Re: [osg-users] Stereoscopic Screenshot
The idea was that I would screen capture the stereo image on screen to produce a single image with the stereo effect in it, you would then be able to view this image on its own (with the appropriate monitor and glasses) without the need for the two separate images and a piece of software. How would one go about taking the contents of both the BACK_LEFT and BACK_RIGHT buffers to produce a single image. Once again thanks for the help Nathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23393#23393 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLod do not release memory with own viewer
Hi Robert, It works when I call registerPagedLODs(node); just after my runtime model loading. Can't we add this call in osgDB::readNodeFile(s) ? maybe this is the best place to call it... Thansk. Regards, Vincent. Robert Osfield a écrit : Hi Vincent, Could it be that you are bypassing the operation where osgViewer::setSceneData(..) that gets the DatabasePager to find all the PagedLOD nodes in the scene graph and so it can start tracking them. Have a look Scene::setSceneData(..) implementation : void Scene::setSceneData(osg::Node* node) { _sceneData = node; if (_databasePager.valid()) { // register any PagedLOD that need to be tracked in the scene graph if (node) _databasePager-registerPagedLODs(node); } } You could call this yourself. I guess we might also be able to tweak the DatabasePager so that it automatically registers new PagedLOD's that it hasn't come across previously, such an approach might make it bit more flexible for users that add their own data in but forget to register the PagedLOD's. Robert. On Thu, Jan 28, 2010 at 3:39 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi Robert, Sorry for the mistake, but nothing to do with Viewer/compositeViewer... I get it I think : Using osgviewer, I set the scene data before running the main loop. In my application, I load ive files at runtime during a callback. So the setSceneData is not called, and the pagedLod are not counted again... I tried to load the ive files before the render loop starts, and the PagedLOD run correctly, loading and unloading files in memory :-) But I don't know how to solve it ... Thanks. Regards, Vincent. Robert Osfield a écrit : HI Vincent, The results you are getting are strange, the usage of the DatabasePager should be the same across osgViewer::Viewer and CompositeViewer. I simply can't explain the results you are getting, but I really don't have any ideal what your app or data is like so there really is too many unknowns for me or others to really guess. Would it be possible for you to modify or use one of the existing osg examples to reproduce this issue. If you can find a way that others will be able to reproduce the problem then we'll have a much better chance of pinning down what is going wrong. Robert. On Thu, Jan 28, 2010 at 1:41 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi Chris, I just remove a lot of code in osgViewer to make it very simple : just create a viewer, add sceneData and run. This is working well. So I dig into OSG databasePager code to find where are the difference... And I found something strange I cannot explain: In DatabasePager.cpp in/ void DatabasePager::capped_removeExpiredSubgraphs(const osg::FrameStamp frameStamp)/ (line 1527), there is at the begining a loop counting the active and incative pagedLods. Using osgViewer, active + inactive still equals 780. Using my viewer, 0 + 0 = 0 ... This explains why my Paged LOD never unload children... Do you have any explanation to help me ? DatabasePager is not my cup of tea so it takes me a lot of time to trace my problem... Thanks. Regards, Vincent. Chris 'Xenon' Hanson a écrit : On 1/27/2010 7:38 AM, Vincent Bourdier wrote: Hi everybody, I just ran some tests and I saw that a pagedLod - based ive file have different memory usage behaviors according to the viewer : OsgViewer loads the file, use more memory when the camera goes near the model, and release memory when the camera goes far. My own viewer (Composite viewer using one view) do not release the memory going far from the model ... Are there any parameters or settings to manage that ? Usually this is a result of your viewer code lacking some important code. Is your viewer source copied from current OSG examples? Thanks. Regards, Vincent __ Information from ESET NOD32 Antivirus, version of virus signature database 4812 (20100128) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Information from ESET NOD32 Antivirus, version of virus signature database 4812 (20100128) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Small GeoTIF or DEM Terrain Options
Hi Chris, With very close up views to the terrain where the terrain extends for a large distance away from the camera you can find that the near clipping plane clips out geometry. This issue is just down to the size of overall model and not directly related to osgEarth - it's only that osgEarth can create models of large geographic area, you'll see the same issue with any large model. To manage this issue the easiest option would probably to disable the default compute of the near/far planes that the OSG provides and set the near/far planes manually via the projection matrix. viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); And then set the the viewer's projection matrix manually using: viewer.getCamera()-setProjectionMatrixAsFrustum(...); You also can switch on the far culling plane so that the OSG culls out geometry beyond the far plane distance. Have a look at include/osg/CullSetting for more details. Robert. On Thu, Jan 28, 2010 at 8:55 PM, Chris Innanen f...@nonsanity.com wrote: (And because I couldn't yet post a link in the last message, here's a snapshot of the clipping problem I'm seeing:) When I bring the camera down within 100 meters or so of the sea floor, this is what I'm seeing. The nearest chunks of the terrain are being clipped. [Image: http://nonsanity.com/x/osgEarth_clipping.jpg ] ~ Chris Innanen ~ Nonsanity -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23385#23385 ___ 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] Maybe Bug in Culling near in combination with HUD and negative values
