[osg-users] Disable maximize button in Win32 window
Hi, I've tried using the following code to disable the maximize button in the window. osgViewer::ViewerBase::Windows wins; viewer-getWindows(wins); osgViewer::GraphicsHandleWin32* hwnd = dynamic_castosgViewer::GraphicsHandleWin32*(wins[0]); HMENU hMenu = ::GetSystemMenu(hwnd-getHWND(), FALSE); ::EnableMenuItem(hMenu, SC_MAXIMIZE, MF_BYCOMMAND | (MF_DISABLED | MF_GRAYED)); The above code is not working for maximize button, but it works well for close button. Is there any other way to achieve this -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29947#29947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] My Lines Disapering but Ploygons don't
Hi David, There could be couple of reasons, but I can't work out from your post exactly what is not working and where so I'll provide some general suggestions as to what might be wrong, but given I don't know what the actual problem is I can't provide any suggestions as to how one might fix it. 1) Could it be z fighting? The line is disappearing under the geometry? Try putting the scene in wireframe so that polygons won't obscure hidden lines. 2) Could it be a numerical precision issue? VPB uses local MatrixTransform to place tiles with a local coordinate frame into ECEF to avoid precision issues. 3) Near plan clipping? Robert. On Mon, Jul 12, 2010 at 9:19 PM, David Glenn david.e.glenn@navy.mil wrote: Greetings All! I hate to come up with another stupid one, but I've been banging my head with this one! One of the displays I doing has an ellipsoid globe appearing and above that, I have some Overlay lines (what we call MOA lines) or marker lines. I have them drawn above the globe and from a normal view the lines and polygons appear as they should. Note: I'm using a camera that is using the terrain manipulator to control so I can zoom in and out move east west north south. I'm using: Code: linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_LINE_LOOP,0,numPts)); to draw the line loop and Code: linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,numPts)); to draw a filled polygon. linesOverlay is a Geometry class and I'm adding it to a Grode using the addDrawable command. Well, I noticed that when I zoom in on the polygon. that it appears normal, but using the same data points for drawing a line loop, when I zoom in on a line, I will get to within 2000 meters of the line and it will start disappear. first at the middle of the focus point of the camera, then outward as I continue to zoom in! Note: I had similar problem with my polygon elements that seem to be getting cut off by my near camera plane. I readjusted the near/far ratio that seemed to fix it, but maybe that was the wrong approach? FYI: I'm using OSG 2.8.1 I must be goofing up someware! Any Ideas? Grin! ... D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29937#29937 ___ 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] My Lines Disapering but Ploygons don't
Hi, things you could try or check: * is the bounding sphere OK? * turn on/off displaylists and call -dirty() * make near/far use primitives, like so: viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES); viewer.getCamera()-setNearFarRatio(1e-6); jp On 12/07/10 22:19, David Glenn wrote: Greetings All! I hate to come up with another stupid one, but I've been banging my head with this one! One of the displays I doing has an ellipsoid globe appearing and above that, I have some Overlay lines (what we call MOA lines) or marker lines. I have them drawn above the globe and from a normal view the lines and polygons appear as they should. Note: I'm using a camera that is using the terrain manipulator to control so I can zoom in and out move east west north south. I'm using: Code: linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_LINE_LOOP,0,numPts)); to draw the line loop and Code: linesOverlay-addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,numPts)); to draw a filled polygon. linesOverlay is a Geometry class and I'm adding it to a Grode using the addDrawable command. Well, I noticed that when I zoom in on the polygon. that it appears normal, but using the same data points for drawing a line loop, when I zoom in on a line, I will get to within 2000 meters of the line and it will start disappear. first at the middle of the focus point of the camera, then outward as I continue to zoom in! Note: I had similar problem with my polygon elements that seem to be getting cut off by my near camera plane. I readjusted the near/far ratio that seemed to fix it, but maybe that was the wrong approach? FYI: I'm using OSG 2.8.1 I must be goofing up someware! Any Ideas? Grin! ... D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29937#29937 ___ 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] osganimationsolid example
Hi Jean-Sébastien, a prototype I implemented seems working. Thanks again for the hints Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29951#29951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] .tif and .tfw
Hi, In fact, now it seems to work, I had a problem in my data input. Otherwise, I have a model of terrain larger than my orthoimage, do you know how to cut the terrain model to obtain only the part with the orthoimage? Are there any options of VPB for this? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29953#29953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem: All my OSG objetct are flipped
robertosfield wrote: Hi Mannuel, I don't know how you can expect others to help you fix the problem in your app as you don't provide any information about how you've set up scene graph. Do you require us to guess?? Please be more specific. Robert. On Sat, Jul 10, 2010 at 12:13 PM, Manuel Garea wrote: Hi, I have a very big problem with my OSG scene. all the objects I draw are flipped, it's like OSG was a mirror. In the image below you can see the textures I used and the drawed objetcs. Everything is flipped!!! Do someone know what is the problem??? Is it a problem with my camera??? Thank you very much!!! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29890#29890 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum I really don't make anything special with the camera. I ran the osgRobot example with a texture and it generates the same problem, all my textures are flipped!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29956#29956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to flip the camera image?
