Re: [osg-users] Faster build with precompiled headers (PCH)?
Hi Jan, It could be nice if GCC also supports PCH. Well what I did looks like: if(enabled) if(msvc) add command line arguments to the compiler endif() endif() So adding support for any compiler is very straightforward as long as it behaves a bit the same: under MSVC, you need to: - add a .cpp and a .h to the project (Precompiled.h and Precompiled.cpp for instance). - say the .cpp generation also generates the precompiled header (command line for the cpp) - say everything else in the project use this precompiled header (command line for the project) - force each cpp in the project to virtually include the Precompiled.h (command line for the project) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Jan Ciger jan.ci...@gmail.com a écrit : -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-14 01:01, Sukender wrote: Hi Paul, I'm sorry, I did a search IN MY MAIL BOX and didn't find anything... but you're right, I should have searched the whole archives first! I do not recall seeing it neither. Well, to add a few details: - AFAIK, if you put only STL (and system headers?) in the PCH, you can avoid having to recompile the wholeH project each time you change osg/Node. The speedup is of course less, but it compensates a bit the slowness of MSVC. - The .h is automatically added to all .cpp files without having to change them (command line arg given in CMakeLists.txt). No special maintenance is to be made here. - However, you still got the thing I described in the previous mail: MSVC submitters must be warned to build without PCH before submitting. BTW, you are aware that GCC has precompiled headers support too for some time? It would be nice to have that supported as well. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLUKVin11XseNj94gRAiZzAJwMcDgwndMrD69F5MNB8FzK7eyphgCfRief PSG1vqKN8Bnsw+eYaDKrMV0= =1Gwb -END PGP SIGNATURE- ___ 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] FBX plugin and previous OSG releases...
I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unable to manipulate the node after using AnimationPath
Hi Dat, If you are finished with the animation then just remove the animation path callback. Robert. On Fri, Jan 15, 2010 at 7:52 PM, Nguyen Tien Dat tienda...@gmail.com wrote: Dear all, I have a scene structure like this: rootNode - matrixTranformNode - objectNode I modify the position and orientation of the object by setting the matrix of the matrixTranformNode and it works well. But the problem appears when I try to use animation path. I create an animation path like this: osg::AnimationPath* animationPath = new osg::AnimationPath; animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING); //initialize startPoint, endPoint, rotation animationPath-insert(0.0,osg::AnimationPath::ControlPoint(startPoint , rotation)); animationPath-insert(0.0,osg::AnimationPath::ControlPoint(endPoint , rotation)); matrixTranformNode-setUpdateCallback(new osg::AnimationPathCallback(animationPath)); The animation looks as expected. But after the animation I try to update the matrix of matrixTranformNode, it doesn't work properly. The object is still in the place of the last frame of animation, and it won't change its position and orientation no matter how I try to change the matrix. When I try to call getMatrix method of matrixTransformNode, the matrix is changed as I set it. But the object isn't displayed correctly. Could any of you tell me what happens with the matrixTransformNode after the animation? How can I manipulate the object again after the animation? Note that I did try to replace the matrixTransformNode by a new one (so the scene structure is rootNode - newMatrixTransformNode - objectNode), and then I could manipulate the object again. But this doesn't work smoothly when you want to have continuous motion between the animation created by AnimationPath and the animation created by your manipulation. Thanks, Dat ___ 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] [forum] multichannel or multi display on three computers
Hi Tom Tran, You don't make any mention of what type of display your cluster is outputting to - a powerwall, a cylindrical display, one with edge blending... lots of variables and what to recommend depends upon what you are wanting to do. In terms of the OSG you'll just be setting the viewer Camera'rs view and projection matrices using Camera::setViewMatrix*() or Camera::setProjectionMatrix*() methods. As to what settings to you'll need to compute the values yourself, and it's the answers to my question in the first paragraph that will be your first step in deciding how to compute them. Robert. On Sat, Jan 16, 2010 at 10:21 AM, Tom Tran burat...@gmail.com wrote: I am working with OGS. I want to develop an visualization application with multichannel, say three. This application can be used for driving system. Three channels, each on separate computer. I can synchronize channels, but I don't know how to set up viewing on each channel to have continuous large image. I guess that I must have some calculation for projection matrix. Views on side channels (left and right) must have different setting of FOV .. or something like that. Pls kindly show me some hint about this issue, Many thanks! Tom Tran -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22747#22747 ___ 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] parallel rendering into texture atlas
HI Nick, On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi community, what I am after this time is to have multithreaded rendering into texture atlas. Is this feasible with osg? Any thoughts, hints ? It's not feasible with graphics cards, OpenGL or by extension the OSG. Paul mentions about the potential of sharing OpenGL objects between graphics contexts, and the OSG does support this, but this wouldn't enable you to get round the fact that the multiple graphics cards won't be able to write to the an single FBO at the same time, nor a single graphics cards writing to a single FBO in parallel. So my hint would be look to another avenue for performance improvement ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Typo in include/osg/ImageUtils