Hi Torben, On Fri, Jan 29, 2010 at 6:46 AM, Torben Dannhauer z...@saguaro-fight-club.de wrote: I do not know if something should be changed, maybe the function which executes clampProjectionMatrixImplementation should clamp the values to valid values. It's the job of the clamp method to clamp the values... the clue is in the name. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopic Screenshot
Hi Nathan, On Fri, Jan 29, 2010 at 8:28 AM, Nathan Schofield john.smith.jsmit...@googlemail.com wrote: The idea was that I would screen capture the stereo image on screen to produce a single image with the stereo effect in it, you would then be able to view this image on its own (with the appropriate monitor and glasses) without the need for the two separate images and a piece of software. ?? I don't know where to start... quad buffer stereo requires software to drive it, end of story, you simply can't output a quad buffer stereo image and magically get it to work. How would one go about taking the contents of both the BACK_LEFT and BACK_RIGHT buffers to produce a single image. Once again thanks for the help You need to go read an OpenGL book, and think about strereo and how you want to rendering it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLod do not release memory with own viewer
Hi Vincent, On Fri, Jan 29, 2010 at 8:29 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: It works when I call registerPagedLODs(node); just after my runtime model loading. Good to hear. Can't we add this call in osgDB::readNodeFile(s) ? maybe this is the best place to call it... No, readNodeFIles wouldn't work as the application can have multiple DatabasePagers in play at once (such as when you have multiple View's with multiple Scene's, or multiple Viewers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopic Screenshot
I thought that if the image looked the same as that on screen i.e. with the offset and two images merged together, displaying this on a 3D monitor with shutter glasses would produce the same effect as displaying it via software, maybe I was wrong. As for capturing the image I tried setting glReadBuffer to GL_BACK_LEFT then capturing one image, changing glReadBuffer to GL_BACK_RIGHT capturing the second image, and using copySubImage to combine the two. However the second image from GL_BACK_RIGHT is always black. Cheers, Nathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23403#23403 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maybe Bug in Culling near in combination with HUD and negative values
Hi, hmmm, good point :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23404#23404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Explosion effect under an osg::MatrixTransform
Hi, in one of our old applications we use osgParticle::ExplosionEffect which is made child to an osg::MatrixTransform. This code is relatively old and was tested with OSG 0.99. The problem is, with new OSG (2.9.6) explosion effect is always at the center of the scene (at 0,0,0) even though matrix transform has a translation matrix in it. It looks like explosion effect is not affected by the parent transforms anymore. Is there a way to change this? Regards, tugkan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Explosion effect under an osg::MatrixTransform
Hi Tugkan, To get particle effects to work below a transform you set up a ParticleSystem below the root node in the world coordinate frame, and set the ParticleEffect to use this. Have a look at the osgparticleeffects example source code for instruction on this. Robert. On Fri, Jan 29, 2010 at 11:34 AM, Tugkan Calapoglu tug...@vires.com wrote: Hi, in one of our old applications we use osgParticle::ExplosionEffect which is made child to an osg::MatrixTransform. This code is relatively old and was tested with OSG 0.99. The problem is, with new OSG (2.9.6) explosion effect is always at the center of the scene (at 0,0,0) even though matrix transform has a translation matrix in it. It looks like explosion effect is not affected by the parent transforms anymore. Is there a way to change this? Regards, tugkan ___ 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] uniform update question
Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for each View, I go through a complete (EventTraversal(), UpdateTraversal(), RenderingTraversals() ) loop sequentially. - Now I would like to switch to a CompositeViewer and thus go through the event/update traversals only once per Scene (If I understand the CompositeViewer design properly). But I have a very specific problem to solve here: In my scene graph I use shaders and uniforms. those uniforms have update callbacks, and in those update callbacks, I retrieve my currently rendering View and then the View matrix to generate eye coordinates. -- I assume using the osg_ViewMatrix uniform is not an option for me because I need to convert very big position vector and very big view matrix translation, and I would clearly get a problem here if I don't have double precision. -- With the CompositeViewer I can't access the individual