Hi, I posted a problem a few days ago (http://forum.openscenegraph.org/viewtopic.php?p=29890#29890) and I now the solution, but I don't know how to make it. I need to vertically flip the image of the camera before rendering it, is it possible??? My scene has two cameras and i need to flip only one, do someone know how to do it? Thank you! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29957#29957 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem: All my OSG objetct are flipped
Hi Manuel, On Tue, Jul 13, 2010 at 1:38 PM, Manuel Garea m.garea...@gmail.com wrote: I really don't make anything special with the camera. I ran the osgRobot example with a texture and it generates the same problem, all my textures are flipped!!! Texture orientation has absolutely nothing to do with the camera. The osgrobot example is really the last place I'd suggest looking at how to do textures. Please have a look at the osggeometry example, and in particular the background qaud that is textured. Also please read the OpenScenGraph Quick Start Guide, it's available free online as a pdf. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osganimationsolid example
Hi Gianni, a prototype I implemented seems working. Thanks again for the hints Great to know you got this working! 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] How to flip the camera image?
Hi Manuel, You need to go back to basics, you are barking up the wrong tree by thinking about cameras, and you haven't told anyone how you are creating your geometry and assigning your textures. How on earth do you expect people to help you when you don't even tell them what you are doing. Please read my previous posts. Robert. On Tue, Jul 13, 2010 at 1:43 PM, Manuel Garea m.garea...@gmail.com wrote: Hi, I posted a problem a few days ago (http://forum.openscenegraph.org/viewtopic.php?p=29890#29890) and I now the solution, but I don't know how to make it. I need to vertically flip the image of the camera before rendering it, is it possible??? My scene has two cameras and i need to flip only one, do someone know how to do it? Thank you! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29957#29957 ___ 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] problems with weather
Hi, I have a scene with weather(in this case with fog) but in the moment I apply a light shader, the weather dissapears. Is there a possibility of having the weather I had before? Thank you! Cheers, Jose -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29962#29962 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] convert .osg in another format
Hi, Is it possible to convert a terrain database .osg build with VirtualPlanetBuilder in another format like .3ds,.obj,.vrml, etc.? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29963#29963 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problems with weather
Hi Jose, Are you applying the fog in your shader? Remember that the GLSL spec states that Fog is not applied once a fragment shader has been supplied. Your shader replaces the fixed function shader that applied the fog. Check out: http://www.idevgames.com/forum/showthread.php?t=12436 for a discussion. The fog equation is easy to understand. Check out chapter 6, Blending etc., in the Red Book if you have problems understanding the code in the above link. -Keith On Tue, 13 Jul 2010, Jose Rincon wrote: Hi, I have a scene with weather(in this case with fog) but in the moment I apply a light shader, the weather dissapears. Is there a possibility of having the weather I had before? Thank you! Cheers, Jose -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29962#29962 ___ 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] Question about osgAnimation Bezier curves
