[osg-users] Custom file type loading?
Hi, I was wondering if anyone would be able to point me in the right direction as to how to add support to load custom file types not currently supported by OSG. I've been looking for a while and haven't turned much up that appears to be of use. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25780#25780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom file type loading?
Hi Peter I have no personal experience with this, but from my understanding the most correct pattern would be to add a new plugin for your file type. Take a look at the way other files are handled either images like bmp's or models. Brgs. Ralf Stokholm On 18 March 2010 09:06, Peter Bear th3fly...@gmail.com wrote: Hi, I was wondering if anyone would be able to point me in the right direction as to how to add support to load custom file types not currently supported by OSG. I've been looking for a while and haven't turned much up that appears to be of use. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25780#25780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ralf Stokholm Director RD Email: a...@arenalogic.com Phone: +45 28 30 83 52 Web: www.arenalogic.com This transmission and any accompanying documents are intended only for confidential use of the designated recipient(s) identified above. This message contains proprietary information belonging to Arenalogic Aps. If you have received this message by error, please notify the sender. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager::updateSceneGraph() notices
Hi Farshid, Yesterday afternoon I checked in the disabling of this debug timing info. The timing info was for tracking the effects of various changes to the way that the DatabasePager managed PagedLOD and node paths, it was the mutex locks that the DatabasePager acquires that are the potential trouble spot performance wise so it was a case of monitoring it carefully for frames for when there is contention. The new code has been working pretty well so no need for the debug info now. An svn update will get you this change. Robert. On Wed, Mar 17, 2010 at 9:17 PM, Farshid Lashkari fla...@gmail.com wrote: Hi, Does anybody have any objections to changing the notification in DatabasePager::updateSceneGraph() from NOTICE to INFO? I'm getting these notices pretty frequently and I don't really understand its importance. I'm getting these notices on scenes with no PagedLODs and can foresee this causing confusion for customers. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hi Farshid, An interesting result. I'm afraid I can't recall the reason for the change, it will have been done quite a while ago. subversion's revisions might be able to unearth why sizeAdjustment is now 1- but it's pretty likely it was an attempt to improve one aspect of rendering so if we change it there is good chance that we'll improve on one area but make another area worse. If we can find out what cases require sizeAdjustment of 1 then perhaps we'll be able to build a test that reproduces both the issue you are seeing and this other one then we can come up with an all round solution. Robert. On Wed, Mar 17, 2010 at 8:29 PM, Farshid Lashkari fla...@gmail.com wrote: Hi, I'm in the process of porting our application from OSG 1.2 to 2.9. One major issue that immediately stood out was the quality of osgText. All the letters seem to be cut off by one pixel along the edges. There has been a lot of changes since 1.2, but I did find one setting that seemed to fix the issue for me. On line 539 of Font.cpp there is a hard-coded variable called sizeAdjustment that is set to 1. In OSG 1.2 this value was set to 0. Changing this value back to 0 pretty much resolves the quality issue for me. I've attached a screenshot comparing the result of changing the value. Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Cheers, Farshid ___ 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] Mac Serializer Compile Error
HI Matrin Wang Rui On Thu, Mar 18, 2010 at 3:15 AM, Wang Rui wangra...@gmail.com wrote: Hi Martins, I have no experience in Mac. But it seems that type definition of GLint changes to some other types in your system. In most other cases, we have: typedef int GLint; in the gl.h header. And an ADD_INT_SERIALIZER is workable with it. Maybe we should have more tests on 64bit systems and try to find out if an independent ADD_GLINT_SERIALIZER was required to keep compatible on different platforms. An ADD_GLINT_SERIALIZER may well be required. We'd need to static_cast the GLint to int for portability of the data format. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom file type loading?
Hi Peter, There over 70 plugins in src/osgPlugins/ that illustrate how to create a reader/writers, I would recommend having a look at simple one like src/osgPlugins/rgb or bmp. You needn't implement it as a plugin though, you can write your own ReaderWrtier directly in your application, all you need to do is subclass from osgDB::ReaderWriter and then register this class with the osgDB::Registry using osgDB::RegisterReaderWriterProxy or associated REGISTER_OSGPLUGIN macro. Have a look at the examples/osgphotoalbum to see a in application loader implemented. Robert. On Thu, Mar 18, 2010 at 8:06 AM, Peter Bear th3fly...@gmail.com wrote: Hi, I was wondering if anyone would be able to point me in the right direction as to how to add support to load custom file types not currently supported by OSG. I've been looking for a while and haven't turned much up that appears to be of use. Thank you! Cheers, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hi, On Wednesday 17 March 2010, Farshid Lashkari wrote: I'm in the process of porting our application from OSG 1.2 to 2.9. One major issue that immediately stood out was the quality of osgText. All the letters seem to be cut off by one pixel along the edges. There has been a lot of changes since 1.2, but I did find one setting that seemed to fix the issue for me. On line 539 of Font.cpp there is a hard-coded variable called sizeAdjustment that is set to 1. In OSG 1.2 this value was set to 0. Changing this value back to 0 pretty much resolves the quality issue for me. I've attached a screenshot comparing the result of changing the value. Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Yes, I was coding around that in the QFont implementation by an own margin that appeared to fix that problem. That left the original reason on the todo list ... Glad to see that we know where this happens. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi, Morphological Antialiasing (MLAA) is a Post Processing technique. you could try with osgPPU. ie can this methodology be performed in milliseconds? : Like other Post Processing technique, it's depend of your shader complexity and your output resolution. An example : http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hi Im not sure if this is the last time it was changed, but inspecting the log it was changed a revision 6602 from unsigned int sizeAdjustment = 0; // was 1. to unsigned int sizeAdjustment = 1; With the following comment: *Reorganised the managment of margins around glyphs so that is done entirely with src/osgText/Font.cpp rather than the font plugins or Text.cpp* ** Not really sure why, but I couldent help looking for it so I might as well share. Brgs. Ralf Stokholm 2010/3/18 Mathias Fröhlich m.froehl...@science-computing.de Hi, On Wednesday 17 March 2010, Farshid Lashkari wrote: I'm in the process of porting our application from OSG 1.2 to 2.9. One major issue that immediately stood out was the quality of osgText. All the letters seem to be cut off by one pixel along the edges. There has been a lot of changes since 1.2, but I did find one setting that seemed to fix the issue for me. On line 539 of Font.cpp there is a hard-coded variable called sizeAdjustment that is set to 1. In OSG 1.2 this value was set to 0. Changing this value back to 0 pretty much resolves the quality issue for me. I've attached a screenshot comparing the result of changing the value. Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Yes, I was coding around that in the QFont implementation by an own margin that appeared to fix that problem. That left the original reason on the todo list ... Glad to see that we know where this happens. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ralf Stokholm Director RD Email: a...@arenalogic.com Phone: +45 28 30 83 52 Web: www.arenalogic.com This transmission and any accompanying documents are intended only for confidential use of the designated recipient(s) identified above. This message contains proprietary information belonging to Arenalogic Aps. If you have received this message by error, please notify the sender. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hi Ralf, On Thu, Mar 18, 2010 at 9:22 AM, Ralf Stokholm alfma...@arenalogic.com wrote: Im not sure if this is the last time it was changed, but inspecting the log it was changed a revision 6602 from Thanks for the detective work. From Tracs the changes are: http://www.openscenegraph.org/projects/osg/changeset/6602/OpenSceneGraph/trunk/src/osgText/Font.cpp http://www.openscenegraph.org/projects/osg/changeset/6602/OpenSceneGraph/trunk/src/osgText/Text.cpp From what I can make out the texture coordinate set up is the part that is critical, and the new code is effectively using xpos/(textureWidth-1) to compute a texture coordinate, while for Farshid and others are reporting that use of xpos/(textureWidth-0) is producing better results. However there is more going on with margins and the actual quad geometry that Text.cpp uses, as well as the potential for the clamp mode on the texture to effect things as well, so right now I'm not ready to make any decision about what the correct code should be, but it's likely to involve more than just changing a 0 to 1. I suspect a wider review of the maths of placement of the glyphs in the texture, the maths used by the GPU to map the tex coordinates to the texels, and the sizes of the quads used by Text.cpp. Note the quad geometry will be oversized slightly to make sure that mipmapping does loose the border of the glyph. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Texture with independent framerate (Solution)
