Re: [osg-users] [vpb] resuming vpb build, revisited :)
Hi, On 08/06/10 17:52, Felix Morsdorf wrote: Dear all, I am a happy (and thus mostly quite user) of OSG since a number of years but now have run into a problem with VPB: when generating a Pagedlod database with 10 subtiles regions, it will use the eight cores of my mac pro and build these tiles correctly, but will then fail to build the remaining two (which were scheduled to run when processors becomes idle, as far as I understood). Trying to resume the build with the --tasks option fails as well and in the log files I find this: 0.017: Adding terrainTile 0.067: DataSet::_run() 0 0 0.068: DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system 0.068: started DataSet::createDestination(30) 0.068: Time for after_reproject 0.03 0.068: DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system 0.069: AR=2.857143 C1=3 R1=1 0.069: createNewDestinationGraph 0.074: Time for _destinationGraph-computeMaximumSourceResolution() = 0.00 0.074: Time for createDestinationGraph 0.005443 0.074: Time for after_computeNeighbours 0.09 0.074: completed DataSet::createDestination(30) 0.074: Error: no destination graph built, cannot proceed with build. 0.074: Elapsed time = 0.074030 Any idea on what I might be doing wrong ? Can you give some more info on: + the command line you used for vpbmaster + your input file sizes and projections + versions of OSG/VPB And : is there a way of limit the number of cores that VBP uses ? Have a look at the --machines option. You can create a file that will run on local only with a given number of processes. I think there is an example of this on the VPB wiki. Other option is to edit the source of vpb :) Search for the message it prints out when finding the number of cores. cheers jp Using all eight cores on my machine with one disk does not seem to make sense, since the single osgdem processes seem to hang quite often (Application not responding). If that is an I/O limitation, I'd like to use only four cores. Thank you for this wonderful tool! Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28696#28696 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager performance problem
Hi Dieter, On Tue, Jun 8, 2010 at 4:52 PM, PFEFFER Dieter In my terrain database I use satellite images and a generic water texture. In the highest LOD I can see many tiles which have all the same water texture (512x512); I suppose this texture, although it is identically for all water tiles, is loaded for every visible tile into the memory and the performance drops from 60 fps to 0.5 fps. Is it possible to force the databasePager to load the water texture only once ? There isn't a scheme in the DatabasePager for removing duplicate state, but there is the osgDB::SharedStateManager that you could experiment with as this is it's role. I'm afraid I'm not the author or have actively used the later so I can't provide specific guidance on this. As for the idea that tiles with duplicate texture will cause performance drop from 60fps to 0.5 fps, this does sound rather far fetched. VPB generates tiles that all have unique textures, regardless of the contents and the OSG on a modern machine can happily chug along at 60fps all day long. If you have seeing a drop of performance then it's unlikely to be the repeated sea textures at fault, and I'd strongly suggest you look into why as it rather does sound like your database is poorly conditioned for real-time use. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] physics and terrain
Hi, think it's Paul Martz that did it: http://code.google.com/p/osgbullet/ jp On 09/06/10 01:11, Martin Naylor wrote: Hello, I must have unconsciously read that somewhere. I didn't even know Bullet existed, not alone osgBullet ;) Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mathias Buhr Sent: 08 June 2010 19:13 To: OpenSceneGraph Users Subject: Re: [osg-users] physics and terrain Hi Martin, sorry for the misunderstanding but I have no experience with osgBullet. I've done the integration by myself. I'm sure there are more efficient ways to integrate Bullet :) Best regards Mathias ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] resuming vpb build, revisited :)
Hi Felix, Using the all the cores on a the master is a fallback for when you do provide any information about the machines you want to use. To specify the machine setup you use the --machine mylocal.machines, then set mylocal.machines to: Machine { hostname localhost processes 4 } Then run vpbmaster. As for osgdem hanging, there is good chance that the build is just too big for a single osgdem run to handle as the larger the portion of the database a single osgdem attempts to handle the more memory it uses - the cause of this is the boundary equalization requires neighbouring tiles to kept in memory. vpbmaster allows you to scale better by subdiving the complete database down into small tasks. Robert. On Tue, Jun 8, 2010 at 4:52 PM, Felix Morsdorf felix.morsd...@geo.uzh.ch wrote: Dear all, I am a happy (and thus mostly quite user) of OSG since a number of years but now have run into a problem with VPB: when generating a Pagedlod database with 10 subtiles regions, it will use the eight cores of my mac pro and build these tiles correctly, but will then fail to build the remaining two (which were scheduled to run when processors becomes idle, as far as I understood). Trying to resume the build with the --tasks option fails as well and in the log files I find this: 0.017 : Adding terrainTile 0.067 : DataSet::_run() 0 0 0.068 : DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system 0.068 : started DataSet::createDestination(30) 0.068 : Time for after_reproject 0.03 0.068 : DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system 0.069 : AR=2.857143 C1=3 R1=1 0.069 : createNewDestinationGraph 0.074 : Time for _destinationGraph-computeMaximumSourceResolution() = 0.00 0.074 : Time for createDestinationGraph 0.005443 0.074 : Time for after_computeNeighbours 0.09 0.074 : completed DataSet::createDestination(30) 0.074 : Error: no destination graph built, cannot proceed with build. 0.074 : Elapsed time = 0.074030 Any idea on what I might be doing wrong ? And : is there a way of limit the number of cores that VBP uses ? Using all eight cores on my machine with one disk does not seem to make sense, since the single osgdem processes seem to hang quite often (Application not responding). If that is an I/O limitation, I'd like to use only four cores. Thank you for this wonderful tool! Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28696#28696 ___ 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] DataPager issue