View anymore in the update traversal() since this process is View agnostic I would say. -- Since my views will need different settings for the uniforms, I was thinking I would just need to do something in the cull traversal, but here I realized something which seems strange to me: there is no such method as uniform::setCullCallback(...) So, the question is, how would you update your uniforms properly in that case ? I mean, I could still put a cullcallback on the node owning the stateset containing the uniform for instance and update from here (assuming I can retrieve the Viewmatrix I need somehow in that Cullcallback...) but is this really the best option ?? - And generally speaking, would a uniform::setCullCallback() not make sense for some reason I'm apparently missing for now ? Bonus question by the way: How would I access the master camera ViewMatrix in a cullcallback ? i've seen we have osgUtil::CullVisitor::getCurrentCamera() but would this return the Master camera of the View or just the current camera in the scene graph (as I use DepthPartitionNode I have many sub cameras in my scene...) Thanks in advance is someone has any tip/advise/complete solution on those questions! Regards, Manu. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Image-setData(unsigned char* data,AllocationMode allocationMode);
Good day! I'd like to setup some float textures by reading them from data files. But I found that I can only setup unsigned char images by using this method. Of cause I can setup by setting float values in the loop, but maybe it will more comfortable to have setData method with float values. Will this feature added to osg or maybe there are some difficulties with it? Thanx in advance Bye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image-setData(unsigned char* data,AllocationMode allocationMode);
Hi, AFAIK the char* is only used to point to the start of the data. You can point to floats no problem, just set the texture format correctly. Maybe have a look at what osgprerender --hdr does. jp Roman Grigoriev wrote: Good day! I’d like to setup some float textures by reading them from data files. But I found that I can only setup unsigned char images by using this method. Of cause I can setup by setting float values in the loop, but maybe it will more comfortable to have setData method with float values. Will this feature added to osg or maybe there are some difficulties with it? Thanx in advance Bye ___ 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] [osgPlugins] Rendering 3DS objects with bump maps
Hi, Working on it... ... Thank you! Cheers, Eduardo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23412#23412 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] uniform update question
Hi Manu, IMHO I can offfer tips for 2 or your questions: Why no cull calback for uniform ? I guess there is no cull calback for state attribs/uniforms because they could be used many times and located in many statesets/nodes. So cull visitor can traverse them couple times per one frame. How to obtain master camera view matrix ? In ViewDependentShadowTechniques I used following method to obtain master view or slave view camera: cullVisitor-getRenderStage()-getCamera() Depending on your setup of extra cameras it may wortk or not, but I guess you could try it. Cheers, Wojtek Lewandowski - Original Message - From: Emmanuel Roche To: OSG Users Sent: Friday, January 29, 2010 1:08 PM Subject: [osg-users] uniform update question Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for each View, I go through a complete (EventTraversal(), UpdateTraversal(), RenderingTraversals() ) loop sequentially. - Now I would like to switch to a CompositeViewer and thus go through the event/update traversals only once per Scene (If I understand the CompositeViewer design properly). But I have a very specific problem to solve here: In my scene graph I use shaders and uniforms. those uniforms have update callbacks, and in those update callbacks, I retrieve my currently rendering View and then the View matrix to generate eye coordinates. -- I assume using the osg_ViewMatrix uniform is not an option for me because I need to convert very big position vector and very big view matrix translation, and I would clearly get a problem here if I don't have double precision. -- With the CompositeViewer I can't access the individual View anymore in the update traversal() since this process is View agnostic I would say. -- Since my views will need different settings for the uniforms, I was thinking I would just need to do something in the cull traversal, but here I realized something which seems strange to me: there is no such method as uniform::setCullCallback(...) So, the question is, how would you update your uniforms properly in that case ? I mean, I could still put a cullcallback on the node owning the stateset containing the uniform for instance and update from here (assuming I can retrieve the Viewmatrix I need somehow in that Cullcallback...) but is this really the best option ?? - And generally speaking, would a uniform::setCullCallback() not make sense for some reason I'm apparently missing for now ? Bonus question by the way: How would I access the master camera ViewMatrix in a cullcallback ? i've seen we have osgUtil::CullVisitor::getCurrentCamera() but would this return the Master camera of the View or just the current camera in the scene graph (as I use DepthPartitionNode I have many sub cameras in my scene...) Thanks in advance is someone has any tip/advise/complete solution on those questions! Regards, Manu. -- ___ 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] website down?
