Re: [osg-users] About OSG and Distributed Issue?
Go forward. Raknet is networking library - using UDP (performance benefits). UDP disadvantage is that it is sometimes firewalled. If you reach data consistency problems, look for simple solutions... John xyc508 wrote: Thanks John, I am try OSG+Raknet+OpenAL+MFC to develop Distributed Interactive Simulation, is it feasible? Donlin 在2010-04-16 03:35:23,PCJohn pec...@fit.vutbr.cz 写道: Hi Dolin, the complexity of distributed/collaborative virtual scenes are so high that you can make a PhD research on it. You can google for Blue-c, DIS (Distributed Interactive Simulation), Active Transactions, etc. for more details. Basically, the problem is coming from the replication - you need to replicate the scene among the computers because you can not afford to make a remote access to read scene data. As second point, you often need to update data very quickly, and often validate them - but how to validate the data if you do not have all the up-to-date data accessible locally - you are still in distributed system with non-zero update propagation times... Solution of computer game DOOM 1 - it was simple enough, by the way. John xyc508 wrote: Hi,Robert, I mean that on web,diffrent person login on the same scene,they can see others,also can chat each other. I am not sure which tools or engine is right with OSG? is Raknet or others? are there any examples or current project for this issue? Thanks. Donlin 在2010-04-15 18:12:41,Robert Osfield robert.osfi...@gmail.com 写道: Hi Donlin, 2010/4/14 xyc508 xyc...@163.com: how to develop OSG for Distributed usage? Could one give which Distributed tool or software is right or best? There are plenty of different approaches, which is best for you? Well I don't really know what you have in mind by Distributed usage, if you give a few more details about what you are trying to achieve then perhaps others will be able to point you in the right direction. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
HI Akilan, Have a look at the osgmultitexturecontrol example as it does exactly what you are looking for. Robert. On Fri, Apr 16, 2010 at 6:12 AM, Akilan Thangamani akilan.thangam...@gmail.com wrote: Hi robert true. My imagery tiles have been constructed as layers such a way coarser resolution images lies at the top and higher resolution images at bottom.When my scene is zoomed-in, I like to have the appearance of higher resolution tiles like fading-in. Is that possible by changing alpha values of the tiles? Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26887#26887 ___ 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] CubeMap-Reflection and ShadowMap don't work togehter?
Hello, short question. I have a Node with a cube map reflection like the osgcubemap example. Now I use the StandardShadowMap. Only the shadow works. Only the cube map works. But when I use it together only the shadow works. Override the shadow settings my cube map settings? But what can I do to fix it in my application without writing a glsl shader? Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB Serialization findings
Hi Chuck Wang Rui, First up Chuck, thanks for trying out the new serializers and posting your findings, this will help not only others using them but also Wang Rui, myself and others work out opportunities for make their use more streamlined and flexible. I'm still waiting for decision of the submitted osgAnimation serializers. Sorry about the slow turnaround on osg-submissions, it school holidays here right now so I'm taking days off for trips and activities, and only occasionally getting to get online for an hour or two at a time. While I haven't got to reviewing the osgAnimation wrappers yet I don't expect any issues so you can assume that the decision will be to just directly merge them, so please don't hold back on any other work for me - just go for it. Next week I'm back full-time on work so will full catch up with submissions. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reuse of models without duplication
Hi Dave, The OSG allows you to share subgraphs between multiple parents - in your case it'd multiple Transform nodes, so yes you can do what you are intending to do. However, you mention that you want to create millions of instances and in this case your approach will be inappropriate as the CPU and GPU costs of dealing with millions of nodes/drawables would be prohibitive. If you want to scale your scene up that much you will have to implement a more advanced technique. Unfortunately this will mean you'll need to learn more about using advanced OpenGL features such as geometry instances and shaders. Given you'll have to dive into some more advanced topics to achieve what you want it would probably be worth working up to it rather than trying to solving everything at once. Perhaps you can example in higher level terms what you are attempting to do and your background experience, your target OS/hardware and then others will hopefully be able to point your along the appropriate path. Robert. On Fri, Apr 16, 2010 at 2:04 AM, Dave Sawyer ccamb...