Hi Thomas, You aren't specific about which version of the OSG you are talking about so it's difficult to give any specific advice. The best I can suggest is that svn/trunk has a number of bug fixes/improvements to DatabasePager that would make it worthy of updating to. Robert. On Wed, Jun 9, 2010 at 1:25 AM, Thomas Canipel thomas.cani...@gmail.com wrote: Hi, I was using the release of osg to perform some screenshot of a scene using pbuffer . The memory usage was fine , but since I update to the last version of osg I see memory problem, it seems that it come from the DataPager , When I display my scene into an osgViewer the datapager act normally and release the tiles that is not seen anymore , when I begin to use the pbo and creating the screenshot by moving the camera , the memory is not release correctly , seems taht the datapager doesnt release properly the tiles, I try to do it manually but since ExpiryDelay is depracated I try to use Clear() on the DataPager but I was surprise taht even by using getDataPager()-clear() no memory was realeased... if you have an idea of whats going on ? i will try to break it into a small test. Thank you! Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28708#28708 ___ 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] DataPager issue
hi, I was using the last trunk version of today ( i dont have the version number right now ...) something really weird was happening because even by using a osgviewer and setting a large file the datapager was not working and was increasing the memory ... after removing the environment variable OSG_RELEASE (the value was 1) the memory went back to normal. I still have the problem by using a pbuffer and moving the camera trough my scene the memory increase without control. What I do in this program basically is simple I set up a osgviewer with a scene reder in it , and use offscreen rendering to take screenshot of it (oscreencapture example), I move the camera to take my scene at a certain resolution. I will try to provide a simple test tomorrow based on osgscreencapture example to show the increasing memory . Thank you! Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28715#28715 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
This was just a bug brought in with the 3D Studio Max texturing features. Now fixed :) On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote: I'm trying the FBX plugin with some models with more than one material applied to a single mesh. I created a box and assigned it a different material to each face: 3 faces have a different texture (diffuse maps) and the other 3 faces have a simple colored material (one red, one green and one blue). As far as I understood, the plugin currently manages to display multiple materials assigned to the same mesh, but if using more than one texture (for example 3 diffuse maps) then it doesn't work: only not-textured materials are displayed correctly while no texture is displayed or only one is displayed if assigned to a particular face). I'm sending a sample model to Michael only (it's 1MB). Any suggestion on how to proceed to add support to this kind of models? Thanks. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera highlighting
Hi all, I need to set up two cameras in my scene and highlight the region seen by a particular camera when seen thru the other camera. Is there a simple way to do it? Thanks, Nikhil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28719#28719 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
Hi, as you know I wanted to try to add the possibility to read vertex animation data from point cache files, so I started looking at existing code in order to figure out where the integrations should be done. I have really basic experience with animations in OSG, so I'd like to share my ideas with you before doing anything. First of all, looking at the FBX SDK doc it looks like that there are 3 ways *geometries can be deformed: using skinning, shapes, or vertex caches. A vertex cache is a way to store directly the vertex animations inside a cache file*. Looking at the existing code in osgfbx, I see that what is managed so far are 'static', 'rigged' and 'morph' geomerty types that I guess correspond to no animations or skinning and shapes deformers respectively. I thought to add also another type (GEOMETRY_CACHE) corrensponding to KFbxDeformer::eVERTEX_CACHE. In the examples provided with the SDK there is the ViewScene example that shows how to load point cache files (there are just 2 functions to use almost in a straightforwar way: PreparePointCacheData() and ReadVertexCacheData()). Well, this is the easy part I guess. But then I don't know how to handle that animation data...of course there are no bones for this kind of animation, also there is just one shape (unlike morphing where I guess at least 2 shapes are required) so I can just think about creating an UpdateCallback that keeps reading animation data (of course loaded once forever outside the application loop) and keeps updating vertex positions. What do you think about this? Can you give me suggestions or point me to other examples that do almost the same thing? Thanks. Alessandro PS: along the ViewScene example there is a sample FBX file (Humanoid.FBX) that I'll suggest you to check, it should contain at least skinning animation, but is not played correctly. On Mon, Jun 7, 2010 at 6:56 PM, Michael Platings mplati...