Hi folks, I would like to post my solution to the problem of rendering to a texture independently on the framerate of the viewer, the code is attached. My solution is to derived a Viewer from osgViewer::Viewer, added a custom offScreenRender() function mimicking frame() and (offScreen)renderTraversal() function without statistics and swapbuffer. In the offScreenRender() function I exchange the child of the main camera by the off screen rendering node containing only the RTT cameras and switch it back afterwards. This works great except that the shadows do not work correctly in the RTT camera. It seems that the light position is wrongly detected, which is done in the cull traversal as far as I could understand from looking at the code. How do I perform this properly in the offScreenRenderTraversal() function? Cheers, Georg /* -*-c++-*- Taken from osgprerenderer.cpp * * 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. g++ -losgShadow -losgText -losgUtil -losgViewer -losgGA -lOpenThreads -losg -lGL -lGLU -lglut async_test.cpp */ #include osgDB/ReadFile #include osgDB/WriteFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/Switch #include osgText/Text #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osgViewer/Renderer #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include iostream #include sstream #include string.h class AsyncRTTViewer : public osgViewer::Viewer { public: AsyncRTTViewer(){ asyncRTTViewerConstructorInit(); } AsyncRTTViewer(osg::ArgumentParser arguments) : osgViewer::Viewer(arguments) { asyncRTTViewerConstructorInit(); } AsyncRTTViewer(const osgViewer::Viewer viewer, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY) : osgViewer::Viewer(viewer,copyop) { asyncRTTViewerConstructorInit(); } virtual ~AsyncRTTViewer() {} /// adds a render to texture camera void addOffScreenRTTNode(osg::Node* node){ offScreenNodes-addChild(node); } /// removes a render to texture camera void removeOffScreenRTTNode(osg::Node* node){ offScreenNodes-removeChild(node); } /** call this function to render the off screen scene. If no off screen nodes (RTT) are supplied than nothing is done */ virtual void renderOffScreen( ) { if (_done || offScreenNodes-getNumChildren() == 0) return; osg::Node* origNode = _camera-getChild(0); _camera-setChild(0,offScreenNodes); //printf(before offscreen\n); offScreenRenderingTraversals(); //printf(after offscreen\n); _camera-setChild(0,origNode); } protected: virtual void offScreenRenderingTraversals() { /*** This is copied from ViewerBase::renderingTraversals() and statistics and swapbuffer and so on are removed. */ if (_done) return; offScreenNodes-getBound(); Contexts contexts; getContexts(contexts); Cameras cameras; getCameras(cameras); Contexts::iterator itr; bool doneMakeCurrentInThisThread = false; if (_endDynamicDrawBlock.valid()) { _endDynamicDrawBlock-reset(); } // dispatch the rendering threads if (_startRenderingBarrier.valid()) _startRenderingBarrier-block(); // reset any double buffer graphics objects for(Cameras::iterator camItr = cameras.begin(); camItr != cameras.end(); ++camItr) { osg::Camera* camera = *camItr; osgViewer::Renderer* renderer = dynamic_castosgViewer::Renderer*(camera-getRenderer()); if (renderer) { if (!renderer-getGraphicsThreadDoesCull() !(camera-getCameraThread())) { renderer-cull(); } } } for(itr = contexts.begin(); itr != contexts.end(); ++itr) { if (_done) return; if (!((*itr)-getGraphicsThread()) (*itr)-valid()) { doneMakeCurrentInThisThread = true; makeCurrent(*itr); (*itr)-runOperations(); } } // osg::notify(osg::NOTICE)Joing _endRenderingDispatchBarrier block _endRenderingDispatchBarrier.get()std::endl; // wait till the rendering dispatch is done. if (_endRenderingDispatchBarrier.valid()) _endRenderingDispatchBarrier-block(); // wait till the dynamic draw is
Re: [osg-users] 2.8.3 release likely, need community assistance
Hi Paul -- Confirming: Inventor plugin works very well. However, I found out that FindInventor.cmake is very poor and very old - it is not capable to find new version of required libraries for the plugin, particularly Coin3. Attaching new version that may be already included in OSG 2.9.6. John Paul Martz wrote: PCJohn wrote: Is it possible to include plugins? I am particularly interested in updated Inventor plugin. John Hi John -- I've merged the latest Inventor plugin onto the 2.8 branch. Can you test, please? I don't have the dependencies, so don't build this plugin. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org # # Find Open Inventor # # This module defines: # INVENTOR_FOUND, if false, do not try to link against Inventor. # INVENTOR_INCLUDE_DIR, where to find headers. # INVENTOR_LIBRARY, the library to link against. # INVENTOR_LIBRARY_DEBUG, the debug library to link against. # INVENTOR_SOWIN_LIBRARY, the SoWin library - window binding library for Inventor # INVENTOR_SOWIN_LIBRARY, the SoWin debug library # INVENTOR_SOXT_LIBRARY, the SoXt library - window binding library for Inventor # INVENTOR_SOXT_LIBRARY, the SoXt debug library # # # Inventor # # notes: # - Coin is honored over SGI Inventor # - Coin is detected by coin-config script, COINDIR environment variable, #and finally standard system locations are searched # - SGI Inventor is searched at standard system locations only # # coin-config tells much of Coin instalation (if present) execute_process (COMMAND coin-config --prefix OUTPUT_VARIABLE COIN_PREFIX OUTPUT_STRIP_TRAILING_WHITESPACE) # try to find Inventor includes (priority paths) FIND_PATH(INVENTOR_INCLUDE_DIR Inventor/So.h ${COIN_PREFIX}/include $ENV{COINDIR}/include NO_DEFAULT_PATH ) # try to find Inventor includes (regular paths) FIND_PATH(INVENTOR_INCLUDE_DIR Inventor/So.h /usr/local/include /usr/include /sw/include /opt/local/include /opt/csw/include /opt/include ) # default Inventor lib search paths SET(INVENTOR_LIB_SEARCH_PATH /usr/local/lib /usr/lib /sw/lib /opt/local/lib /opt/csw/lib /opt/lib ) # try to find Coin release lib (priority paths) FIND_LIBRARY(INVENTOR_LIBRARY_RELEASE NAMES coin5 coin4 coin3 coin2 coin1 Coin PATHS ${COIN_PREFIX}/lib $ENV{COINDIR}/lib NO_DEFAULT_PATH ) # try to find Coin release lib (regular paths) FIND_LIBRARY(INVENTOR_LIBRARY_RELEASE NAMES coin5 coin4 coin3 coin2 coin1 Coin PATHS ${INVENTOR_LIB_SEARCH_PATH} ) # try to find SGI Inventor lib FIND_LIBRARY(INVENTOR_LIBRARY_RELEASE NAMES Inventor PATHS ${INVENTOR_LIB_SEARCH_PATH} ) # try to find Coin debug lib (priority paths) FIND_LIBRARY(INVENTOR_LIBRARY_DEBUG NAMES coin5d coin4d coin3d coin2d coin1d PATHS ${COIN_PREFIX}/lib $ENV{COINDIR}/lib NO_DEFAULT_PATH ) # try to find Coin debug lib (regular paths) FIND_LIBRARY(INVENTOR_LIBRARY_DEBUG NAMES coin5d coin4d coin3d coin2d coin1d PATHS ${INVENTOR_LIB_SEARCH_PATH} ) # set release to debug if only debug found IF(NOT INVENTOR_LIBRARY_RELEASE AND INVENTOR_LIBRARY_DEBUG) SET(INVENTOR_LIBRARY_RELEASE ${INVENTOR_LIBRARY_DEBUG}) ENDIF(NOT INVENTOR_LIBRARY_RELEASE AND INVENTOR_LIBRARY_DEBUG) # set debug to release (if only release found) IF(NOT INVENTOR_LIBRARY_DEBUG AND INVENTOR_LIBRARY_RELEASE) SET(INVENTOR_LIBRARY_DEBUG ${INVENTOR_LIBRARY_RELEASE}) ENDIF(NOT INVENTOR_LIBRARY_DEBUG AND INVENTOR_LIBRARY_RELEASE) # INVENTOR_LIBRARY IF (CMAKE_CONFIGURATION_TYPES OR CMAKE_BUILD_TYPE) SET(INVENTOR_LIBRARY optimized ${INVENTOR_LIBRARY_RELEASE} debug ${INVENTOR_LIBRARY_DEBUG}) ELSE(CMAKE_CONFIGURATION_TYPES OR CMAKE_BUILD_TYPE) SET(INVENTOR_LIBRARY ${INVENTOR_LIBRARY_RELEASE}) ENDIF(CMAKE_CONFIGURATION_TYPES OR CMAKE_BUILD_TYPE) # set INVENTOR_FOUND appropriately SET(INVENTOR_FOUND NO) IF(INVENTOR_INCLUDE_DIR AND INVENTOR_LIBRARY) SET(INVENTOR_FOUND YES) ENDIF(INVENTOR_INCLUDE_DIR AND INVENTOR_LIBRARY) # # SoWin # # notes: SoWin is searched by COINDIR environment variable #(as expected to be located at Windows platform) # try to find SoWin lib (priority paths) FIND_LIBRARY(INVENTOR_SOWIN_LIBRARY NAMES sowin1 PATHS $ENV{COINDIR}/lib NO_DEFAULT_PATH ) # try to find SoWin lib (regular paths) FIND_LIBRARY(INVENTOR_SOWIN_LIBRARY NAMES sowin1 PATHS ${INVENTOR_LIB_SEARCH_PATH} ) # try to find SoWin debug lib (priority paths) FIND_LIBRARY(INVENTOR_SOWIN_LIBRARY_DEBUG NAMES sowin1d PATHS $ENV{COINDIR}/lib NO_DEFAULT_PATH ) # try to find SoWin debug lib (regular paths) FIND_LIBRARY(INVENTOR_SOWIN_LIBRARY_DEBUG NAMES sowin1d PATHS ${INVENTOR_LIB_SEARCH_PATH} ) # SoWin debug library defaults to non-debug lib IF(NOT INVENTOR_SOWIN_LIBRARY_DEBUG)
[osg-users] Why I reveive less email these days
Dear All, I find during the passed several day, I received less emails than before. Is there any problem? Regards 2010-03-18 ijustfu 发件人: Georg Martius 发送时间: 2010-03-18 18:36:23 收件人: osg-users@lists.openscenegraph.org 抄送: 主题: [?? Probable Spam] Re: [osg-users] Render to Texture with independent framerate(Solution) Hi folks, I would like to post my solution to the problem of rendering to a texture independently on the framerate of the viewer, the code is attached. My solution is to derived a Viewer from osgViewer::Viewer, added a custom offScreenRender() function mimicking frame() and (offScreen)renderTraversal() function without statistics and swapbuffer. In the offScreenRender() function I exchange the child of the main camera by the off screen rendering node containing only the RTT cameras and switch it back afterwards. This works great except that the shadows do not work correctly in the RTT camera. It seems that the light position is wrongly detected, which is done in the cull traversal as far as I could understand from looking at the code. How do I perform this properly in the offScreenRenderTraversal() function? Cheers, Georg ___ 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] Mac Serializer Compile Error
Wang Rui, Looking at gl.h under the different SDK's here are the typedefs: 10.4 : long 10.5 : int 10.6 : int So I'm not sure what that means in terms of being able to support different types with the serializer. Martins On 3/17/2010 11:15 PM, Wang Rui wrote: Hi Martins, I have no experience in Mac. But it seems that type definition of GLint changes to some other types in your system. In most other cases, we have: typedef int GLint; in the gl.h header. And an ADD_INT_SERIALIZER is workable with it. Maybe we should have more tests on 64bit systems and try to find out if an independent ADD_GLINT_SERIALIZER was required to keep compatible on different platforms. Wang Rui 2010/3/18 Martins Innusmin...@ccr.buffalo.edu: Hello, I get the following 2 errors when trying to compile the latest svn on a Mac running 10.6 but using the 10.4 SDK. This compiles fine using the 10.6 SDK with gcc-4.2, but since the 10.4 SDK requires gcc-4.0, I assume its a compiler quirk. Any suggestions on how to get around it? /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp: In function 'void wrapper_propfunc_LineStipple(osgDB::ObjectWrapper*)': /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp:11: error: no matching function for call to 'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const char [7], int, GLint (osg::LineStipple::*)()const, void (osg::LineStipple::*)(GLint))' /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int] /util/src/osgsvn/include/osgDB/Serializer:199: note: osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const osgDB::PropByValSerializerMyClass, int) /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp: In function 'void wrapper_propfunc_Texture(osgDB::ObjectWrapper*)': /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp:89: error: no matching function for call to 'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const char [12], int, GLint (osg::Texture::*)()const, void (osg::Texture::*)(GLint))' /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int] /util/src/osgsvn/include/osgDB/Serializer:199: note: osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const osgDB::PropByValSerializerMyClass, int) Thanks Martins ___ 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] Rendering two scenes at once?
