Re: [osg-users] osgart 2.0 with osg2.9.8 video blinking
I am very sorry, i tried it again and texture rectangle working, so Thomas you are right. but this bug would be corrected. Thank you! Cheers, Huan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32156#32156 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo anaglyph: which glasses?
Hi, I have enabled anaglyph stereo visualization on my application and I have tried some red/cyan glasses. Watching app only with one eye at a time it appear that cyan lens works well (I see only one image without noise) while the red lens show ghosting problems. I have did a research among the old post hoping that someone had my same problem. I have found only the post source for 3d glasses [1] but there there are no information about the type of glasses and the appropriate colour of lenses. Could anyone give me any suggestions about the appropriate colour of lenses? Thank you! Cheers, Francesco [1] http://forum.openscenegraph.org/viewtopic.php?t=5215highlight=glasses -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32157#32157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Solved Re: Problem compiling 2.9.9 with Qt in MacOSX
Hi, Apparently the only problem was that I had Qt 32bits only. I updated Qt to the latest version with cocoa and 64b support and OSG 2.9.9 compiled without complain. Thanks for the help anyway. ;-) -- A. On Tue, Sep 28, 2010 at 12:58 PM, Alejandro Aguilar Sierra algsie...@gmail.com wrote: Hello: I am trying to compile 2.9.9 in a Mac OSX 10.6 snow leopard and I got a problem with Qt (error log below). In fact it would be better if I can compile it without Qt. Any hint? Regards, -- Alejandro [ 98%] Building CXX object src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.cpp.o In file included from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qnamespace.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qobjectdefs.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qwindowdefs.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qfont.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/QFont:1, from /Users/ale/src/OpenSceneGraph-2.9.9/include/osgQt/QFontImplementation:19, from /Users/ale/src/OpenSceneGraph-2.9.9/src/osgQt/QFontImplementation.cpp:13: /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qglobal.h:288:2: error: #error You are building a 64-bit application, but using a 32-bit version of Qt. Check your build configuration. In file included from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qmatrix.h:46, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qtransform.h:44, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qimage.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/QImage:1, from /Users/ale/src/OpenSceneGraph-2.9.9/src/osgQt/QFontImplementation.cpp:21: /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qregion.h: In member function ‘OpaqueRgnHandle* QRegion::handle(bool) const’: /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qregion.h:160: error: ‘toQDRgn’ was not declared in this scope lipo: can't figure out the architecture type of: /var/folders/qE/qEL4-gb+HEiohD3qgoFONE+++TI/-Tmp-//ccGy7LHP.out make[2]: *** [src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.cpp.o] Error 1 make[1]: *** [src/osgQt/CMakeFiles/osgQt.dir/all] Error 2 make: *** [all] Error 2 Alejandro-Aguilar-Sierras-iMac:OpenSceneGraph-2.9.9 ale$ ccmake . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load of 8 bits image for creating texture
Hi Robert, Thanks for your quick reply. I had done exactly what you've said. So something else should be wrong in my code (perhaps in the loading of the image). I have to investigate more... Thanks again, Regards, Adrien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32158#32158 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo anaglyph: which glasses?
