[osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv
Hi, When I run my application (on Linux Debian) which has call to do intersection tests, I get: undefined symbol: ZN11OpenThreads6AtomicmmEv when the application is trying to call addIntersector() function of the osgUtil::IntersectorGroup. In my application's Makefile I only link with libOpenThreads.so, libosgDB.so and libosgTerrain.so. Is that not enough or is it some other problem? Thank you! Cheers, Huron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33104#33104 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Incorrect deepth sorting
Hi, On 27/10/10 05:44, Serg Radkov wrote: Hi, How to make transparent geometry located at various osg:: Drawable properly sorted in depth? properly sorted is difficult. OSG sorts the geometry by the distance from the camera. This leads to incorrect results. what else do you think would work? You can split up geometry more or put things in different bins, but the problems will just show up at a finer grain. Have a look at the osgoit (order independent transparency) example. Also google for order independent transparency and you would find all the reasons why just sorting is not a fix for all cases. jp In attachments screenshots of the same object from different angles. Arrows indicate the edge that does not draw, because their center turns away from the camera than the center of the face is behind them. I draw polygons with the following settings: geode-getOrCreateStateSet()-setMode( GL_BLEND, osg::StateAttribute::ON ); geode-getOrCreateStateSet()-setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); geode-getOrCreateStateSet()-setRenderBinMode(osg::StateSet::RenderBinMode::USE_RENDERBIN_DETAILS); geode-getOrCreateStateSet()-setRenderBinDetails( 11, DepthSortedBin); Thank you! Cheers, Serg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33108#33108 ___ 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] Translucent primitives grouped by Drawable or by Geode?
Hi Thomas, One shouldn't mix primitives that will have some form of alpha blending with opaque ones in the same osg::Drawable/osg::Geometry leaves, as the depth sorting of the transparent bin is done at the Drawable level. However, it doesn't matter how you group the Drawables themselves in the scene graph. Robert. On Tue, Oct 26, 2010 at 8:39 PM, Thomas Dickerson osgfo...@tevs.eu wrote: Hi, When rendering translucent objects in OpenSceneGraph, do I need a Drawable per set of translucent primitives, or a Geode per set? I'm asking because some of my models have a mixture of translucent and opaque materials, in terms of graph structure it seems like per-Geode would make more sense. I just want to be on the safe side. Thank you! Cheers, Thomas Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || Village2Village Project (http://www.village2villageproject.org) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33100#33100 ___ 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] upgrades to osgdb_bsp
Hi Thomas, On Tue, Oct 26, 2010 at 8:44 PM, Thomas Dickerson osgfo...@tevs.eu wrote: Over the last few weeks I've been working on upgrades to the ReaderWriterBSP class to allow it to load drawable geometry from files in the Dynamix Interior Format, a bsp format used by the Torque Game Engine, and it's derivatives. I have a few more bugs to track down with some missing polygons, and distortion of certain textures, but I think it is approaching readiness. Is this something that people feel would make a worthwhile addition to the default set of plugins? If so, how would I go about submitting it? If there are lots of changes then consider placing the changes into a separate plugin, but this does also assume that their is a different file extension for this file format, I don't know anything about the Dynamix Interior Format so can't comment on this. Whether you do go for separate plugin or not just package up all the required files/modified files in full and post them to osg-submissions mailing list and I can pick them up from there. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv
Hi Huron, On Wed, Oct 27, 2010 at 1:02 AM, Huron Sam Perera hsper...@bellhelicopter.textron.com wrote: When I run my application (on Linux Debian) which has call to do intersection tests, I get: undefined symbol: ZN11OpenThreads6AtomicmmEv when the application is trying to call addIntersector() function of the osgUtil::IntersectorGroup. In my application's Makefile I only link with libOpenThreads.so, libosgDB.so and libosgTerrain.so. Is that not enough or is it some other problem? I'd add libosg.so into the list, but I don't think it'd address the link problem as it relates to OpenThreads. The undefined symbol itself makes me wonder if you have libs and headers that conflict in their implementation of the OpenThreads::Mutex. Did you build the OSG yourself, or pull it in from debian repositories? Which version of the OSG? Have a check of your include/OpenThreads/Config to see what it has defined. I'm using Kubuntu so it's a debian based system and build the OSG myself (;-) and my include/OpenThreads/Config looks like: // ... comments removed .. so focus on the important bits: #ifndef _OPENTHREADS_CONFIG #define _OPENTHREADS_CONFIG #define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_SUN */ /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */ /* #undef _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC */ /* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */ /* #undef OT_LIBRARY_STATIC */ #endif In this case OpenThreads itself must also be built with atomic gcc builtins. Robert. Not that it's ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders
Hi, When I only have one point in a GL_POINTS DrawElements primitive, the shaders in my StateSet have no effect. It seems a primitiveset cannot contain use only one point, or the point does not reach the shaders for some reason. To reproduce the problem, change the osggeometryshaders sample so that only 1 (not 8) points are added to the vertex array. You should see 2 animated lines in this case - but nothing is displayed. A colleague of mine stumbled upon this behavior (bug?) a while ago. Is this a known bug? Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33116#33116 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders
Hi Fred, My guess is that small feature culling is culling the Geometry before it even gets into the draw traversal. You can switch off small feature culling by doing: viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode() ~osg::CullSettings::SMALL_FEATURE_CULLING); Robert. On Wed, Oct 27, 2010 at 11:00 AM, Fred Smith osgfo...@tevs.eu wrote: Hi, When I only have one point in a GL_POINTS DrawElements primitive, the shaders in my StateSet have no effect. It seems a primitiveset cannot contain use only one point, or the point does not reach the shaders for some reason. To reproduce the problem, change the osggeometryshaders sample so that only 1 (not 8) points are added to the vertex array. You should see 2 animated lines in this case - but nothing is displayed. A colleague of mine stumbled upon this behavior (bug?) a while ago. Is this a known bug? Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33116#33116 ___ 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] Combining shaders and query about them
Thanks for the replay! Another question how can I know the hardware limit vertex attributes? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33117#33117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disabing depth sorting and other optimizations
Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I think we can squeeze a lot more out of it. So i'm writing a node visitor which could eventually be added to the optimizer to remove all un used states etc when running on gles 2. This is the majority of the fixed function pipeline like texture matrices etc. On top of this IPhones and perhaps all devices using the PowerVR chips use a deferred renderer, which means depth sorting is pointless as the renderer will wait till all commands are received and ensure they are rendered in the correct order anyhow. So my question is is the best way to disable depth sort to put everything into the transparent bin? Also if anyone has anyother suggestions to squeeze a few more fps out of these devices I'd love to hear them. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabing depth sorting and other optimizations
Hi Tom, The CPU cost of depth sorting the transparent objects is pretty low, and will only be significant if you have a very large number of geometries that need to depth sorted. Do you think you are CPU limited by the sorting of transparent bin? Robert. On Wed, Oct 27, 2010 at 11:19 AM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I think we can squeeze a lot more out of it. So i'm writing a node visitor which could eventually be added to the optimizer to remove all un used states etc when running on gles 2. This is the majority of the fixed function pipeline like texture matrices etc. On top of this IPhones and perhaps all devices using the PowerVR chips use a deferred renderer, which means depth sorting is pointless as the renderer will wait till all commands are received and ensure they are rendered in the correct order anyhow. So my question is is the best way to disable depth sort to put everything into the transparent bin? Also if anyone has anyother suggestions to squeeze a few more fps out of these devices I'd love to hear them. Cheers Tom ___ 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] GL_POINTS primitiveset with only 1 point doesn't reach shaders
robertosfield wrote: Hi Fred, My guess is that small feature culling is culling the Geometry before it even gets into the draw traversal. You can switch off small feature culling by doing: viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode() ~osg::CullSettings::SMALL_FEATURE_CULLING); Robert. Hi Robert, Thanks for your reply, but that doesn't seem to work, the following code has no effect: Code: // osggeometryshaders.cpp, line 187 osgViewer::Viewer viewer; viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode() ~osg::CullSettings::SMALL_FEATURE_CULLING); viewer.setSceneData( root ); Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33121#33121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabing depth sorting and other optimizations
