aliases at all, Registry forms plugin names from the file extension. If an app tries to load a *.gif file, Registry creates a plugin named osgdb_gif.xx, tries to load it, then calls into it to load the *.gif file. Aliases tell Registry how to form the plugin name when an extension is in the alias list. A concrete example is OpenFlight. The Registry constructor registers flt as an alias to OpenFlight. If the app tries to open a *.flt file, Registry finds flt in the alias list and knows that the plugin name is osgdb_openflight.xx. Bottom line: When you register an alias, you're not talking to the plugin at all. You're talking to the Registry. Yes, Registry interprets it currently in a different way. It would make sense, IMHO, for osgDB::Registry to add aliases to each plugin's list of handled extensions, and I don't think that would take too much work to do (make ReaderWriter::supportsExtension() public and call it in getReaderWriterForExtension() when it gets to the loaded library). Many plugins check the extension directly in ReadNode and return FILE_NOT_SUPPORTED if it doesn't match what they expect. What you suggest is possible, but would require you to check and possibly modify every single plugin, and every single read and write entry point in the plugin, to conform to the new behavior. I think, the extension should be simple. The loading process needs just one new step (step 3): 1. form plugin name from extension (using aliases as well) 2. load the plugin 3. append new extensions to the plugin (taken from aliases) 4. load the model Just step 3 is the new one. By using ReaderWriter::supportsExtension, we should be able to tell plugin, accept even these extensions, because these are your aliases. All the rest of the loading process stays untouched. This way, we should be able to achieve the extension overriding/aliasing without changes to all the plugins. If this will be agreed that it is an interesting idea, I am going to take a closer look on possibilities of implementing it. John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
I think there is no need to do any work in the plugins. Registry::createLibraryNameForExtension(const std::string ext) gives you the name of the library (plugin) you have to load having in mind all the aliases. And I like this design and I think it is ok Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 11:04 AM, Jan Pečiva pec...@fit.vutbr.cz wrote: Paul Martz wrote: Thrall, Bryan wrote: When you add an alias, though, aren't you saying to the plugin, Trust me, even though you don't recognize the file extension, handle it? Hi Bryan - Exactly! This is what I had on mind. If I tell the plugin: This is MY alias, it should take my word and start to accept my extension. This would be a very logical behaviour. Hi Bryan -- That might be what you're saying, but that's not how osgDB::Registry is interpreting it. :-) Without aliases at all, Registry forms plugin names from the file extension. If an app tries to load a *.gif file, Registry creates a plugin named osgdb_gif.xx, tries to load it, then calls into it to load the *.gif file. Aliases tell Registry how to form the plugin name when an extension is in the alias list. A concrete example is OpenFlight. The Registry constructor registers flt as an alias to OpenFlight. If the app tries to open a *.flt file, Registry finds flt in the alias list and knows that the plugin name is osgdb_openflight.xx. Bottom line: When you register an alias, you're not talking to the plugin at all. You're talking to the Registry. Yes, Registry interprets it currently in a different way. It would make sense, IMHO, for osgDB::Registry to add aliases to each plugin's list of handled extensions, and I don't think that would take too much work to do (make ReaderWriter::supportsExtension() public and call it in getReaderWriterForExtension() when it gets to the loaded library). Many plugins check the extension directly in ReadNode and return FILE_NOT_SUPPORTED if it doesn't match what they expect. What you suggest is possible, but would require you to check and possibly modify every single plugin, and every single read and write entry point in the plugin, to conform to the new behavior. I think, the extension should be simple. The loading process needs just one new step (step 3): 1. form plugin name from extension (using aliases as well) 2. load the plugin 3. append new extensions to the plugin (taken from aliases) 4. load the model Just step 3 is the new one. By using ReaderWriter::supportsExtension, we should be able to tell plugin, accept even these extensions, because these are your aliases. All the rest of the loading process stays untouched. This way, we should be able to achieve the extension overriding/aliasing without changes to all the plugins. If this will be agreed that it is an interesting idea, I am going to take a closer look on possibilities of implementing it. John ___ 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] OpenSceneGraph-2.9.6 developer release tagged
HI Markus, I've just checked in a fix for this, I can't compile the quicktime pluign myself so could you try out the latest in svn/trunk to see if it's now compiling cleanly for you. Cheers, Robert. On Mon, Dec 14, 2009 at 5:23 PM, Markus Lacay markus.la...@gmail.com wrote: Hey, I would also like to add that I couldn't compile against OpenGL 3 without changing Plugins qt references to GL_BGRA_EXT to GL_BGRA. It seems GL_BGRA_EXT has been removed completely from the latest GL3.h header. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21444#21444 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Drawing order
Hi Andre, Text by default will drop into the transparent bin so this is likely the reason why it's ordering is not exactly what you expect it. Text has to be in the transparent bin to ensure correct blending. Also I don't of if you are aware but rendering order only controls which item depends upon the current setting of the depth buffer - i.e. is depth test on, and what is rejected (normally more distance fragements are discarded) and the depth of the object. If you switch off depth test or the fragments have the same depth and fragements of the same depth pass the depth test will rendering order make a difference. In you case you don't specify what you are doing with the depth test or depth buffer, it's also difficult to guess at what level of understanding you have about depth buffers and depth test. Robert. On Mon, Dec 14, 2009 at 7:48 PM, Andre Simoes andrersim...@gmail.com wrote: Hello Robert. Sorry about the bad explanation of my problem. I think is better to start from scratch and just explain the problem to you. I'm making a widget system, on Ortho2D, that separates levels of parents from childs by osg::Groups ( osg::PositionAttitudeTransform, osg::Switch ... ) - The children position is always related to the bottom top vertex of the parent ( i.e, a text inside a box ). - | | | | |text (at 0,0) | -- box at (20,20) - Children have to be drawn on top of the parent ( the parent area can be hidden by the child but the child cannot be hidden by the parent drawing ). ( i.e white child text on a black box ) |--- | || || |---WHITE TEXT--| || My problem is to always make all kinds of Geometries that are on the leafs of my tree as the top most visible. For example: If i have a tree in the following sequence root - Rectangle1 child - Rectangle2 child - Triangle3 OpenGL should draw Rectangle1 than Rectangle2 and on the end Triangle3 to the FrameBuffer. On the monitor: Triangle2 will be above Triangle1 and Triangle3 will be above Triangle2 (in case those are being drawn at the same place ). - | | | | / \ | | | | / \ | | | | / \ | | | | - | | | | Triangle3 | | | - | | Rectangle2 | | (below triangle3) | Rectangle1 ( goes below everyone ) I've made some separate tests and noticed that if my geometries have just the same StateSet configuration ( i.e all geometries with StateSet::setGlobalDefault ) I can make this result on the frame buffer. But when i add a osgText::Text element for example as: root - Rectangle1 child - Rectangle2 child- osgText::Text - | | | | no osgText::Text | | | | inside | | | |_ | | | | |___| The text will only appear if i make _child_text-getOrCreateStateSet()-setGlobalDefaults(); that makes me to loose transparency and other configurations for the osgText::Text component. Screen shots from my current diagram block configuration and my scene http://yfrog.com/6eosgproblemp http://yfrog.com/catextdefaultp I've already tried to use setRenderBinDetails ( version 2.9.5 ) and worked... But if I simply use setRenderBinDetails i will have to rebuild all the binNum for every visual on my graph after a simply insertChild because they will be not in the right draw order. For our system this is not good. Because the number of components that my co-workers generally draw are very large and it would take very long to rebuild the number for the graphs just because of a removal or an insertion of component. Is there anything that i could use to ensure that they will always be processed in the order that they are being added as child bypassing the state set configuration ? Regards Andre 2009/12/14 Robert Osfield robert.osfi...@gmail.com Hi Andre, I'm finding it difficult to guess what your after/what problems your seeing. The best I can do is say as a general note, one would typically use control the rendering order via StateSet::setRenderingDetails(..) from within the scene graph rather attempting to set globals. Robert. On Mon, Dec 14, 2009 at 2:06 PM, Andre Simoes andrersim...@gmail.com wrote: Hello There. I've been reading alot of e-mails regarding drawing of objects in sequence, like a simple OpenGL program that draws each Geometry independently of