Okay, first off, what I wish to do I know I can do with FBO and off-screen rendering but at the moment it is not how I wish to conduct my execution. In standard OGL what I wish to do is easy. So how do I translate it to OSG? Consider the following: (1) I wish to render my scene (with my root node) to the screen as usual (2) I wish to clear the depth buffer only (3) I wish to render a new scene to the screen (with the same camera movement, possibly the same or an identical camera) Kind of like having multiple rendering planes. Since I don't have control over when things are rendered I guess it would be easier to create a second camera which renders after the first one (setting the ClearMask) and having my second scene for the second camera. I'm a bit lost as how to do this though. Currently using 2.9.6 and the default osgViewer. Anyone willing to lend me a helping hand? Cheers, Adrian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25794#25794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] iv plugin with coin4 from svn
j...@dudell:/data$ osgviewerd cube.iv osgDB::ReaderWriterIV::readNode() Reading file cube.iv osgDB::ReaderWriterIV::readNode() File cube.iv loaded successfully. j...@dudell:/data$ I see no problem with the model - it is loads and renders without any problem on my OSG 2.8.2 and Coin 3 John Michele Fiorentino wrote: Hi, this is the simple model i could find.. and gives assert! the same eror from vrml and more complex files... cube.iv Code: #Inventor V2.1 ascii DEF _CUBE_SEP Separator { Cube { width 0.1 height 0.1 depth 0.1 } } Code: C:\dev\external_libs\OSG-dataosgviewerglutd cube.iv osgDB::ReaderWriterIV::readNode() Reading file cube.iv Assertion failed: unit PRIVATE(this)-unitdata.getLength(), file ..\..\src\ele ments\SoMultiTextureCoordinateElement.cpp, line 435 Thank you! Cheers, Michele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25611#25611 ___ 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] Rendering two scenes at once?
Hi Adrian, Since I don't have control over when things are rendered I guess it would be easier to create a second camera which renders after the first one (setting the ClearMask) and having my second scene for the second camera. From what you describe, yes, that's exactly how you would do it. RF (so it renders from the same position as your master camera with an identity viewI'm a bit lost as how to do this though. Currently using 2.9.6 and the default osgViewer. Anyone willing to lend me a helping hand? You do it exactly how you've described it above... Create an osg::Camera, add your second scene as child of it, set its RenderOrder to POST_RENDER, its ClearMask to GL_DEPTH_BUFFER_BIT and its ReferenceFrame to RELATIVE_ matrix) and add it as a child of your master camera. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hi All, I've been reviewing the texcoord maths in Font.cpp and Text.cpp and believe that the sizeAdjustment should actually be 0.0, and the we need to also add CLAMP_TO_EDGE. I have been testing using the osgfont example and this change results in better looking text, inline with Farshid's result. osgfont fonts/arial.ttf 10 15 20 25 30 40 80 An svn update will get these changes. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Increase image-quality - increase 'Draw' time
Hi everyone, We were just doing some performance testing when we noticed that increasing the image quality in the NVidia control panel (adding anisotropic filtering, anti-aliasing and multi-sampling) makes the time spent in the 'Draw' section increase greatly. This wasn't something we were expecting. The time in GPU also goes up, but that is to be expected. We're assuming the extra time is spent in the driver somewhere, but we have no clue why. Would anyone dare to hazard a guess? Thank you! Cheers, Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25798#25798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Increase image-quality - increase 'Draw' time
Hi Rick, The way that OpenGL drivers work is that there is an OpenGL FIFO per graphics context, your application fills the FIFO with data and OpenGL tokens, and then the driver sucks the tail of the FIFO in batches and fires it off GPU. This fifo decouples the application thread from the GPU, so in effect the CPU and the GPU can largely work in a parallel. However, if OpenGL FIFO fills up because the rate at which you are pushing data into it exceeds the rate at which it's been emptied then the application thread will stall and the draw dispatch times will go up. Sometimes you can see some rather no linear draw dispatch times due to small changes in load on the GPU suddenly causing the app to stall. Even when this happens there is still a bit of leeway before you start dropping frames. Another reason for seeing large draw dispatch times is the presence of OpenGL operations that require getting data back from OpenGL (such glGet or glReadPixels), because this forces OpenGL to push all the data ahead of it down to the GPU, read back the result and then finally get this back to application thread. This roundtrip is very expensive and should be avoided where possible. Robert. On Thu, Mar 18, 2010 at 3:18 PM, Rick Appleton rick.apple...@altenpts.nl wrote: Hi everyone, We were just doing some performance testing when we noticed that increasing the image quality in the NVidia control panel (adding anisotropic filtering, anti-aliasing and multi-sampling) makes the time spent in the 'Draw' section increase greatly. This wasn't something we were expecting. The time in GPU also goes up, but that is to be expected. We're assuming the extra time is spent in the driver somewhere, but we have no clue why. Would anyone dare to hazard a guess? Thank you! Cheers, Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25798#25798 ___ 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] bluring model edges
Guy, I have tried this code snippet, too, and I am not getting any results. None. No changes in the look of my model or a constructed pyramid. Could you perhaps tell me what I am missing? I have attached my blend app, which is a direct copy of the blendequation app from the OSG website. I commented out the blend equation code dropped this snippet in. Thanks. Guy wrote: For example: osg::StateSet * stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute:: ON); osg::BlendFunc *fn = new osg::BlendFunc(); fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); stateset-setAttributeAndModes(fn, osg::StateAttribute:: ON); stateset-setMode(GL_BLEND, osg::StateAttribute:: ON); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25799#25799 Attachments: http://forum.openscenegraph.org//files/main_blendexample_210.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Load balancing on multiple cores
Hello, OSG is a great product and I hope I can tap into the great support you folks offer! I have an Intel Core 2 Duo processor, and I'm running OSG 2.8.2 on Windows XP. And I have VSync turned off, by the way. When I run osgviewerd.exe (debug) I notice that the stats reported are very erratic. That is, the graphs displaying the Event, Update, Cull, Draw traversals are not flat line but go up and down unpredictably. I get ~100 fps. If I go into the Windows Task Manager and set the affinity of the osgviewerd.exe process to a single core, then the stats flat line and my framerate goes way up (~160 fps). Running osgviewer.exe (release) with affinity in the Task Manager to both cores yields flat line graphs and frame rate ~200 fps. Obviously, 100 fps is more than enough, but that is for a simple scene. In our application, which embeds OSG into an MFC window, I see a framerate of about 20 fps in debug. My colleague, who has a quad core machine, sees about 3 fps in debug! Is there something we're not understanding correctly about how to load balance OSG across multiple cores? We don't want to limit our application to one core because then we obviously lose parallel processing (database pager, etc). I really appreciate any help you guys can offer. Thanks, and keep up the great work! Jesse Stimpson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom file type loading?