Hi Robert At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a waste of cpu to depth sort and I'm just looking for all the extra performance I can find (doing computer vision). I won't expect any miracles :). Cheers Tom On 27 October 2010 11:40, Robert Osfield robert.osfi...@gmail.com wrote: Hi Tom, The CPU cost of depth sorting the transparent objects is pretty low, and will only be significant if you have a very large number of geometries that need to depth sorted. Do you think you are CPU limited by the sorting of transparent bin? Robert. On Wed, Oct 27, 2010 at 11:19 AM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I think we can squeeze a lot more out of it. So i'm writing a node visitor which could eventually be added to the optimizer to remove all un used states etc when running on gles 2. This is the majority of the fixed function pipeline like texture matrices etc. On top of this IPhones and perhaps all devices using the PowerVR chips use a deferred renderer, which means depth sorting is pointless as the renderer will wait till all commands are received and ensure they are rendered in the correct order anyhow. So my question is is the best way to disable depth sort to put everything into the transparent bin? Also if anyone has anyother suggestions to squeeze a few more fps out of these devices I'd love to hear them. Cheers Tom ___ 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] FBX Up axis bug
Hi all Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I found a bug with the up axis. When exporting from 3ds max the axis are stored as x=0 y=1 z=2 But for some reason the fbx sdk 2011.2 sets the eUpVector enum in kfbxaxissystem.h to the following enum eUpVector { XAxis =1, YAxis =2, ZAxis =3 }; changing this to enum eUpVector { XAxis =0, YAxis =1, ZAxis =2 }; fixed our problems Hope someone finds this useful Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New osgText library - Questions
Alright then... but why didn't my app compile, then? Are there known regressions? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, Right now I'd recommend just sticking with osgText::Text and osgText::Text3D as TextNode isn't feature complete yet. I will be maintaining Text and Text3D for 3.0 to retain backwards compatibility. Robert. On Tue, Oct 26, 2010 at 3:04 PM, Sukender suky0...@free.fr wrote: Hi all, When updating to latest trunk, I faced the refactoring of osgText. Of course my app has been updated to fit this change, but I don't know how to get the old behaviour back. Can someone assist me? How must I transform these when I got a TextNode*? 1. setAlignment(osgText::Text::LEFT_TOP) 2. setColor() (I guess it's Stateset Material Diffuse) 3. setBackdropType() / setBackdropColor() / setColorGradientMode() / setColorGradientCorners()... 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabing depth sorting and other optimizations
Hi Thomas, On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a waste of cpu to depth sort and I'm just looking for all the extra performance I can find (doing computer vision). I won't expect any miracles :). I wonder if the Apple docs actually mean it's pointless depth sorting opaque objects, something that the OSG doesn't do by default anyway - it states sorts for the opaque bin. For the transparent bin you still need to render from back to front to get the correct blending, unless the driver knows about transparent objects needing to be render back to front. As for looking for an optimization here, I really don't think it's worth your while, you are attempting premature optimization - deciding what the bottlenecks are before you've even tested it. I would recommend doing actual benchmarks on the target hardware/OS with the types of datasets you will be using and then profile it closely to establish what are the bottlenecks. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New osgText library - Questions
On Wed, Oct 27, 2010 at 1:21 PM, Sukender suky0...@free.fr wrote: Alright then... but why didn't my app compile, then? I can't answer this. Are there known regressions? I don't know of any present regressions, if there are lets us know. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::DrawElements - i missed something?
Hi, Small piece of code: Code: osg::ref_ptr osg::Vec3Array verts = new osg::Vec3Array(); verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) ); verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) ); verts-push_back(osg::Vec3(-100.0f, 200.0f, 100.0f ) ); verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); osg::ref_ptr osg::DrawElements elements = static_cast osg::DrawElements* ( new osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP ) ); elements-reserveElements( 3 ); elements-addElement( 0 ); elements-addElement( 1 ); elements-addElement( 2 ); p_geometry-setVertexArray( verts.get() ); // does not work p_geometry-addPrimitiveSet( elements.get() ); // works p_geometry-addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,verts-size() ) ); p_geode-addDrawable( p_geometry.get() ); Do you see something wrong in this code? Or I missed something? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33127#33127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::DrawElements - i missed something?