Re: [osg-users] file extension alias
On 14/12/09 9:27 PM, Paul Martz wrote: I have always been able to register an extension alias by calling addFileExtensionAlias directly from my code, the calling readNodeFile passing in a file name using the alias. What extension/plugin did you use it with? As I understand it 'addFileExtensionAlias' really only works with plugins that don't check the extension name. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Hi John, On Mon, Dec 14, 2009 at 10:21 PM, Jan Pečiva pec...@fit.vutbr.cz wrote: OSG plugin takes one look at the foo extension and returns an error. (This is correct behavior; the .osg plugin doesn't support the foo extension.) This is exactly the point I am trying to point out! The plugin reports that it does not support the extension! I am telling that this is NOT a good idea. And finally, the discussion about design ideas can start. For your it's NOT a good idea. So please couch it without the capitals and within the context of your opinion, and please don't telling us, we aren't children. The alias scheme in osgDB has been a good idea for the majority for over a decade. Rejecting extensions that aren't supported by the plugin is a good idea - it leaves the plugin with a complete responsibility for what it can handle. What you are asking is not what osgDB alias does at present, nor what the plugins do. The aliases at present are based around the idea that plugins with a different name can handle extensions that are named different from the plugin. This allows a tif plugin to handle tiff files, or the quicktime to handle .mov, .mpg etc. etc. The osgDB alias is not a scheme for co-opting an existing plugin to handle a file extensions that isn't a recognized one. One might propose an additional scheme for doing this, and we might debate the merits of this, personally I'm rather dubious that it's that a great thing to do, and given we've gone a decade without needing this I would suggest that it's not at all a common requirement. I don't know if you are aware but one way of tackling what you are trying might simply have your own plugin as your were originally talking about and have it open the file you want with whatever extensions you have as an istream and then load the plugin you want to do the actual loaded and pass this to it. Given what you after is such a niche requirement then I would think this is a sensible route to take rather than expect intrusive changes to the OSG to achieve what you specifically want. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
On 15/12/09 10:29 AM, Ulrich Hertlein wrote: As I understand it 'addFileExtensionAlias' really only works with plugins that don't check the extension name. I should add: ... or that have the extension in their supportsExtension list. From a software engineering p.o.v I'd say this isn't optimal, because it means both places (the plugin and Registry.cpp) need to be kept in sync. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Ulrich Hertlein wrote: On 15/12/09 10:29 AM, Ulrich Hertlein wrote: As I understand it 'addFileExtensionAlias' really only works with plugins that don't check the extension name. I should add: ... or that have the extension in their supportsExtension list. Exactly. It will not load your file unless ... as you wrote. Now, it seems, I will need to write my own version of plugin to go around. JP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Drawing order
Hi Andre, Block diagrams won't help as that most likely not at issue. What are you doing with the depth buffer/depth test? What you are doing the with the depth of each of the objects? Robert. On Mon, Dec 14, 2009 at 6:17 PM, Andre Simoes andrersim...@gmail.com wrote: Hello Robert. Sorry about the bad explanation of my problem. I think is better to start from scratch and just explain the problem to you. I'm making a widget system, on Ortho2D, that separates levels of parents from childs by osg::Groups ( osg::PositionAttitudeTransform, osg::Switch ... ) There are two png files attached (a block diagram and its osg scene ) that gives a better idea of this groups - The children position is always related to the bottom top vertex of the parent ( i.e, a text inside a box ). - | | | | |text (at 0,0) | -- box at (20,20) - Children have to be drawn on top of the parent ( the parent area can be hidden by the child but the child cannot be hidden by the parent drawing ). ( i.e white child text on a black box ) |--- | || || |---WHITE TEXT--| || My problem is to always make all kinds of Geometries that are on the leafs of my tree as the top most visible. For example: If i have a tree in the following sequence root - Rectangle1 child - Rectangle2 child - Triangle3 OpenGL should draw Rectangle1 than Rectangle2 and on the end Triangle3 to the FrameBuffer. On the monitor: Triangle2 will be above Triangle1 and Triangle3 will be above Triangle2 (in case those are being drawn at the same place ). - | | | | / \ | | | | / \ | | | | / \ | | | | - | | | | Triangle3 | | | - | | Rectangle2 | | (below triangle3) | Rectangle1 ( goes below everyone ) I've made some separate tests and noticed that if my geometries have just the same StateSet configuration ( i.e all geometries with StateSet::setGlobalDefault ) I can make this result on the frame buffer. But when i add a osgText::Text element for example as: root - Rectangle1 child - Rectangle2 child- osgText::Text - | | | | no osgText::Text | | | | inside | | | |_ | | | | |___| The text will only appear if i make _child_text-getOrCreateStateSet()-setGlobalDefaults(); that makes me to loose transparency and other configurations for the osgText::Text component. I've already tried to use setRenderBinDetails ( version 2.9.5 ) and worked... But if I simply use setRenderBinDetails i will have to rebuild all the binNum for every visual on my graph after a simply insertChild because they will be not in the right draw order. For our system this is not good. Because the number of components that my co-workers generally draw are very large and it would take very long to rebuild the number for the graphs just because of a removal or an insertion of component. Is there anything that i could use to ensure that they will always be processed in the order that they are being added as child bypassing the state set configuration ? Regards Andre 2009/12/14 Robert Osfield robert.osfi...@gmail.com Hi Andre, I'm finding it difficult to guess what your after/what problems your seeing. The best I can do is say as a general note, one would typically use control the rendering order via StateSet::setRenderingDetails(..) from within the scene graph rather attempting to set globals. Robert. On Mon, Dec 14, 2009 at 2:06 PM, Andre Simoes andrersim...@gmail.com wrote: Hello There. I've been reading alot of e-mails regarding drawing of objects in sequence, like a simple OpenGL program that draws each Geometry independently of its complexibility and cost to the GPU. And for now I'm working in an OSG scenario in which I'm doing a toolkit that generates widgets in 2D Orthographic mode. Almost all of the components are being drawn with LIGHTING disabled because they are unecessary for the case. And with or without RenderBin::TRAVERSAL_ORDER option enabled I can add a widget as a child of other widget without problems by using osg::Group::insertChild( 0, child ). The problem is when I try to draw osgText::Texts inside components as children. They simply not appear on the screen. - if i create them and set their StateSet as
Re: [osg-users] file extension alias