On 3/18/2010 2:06 AM, Peter Bear wrote: Hi, I was wondering if anyone would be able to point me in the right direction as to how to add support to load custom file types not currently supported by OSG. I've been looking for a while and haven't turned much up that appears to be of use. There have been a couple of ggod answers so far, but if you tell us what it is you're trying to load, you might get even better info. -- 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] MultiThreaded Culling
Hi, could someone tell me where the culling takes place if multithreading is set to DrawThreadPerContext? I can't seem to trace it in the code. It seems like it should happen in the runOperations function of GraphicsContext when it goes through the camera list, but it seems like that just calls the draw method. Thanks, Dan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?
Hi J-S -- It seems like the objects would only be invisible if blending is on. If blending is off, then the alpha would essentially be ignored and everything would be visible. I know osgviewer doesn't enable blending, and I suspect osganimationviewer doesn't either. That means blending must be enabled in your model. If that's the case, then it seems like it's being rendered correctly -- invisible. However, I do agree there might be some confusion in how the fbx plugin is setting the alpha value. I have an fbx file that I've been doing some work with lately. It renders visible, and Material diffuseColor always has alpha 1.0. So I suspect there is some issue with how your model was created. -Paul Jean-Sébastien Guay wrote: Hi all, I've been looking at the FBX plugin over the last few days, and it seems to me that it sets all material diffuseColor to have 0 alpha... So the loaded objects aren't visible. This happens both when loading an FBX file I created myself in Softimage XSI Mod Tool 7.5, and when loading an FBX file downloaded from the net, for example: http://creators.xna.com/en-US/sample/skinnedmodel The zip file SkinningSample.zip from the above page contains a dude.fbx file in the directory SkinningSample\SkinningSample\Content. Loading this in either osgviewer or osganimationviewer (recent SVN, updated and compiled yesterday), you won't see anything. If I osgconv it to .osg, I can see that indeed, all Materials have the diffuseColor alpha set to 0. If I just set it to 1 and load that .osg file, everything is visible as it should. I can see this code in the fbx plugin: pOsgMat-setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4( static_castfloat(color[0] * factor), static_castfloat(color[1] * factor), static_castfloat(color[2] * factor), static_castfloat(1.0 - pFbxLambert-GetTransparencyFactor().Get(; Why is it done that way? Are the files I've been using invalid (i.e. setting transparency as if it was opacity or vice versa)? It seems weird to me, since as I said I've confirmed this with both models created in XSI and a model I downloaded from the XNA samples. What models has this been tested with? BTW, I was using XSI 7.5 Mod Tool with CrossWalk 4.1. Not sure what the sample model I downloaded was created with. Thanks in advance, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load balancing on multiple cores
Hi Jesse, I'll let others reply specifically about the threading, but I wanted to react to one part of your post: When I run osgviewerd.exe (debug) I notice that the stats reported are very erratic. Never do any performance testing in debug, especially using Visual C++! An erratic frame rate and stats is exactly what I have come to expect in debug. Visual C++ and its iterator and other debugging facilities really get in the way and make the stats useless. If you get the performance you want in release, that's all that matters. You won't ship debug binaries to your clients will you? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] helps! using mingw compile vpb, link problem.
I have use vs 2008 to compile OSG and VPB from latest SVN , everything is OK. But When I use mingw gcc 3.4.4, OSG is OK, VPB has some link error. Many thanks! error message: -*- mode: compilation; default-directory: e:/code/OpenSceneGraph/build_vpb_mingw/src/vpb/ -*- Compilation started at Fri Mar 19 00:05:05 make -k -- Configuring done -- Generating done -- Build files have been written to: E:/code/OpenSceneGraph/build_vpb_mingw Linking CXX shared library ..\..\lib\libvpb.dll Creating library file: ..\..\lib\libvpb.dll.a CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced5unrefEv[osg::Refe renced::unref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicmmEv' CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced3refEv[osg::Refere nced::ref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicppEv' CMakeFiles\vpb.dir\System.obj(.text$_ZNK3osg10Referenced14referenceCountEv[o sg::Referenced::referenceCount() const]+0x10):System.cpp: undefined reference to `_imp___ZNK11OpenThreads6AtomiccvjEv' collect2: ld returned 1 exit status make[2]: *** [lib/libvpb.dll] Error 1 make[2]: Target `src/vpb/CMakeFiles/vpb.dir/build' not remade because of errors. make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2 make[1]: Target `src/vpb/all' not remade because of errors. make: *** [all] Error 2 make: Target `default_target' not remade because of errors. Compilation exited abnormally with code 2 at Fri Mar 19 00:05:20 Zou wan Spatial Infomation Technology Lab Institute of Computing Technology Chinese Academy of Sciences Beijing, 100190, China mailto:zou...@ict.ac.cn zou...@gmail.com -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Increase image-quality - increase 'Draw' time
Rick, The draw/gpu time is going up because you're making it do more work. Google is your friend, look up the terms to get a basic understanding what they are. Brian From: rick.apple...@altenpts.nl Date: Thu, 18 Mar 2010 15:18:07 + To: osg-users@lists.openscenegraph.org Subject: [osg-users] Increase image-quality - increase 'Draw' time Hi everyone, We were just doing some performance testing when we noticed that increasing the image quality in the NVidia control panel (adding anisotropic filtering, anti-aliasing and multi-sampling) makes the time spent in the 'Draw' section increase greatly. This wasn't something we were expecting. The time in GPU also goes up, but that is to be expected. We're assuming the extra time is spent in the driver somewhere, but we have no clue why. Would anyone dare to hazard a guess? Thank you! Cheers, Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25798#25798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Hotmail: Trusted email with powerful SPAM protection. http://clk.atdmt.com/GBL/go/210850553/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreaded Culling
Hi Dan, When you use DrawThreadPerContext the viewers main frame loop does the culling for the viewers cameras. Robert. On Thu, Mar 18, 2010 at 4:10 PM, Dan R nice...@gmail.com wrote: Hi, could someone tell me where the culling takes place if multithreading is set to DrawThreadPerContext? I can't seem to trace it in the code. It seems like it should happen in the runOperations function of GraphicsContext when it goes through the camera list, but it seems like that just calls the draw method. Thanks, Dan ___ 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] 2.8.3 release likely, need community assistance
Thanks for testing, John. Good catch. I just merged r11033 from trunk, so the FindInventor.cmake should now be up to date on the 2.8 branch. -Paul PCJohn wrote: Hi Paul -- Confirming: Inventor plugin works very well. However, I found out that FindInventor.cmake is very poor and very old - it is not capable to find new version of required libraries for the plugin, particularly Coin3. Attaching new version that may be already included in OSG 2.9.6. John Paul Martz wrote: PCJohn wrote: Is it possible to include plugins? I am particularly interested in updated Inventor plugin. John Hi John -- I've merged the latest Inventor plugin onto the 2.8 branch. Can you test, please? I don't have the dependencies, so don't build this plugin. -Paul ___ 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] Load balancing on multiple cores
Hi J-S, Never do any performance testing in debug, especially using Visual C++! An erratic frame rate and stats is exactly what I have come to expect in debug. Visual C++ and its iterator and other debugging facilities really get in the way and make the stats useless. If you get the performance you want in release, that's all that matters. You won't ship debug binaries to your clients will you? You're correct. We never will be shipping debug binaries. However, it's come to the point where the debug performance is hindering our development. My colleague with the quad core desktop sees ~3 fps, and it's decreasing his productivity. I'd be willing to live with having to go into the task manager and set the processor affinity if we are using the debug build, or setting it programmatically for debug builds, but if there's a root cause that can be fixed, I'd rather do that. That way, the debug and release builds stay as similar as possible and testing in one is likely to produce the same results as the other. Having said that, your insight on the STL debugging facilities is very helpful. Thanks for your reply. Jesse ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] helps! using mingw compile vpb, link problem.