Dear all, Doing some tests with osgvolume we've found a typo in some code dealing with RGBA images. It's located at include/osg/ImageUtils line 88: case(GL_RGBA): { for(unsigned int i=0;inum;++i) { float r = float(*data)*scale; float g = float(*(data+1))*scale; float b = float(*(data+2))*scale; float a = float(*(data+3))*scale; operation.rgba(r,g,b,a); *data++ = T(r*inv_scale); *data++ = T(g*inv_scale); *data++ = T(g*inv_scale); *data++ = T(a*inv_scale); } } break; Notice that g*inv_scale appears instead of b*inv_scale near the end of the line. I've checked through the web interface that the trunk still has the typo. Regards, Juan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ 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] Typo in include/osg/ImageUtils
Hi Juan, Could you post your fix as a whole modified source file, as you email is rather difficult to follow. Cheers, Robert. On Mon, Jan 18, 2010 at 10:05 AM, Juan Hernando jherna...@fi.upm.es wrote: Dear all, Doing some tests with osgvolume we've found a typo in some code dealing with RGBA images. It's located at include/osg/ImageUtils line 88: case(GL_RGBA): { for(unsigned int i=0;inum;++i) { float r = float(*data)*scale; float g = float(*(data+1))*scale; float b = float(*(data+2))*scale; float a = float(*(data+3))*scale; operation.rgba(r,g,b,a); *data++ = T(r*inv_scale); *data++ = T(g*inv_scale); *data++ = T(g*inv_scale); *data++ = T(a*inv_scale); } } break; Notice that g*inv_scale appears instead of b*inv_scale near the end of the line. I've checked through the web interface that the trunk still has the typo. Regards, Juan ___ 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] Typo in include/osg/ImageUtils
Robert Osfield wrote: Hi Juan, Could you post your fix as a whole modified source file, as you email is rather difficult to follow. OK, find the file attached. Cheers, Juan /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_IMAGEUTILS #define OSG_IMAGEUTILS 1 #include osg/Export #include osg/Image namespace osg { template typename T, class O void _readRow(unsigned int num, GLenum pixelFormat, const T* data,float scale, O operation) { switch(pixelFormat) { case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l = float(*data++)*scale; operation.luminance(l); } } break; case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a = float(*data++)*scale; operation.alpha(a); } } break; case(GL_LUMINANCE_ALPHA): { for(unsigned int i=0;inum;++i) { float l = float(*data++)*scale; float a = float(*data++)*scale; operation.luminance_alpha(l,a); } } break; case(GL_RGB): { for(unsigned int i=0;inum;++i) { float r = float(*data++)*scale; float g = float(*data++)*scale; float b = float(*data++)*scale; operation.rgb(r,g,b); } } break; case(GL_RGBA): { for(unsigned int i=0;inum;++i) { float r = float(*data++)*scale; float g = float(*data++)*scale; float b = float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); } } break; case(GL_BGR): { for(unsigned int i=0;inum;++i) { float b = float(*data++)*scale; float g = float(*data++)*scale; float r = float(*data++)*scale; operation.rgb(r,g,b); } } break; case(GL_BGRA): { for(unsigned int i=0;inum;++i) { float b = float(*data++)*scale; float g = float(*data++)*scale; float r = float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); } } break; } } template class O void readRow(unsigned int num, GLenum pixelFormat, GLenum dataType, const unsigned char* data, O operation) { switch(dataType) { case(GL_BYTE): _readRow(num,pixelFormat, (const char*)data,1.0f/128.0f,operation); break; case(GL_UNSIGNED_BYTE): _readRow(num,pixelFormat, (const unsigned char*)data, 1.0f/255.0f,operation); break; case(GL_SHORT): _readRow(num,pixelFormat, (const short*) data, 1.0f/32768.0f, operation); break; case(GL_UNSIGNED_SHORT):_readRow(num,pixelFormat, (const unsigned short*)data, 1.0f/65535.0f, operation); break; case(GL_INT): _readRow(num,pixelFormat, (const int*) data,1.0f/2147483648.0f, operation); break; case(GL_UNSIGNED_INT): _readRow(num,pixelFormat, (const unsigned int*) data, 1.0f/4294967295.0f, operation); break; case(GL_FLOAT): _readRow(num,pixelFormat, (const float*) data, 1.0f, operation); break; } } template class O void readImage(const osg::Image* image, O operation) { if (!image) return; for(int r=0;rimage-r();++r) { for(int t=0;timage-t();++t) { readRow(image-s(), image-getPixelFormat(), image-getDataType(), image-data(0,t,r), operation); } } } // example ModifyOperator // struct ModifyOperator // { // inline void luminance(float l) const {} // inline void alpha(float a) const {} // inline void luminance_alpha(float l,float a) const {} // inline void rgb(float r,float g,float b) const {} // inline void rgba(float r,float g,float b,float a) const {} // }; template typename T, class M void _modifyRow(unsigned int num, GLenum pixelFormat, T* data,float scale, const M operation) { float inv_scale = 1.0f/scale; switch(pixelFormat) { case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l = float(*data)*scale; operation.luminance(l); *data++ = T(l*inv_scale); } } break; case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a = float(*data)*scale; operation.alpha(a); *data++ = T(a*inv_scale); } } break; case(GL_LUMINANCE_ALPHA): { for(unsigned int i=0;inum;++i) { float l = float(*data)*scale; float a = float(*(data+1))*scale; operation.luminance_alpha(l,a); *data++ = T(l*inv_scale); *data++ = T(a*inv_scale); } } break; case(GL_RGB): { for(unsigned int
Re: [osg-users] FBX plugin and previous OSG releases...
Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ 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] osgQtBrowser error while compiling.
Hi All, When I compile last revision on svn I get c:\qt\4.6.0\include\qtwebkit\../../src/3rdparty/webkit/WebCore/../WebKit/qt/Api/qwebelement.h(23) : fatal error C1083: Cannot open include file: 'QString': No such file or directory error because of qwebelement.h class has #include QString and also osgQtBrowser has only C:\Qt\4.6.0\include path in Additional Include directories field. So there should be C:\Qt\4.6.0\include\qt too in CMake configuration to find QString header, shouldn't there? Or Am I missing something? Regards. Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQtBrowser error while compiling.