Hi Ulrich, On Tue, Dec 15, 2009 at 9:43 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: On 15/12/09 10:29 AM, Ulrich Hertlein wrote: As I understand it 'addFileExtensionAlias' really only works with plugins that don't check the extension name. I should add: ... or that have the extension in their supportsExtension list. No this isn't a correct understanding. The file extension alias for for plugins that handle a wider range of file extensions that just the extension component of the name of the plugin, or for where the file extension doesn't match the name of the plugin, the quicktime time is a case in point. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Robert Osfield wrote: Hi John, On Mon, Dec 14, 2009 at 10:21 PM, Jan Pečiva pec...@fit.vutbr.cz wrote: OSG plugin takes one look at the foo extension and returns an error. (This is correct behavior; the .osg plugin doesn't support the foo extension.) This is exactly the point I am trying to point out! The plugin reports that it does not support the extension! I am telling that this is NOT a good idea. And finally, the discussion about design ideas can start. For your it's NOT a good idea. So please couch it without the capitals and within the context of your opinion, and please don't telling us, we aren't children. I am sorry. I started to be nervous because I had to repeat the same thing few times in the discussion. Anyway, OSG is very good and well designed system. I was just trying to point on a speck that can be improved in my opinion. Sorry for a strong words. [...] The osgDB alias is not a scheme for co-opting an existing plugin to handle a file extensions that isn't a recognized one. One might propose an additional scheme for doing this, and we might debate the merits of this, personally I'm rather dubious that it's that a great thing to do, and given we've gone a decade without needing this I would suggest that it's not at all a common requirement. Thanks. This is an answer in this discussion. So, you prefer not to change the design idea and meaning of alias. Let's close the discussion with this conclusion. I am not planning to reopen it unless other people come up with the same topic / the same problem. I don't know if you are aware but one way of tackling what you are trying might simply have your own plugin as your were originally talking about and have it open the file you want with whatever extensions you have as an istream and then load the plugin you want to do the actual loaded and pass this to it. Given what you after is such a niche requirement then I would think this is a sensible route to take rather than expect intrusive changes to the OSG to achieve what you specifically want. I will do, although it is nearly more work than to, say, improve these aliases. Inventor plugin (ReaderWriterIV) does not have istream methods implemented. I will consider to implement them and submit them (together with bunch of fixes I have done in plugin past month, including shader support...). Anyway, why these aliases should not be automatically in plugin's extension support list? Non-supported alias is non-sence - why to create alias to plugin that refuses it to load? It is just confusing in my eyes... and it is few lines of code. John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] fatal error on simple programm
Hi, thanks for triing to help me, i found i was not due to OSG but to my visual config witch failed. Realy sorry for post this. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21487#21487 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Drawing order
Andre, could you send some test code so we can do some tests and help you ? Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 12:27 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Andre, Block diagrams won't help as that most likely not at issue. What are you doing with the depth buffer/depth test? What you are doing the with the depth of each of the objects? Robert. On Mon, Dec 14, 2009 at 6:17 PM, Andre Simoes andrersim...@gmail.com wrote: Hello Robert. Sorry about the bad explanation of my problem. I think is better to start from scratch and just explain the problem to you. I'm making a widget system, on Ortho2D, that separates levels of parents from childs by osg::Groups ( osg::PositionAttitudeTransform, osg::Switch ... ) There are two png files attached (a block diagram and its osg scene ) that gives a better idea of this groups - The children position is always related to the bottom top vertex of the parent ( i.e, a text inside a box ). - || || |text (at 0,0) | -- box at (20,20) - Children have to be drawn on top of the parent ( the parent area can be hidden by the child but the child cannot be hidden by the parent drawing ). ( i.e white child text on a black box ) |--- | || || |---WHITE TEXT--| || My problem is to always make all kinds of Geometries that are on the leafs of my tree as the top most visible. For example: If i have a tree in the following sequence root - Rectangle1 child - Rectangle2 child - Triangle3 OpenGL should draw Rectangle1 than Rectangle2 and on the end Triangle3 to the FrameBuffer. On the monitor: Triangle2 will be above Triangle1 and Triangle3 will be above Triangle2 (in case those are being drawn at the same place ). - | | | | / \| | | |/ \ | | | | / \ | | | | -| | | | Triangle3 | | | - | | Rectangle2| | (below triangle3) | Rectangle1 ( goes below everyone ) I've made some separate tests and noticed that if my geometries have just the same StateSet configuration ( i.e all geometries with StateSet::setGlobalDefault ) I can make this result on the frame buffer. But when i add a osgText::Text element for example as: root - Rectangle1 child - Rectangle2 child- osgText::Text - | | | | no osgText::Text | | | | inside| | | |_ | | || |___| The text will only appear if i make _child_text-getOrCreateStateSet()-setGlobalDefaults(); that makes me to loose transparency and other configurations for the osgText::Text component. I've already tried to use setRenderBinDetails ( version 2.9.5 ) and worked... But if I simply use setRenderBinDetails i will have to rebuild all the binNum for every visual on my graph after a simply insertChild because they will be not in the right draw order. For our system this is not good. Because the number of components that my co-workers generally draw are very large and it would take very long to rebuild the number for the graphs just because of a removal or an insertion of component. Is there anything that i could use to ensure that they will always be processed in the order that they are being added as child bypassing the state set configuration ? Regards Andre 2009/12/14 Robert Osfield robert.osfi...@gmail.com Hi Andre, I'm finding it difficult to guess what your after/what problems your seeing. The best I can do is say as a general note, one would typically use control the rendering order via StateSet::setRenderingDetails(..) from within the scene graph rather attempting to set globals. Robert. On Mon, Dec 14, 2009 at 2:06 PM, Andre Simoes andrersim...@gmail.com wrote: Hello There. I've been reading alot of e-mails regarding drawing of objects in sequence, like a simple OpenGL program that draws each Geometry independently of its complexibility and cost to the GPU. And for now I'm working in an OSG scenario in which I'm doing a toolkit that generates widgets in 2D Orthographic mode. Almost all of the components are being drawn with LIGHTING disabled because they are unecessary for the case. And
Re: [osg-users] file extension alias
Hi John, On Tue, Dec 15, 2009 at 10:49 AM, Jan Pečiva pec...@fit.vutbr.cz wrote: I will do, although it is nearly more work than to, say, improve these aliases. Inventor plugin (ReaderWriterIV) does not have istream methods implemented. I will consider to implement them and submit them (together with bunch of fixes I have done in plugin past month, including shader support...). istream support in the iv plugin would be useful for it's own purpose as it'll open the door to http and compression support out of the box. Anyway, why these aliases should not be automatically in plugin's extension support list? Non-supported alias is non-sence - why to create alias to plugin that refuses it to load? It is just confusing in my eyes... and it is few lines of code. It's you proposing to use an alias for an non supported extension... The OSG itself is maintained to keep the the Registry inbuilt aliases and the plugins consistent. If you add extra aliases then for own plugins then it's your responsibility to keep the consistent. FYI, if you really want to try forcing a plugin to handle extensions it was never designed to handle you could try loading the plugin and then calling supportsExtension on it. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Drawing order
Hi Andre, On Tue, Dec 15, 2009 at 11:11 AM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. In reality I'm not doing anything with the depth buffer since i never used depth for a 2D projection in pure OpenGL programs. So you disable depth test? If you have depth test on then you will be using the depth buffer even with 2D projections.. as 2D projections are really no different rather 3D projections in OpenGL, everything in reality is 3D, everything has depth even it's flat and depth value of 0, and if depth test is on then each fragment will be tested against the depth buffer. For a simple OpenGL program I just draw components in sequence. As an example like this: Again as I've been saying for the last three emails, depth test is the key and still you haven't provide any information about it. Robert. ___ 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 Art, I will try to add a camera node as a child of the main camera. I will also try to disable the main camera callback Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21492#21492 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ReflectionMapGenerator