@hotmail.com wrote: Hi, I am extremely new to OSG (as in it built and I got a small application to draw a 2D box). What I am really trying to figure out is if it will suite my needs or not. This is probably an extremely elementary question; but through the tutorials and documentation I have not been unable to find an answer. The question is, can I define a model (ShapeDrawable I believe it would be) just one time and have the same model drawn many times, just with a different transformation (so in different places) without duplicating the model in a osg::Group? I potentially need to draw millions of identical models and I won't be able to afford the memory to duplicate the vertices of the model that many times. ... Thank you! Cheers, Dave -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26884#26884 ___ 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] Issues drawing interactive line
Hi Chris, The system on which it does not run has no external graphics card and has onboard intel Mobile 945 Express Chipset. As i said i m using qt 4.6.1 and osg 2.8.2. Looks to be that there is a problem using qt + osg +mdi there are somethings weird happening when i clidk to draw point... first point and second point is shown but when i go for third click for drawing a point. all the previos points vanish. in case of drawing a line using LMB and dragging it gives me a very small line and then it vanishes i also get a error opengl error invalid operation renderbin::draw(,) can you please suggest me it there any issue with qt + osg or is in my code ... Thank you! Cheers, Nem -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26896#26896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osg on Windows Mobile
Hi, Anyone know if you can somehow use OSG on Windows Mobile systems? There is any ongoing project? I'm trying to implement visual studio 2008 + windows mobile 6 + opengl es 1.1, but can not get my applications run well on my device. Any suggestions? Thank you! Cheers, Pertur -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26897#26897 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?
Hi Martin, I am afraid you will have to touch GLSL. All shadow map techniques are shader based. What you will have to do is: replace base texture 2D sampler with your textureCube sampler and will have to process tex coords accordingly. If you have not yet learnded GLSL, this moment have just come. Don't hesitate, with shaders the fun really starts ;-) Wojtek Lewandowski - Original Message - From: Martin Großer grosser.mar...@gmx.de To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, April 16, 2010 11:21 AM Subject: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter? Hello, short question. I have a Node with a cube map reflection like the osgcubemap example. Now I use the StandardShadowMap. Only the shadow works. Only the cube map works. But when I use it together only the shadow works. Override the shadow settings my cube map settings? But what can I do to fix it in my application without writing a glsl shader? Cheers Martin ___ 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] Reuse of models without duplication
Robert, Thank you very much for your reply. I will certainly start with much smaller data sets as I move toward my goal. Further your suggestions for the more advanced topics are much appreciated. Its very helpful to know before delving too deeply into OSG, that it can do what I need. Thank you! Cheers, Dave -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26899#26899 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Install problem with OSG 2.8.3
Tony Vasile wrote: When I try to install OSG 2.8.3 on a linux box I get the following message when it attempts the install part of the process: - Install configuration: -- Up-to-date: /project/uws/Development/avasile/lib/pkgconfig/openscenegraph.pc -- Up-to-date: /project/uws/Development/avasile/lib/pkgconfig/openthreads.pc -- Up-to-date: /project/uws/Development/avasile/lib/libOpenThreads.so.2.4.0 -- Installing: /project/uws/Development/avasile/lib/libOpenThreads.so.11 CMake Error at src/OpenThreads/pthreads/cmake_install.cmake:41 (FILE): file INSTALL cannot duplicate symlink /home/tony/src/OpenSceneGraph-2.8.3/lib/libOpenThreads.so.11 at /project/uws/Development/avasile/lib/libOpenThreads.so.11. Call Stack (most recent call first): src/OpenThreads/cmake_install.cmake:41 (INCLUDE) src/cmake_install.cmake:37 (INCLUDE) cmake_install.cmake:41 (INCLUDE) Any ideas? I'd suggest you try to do the exact same kind of build and install with 2.8.2 or svn trunk and see if the issue is specific to 2.8.3 or not. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?