Hi everyone, Fyi: I just noticed that www.openscenegraph.org is down... regards Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osgearth crashes when I load a shape file
Hi, first up, osgEarth is absolutely amazing! It is a lot of fun to play around with. But now to my problem: Everything crashes when I try to load a shape file! I added a shape file as seen here: http://osgearth.org/wiki/TileSourcePluginModelFeatureOverlay Luckily I built in debug mode from SVN head, so I found out that in osgEarthFeatures/FeatureModelSource.cpp on line 192 the call getFeatureSource()-getFeatureProfile()-getExtent(); returns a NULL pointer, causing the crash. So what went wrong here? Maybe there is a plugin DLL I did not copy to the correct position or something? Thanks for your help! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23417#23417 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
Hi Martin, Can you provide your data and a sample .earth file that is causing the issue? Thanks! Jason On Fri, Jan 29, 2010 at 8:23 AM, Martin Scheffler osgfo...@tevs.eu wrote: Hi, first up, osgEarth is absolutely amazing! It is a lot of fun to play around with. But now to my problem: Everything crashes when I try to load a shape file! I added a shape file as seen here: http://osgearth.org/wiki/TileSourcePluginModelFeatureOverlay Luckily I built in debug mode from SVN head, so I found out that in osgEarthFeatures/FeatureModelSource.cpp on line 192 the call getFeatureSource()-getFeatureProfile()-getExtent(); returns a NULL pointer, causing the crash. So what went wrong here? Maybe there is a plugin DLL I did not copy to the correct position or something? Thanks for your help! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23417#23417 ___ 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] Image-setData(unsigned char* data,AllocationMode allocationMode);
Hi, J.P. Now I use this method and it works. data = new float[256*64*3]; f = fopen(data/transmittance.raw, rb); fread(data, 1, 256*64*3*sizeof(float), f); fclose(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-allocateImage(64,16,1,GL_RGB16F_ARB, GL_FLOAT,1); float* dataPtr = (float*)image_Transmittance-data(); for(int i=0;i256*64*3;i++) { *dataPtr++ = data[i]; } And I simply want to use image-setImage(64,16,1, GL_RGB16F_ARB, GL_RGB16F_ARB, GL_FLOAT, data, osg::Image::USE_NEW_DELETE); but it doesn't works. In osgprerender I found solution using first method when you have loops to copy data. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23419#23419 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] uniform update question
Hello Wojtek, thanks for the tips !! I will try with getRenderStage()-getCamera() and let you know if it works for me too. But concerning the cull callback for uniforms, isn't it already the case for the update callback you can put on them ? (if you use the same uniform in multiple statesets/nodes, then the update callback is called multiple times per frame... [or is there some kind of security system to prevent this I'm not aware of ? ] Cheers, Manu. 2010/1/29 Wojciech Lewandowski lewandow...@ai.com.pl Hi Manu, IMHO I can offfer tips for 2 or your questions: Why no cull calback for uniform ? I guess there is no cull calback for state attribs/uniforms because they could be used many times and located in many statesets/nodes. So cull visitor can traverse them couple times per one frame. How to obtain master camera view matrix ? In ViewDependentShadowTechniques I used following method to obtain master view or slave view camera: cullVisitor-getRenderStage()-getCamera() Depending on your setup of extra cameras it may wortk or not, but I guess you could try it. Cheers, Wojtek Lewandowski - Original Message - *From:* Emmanuel Roche roche.emman...@gmail.com *To:* OSG Users osg-users@lists.openscenegraph.org *Sent:* Friday, January 29, 2010 1:08 PM *Subject:* [osg-users] uniform update question Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for each View, I go through a complete (EventTraversal(), UpdateTraversal(), RenderingTraversals() ) loop sequentially. - Now I would like to switch to a CompositeViewer and thus go through the event/update traversals only once per Scene (If I understand the CompositeViewer design properly). But I have a very specific problem to solve here: In my scene graph I use shaders and uniforms. those uniforms have update callbacks, and in those update callbacks, I retrieve my currently rendering View and then the View matrix to generate eye coordinates. -- I assume using the osg_ViewMatrix uniform is not an option for me because I need to convert very big position vector and very big view matrix translation, and I would clearly get a problem here if I don't have double precision. -- With the CompositeViewer I can't access the individual View anymore in the update traversal() since this process is View agnostic I would say. -- Since my views will need different settings for the uniforms, I was thinking I would just need to do something in the cull traversal, but here I realized something which seems strange to me: there is no such method as uniform::setCullCallback(...) So, the question is, how would you update your uniforms properly in that case ? I mean, I could still put a cullcallback on the node owning the stateset containing the uniform for instance and update from here (assuming I can retrieve the Viewmatrix I need somehow in that Cullcallback...) but is this really the best option ?? - And generally speaking, would a uniform::setCullCallback() not make sense for some reason I'm apparently missing for now ? Bonus question by the way: How would I access the master camera ViewMatrix in a cullcallback ? i've seen we have osgUtil::CullVisitor::getCurrentCamera() but would this return the Master camera of the View or just the current camera in the scene graph (as I use DepthPartitionNode I have many sub cameras in my scene...) Thanks in advance is someone has any tip/advise/complete solution on those questions! Regards, Manu. -- ___ 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] Image-setData(unsigned char* data,AllocationMode allocationMode);