Hi Francesco, On 29/09/10 17:03 , Francesco Argese wrote: I have enabled anaglyph stereo visualization on my application and I have tried some red/cyan glasses. Watching app only with one eye at a time it appear that cyan lens works well (I see only one image without noise) while the red lens show ghosting problems. I have did a research among the old post hoping that someone had my same problem. I have found only the post source for 3d glasses [1] but there there are no information about the type of glasses and the appropriate colour of lenses. Presumably you don't have a color-calibrated monitor, like most of us, so the chances that the red/cyan RGB values that are picked by OSG, the values sent to the monitor, and the actual color values displayed match your glasses are virtually zero. This is probably more a case of tweaking the OSG red/cyan to match whatever glasses you have. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IPhone retina displays
Hi Tom, Am 29.09.10 02:43, schrieb Thomas Hogarth: Good news on this All seems to be working, I've also improved the IPhoneWindowingSystemInterface to handle true resolutions and multiple screens. So on IPad we should now be able to set a window to an external screen and also change the res of the screen (I don't have an IPad though so needs testing, but should work, gulp :) ) In the end I've gone for the approach of IPhoneWindowingSystemInterface providing the actual pixel res of the screen. Then by default if the user does not set a viewContentScaleFactor in their windowData, the screens scaleFactor is used. This means the default context created by osg viewer will always be full pixel res and the window will be full points res. This was so that I didn't have to create a context of a different size to that requested by default. If the user needs backward compatibility they have to set the traits width and height themselves and set the windowData viewContentScaleFactor to 1.0. I still need to do a bit of testing as I think my objective c code is leaking but I'll get the changes checked in asap. Wow, nice work, I am eager to test your new code on the ipad with an external display. I added yesterday support for MSAA to GraphicsWindowIPhone, it's available when you setup your base sdk to a version = 4.0 and set the GraphicsContext::Traits accordingly. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem loading images when migrating to new OSGViewer
Hi John, On Tue, Sep 28, 2010 at 6:36 PM, John Stokes jstokes2...@yahoo.com wrote: When I comment out the updated setComputeNearFarMode line of code, my globe and sky models show up correctly but my plane model disappears. Is there a correct cull setting that I should be using to get everything to display? I tried using the COMPUTE_NEAR_FAR_USING_PRIMITIVES and COMPUTE_NEAR_FAR_USING_BOUNDING_VALUES with this call, but I'm not quite sure what bounding value I should be using or if I should be looking at another culling method. OK, this is good, you've isolated the issue to one of management of the near/far planes, so now it's a case of finding the appropriate technique for you type of application/models. First up the near/far planes are computed during the cull traversal, using COMPUTE_NEAR_FAR_USING_PRIMITIVES will be more accurate and provide a tighter bound than COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES but it's more expensive to compute. Both techniques still use clamping of the near/far values to avoid the ratio getting too low which will cause z fighting, this clamping by default pushes out the near value to obtain a specified near/far ratio. The CullSetting::setNearFarRatio(double) sets this value, and Camera subclasses from CullSettings so you can do: camera-setNearFarRatio(0.0001); // default value is 0.0005; It may well be that this in OSG-2.x this near/far ratio is set more conservatively than OSG-0.9.9 and is the reason why you are seeing differences. Have a look at the source code to see what the old default value was. -- For scenes which have a very large depth range that tweaking the near/far planes isn't sufficient it can be useful to using depth partioning, where you render the scene two or more times, varying the region that is rendered in each pass. This osgdepthpartion examples shows this in action. This example is a bit out of date and should really be implemented with viewer slave Cameras rather than in scene graph Camera, but the principles are the same. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling 2.9.9 with Qt in MacOSX
Hi Alejandro, You are hitting an issue with OSX support for building against 32bit/64bit in the same binary, in your case you are building the OSG to build both, but then trying to compile against a Qt lib which is 32bit only. Go into CMake and remove the x86_64 entry in the CMAKE_OSX_ARCHITECTURES and then press 'c' to configure and 'g' to generate the build system. Then rebuild the OSG. Or just build Qt against 32 and 64bit. Robert. On Tue, Sep 28, 2010 at 6:58 PM, Alejandro Aguilar Sierra algsie...@gmail.com wrote: Hello: I am trying to compile 2.9.9 in a Mac OSX 10.6 snow leopard and I got a problem with Qt (error log below). In fact it would be better if I can compile it without Qt. Any hint? Regards, -- Alejandro [ 98%] Building CXX object src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.cpp.o In file included from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qnamespace.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qobjectdefs.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qwindowdefs.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qfont.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/QFont:1, from /Users/ale/src/OpenSceneGraph-2.9.9/include/osgQt/QFontImplementation:19, from /Users/ale/src/OpenSceneGraph-2.9.9/src/osgQt/QFontImplementation.cpp:13: /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtCore.framework/Headers/qglobal.h:288:2: error: #error You are building a 64-bit application, but using a 32-bit version of Qt. Check your build configuration. In file included from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qmatrix.h:46, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qtransform.h:44, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qimage.h:45, from /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/QImage:1, from /Users/ale/src/OpenSceneGraph-2.9.9/src/osgQt/QFontImplementation.cpp:21: /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qregion.h: In member function ‘OpaqueRgnHandle* QRegion::handle(bool) const’: /Developer/SDKs/MacOSX10.6.sdk/Library/Frameworks/QtGui.framework/Headers/qregion.h:160: error: ‘toQDRgn’ was not declared in this scope lipo: can't figure out the architecture type of: /var/folders/qE/qEL4-gb+HEiohD3qgoFONE+++TI/-Tmp-//ccGy7LHP.out make[2]: *** [src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.cpp.o] Error 1 make[1]: *** [src/osgQt/CMakeFiles/osgQt.dir/all] Error 2 make: *** [all] Error 2 Alejandro-Aguilar-Sierras-iMac:OpenSceneGraph-2.9.9 ale$ ccmake . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] OSG and SDL
