Re: [osg-users] Blending two textures manualy
Ulrich Hertlein wrote: I believe your pixel address calculation is wrong; try this instead: // i==row/y, j==column/x unsigned char* pixel = texture-getImage(0)-data() + ((i * tex_width) + j) * 4; *(pixel+0) = r; *(pixel+1) = g; *(pixel+2) = b; *(pixel+3) = a; I get the same result ... thanks for the reply! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33741#33741 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightweighted STL support for mobile development?
Hi Wang Rui, My approach would be to do the ports and see just how big the footprint is, and if it's OK then your job is done, no need to spend extra time optimizing stuff that isn't an issue. Memory footprint is an issue that I have been expecting to arise as a problem on the embedded space, but so far I haven't heard from those doing ports citing it as a problem. We are early days of course, it may turn out to be an issue for enough developers that effort in porting to an alternative to STL might be warranted. If it's relatively easy to do then the the threshold for forcing one to move across needn't be so high. There are lots of other things we could do to reduce footprint as well. However, I would recommend doing the port then accessing what problems there are, then looking at the various approaches that might be able to resolve these. Robert. On Mon, Nov 15, 2010 at 2:07 AM, Wang Rui wangra...@gmail.com wrote: Hi all, In the past few months I saw that OSG was ported to iPhone and worked well. It is also being prepared to be migrated to more mobile platforms like Android and Symbian (e.g. a new OpenThreads implementation with Qt). With these in mind, I'm now considering if we could provide a lightweighted STL library instead of the normal one while porting OSG to mobile devices. The STL library itself may be too large for developing with memory limitation. Although memory size is not so important in modern desktop and mobile platforms, we can still benifit from the maximum saving of resources, and make use of possibly cleaner and faster code, especially in the rendering back-end. I've had a glance of the uSTL library (http://ustl.sourceforge.net/) and thought it might be a good start. I haven't planned for any implementations about merging uSTL into OSG or implementing another one to replace the normal STL library when required for mobile developing, but just would like to start a discussion at present. One of my friend is working in Nokia and he provides me some useful information of the concept of uSTL, and a portable version of it under Symbian. I really hope somebody (including myself :-) can give more suggestions and solutions, and work out a usable mobile version of OSG in the future. Cheers, Wang Rui ___ 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] OSG 2.8.3 with XCode 3.2 on 10.6.4
From memory, OpenThreads.framework needs to be added into the link phase of some of the other frameworks and libs. If all you need is a working pre-compiled version of OSG 2.8.2 for Mac OS X, I have made an installer package available here: www.artoolworks.com/dist/openscenegraph/2.8.2/ Regards, Philip gabyx wrote: Hi, I have a general build problem: -I downloaded the 2.8.3 stable version ZIP file. - Compiled (out of the box) the XCode Project (Release 32bit Cocoa) - Compiles fine, no errors, all frameworks builded - Copied the Frameworks to /library/frameworks/ - Made a new XCode Project from Template of the ZIP (2.8.3) - This Project does not compile: - Included only the osg/* headers in the prefix header - It cannot find several files, header in the framework I think, this is strange: In file included from /Library/Frameworks/osg.framework/Headers/AlphaFunc:17, from .../Desktop/OSGTEST/OSGTEST_Prefix.pch:31: /Library/Frameworks/osg.framework/Headers/StateAttribute:19:38: error: osg/StateAttributeCallback: No such file or directory In file included from ...Desktop/OSGTEST/OSGTEST_Prefix.pch:83: /Library/Frameworks/osg.framework/Headers/ImageStream:18:27: error: osg/AudioStream: No such file or directory When I copy the missing headers in the frameworks, it compiles,but gives a linking error with: OpenThreads::Atomic::operator--(), referenced from: osg::Referenced::unref() constin main.o ld: symbol(s) not found collect2: ld returned 1 exit status What is wrong here, I dont know really how to get this working?... Could anyone help? Thank you! Cheers, Gabriel[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33744#33744 ___ 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 all, I've just checked out the OSG iOS (a.k.a. iPhone) port which several of you have been putting a lot of effort into. Congratulations on the achievements so far. Am I correct in thinking that the branch at https://github.com/stmh/osg/tree/iphone contains the most recent