I have mean C:\Qt\4.6.0\include\QtCore Ümit Uzun 2010/1/18 Ümit Uzun umituzu...@gmail.com Hi All, When I compile last revision on svn I get c:\qt\4.6.0\include\qtwebkit\../../src/3rdparty/webkit/WebCore/../WebKit/qt/Api/qwebelement.h(23) : fatal error C1083: Cannot open include file: 'QString': No such file or directory error because of qwebelement.h class has #include QString and also osgQtBrowser has only C:\Qt\4.6.0\include path in Additional Include directories field. So there should be C:\Qt\4.6.0\include\qt too in CMake configuration to find QString header, shouldn't there? Or Am I missing something? Regards. Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multichannel or multi display on three computers
Hi Robert, Thank you so much for your suggestion! Instead of using ViewMatrix or setProjectionMatrix method, can I set the shear parameters of camera's Lens? How is about relationship of hFOV and vFOV between master channel and slave channels? I have trouble with different ratio between channels. Many thanks, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22787#22787 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multichannel or multi display on three computers
Hi Tom, On Mon, Jan 18, 2010 at 10:45 AM, Tom Tran burat...@gmail.com wrote: Instead of using ViewMatrix or setProjectionMatrix method, can I set the shear parameters of camera's Lens? You can add a shear by post multiplying the projection matrix, of just setting it up with an asymetric frustum to begin with. How is about relationship of hFOV and vFOV between master channel and slave channels? I have trouble with different ratio between channels. This really isn't an OSG question. You need to go read some general documentation on OpenGL projection matrices and so some thinking 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] Typo in include/osg/ImageUtils
Hi The same file seems to have another typo at line 90. I've attached a new version, please use that one for the comparison. Cheers, Juan /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_IMAGEUTILS #define OSG_IMAGEUTILS 1 #include osg/Export #include osg/Image namespace osg { template typename T, class O void _readRow(unsigned int num, GLenum pixelFormat, const T* data,float scale, O operation) { switch(pixelFormat) { case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l = float(*data++)*scale; operation.luminance(l); } } break; case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a = float(*data++)*scale; operation.alpha(a); } } break; case(GL_LUMINANCE_ALPHA): { for(unsigned int i=0;inum;++i) { float l = float(*data++)*scale; float a = float(*data++)*scale; operation.luminance_alpha(l,a); } } break; case(GL_RGB): { for(unsigned int i=0;inum;++i) { float r = float(*data++)*scale; float g = float(*data++)*scale; float b = float(*data++)*scale; operation.rgb(r,g,b); } } break; case(GL_RGBA): { for(unsigned int i=0;inum;++i) { float r = float(*data++)*scale; float g = float(*data++)*scale; float b = float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); } } break; case(GL_BGR): { for(unsigned int i=0;inum;++i) { float b = float(*data++)*scale; float g = float(*data++)*scale; float r = float(*data++)*scale; operation.rgb(r,g,b); } } break; case(GL_BGRA): { for(unsigned int i=0;inum;++i) { float b = float(*data++)*scale; float g = float(*data++)*scale; float r = float(*data++)*scale; float a = float(*data++)*scale; operation.rgba(r,g,b,a); } } break; } } template class O void readRow(unsigned int num, GLenum pixelFormat, GLenum dataType, const unsigned char* data, O operation) { switch(dataType) { case(GL_BYTE): _readRow(num,pixelFormat, (const char*)data,1.0f/128.0f,operation); break; case(GL_UNSIGNED_BYTE): _readRow(num,pixelFormat, (const unsigned char*)data, 1.0f/255.0f,operation); break; case(GL_SHORT): _readRow(num,pixelFormat, (const short*) data, 1.0f/32768.0f, operation); break; case(GL_UNSIGNED_SHORT):_readRow(num,pixelFormat, (const unsigned short*)data, 1.0f/65535.0f, operation); break; case(GL_INT): _readRow(num,pixelFormat, (const int*) data,1.0f/2147483648.0f, operation); break; case(GL_UNSIGNED_INT): _readRow(num,pixelFormat, (const unsigned int*) data, 1.0f/4294967295.0f, operation); break; case(GL_FLOAT): _readRow(num,pixelFormat, (const float*) data, 1.0f, operation); break; } } template class O void readImage(const osg::Image* image, O operation) { if (!image) return; for(int r=0;rimage-r();++r) { for(int t=0;timage-t();++t) { readRow(image-s(), image-getPixelFormat(), image-getDataType(), image-data(0,t,r), operation); } } } // example ModifyOperator // struct ModifyOperator // { // inline void luminance(float l) const {} // inline void alpha(float a) const {} // inline void luminance_alpha(float l,float a) const {} // inline void rgb(float r,float g,float b) const {} // inline void rgba(float r,float g,float b,float a) const {} // }; template typename T, class M void _modifyRow(unsigned int num, GLenum pixelFormat, T* data,float scale, const M operation) { float inv_scale = 1.0f/scale; switch(pixelFormat) { case(GL_LUMINANCE): { for(unsigned int i=0;inum;++i) { float l = float(*data)*scale; operation.luminance(l); *data++ = T(l*inv_scale); } } break; case(GL_ALPHA): { for(unsigned int i=0;inum;++i) { float a = float(*data)*scale; operation.alpha(a); *data++ = T(a*inv_scale); } } break; case(GL_LUMINANCE_ALPHA): { for(unsigned int i=0;inum;++i) { float l = float(*data)*scale; float a = float(*(data+1))*scale; operation.luminance_alpha(l,a); *data++ = T(l*inv_scale); *data++ = T(a*inv_scale); } } break; case(GL_RGB): { for(unsigned int i=0;inum;++i) { float r = float(*data)*scale;
Re: [osg-users] FBX plugin and previous OSG releases...
I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ 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] [osgswig]: ReaderWriter options
Hi, I'm using r208 of osgswig. In my python code, I have osgDB readNodeFile method invocation, but am not sure how to specify ReaderWriter options for it (e.g. to do conversion to inches for FLT readerwriter), since there is no ReaderWriter options class in the osgDB.py. My understanding is that in OSG, to set the options, one would instantiate ReaderWriter options class, set its appropriate fields and pass on the resulting object to the readNodeFile method. How could I do that in osgswig? I'd appreciate any hints. Thanks, Tuz. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parallel rendering into texture atlas
Hi Robert, it is not about performance thing. It is still about the light lobes. As in the sample application that was around the forum, it requires one depth texture per light lobe. So my wondering was (sorry if the is stupid, but it is coming from the old ES school), if I can render those Light Lobes views into texture atlas to get around the texture limits, and as well if possible from different threads. What you think about this? Do you have some other suggestions, ideas? At present the light lobes limitation is up to 7 lights since it uses the gl lights. Ok, this can be replaced with uniforms to get around this limitation. I am thinking now about the textures . Nick http://www.linkedin.com/in/tnick On Mon, Jan 18, 2010 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote: HI Nick, On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi community, what I am after this time is to have multithreaded rendering into texture atlas. Is this feasible with osg? Any thoughts, hints ? It's not feasible with graphics cards, OpenGL or by extension the OSG. Paul mentions about the potential of sharing OpenGL objects between graphics contexts, and the OSG does support this, but this wouldn't enable you to get round the fact that the multiple graphics cards won't be able to write to the an single FBO at the same time, nor a single graphics cards writing to a single FBO in parallel. So my hint would be look to another avenue for performance improvement ;-) 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] parallel rendering into texture atlas