Hi Matt, I'd recommend using SDL for joystick input and osgViewer for windowing as the later has far more flexible and powerful windowing and threading support. An example of mixing SDL for joystick input and osgViewer for windowing can be found in the applications/present3D application. Robert. On Tue, Sep 28, 2010 at 6:33 PM, Matt Caron mcindafi...@gmail.com wrote: Hi, I am using SDL to get input from a joystick so that I can integrate joystick control in OSG (I have tried the VRPN approach and right now SDL is looking better for my needs). I have searched for as much information about integrating OSG and SDL as possible, and so far it appears that I must use SDL windows and have OSG draw to SDL windows, instead of OSG using its own windowing system. Does anyone know if this assertion is accurate? Is there any way to connect SDL through an OSG Viewer? All I care about are the input events associated with the joystick... Thank you! Cheers, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32147#32147 ___ 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] Stereo anaglyph: which glasses?
Ulrich Hertlein wrote: Hi Francesco, Presumably you don't have a color-calibrated monitor, like most of us, so the chances that the red/cyan RGB values that are picked by OSG, the values sent to the monitor, and the actual color values displayed match your glasses are virtually zero. How can I calibrate colours of my monitor? Are there some tools to do so? This is probably more a case of tweaking the OSG red/cyan to match whatever glasses you have. How can I tweak OSG red/cyan? Cheers Francesco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32165#32165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] convertLatLongHeightToXYZ
Hi, Can you explain me a little the function osg::EllipsoidModel::convertXYZToLatLongHeight? I don't understand why x and y are calculated based on height. If I changed the height of a model and I don't change the latitude and longitude, x and y change. Why? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32166#32166 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] convertLatLongHeightToXYZ
HI Lucie, The XYZ are in Earth Center Earth Fixed coordinates, not local coordinates to surface of the earth. Robert. On Wed, Sep 29, 2010 at 9:52 AM, lucie lemonnier lucielemonn...@hotmail.fr wrote: Hi, Can you explain me a little the function osg::EllipsoidModel::convertXYZToLatLongHeight? I don't understand why x and y are calculated based on height. If I changed the height of a model and I don't change the latitude and longitude, x and y change. Why? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32166#32166 ___ 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] Add a new child
Ulrich Hertlein wrote: On 28/09/10 18:45 , Cosimo Luigi Manes wrote: osgGA::CameraManipulator (the base class for the default manipulators) has a 'home()' method than will recompute the position if 'setAutoComputeHomePosition' is true. Thanks you for your answer. Could you post an example of code because i am a newbie. Also, if i want to run a rotation or translation or zoom, what should i do ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32168#32168 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] convertLatLongHeightToXYZ
Hi, I understood that the XYZ are in Earth Center Earth Fixed coordinates. So is it normal that X,Y are calculated based on height? In fact, I put a latitude, longitude and height on a model, I use osg::EllipsoidModel::convertLatLongHeightToXYZ to obtain the position x,y,z and I transform my point with the MatrixTransforms applied on the terrain model and I place my model with the transformed point. Is it the step to be followed? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32170#32170 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] convertLatLongHeightToXYZ
Hi Lucie, On Wed, Sep 29, 2010 at 10:43 AM, lucie lemonnier lucielemonn...@hotmail.fr wrote: I understood that the XYZ are in Earth Center Earth Fixed coordinates. So is it normal that X,Y are calculated based on height? I'm a bit confused by your question, in ECEF the coordinate is always XYZ, one doesn't ever just consider XY, this would just be a projection of the each onto a flat cross section through the side of the each, not sure what use this would be. In fact, I put a latitude, longitude and height on a model, I use osg::EllipsoidModel::convertLatLongHeightToXYZ to obtain the position x,y,z and I transform my point with the MatrixTransforms applied on the terrain model and I place my model with the transformed point. Is it the step to be followed? One normally uses a transform node to enable one to place local coordinates into the ECEF coordinate frame without lose of precision when computing intersections and doing rendering. The osgTerrain NodeKit uses transforms to avoid numerical issues, so have a look at src/osgTerrain/GeometryTechnique.cpp it see how it computes it's transform and local coordinates. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] convertLatLongHeightToXYZ
Hi, Thank you for your reply. I will look at this. Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32173#32173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add a new child
On 29/09/10 19:27 , Cosimo Luigi Manes wrote: Ulrich Hertlein wrote: On 28/09/10 18:45 , Cosimo Luigi Manes wrote: osgGA::CameraManipulator (the base class for the default manipulators) has a 'home()' method than will recompute the position if 'setAutoComputeHomePosition' is true. Thanks you for your answer. Could you post an example of code because i am a newbie. viewer.getCameraManipulator()-home(); Also, if i want to run a rotation or translation or zoom, what should i do ? I'd recommend you read the OSG QuickStartGuide, it covers this and many other aspects of OSG. Basically what you need to do it modify the camera matrix to obtain rotation/translation and modify the field-of-view to zoom. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo anaglyph: which glasses?