@gmail.comwrote: I just tried opening the files you posted again in the FBX Quicktime Viewer and this time they work! It seems that having the files in the root of C: magically fixes it. Ideally osgfbx will be able to any file that the official viewer can, so if you can submit PC2/XML support then that would be very welcome :) On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote: On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote: Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer to cached animations data coming from the widely used Point Cache modifier. In other words I think that if we export a FBX from Max it is not possible to embed cached animation data into the FBX file, but we must refer to one of those external files. There's no reason why that should be the case as FBX has full support for vertex animation. You're attacking this problem at the wrong point - get on the Max forums and ask how can I export this model so it animates in the official viewer? I agree, but there is also no reason to not support it :) because referring to external pc2/xml files is a feature that is available in the FBX format and so, for completeness' sake, it would be nice to support it in OSG even if there is another way to 'embed' the same cached animations data in the FBX file itself. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
Great! Cheers. Alessandro On Wed, Jun 9, 2010 at 11:14 AM, Michael Platings mplati...@gmail.comwrote: This was just a bug brought in with the 3D Studio Max texturing features. Now fixed :) On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote: I'm trying the FBX plugin with some models with more than one material applied to a single mesh. I created a box and assigned it a different material to each face: 3 faces have a different texture (diffuse maps) and the other 3 faces have a simple colored material (one red, one green and one blue). As far as I understood, the plugin currently manages to display multiple materials assigned to the same mesh, but if using more than one texture (for example 3 diffuse maps) then it doesn't work: only not-textured materials are displayed correctly while no texture is displayed or only one is displayed if assigned to a particular face). I'm sending a sample model to Michael only (it's 1MB). Any suggestion on how to proceed to add support to this kind of models? Thanks. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
Hi guys, With great interest I am reading all the FBX related threads. I picked it myself and the first tests are working well. Thanks for your efforts! Michael, you mention 3D Studio Max... Which version are you using? I have 3dsmax8 and 9 so I wonder if I can use these too. Thanks Raymond On 6/9/2010 11:14 AM, Michael Platings wrote: This was just a bug brought in with the 3D Studio Max texturing features. Now fixed :) On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com mailto:a.tere...@gmail.com wrote: I'm trying the FBX plugin with some models with more than one material applied to a single mesh. I created a box and assigned it a different material to each face: 3 faces have a different texture (diffuse maps) and the other 3 faces have a simple colored material (one red, one green and one blue). As far as I understood, the plugin currently manages to display multiple materials assigned to the same mesh, but if using more than one texture (for example 3 diffuse maps) then it doesn't work: only not-textured materials are displayed correctly while no texture is displayed or only one is displayed if assigned to a particular face). I'm sending a sample model to Michael only (it's 1MB). Any suggestion on how to proceed to add support to this kind of models? Thanks. Alessandro ___ 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
Re: [osg-users] Strange error only in debug mode
Thank you, I understand but how can I disable this VC errors? Are an OSG bug? Another error that breaks also in NodeCallback function is Access violation reading location 0xcdcdcdcd. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28726#28726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
Hi Raymond, I'm not using 3D Studio but the plugin should read FBX files exported from any version of any application. The test I apply is this - if the official Autodesk FBX Quicktime Viewer can view an FBX file, OpenSceneGraph should be able to view it just as well or better. For the majority of files this is true, but if you find any that don't display correctly please let me know and I'll do my best to get it fixed. Cheers! On 9 June 2010 10:35, Raymond de Vries ree...@xs4all.nl wrote: Hi guys, With great interest I am reading all the FBX related threads. I picked it myself and the first tests are working well. Thanks for your efforts! Michael, you mention 3D Studio Max... Which version are you using? I have 3dsmax8 and 9 so I wonder if I can use these too. Thanks Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
Thanks for your research Alessandro :) Vertex caches sound like just another way to store morph geometry. osgAnimation::MorphGeometry is just a series of 1 or more geometries (each one stored in a MorphTarget) so in theory it should be as simple as loading each bit of vertex cache geometry into a MorphTarget. I hope it proves that simple! On 9 June 2010 10:24, Alessandro Terenzi a.tere...