Hi, I've these points: v[0] = osg::Vec3d( -19, 0, -60); v[1] = osg::Vec3d( -20, 0, -102); v[2] = osg::Vec3d( -22, 0, -145); v[3] = osg::Vec3d( 20, 0, -142); v[4] = osg::Vec3d( 63, 0, -139); v[5] = osg::Vec3d( 145, 0, -138); Points v[1], v[2], v[3] describes a curve and it works. Why when the ball arrives on point v[4] stops I use the keyframes: keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(0, osgAnimation::Vec3CubicBezier(v[0]))); keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(3, osgAnimation::Vec3CubicBezier(v[1],v[2],v[3]))); keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(6, osgAnimation::Vec3CubicBezier(v[4] ) )); keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(9, osgAnimation::Vec3CubicBezier( v[5] ))); Where's the error?? Please help me!! thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29966#29966 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX reading of GL_POLYGON
Hi Michael, hi all, Sorry to push this topic up, but did you test the code (anyone)? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, I managed to write the code, but I need testing. Moreover I can't update the FBX plugin because of the regression I told you in another thread, concerning images. Can you, please: - Merge changes to your working copy, and - Make a few tests with your models? Also feel free to commit if everything seems okay. Attached file is against rev. 11322 of the trunk. Many thanks. For info, my implemtation looks like: - Add points of the triangles - Detect how to split quads (02 or 13), and add points for the two triangles - Save polygons in a temporary array - Add a primitive set for all triangles (DrawArray) - Add polygons points AFTER the points of the triangles - Add primitive sets for polygons - Tessellate Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Alright. I started working on it. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : I was referring to that by For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. On 6 July 2010 09:02, Sukender suky0...@free.fr wrote: Oh... What about concave quads (I mean 4 points polygons)? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers,
Re: [osg-users] [vpb] .tif and .tfw
Hi Lucie, to cut your terrain you can use a lot of tools...google is your friend, you'll find a lot of info on that topic. If you have the budget for it, one of the most convenient tool is probably GlobalMapper: http://www.globalmapper.com/ Of course gdal_translate can do it too: http://www.gdal.org/gdal_translate.html I believe 3Dem can do it: http://freegeographytools.com/2007/dem-terrain-depiction-using-3dem and probably QGis: http://www.qgis.org/ Hope it helps. Pierre. Le mardi 13 juillet 2010 à 12:19 +0200, lucie lemonnier a écrit : Hi, In fact, now it seems to work, I had a problem in my data input. Otherwise, I have a model of terrain larger than my orthoimage, do you know how to cut the terrain model to obtain only the part with the orthoimage? Are there any options of VPB for this? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29953#29953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DDS S3TC-DXTC compression only accept power of two sizes?
Hi all, When writing non power of two images in DDS with S3TC-DXTC compression, I got a scrambled image. - Is it a restriction of the format (it seems not; actually it seems DDS accepts any size, even not mutiple of 4). - Is is a restriction of the writer ? In that case, it should print a warning - Am I totally wrong? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: floating point exeption in VPB...