On Wed, Sep 29, 2010 at 10:35 AM, Francesco Argese kekk...@gmail.com wrote: How can I calibrate colours of my monitor? Are there some tools to do so? Look up ICC color profiles or color management: http://en.wikipedia.org/wiki/ICC_profile On the other hand, this isn't going to be of much use to you, because also the software needs to use the profiles to adjust the color representation. OSG doesn't do that. How can I tweak OSG red/cyan? I suppose you will need to change the rendering code, I am not aware of this being tweakable anywhere, as only OpenGL color masks are being used - which basically say render everything into red or blue channel (or some combination of them). Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] adding a grid to another plane
hi all, i want to draw grid for that i am using osg::HeightField but it is drawing only in xy Plane. is it possible to draw in another plane?.. thanks and regard Nitin Rangari ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PBOs and stutterless texture uploading
Hi Eduard, On 28/09/10 6:08 , Eduard - Gabriel Munteanu wrote: I've been investigating an issue in Flightgear, an OSS flight sim using OSG. We have lots of stutter, usually in multiplayer, caused by loading new models (this happens whenever somebody join). Loading textures from disk happens on another thread (via DatabasePager), but I traced the issue to glTexImage2D() calls. So it's texture uploading to graphics driver / card that's causing it. It's not uncommon to see delays of 300ms for 500KiB - 1MiB textures. Did you try to enable object pre-compiling on the DatabasePager thread via 'DatabasePager::setDoPreCompile(true)'? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay
Hi, I've tested this patch, but the delay got worst?! :? :' Any idea? Thanks, Malek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32178#32178 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay
Hi, I've tested this patch, but the delay got worst?! :? :' Any idea? Ok, can you tell me which pts of first frame? I think you can decrease pts on first frame's pts instead m_stream-start_time. Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Save texture changes via fragment shader
Hi, I'm trying to implement a simple model painter. I detect the intersection with the mouse and loaded model, and I applied a red color to the area: [Image: http://img818.imageshack.us/img818/9672/painting.jpg ] You can see the selected point on the texture image. I edit the texture image with Qt. But I want to save all changes to a new texture. It can be done in the fragment shader? I can think ... Code: uniform vec2 textCoord; uniform sampler2D baseMap; uniform sampler2D editedMap; uniform vec3 interPos; varying vec4 color; varying vec2 Texcoord; varying vec3 position; void main( void ) { float radio = 8.0; vec3 a = position - interPos; float dist = sqrt((a.x*a.x)+(a.y*a.y)+(a.z*a.z)); vec4 paintColor = vec4(1.0,0.0,0.0,1.0); if(distradio){ gl_FragColor = texture2D( baseMap, Texcoord ) * color + paintColor; //editedMap = texture2D( baseMap, Texcoord ) * color + paintColor; } else{ gl_FragColor = texture2D( baseMap, Texcoord ) * color; //editedMap = texture2D( baseMap, Texcoord ) * color; } } Thank you! Cheers, Aitor Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32180#32180 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adding a grid to another plane
On 9/29/2010 4:40 AM, Nitin Rangari wrote: hi all, i want to draw grid for that i am using osg::HeightField but it is drawing only in xy Plane. is it possible to draw in another plane?.. osgWorks has a makeWirePlane() convenience function for this (See osgworks.googlecode.com). -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adding a grid to another plane
On 9/29/2010 8:37 AM, Paul Martz wrote: i want to draw grid for that i am using osg::HeightField but it is drawing only in xy Plane. is it possible to draw in another plane?.. osgWorks has a makeWirePlane() convenience function for this (See osgworks.googlecode.com). Addendum: But makeWirePlane() is not a heightfield, it's a plane / grid. So if you really need a heightfield in a different plane, then makeWirePlane() is not a solution for you. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] ffmpeg plugin : big delay
Hi Mikhail, Here is my log file with some log informations. Please let me know if you need more tests. (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.541933 (3) : [OSGFFMPEG DEBUG]214 frame_delay 0.0164432 (3) : [OSGFFMPEG DEBUG]329 i_delay 16443 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.541944 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.541955 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.541966 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.541977 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.541989 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542011 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542022 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542033 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542044 