@gmail.com wrote: Hi, as you know I wanted to try to add the possibility to read vertex animation data from point cache files, so I started looking at existing code in order to figure out where the integrations should be done. I have really basic experience with animations in OSG, so I'd like to share my ideas with you before doing anything. First of all, looking at the FBX SDK doc it looks like that there are 3 ways *geometries can be deformed: using skinning, shapes, or vertex caches. A vertex cache is a way to store directly the vertex animations inside a cache file*. Looking at the existing code in osgfbx, I see that what is managed so far are 'static', 'rigged' and 'morph' geomerty types that I guess correspond to no animations or skinning and shapes deformers respectively. I thought to add also another type (GEOMETRY_CACHE) corrensponding to KFbxDeformer::eVERTEX_CACHE. In the examples provided with the SDK there is the ViewScene example that shows how to load point cache files (there are just 2 functions to use almost in a straightforwar way: PreparePointCacheData() and ReadVertexCacheData()). Well, this is the easy part I guess. But then I don't know how to handle that animation data...of course there are no bones for this kind of animation, also there is just one shape (unlike morphing where I guess at least 2 shapes are required) so I can just think about creating an UpdateCallback that keeps reading animation data (of course loaded once forever outside the application loop) and keeps updating vertex positions. What do you think about this? Can you give me suggestions or point me to other examples that do almost the same thing? Thanks. Alessandro PS: along the ViewScene example there is a sample FBX file (Humanoid.FBX) that I'll suggest you to check, it should contain at least skinning animation, but is not played correctly. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange error only in debug mode
daniele argiolas writes: Thank you, I understand but how can I disable this VC errors? Are an OSG bug? You'd better not do that, because they point errors in *your* code. OSG is accesing a node that you might have deleted from the heap. It could work in Release mode because freed memory might not be overwritten and by pure luck the data stays there. But that is undefined behaviour, so the system can allocate new memory over that piece of data anytime. Debug mode makes this clear erasing former data so it's evident what is happening. Another error that breaks also in NodeCallback function is Access violation reading location 0xcdcdcdcd. Again, you have some bugs to remove in your code. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
Hi Michael, Ok, I understand, thnx. I will try it out. Cheers Raymond On 6/9/2010 12:13 PM, Michael Platings wrote: Hi Raymond, I'm not using 3D Studio but the plugin should read FBX files exported from any version of any application. The test I apply is this - if the official Autodesk FBX Quicktime Viewer can view an FBX file, OpenSceneGraph should be able to view it just as well or better. For the majority of files this is true, but if you find any that don't display correctly please let me know and I'll do my best to get it fixed. Cheers! On 9 June 2010 10:35, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, With great interest I am reading all the FBX related threads. I picked it myself and the first tests are working well. Thanks for your efforts! Michael, you mention 3D Studio Max... Which version are you using? I have 3dsmax8 and 9 so I wonder if I can use these too. Thanks Raymond ___ 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] Reduce size of Texture with respect to Viewport
Hi All, How Can I display image or texture very small with respect to viewport Size . regards, Nitin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera highlighting
it is a 3d region thanks for the info -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28734#28734 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Porting FFMpeg to OSG 2.8.2
Hello Vincent, I was wondering if anyone has tried back porting ffmpeg to 2.8.2? Please advise. We have used the ffmpeg plugin in OSG versions as old as 2.6 without problems (at least none I can recall now, so if we had any problems they must have been easy to fix). In theory all you should have to do is copy the plugin's directory (src/osgPlugins/ffmpeg) to your OSG version's source tree, add that directory to src/osgPlugins/CMakeLists.txt, see if there is any Find* script for ffmpeg in the CMakeModules directory and if so, copy that too, and then run CMake to generate build files. Make sure Show advanced values is enabled in CMake and fill in any ffmpeg-related fields to point to your ffmpeg includes/libs. Then generate, build and install. You might have to force OSG to use the ffmpeg plugin when using osgDB::readImageFile() by appending .ffmpeg to the end of the path to your movie. Or if you want to explicitly load something through the ffmpeg plugin, you could do this (untested): osgDB::ReaderWriter * reader = osgDB::Registry::findReaderWriterForExtension(ffmpeg); osgDB::ReaderWriter::ReadResult rr = reader-readImage(reading-streamURL); delete reader; if (!rr.validImage()) { // Print warning that the image couldn't be read. } else { osg::ref_ptrosg::Image image = rr.takeImage(); // Do something with it. } Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgAnimation for material animation?
Hi everyone, I would like to find a way to animate my material (amb, diff, spec, emiss), and more specifically for now: the alpha component. Now that osgAnimation is very useful I would like to implement this via osgAnimation. In the examples (svn) I don't see an example, or else I am overlooking it maybe. Is there such an example? Or else what's the best way to animate the material colors? Also, does anyone know a way to get an animated opacity from 3dsmax into osg? thanks a lot Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using osgAnimation for material animation?
Hi, Have a look to the nathan.osg example file, one of the animations animates the material. Cheers, On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl wrote: Hi everyone, I would like to find a way to animate my material (amb, diff, spec, emiss), and more specifically for now: the alpha component. Now that osgAnimation is very useful I would like to implement this via osgAnimation. In the examples (svn) I don't see an example, or else I am overlooking it maybe. Is there such an example? Or else what's the best way to animate the material colors? Also, does anyone know a way to get an animated opacity from 3dsmax into osg? thanks a lot Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using osgAnimation for material animation?