HI Zou wan, OSG and VPB compile just fine with gcc just fine under Linux and other OS's, my guess there is a bug in Mingw's implementation of gcc. I don't personally use Windows, perhaps others might have some experience with using gcc and Mingw and VPB/OSG. If not I'd suggest trying to update Mingw to see if it fixes the problem. Robert. On Thu, Mar 18, 2010 at 4:27 PM, zouwan zou...@gmail.com wrote: I have use vs 2008 to compile OSG and VPB from latest SVN , everything is OK. But When I use mingw gcc 3.4.4, OSG is OK, VPB has some link error. Many thanks! error message: -*- mode: compilation; default-directory: e:/code/OpenSceneGraph/build_vpb_mingw/src/vpb/ -*- Compilation started at Fri Mar 19 00:05:05 make -k -- Configuring done -- Generating done -- Build files have been written to: E:/code/OpenSceneGraph/build_vpb_mingw Linking CXX shared library ..\..\lib\libvpb.dll Creating library file: ..\..\lib\libvpb.dll.a CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced5unrefEv[osg::Referenced::unref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicmmEv' CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced3refEv[osg::Referenced::ref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicppEv' CMakeFiles\vpb.dir\System.obj(.text$_ZNK3osg10Referenced14referenceCountEv[osg::Referenced::referenceCount() const]+0x10):System.cpp: undefined reference to `_imp___ZNK11OpenThreads6AtomiccvjEv' collect2: ld returned 1 exit status make[2]: *** [lib/libvpb.dll] Error 1 make[2]: Target `src/vpb/CMakeFiles/vpb.dir/build' not remade because of errors. make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2 make[1]: Target `src/vpb/all' not remade because of errors. make: *** [all] Error 2 make: Target `default_target' not remade because of errors. Compilation exited abnormally with code 2 at Fri Mar 19 00:05:20 Zou wan Spatial Infomation Technology Lab Institute of Computing Technology Chinese Academy of Sciences Beijing, 100190, China zou...@gmail.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
[osg-users] osgAnimation and animation mixing/blending
Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I set it up so that the transition between these animations is smooth? Supposing I have a walk cycle and a run cycle animations set up correctly of course. Next question, where could I find an example of this (assets and possibly code - though with a good explanation I can work the code out myself I'm sure)? I've found one walking character here: http://creators.xna.com/en-US/sample/skinnedmodel but he has only a walk cycle. Could anyone point me to an example model that would have multiple animations set up so I can look at how it's been done and try it out? Preferably in Collada or FBX format. On the subject of models, does anyone know of any place (web site) where I could buy skinned and animated models of characters? I presume such a resource exists, but I wanted to know if people had a specific one to recommend. Finally, osganimationhardware nathan.osg is giving me problems. It crashes after showing the first frame in State::setVertexAttribPointer() called from RigGeometry::drawImplementation() - stack trace below. I'd really like to be able to see the hardware skinning. With the character at the link above, osganimationviewer (software skinning I presume) runs well but the update time is close to 16ms per frame on my pretty recent machine. I'm thinking if that time is spent updating the vertex arrays for the skinning, there might be a chance the hardware skinning would reduce that? Obviously using a lighter mesh would too, and I won't be using that exact mesh in our project, but anything that can help us maintain a good frame rate is welcome. Thanks in advance, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ Stack trace for crash when osganimationhardware nathan.osg msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x660de5c0, const wchar_t * file=0x660de608, unsigned int line=764) Line 24 C++ osg66-osgd.dll!std::vectorosg::GLBufferObject::BufferEntry,std::allocatorosg::GLBufferObject::BufferEntry ::operator[](unsigned int _Pos=61) Line 764 + 0x17 bytes C++ osg66-osgd.dll!osg::GLBufferObject::getOffset(unsigned int i=61) Line 209 + 0x1d bytes C++ osg66-osgd.dll!osg::State::setVertexAttribPointer(unsigned int unit=11, const osg::Array * array=0x058dbaf0, unsigned char normalized=0) Line 1153 + 0x11 bytes C++ osg66-osgd.dll!osg::Geometry::drawImplementation(osg::RenderInfo renderInfo={...}) Line 1046 C++ osg66-osgAnimationd.dll!osgAnimation::RigGeometry::drawImplementation(osg::RenderInfo renderInfo={...}) Line 94 + 0xf bytes C++ osg66-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Line 907 + 0x13 bytes C++ osg66-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x09a567e8) Line 63 + 0x19 bytes C++ osg66-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x09a567e8) Line 475 + 0x19 bytes C++ osg66-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x09a567e8) Line 1353 C++ osg66-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x09a567e8) Line 420 + 0x17 bytes C++ osg66-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x09a567e8, bool doCopyTexture=false) Line 925 C++ osg66-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x09a567e8) Line 1192 + 0x1b bytes C++ osg66-osgUtild.dll!osgUtil::SceneView::draw() Line 1426 + 0x37 bytes C++ osg66-osgViewerd.dll!osgViewer::Renderer::draw() Line 491 + 0xf bytes C++ osg66-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * context=0x00262998) Line 734 + 0xf bytes C++ osg66-osgd.dll!osg::GraphicsContext::runOperations() Line 750 + 0x33 bytes C++ osg66-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * context=0x00262998) Line 138 C++ osg66-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * object=0x00262998) Line 53 + 0x19 bytes C++ osg66-osgd.dll!osg::OperationThread::run() Line 413 + 0x26 bytes C++ osg66-osgd.dll!osg::GraphicsThread::run() Line 41 C++ ot12-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * data=0x05899904) Line 113 + 0xf bytes C++ msvcr90d.dll!_callthreadstartex() Line 348 + 0xf bytes C
Re: [osg-users] Load balancing on multiple cores
Hi Jesse, On Thu, Mar 18, 2010 at 4:36 PM, Jesse Stimpson jesse.stimp...@gmail.com wrote: You're correct. We never will be shipping debug binaries. However, it's come to the point where the debug performance is hindering our development. My colleague with the quad core desktop sees ~3 fps, and it's decreasing his productivity. We'll if VisualStudio's debug performance is too bad to develop with routinely avoid using debug unless you actually need to do debugging, or pick a better compiler or see if you can tweak compiler options to avoid the pitfalls of VisualStudio. Personally in dev work I just use an optimized build, then perhaps a couple of times a month I might come across an issue that really needs a stack trace or a putting a break point into to monitor something and I will do a debug build. A will often go several weeks on the trot without ever using debug. This is even under Linux where the gcc compiler can do debug builds without totally killing performance. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?
Hi Paul, It seems like the objects would only be invisible if blending is on. If blending is off, then the alpha would essentially be ignored and everything would be visible. I know osgviewer doesn't enable blending, and I suspect osganimationviewer doesn't either. That means blending must be enabled in your model. If that's the case, then it seems like it's being rendered correctly -- invisible. You're right, blending is on, and that seems to come from the fact that the fbx plugin thinks the object should be transparent when it reads it, and adds an osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) to the model's stateset. So if the fbx plugin didn't think the model was transparent, it would be ok. Which brings us to: However, I do agree there might be some confusion in how the fbx plugin is setting the alpha value. I have an fbx file that I've been doing some work with lately. It renders visible, and Material diffuseColor always has alpha 1.0. So I suspect there is some issue with how your model was created. I would accept that, except for two things. First, as I said, I've tested this both with a file I created and one I downloaded. I'm willing to admit I can do something wrong, but I doubt a model that's made by others (and used in other software) would have the same problem. Second, even for the model I created myself, it's fully visible in XSI... Even if I export the fbx file and then re-import it, the model is visible. So it should be visible when read by OSG's fbx plugin, I would think... So I would pin the problem on the way the fbx plugin interprets the file, and not the file itself. And even for the model I downloaded, it's an fbx file, and it's visible when I open it in XSI, but not in OSG. Check the link I gave in my first post if you're curious... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Jean Sebastien, On 03/18/10 17:40, Jean-Sébastien Guay wrote: Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I set it up so that the transition between these animations is smooth? Supposing I have a walk cycle and a run cycle animations set up correctly of course. Yes it's possible but the api of BasicAnimationManager does not expose it, the TimelineAnimationManager let you to setup stuff with more details. Have a look to the example osganimationtimeline, and in the file include/osgAnimation/ActionStripAnimation. Next question, where could I find an example of this (assets and possibly code - though with a good explanation I can work the code out myself I'm sure)? I've found one walking character here: http://creators.xna.com/en-US/sample/skinnedmodel but he has only a walk cycle. Could anyone point me to an example model that would have multiple animations set up so I can look at how it's been done and try it out? Preferably in Collada or FBX format. On the subject of models, does anyone know of any place (web site) where I could buy skinned and animated models of characters? I presume such a resource exists, but I wanted to know if people had a specific one to recommend. I can't help about data, all data i used was exporter from the blender exporter, an example of what you can do with osgAnimation is on this live stream http://stream.pok.me/stream.ogg You can have a look to the source code here http://hg.plopbyte.net/pokme/ Finally, osganimationhardware nathan.osg is giving me problems. It crashes after showing the first frame in State::setVertexAttribPointer() called from RigGeometry::drawImplementation() - stack trace below. I'd really like to be able to see the hardware skinning. With the character at the link above, osganimationviewer (software skinning I presume) runs well but the update time is close to 16ms per frame on my pretty recent machine. I'm thinking if that time is spent updating the vertex arrays for the skinning, there might be a chance the hardware skinning would reduce that? Obviously using a lighter mesh would too, and I won't be using that exact mesh in our project, but anything that can help us maintain a good frame rate is welcome. Yes hardware should improve, not that for small skinned mesh, it does not help at all. I will have a look at that crash this evening. Thanks in advance, J-S Cedric - -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.14 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkuiYCEACgkQs6ZHzVQN0Ii7LwCggAwBfZGVLIAYLXZDB6gFam7R mo4AniU1KoMgrJy7FoUZbQ1xyFerbe5J =L0rF -END PGP SIGNATURE- attachment: cedric_pinson.vcf___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load balancing on multiple cores