Hi Roman, Have you tried just casting data to unsigned char* ? data = new float[256*64*3]; f = fopen(data/transmittance.raw, rb); fread(data, 1, 256*64*3*sizeof(float), f); fclose(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-setImage(64,16,1, GL_RGB16F_ARB, GL_RGB16F_ARB, GL_FLOAT,(unsigned char*) data, osg::Image::USE_NEW_DELETE); Mourad On Fri, Jan 29, 2010 at 2:46 PM, Roman Grigoriev grigor...@gosniias.ruwrote: Hi, J.P. Now I use this method and it works. data = new float[256*64*3]; f = fopen(data/transmittance.raw, rb); fread(data, 1, 256*64*3*sizeof(float), f); fclose(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-allocateImage(64,16,1,GL_RGB16F_ARB, GL_FLOAT,1); float* dataPtr = (float*)image_Transmittance-data(); for(int i=0;i256*64*3;i++) { *dataPtr++ = data[i]; } And I simply want to use image-setImage(64,16,1, GL_RGB16F_ARB, GL_RGB16F_ARB, GL_FLOAT, data, osg::Image::USE_NEW_DELETE); but it doesn't works. In osgprerender I found solution using first method when you have loops to copy data. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23419#23419 ___ 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] Image-setData(unsigned char* data,AllocationMode allocationMode);
Hi, Roman Grigoriev wrote: Hi, J.P. Now I use this method and it works. data = new float[256*64*3]; f = fopen(data/transmittance.raw, rb); fread(data, 1, 256*64*3*sizeof(float), f); fclose(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-allocateImage(64,16,1,GL_RGB16F_ARB, GL_FLOAT,1); float* dataPtr = (float*)image_Transmittance-data(); for(int i=0;i256*64*3;i++) { *dataPtr++ = data[i]; } you don't need the loop or allocateImage. I'm assuming your image is 64x16 RGB. try this... data = new float[64*16*3]; // you're already working in floats, no need to *4 fread(data, 1, 64*16*3*sizeof(float), f); // 3 is for RGB close(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-setImage(64,16,1, GL_RGB, GL_RGB32F_ARB, GL_FLOAT, (unsigned char*)data, osg::Image::NO_DELETE); now you are responsible for deallocating data. Try this before switching to 16F_ARB. jp And I simply want to use image-setImage(64,16,1, GL_RGB16F_ARB, GL_RGB16F_ARB, GL_FLOAT, data, osg::Image::USE_NEW_DELETE); but it doesn't works. In osgprerender I found solution using first method when you have loops to copy data. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23419#23419 ___ 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] osgprerendercubemap
Hi Nick, I've just reviewed the changes and come away more confused about this example. This example is meant to be about set up of pre rendering a cubemap, not about shaders. Lot's of #if #else #endif blocks also don't make an example clearer, they make it far harder to follow. As it it stands I don't feel these changes are a step forward for this example, so I won't be merging them as is. Robert. On Wed, Jan 27, 2010 at 3:23 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi Robert, attached is slighly modified and corrected example with multitexturing with prerendered cubemaps. There was an issue with the uniforms that are cube samplers. also, it has the correct OpenGL coordinate system now. I think it should replace the existing example. I spent one day to figure things for real application out of this example and believe some one else could benefit from it Nick http://www.linkedin.com/in/tnick ___ 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] osgprerendercubemap
ok .. I was in situation to start from this example and implement this methods in real world example. Did not work straightforward so I spent a day to figure it out why. I was thinking it might be useful for someone else in similar position ... Nick http://www.linkedin.com/in/tnick On Fri, Jan 29, 2010 at 5:37 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, I've just reviewed the changes and come away more confused about this example. This example is meant to be about set up of pre rendering a cubemap, not about shaders. Lot's of #if #else #endif blocks also don't make an example clearer, they make it far harder to follow. As it it stands I don't feel these changes are a step forward for this example, so I won't be merging them as is. Robert. On Wed, Jan 27, 2010 at 3:23 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: Hi Robert, attached is slighly modified and corrected example with multitexturing with prerendered cubemaps. There was an issue with the uniforms that are cube samplers. also, it has the correct OpenGL coordinate system now. I think it should replace the existing example. I spent one day to figure things for real application out of this example and believe some one else could benefit from it Nick http://www.linkedin.com/in/tnick ___ 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] uniform update question