Hi, Ah, I did take a look at nathan but not close enough, obviously... Any idea how to get it from 3dsmax? thnx Raymond On 6/9/2010 2:51 PM, Serge Lages wrote: Hi, Have a look to the nathan.osg example file, one of the animations animates the material. Cheers, On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi everyone, I would like to find a way to animate my material (amb, diff, spec, emiss), and more specifically for now: the alpha component. Now that osgAnimation is very useful I would like to implement this via osgAnimation. In the examples (svn) I don't see an example, or else I am overlooking it maybe. Is there such an example? Or else what's the best way to animate the material colors? Also, does anyone know a way to get an animated opacity from 3dsmax into osg? thanks a lot Raymond ___ 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 -- Serge Lages http://www.tharsis-software.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] Read texels from texture in GPU memory
Hi all! I am currently rendering to a texture by attaching it to a camera as Camera::COLOR_BUFFER. Now I want to read data back to the CPU from this texture. I have looked at the examples and examined the forum, but I still don't understand how to do this. Can anyone please point me to the information I need or provide some code examples to get me started? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28741#28741 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DatabasePager performance problem
Thanks Robert, you are right - the duplicate texture cannot be the problem. I will check the database structure. I guess that the water tiles are not paged. Dieter -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, 09 June, 2010 09:46 To: OpenSceneGraph Users Subject: Re: [osg-users] DatabasePager performance problem Hi Dieter, On Tue, Jun 8, 2010 at 4:52 PM, PFEFFER Dieter In my terrain database I use satellite images and a generic water texture. In the highest LOD I can see many tiles which have all the same water texture (512x512); I suppose this texture, although it is identically for all water tiles, is loaded for every visible tile into the memory and the performance drops from 60 fps to 0.5 fps. Is it possible to force the databasePager to load the water texture only once ? There isn't a scheme in the DatabasePager for removing duplicate state, but there is the osgDB::SharedStateManager that you could experiment with as this is it's role. I'm afraid I'm not the author or have actively used the later so I can't provide specific guidance on this. As for the idea that tiles with duplicate texture will cause performance drop from 60fps to 0.5 fps, this does sound rather far fetched. VPB generates tiles that all have unique textures, regardless of the contents and the OSG on a modern machine can happily chug along at 60fps all day long. If you have seeing a drop of performance then it's unlikely to be the repeated sea textures at fault, and I'd strongly suggest you look into why as it rather does sound like your database is poorly conditioned for real-time use. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Unclassified Mail Disclaimer: If you are not the intended recipient of this email, please notify the sender and delete it. Any unauthorized copying, disclosure or distribution of this email or its attachment(s) is forbidden. Thales Nederland BV will not accept liability for any damage caused by this email or its attachment(s). Thales Nederland BV is seated in Hengelo and is registered at the Chamber of Commerce under number 06061578. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read texels from texture in GPU memory
glReadPixels is one way you have to call something like glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT); when with FBO's I think ( along time since I have done this ) Gordon Tomlinson Product Manager 3d Technology Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Aasen Sent: Wednesday, June 09, 2010 9:33 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Read texels from texture in GPU memory Hi all! I am currently rendering to a texture by attaching it to a camera as Camera::COLOR_BUFFER. Now I want to read data back to the CPU from this texture. I have looked at the examples and examined the forum, but I still don't understand how to do this. Can anyone please point me to the information I need or provide some code examples to get me started? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28741#28741 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read texels from texture in GPU memory
Hi Martin, you can look at the osgprerender example when use_image is set. You attach an image to the camera and read the image data in a postdraw callback -Fred - Martin Aasen a écrit : Hi all! I am currently rendering to a texture by attaching it to a camera as Camera::COLOR_BUFFER. Now I want to read data back to the CPU from this texture. I have looked at the examples and examined the forum, but I still don't understand how to do this. Can anyone please point me to the information I need or provide some code examples to get me started? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28741#28741 ___ 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] old QOSGWidget and new trunk Manipulators : mouse event problem