Hi Robert, Thanks for the response. We'll if VisualStudio's debug performance is too bad to develop with routinely avoid using debug unless you actually need to do debugging, or pick a better compiler or see if you can tweak compiler options to avoid the pitfalls of VisualStudio. I do plan to try some compiler options. Although, if others have had similar experiences, then I can reduce the amount of time I spin my wheels so to speak. Personally in dev work I just use an optimized build, then perhaps a couple of times a month I might come across an issue that really needs a stack trace or a putting a break point into to monitor something and I will do a debug build. A will often go several weeks on the trot without ever using debug. This is even under Linux where the gcc compiler can do debug builds without totally killing performance. Unfortunately, this isn't an option for us. I feel that we're diverging from what I think is most perplexing about what I'm seeing. When I restrict the process to use less cores, I get increased rendering performance. This is what leads me to believe there are some load-balancing issues. Also, if I have the OSG process set to both cores and I run another single-threaded process in the background, the other process gets assigned to one core, and OSG rendering speeds up, presumably because it is being processed mainly on a single core. I've been playing with the OSG threading models as well. In debug, SingleThreaded mode seems to run the best on my machine. Is there documentation on the implications of the threading models? If I understand correctly, SingleThreaded means only the rendering is single threaded, and the database pager is still a separate thread. Is this right? Are reasons we shouldn't consider using SingleThreaded mode? Thanks, Jesse ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
Hi, Lucie , VE Suite is an Application built on vrJuggler as platform . It is something like end user software . ... Thank you! Cheers, Rohit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25819#25819 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
Hi,Todd Thanks for your reply . I have vr juggler configured on my cluster . And I also have OpenSceneGraph. But I am not perfectly able to run examples in the vrJuggler kit. I am trying to develop a simple scene using OSG and vrJuggler to run on cluster . Can you send a sample code for osg::AppViewer to load a simple model ? So that I will get some guide line.. ... Thank you! Cheers, Rohit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25820#25820 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 03/18/10 17:40, Jean-Sébastien Guay wrote: Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I set it up so that the transition between these animations is smooth? Supposing I have a walk cycle and a run cycle animations set up correctly of course. Next question, where could I find an example of this (assets and possibly code - though with a good explanation I can work the code out myself I'm sure)? I've found one walking character here: http://creators.xna.com/en-US/sample/skinnedmodel but he has only a walk cycle. Could anyone point me to an example model that would have multiple animations set up so I can look at how it's been done and try it out? Preferably in Collada or FBX format. On the subject of models, does anyone know of any place (web site) where I could buy skinned and animated models of characters? I presume such a resource exists, but I wanted to know if people had a specific one to recommend. Finally, osganimationhardware nathan.osg is giving me problems. It crashes after showing the first frame in State::setVertexAttribPointer() called from RigGeometry::drawImplementation() - stack trace below. I'd really like to be able to see the hardware skinning. With the character at the link above, osganimationviewer (software skinning I presume) runs well but the update time is close to 16ms per frame on my pretty recent machine. I'm thinking if that time is spent updating the vertex arrays for the skinning, there might be a chance the hardware skinning would reduce that? Obviously using a lighter mesh would too, and I won't be using that exact mesh in our project, but anything that can help us maintain a good frame rate is welcome. Thanks in advance, J-S I remember that shaders are not loaded from osg-data, so i was forced to copy shaders directory from osg-data in the current directory i run osganimationhardware. Cheers, Cedric - -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.14 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkuiaFMACgkQs6ZHzVQN0IjJ1ACfeR4OwF/6xiAXW1jmGma2QyYo G/oAoJvoU40wrOPkHqZWytf25Ght02fL =7bgu -END PGP SIGNATURE- attachment: cedric_pinson.vcf___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
ted morris wrote: yeah, looked through that one a while ago. I was hoping there will be an osgpolytopeintersection demo out there with some of these ideas. I think the OSG Quick Start Guide uses a PolytopeIntersector to demonstrate picking. Not exactly what you're trying to do, but it at least shows how to set up the intersector. That's the only other example I know of. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenFlight meshing problem
I'm hoping that someone can help me with a weird problem I'm having with an openflight terrain I have. It seems that when I mesh my terrain (with Multigen Creator 2.5.1) I can't see it anyore. Note that the problem only occurs when I disable lighting (i.e GL_LIGHTING). However, when I un-mesh the terrain (seperate faces) then it works correctly, regarless of the lighting state. I converted the *.FLT to *.OSG so that I can look at the different between the meshed and un-meshed version. What I discovered was that the color array in the meshed version contained invalid RGBA components - they do not correspond to the color set within Creator. The color should be (1,1,1,1) but I'm getting (1,0,1,0). So it's normal that I don't see the terrain because the alpha is 0. The green component also 0, which I can't understand as well. For example: Code: ColorBinding PER_VERTEX ColorArray Vec4Array 9 { 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 } The reason why I want to use the meshed version of the terrain is to improve rendering performance. We've isolated the problem in the LocalVertexPool::readRecord() function in the openflight plugin. It seems that the alphaIndex value extracted from the FLT is incorrect (see snipit below). Code: virtual void readRecord(RecordInputStream in, Document document) { [...] if (mask HAS_COLOR_INDEX) { uint32 alphaIndex = in.readUInt32(); [b]// Bad alphaIndex.[/b] int index = alphaIndex 0x00ff; uint8 alpha = alphaIndex 24; osg::Vec4 color = document.getColorPool()-getColor(index); color.a() = (float)alpha/255; vertex.setColor(color); if (!color.valid()) { osg::notify(osg::NOTICE)Warning: data error detected in LocalVertexPool::readRecord color=color.r() color.g() color.b() color.a()std::endl; } } [...] } Obviously, the meshed FLT file could ne invalid, right? So I used a different application (an old 3D Explorer app) to load the meshed version and it works correctly. I can't exaplin it. I've attached a snipit of the terrain for you to look at. It contains the following files: .\gr01.rgb .\gr01.rgb .attr .\small_faces.flt : unmeshed version .\small_faces.osg .\small_mesh.flt : meshed version .\small_mesh.osg Can anyone shed some light of this problem? Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25823#25823 Attachments: http://forum.openscenegraph.org//files/smallflt_129.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hi Robert, I just tried the latest changes and the text looks good. Thanks! Cheers, Farshid On Thu, Mar 18, 2010 at 7:42 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, I've been reviewing the texcoord maths in Font.cpp and Text.cpp and believe that the sizeAdjustment should actually be 0.0, and the we need to also add CLAMP_TO_EDGE. I have been testing using the osgfont example and this change results in better looking text, inline with Farshid's result. osgfont fonts/arial.ttf 10 15 20 25 30 40 80 An svn update will get these changes. 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] [build] windows 64bit ot11-openthreadsd.dll problem
Hi, Thanks for responding. I've kept looking into it, and now it actually appears that my problem is that the 64 bit osgdb_freetype plugin won't compile for me with the default CMake setup. I get about 20 linker errors on that one. And I've verified that that's why I crash, i'm missing that dll. I tried going through CMake again, everything with osgdb_freetype seems to be ok in CMake. Anybody else have this problem? Anything I have to change in CMake or visual studio project settings for that plugin? When I use the defaults from CMake to compile for 32 bit, everything is successful. Thank you! Cheers, Chad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25825#25825 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Jean-Sébastien Guay wrote: Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I set it up so that the transition between these animations is smooth? Supposing I have a walk cycle and a run cycle animations set up correctly of course. I think Cedric answered this, but... We don't use osgAnimation (yet), but the code to do basic animation blending is pretty trivial. We just do a basic slerp or nlerp (normalized lerp) at each joint. Most of the time, you don't even need to take joint limits into account (at least for humans) to get decent results. This can get a lot fancier, of course, but we haven't had a need for it yet. but he has only a walk cycle. Could anyone point me to an example model that would have multiple animations set up so I can look at how it's been done and try it out? Preferably in Collada or FBX format. I've got a few Collada characters that we created, although I'm not sure if I'm allowed to hand them out (e-mail me privately if you're interested). Again, though, I don't use osgAnimation, so I'm not sure if they're completely compatible. The Collada spec is kind of flexible on how multiple animations are handled on a single character in the same document. It seems as if it's up to the application to determine how it wants to interpret the library_animations hierarchy. For our characters, we just have a set of top-level animations (walk, jog, run), with the actual animation curves for each joint declared underneath each top-level animation. On the subject of models, does anyone know of any place (web site) where I could buy skinned and animated models of characters? I presume such a resource exists, but I wanted to know if people had a specific one to recommend. turbosquid.com always looked impressive to me, but I can't say we've ever actually bought anything. Finally, osganimationhardware nathan.osg is giving me problems. It crashes after showing the first frame in State::setVertexAttribPointer() called from RigGeometry::drawImplementation() - stack trace below. I'd really like to be able to see the hardware skinning. With the character at the link above, osganimationviewer (software skinning I presume) runs well but the update time is close to 16ms per frame on my pretty recent machine. I'm thinking if that time is spent updating the vertex arrays for the skinning, there might be a chance the hardware skinning would reduce that? Obviously using a lighter mesh would too, and I won't be using that exact mesh in our project, but anything that can help us maintain a good frame rate is welcome. From my experience, hardware skinning is critical. For models of decent complexity (a couple thousand verts), the CPU just isn't up to the task if you get more than a couple of them on screen (at least not without significant efforts to optimize the code, but writing a vertex shader is a lot easer). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scalar bar warning message