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542055 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542066 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542077 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542089 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.5421 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542111 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542122 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542133 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542144 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006 (3) : [OSGFFMPEG DEBUG]329 i_delay -5 (3) : [OSGFFMPEG DEBUG]205 m_stream-start_time 48774 (3) : [OSGFFMPEG DEBUG]207 pts 0 (3) : [OSGFFMPEG DEBUG]213 synched_pts 0.542155 (3) : [OSGFFMPEG DEBUG]214 frame_delay -5.6e-006
Re: [osg-users] adding a grid to another plane
H Nitin, Try using the HeightField::setRotation(Quat) method. Robert. On Wed, Sep 29, 2010 at 11:40 AM, Nitin Rangari nit...@cctech.co.in wrote: hi all, i want to draw grid for that i am using osg::HeightField but it is drawing only in xy Plane. is it possible to draw in another plane?.. thanks and regard Nitin Rangari ___ 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] OSG , Qt and osgsimplifier
Hello forum, I am using the adapter widget to run OSG viewer with Qt. When i try to port the osgsimplifier example in the OSG Qt viewer then the program crashes with the following message: terminate called after throwing an instance of 'std::logic_error' what(): basic_string::_S_construct NULL not valid The program has unexpectedly finished. *** Any hint ? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG , Qt and osgsimplifier
Hello Sajjad, Any hint ? With only this information, the only hint we can give you is to use the debugger. Running in debug, and enabling exception reporting, the debugger should break exactly where the crash occurs, and you should be able to go up the stack to see the source of the crash and see if you can fix 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
Re: [osg-users] Creating a Visible Pivoting Vector/Cylinder
Hi Tom, Thanks a lot for your input. I will be coding that out today so hopefully I can get that all set up! Thanks again, more info on the situation as it develops! ... Cheers, Richard -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32190#32190 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG , Qt and osgsimplifier
Hello Jean, Just ran the debugger. and crashes in the following line * viewer.frame(); ***' Any way to get around that ? Each frame is shown after the mesh is simplified(). In qt adapter the viewer class has two parents AdapterWidget and osg::osgViewer. Could that be the problem ? Regards Sajjad On Wed, Sep 29, 2010 at 6:48 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hello Sajjad, Any hint ? With only this information, the only hint we can give you is to use the debugger. Running in debug, and enabling exception reporting, the debugger should break exactly where the crash occurs, and you should be able to go up the stack to see the source of the crash and see if you can fix 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] convertLatLongHeightToXYZ
Lucie, This is how you would place your model... osg::Matrixd position; ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadia ns(lat), osg::DegreesToRadians(lon), altitude, position); transform-setMatrix(position); where transform is an osg::MatrixTransform node that has your model as a child node. The X,Y,Z geocentric Cartesian coordinates from the lat,lon,alt can be extracted by: osg::Vec3d pos = position.getTrans(); Keep in mind that an altitude of zero will yield a point on the surface of the spheroid for a given lat,lon pair. Any altitude zero is the height above the ellipsoid/spheroid. Hope this helps... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie lemonnier Sent: Wednesday, September 29, 2010 3:44 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] convertLatLongHeightToXYZ Hi, I understood that the XYZ are in Earth Center Earth Fixed coordinates. So is it normal that X,Y are calculated based on height? In fact, I put a latitude, longitude and height on a model, I use osg::EllipsoidModel::convertLatLongHeightToXYZ to obtain the position x,y,z and I transform my point with the MatrixTransforms applied on the terrain model and I place my model with the transformed point. Is it the step to be followed? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32170#32170 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG , Qt and osgsimplifier
Hello Sajjad, Just ran the debugger. and crashes in the following line * viewer.frame(); Are you running a debug build in the debugger? Do you have the debugging symbols for OSG? That specific line is not the site of the crash, it's something that function is doing, so to get to the real source of the crash you need to have debugging symbols and walk down the stack. 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] osgParticle restart...