Bernardt, Thanks much for that input. I definitely ruled out that my problem was due to the 64-bit architecture because I was able to reproduce it on 32-bit Linux using VPB 0.9.10. Using the same tif file, I did not see this problem using VPB 0.9.7. I will try your fix to see if that works for my situation. I will report the results. Your contribution is most appreciated... Regards, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt Duvenhage Sent: Tuesday, July 13, 2010 7:07 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB... Hi Shayne I'm experiencing a similar problem. The SourceData::readImage(...) method in \src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which results in a tempImage of zero size (tempImage = new unsigned char[readWidth*readHeight*pixelSpace]). This is due to (I think) a failure of the two pass 360-degree shift test for intersection of the destination and source bounding boxes. The intersection is tested for 'valid()', but might still be of zero size. I adapted the 'if (!intersect_bb.valid())' test as shown below and it seems to work now. if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax()) ) { log(osg::INFO,Reading image but it does not intersect destination - ignoring); continue; } I'm building a simple terrain with BMNG data only. The destination bb is therefore (-180,180]. The intersection test however generates a valid intersection for the B1 tiff which is at (-270,-180] at some stage in the two pass test. The generated intersection is valid, but of zero size and hence the added condition in the above if. I attach my SourceData.cpp as reference. Regards, Bernardt J.P. Delport jpdelp...@csir.co.za 07/13/10 2:37 PM = Bernardt Duvenhage Senior Researcher: Optronic Sensor Systems South African Council for Scientific and Industrial Research (CSIR) Tel: +27 12 841 2414 Original Message Subject: Re: [osg-users] floating point exeption in VPB... Date: Mon, 12 Jul 2010 11:05:19 -0600 From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Robert, After running osgdem in the debugger, it is crashing in gdalrasterband.cpp where an integer divide by zero is happening. Tracing up further, it appears that in the method SourceData::readImage(...) in SourceData.cpp, the variable destWidth is coming in as zero. Interestingly, the first pass through the loop in that method yields a destWidth of 256. On the next time around, it is zero which is causing the crash in GDAL. The .tif file is a file that I have used before with osgdem on another machined with no problems so I know the image file is good. I will try to dig further to get more on what's happening... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Saturday, July 10, 2010 3:30 AM To: OpenSceneGraph Users Subject: Re: [osg-users] floating point exeption in VPB... Hi Shayne, I develop under 64bit system and haven't encountered any floating point exceptions issues with 64bit build of VPB. Could you please run osgdem in a debugger and see what happens. Could you also update to svn/trunk for OSG and VPB to see if the problem persists. Robert. On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: All, I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using 64-bit Linux (Fadora core 10) i386. Both packages were built from source. No matter what database I try to build, I get a floating point exception when running osgdem. I know the DTED and imagery are good since I've built VPB databases with this content on a windows 32-bit system. Here is a sample command that fails: osgdem -TERRAIN -geocentric -PagedLOD -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive My question is, has anyone else seen problems with VPB in a similar environment. Are there some 64-bit issues going on here? I'm at a loss as to why I'm getting this floating point exception. If I use any other content (i.e. dted or imagery), I get the same results. Any help or input would be most appreciated. -Shayne ___ 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 -- This message is subject to the
Re: [osg-users] DDS S3TC-DXTC compression only accept power of twosizes?
Hi Sukender, I think this is a bug or if you prefer one of the limitations of OSG DDS ReaderWriter. Feel free to fix it ;-) Cheers, Wojtek -- From: Sukender suky0...@free.fr Sent: Tuesday, July 13, 2010 5:26 PM To: osg-users osg-users@lists.openscenegraph.org Subject: [osg-users] DDS S3TC-DXTC compression only accept power of twosizes? Hi all, When writing non power of two images in DDS with S3TC-DXTC compression, I got a scrambled image. - Is it a restriction of the format (it seems not; actually it seems DDS accepts any size, even not mutiple of 4). - Is is a restriction of the writer ? In that case, it should print a warning - Am I totally wrong? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