Have you noticed the new shader composition submission on osg-submission? Might be worth of trying that. If you succeed in it (also, you can do the reflectiopn with GLSL as well, look in the archive, I have posted sample for that), you can post your work as an example of the new shader composition -Nick On Fri, Apr 16, 2010 at 3:39 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi Martin, I am afraid you will have to touch GLSL. All shadow map techniques are shader based. What you will have to do is: replace base texture 2D sampler with your textureCube sampler and will have to process tex coords accordingly. If you have not yet learnded GLSL, this moment have just come. Don't hesitate, with shaders the fun really starts ;-) Wojtek Lewandowski - Original Message - From: Martin Großer grosser.mar...@gmx.de To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, April 16, 2010 11:21 AM Subject: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter? Hello, short question. I have a Node with a cube map reflection like the osgcubemap example. Now I use the StandardShadowMap. Only the shadow works. Only the cube map works. But when I use it together only the shadow works. Override the shadow settings my cube map settings? But what can I do to fix it in my application without writing a glsl shader? Cheers Martin ___ 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] Reuse of models without duplication
Hi Dave, the former with instancing subgraphs with Transform is really easy. Hope the following snippet will give you the idea: osg::Group* root = ... osg::Node* myModel = . for (int i=0; imyModelCount; ++i) { osg::MatrixTransform* mxt = new osg::MatrixTransform; mxt-setMatrix(osg::Matrix::translate(myPosition)); mxt-addChild(myModel); } root-addChild(mxt); Cheers, -Nick On Fri, Apr 16, 2010 at 4:14 PM, Dave Sawyer ccamb...@hotmail.com wrote: Robert, Thank you very much for your reply. I will certainly start with much smaller data sets as I move toward my goal. Further your suggestions for the more advanced topics are much appreciated. Its very helpful to know before delving too deeply into OSG, that it can do what I need. Thank you! Cheers, Dave -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26899#26899 ___ 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] Reuse of models without duplication
wops . place the closing bracket after root-addChild :) -Nick On Fri, Apr 16, 2010 at 5:45 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Dave, the former with instancing subgraphs with Transform is really easy. Hope the following snippet will give you the idea: osg::Group* root = ... osg::Node* myModel = . for (int i=0; imyModelCount; ++i) { osg::MatrixTransform* mxt = new osg::MatrixTransform; mxt-setMatrix(osg::Matrix::translate(myPosition)); mxt-addChild(myModel); } root-addChild(mxt); Cheers, -Nick On Fri, Apr 16, 2010 at 4:14 PM, Dave Sawyer ccamb...@hotmail.com wrote: Robert, Thank you very much for your reply. I will certainly start with much smaller data sets as I move toward my goal. Further your suggestions for the more advanced topics are much appreciated. Its very helpful to know before delving too deeply into OSG, that it can do what I need. Thank you! Cheers, Dave -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26899#26899 ___ 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] osgDB Serialization findings
Wang and others, One other item I forgot to mention that also tripped me up. Be careful with the use of osgUtil::Optimizer with custom serialization classes. Certain nodes (Group, MatrixTransform, etc) can be removed, replaced and/or reordered through optimization. If you subclass any of them, they could be swapped out with a non-subclassed instance. Again one of those things that could cause you to spend (way too much) time scratching your head on why things aren't working. Thank you Wang for this serialization support. It is just what I needed to embed my special sauce into files for use later. Chuck On Apr 15, 2010, at 5:28 PM, Wang Rui wrote: Hi Chuck, Thanks for the useful information. Hope it could be added to the wiki page, as a good supplement of my origin serializer tutorial which is written unpolished and in a hurry. :) I'm still waiting for decision of the submitted osgAnimation serializers. After that I'll continue completing other core library wrappers and have a taste to support the introspection mechanism, which would be a lightweight replacement of osgIntrospection. Cheers, Wang Rui 2010/4/16 Chuck Seberino seber...@energid.org: I have been playing around with the new serialization support with 2.9.7 and wanted to share some of my findings. I think some of these might be useful for others looking to do the same. 1. Serialization support *requires* that you override the virtual methods for className() and libraryName(). If you don't, then things won't serialize properly and you might spend *LOTS* of time trying to figure out why... 2. You can provide serialization for a class that doesn't live in a namespace. Just specify global namespace. REGISTER_OBJECT_WRAPPER(NoNamespaceClass, new NoNamespaceClass, ::NoNamespaceClass, osg::Object osg::Node ::NoNamespaceClass) { ... } 3. As long as you have item 1. you can still serialize a class without adding in additional accessors and mutators. This is useful if you