Hi all, I'm using an old version of a CompositeViewerQOSG and QOSGWidget, modified for my needs, and as I switched to OSG trunk version to have good fbx animation behavior, my NodeTrackerManipulators seems to not receive mouse events at all... I see that a lot of changes have been made on manipulators on trunk version, so there is somehting with this new code doing like handle function is never called :( What I don't understand is that the example osgviewerQT --CompositeViewer runs well in the trunk version also... I tried to uncomment the #ifndef WIN32 in QOSGWidget (I'm on Windows) to enable mousePressEvent function, but nothing changed. Does anyone have any any about that ? The behaviour is the same for any manipulator... Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28744#28744 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ffmpeg synchronisation
I've been playing around with the ffmpeg plugin and I've been very impressed with how capable it is. The only problem I have with it is that its playback speed is decoupled from the timing of the main scene. Does anyone know of an easy way to ensure that the time of the ffmpeg video is consistent with the time of the FrameStamp? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read texels from texture in GPU memory
Hi, Thanks for the replies, guys! I think we are on to something, but I have to make myself a bit more clear. What I want is a function like float getSample(Texture2D* tex, Vec2 pos), which will return the float value stored in tex at pos (tex is a float 32 texture with one component) on demand. I would also need a function that will read a subset of the texture, not only a single texel. I guess I want the functionality provided by osg::Image::readPixels, but I want to read from a specified texture, not the window frame buffer. I don't want to transfere the full texture image from GPU to CPU on each frame, which is what I believe osgprerender does. Sorry for not making this clear from the start. Any ideas on how to do this? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28748#28748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read texels from texture in GPU memory
As far as I can tell, glGetTexImage retrieve the whole texture data. If you want to read a subset of that, you'll have to read the framebuffer object with glReadBuffer/glReadPixels as suggested by Gordon. -Fred - Martin Aasen martin-ferstad.aa...@ffi.no a écrit : Hi, Thanks for the replies, guys! I think we are on to something, but I have to make myself a bit more clear. What I want is a function like float getSample(Texture2D* tex, Vec2 pos), which will return the float value stored in tex at pos (tex is a float 32 texture with one component) on demand. I would also need a function that will read a subset of the texture, not only a single texel. I guess I want the functionality provided by osg::Image::readPixels, but I want to read from a specified texture, not the window frame buffer. I don't want to transfere the full texture image from GPU to CPU on each frame, which is what I believe osgprerender does. Sorry for not making this clear from the start. Any ideas on how to do this? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28748#28748 ___ 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] Small test program gets segmentation fault when doing own viewer loop in Qt environment
Hi, I'm writing a small test program (source below) that is doing its own viewer loop. This program runs fine if I run it using viewerWindow-show. If I run it with my own viewer loop it crashes the fist time it calls frame with a Segmentation fault in osg::LightModel::apply (see stack trace below). OSG v 2.8.1 Qt 4 (Eclipse integration version 1.6.1) environment Linux using Eclipse in debug mode I got ViewerQT from the Qt integration example AdapterWidget.cpp. I got the viewer loop code from the Quick Start Guide. I noticed some examples had viewerWindow-realize in them so I tried it with and without that. It didn't make any difference. Any ideas of what the problem is? ViewerQT*viewerWindow = new ViewerQT; viewerWindow-setCameraManipulator (new osgGA::TrackballManipulator); viewerWindow-setSceneData (osgDB::readNodeFile(/home/zacharyh/OpenSceneGraph-Data-2.8.0/cow.osg)); // display the scene graph / #define loop #ifndef loop viewerWindow-show (); #else viewerWindow-getCamera ()-setProjectionMatrixAsPerspective (40., 1., 1., 60. * 36.); // Create a matrix to specify a distance from the viewpoint. osg::Matrix trans; trans.makeTranslate (0., 0., 0.); double angle (0.); // Rotation angle (in radians) viewerWindow-realize (); // crashes with and without this while ( ! viewerWindow-done ()) { // do view loop // Create the rotation matrix. osg::Matrix rot; rot.makeRotate (angle, osg::Vec3 (0., 0., 1.)); // angle += 0.01; // Set the view matrix (the concatenation of the rotation and // translation matrices). viewerWindow-getCamera ()-setViewMatrix (rot * trans); // Draw the next frame. viewerWindow-frame (); } // do view loop #endif a.connect (a, SIGNAL (lastWindowClosed ()), a, SLOT (quit ())); return a.exec (); gdb Debugger (6/9/10 10:15 AM) (Suspended) Thread [1] (Suspended: Signal 'SIGSEGV' received. Description: Segmentation fault.) 18 osg::LightModel::apply(osg::State) const() 0x0027778a 17 osg::State::applyAttribute() 0x002d33b0 16 osg::State::applyAttributeList() 0x002d3613 15 osg::State::apply() 0x002ce9b1 14 osgUtil::RenderLeaf::render() 0x016f6b1e 13 osgUtil::RenderBin::drawImplementation() 0x016f0d13 12 osgUtil::RenderStage::drawImplementation() 0x016f93c4 11 osgUtil::RenderBin::draw() 0x016f09a0 10 osgUtil::RenderStage::drawInner() 0x016f9776 9 osgUtil::RenderStage::draw() 0x016fd51d 8 osgUtil::SceneView::draw() 0x017065af 7 osgViewer::Renderer::cull_draw() 0x00480cb0 6 osgViewer::Renderer::operator()() 0x0047e208 5 osg::GraphicsContext::runOperations() 0x0024b928 4 osgViewer::ViewerBase::renderingTraversals() 0x004bfb42 3 osgViewer::ViewerBase::frame() 0x004bd8dd 2 shotTrail() /home/zacharyh/workspace/osgViewerQt/ShotTrail.cpp:86 0x0805454d 1 main() /home/zacharyh/workspace/osgViewerQt/main.cpp:40 0x0805edf5 Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28752#28752 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