Hi, What is the use of ReflectionMapGenerator class ? I didn't find any example. How can we use it ? What is this class for ? Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21493#21493 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Hi Robert, On 15/12/09 11:33 AM, Robert Osfield wrote: On Tue, Dec 15, 2009 at 9:43 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: On 15/12/09 10:29 AM, Ulrich Hertlein wrote: As I understand it 'addFileExtensionAlias' really only works with plugins that don't check the extension name. I should add: ... or that have the extension in their supportsExtension list. No this isn't a correct understanding. The file extension alias for for plugins that handle a wider range of file extensions that just the extension component of the name of the plugin, or for where the file extension doesn't match the name of the plugin, the quicktime time is a case in point. Hm, I'm afraid I don't quite understand. Isn't the following the case? - plugin X will automatically be associated with extension 'X'. - to support more extensions the plugin must say that it supports 'Y' *and* the Registry must map extension 'Y' to 'X', because otherwise plugin 'X' won't be considered/loaded for extension 'Y'. (I'm not trying to argue what should be done to have an application tell a plugin to handle another extension, or if that's even a case that needs to be supported.) Cheers, /ulrich PS: The Qt plugin might be a bad example because in addition to supportsExtension() in the ctor it explicitly checks the extensions in accepts*Extension(), so to support a new extension one would need to add this in three places. PPS: And it *also* calls addFileExtensionAlias() from the ctor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3ds animations
Thanks for your reply! The problem using blender is that the model i have is in .3ds format and when i try to load it with blender it has no animations! I dont know the name of the kind of animation but it is based on objects moving around. Cheers, Federico -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21498#21498 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with quadro cards database pager / terrapage terrains = black tiles
I was just wondering if there was any new information on this. Out of 8 PCs, we are experiencing the same problem on only 1 of them. Quadro FX 3700 (157.08) Thanks, Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21500#21500 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3ds animations
Hi I have never used import of 3ds file in blender so i can't answer if it's path that works or not. Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Tue, 2009-12-15 at 12:51 +, Federico Costa wrote: Thanks for your reply! The problem using blender is that the model i have is in .3ds format and when i try to load it with blender it has no animations! I dont know the name of the kind of animation but it is based on objects moving around. Cheers, Federico -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21498#21498 ___ 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] 3ds animations
I might be in the same park. Which ones uses osgAnimation? Blender is one? Anything else? Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 4:09 PM, Cedric Pinson cedric.pin...@plopbyte.netwrote: Hi I have never used import of 3ds file in blender so i can't answer if it's path that works or not. Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Tue, 2009-12-15 at 12:51 +, Federico Costa wrote: Thanks for your reply! The problem using blender is that the model i have is in .3ds format and when i try to load it with blender it has no animations! I dont know the name of the kind of animation but it is based on objects moving around. Cheers, Federico -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21498#21498 ___ 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] osgOcean synced thru multiple machines
Hi, I just got osgOcean compiled and running and it looks great !!! One question. Is there a way to sync the waves on multiple machines ? Nick http://www.linkedin.com/in/tnick 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] 3ds animations
I use it for this project http://pok.me/ with blender Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Tue, 2009-12-15 at 16:32 +0200, Trajce Nikolov wrote: I might be in the same park. Which ones uses osgAnimation? Blender is one? Anything else? Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 4:09 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi I have never used import of 3ds file in blender so i can't answer if it's path that works or not. Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Tue, 2009-12-15 at 12:51 +, Federico Costa wrote: Thanks for your reply! The problem using blender is that the model i have is in .3ds format and when i try to load it with blender it has no animations! I dont know the name of the kind of animation but it is based on objects moving around. Cheers, Federico -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21498#21498 ___ 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] file extension alias
Paul Martz wrote on 2009-12-14: Thrall, Bryan wrote: When you add an alias, though, aren't you saying to the plugin, Trust me, even though you don't recognize the file extension, handle it? Hi Bryan -- That might be what you're saying, but that's not how osgDB::Registry is interpreting it. :-) Yep, I was proposing that users of the Registry could interpret adding an alias differently than is currently implemented (exactly as Jan did). But it sounds like Robert isn't open to changing the meaning like that, so people who want to add unsupported extensions will have to write their own pseudoloaders. At least in the future, people who are confused about aliases will have this conversation to refer to! -- 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] osgOcean synced thru multiple machines
Hi Nick, I just got osgOcean compiled and running and it looks great !!! It does, doesn't it! Thanks to Kim Bale for all his hard work! One question. Is there a way to sync the waves on multiple machines ? Not in osgOcean itself, no. You'd have to come up with your own way. I guess you could add a setFrameNumber() method to FFTOceanSurface that would tell the object to set itself to a given frame number in its animation, and then add a boolean flag that would allow you to control the animation through setFrameNumber() instead of FFTOceanSurface controlling it itself in its traverse() method. If you do code up something please post it, we can integrate it into the mainline code. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean synced thru multiple machines
haha I thought I had this one.. but you beat me to it! Lightning fast response. Cheers. Kim. 2009/12/15 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com: Hi Nick, I just got osgOcean compiled and running and it looks great !!! It does, doesn't it! Thanks to Kim Bale for all his hard work! One question. Is there a way to sync the waves on multiple machines ? Not in osgOcean itself, no. You'd have to come up with your own way. I guess you could add a setFrameNumber() method to FFTOceanSurface that would tell the object to set itself to a given frame number in its animation, and then add a boolean flag that would allow you to control the animation through setFrameNumber() instead of FFTOceanSurface controlling it itself in its traverse() method. If you do code up something please post it, we can integrate it into the mainline code. Hope this helps, J-S -- __ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Ulrich Hertlein wrote: Isn't the following the case? - plugin X will automatically be associated with extension 'X'. - to support more extensions the plugin must say that it supports 'Y' *and* the Registry must map extension 'Y' to 'X', because otherwise plugin 'X' won't be considered/loaded for extension 'Y'. Not really, the plugin doesn't need to say that it supports Y. But the extension alias does need to be registered. Once it's registered, the Registry will load the plugin and try to read Y with it. Do a search on the OSG source for supportsExtension and you will see that OSG calls it only rarely. I forget the circumstances, but it certainly doesn't bother to call supportsExtension before initial load and calling in to read a file for the first time. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Robert Osfield wrote on 2009-12-15: FYI, if you really want to try forcing a plugin to handle extensions it was never designed to handle you could try loading the plugin and then calling supportsExtension on it. Just to be pedantic, supportsExtension() is protected, so you'd need to: 1) create a subclass of the plugin's ReaderWriter (which would pull in the plugin DLL, registering the plugin with the Registry) that calls supportsExtension() 2) Remove the plugin's ReaderWriter from the Registry 3) Register your subclass with the Registry I'd guess that's about as much work as writing a pseudoloader :) -- 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] file extension alias