Hi Alessandro and Michael, I have similar timing-related playback errors on a multi-take FBX exported from MotionBuilder. Playback in: OSG 2.9.8 OSG FBX plugin built with: FBX Sdk 2011.2: fbxsdk_md2005.lib / fbxsdk_md2005d.lib FBX exported from: MotionBuilder 2011 QuickTime can move between all twenty(ish) animation takes and play them with proper timing. The only oddity is that after each animation plays, there is a variable length dead space on the playback timeline in which the model does not move. For example, the first 40% of playback is animated normally, then it stays in a static pose for the remaining 60% of the timeline. Playback is different using the osgViewer modified for FBX playbacks and changing takes/animations when a key is pressed. Calling playAnimation() moves the character to the correct initial pose but he does not move. In the debugger, the animation durations appear correct (e.g., 12 seconds) but for most takes the model is motionless the whole time. For a few takes, after a long pause the model eventually runs part of the animation at very high-speed, in the way that Alessandro's 3-bouncing-balls model played at high speed. Then even these return to a static pose for the remainder of their play time. My best guess is the timing is thrown off and this is somehow compounded across takes. The plugin has FPS hard-coded to 25 fps so we tried exporting at both 25 fps and 30 fps with only slightly varying results. I can email a sample file to demonstrate this (~15 MB). Thanks, Brian From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alessandro Terenzi Sent: Friday, July 09, 2010 6:56 AM To: OpenSceneGraph Users Subject: EXTERNAL: Re: [osg-users] FBX Plugin: animation speed not as expected... I've downloaded the latest source code of the FBX plugin and osgAnimation from svn but, I'm still experiencing different playback speed with respect to QuickTime moreover I have also problems with the animations themselves. As I said I'm using the latest code for FBX plugin and osgAnimation, on the other hand I'm using OSG 2.9.6 for all other plugins and libraries, so my question is: beyond the FBX plugin itself and osgAnimation what else could cause the problems with animations I'm experiencing? (ie not only speed, but also wrong/bad animation playback in general) By the way, I tried with both QuickTime and the ViewScene example that comes with the FBX SDK, they both play every model correctly. Talking about test models, I tryed: humanoid.fbx: model messed up during animation the 3-bouncing-balls model (sent to Michael some days ago): animation played at exagerated speed and now I have two more humanoid models one of which has the same problems of humanoid.fbx and the other seems to be missing some starting and ending frames. I'm going to send them to Michael. Regards. Alessandro On Thu, Jul 8, 2010 at 9:35 AM, Alessandro Terenzi a.tere...@gmail.commailto:a.tere...@gmail.com wrote: Ok, thanks Michael, I will double check that I'm really using the latest source code for both the FBX plugin and osgAnimation. Regards. Alessandro On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings mplati...@gmail.commailto:mplati...@gmail.com wrote: Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing that, sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.orgmailto: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] Is there a fast vertices filling algorithm ?
Hi guys, thanx a lot - its working like magic. just alittle code snippet for future wanderers (or if you see some other improvement): Code: osg::Vec3Array* vArr = new osg::Vec3Array(frameSize); memcpy((*vArr)[0], vertex_array, frameSize*3*sizeof(float)); osg::ref_ptrosg::Vec3Array vertices(arr); geometry-setVertexArray( vertices ); Thank you guy again! Cheers, Nir -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29971#29971 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: floating point exeption in VPB...
Just a follow up email...the fix that Bernardt proposed in SourceData.cpp of the VPB code, seems to have fixed the problem. I don't have any issues building my database with VPB 0.9.10 now. This seems like a pretty blatant problem so I'm somewhat surprised that this problem hasn't come on the radar screen of the OSG community in general... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Tuesday, July 13, 2010 10:01 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB... Bernardt, Thanks much for that input. I definitely ruled out that my problem was due to the 64-bit architecture because I was able to reproduce it on 32-bit Linux using VPB 0.9.10. Using the same tif file, I did not see this problem using VPB 0.9.7. I will try your fix to see if that works for my situation. I will report the results. Your contribution is most appreciated... Regards, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt Duvenhage Sent: Tuesday, July 13, 2010 7:07 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB... Hi Shayne I'm experiencing a similar problem. The SourceData::readImage(...) method in \src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which results in a tempImage of zero size (tempImage = new unsigned char[readWidth*readHeight*pixelSpace]). This is due to (I think) a failure of the two pass 360-degree shift test for intersection of the destination and source bounding boxes. The intersection is tested for 'valid()', but might still be of zero size. I adapted the 'if (!intersect_bb.valid())' test as shown below and it seems to work now. if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax()) ) { log(osg::INFO,Reading image but it does not intersect destination - ignoring); continue; } I'm building a simple terrain with BMNG data only. The destination bb is therefore (-180,180]. The intersection test however generates a valid intersection for the B1 tiff which is at (-270,-180] at some stage in the two pass test. The generated intersection is valid, but of zero size and hence the added condition in the above if. I attach my SourceData.cpp as reference. Regards, Bernardt J.P. Delport jpdelp...