All, I have a simple question regarding osgParticle effects. Is there a simple way to restart the effects once they expire? For example, I have a burning object emitting a smoke effect that I want to restart after the smoke disappears. Is there a clean way to restart the smoke effect? Thanks, -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG , Qt and osgsimplifier
The only suggestion I can think of is to make sure you are using the single threaded threading model: setThreadingModel(osgViewer::Viewer::SingleThreaded); AFAIK, QT viewers will not work with any of OSG's multi-threaded models. Rob On 9/29/2010 9:35 AM, Sajjad wrote: Hello forum, I am using the adapter widget to run OSG viewer with Qt. When i try to port the osgsimplifier example in the OSG Qt viewer then the program crashes with the following message: terminate called after throwing an instance of 'std::logic_error' what(): basic_string::_S_construct NULL not valid The program has unexpectedly finished. *** Any hint ? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME Cryptographic Signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add a new child
Ulrich Hertlein wrote: I'd recommend you read the OSG QuickStartGuide, it covers this and many other aspects of OSG. Basically what you need to do it modify the camera matrix to obtain rotation/translation and modify the field-of-view to zoom. thanks for the reply. I have already read QuickStartGuide OSG, but it isn't thorough. Can you post an example of code to execute for the operation of zoom, rotate and translation ? Where i can find other examples ? thanks again -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32196#32196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VBO Memory Usage
Hi Robert, I've noticed some issues with memory usage when using VBOs. The attached example generates between 50K and 200K points per frame and creates a new geometry for them with VBO's enabled. If you run the example, it appears as if the VBOs aren't properly being deleted and my graphics memory quickly gets maxed out and it crashes in about 30 seconds. I stuck some debugging output in GLBufferObject::deleteGLObject() and it is never called so it appears as if the VBOs aren't being deleted at all. However, if you run the example with the --fixed argument, the Vec3Array for the points is preallocated to a large number (300K) and the points are just assigned to the array (vs using push_back). This means that each frame is getting a Vec3Array which is the same exact size, but with a varying number of points to actually draw with the DrawArrays. I'm assuming this is causing OSG to take advantage of some kind of VBO reuse as this causes the memory to be totally stable. I'm running the latest SVN version of OSG. Thanks! Jason vbo_test.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Extract ModelView Projection Matrix for GLSL Program version 150 and higher
Hi, gl_ModelViewProjectionMatrix and ftransform() are deprecated since GLSL Version 120 ( but still working ), in Version 150 not working at all. Is there a straight forward way to extract the current ModelView and Projection Matrices ( e.g. from StateSet ? ), without having to pass around the Camera through the SG, or extract osg::Transform World Matrix ? Moreover, gl_Vertex is depreciated as well, so how to create a VBO ? Is it possible to use only VertexAttribArray, without VertexArray, NormalArray, etc. ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32198#32198 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extract ModelView Projection Matrix for GLSL Programversion 150 and higher
Hi Peter, Can't you use compatibility profile ? All stuff you mention is still available in compatibility profile. eg place it at the begining of GLSL Shader: #version 150 compatibility [shader code] Wojtek -- From: Peter Wrobrl particlepe...@gmx.de Sent: Wednesday, September 29, 2010 9:21 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Extract ModelView Projection Matrix for GLSL Programversion 150 and higher Hi, gl_ModelViewProjectionMatrix and ftransform() are deprecated since GLSL Version 120 ( but still working ), in Version 150 not working at all. Is there a straight forward way to extract the current ModelView and Projection Matrices ( e.g. from StateSet ? ), without having to pass around the Camera through the SG, or extract osg::Transform World Matrix ? Moreover, gl_Vertex is depreciated as well, so how to create a VBO ? Is it possible to use only VertexAttribArray, without VertexArray, NormalArray, etc. ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32198#32198 ___ 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