Also, I saw the discussion at osg-submissions about osgposter. Not sure I understand it correctly, but it suppose to have multiple camera rendering the poster or am I wrong ? Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Mon, Jan 18, 2010 at 1:38 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote: Hi Robert, it is not about performance thing. It is still about the light lobes. As in the sample application that was around the forum, it requires one depth texture per light lobe. So my wondering was (sorry if the is stupid, but it is coming from the old ES school), if I can render those Light Lobes views into texture atlas to get around the texture limits, and as well if possible from different threads. What you think about this? Do you have some other suggestions, ideas? At present the light lobes limitation is up to 7 lights since it uses the gl lights. Ok, this can be replaced with uniforms to get around this limitation. I am thinking now about the textures . Nick http://www.linkedin.com/in/tnick On Mon, Jan 18, 2010 at 12:04 PM, Robert Osfield robert.osfi...@gmail.com wrote: HI Nick, On Sun, Jan 17, 2010 at 10:19 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi community, what I am after this time is to have multithreaded rendering into texture atlas. Is this feasible with osg? Any thoughts, hints ? It's not feasible with graphics cards, OpenGL or by extension the OSG. Paul mentions about the potential of sharing OpenGL objects between graphics contexts, and the OSG does support this, but this wouldn't enable you to get round the fact that the multiple graphics cards won't be able to write to the an single FBO at the same time, nor a single graphics cards writing to a single FBO in parallel. So my hint would be look to another avenue for performance improvement ;-) 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] parallel rendering into texture atlas
Hi Nick, On Mon, Jan 18, 2010 at 11:38 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi Robert, it is not about performance thing. It is still about the light lobes. As in the sample application that was around the forum, it requires one depth texture per light lobe. So my wondering was (sorry if the is stupid, but it is coming from the old ES school), if I can render those Light Lobes views into texture atlas to get around the texture limits, and as well if possible from different threads. What you think about this? Do you have some other suggestions, ideas? At present the light lobes limitation is up to 7 lights since it uses the gl lights. Ok, this can be replaced with uniforms to get around this limitation. I am thinking now about the textures . The limit on textures for modern cards is typically pretty generous, 16 or 32 is the norm these days. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] HW swap synching with swap groups/barriers
Hi All, I have to implement swap synchronization on Linux with NVidia HW. I saw in the mailing list that there was some discussion on this subject sometime in 2008 (topic: Feedback sought on osgViewer swap ready support for clusters). There was even a code submission. However, I can't find any of the required glx functions in the OSG code (e.g. glXJoinSwapGroupNV) now, so I think the submission didn't make it into the core. Or do I miss something? Does OSG support swap ready for clusters in a different way now? tugkan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgviewerQT and QOSGWidget issues
Hi, I am having some issues with the osgviewerQT example. I can get it to build fine in OSG 2.9.6 but when using the QOSGWidget the scene is displayed but does not appear to be refreshing/clearing properly at each new frame as the image appears to be flashing cow/black. Any suggestions on how to fix this? Many Thanks Ant -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22797#22797 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ 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] HW swap synching with swap groups/barriers
Hi Tugkan the submission was indeed not accepted. We are working with a custom OSG version that includes this modification. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22800#22800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ 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
Re: [osg-users] FBX plugin and previous OSG releases...
I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro ___ 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
[osg-users] Visibility of faces from current camera position
Hi everyone, I've got the camera positioned so that it covers all of the objects in the scene. Is it possible to find the set of visible faces of those objects from the given camera position? If a face is only partially visible, is there a way to compute how much of its total area can actually be seen? I've searched the forum and found only a brief mention about the depth map shadow algorithm, but I'd really appreciate a more detailed hint on how to actually tackle this problem with OSG. If it's of any importance, I don't need to render the scene at all, I just need to compute the areas of the visible faces. Thank you! Cheers, Inos -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22806#22806 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multichannel or multi display on three computers
Hi buratono, buratono wrote: Instead of using ViewMatrix or setProjectionMatrix method, can I set the shear parameters of camera's Lens? Tom I'm developing a visualization system with multidisplay consists of 6 LCDs. One master machine and three slave machines are devoted to control it. Each slave machine has the same system to master(replica), and have to control 2 LCDs in a column. Since a slave machine deals with 2 LCDs as a fullscreen space, I think my approach is similar to what you want to do. Here is my code to shear viewport of each slave machine. I hope it is helpful to your project == // get current view frustum double fLeft, fRight, fTop, fBottom, fNear, fFar = 0.0; viewer.get()-getCamera()-getProjectionMatrixAsFrustum( fLeft, fRight, fBottom, fTop, fNear, fFar ); // View frustum for right two LCDs in a column if( actOpt.m_eViewLinkPosition == RIGHT ) // please don't care about this viewer.get()-getCamera()-setProjectionMatrixAsFrustum( fRight/2, fRight, fBottom, fTop, fNear, fFar ); // View frustum for left two LCDs in a column else if( actOpt.m_eViewLinkPosition == LEFT ) viewer.get()-getCamera()-setProjectionMatrixAsFrustum( fLeft, fLeft/2, fBottom, fTop, fNear, fFar ); // View frustum for center two LCDs in a column else if( actOpt.m_eViewLinkPosition == CENTER ) viewer.get()-getCamera()-setProjectionMatrixAsFrustum( fLeft/2, fRight/2, fBottom, fTop, fNear, fFar ); VR Lab, Konkuk University, South Korea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22807#22807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the OSG version I talked about or not? If not, can anyone suggest directions about how to modify OSG in order to use the plugin? BTW, I'm using FBX sdk 2010.2 and Visual C++ 2005 Express Edition. Thanks. Regards. Alessandro
Re: [osg-users] multichannel or multi display on three computers
robertosfield wrote: Instead of using ViewMatrix or setProjectionMatrix method, can I set the shear parameters of camera's Lens? You can add a shear by post multiplying the projection matrix, of just setting it up with an asymetric frustum to begin with. How is about relationship of hFOV and vFOV between master channel and slave channels? I have trouble with different ratio between channels. This really isn't an OSG question. You need to go read some general documentation on OpenGL projection matrices and so some thinking about it. Many thank Robert. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22809#22809 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] 3D graphics card required for VPB ?