Ulrich Hertlein wrote: What extension/plugin did you use it with? I've used this with proprietary plugins that support multiple different extensions for the same file type. As I understand it 'addFileExtensionAlias' really only works with plugins that don't check the extension name. I only register aliases that the plugin supports. The plugin still checks the extension. I think most all plugins check the extension. The osgDB::Registry constructor does the same thing. Consider the QuickTime plugin, the RGB plugin, etc. On a related note, I also have a proprietary plugin that supports possibly dozens of different file types. The actual formats supported are determined by a third party library loaded by the plugin, so there's no way to know what is supported before loading the plugin, and therefore no way to register any aliases. In this case, the client app simply does an explicit load on the plugin library at init time. Once loaded, the plugin is invoked for every read/write regardless of extension, so the plugin itself determines which files it supports whenever a read/write is invoked, by interacting with its third party library. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
I think we've all been saying supportsExtension when we meant to say axxeptsExtension (which is public). I know I always get them confused. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Thrall, Bryan wrote: Robert Osfield wrote on 2009-12-15: FYI, if you really want to try forcing a plugin to handle extensions it was never designed to handle you could try loading the plugin and then calling supportsExtension on it. Just to be pedantic, supportsExtension() is protected, so you'd need to: 1) create a subclass of the plugin's ReaderWriter (which would pull in the plugin DLL, registering the plugin with the Registry) that calls supportsExtension() 2) Remove the plugin's ReaderWriter from the Registry 3) Register your subclass with the Registry I'd guess that's about as much work as writing a pseudoloader :) -- 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Drawing order
Hello Robert. I never thought of the Depth buffer application under a 2D orthographic mode. After adding osg::StateSet *ss = getOrCreateStateSet(); ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); ss-setMode( GL_DEPTH_TEST, osg::StateAttribute::ON ); to all my geometries osgText::Texts are being correctly displayed. Thanks Andre 2009/12/15 Robert Osfield robert.osfi...@gmail.com Hi Andre, On Tue, Dec 15, 2009 at 11:11 AM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. In reality I'm not doing anything with the depth buffer since i never used depth for a 2D projection in pure OpenGL programs. So you disable depth test? If you have depth test on then you will be using the depth buffer even with 2D projections.. as 2D projections are really no different rather 3D projections in OpenGL, everything in reality is 3D, everything has depth even it's flat and depth value of 0, and if depth test is on then each fragment will be tested against the depth buffer. For a simple OpenGL program I just draw components in sequence. As an example like this: Again as I've been saying for the last three emails, depth test is the key and still you haven't provide any information about it. 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] file extension alias
On 15/12/09 3:57 PM, Paul Martz wrote: Ulrich Hertlein wrote: Isn't the following the case? - plugin X will automatically be associated with extension 'X'. - to support more extensions the plugin must say that it supports 'Y' *and* the Registry must map extension 'Y' to 'X', because otherwise plugin 'X' won't be considered/loaded for extension 'Y'. Not really, the plugin doesn't need to say that it supports Y. But the extension alias does need to be registered. Once it's registered, the Registry will load the plugin and try to read Y with it. Do a search on the OSG source for supportsExtension and you will see that OSG calls it only rarely. I forget the circumstances, but it certainly doesn't bother to call supportsExtension before initial load and calling in to read a file for the first time. Most of the plugins have something like: if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED; 'ReaderWriter::acceptsExtension()' checks the _supportedExtensions list, so if extension 'Y' isn't in there then the plugin won't handle the file. Of course, if the plugin doesn't use acceptsExtension (or overloads it) then everything works fine. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Paul Martz wrote on 2009-12-15: I think we've all been saying supportsExtension when we meant to say axxeptsExtension (which is public). I know I always get them confused. acceptsExtension() checks if the plugin handles that extension; if you want to add an extension so the plugin handles it, you need to call supportsExtension(). Thrall, Bryan wrote: Robert Osfield wrote on 2009-12-15: FYI, if you really want to try forcing a plugin to handle extensions it was never designed to handle you could try loading the plugin and then calling supportsExtension on it. Just to be pedantic, supportsExtension() is protected, so you'd need to: 1) create a subclass of the plugin's ReaderWriter (which would pull in the plugin DLL, registering the plugin with the Registry) that calls supportsExtension() 2) Remove the plugin's ReaderWriter from the Registry 3) Register your subclass with the Registry I'd guess that's about as much work as writing a pseudoloader :) -- 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] file extension alias
Hi Bryan, On Tue, Dec 15, 2009 at 2:49 PM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: Yep, I was proposing that users of the Registry could interpret adding an alias differently than is currently implemented (exactly as Jan did). But it sounds like Robert isn't open to changing the meaning like that, so people who want to add unsupported extensions will have to write their own pseudoloaders. To be clear, I'm not open to breaking an existing feature for the specific purpose of one user, for something that can easily be achieved with other means without breaking anything. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean synced thru multiple machines
Thanks ! Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 4:53 PM, Kim Bale kcb...@googlemail.com wrote: haha I thought I had this one.. but you beat me to it! Lightning fast response. Cheers. Kim. 2009/12/15 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com: Hi Nick, I just got osgOcean compiled and running and it looks great !!! It does, doesn't it! Thanks to Kim Bale for all his hard work! One question. Is there a way to sync the waves on multiple machines ? Not in osgOcean itself, no. You'd have to come up with your own way. I guess you could add a setFrameNumber() method to FFTOceanSurface that would tell the object to set itself to a given frame number in its animation, and then add a boolean flag that would allow you to control the animation through setFrameNumber() instead of FFTOceanSurface controlling it itself in its traverse() method. If you do code up something please post it, we can integrate it into the mainline code. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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] file extension alias
why not using Registry::createLibraryNameForExtension or Registry::getReaderWriterForExtension it checks the aliases and returns the right thing Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 5:34 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Bryan, On Tue, Dec 15, 2009 at 2:49 PM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: Yep, I was proposing that users of the Registry could interpret adding an alias differently than is currently implemented (exactly as Jan did). But it sounds like Robert isn't open to changing the meaning like that, so people who want to add unsupported extensions will have to write their own pseudoloaders. To be clear, I'm not open to breaking an existing feature for the specific purpose of one user, for something that can easily be achieved with other means without breaking anything. 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] osgText::Text Drawing order
Hi Robert. Sorry to post again. But even using the ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ) for all geometries a cannot guarantee that the Texts will be on screen. - When I add to much components (nothing more than rects with texts inside) on the screen my texts just simply fade away. - If i add a small quantity widgets with texts inside and one widget with LineStipple, all Texts fade away too. As a test, just to see the osgText::Texts, i've made a second configuration that looses the transparency of them but at least they are showing on screen if their respective colors: _text-getOrCreateStateSet()-setMode( GL_DEPTH, osg::StateAttribute::OFF ); _text-getOrCreateStateSet()-setRenderingHint( osg::StateSet::DEFAULT_BIN ); I'll restart to create the widget System using your first hint as base ( setRenderBinDetails( number_as_draw_order, ) ). Scene results together with code: Text without GL_DEPTH - http://img215.imageshack.us/img215/2913/textwithoutgldepth.png Text with GL_DEPTH - http://img222.imageshack.us/img222/9679/textwithdepth.png Regards Andre 2009/12/15 Andre Simoes andrersim...@gmail.com Hello Robert. I never thought of the Depth buffer application under a 2D orthographic mode. After adding osg::StateSet *ss = getOrCreateStateSet(); ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); ss-setMode( GL_DEPTH_TEST, osg::StateAttribute::ON ); to all my geometries osgText::Texts are being correctly displayed. Thanks Andre 2009/12/15 Robert Osfield robert.osfi...@gmail.com Hi Andre, On Tue, Dec 15, 2009 at 11:11 AM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. In reality I'm not doing anything with the depth buffer since i never used depth for a 2D projection in pure OpenGL programs. So you disable depth test? If you have depth test on then you will be using the depth buffer even with 2D projections.. as 2D projections are really no different rather 3D projections in OpenGL, everything in reality is 3D, everything has depth even it's flat and depth value of 0, and if depth test is on then each fragment will be tested against the depth buffer. For a simple OpenGL program I just draw components in sequence. As an example like this: Again as I've been saying for the last three emails, depth test is the key and still you haven't provide any information about it. 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] Python users