Hi Manu, I always thought update callback gets called only once. Update visitor differs from cull visitor in this regard. Wojtek - Original Message - From: Emmanuel Roche To: OpenSceneGraph Users Sent: Friday, January 29, 2010 3:01 PM Subject: Re: [osg-users] uniform update question Hello Wojtek, thanks for the tips !! I will try with getRenderStage()-getCamera() and let you know if it works for me too. But concerning the cull callback for uniforms, isn't it already the case for the update callback you can put on them ? (if you use the same uniform in multiple statesets/nodes, then the update callback is called multiple times per frame... [or is there some kind of security system to prevent this I'm not aware of ? ] Cheers, Manu. 2010/1/29 Wojciech Lewandowski lewandow...@ai.com.pl Hi Manu, IMHO I can offfer tips for 2 or your questions: Why no cull calback for uniform ? I guess there is no cull calback for state attribs/uniforms because they could be used many times and located in many statesets/nodes. So cull visitor can traverse them couple times per one frame. How to obtain master camera view matrix ? In ViewDependentShadowTechniques I used following method to obtain master view or slave view camera: cullVisitor-getRenderStage()-getCamera() Depending on your setup of extra cameras it may wortk or not, but I guess you could try it. Cheers, Wojtek Lewandowski - Original Message - From: Emmanuel Roche To: OSG Users Sent: Friday, January 29, 2010 1:08 PM Subject: [osg-users] uniform update question Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for each View, I go through a complete (EventTraversal(), UpdateTraversal(), RenderingTraversals() ) loop sequentially. - Now I would like to switch to a CompositeViewer and thus go through the event/update traversals only once per Scene (If I understand the CompositeViewer design properly). But I have a very specific problem to solve here: In my scene graph I use shaders and uniforms. those uniforms have update callbacks, and in those update callbacks, I retrieve my currently rendering View and then the View matrix to generate eye coordinates. -- I assume using the osg_ViewMatrix uniform is not an option for me because I need to convert very big position vector and very big view matrix translation, and I would clearly get a problem here if I don't have double precision. -- With the CompositeViewer I can't access the individual View anymore in the update traversal() since this process is View agnostic I would say. -- Since my views will need different settings for the uniforms, I was thinking I would just need to do something in the cull traversal, but here I realized something which seems strange to me: there is no such method as uniform::setCullCallback(...) So, the question is, how would you update your uniforms properly in that case ? I mean, I could still put a cullcallback on the node owning the stateset containing the uniform for instance and update from here (assuming I can retrieve the Viewmatrix I need somehow in that Cullcallback...) but is this really the best option ?? - And generally speaking, would a uniform::setCullCallback() not make sense for some reason I'm apparently missing for now ? Bonus question by the way: How would I access the master camera ViewMatrix in a cullcallback ? i've seen we have osgUtil::CullVisitor::getCurrentCamera() but would this return the Master camera of the View or just the current camera in the scene graph (as I use DepthPartitionNode I have many sub cameras in my scene...) Thanks in advance is someone has any tip/advise/complete solution on those questions! Regards, Manu. -- ___ 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] website down?
On 1/29/2010 6:09 AM, Raymond de Vries wrote: Hi everyone, Fyi: I just noticed that www.openscenegraph.org is down... Confirmed from the US. regards Raymond -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] website down?
On 1/29/2010 6:09 AM, Raymond de Vries wrote: Hi everyone, Fyi: I just noticed that www.openscenegraph.org is down... Actualy, I take it back. It did load eventually, just VERY slow. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] need testers
Hi community, can some of you find a minute or two to just run the attached source (it is based on the #define NUM_LIGHTS) on the hardware you have and see if it runs, and if so just let me know what is the OS and the hardware? Thanks a lot for the help! Nick http://www.linkedin.com/in/tnick /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application 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. */ #include osgDB/ReadFile #include osgDB/WriteFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/Switch #include osg/LightSource #include osgText/Text #include osgViewer/Viewer #include osgViewer/CompositeViewer #include osgViewer/ViewerEventHandlers #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include osgGA/AnimationPathManipulator #include osgGA/TerrainManipulator #include osgSim/OverlayNode #include osg/Geode #include osgText/Text3D #include osg/MatrixTransform #include osg/ShapeDrawable #include osg/TexGen #include osg/TexGenNode #include osg/CullFace #include osg/PolygonOffset #include iostream #include sstream #include osg/Geometry #include osg/Geode #include osg/LightSource #include osg/LightModel #include osg/Program #include osg/ImageStream #include osg/TextureRectangle #include osg/TexMat #include osg/BlendFunc #include osg/AlphaFunc #include osg/Material #include osgUtil/SmoothingVisitor #include osg/ShapeDrawable #include osg/PositionAttitudeTransform #include osg/TextureRectangle #define NUM_LIGHTS 7 #if 1 osg::Matrixd createTransformMatrix(double x, double y, double z, double h, double p, double r) { osg::Matrixd mxR; mxR.makeRotate(osg::DegreesToRadians(r),osg::Vec3(0,1,0)); osg::Matrixd mxP; mxP.makeRotate(osg::DegreesToRadians(p),osg::Vec3(1,0,0)); osg::Matrixd mxH; mxH.makeRotate(osg::DegreesToRadians(h),osg::Vec3(0,0,1)); osg::Matrixd