Hi, I wonder if VPB requires a 3D graphics card for generation or if it could be avoided using some specific options ? The idea is to use it on a large cluster but without graphics hardware... If a 3D chipset is mandatory, could you point me out the relevant source code portions in order to try to replace it with CPU code... Thank you! Cheers, Luc -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22810#22810 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multichannel or multi display on three computers
Hi, Hansoo Kim I'm developing a visualization system with multidisplay consists of 6 LCDs. I think my approach is similar to what you want to do. It is very helpful for me. I will try it. Could you give me your e-mail, I think will ask for experience, :-), my e-mail: . Many thanks! Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22811#22811 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
It's simply a ZIP on the forum :) As I did some modifications recently, it's a bit risky to send you source... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the version I must use is still 2.9.6 but in my case the versioned DLL names end with 61 (while the latest dev release DLLs end with '62'). So I tried to build the FBX plugin with the OSG version I need and I manage to build it successfully, but at runtime my applications crash when loading FBX models (I'm talking also about osgviewer). Can anyone tell me if it is possible to use the FBX plugin with the
Re: [osg-users] [vpb] 3D graphics card required for VPB ?
Hi Luc, A graphics card isn't required, but an OpenGL graphics context is currently used to create GL compressed mipmapped images in the default build configuration. If you don't output to a GL compressed image or mipmapping format then you don't need GL at all. VPB does of course use OSG which of course using GL so you'll need it anyway. A software rendering such as Mesa will do though so you could try using this on your cluster. Robert. On Mon, Jan 18, 2010 at 3:39 PM, Luc Claustres luc.claust...@vegatechnologies.fr wrote: Hi, I wonder if VPB requires a 3D graphics card for generation or if it could be avoided using some specific options ? The idea is to use it on a large cluster but without graphics hardware... If a 3D chipset is mandatory, could you point me out the relevant source code portions in order to try to replace it with CPU code... Thank you! Cheers, Luc -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22810#22810 ___ 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] multichannel or multi display on three computers
Tom, This might be overkill for your application, but you could try using VR Juggler with OSG: http://www.vrjuggler.org/ In your VR Juggler configuration, you would specify the physical location of the corners of each display in your system in order to get a continuous image across multiple display systems. -Todd On 1/18/2010 10:41 AM, Tom Tran wrote: Hi, Hansoo Kim I'm developing a visualization system with multidisplay consists of 6 LCDs. I think my approach is similar to what you want to do. It is very helpful for me. I will try it. Could you give me your e-mail, I think will ask for experience, :-), my e-mail: . Many thanks! Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22811#22811 ___ 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] multichannel or multi display on three computers
Hi Todd J. Furlong, It sounds great. I will try it, but later, now I am doing a project in OSG. Tom, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22816#22816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the code across, add the fbx plugin to the src/osgPlugins/fbx and away you go. Robert. On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi a.tere...@gmail.com wrote: I tried the new FBX plugin that comes with the latest developer release (the one available on the website as a zip archive). Everything worked fine, but unfortunately I need to use a previous version of OSG...the
Re: [osg-users] FBX plugin and previous OSG releases...
Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : HI Alessandro, I haven't compiled the FBX plugin personally, but I wouldn't have thought it would be difficult to backport it to OSG-2.6, just copy the
Re: [osg-users] FBX plugin and previous OSG releases...
Forget about my message, I just got my answer on osg-submissions! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions.
Re: [osg-users] Unable to manipulate the node after using AnimationPath
Thank Robert. It works. Dat On Mon, Jan 18, 2010 at 3:53 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Dat, If you are finished with the animation then just remove the animation path callback. Robert. On Fri, Jan 15, 2010 at 7:52 PM, Nguyen Tien Dat tienda...@gmail.com wrote: Dear all, I have a scene structure like this: rootNode - matrixTranformNode - objectNode I modify the position and orientation of the object by setting the matrix of the matrixTranformNode and it works well. But the problem appears when I try to use animation path. I create an animation path like this: osg::AnimationPath* animationPath = new osg::AnimationPath; animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING); //initialize startPoint, endPoint, rotation animationPath-insert(0.0,osg::AnimationPath::ControlPoint(startPoint , rotation)); animationPath-insert(0.0,osg::AnimationPath::ControlPoint(endPoint , rotation)); matrixTranformNode-setUpdateCallback(new osg::AnimationPathCallback(animationPath)); The animation looks as expected. But after the animation I try to update the matrix of matrixTranformNode, it doesn't work properly. The object is still in the place of the last frame of animation, and it won't change its position and orientation no matter how I try to change the matrix. When I try to call getMatrix method of matrixTransformNode, the matrix is changed as I set it. But the object isn't displayed correctly. Could any of you tell me what happens with the matrixTransformNode after the animation? How can I manipulate the object again after the animation? Note that I did try to replace the matrixTransformNode by a new one (so the scene structure is rootNode - newMatrixTransformNode - objectNode), and then I could manipulate the object again. But this doesn't work smoothly when you want to have continuous motion between the animation created by AnimationPath and the animation created by your manipulation. Thanks, Dat ___ 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] QT GL widget: switch to full screen vanishes scene graph parts
Hi, i am using a QT widget inherited from osgViewer::Viewer and QGLWidget. Scenegraph works fine until switching to full screen mode with the QT showFullScreen(). Parts of my scenegraph are not drawn any more although a debug write to an osg file shows the complete tree as before the switch. Could it be I have to preserve the GL context or have display lists/vertex arrays recompiled? Thank you! Cheers, Maurice -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22812#22812 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT and QOSGWidget issues
Hi Ant, This has come up before and there are a few changes that should fix this. I think it's possible that one or the other fix will solve your problem. It was inconclusive if one or the other works in all or just some cases, but it seems safe to do both fixes. 1) Override virtual function QPaintEngine to do nothing. 2) Remove the setting for Qt::WA_NoSystemBackground and replace with Qt::WA_OpaquePaintEvent and Qt::WA_PaintOnScreen. Also, look at this thread: http://forum.openscenegraph.org/viewtopic.php?p=21688#21688 -Don ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT and QOSGWidget issues
Theres a problem with the QOSGwidget (at least on windows) You need to add a: Code: QPaintEngine* QOSGWidget::paintEngine () const { return 0; } see http://forum.openscenegraph.org/viewtopic.php?t=4432highlight= Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22828#22828 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Faster build with precompiled headers (PCH)?