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-03-17 19:42, Yanling Liu wrote: Hello, When using the osgSim::ScalarBar on a linux machine, I keep getting warning messages like Warning: font file fonts/arial.ttf not found. Is there a way to turn off such warning message? After all fonts/arial.ttf may only be valid on windows. Yanling Actually the most common reason for this is that it cannot find the file fonts/arial.ttf in the current directory and you do not have the OSG_FILE_PATH environment variable set neither. Either make the fonts subdirectory in your current directory and put the font there install the OpenSceneGraph data archive and point the OSG_FILE_PATH environment variable to the directory with it. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLondPn11XseNj94gRAqeQAKDdTCUtfgErOpu7UbFOmFZk4mftwQCfZsNY nW8bt9qYa4GlTPbimkL5lho= =DoK4 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi Jason, Thanks for answering. As I said I'm looking into osgAnimation, the goal is to see if it would fit our needs to do some basic character animation. Our needs will probably grow with time, of course, which is why I want to see if the content-creation pipeline would work for us and also if osgAnimation would scale well enough to be future-proof for a reasonable amount of time. We were also looking into DIGuy, they say it integrates easily into OSG but I'll have to see if it does hardware skinning, and also the runtime licensing costs seem pretty high. I would prefer osgAnimation, but only if it can be proven reasonably stable and if we can get our content into it easily. We don't use osgAnimation (yet), What do you use? Your own code? The Collada spec is kind of flexible on how multiple animations are handled on a single character in the same document. It seems as if it's up to the application to determine how it wants to interpret the library_animations hierarchy. I've been investigating the fbx format as a way of getting the models and animation into OSG, and something similar to the above seems to be happening with that format too. It's giving me a bit of trouble right now... Here's what I'm seeing: 1. The fbx sample model (with the walk cycle) downloaded from the XNA site works well in osganimationviewer (I have to convert it to .osg and set all Material diffuseColor alphas to 1, see the other thread, but osgconv understands that fbx model well) 2. If I import the fbx file into XSI Mod Tool and re-export it in fbx format, then the fbx plugin (either through osgconv or osganimationviewer) asserts when trying to read it. The file size is similar but not the same as the original fbx file I downloaded, so I assume XSI moves things around in the hierarchy when importing or exporting the file that makes the fbx plugin not understand the file anymore... I don't have time to debug the plugin right now to see what changes in the file's structure between step 1 and 2, but I'd like to, just so that the plugin would work with XSI (which is my personal favorite 3D app, even though I'm not a modeler/artist in any way). From my experience, hardware skinning is critical. For models of decent complexity (a couple thousand verts), the CPU just isn't up to the task if you get more than a couple of them on screen (at least not without significant efforts to optimize the code, but writing a vertex shader is a lot easer). That's what I thought. Hopefully Cedric will be able to find and fix the problem that makes it crash and I'll be able to have a look. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
Hello Rohit, As Todd noted before, if you have questions about VR Juggler I would recommend asking them on the VR Juggler list. Also, if you have questions about VE-Suite I would recommend asking them on the VE-Suite list. Doug On Mar 18, 2010, at 12:41 PM, Rohit Vijay Bapat wrote: Hi,Todd Thanks for your reply . I have vr juggler configured on my cluster . And I also have OpenSceneGraph. But I am not perfectly able to run examples in the vrJuggler kit. I am trying to develop a simple scene using OSG and vrJuggler to run on cluster . Can you send a sample code for osg::AppViewer to load a simple model ? So that I will get some guide line.. ... Thank you! Cheers, Rohit ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Jean-Sébastien Guay wrote: What do you use? Your own code? Yeah, we were doing this work before osgAnimation and the collada plugin in OSG existed. We also had some existing framework for animation (using Cal3D characters), so we just worked the new functionality into our existing framework. ... I don't have time to debug the plugin right now to see what changes in the file's structure between step 1 and 2, but I'd like to, just so that the plugin would work with XSI (which is my personal favorite 3D app, even though I'm not a modeler/artist in any way). I'm not familiar with XSI or FBX (except just passing knowledge), so I can't offer much help there. Sorry. I guess the nice thing about Collada being XML is that you can do diffs on it :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?
Hi J-S, I looked at the model you linked to and all the TransparencyFactor values are 1, which according to the documentation in kfbxsurfacelambert.h means totally transparent - the model has been incorrectly exported. The same thing happened with DAE - Google Sketchup used to export models with the transparency inverted. To deal with that I used a simple heuristic to guess whether the model needed its transparency inverting. I've put the same technique into the FBX plugin, and your model now looks as the artist intended :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi Jason, I guess the nice thing about Collada being XML is that you can do diffs on it :-) Definitely. I'll have to revisit Collada I guess, in the past I've been disappointed at how hard it was to get the plugin compiling and reading files reliably. How stable is the current Collada plugin in OSG? Does it support animation well? And will content creation tools export Collada in a way that osg and osgAnimation will understand? Content pipelines are complex beasts... I understand why game companies often have teams managing that aspect alone of the development process. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
How stable is the current Collada plugin in OSG? It should be very robust now. I've got it displaying all the test models from the https://collada.org/owl/ with the exception of the one that uses morphing (AKA vertex blending). Another issue is that some models assume that they will be rendered with two-sided lighting and without back-face culling, which for OSG isn't the case. However I have no intention of changing this as doing so would compromise the speed of rendering for nicely designed models. Does it support animation well? Yes, all skinned animations should work perfectly, if not then please let me know. And will content creation tools export Collada in a way that osg and osgAnimation will understand? Yes, AFAIK. Again, if you find any files that don't work (aside from the known issues above) then please let me know. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
Well Doug no offence but if there is something that concerns OSG as well as vrJuggler what should one do ? I am not trying to start a new OSG+vrJuggler forum here ! But have a problem that has haunted me for a month .. If you kindly give an assurity that mailing list of vrJuggler would give answer to my simple request I shall do that ! Because I have tried that as well . Regarding VE Suite I am well through that , absolutely undoubted about using VE Suite . Doug McCorkle wrote: Hello Rohit, As Todd noted before, if you have questions about VR Juggler I would recommend asking them on the VR Juggler list. Also, if you have questions about VE-Suite I would recommend asking them on the VE-Suite list. Doug On Mar 18, 2010, at 12:41 PM, Rohit Vijay Bapat wrote: Hi,Todd Thanks for your reply . I have vr juggler configured on my cluster . And I also have OpenSceneGraph. But I am not perfectly able to run examples in the vrJuggler kit. I am trying to develop a simple scene using OSG and vrJuggler to run on cluster . Can you send a sample code for osg::AppViewer to load a simple model ? So that I will get some guide line.. ... Thank you! Cheers, Rohit ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25834#25834 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Jean-Sébastien Guay wrote: Definitely. I'll have to revisit Collada I guess, in the past I've been disappointed at how hard it was to get the plugin compiling and reading files reliably. Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM in the dae plugin. When I was developing my reader, I looked at the DOM briefly, and quickly decided to just parse the XML myself. Effectively, I created my own DOM implementation. It wasn't as hard as it sounds, since I could assume a lot more than a general-purpose DOM library can. If I had the time, I'd pursue changing the dae plugin, but time is scarce these days. How stable is the current Collada plugin in OSG? Does it support animation well? I don't know, I don't use it :-) And will content creation tools export Collada in a way that osg and osgAnimation will understand? The OpenCollada exporters seem to work pretty well (at least for 3ds MAX). Content pipelines are complex beasts... I understand why game companies often have teams managing that aspect alone of the development process. Indeed. Even in our little lab it was a bit of a challenge to come up with a working system between me and our artists. I'm still not all that happy with it, although it's gotten a lot better since we started. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] helps! using mingw compile vpb, link problem.
Hi, it seems that OpenThreads is not found while linking VPB. As a workaround, you can try to specify that library in the linking options of CMake. -- Alberto zouwan writes: I have use vs 2008 to compile OSG and VPB from latest SVN , everything is OK. But When I use mingw gcc 3.4.4, OSG is OK, VPB has some link error. Many thanks! error message: -*- mode: compilation; default-directory: e:/code/OpenSceneGraph/build_vpb_mingw/src/vpb/ -*- Compilation started at Fri Mar 19 00:05:05 make -k -- Configuring done -- Generating done -- Build files have been written to: E:/code/OpenSceneGraph/build_vpb_mingw Linking CXX shared library ..\..\lib\libvpb.dll Creating library file: ..\..\lib\libvpb.dll.a CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced5unrefEv[osg::Referenced::unref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicmmEv' CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced3refEv[osg::Referenced::ref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicppEv' CMakeFiles\vpb.dir\System.obj(.text$_ZNK3osg10Referenced14referenceCountEv[osg::Referenced::referenceCount() const] +0x10):System.cpp: undefined reference to `_imp___ZNK11OpenThreads6AtomiccvjEv' collect2: ld returned 1 exit status make[2]: *** [lib/libvpb.dll] Error 1 make[2]: Target `src/vpb/CMakeFiles/vpb.dir/build' not remade because of errors. make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2 make[1]: Target `src/vpb/all' not remade because of errors. make: *** [all] Error 2 make: Target `default_target' not remade because of errors. Compilation exited abnormally with code 2 at Fri Mar 19 00:05:20 Zou wan Spatial Infomation Technology Lab Institute of Computing Technology Chinese Academy of Sciences Beijing, 100190, China zou...@gmail.com -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] helps! using mingw compile vpb, link problem.