mxT; mxT.makeTranslate(osg::Vec3(x,y,z)); return (mxR*mxP*mxH*mxT); } class DrawableDrawWithDepthShadowComparisonOffCallback: public osg::Drawable::DrawCallback { public: // DrawableDrawWithDepthShadowComparisonOffCallback ( osg::Texture2D * texture, unsigned stage = 0 ) : _texture( texture ), _stage( stage ) { } virtual void drawImplementation ( osg::RenderInfo ri,const osg::Drawable* drawable ) const { if( _texture.valid() ) { // make sure proper texture is currently applied ri.getState()-applyTextureAttribute( _stage, _texture.get() ); // Turn off depth comparison mode glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE ); } drawable-drawImplementation(ri); if( _texture.valid() ) { // Turn it back on glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB ); } } osg::ref_ptr osg::Texture2D _texture; unsigned _stage; }; class UpdateLMVPM : public osg::Uniform::Callback { public: UpdateLMVPM(const std::vectorosg::Camera* cameras) : mCameras(cameras) { } virtual void operator () (osg::Uniform* u, osg::NodeVisitor*) { for (unsigned int i=0; imCameras.size(); ++i) { osg::Camera* camera = mCameras.at(i); osg::Matrixf lmvpm = camera-getViewMatrix() * camera-getProjectionMatrix() * osg::Matrix::translate( 1,1,1 ) * osg::Matrix::scale( 0.5, 0.5, 0.5 ); u-setElement(i,lmvpm); } } protected: std::vectorosg::Camera* mCameras; }; class UpdateLMVPMS : public osg::Uniform::Callback { public: UpdateLMVPMS(osg::Camera* camera) : mCamera(camera) { } virtual void operator () (osg::Uniform* u, osg::NodeVisitor*) { osg::Camera* camera = mCamera; osg::Matrixf lmvpm = camera-getViewMatrix() * camera-getProjectionMatrix() * osg::Matrix::translate( 1,1,1 ) * osg::Matrix::scale( 0.5, 0.5, 0.5 ); u-set(lmvpm); } protected: osg::Camera* mCamera; }; std::vector osg::ref_ptrosg::MatrixTransform LightLobes; osg::Node* createScene(osg::ArgumentParser arguments, osgViewer::Viewer* viewer = 0) { osg::Group* group = new osg::Group;
Re: [osg-users] website down?
Hi VERY slow ! Russia, Tyumen. 2010/1/29 Chris 'Xenon' Hanson xe...@alphapixel.com On 1/29/2010 6:09 AM, Raymond de Vries wrote: Hi everyone, Fyi: I just noticed that www.openscenegraph.org is down... Actualy, I take it back. It did load eventually, just VERY slow. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] need testers
Works for me. Suse 11.1, Intel Q9400, GeForce 280 GTX. -- Terry Message: 13 Date: Fri, 29 Jan 2010 19:49:22 +0200 From: Trajce Nikolov nikolov.tra...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: [osg-users] need testers Message-ID: 6861bc941001290949m37d09c2fu41019e7f14beb...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Hi community, can some of you find a minute or two to just run the attached source (it is based on the #define NUM_LIGHTS) on the hardware you have and see if it runs, and if so just let me know what is the OS and the hardware? Thanks a lot for the help! Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] need testers
Thanks Terry .. Nick http://www.linkedin.com/in/tnick On Fri, Jan 29, 2010 at 8:11 PM, Terry Welsh mogu...@gmail.com wrote: Works for me. Suse 11.1, Intel Q9400, GeForce 280 GTX. -- Terry Message: 13 Date: Fri, 29 Jan 2010 19:49:22 +0200 From: Trajce Nikolov nikolov.tra...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: [osg-users] need testers Message-ID: 6861bc941001290949m37d09c2fu41019e7f14beb...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Hi community, can some of you find a minute or two to just run the attached source (it is based on the #define NUM_LIGHTS) on the hardware you have and see if it runs, and if so just let me know what is the OS and the hardware? Thanks a lot for the help! Nick ___ 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] uniform update question
I recommend you search the archives for the recent thread Uniform per slave Camera. Several solutions, including the solution I eventually used, are discussed in that thread. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Emmanuel Roche wrote: Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for each View, I go through a complete (EventTraversal(), UpdateTraversal(), RenderingTraversals() ) loop sequentially. - Now I would like to switch to a CompositeViewer and thus go through the event/update traversals only once per Scene (If I understand the CompositeViewer design properly). But I have a very specific problem to solve here: In my scene graph I use shaders and uniforms. those uniforms have update callbacks, and in those update callbacks, I retrieve my currently rendering View and then the View matrix to generate eye coordinates. -- I assume using the osg_ViewMatrix uniform is not an option for me because I need to convert very big position vector and very big view matrix translation, and I would clearly get a problem here if I don't have double precision. -- With the CompositeViewer I can't access the individual View anymore in the update traversal() since this process is View agnostic I would say. -- Since my views will need different settings for the uniforms, I was thinking I would just need to do something in the cull traversal, but here I realized something which seems strange to me: there is no such method as uniform::setCullCallback(...) So, the question is, how would you update your uniforms properly in that case ? I mean, I could still put a cullcallback on the node owning the stateset containing the uniform for instance and update from here (assuming I can retrieve the Viewmatrix I need somehow in that Cullcallback...) but is this really the best option ?? - And generally speaking, would a uniform::setCullCallback() not make sense for some reason I'm apparently missing for now ? Bonus question by the way: How would I access the master camera ViewMatrix in a cullcallback ? i've seen we have osgUtil::CullVisitor::getCurrentCamera() but would this return the Master camera of the View or just the current camera in the scene graph (as I use DepthPartitionNode I have many sub cameras in my scene...) Thanks in advance is someone has any tip/advise/complete solution on those questions! Regards, Manu. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