Sukender, would you not also have to remove all the #include osg/header from each cpp file for all the headers that are in the PCH? Otherwise doesn't Visual Studio just parse them again anyway? Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22832#22832 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
I sent you a few emails (suky0...@free.fr) but it seems you don't receive them if I email you directly! Let me know if there are any further changes you'd like to make on top of my alterations. Cheers -Michael -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 18 January 2010 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Forget about my message, I just got my answer on osg-submissions! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code
Re: [osg-users] FBX plugin and previous OSG releases...
Hi Alessandro I'll be happy to look at this. Please send me a zip of your model and textures and I'll see if I can repeat the bug. Cheers From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of alessandro terenzi Sent: 18 January 2010 16:27 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com wrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of alessandro terenzi Sent: 18 January 2010 15:34 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces
Re: [osg-users] FBX plugin and previous OSG releases...
Thanks Michael, I'm sending the attachments to your email address because they are quite huge. Regards. Alessandro On Mon, Jan 18, 2010 at 7:20 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro I'll be happy to look at this. Please send me a zip of your model and textures and I'll see if I can repeat the bug. Cheers -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 16:27 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com wrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I include them as well in future (re-) submissions. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield
Re: [osg-users] FBX plugin and previous OSG releases...
Hi Alessandro, As I understand there is dll hells. Please be careful to reach different version of osg and osg_plugin. Try to use dependency walker to check your programs using dlls. I had same problem and solution is clear environment where different versioned osg dlls (plugins and core osg dlls) doesn't interfere. HTH. Ümit Uzun 2010/1/18 Michael Platings mplati...@pixelpower.com Hi Alessandro I'll be happy to look at this. Please send me a zip of your model and textures and I'll see if I can repeat the bug. Cheers -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 16:27 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com wrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code modification, but problems occurr only at runtime with an application crash. Regards. Alessandro On Mon, Jan 18, 2010 at 11:23 AM, Sukender suky0...@free.fr wrote: Hi Alessandro, What kind of problems did you have? I've proposed a modified FBX plugin with writer support (submission still pending). So if you have modifications, please tell so that I
Re: [osg-users] FBX plugin and previous OSG releases...
I checked but it looks like that the FBX plugin DLL depends only on: ot11-OpenThreads.dll osg61-osg.dll osg61-osgDB.dll osg61-osgAnimation.dll (not considering other windows related dlls and the runtime)...anyway the required dependencies are found I guess. Thanks anyway for the suggestion. Regards. Alessandro On Mon, Jan 18, 2010 at 7:42 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Alessandro, As I understand there is dll hells. Please be careful to reach different version of osg and osg_plugin. Try to use dependency walker to check your programs using dlls. I had same problem and solution is clear environment where different versioned osg dlls (plugins and core osg dlls) doesn't interfere. HTH. Ümit Uzun 2010/1/18 Michael Platings mplati...@pixelpower.com Hi Alessandro I'll be happy to look at this. Please send me a zip of your model and textures and I'll see if I can repeat the bug. Cheers -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 16:27 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com wrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the last dev release to the previous one and added it to my solution. I managed to build it within the previous release without any source code
Re: [osg-users] FBX plugin and previous OSG releases...
Arg! Please avoid sending email addresses in clear (because of harvesters)... Anyway, I'll mmerge your changes ASAP and give you feedback. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings mplati...@pixelpower.com a écrit: I sent you a few emails (suky0...@free.fr) but it seems you don't receive them if I email you directly! Let me know if there are any further changes you'd like to make on top of my alterations. Cheers -Michael -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 18 January 2010 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Forget about my message, I just got my answer on osg-submissions! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can say that the plugin is successfully discovered but I guess that the problem occurs just when loading the model (not the plugin itself). If the plugin is supposed to work without modification also with previous releases, I'd like to help to find out where the problem could be, but I need directions in order to try something useful. Just to be more precise, I'm trying to use the plugin with OSG 2.9.6 (not 2.6.*) but with DLLs version number 61 not 62 (ie my build produces osg61-osg.dll, osg61-osgDB.dll and so on...). By the way, I didn't modify nor OSG neither the FBX plugin, I just copied the FBX plugin project from the
Re: [osg-users] Faster build with precompiled headers (PCH)?
Le Mon, 18 Jan 2010 18:39:54 +0100, Martin Beckett m...@mgbeckett.com a écrit: Sukender, would you not also have to remove all the #include osg/header from each cpp file for all the headers that are in the PCH? Otherwise doesn't Visual Studio just parse them again anyway? Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22832#22832 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Of course not! Headers are guarded wuth #ifndef directives. -- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin and previous OSG releases...
Hi Alessandro, Maybe problem in osg plugin interfere. So you can't see from dependency walker. As you see osg plugins aren,t named with their version like osg61 So they can be used which doen,t belong your exiting osg core version. Most probably plugin inteference is your problem. Delete all plugin's on your system(all plugins which you can reach from your Path Environment Variables) and rebuild with your existing OSG version again. This would solve your problem. Regards. Ümit Uzun 2010/1/18 Sukender suky0...@free.fr Arg! Please avoid sending email addresses in clear (because of harvesters)... Anyway, I'll mmerge your changes ASAP and give you feedback. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings mplati...@pixelpower.com a écrit: I sent you a few emails (suky0...@free.fr) but it seems you don't receive them if I email you directly! Let me know if there are any further changes you'd like to make on top of my alterations. Cheers -Michael -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 18 January 2010 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Forget about my message, I just got my answer on osg-submissions! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I cannot figure out exactly where the problem is, I set the notify level to DEBUG_INFO and all I can see is that the last notification is about the model file name being loaded (of course a .FBX file). I can
Re: [osg-users] highlight an object with osgFX::Scribe
Hi Ulrich, Eventually, I have time to try your project. I use the latest one at http://www.sandbox.de/osg/src/OutlineFX_20091114.tar.gz, but it doesn't work. I don't see the outline around the object when I run your example. I'm successful to compile your Outline project with osgFX, but nothing shows up. I don't know what to provide you to debug, so please let me know if I can be any help. Thanks, Dat On Mon, Nov 16, 2009 at 3:53 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: Hi J-S, On 13/11/09 3:48 PM, Jean-Sébastien Guay wrote: I would very much like to hear if there's a solution to this problem. There is osgUtil::DisplayRequirementsVisitor but this apparently isn't used anywhere. I wouldn't worry about it. Requiring that the stencil buffer be enabled is a sound requirement, and one you can easily document and leave to the user to make sure they have it enabled... After taking another look at the code with your suggestion in mind I realized that this would get me rid of an ugly cull callback just to clear the stencil buffer. You're right I shouldn't have worried about it too, this is clearly a better solution. Cheers, /ulrich ___ 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] FBX plugin and previous OSG releases...