Hi Michael, I've tried to use the same logic of morph geometry but the model couldn't be loaded. I noticed that fbxMesh-GetShapeCount() returns 0 if the model contains only point cached data while, I guess, if it were a kind of morph geometry it should return at least 1, am I wrong? In this case maybe the approach should be different...or maybe I'm still missing something... Cheers. Alessandro On Wed, Jun 9, 2010 at 12:27 PM, Michael Platings mplati...@gmail.comwrote: Thanks for your research Alessandro :) Vertex caches sound like just another way to store morph geometry. osgAnimation::MorphGeometry is just a series of 1 or more geometries (each one stored in a MorphTarget) so in theory it should be as simple as loading each bit of vertex cache geometry into a MorphTarget. I hope it proves that simple! On 9 June 2010 10:24, Alessandro Terenzi a.tere...@gmail.com wrote: Hi, as you know I wanted to try to add the possibility to read vertex animation data from point cache files, so I started looking at existing code in order to figure out where the integrations should be done. I have really basic experience with animations in OSG, so I'd like to share my ideas with you before doing anything. First of all, looking at the FBX SDK doc it looks like that there are 3 ways *geometries can be deformed: using skinning, shapes, or vertex caches. A vertex cache is a way to store directly the vertex animations inside a cache file*. Looking at the existing code in osgfbx, I see that what is managed so far are 'static', 'rigged' and 'morph' geomerty types that I guess correspond to no animations or skinning and shapes deformers respectively. I thought to add also another type (GEOMETRY_CACHE) corrensponding to KFbxDeformer::eVERTEX_CACHE. In the examples provided with the SDK there is the ViewScene example that shows how to load point cache files (there are just 2 functions to use almost in a straightforwar way: PreparePointCacheData() and ReadVertexCacheData()). Well, this is the easy part I guess. But then I don't know how to handle that animation data...of course there are no bones for this kind of animation, also there is just one shape (unlike morphing where I guess at least 2 shapes are required) so I can just think about creating an UpdateCallback that keeps reading animation data (of course loaded once forever outside the application loop) and keeps updating vertex positions. What do you think about this? Can you give me suggestions or point me to other examples that do almost the same thing? Thanks. Alessandro PS: along the ViewScene example there is a sample FBX file (Humanoid.FBX) that I'll suggest you to check, it should contain at least skinning animation, but is not played correctly. ___ 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] Small test program gets segmentation fault when doing own viewer loop in Qt environment
LightModel::apply dereferences a pointer when it calls glLightModelfv to set the ambient scene color. Check under a debugger to see if that's a NULL pointer. If so, the way to resolve this would be to look at how it gets initialized in the rest of OSG, then duplicate that in your viewer. My guess is that LightModel is part of default OSG state, and you're not setting it up the same way as OSG's viewers. But this is just a guess. You'd need to dig in the code. -Paul Zachary Hilbun wrote: Hi, I'm writing a small test program (source below) that is doing its own viewer loop. This program runs fine if I run it using viewerWindow-show. If I run it with my own viewer loop it crashes the fist time it calls frame with a Segmentation fault in osg::LightModel::apply (see stack trace below). OSG v 2.8.1 Qt 4 (Eclipse integration version 1.6.1) environment Linux using Eclipse in debug mode I got ViewerQT from the Qt integration example AdapterWidget.cpp. I got the viewer loop code from the Quick Start Guide. I noticed some examples had viewerWindow-realize in them so I tried it with and without that. It didn't make any difference. Any ideas of what the problem is? ViewerQT*viewerWindow = new ViewerQT; viewerWindow-setCameraManipulator (new osgGA::TrackballManipulator); viewerWindow-setSceneData (osgDB::readNodeFile(/home/zacharyh/OpenSceneGraph-Data-2.8.0/cow.osg)); // display the scene graph / #define loop #ifndef loop viewerWindow-show (); #else viewerWindow-getCamera ()-setProjectionMatrixAsPerspective (40., 1., 1., 60. * 36.); // Create a matrix to specify a distance from the viewpoint. osg::Matrix trans; trans.makeTranslate (0., 0., 0.); double angle (0.); // Rotation angle (in radians) viewerWindow-realize ();// crashes with and without this while ( ! viewerWindow-done ()) { // do view loop // Create the rotation matrix. osg::Matrix rot; rot.makeRotate (angle, osg::Vec3 (0., 0., 1.)); // angle += 0.01; // Set the view matrix (the concatenation of the rotation and // translation matrices). viewerWindow-getCamera ()-setViewMatrix (rot * trans); // Draw the next frame. viewerWindow-frame (); } // do view loop #endif a.connect (a, SIGNAL (lastWindowClosed ()), a, SLOT (quit ())); return a.exec (); gdb Debugger (6/9/10 10:15 AM) (Suspended) Thread [1] (Suspended: Signal 'SIGSEGV' received. Description: Segmentation fault.) 