Hi, Thanks to make the osgboostpython code! i'm running osgboostpython on mac osx 10.6 (osg svn, 64-bit) boost+python support from source (1.41) now i'm tring to runs some examles, but i have problems using the code from the main page : In [12]: s.setTextureAttributeAndModes(0, t, osg.StateAttribute.Values.ON) Traceback (most recent call last): File ipython console, line 1, in module AttributeError: type object 'Values' has no attribute 'ON' any clue on what's wrong? p.s. ... tring to build osgboostpython , seems that it don't recognize the .dylb files so i had to simlink *.dylb to *.so. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text Drawing order
Hi Andre, I'm afraid I can't dedicate all my support time to just understanding what you are doing wrong and trying to help you - I have other work to do. What you want to do is possible. osgWidget does it, why not go look at it. I have tried by best to point you in the right direction, but this is as far as I can go. Perhaps others can help you. Robert. On Tue, Dec 15, 2009 at 5:00 PM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. Sorry to post again. But even using the ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ) for all geometries a cannot guarantee that the Texts will be on screen. - When I add to much components (nothing more than rects with texts inside) on the screen my texts just simply fade away. - If i add a small quantity widgets with texts inside and one widget with LineStipple, all Texts fade away too. As a test, just to see the osgText::Texts, i've made a second configuration that looses the transparency of them but at least they are showing on screen if their respective colors: _text-getOrCreateStateSet()-setMode( GL_DEPTH, osg::StateAttribute::OFF ); _text-getOrCreateStateSet()-setRenderingHint( osg::StateSet::DEFAULT_BIN ); I'll restart to create the widget System using your first hint as base ( setRenderBinDetails( number_as_draw_order, ) ). Scene results together with code: Text without GL_DEPTH - http://img215.imageshack.us/img215/2913/textwithoutgldepth.png Text with GL_DEPTH - http://img222.imageshack.us/img222/9679/textwithdepth.png Regards Andre 2009/12/15 Andre Simoes andrersim...@gmail.com Hello Robert. I never thought of the Depth buffer application under a 2D orthographic mode. After adding osg::StateSet *ss = getOrCreateStateSet(); ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); ss-setMode( GL_DEPTH_TEST, osg::StateAttribute::ON ); to all my geometries osgText::Texts are being correctly displayed. Thanks Andre 2009/12/15 Robert Osfield robert.osfi...@gmail.com Hi Andre, On Tue, Dec 15, 2009 at 11:11 AM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. In reality I'm not doing anything with the depth buffer since i never used depth for a 2D projection in pure OpenGL programs. So you disable depth test? If you have depth test on then you will be using the depth buffer even with 2D projections.. as 2D projections are really no different rather 3D projections in OpenGL, everything in reality is 3D, everything has depth even it's flat and depth value of 0, and if depth test is on then each fragment will be tested against the depth buffer. For a simple OpenGL program I just draw components in sequence. As an example like this: Again as I've been saying for the last three emails, depth test is the key and still you haven't provide any information about it. 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
[osg-users] osgCal2 flipped textures
Hi, I am having a model exported from 3d studio and I see the textures flipped on the mesh. Any solution for this? p.s. On the osgCal project page it is stated that this issue has been resolved. I am missing somthing? The max exporter and osgCal are built on top of cal3d 0.11.0 Nick http://www.linkedin.com/in/tnick 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] Python users
Hi Massimo, Sorry, my first reply went to you directly... I don't know why, sometimes reply replies straight to the sender, even though the mailing list should be changing the headers so that replies go back to the mailing list... i'm running osgboostpython http://code.google.com/p/osgboostpython/ on mac osx 10.6 (osg svn, 64-bit) boost+python support from source (1.41) Please note that I've never tried to build it on Mac OS X, so your input will be valuable (as below). now i'm tring to runs some examles, but i have problems using the code from the main page : In [12]: s.setTextureAttributeAndModes(0, t, osg.StateAttribute.Values.ON) Traceback (most recent call last): File ipython console, line 1, in module AttributeError: type object 'Values' has no attribute 'ON' any clue on what's wrong? Yes, the enums were changed to const members to fit better with the C++ style but I didn't change the code on the front page :-( Try to use osg.StateAttribute.ON instead (without the .Values)... See http://code.google.com/p/osgboostpython/source/browse/trunk/osgBoostPython/lib/osg/__init__.py I've updated the front page now. Sorry about that. ... tring to build osgboostpython http://code.google.com/p/osgboostpython/ , seems that it don't recognize the .dylb files so i had to simlink *.dylb to *.so. You could possibly change the jam files so that it uses .dylib files instead, but I have no clue how to do that. Perhaps the bjam / jam / boost.build documentation can help you. 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] osgText::Text Drawing order
Andre, can you post some code samples? Nick http://www.linkedin.com/in/tnick Sent from Gümüşsuyu, İstanbul, Turkey On Tue, Dec 15, 2009 at 7:31 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Andre, I'm afraid I can't dedicate all my support time to just understanding what you are doing wrong and trying to help you - I have other work to do. What you want to do is possible. osgWidget does it, why not go look at it. I have tried by best to point you in the right direction, but this is as far as I can go. Perhaps others can help you. Robert. On Tue, Dec 15, 2009 at 5:00 PM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. Sorry to post again. But even using the ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ) for all geometries a cannot guarantee that the Texts will be on screen. - When I add to much components (nothing more than rects with texts inside) on the screen my texts just simply fade away. - If i add a small quantity widgets with texts inside and one widget with LineStipple, all Texts fade away too. As a test, just to see the osgText::Texts, i've made a second configuration that looses the transparency of them but at least they are showing on screen if their respective colors: _text-getOrCreateStateSet()-setMode( GL_DEPTH, osg::StateAttribute::OFF ); _text-getOrCreateStateSet()-setRenderingHint( osg::StateSet::DEFAULT_BIN ); I'll restart to create the widget System using your first hint as base ( setRenderBinDetails( number_as_draw_order, ) ). Scene results together with code: Text without GL_DEPTH - http://img215.imageshack.us/img215/2913/textwithoutgldepth.png Text with GL_DEPTH - http://img222.imageshack.us/img222/9679/textwithdepth.png Regards Andre 2009/12/15 Andre Simoes andrersim...@gmail.com Hello Robert. I never thought of the Depth buffer application under a 2D orthographic mode. After adding osg::StateSet *ss = getOrCreateStateSet(); ss-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); ss-setMode( GL_DEPTH_TEST, osg::StateAttribute::ON ); to all my geometries osgText::Texts are being correctly displayed. Thanks Andre 2009/12/15 Robert Osfield robert.osfi...@gmail.com Hi Andre, On Tue, Dec 15, 2009 at 11:11 AM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. In reality I'm not doing anything with the depth buffer since i never used depth for a 2D projection in pure OpenGL programs. So you disable depth test? If you have depth test on then you will be using the depth buffer even with 2D projections.. as 2D projections are really no different rather 3D projections in OpenGL, everything in reality is 3D, everything has depth even it's flat and depth value of 0, and if depth test is on then each fragment will be tested against the depth buffer. For a simple OpenGL program I just draw components in sequence. As an example like this: Again as I've been saying for the last three emails, depth test is the key and still you haven't provide any information about it. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenThreads/Atomic patch for OSX