have a class that you can't or don't want to change to add in the necessary set/get methods to satisfy serialization. A wrapper class can be created to do this for you. // Class that we don't want to expose get/set class NoGetSetClass : public osg::Node { public: ... virtual const char* className() const { return NoGetSetClass; } // name to match virtual const char* libraryName() const { return ; }// no namespace protected: std::string _internalVariable; }; // Helper class that is used just for serialization purposes class SerializerForNoGetSetClass : public NoGetSetClass { public: ... const std::string getVariable() const { return _internalVariable; } void setVariable(const std::string str) { _internalVariable = str; } }; REGISTER_OBJECT_WRAPPER(NoGetSetClass, // Old name because this is what we match against new SerializerForNoGetSetClass, // Use helper class for get/set ::NoGetSetClass, osg::Object osg::Node ::NoGetSetClass) { // Manually recreate macro to specify our serializer subclass wrapper-addSerializer(new osgDB::StringSerializerSerializerForNoGetSetClass(Variable, default, SerializerForNoGetSetClass::getVariable, SerializerForNoGetSetClass::setVariable)); } The macros for ADD_*_SERIALIZER can't be used because we want to use our subclass instead of the original class we want serialized. When the serialization code is invoked, it matches the class type and classname properly with the old class, but constructs an instance of SerializerForNoGetSetClass to push and pull values. 4. You can specify more than one REGISTER_OBJECT_WRAPPER statement in a single compilation unit. The macro creates a typedef (typedef CLASS MyClass) that is used for the subsequent serialization commands. Calling the macro more than once will cause it to complain about the redefinition of MyClass. Since the purpose of the macro is to statically register a wrapper, it can be guarded by a namespace and still function just fine. // This macro creates a typedef REGISTER_OBJECT_WRAPPER(Class1, new Class1, ::Class1, osg::Object ::Class1) { // We only require the typedef to be valid in here ... } // The typedef is still available here namespace { // Now this macro doesn't conflict with previous macro typedef REGISTER_OBJECT_WRAPPER(Class2, new Class2, ::Class2, osg::Object ::Class2) { ... // The new typedef takes precedence because of namespace scope } } // namespace Hopefully these nuggets of information will help
[osg-users] [osgOcean] Collision System
Hi, I have built a 3D environment (Maze) using 3DsMax and imported into the OSG. I have a basic collision detection implemented with just 2 lines on either side of the user in the environment which detects the intersections with objects. But, as the user navigates in the maze, he is ramming into the walls of the maze...so I am looking for a better implementation of the collision system. My Ideas: using a bounding box whose axis is aligned with the velocity vector of the user. The width/length of the BBox will be varying frame to frame once the collision is detected with the minimum width/ length = the body size of the user say 2 ft. Please suggest me a way to go about this as I am new to OSG and give your feedback on my idea or suggest a better way to do so if you are aware of any. Thank you! Cheers, Niyanth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26905#26905 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPhysics] Collision System
Hi, I have built a 3D environment (Maze) using 3DsMax and imported into the OSG. I have a basic collision detection implemented with just 2 lines on either side of the user in the environment which detects the intersections with objects. But, as the user navigates in the maze, he is ramming into the walls of the maze...so I am looking for a better implementation of the collision system. My Ideas: using a bounding box whose axis is aligned with the velocity vector of the user. The width/length of the BBox will be varying frame to frame once the collision is detected with the minimum width/ length = the body size of the user say 2 ft. Please suggest me a way to go about this as I am new to OSG and give your feedback on my idea or suggest a better way to do so if you are aware of any. Thank you! Cheers, Niyanth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26906#26906 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Collision System
Hi, I have built a 3D environment (Maze) using 3DsMax and imported into the OSG. I have a basic collision detection implemented with just 2 lines on either side of the user in the environment which detects the intersections with objects. But, as the user navigates in the maze, he is ramming into the walls of the maze...so I am looking for a better implementation of the collision system. My Ideas: using a bounding box whose axis is aligned with the velocity vector of the user. The width/length of the BBox will be varying frame to frame once the collision is detected with the minimum width/ length = the body size of the user say 2 ft. Please suggest me a way to go about this as I am new to OSG and give your feedback on my idea or suggest a better way to do so if you are aware of any. Thank you! Cheers, Niyanth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26907#26907 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About OSG and Distributed Issue?