efforts? I have two particular issues which I've encountered so far. The first is that on iOS retina-display devices (currently iPhone 4 and iPod Touch 4G) the graphics are being rendered only half-size. I saw some discussion on this in earlier posts, but I can't see any fixes for this in the current repo. Does anyone have a fix coded up waiting for testing? The second issue is that I'm not seeing animation on some animated OSG models. Are there known issues with animation in the current port? I'd like to help out where possible with this port, and I have a bunch of devices I can test on. Regards, Philip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33745#33745 ___ 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 Philip, Am 15.11.10 12:03, schrieb Philip Lamb: I've just checked out the OSG iOS (a.k.a. iPhone) port which several of you have been putting a lot of effort into. Congratulations on the achievements so far. thanks :) Am I correct in thinking that the branch at https://github.com/stmh/osg/tree/iphone contains the most recent efforts? Yes. I have two particular issues which I've encountered so far. The first is that on iOS retina-display devices (currently iPhone 4 and iPod Touch 4G) the graphics are being rendered only half-size. I saw some discussion on this in earlier posts, but I can't see any fixes for this in the current repo. Does anyone have a fix coded up waiting for testing? Thomas had a fix for that, which I didn't incorporate completely, because it broke compatibility with iOS 3.2 on the iPad. Maybe a bug of iOS 3.2. AFAIK only a multiplier with the screen-scale is missing. As I don't have any device with retina-display (yet) I can't fix it on my end. The second issue is that I'm not seeing animation on some animated OSG models. Are there known issues with animation in the current port? Not that I am aware of. I do not use osgAnimation, so can't help here. Do your models work with current svn? Perhaps static-linking is not working properly for osgAnimation. I'd like to help out where possible with this port, and I have a bunch of devices I can test on. Your help is greatly appreciated! Feel free to send any modifications to me or this list (or via pull request on github), I'll try to incorporate them into the git-repository. There a two main bugs remaining before I'll send the modifications to Robert: * display-size bug for retina-displays * FBO-rendering is not working correctly 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] 3rd party libs and VS 2010
Hi Brad, hi all, Files available at http://sukender.free.fr/pvle/files/vc10/ (All are Windows x64 MSVC10 with Windows SDK 7.1, both release and debug). Help yourself! Warning: these are dumb copies of my directories (less some files, such as .obj, .pdb, ...). If you plan to make a nice repository of binaries, please tell. Important notes: - If you feel some have to be compiled with options (dynamic, static, another version, etc.), please ask. - I recently found that some libs changed their output directory. I thus updated my CMake finders. Please find my finders in the PVLE SVN trunk, at https://pvle.svn.sourceforge.net/svnroot/pvle/trunk/CMakeModules/ , or browse at http://pvle.svn.sourceforge.net/viewvc/pvle/trunk/CMakeModules/ Versions are: - boost_1_44_0 (dynamic only) - curl-7.21.1 without SSL (dynamic only, with zlib) - freealut-1.1.0 (both static and dynamic) - freeglut-2.6.0 (dynamic only) - freetype-2.4.2 (static only, didn't found dynamic) - jpeg-8b (static only) - png 1.4.3 (dynamic only) - ODE 0.11.1 (dynamic only, single precision only) - ogg SVN rev. 17535 (dynamic only) - OpenAL-Soft GIT rev. 4f81bce800c91bf0676cdff4267ce474d88ebf5a (dynamic only) - osgAudio SVN rev. 67 (dynamic only) - tiff-3.9.4 (static only) - vorbis SVN rev. 17535 (dynamic only) - zlib 1.2.5 (dynamic only) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Allright. I'll try doing it ASAP (tomorrow I guess). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Brad Christiansen brad.christian...@thalesgroup.com.au a écrit : Hi, I certainly am. I am not doing a 64bit build at the moment but it will save me (and others) some time compiling them. If you can get them to me I will package them up and post a link on the osg-wiki. I am not sure I will get it done in the next week or as I am off on holidays on Saturday for a week, but I will upload them once I get back if I run out of time. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: Wednesday, 10 November 2010 6:01 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [build] 3rd party libs and VS 2010 Hi Brad, I got some dependencies for VC10 64bits (WinSDK 7.1): - curl-7.21.1 without SSL - freetype-2.4.2 - jpeg-8b - lpng143 - zlib And some others: - Boost 1.44 - freealut-1.1.0 - libsquish - ode-0.11.1 - ogg, vorbis - OpenAL-Soft Interested? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Brad Christiansen brad.christian...@thalesgroup.com.au a écrit : Hi, Ideally this shouldn't be necessary as the cmake find modules should be able to find what is needed once you have set the 3rdParty dir in cmake. I think I have not structured my dependencies correctly for the all to be found. It is on my to-do list to clean up the dependencies I have published, and if necessary modify the 'find module' cmake files so they are all automatically detected, but this task never seems to rise to the top to the list : ) If anyone has built 64 bit dependencies using VS2010 I am happy to package them up and make them available too. It is also on my to-do list to publish 64bti binaries but that is another task that never quite seems to get done. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joel Graff Sent: Saturday, 6 November 2010 8:41 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [build] 3rd party libs and VS 2010 Just as a follow-up (esp. for others who aren't greatly familiar with cmake), I discovered that most of my problems getting the various plugins to show up in the generated VS project were solved by clicking the Advanced checkbox in the upper right of the cmake gui. This exposes a whole bunch more variables for referencing libraries, not the least of which are the Freetype libraries. I set the directory paths / lib locations and viola! freetype compiles! Hope it helps save someone else a week of work trying to get OSG to compile... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33554#33554 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org DISCLAIMER:--- This e-mail transmission and any documents, files and previous
[osg-users] thread hangs when LineSegmentIntersector is used...
All, I have a two process application where one process loads the scenegraph for rendering via CompositeViewer while the other process loads a subset of the same scenegraph (terrain) for extracting database information. No rendering is going on in the second process. In the second process, I'm starting a thread using OpenThreads to perform intersection calculations with the terrain. The thread seems to start ok and go into the run() method until it requests an intersection with the terrain. Once LineSegmentIntersector is called, the thread hangs and seems to be in some sort of wait state that never comes back. I don't understand why the thread stops running when I do an intersection calculation. Is it possible that LineSegmentIntersector is modifying the scenegraph when it does its calculations? Would that cause the thread to stop running? This is my first attempt at using OpenThreads so I'm probably missing something... Thanks for any help in advance... Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33748#33748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Semi-transparency
Hi, Thank you, it works well! lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33750#33750 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] increase ocean view range
are you worked it out? amigoface wrote: yes from the osgapp example Code: _oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i tried before to increase some of these value but i got a very strange and horrible effect since i don't know each parameter value correspondence for example i tried this before Code: _oceanSurface = new osgOcean::FFTOceanSurface( 128, 512, 33, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i can't put screens now beacause i don't have my dev machine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33751#33751 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and FreeVr , using osgViewer
Hi, Previously I posted a thread in this forum regarding integrating osgViewer with FreeVr . By the help of a friend in this forum, I integrated a scene in FreeVr. But still has some problems that I want to discuss about them : 1- How can I get rid of the background of the model (usually blue) .. I mean I just want to load the model in the FreeVr world. 2-As I am newbie in the osg and freeVr, Would you guys tell me how does the event handling go ? Is it handled by freeVr or OsgViewer ? 3- When I compile the code .. in the terminal i get this messages vrLockWriteRelease(): Something is wrong with the lock's wmutex vrLockReadSet(): Can't set read lock: bad lock [0x83e2b40]. but the code is still doing fine ( i mean no crashes) Below I put a sample shots of my codes, I hope you guys can help me. Thank you! Cheers, Mohammad Reza Shakouri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33752#33752 Attachments: http://forum.openscenegraph.org//files/screenshot_4_196.png http://forum.openscenegraph.org//files/screenshot_5_203.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] thread hangs when LineSegmentIntersector is used...