I have a patch to submit that fixes the following error when building against OSX 10.6.2. I am building the 2.9.6 dev tag, but I also checked it against trunk. I am building fat binaries (i386 and x86_64): /OpenSceneGraph-2.9.6/include/OpenThreads/Atomic:70: error: 'int32_t' does not name a type /OpenSceneGraph-2.9.6/include/OpenThreads/Atomic: In constructor 'OpenThreads::Atomic::Atomic(unsigned int)': /OpenSceneGraph-2.9.6/include/OpenThreads/Atomic:50: error: class 'OpenThreads::Atomic' does not have any field named '_value' --- Atomic.orig 2009-12-15 09:53:51.0 -0800 +++ Atomic 2009-12-15 09:55:02.0 -0800 @@ -17,17 +17,17 @@ #include OpenThreads/Config #include OpenThreads/Exports -#if defined(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS) defined(__i386__) -#define _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES +#if defined(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC) +# include libkern/OSAtomic.h +# define _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES +#elif defined(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS) defined(__i386__) +# define _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES #elif defined(_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED) -#define _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES +# define _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES #elif defined(_OPENTHREADS_ATOMIC_USE_SUN) # include atomic.h # include Mutex # include ScopedLock -#elif defined(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC) -# include libkern/OSAtomic.h -# define _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES #elif defined(_OPENTHREADS_ATOMIC_USE_MUTEX) # include Mutex # include ScopedLock The problem is that there were two clauses in these conditionals that applied to my configuration. I moved the more-specific case, _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC, ahead of the more general _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS __i386__. This allowed it to correctly pull in libkern/OSAtomic.h which subsequently pulled in stdint.h to define int32_t. I don't know for sure, but I guess there might be a case where a similar situation could happen with the *_USE_SUN clause where a Sun system might also take the GCC/i386 path instead. Thanks Chuck Seberino___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question regarding Culling issue in the SceneView
Greetings All, I added a CullCallback to the camera of a view. I found it was not getting hit. After much searching I believe it is due to the implementation in the SceneView: Specifically at line 957: // traverse the scene graph to generate the rendergraph. for(unsigned int childNo=0; childNo_camera-getNumChildren(); ++childNo) { _camera-getChild(childNo)-accept(*cullVisitor); } Is there a reason that it is simply not replace that whole section of code with the following? _camera-accept(*cullVisitor); Shouldn't the main camera be culled? I'm somewhat inclined to think so. I'd appreciate any feedback on why this may not be the case. -Regards, Colin Branch -- Colin Branch VT MAK work: (617) 876-8085 Ext. 159 email: cbra...@mak.com -- Colin Branch VT MAK work: (617) 876-8085 Ext. 159 email: cbra...@mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding Culling issue in the SceneView
Colin Branch wrote: // traverse the scene graph to generate the rendergraph. for(unsigned int childNo=0; childNo_camera-getNumChildren(); ++childNo) { _camera-getChild(childNo)-accept(*cullVisitor); } Is there a reason that it is simply not replace that whole section of code with the following? _camera-accept(*cullVisitor); That's interesting. CullVisitor::apply(Camera) is the place where the RenderStage for the Camera is created/inserted into the render graph, so I'm not sure how that works if the SceneView is explicitly skipping the top level Camera. Maybe Robert can elaborate. Perhaps the Renderer does this automatically (for osgViewer based apps). -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding Culling issue in the SceneView
Hi Colin, As Paul suggests CullVisitor::apply(osg::Camera) handles in scene graph camera's, so will not handle the viewer level scene graph correctly so _camera-accept(*cullVisitor) won't behave correctly. Perhaps you could try replacing the for loop with _camera-traverse(*cullVisitor) as this will call the cull callback and avoid the CullVisitor::applyOsg::Camera) method. If this works fine let me know as I can make this change to SceneView.cpp. Robert. On Tue, Dec 15, 2009 at 6:22 PM, Colin Branch cbra...@mak.com wrote: Greetings All, I added a CullCallback to the camera of a view. I found it was not getting hit. After much searching I believe it is due to the implementation in the SceneView: Specifically at line 957: // traverse the scene graph to generate the rendergraph. for(unsigned int childNo=0; childNo_camera-getNumChildren(); ++childNo) { _camera-getChild(childNo)-accept(*cullVisitor); } Is there a reason that it is simply not replace that whole section of code with the following? _camera-accept(*cullVisitor); Shouldn't the main camera be culled? I'm somewhat inclined to think so. I'd appreciate any feedback on why this may not be the case. -Regards, Colin Branch -- Colin Branch VT MAK work: (617) 876-8085 Ext. 159 email: cbra...@mak.com -- Colin Branch VT MAK work: (617) 876-8085 Ext. 159 email: cbra...@mak.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] Question regarding Culling issue in the SceneView
Hi Robert, As Paul suggests CullVisitor::apply(osg::Camera) handles in scene graph camera's, so will not handle the viewer level scene graph correctly so _camera-accept(*cullVisitor) won't behave correctly. Perhaps you could try replacing the for loop with _camera-traverse(*cullVisitor) as this will call the cull callback and avoid the CullVisitor::applyOsg::Camera) method. If this works fine let me know as I can make this change to SceneView.cpp. I had a similar question about update callbacks. Reading the code (can't recall where, but I suspect it's in SceneView.cpp as well) the update visitor is being passed to the Scene objects, and not to the cameras. The effect of this is that update callbacks on cameras are not called, and more importantly, update callbacks on nodes that are children of the camera but not part of the view's SceneData will not be called either. We frequently add nodes directly under a camera (instead of under a scene root that's the scene data of a given view) so that the nodes are only visible to that camera. But with the present behavior, update callbacks on those nodes are never called. If, instead of passing the update visitor to the scene data's root, we passed it to the camera's children, then we're sure all visible nodes would be visited, even those in the scene data... 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] Question regarding Culling issue in the SceneView
J-S, I tried adding an update callback to the top level camera and that did work. I checked the code and it does call accept: 346: _camera-accept(*_updateVisitor.get()); So it should work correctly (as of 2.8.2) -Colin On 12/15/2009 2:10 PM, Jean-Sébastien Guay wrote: Hi Robert, As Paul suggests CullVisitor::apply(osg::Camera) handles in scene graph camera's, so will not handle the viewer level scene graph correctly so _camera-accept(*cullVisitor) won't behave correctly. Perhaps you could try replacing the for loop with _camera-traverse(*cullVisitor) as this will call the cull callback and avoid the CullVisitor::applyOsg::Camera) method. If this works fine let me know as I can make this change to SceneView.cpp. I had a similar question about update callbacks. Reading the code (can't recall where, but I suspect it's in SceneView.cpp as well) the update visitor is being passed to the Scene objects, and not to the cameras. The effect of this is that update callbacks on cameras are not called, and more importantly, update callbacks on nodes that are children of the camera but not part of the view's SceneData will not be called either. We frequently add nodes directly under a camera (instead of under a scene root that's the scene data of a given view) so that the nodes are only visible to that camera. But with the present behavior, update callbacks on those nodes are never called. If, instead of passing the update visitor to the scene data's root, we passed it to the camera's children, then we're sure all visible nodes would be visited, even those in the scene data... Thanks, J-S -- Colin Branch VT MAK work: (617) 876-8085 Ext. 159 email: cbra...@mak.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] What can I do with an ive file?