Hi Robert, DrawElementsUInt can make use of std::vector methods directly, such like: osg::DrawElementsUInt* de = new osg::DrawElementsUInt(osg::PrimitiveSet::LINE_LOOP); de-push_back( 0 ); de-push_back( 1 ); de-push_back( 2 ); Or de-resize(3); (*de)[0] = 0; (*de)[1] = 1; (*de)[2] = 2; Just have a try. :-) Cheers, Wang Rui 2010/10/27 Robert Gosztyla robert.goszt...@gmail.com Hi, Small piece of code: Code: osg::ref_ptr osg::Vec3Array verts = new osg::Vec3Array(); verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) ); verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) ); verts-push_back(osg::Vec3(-100.0f, 200.0f, 100.0f ) ); verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); osg::ref_ptr osg::DrawElements elements = static_cast osg::DrawElements* ( new osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP ) ); elements-reserveElements( 3 ); elements-addElement( 0 ); elements-addElement( 1 ); elements-addElement( 2 ); p_geometry-setVertexArray( verts.get() ); // does not work p_geometry-addPrimitiveSet( elements.get() ); // works p_geometry-addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,verts-size() ) ); p_geode-addDrawable( p_geometry.get() ); Do you see something wrong in this code? Or I missed something? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33127#33127 ___ 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] Disabing depth sorting and other optimizations
Sounds sensible to me. I'm just a little too keen. All in all though I've been really impressed by the performance already. I'll start making a test scene and perhaps add a few features that can be toggled, like render to texture etc. I'll see if I find time this weekend On 27 October 2010 13:39, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas, On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a waste of cpu to depth sort and I'm just looking for all the extra performance I can find (doing computer vision). I won't expect any miracles :). I wonder if the Apple docs actually mean it's pointless depth sorting opaque objects, something that the OSG doesn't do by default anyway - it states sorts for the opaque bin. For the transparent bin you still need to render from back to front to get the correct blending, unless the driver knows about transparent objects needing to be render back to front. As for looking for an optimization here, I really don't think it's worth your while, you are attempting premature optimization - deciding what the bottlenecks are before you've even tested it. I would recommend doing actual benchmarks on the target hardware/OS with the types of datasets you will be using and then profile it closely to establish what are the bottlenecks. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Missing getEnableDepthWrites() in include/osgText/Text.
In the current trunk in include/osgText/Text it looks like the first definition of setEnableDepthWrites() should be getEnableDepthWrites() instead. bool setEnableDepthWrites() { return _enableDepthWrites; } void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; } Ken. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Missing getEnableDepthWrites() in include/osgText/Text.
Hi Ken, This is a mistake, thanks for spotting it. I've fixed this and checked it into svn/trunk. Robert. On Wed, Oct 27, 2010 at 2:40 PM, Sewell, Kenneth R Civ USAF AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote: In the current trunk in include/osgText/Text it looks like the first definition of setEnableDepthWrites() should be getEnableDepthWrites() instead. bool setEnableDepthWrites() { return _enableDepthWrites; } void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; } Ken. ___ 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] osgAudio Sound Position
On 10/26/2010 12:13 PM, Chris 'Xenon' Hanson wrote: On 10/26/2010 11:56 AM, Matt Caron wrote: The demos work fine - I have tried the occlusion demo and it seems to be working for both sound intensity and doppler shift... Can you start with that and modify it incrementally to be what you want and make sure it works at each step? I can't immediately spot problems in your code, but I don't really have the time to compile it and mess with it. Also, consider using the osgAudio list itself. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG ActiveX + IFC
Hi, I need OSC ActiveX + option to load IFC file. If there is someone who can do that, please contact me for details. Thank you! Cheers, Zdravko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33141#33141 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG ActiveX + IFC - looking for developer
Hi, I need OSC ActiveX + option to load IFC file. If there is someone who can do that, please contact me for details. Thank you! Cheers, Zdravko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33141#33141 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv
Hi Huron, On Wed, Oct 27, 2010 at 5:49 PM, Huron Sam Perera hsper...@bellhelicopter.textron.com wrote: I added libosg.so and I still get the unresolved symbol. To answer your other questions: Yes, I built OSG myself. I think I am using 2.8.3. By the way, is there any file in the dowload that tells me which version I am using? My include/OpenThreads/Config looks just like yours. So I guess I have to build OpenThreads with atomic gcc builtins. How do I do that? It should already built with built ins, otherwise the Config would be different. What is up with your system I don't know. Perhaps there is an issue with gcc on your system. What version of debian and gcc are you using? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv
Hi Robert, My debian version is 5.0.2. When I type gcc -v on my system the response is (along with bunch of other information): gcc version 4.3.2 (Debian 4.3.2-1.1). Thank you! Cheers, Huron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33150#33150 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::DrawElements - i missed something?