@csir.co.za 07/13/10 2:37 PM = Bernardt Duvenhage Senior Researcher: Optronic Sensor Systems South African Council for Scientific and Industrial Research (CSIR) Tel: +27 12 841 2414 Original Message Subject: Re: [osg-users] floating point exeption in VPB... Date: Mon, 12 Jul 2010 11:05:19 -0600 From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Robert, After running osgdem in the debugger, it is crashing in gdalrasterband.cpp where an integer divide by zero is happening. Tracing up further, it appears that in the method SourceData::readImage(...) in SourceData.cpp, the variable destWidth is coming in as zero. Interestingly, the first pass through the loop in that method yields a destWidth of 256. On the next time around, it is zero which is causing the crash in GDAL. The .tif file is a file that I have used before with osgdem on another machined with no problems so I know the image file is good. I will try to dig further to get more on what's happening... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Saturday, July 10, 2010 3:30 AM To: OpenSceneGraph Users Subject: Re: [osg-users] floating point exeption in VPB... Hi Shayne, I develop under 64bit system and haven't encountered any floating point exceptions issues with 64bit build of VPB. Could you please run osgdem in a debugger and see what happens. Could you also update to svn/trunk for OSG and VPB to see if the problem persists. Robert. On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: All, I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using 64-bit Linux (Fadora core 10) i386. Both packages were built from source. No matter what database I try to build, I get a floating point exception when running osgdem. I know the DTED and imagery are good since I've built VPB databases with this content on a windows 32-bit system. Here is a sample command that fails: osgdem -TERRAIN -geocentric -PagedLOD -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive My question is, has anyone else seen problems with VPB in a similar environment.
Re: [osg-users] Human 3d model animation/motion
Hi Glenn, As if now, I was hoping to use open source tools for at least the conversion to osg part. I did some reading following Jean's and Martin's post and I kind of followed the following: 1) Since I am trying to use models in my simulation, I wouldn't want to spend too much time on creating rigged+animated models in blender/3ds etc. I would want to buy/use already rigged+animated models. 2)In Blender, to export, I presume Collada 1.4 is the best format to pick in order to preserve animations and skins. 3) The part I am having trouble getting figured out is this: Assuming I have a model in dae format (collada). I didn't find any example where this can be used in a simulation straight away taking advantage of the animation already present in the model. I am already working on an osg app using visual studio and was not sure if I can use just the character animation part of delta 3d as osg satisfies my other requirements so far. Thanks, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29975#29975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Sanat, If you want to use blender the best way to export is to use osgexport for blender IMO. I did osgAnimation and osgexport for blender at the same time. If you plan to use 3dsmax or other I guess the best is to use collada. You can get osgexport here http://hg.plopbyte.net/osgexport/ with mercurial like this: hg clone http://hg.plopbyte.net/osgexport/ You will find some 'template' data in the repository as example ready to export and usable in osg. Cheers, Cedric On Wed, 2010-07-14 at 00:52 +0200, Sanat Talmaki wrote: Hi Glenn, As if now, I was hoping to use open source tools for at least the conversion to osg part. I did some reading following Jean's and Martin's post and I kind of followed the following: 1) Since I am trying to use models in my simulation, I wouldn't want to spend too much time on creating rigged+animated models in blender/3ds etc. I would want to buy/use already rigged+animated models. 2)In Blender, to export, I presume Collada 1.4 is the best format to pick in order to preserve animations and skins. 3) The part I am having trouble getting figured out is this: Assuming I have a model in dae format (collada). I didn't find any example where this can be used in a simulation straight away taking advantage of the animation already present in the model. I am already working on an osg app using visual studio and was not sure if I can use just the character animation part of delta 3d as osg satisfies my other requirements so far. Thanks, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29975#29975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi, sth wrote: Hi, Am 11.07.10 17:40, schrieb Leen Monny: great work! i just checked out a copy, tried to build Iphone_project but there's a compiling error. It seems that files under Libraries have incorrect references, those names are red. am I doing this in the right way? unfortunately the xcode-project was broken, can you update your source and try again? Be aware that the iphone folder moved on hierarchy up. cheers, Stephan -- Post generated by Mail2Forum I'll have a try, thanks again! cheers, Monny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29977#29977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org