Hi OSGers, So I just got done creating the Pugent Sound example given from the vpb website. The coloring didn't turn out right, but the elevation map worked. (only the bottom left hand corner is colored with the texture). Now I am left with the .ive file that has a great looking 3D terrain. What i would like to do is to apply my own textures on the 3D terrain on the fly. The texturing would look similar to this: envision.bioe.orst.edu/StudyAreas/Bainbridge/bainbridgeContextMap.jpg I have access to the data represented by map, so I'm assuming I will just need to rasterize it to a texture and then apply it to the terrain. Can I quickly do this interactively(ie not waiting 3hr for it to process)? I would need to use different textures on the fly as the data can change based on the user's input. Also, later requirements request for me to add more detail to the terrain ( such as forests, neighborhoods, cities, water, etc), they want the landscape to be photo-realistic. I would assume instead of painting on colors, I would instead paint forests, neighborhoods, rivers, etc.. FYI, I am a complete newbie to OSG(first post!) and hopefully I have not bitten off more than I can chew :?. Is what I'm trying to do feasible( well I'm sure it is, but is it realisticly doable?) Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21536#21536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG QT
Hi, Getting unresolved reference errors when trying to build OSG into QT. All stemming from the OSG libs? Any thoughts? QT 4.5.3, using the mingw32-g++ compiler. Thank you! Cheers, Samuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21537#21537 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading mesh without textures
Hi, Choco does it again! Thanks for posting that solution in code! In my app, all I was missing was the removeTextureAttribute. Thank you again! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21538#21538 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] OSG Volume / Transfer Function
Hi, I am actually trying to understand the OSG Volume Example, The alpha coefficient allow me to play with the extinction coefficient, but have problem to use the transfer function. What does represent the first parameter when we set a new Color ? transferFunction-setColor(value, osg::Vec4(1.0,1.0,1.0,apha)); this line permit normally to set a transferControl point I think... in this case does the function will color all the vortex between ? and my value with this color and the opacity in parameter ? Thank you! Cheers, thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21534#21534 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] What can I do with an ive file?
Hi Nick, Try osgEarth (http://osgearth.org). With it you can take a VPB terrain and add and remove imagery or vector layers on the fly without having to rebuild it. Specifically: http://wush.net/trac/osgearth/wiki/TileSourcePluginVPB There are examples of this in the distribution as well. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Tue, Dec 15, 2009 at 3:37 PM, Nick Schultz schul...@engr.orst.eduwrote: Hi OSGers, So I just got done creating the Pugent Sound example given from the vpb website. The coloring didn't turn out right, but the elevation map worked. (only the bottom left hand corner is colored with the texture). Now I am left with the .ive file that has a great looking 3D terrain. What i would like to do is to apply my own textures on the 3D terrain on the fly. The texturing would look similar to this: envision.bioe.orst.edu/StudyAreas/Bainbridge/bainbridgeContextMap.jpg I have access to the data represented by map, so I'm assuming I will just need to rasterize it to a texture and then apply it to the terrain. Can I quickly do this interactively(ie not waiting 3hr for it to process)? I would need to use different textures on the fly as the data can change based on the user's input. Also, later requirements request for me to add more detail to the terrain ( such as forests, neighborhoods, cities, water, etc), they want the landscape to be photo-realistic. I would assume instead of painting on colors, I would instead paint forests, neighborhoods, rivers, etc.. FYI, I am a complete newbie to OSG(first post!) and hopefully I have not bitten off more than I can chew :?. Is what I'm trying to do feasible( well I'm sure it is, but is it realisticly doable?) Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21536#21536 ___ 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] QUAD_BUFFER Stereo on Vista
Hi, I have a 3D stereo application that runs fine in anaglyph mode on Windows XP, however when changing the mode to QUAD_BUFFER and switching to Windows Vista it stops working. Basically using the NVIDIA vision glasses and a Quadro FX 3700, the stereo effect is not present. I am using driver 191.66 for Windows Vista, and the operating system is 32 bit ultimate. The application is a QT application using the QOSGWidget and the composite viewer classes provided as example. the OSG example (osgstereoimage) works fine, so I wonder if anyone has experienced such problems. Thank you! Cheers, Teodor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21545#21545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] file extension alias
Robert Osfield wrote: Hi Bryan, On Tue, Dec 15, 2009 at 2:49 PM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: Yep, I was proposing that users of the Registry could interpret adding an alias differently than is currently implemented (exactly as Jan did). I like Coin (Open Inventor clone, OSG competitor) since: 1. it has intuitive consistent API and excellent design 2. if there is something where SGI experts failed the design, the place is well documented with examples and explanations of specialties of the design I wish OSG to constantly improve and to become even better with powerful and intuitive API. To name the strengths of OSG: - it follows the latest technology and design patterns - there is a working mailing list, patches and discussions [...] for the specific purpose of one user [...] Maybe two? But we understand, you are the authority deciding how it will be... Reference for other people: By the alias extension, people would not lose anything of the current plugin features - all the current extension protection would still work as well as it is working just now. They would just get one additional feature for OSG. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osg::image / Create a 3d image
Hi, With osg::image normally you can setup a 3d image , but there is a problem for the length someone know what is wrong with these declaration : I want to create an image of 100x100x100 Code: //creation of the data int height=100; int width=100; int length=100; const long size = width*height*length; unsigned short* data = (unsigned short*)calloc(size, sizeof(unsigned short)); for(long i=0; i size ; i+= 3) { data[i]=255;//red data[i+1]=0;//green data[i+2]=0;//blue } // declaration and allocation of the 3d image (size : 100,100,100) osg::ref_ptrosg::Image image = new osg::Image; image-allocateImage(width, height, length, GL_RGB, GL_UNSIGNED_SHORT); image-setOrigin(osg::Image::BOTTOM_LEFT); image-setImage(width, height, length,GL_RGB,GL_RGB,GL_UNSIGNED_SHORT, (unsigned char*)data,osg::Image::NO_DELETE); Thank you! Cheers, Thomas[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21547#21547 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org