Hi, Hmm, the same effect, doesn't work (why should?). There is something wrong with elements-addElement() method? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33151#33151 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture for IPhone
Hi, Am 22.10.10 05:47, schrieb Thomas Hogarth: I'm gonna continue digging but would really appreciate if you could lend a hand. Once this is working I think we have the full set of features I commonly use in OSG all working for IPhone. I tried some stuff to get FBOs working on the iPhone, but I did not succeed (tried only ES 1.1). I think, there's a tiny little bit missing to get it working ... Perhaps it has something to do with glDrawBuffers not available on OpenGL ES. Did you get it working? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] upgrades to osgdb_bsp
robertosfield wrote: If there are lots of changes then consider placing the changes into a separate plugin, but this does also assume that their is a different file extension for this file format, I don't know anything about the Dynamix Interior Format so can't comment on this. Whether you do go for separate plugin or not just package up all the required files/modified files in full and post them to osg-submissions mailing list and I can pick them up from there. The Dynamix Interior Format (DIF) is a binary-space partition format used by the Torque Game Engine, and derivative products (from GarageGames, founded by former members of Dynamix). It does use its own extension (.dif); however I felt that it made sense to work on it as an extension to the existing bsp plugin since it could then easily be extended at some point in the future into a nodekit providing BSP collision information to programs which (for example) make use of osgBullet or have similar physics needs. It is particularly likely that I will make these improvements myself at some point in the future, so having the plugin structured in that manner made sense as far as long-term planning is concerned. If you still want a separate plugin, I'm happy to separate it out, but the changes I made to the organizational structure and inheritance-tree of the classes in the osg_bsp plugin may still be desirable. Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || Village2Village Project (http://www.village2villageproject.org) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33153#33153 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Translucent primitives grouped by Drawable or by Geode?
Robert, That is the response I was anticipating, but it's good to have my suspicions confirmed. Thanks, Thomas Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || Village2Village Project (http://www.village2villageproject.org) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33154#33154 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture for IPhone
Hi I think i've pinned it down to the fact the context isn't actually ready on the first call to frame (only get created once the views are shown) So I'm gonna have a play with changing when the timer gets started and see if that fixes things. Tom On 27 October 2010 20:30, Stephan Huber ratzf...@digitalmind.de wrote: Hi, Am 22.10.10 05:47, schrieb Thomas Hogarth: I'm gonna continue digging but would really appreciate if you could lend a hand. Once this is working I think we have the full set of features I commonly use in OSG all working for IPhone. I tried some stuff to get FBOs working on the iPhone, but I did not succeed (tried only ES 1.1). I think, there's a tiny little bit missing to get it working ... Perhaps it has something to do with glDrawBuffers not available on OpenGL ES. Did you get it working? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv
Hi Robert, The problem may be in the way I am linking with OSG libs in my Makefile. To check that I tried to create a Makefile for the osgintersection example. when I run cmake I get the following: The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done CMake Error at CMakeLists.txt:7 (SETUP_EXAMPLE): Unknown CMake command SETUP_EXAMPLE. CMake Warning (dev) in CMakeLists.txt: No cmake_minimum_required command is present. A line of code such as cmake_minimum_required(VERSION 2.8) should be added at the top of the file. The version specified may be lower if you wish to support older CMake versions for this project. For more information run cmake --help-policy CMP. This warning is for project developers. Use -Wno-dev to suppress it. -- Configuring incomplete, errors occurred! Please help to get this resolved. Then I can check whether I can run this example in my system. If I am successful I will compare the Makefiles and hopefully that will resolve the udefined symbol problem. Thank you! Cheers, Huron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33157#33157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::DrawElements - i missed something?
Hi Robert, In fact both your code and mine work fine under my platform. It is OK to use addElement(), too and a triangle line (made up by the first three elements in the vertex array) will appear. Is there something wrong with your makefile or project settings? What is the error message? Cheers, Wang Rui 2010/10/28 Robert Gosztyla robert.goszt...@gmail.com Hi, Hmm, the same effect, doesn't work (why should?). There is something wrong with elements-addElement() method? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33151#33151 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv
Hi Huron, On 28/10/10 9:17 , Huron Sam Perera wrote: The problem may be in the way I am linking with OSG libs in my Makefile. This may be a silly question, but are you linking OpenThreads? I usually link with '-L/usr/local/lib -losgViewer -losgGA -losgDB -losgUtil -losg -lOpenThreads'. To check that I tried to create a Makefile for the osgintersection example. when I run cmake I get the following: Why are you creating a Makefile but are then running cmake? This doesn't make any sense. Do you mean you created a CMakeLists.txt file? The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done CMake Error at CMakeLists.txt:7 (SETUP_EXAMPLE): Unknown CMake command SETUP_EXAMPLE. SETUP_EXAMPLE is an OSG-specific macro from CMakeModules/OsgMacroUtils.cmake. The OSG root CMakeLists.txt finds the macro via these commands: SET(CMAKE_MODULE_PATH ${OpenSceneGraph_SOURCE_DIR}/CMakeModules;${CMAKE_MODULE_PATH}) INCLUDE(OsgMacroUtils) /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org