Actually, it's only failing on the Atomic class. I'm thinking it's finding OpenThreads fine, but the configuration of Atomic between OSG and VPB is somehow ending up different (the rest of OSG finds it, but VPB doesn't for some reason). --J Alberto Luaces wrote: Hi, it seems that OpenThreads is not found while linking VPB. As a workaround, you can try to specify that library in the linking options of CMake. -- Alberto zouwan writes: I have use vs 2008 to compile OSG and VPB from latest SVN , everything is OK. But When I use mingw gcc 3.4.4, OSG is OK, VPB has some link error. Many thanks! error message: -*- mode: compilation; default-directory: e:/code/OpenSceneGraph/build_vpb_mingw/src/vpb/ -*- Compilation started at Fri Mar 19 00:05:05 make -k -- Configuring done -- Generating done -- Build files have been written to: E:/code/OpenSceneGraph/build_vpb_mingw Linking CXX shared library ..\..\lib\libvpb.dll Creating library file: ..\..\lib\libvpb.dll.a CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced5unrefEv[osg::Referenced::unref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicmmEv' CMakeFiles\vpb.dir\BuildLog.obj(.text$_ZNK3osg10Referenced3refEv[osg::Referenced::ref() const]+0x10):BuildLog.cpp: undefined reference to `_imp___ZN11OpenThreads6AtomicppEv' CMakeFiles\vpb.dir\System.obj(.text$_ZNK3osg10Referenced14referenceCountEv[osg::Referenced::referenceCount() const] +0x10):System.cpp: undefined reference to `_imp___ZNK11OpenThreads6AtomiccvjEv' collect2: ld returned 1 exit status make[2]: *** [lib/libvpb.dll] Error 1 make[2]: Target `src/vpb/CMakeFiles/vpb.dir/build' not remade because of errors. make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2 make[1]: Target `src/vpb/all' not remade because of errors. make: *** [all] Error 2 make: Target `default_target' not remade because of errors. Compilation exited abnormally with code 2 at Fri Mar 19 00:05:20 Zou wan Spatial Infomation Technology Lab Institute of Computing Technology Chinese Academy of Sciences Beijing, 100190, China zou...@gmail.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?
Hi Michael, I looked at the model you linked to and all the TransparencyFactor values are 1, which according to the documentation in kfbxsurfacelambert.h means totally transparent - the model has been incorrectly exported. Geez, can't trust anyone anymore, not even Microsoft /sarcasm Seriously, though, it's a pretty old format from what I understand, so I would have thought software would be able to save it correctly by now. I checked in XSI, and in the lambert material's properties, there's a transparency checkbox (meaning transparency is enabled - you *can* use transparency on that material) but the transparency color is set to black, meaning that the object is completely opaque. I just checked, and changing that color to all white (in which case the object disappears in XSI of course :) ) doesn't seem to change the output value... The object is still invisible in OSG. I had to uncheck transparency for the object to appear (that's without the changes you mention below). The same thing happened with DAE - Google Sketchup used to export models with the transparency inverted. To deal with that I used a simple heuristic to guess whether the model needed its transparency inverting. I've put the same technique into the FBX plugin, and your model now looks as the artist intended :) Thanks a lot. BTW, if I send you a version of the model re-exported out of XSI (i.e. the model you downloaded was imported into XSI and then exported again still in fbx format), could you check to see why it doesn't load through the OSG FBX plugin? It gets to resolveBindMatrices() (ReaderWriterFBX.cpp line 273) but then at line 117 nodeMap is empty, so resolveBindMatrices() asserts. It would seem that the XSI fbx importer or exporter changed the structure of the scene in a way that the fbx plugin doesn't understand. :-( I can send you the exported file privately if you have time to check it out. In any case, thanks for the previous fix at least :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
On Mar 18, 2010, at 2:27 PM, Rohit Vijay Bapat wrote: Well Doug no offence but if there is something that concerns OSG as well as vrJuggler what should one do ? I am not trying to start a new OSG+vrJuggler forum here ! But have a problem that has haunted me for a month .. If you kindly give an assurity that mailing list of vrJuggler would give answer to my simple request I shall do that ! Because I have tried that as well . I have not seen a post from you on that list. You may want to try posting again. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and vrJuggler
On Mar 18, 2010, at 12:41 PM, Rohit Vijay Bapat wrote: Hi,Todd Thanks for your reply . I have vr juggler configured on my cluster . And I also have OpenSceneGraph. But I am not perfectly able to run examples in the vrJuggler kit. I am trying to develop a simple scene using OSG and vrJuggler to run on cluster . Can you send a sample code for osg::AppViewer to load a simple model ? There is no OSG example that runs an osgViewer app across a cluster. To do that you need another toolkit like VR Juggler or Equalizer or you could write your own clustering code to handle some of the sync issues. I believe both VR Juggler and Equalizer have example applications that load models across clusters. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi Michael, Thanks a lot for your answers, I'm going to have a look at compiling and trying the Collada plugin now. One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work. with the exception of the one that uses morphing (AKA vertex blending). What was the problem there? Are you talking about hardware skinning or something else? If we were to use osgAnimation and the Collada plugin to feed it data, we'd definitely want to use hardware skinning, but I would think that's orthogonal to how the data is read and given to osgAnimation? Thanks again for the info. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi Jason, Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM in the dae plugin. When I was developing my reader, I looked at the DOM briefly, and quickly decided to just parse the XML myself. Effectively, I created my own DOM implementation. It wasn't as hard as it sounds, since I could assume a lot more than a general-purpose DOM library can. If I had the time, I'd pursue changing the dae plugin, but time is scarce these days. Yeah, I remember those discussions. It would be nice if that could go forward, as the number of dependencies for the Collada plugin makes it look more daunting than it is... Hence my initial inclination to try FBX first... Thanks for the info. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] osgPPU Windows XP Install Guide
Hi, Would someone please point me to an installation guide of osgPPU on Win XP, if one exists? I can not find one on the website. Plus, I am following the osg example of windows installation using cmake and when compiling, the project cudakernel does not compile because it can not find gl.h. Being on a windows platform with OSG 2.8.2 installed, I thought for sure osgPPU would use OSG's opengl files. It may but not for opengl. I'm using an nVidia 9600gt card. Are the openGL drivers/dev files susposed to be installed with the card installation software? Thank you! Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25844#25844 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Thank you Yann. Does anyone know how to install osgPPU on windows? I'm close but I am getting errors that gl.h can not be found, yet I've installed OSG by following the osg installation method given for windows xp. I had to install cudatoolkit from nVida - I'm running on an nVidia card: 9600gt. So, I used CMake on osgPPU to build an MSVS 2005 sln for osgPPU. Well, all compiles well except for cudakernel, which seems to require the openGL gl.h file. Or is this question best asked in another thread all-together? yann le paih wrote: Hi, Morphological Antialiasing (MLAA) is a Post Processing technique. you could try with osgPPU. ie can this methodology be performed in milliseconds? : Like other Post Processing technique, it's depend of your shader complexity and your output resolution. An example : http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html (http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html) -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 () -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25845#25845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 03/18/2010 08:52 PM, Jean-Sébastien Guay wrote: Hi Jason, Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM in the dae plugin. When I was developing my reader, I looked at the DOM briefly, and quickly decided to just parse the XML myself. Effectively, I created my own DOM implementation. It wasn't as hard as it sounds, since I could assume a lot more than a general-purpose DOM library can. If I had the time, I'd pursue changing the dae plugin, but time is scarce these days. Yeah, I remember those discussions. It would be nice if that could go forward, as the number of dependencies for the Collada plugin makes it look more daunting than it is... Hence my initial inclination to try FBX first... Thanks for the info. J-S Hi Jean Sebastion, I am not able to reproduce the crash on linux, even if i remove the copy of the shaders directory in the current directory of examples. I have updated my source tree to be synced with osg and osg-data, I tried in debug and release to be sure there is not a differents. Is there any chance that you could use an old version of osg-data ? About the pipeline production i am completely agree with you, it takes a lot of time, and the way i did osgAnimation was while setting up a pipeline production for video game, so it can explain some choices i made. Off course it's not perfect but have been improved a lot by contributors. Many thanks to them Cheers, Cedric - -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.14 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkuirIgACgkQs6ZHzVQN0Ig7ygCeJ1qo0mD2OxKE0HkYCiAnqKBf mLEAnRA+UsaxSWm/PEqu7v/NllbbaZf/ =h66H -END PGP SIGNATURE- attachment: cedric_pinson.vcf___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 03/18/2010 08:23 PM, Michael Platings wrote: How stable is the current Collada plugin in OSG? It should be very robust now. I've got it displaying all the test models from the https://collada.org/owl/ with the exception of the one that uses morphing (AKA vertex blending). Another issue is that some models assume that they will be rendered with two-sided lighting and without back-face culling, which for OSG isn't the case. However I have no intention of changing this as doing so would compromise the speed of rendering for nicely designed models. Does it support animation well? Yes, all skinned animations should work perfectly, if not then please let me know. And will content creation tools export Collada in a way that osg and osgAnimation will understand? Yes, AFAIK. Again, if you find any files that don't work (aside from the known issues above) then please let me know. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi Michael, About morphing now the architecture should be able to handle it. Because now the source is a osg::Geometry. It could be possible to modify the Geometry source of the RigGeometry. I think it would need a bit of code, but most of elements are there for someone that would need to go in this way. Cheers, Cedric - -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.14 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkuirWIACgkQs6ZHzVQN0IgtbgCfUhu7nhrziai/clXuAszFhgqP 4dwAn1egZP8JHtR1T5O06WnRVho8EcSi =DDN6 -END PGP SIGNATURE- attachment: cedric_pinson.vcf___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
Hi Cedric, Sorry my first reply went to you directly... I am not able to reproduce the crash on linux, even if i remove the copy of the shaders directory in the current directory of examples. I have updated my source tree to be synced with osg and osg-data, I tried in debug and release to be sure there is not a differents. I really doubt the problem is down to loading the shaders. It wouldn't crash in setVertexAttribPointer of RigGeometry if that were the case... In my case it crashes both in debug and release. Is there any chance that you could use an old version of osg-data ? I have updated it about a week ago, but I'll try again. Otherwise I'll try to debug a bit more on my side since you can't reproduce the crash. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org