I will try your suggestion Ümit...by the way, did you have exactly the same problem o mine? I mean no crashes if the FBX model contains no textures whereas crashes if the model contains some textures? Thanks. Alessandro On Mon, Jan 18, 2010 at 8:29 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Alessandro, Maybe problem in osg plugin interfere. So you can't see from dependency walker. As you see osg plugins aren,t named with their version like osg61 So they can be used which doen,t belong your exiting osg core version. Most probably plugin inteference is your problem. Delete all plugin's on your system(all plugins which you can reach from your Path Environment Variables) and rebuild with your existing OSG version again. This would solve your problem. Regards. Ümit Uzun 2010/1/18 Sukender suky0...@free.fr Arg! Please avoid sending email addresses in clear (because of harvesters)... Anyway, I'll mmerge your changes ASAP and give you feedback. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings mplati...@pixelpower.com a écrit: I sent you a few emails (suky0...@free.fr) but it seems you don't receive them if I email you directly! Let me know if there are any further changes you'd like to make on top of my alterations. Cheers -Michael -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 18 January 2010 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Forget about my message, I just got my answer on osg-submissions! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You may try using the last submitted FBX plugin (on osg-submissions) if not already done yet. Please tell if you still got issues. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ -
Re: [osg-users] FBX plugin and previous OSG releases...
I have had same problem on different plugin while loading my model on runtime. After that I reliazed that version inconsistent with target plugin with my OSG. After recompilation problem disapperead. Ümit Uzun 2010/1/18 alessandro terenzi a.tere...@gmail.com I will try your suggestion Ümit...by the way, did you have exactly the same problem o mine? I mean no crashes if the FBX model contains no textures whereas crashes if the model contains some textures? Thanks. Alessandro On Mon, Jan 18, 2010 at 8:29 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Alessandro, Maybe problem in osg plugin interfere. So you can't see from dependency walker. As you see osg plugins aren,t named with their version like osg61 So they can be used which doen,t belong your exiting osg core version. Most probably plugin inteference is your problem. Delete all plugin's on your system(all plugins which you can reach from your Path Environment Variables) and rebuild with your existing OSG version again. This would solve your problem. Regards. Ümit Uzun 2010/1/18 Sukender suky0...@free.fr Arg! Please avoid sending email addresses in clear (because of harvesters)... Anyway, I'll mmerge your changes ASAP and give you feedback. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings mplati...@pixelpower.com a écrit: I sent you a few emails (suky0...@free.fr) but it seems you don't receive them if I email you directly! Let me know if there are any further changes you'd like to make on top of my alterations. Cheers -Michael -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 18 January 2010 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] FBX plugin and previous OSG releases... Forget about my message, I just got my answer on osg-submissions! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, Did you include the sources I sent to you recently? It seems you haven't answered my mails... Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : Thank you, I tried both the zip file got from the osg-submission forum and the zip of previous mail but osgviewer still crashes if the FBX model has textures. I just can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* 18 January 2010 15:34 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] FBX plugin and previous OSG releases... Ok, I'm going to try...but I've never downloaded code from osg-submissions, actually I don't know if I need an account...I've looked at the archive but could not find source code, just messages. Maybe you could zip and send me the latest submission of the plugin? Thank you. Kind Regards. Alessandro On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr wrote: I think it's maybe because of a problem in the code. You really should try the FBX plugin posted on osg-submissions to check if it behaves the same or not. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - alessandro terenzi a.tere...@gmail.com a écrit : I've just tried to start with a clean configuration but the crash remains. Anyway, I found out that the crash happens only if the FBX model contains textures, if on the other hand I export only the geometry the plugin works fine also with the previous version of OSG. I tried to use JPG, TIFF and TGA textures (of course I have the corrensponding plugins in the osgplugins-2.9.6 directory). Hope this can suggest you where the problem could be. By the way, I could also send you a zip containing my built DLLS, osgviewer and the FBX model if this could be useful. Regards. Alessandro On Mon, Jan 18, 2010 at 2:00 PM, Sukender suky0...@free.fr wrote: Hi Alessandro, That sounds very strange. There should be no problem using 2.9.6. Maybe this is related to the project/cmake itself? Or maybe a problem with multiple OSG installations??? As I don't know the error you got I can't say much more, sorry. You
Re: [osg-users] Faster build with precompiled headers (PCH)?