18 osg::LightModel::apply(osg::State) const() 0x0027778a 17 osg::State::applyAttribute() 0x002d33b0 16 osg::State::applyAttributeList() 0x002d3613 15 osg::State::apply() 0x002ce9b1 14 osgUtil::RenderLeaf::render() 0x016f6b1e 13 osgUtil::RenderBin::drawImplementation() 0x016f0d13 12 osgUtil::RenderStage::drawImplementation() 0x016f93c4 11 osgUtil::RenderBin::draw() 0x016f09a0 10 osgUtil::RenderStage::drawInner() 0x016f9776 9 osgUtil::RenderStage::draw() 0x016fd51d 8 osgUtil::SceneView::draw() 0x017065af 7 osgViewer::Renderer::cull_draw() 0x00480cb0 6 osgViewer::Renderer::operator()() 0x0047e208 5 osg::GraphicsContext::runOperations() 0x0024b928 4 osgViewer::ViewerBase::renderingTraversals() 0x004bfb42 3 osgViewer::ViewerBase::frame() 0x004bd8dd 2 shotTrail() /home/zacharyh/workspace/osgViewerQt/ShotTrail.cpp:86 0x0805454d 1 main() /home/zacharyh/workspace/osgViewerQt/main.cpp:40 0x0805edf5 Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28752#28752 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -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
[osg-users] Picking node with scaled positionattitudetransform as parent
Hi, I'm pretty new to OSG so I could be doing this totally wrong but... I have a scene that contains the earth and a few (3ds) models. Each model has a PositionAttitudeTransform as its parent. I need to be able to pick each model using the mouse and I have successfully done that when my camera is close to these models. However, when I zoom way out so that the models are just specks on the screen I have trouble picking them. So, I tried scaling the models by calling setScale on the PositionAttitudeTransform node. I can now see the models very well but I still cannot pick them. I'm guessing that the intersect test is failing because it's not taking into account the scale. Am I going about this whole thing the wrong way or is there something else I'm missing? Any help or explanation is much appreciated. I am using the technique in the osgpick example and I'm using OSG 2.8.2 Thank you! Cheers, Greg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28755#28755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DataPager issue
Hi robert, I have done a simple case using the osgscreencapture where there is a memory problem , here is the contents : main , osgscreencapture (I had only one function to send back the image ) , and screenshot (which is a custom viewer (move the camera around the scene) ) the data for this example is in object.rar (compose of a .osg file and all the ive files) if you can play this example and help me to see why the memory increase it will be helpful . link to download the model (30MB): http://www.easy-share.com/1910872194/object.rar Thank you! Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28756#28756 ScreenCaptureMemory.rar Description: Binary data ScreenCaptureMemory.rar Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Small test program gets segmentation fault when doing own viewer loop in Qt environment
Hi, Paul Martz: I'm not surprised that this might be something uninitialized as that is what I was thinking. What surprises me is that my code comes from existing examples so if my code is not working then the examples should not work either. The only difference I can think of is that because I am using the ViewerQT viewer it is somehow not compatible with use of a viewer loop rather than just calling viewerWindow-show. I'll look into seeing what might not be initialized. Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28758#28758 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rotating a vector
Hi, How do I rotate a vector by certain Roll, Pitch, Yaw angles? Let us say I have a vector osg::Vec3d vector = new osg::Vec3d(10,10,5); How do I rotate this? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28759#28759 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on Android ?
David Glenn wrote: Hi, I got my HTC EVO toy this week and I'm already playing with the idea of making Android apps (with OpenGL ES ). I know that apps for android are mostly based on java, but I have to be the one to ask! Yea! I know! I Know! |-) I know that there was an IPhone version in the works! All I know is here: http://forum.openscenegraph.org/viewtopic.php?t=3046 Good luck! --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotating a vector
You can make a quaternion from euler angles like this: osg::Quat q = osg::Quat( pitch, osg::Vec3d(1,0,0), roll, osg::Vec3d(0,1,0), yaw, osg::Vec3d(0,0,1)); Then multiply your vector by the quat: osg::Vec3d rotated = vector * q; On 09/06/10 6:16 PM, John Galt wrote: Hi, How do I rotate a vector by certain Roll, Pitch, Yaw angles? Let us say I have a vector osg::Vec3d vector = new osg::Vec3d(10,10,5); How do I rotate this? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28759#28759 ___ 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] Draw polyline from vertex array
Hi, I need to draw a polyline from an array of vertex, that is, I have an array of points, for example: vertex[1] = (1,3,4) vertex[2] = (7,4,0) vertex[3] = (5,5,1) vertex[4] = (1,2,9) and I need to join them making a line strip: For this I tried the following code, but it doest'n work, do someone know why it doesnt show anything??? Code: osg::Vec3Array* vertices = . osg::Geometry* geometry = new osg::Geometry; geometry-setVertexArray(vertices); geometry-addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, vertices-size())); geometry-setColorBinding(osg::Geometry::BIND_OVERALL); geode-addDrawable(geometry); Thank you! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28765#28765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org