CERTI? (http://www.cert.fr/CERTI/) - CERTI is a runtime infrastructure for distributed discrete event simulations developed at ONERA. It provides a set of services used by simulators to interoperate (such as object management, time management, optimization services, etc.). Using these services helps simulation reuse and interoperability. They are based on the HLA specifications. HLA is a standard for distributed simulations. It was developed by the US Department of Defense. The HLA was approved as an open standard through the IEEE (IEEE Standard 1516). 2010/4/16 PCJohn pec...@fit.vutbr.cz Go forward. Raknet is networking library - using UDP (performance benefits). UDP disadvantage is that it is sometimes firewalled. If you reach data consistency problems, look for simple solutions... John xyc508 wrote: Thanks John, I am try OSG+Raknet+OpenAL+MFC to develop Distributed Interactive Simulation, is it feasible? Donlin 在2010-04-16 03:35:23,PCJohn pec...@fit.vutbr.cz pec...@fit.vutbr.cz写道: Hi Dolin, the complexity of distributed/collaborative virtual scenes are so high that you can make a PhD research on it. You can google for Blue-c, DIS (Distributed Interactive Simulation), Active Transactions, etc. for more details. Basically, the problem is coming from the replication - you need to replicate the scene among the computers because you can not afford to make a remote access to read scene data. As second point, you often need to update data very quickly, and often validate them - but how to validate the data if you do not have all the up-to-date data accessible locally - you are still in distributed system with non-zero update propagation times... Solution of computer game DOOM 1 - it was simple enough, by the way. John xyc508 wrote: Hi,Robert, I mean that on web,diffrent person login on the same scene,they can see others,also can chat each other. I am not sure which tools or engine is right with OSG? is Raknet or others? are there any examples or current project for this issue? Thanks. Donlin 在2010-04-15 18:12:41,Robert Osfield robert.osfi...@gmail.com robert.osfi...@gmail.com 写道: Hi Donlin, 2010/4/14 xyc508 xyc...@163.com xyc...@163.com: how to develop OSG for Distributed usage? Could one give which Distributed tool or software is right or best? There are plenty of different approaches, which is best for you? Well I don't really know what you have in mind by Distributed usage, if you give a few more details about what you are trying to achieve then perhaps others will be able to point you in the right direction. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://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 -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to force FFMPEG plugin
Does anyone know how to force the use of the ffmpeg plugin instead of xine. I know that this is possible on the commandline, eg: osgmovie -e ffmpeg movie.mov But I'd like to do this in code, eg: osg::Image* image = osgDB::readImageFile(path); osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image); I can't seem to find how the osgmovie example uses this extension argument... Any pointers would be appreciated. Thanks, Mike Wozniewski ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to force FFMPEG plugin
Hi Mike, You should preload ffmpeg plugin before reading the movie file : std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Mourad On Fri, Apr 16, 2010 at 8:41 PM, Mike Wozniewski m...@mikewoz.com wrote: Does anyone know how to force the use of the ffmpeg plugin instead of xine. I know that this is possible on the commandline, eg: osgmovie -e ffmpeg movie.mov But I'd like to do this in code, eg: osg::Image* image = osgDB::readImageFile(path); osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image); I can't seem to find how the osgmovie example uses this extension argument... Any pointers would be appreciated. Thanks, Mike Wozniewski ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to force FFMPEG plugin
Ah - that worked. So easy. Thanks. Mourad Boufarguine wrote: Hi Mike, You should preload ffmpeg plugin before reading the movie file : std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Mourad On Fri, Apr 16, 2010 at 8:41 PM, Mike Wozniewski m...@mikewoz.com mailto:m...@mikewoz.com wrote: Does anyone know how to force the use of the ffmpeg plugin instead of xine. I know that this is possible on the commandline, eg: osgmovie -e ffmpeg movie.mov But I'd like to do this in code, eg: osg::Image* image = osgDB::readImageFile(path); osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image); I can't seem to find how the osgmovie example uses this extension argument... Any pointers would be appreciated. Thanks, Mike Wozniewski ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] Detecting new data merged into the scenegraph by the DatabasePager
Suppose an application that is not free-running the draw loop (because the data and view is unchanging unless the mouse is actively interacting with it). There are many PagedLOD nodes, and the databasepager can insert newly-loaded data into the scenegraph. However, the main cull/draw loop doesn't know that new data is now available for display, and neglects to redraw to incorporate it. I was looking around because I thought I recalled a callback or something that could be intercepted to notify the application when DatabasePager::updateSceneGraph() completed and the new data had been added via addLoadedDataToSceneGraph(). I can't spot anything there though. Does anyone have any recommendations for how to detect this condition? I thought about just polling requiresUpdateSceneGraph() once per potential frame, but that's kind of crude. I could try to find a way to peek at the depth of the _dataToMergeList-_requestList it examines, and see if the value is decreasing, but that's pretty wonky too. Is there a Right Way? Thanks in advance. -- 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