Sorry - wasn't thinking. The PCH still has all the include guards, I was imagining having to put if USE_PCH wrappers around the include section in every cpp file. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22849#22849 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Saving Screenshot
Hi, I'm playing with OSG activeX example and trying to make screenshot of current scene, but I get black screenshot. the Viewer initiation is the following: Code: _traits = new osg::GraphicsContext::Traits; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() ); _traits-x = 0; _traits-y = 0; _traits-width = rect.right - rect.left; _traits-height = rect.bottom - rect.top; _traits-windowDecoration = false; _traits-doubleBuffer = true; _traits-sharedContext = 0; _traits-setInheritedWindowPixelFormat = true; _traits-inheritedWindowData = windata; _gc = osg::GraphicsContext::createGraphicsContext( _traits.get() ); _gc-setClearColor( osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f) ); _gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Create camera osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setGraphicsContext(_gc); camera-setViewport( new osg::Viewport(_traits-x, _traits-y, _traits-width, _traits-height) ); camera-setProjectionMatrixAsPerspective( 30.0f, (double)_traits-width/(double)_traits-height, 1.0f, 1.0f ); camera-setClearMask( GL_DEPTH_BUFFER_BIT ); // Create viewer _viewer = new osgViewer::Viewer; _viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded ); _viewer-setCamera( camera.get() ); _viewer-setCameraManipulator( new osgGA::TrackballManipulator ); The part of the code which grabs screenshot is the following: Code: osgViewer::ScreenCaptureHandler* scrn = new osgViewer::ScreenCaptureHandler(); osgViewer::ScreenCaptureHandler::WriteToFile* captureOper = new osgViewer::ScreenCaptureHandler::WriteToFile(tmpStr.m_szBuffer, png); scrn-setCaptureOperation(captureOper); scrn-captureNextFrame(*_viewer); _viewer-frame(); I think I need to take screenshot from GraphicContext instead of viewer, but I have no idea how to do it. Can you please help? Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22850#22850 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] highlight an object with osgFX::Scribe
Hello Dat, On 19/01/10 7:52 , Nguyen Tien Dat wrote: Eventually, I have time to try your project. I use the latest one at http://www.sandbox.de/osg/src/OutlineFX_20091114.tar.gz, but it doesn't work. I don't see the outline around the object when I run your example. I'm successful to compile your Outline project with osgFX, but nothing shows up. I don't know what to provide you to debug, so please let me know if I can be any help. What OSG version are you on? I've tested and submitted this code for the 2.9 branch and cannot really comment on anything before that. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SVN 10968 freetype plugin broken on OS X / MacPorts
The SVN is currently giving me a compile error: g++ -Dosgdb_freetype_EXPORTS -DOSG_DEBUG_POSTFIX=d -arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5 -mmacosx-version-min=10.5 -ftree-vectorize -fvisibility-inlines-hidden -fPIC -I/Users/uli/Projects/osg/OpenSceneGraph/build/include -I/Users/uli/Projects/osg/OpenSceneGraph/include -I/Library/Frameworks/FreeType.framework/Headers -I/Library/Frameworks/freetype.framework/freetype -F/Library/Frameworks -o CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o -c /Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/freetype/FreeTypeFont.cpp cc1plus: error: /Library/Frameworks/freetype.framework/freetype: not a directory make[2]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o] Error 1 make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/all] Error 2 make: *** [all] Error 2 As the error indicates /Library/Frameworks/FreeType.framework/FreeType isn't a directory but a framework, so the code in freetype/CMakeLists.txt is wrong. This was last modified in r10964. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Faster build with precompiled headers (PCH)?
I have been trying to build OSG 2.9.6 with precompiled headers. As a starting point I just included all the headers in osg This causes an issue with ShadowVolumeOccluder which defines a std::pair named Point, but the precompiled header already includes an osg::Point. ShadowVolumeOccluder has a using namespace osg which leads to a clash. There are a number of things like this and it's very time consuming to fix them, since you have to change the stdafx.h and rebuild the .pch and then the project after each one. Would it be a good idea to avoid using namespace osg in the headers? Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22854#22854 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] highlight an object with osgFX::Scribe
My version is 2.8.2 On Mon, Jan 18, 2010 at 7:26 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote: Hello Dat, On 19/01/10 7:52 , Nguyen Tien Dat wrote: Eventually, I have time to try your project. I use the latest one at http://www.sandbox.de/osg/src/OutlineFX_20091114.tar.gz, but it doesn't work. I don't see the outline around the object when I run your example. I'm successful to compile your Outline project with osgFX, but nothing shows up. I don't know what to provide you to debug, so please let me know if I can be any help. What OSG version are you on? I've tested and submitted this code for the 2.9 branch and cannot really comment on anything before that. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] contributing to the obj importer
Hello, At Simulation Lab Software, we used the obj importer and during our work we noticed small issues that we fixed. So we want to submit those changes to the OSG community. Sorry this is our first time, so just wondering who should I send the changes to. I also attached the new file to this post Thanks, SimLab -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22856#22856 Attachments: http://forum.openscenegraph.org//files/obj_402.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Faster build with precompiled headers (PCH)?
On 19/01/10 15:21 , Martin Beckett wrote: This causes an issue with ShadowVolumeOccluder which defines a std::pair named Point, but the precompiled header already includes an osg::Point. ShadowVolumeOccluder has a using namespace osg which leads to a clash. ... Would it be a good idea to avoid using namespace osg in the headers? Absolutely! In which OSG include file do you find this? My version of ShadowVolumeOccluder hasn't it and a grep on svn trunk doesn't show anything too... /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Porting problem. 2.2 to 2.8.2 - simple HUD overlay
Hi I have been working for a few days on 2.8.2 to port my display system from 2.2. The 3D is displayed as I would expect, but unfortunately my HUD overlay that worked in 2.2 is no longer being displayed. Anyone got any ideas? Below is how I setup my HUD (just a series of lines that I update each frame) // set the projection matrix pHUDCamera-setProjectionMatrix(osg::Matrix::ortho2D(HUD_screen_min_x,HUD_sc reen_max_x,HUD_screen_min_y,HUD_screen_max_y)); // set the view matrix pHUDCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); pHUDCamera-setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer pHUDCamera-setClearMask(GL_DEPTH_BUFFER_BIT); // Make sure HUD is last thing to be render; we want it always on top pHUDCamera-setRenderOrder(osg::CameraNode::POST_RENDER); pHUDCamera-addChild( pHUDGeode ); root-addChild( pHUDCamera ) ; The line data is setup using pHUDGeometry-setVertexArray(pHUDVertices); pHUDGeometry-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,number_of_HUD_vertices)); I have looked through the archive but have not found a solution. So I have obviously missed something. Any suggestions would be much appreciated. I'm using XP Pro, VS2005 v8 Thanks MarkH ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] contributing to the obj importer
Hi, Ashraf Sultan wrote: Hello, At Simulation Lab Software, we used the obj importer and during our work we noticed small issues that we fixed. So we want to submit those changes to the OSG community. Sorry this is our first time, so just wondering who should I send the changes to. see here: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol rgds jp I also attached the new file to this post Thanks, SimLab -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22856#22856 Attachments: http://forum.openscenegraph.org//files/obj_402.cpp ___ 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
Re: [osg-users] Draggers in custom size viewport problem
Hi all, Doesn't anyone can help me with this one? I am totally stuck in this problem. I really would appreciate any help with this. Should I do something differently or is the problem somewhere else. Cheers, Mika Hakkis wrote: Hi, I have a problem with draggers in viewport which size is not the same as the window. I tried also the osgManipulator example and the same problem occurs there. Modify osgManipulator example by adding for example following lines after constructing the viewer: viewer.setUpViewInWindow (200, 200, 500, 500); viewer.getCamera()-setViewport(50,50, 400, 400); After this, dragger (more precisely pickin) does not work correctly. Do I miss something? Should I make picking somehow differently? This feature of using custom size viewport in window is very essential feature for my program. I am using 2.8.2 version. Thank you! Cheers, Mika -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22861#22861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org