It's the data included in the SVN, and the example that I linked in the first post. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23440#23440 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
Martin, This is working correctly on my end. Are you using osgEarth 1.3? Can you confirm that you have a usa.prj file alongside your usa.shp? Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Fri, Jan 29, 2010 at 3:45 PM, Martin Scheffler osgfo...@tevs.eu wrote: It's the data included in the SVN, and the example that I linked in the first post. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23440#23440 ___ 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] need testers
Hi Nick, On 30/01/10 4:49 , Trajce Nikolov wrote: can some of you find a minute or two to just run the attached source (it is based on the #define NUM_LIGHTS) on the hardware you have and see if it runs, and if so just let me know what is the OS and the hardware? I'm getting these runtime errors on OS X 10.5, GeForce 8600M GT: $ ./nicktest glLinkProgram microshader FAILED Program microshader infolog: ERROR: Implementation limit of 40 varying components exceeded, linked shaders use 24 too many varying component(s). Warning: detected OpenGL error 'invalid operation' at After Renderer::compile MAX TEXTURE UNITS16 GraphicsWindowCarbon: VSync=on Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] quicktime plugin fails to compile on OS X 10.5
Hi guys, the quicktime plugin (trunk, r11031) doesn't compile (cmake) for me under OS X 10.5.8: /Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/quicktime/MovieData.cpp: In member function ‘void MovieData::load(osg::Image*, std::string, float)’: /Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/quicktime/MovieData.cpp:96: error: base operand of ‘-’ has non-pointer type ‘OpaqueRgnHandle’ (This line was last changed in r11019.) The only mention of 'OpaqueRgnHandle' that I've found is in QuickdrawTypes.h but doesn't look like it would solve the issue: typedef struct OpaqueRgnHandle* RgnHandle; I'm not too familiar with QT/QD anyhow so I thought I'd flag it here instead. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] uniform update question
Thanks Paul, Those questions were indeed closely related. Yet since I'm not planing to use slave cameras for the moment I guess I'm better of with my node cullcallback to update uniforms, at least I will try that. Cheers, Manu. 2010/1/29 Paul Martz pma...@skew-matrix.com I recommend you search the archives for the recent thread Uniform per slave Camera. Several solutions, including the solution I eventually used, are discussed in that thread. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Emmanuel Roche wrote: Hi everyone, I'm facing a problem I cannot solve by myself here, I thought I could just ask: - I have a scene (so a scene graph) - I use multiple View on this single scene -- Currently I have an homemade mixture of customized osgViewer::Viewer objects to deal with everything so basically, for each View, I go through a complete (EventTraversal(), UpdateTraversal(), RenderingTraversals() ) loop sequentially. - Now I would like to switch to a CompositeViewer and thus go through the event/update traversals only once per Scene (If I understand the CompositeViewer design properly). But I have a very specific problem to solve here: In my scene graph I use shaders and uniforms. those uniforms have update callbacks, and in those update callbacks, I retrieve my currently rendering View and then the View matrix to generate eye coordinates. -- I assume using the osg_ViewMatrix uniform is not an option for me because I need to convert very big position vector and very big view matrix translation, and I would clearly get a problem here if I don't have double precision. -- With the CompositeViewer I can't access the individual View anymore in the update traversal() since this process is View agnostic I would say. -- Since my views will need different settings for the uniforms, I was thinking I would just need to do something in the cull traversal, but here I realized something which seems strange to me: there is no such method as uniform::setCullCallback(...) So, the question is, how would you update your uniforms properly in that case ? I mean, I could still put a cullcallback on the node owning the stateset containing the uniform for instance and update from here (assuming I can retrieve the Viewmatrix I need somehow in that Cullcallback...) but is this really the best option ?? - And generally speaking, would a uniform::setCullCallback() not make sense for some reason I'm apparently missing for now ? Bonus question by the way: How would I access the master camera ViewMatrix in a cullcallback ? i've seen we have osgUtil::CullVisitor::getCurrentCamera() but would this return the Master camera of the View or just the current camera in the scene graph (as I use DepthPartitionNode I have many sub cameras in my scene...) Thanks in advance is someone has any tip/advise/complete solution on those questions! Regards, Manu. ___ 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