Hi Robert, Thanks for the reply. If LineSegmentIntersector does nothing to the scenegraph, I'm definitely not modifying the scenegraph in the process that spawned the thread so there must be something else going on that is causing the thread to stop running. I have gone into the debugger and the thread goes into a wait state which never returns. Obviously I will need to dig deeper to find out why. My purpose of inquiry to the forum was to make sure I wasn't forgetting something with using OpenThreads or in understanding how LineSegmentIntersector works on the scenegraph. It is curious that the thead stops running when using LineSegmentIntersector to compute intersections. Otherwise it runs fine... For the record, I'm currently using 64bit Linux Fedora core 13. This exact same software runs fine on Fedora core 10 and RedHat 5.4...weird. Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33753#33753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] increase ocean view range
If you modify the third parameter of FFTOceanSurface which is called numTiles you will be able to increase the number of tiles that make up the ocean surface and thus the range. Increasing the number of tiles will have a direct effect on performance. You may wish to try the new vbo technique in the trunk to reduce update times. Regards, Kim Sent from my iPhone On 15 Nov 2010, at 16:16, Shen Qing fl...@yahoo.cn wrote: are you worked it out? amigoface wrote: yes from the osgapp example Code: _oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i tried before to increase some of these value but i got a very strange and horrible effect since i don't know each parameter value correspondence for example i tried this before Code: _oceanSurface = new osgOcean::FFTOceanSurface( 128, 512, 33, windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, choppyFactor, 10.f, 256 ); i can't put screens now beacause i don't have my dev machine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33751#33751 ___ 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] [osgPlugins] OSG Plugins
Hi, I can't seem to figure out where I have gone wrong... I have compiled OSG, the plugins, and external libs (TIFF, JPEG, PNG, GDAL, etc)...but STILL cannot open certain file types like JPEG and PNG. Can anyone point me to a step-by-step 'setup' procedure for getting OSG up and running with the plugins? Thank you! Cheers, Samuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33755#33755 ___ 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 Phil, Stephan I have two particular issues which I've encountered so far. The first is that on iOS retina-display devices (currently iPhone 4 and iPod Touch 4G) the graphics are being rendered only half-size. I saw some discussion on this in earlier posts, but I can't see any fixes for this in the current repo. Does anyone have a fix coded up waiting for testing? As Stephan rightly says I have a version with this working (attached) The problem lies with the device screen size. Stephan seems to have to use screen bounds (in points) where as for the retina displays we need to use sceen size (in pixels). The problem lines are around line 77 of IPhoneUtils.mm. Stephan if you could take a look at those changes and possibly just add an if !3.2 statement or the like then I think we are ok, but I think we need someone with both device types. The second issue is that I'm not seeing animation on some animated OSG models. Are there known issues with animation in the current port? I've used basic animation exported from 3ds max into a .osg file (haven't tried .ive) seems to work ok for me. I've also had software skinning with osgAnimation working. Could the problem lie with your static imports i.e. are you using .osg but not adding USE_DOTOSGWRAPPER(AnimationPath) Just a guess. I'd like to help out where possible with this port, and I have a bunch of devices I can test on. * display-size bug for retina-displays * FBO-rendering is not working correctly Having someone with a few devices would be great as I'm just doing this as a hobby and it's getting rather expensive :). As Stephan says we still have the above two problems, I've almost fixed the FBO problem so I recon if you have mutliple devices (especially an IPad) it would be great if you could help put with the retina display problems. I assume this is for osgART (you work for ARToolWorks right). I've been using the open source ARToolkit at the moment (ported a version myself, is there anything else available). I'm getting great performance and almost have time to use render to texture and some post processing (although with out rtt the fps is sooo smooth). I'd be really keen to help out with any problems you have with the AR side of things, e.g You'll find there is a bug in versions 2.9.8 when using subload callbacks for npot textures. Things I'd be keen to learn about are the different camera res' on different devices, I have an IPod 4th gen and although you can request 640x480 and 1280x720 explicitly the other res' are just called things like PHOTO which I have no idea if it ends up the same res on a 3gs for example. Anyhow I guess those are less OSG related and more AR, so on that side of things feel free to email me direct. Cheers Tom /* * IphoneUtils.h * OpenSceneGraph * * Created by Thomas Hogarth on 25.11.09. * * By default we create a full res buffer across all devices and if now viewContentScaleFator is given We use the screens ScaleFactor. * This means that for backward compatibility you need to set the windowData _viewContentScaleFactor to 1.0f and set the screen res to the * res that of the older gen device. * http://developer.apple.com/library/ios/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html#//apple_ref/doc/uid/TP40007072-CH10-SW11 * */ #ifdef __APPLE__ #ifndef IPHONE_UTILS_HEADER_ #define IPHONE_UTILS_HEADER_ #ifdef __OBJC__ @class UIScreen; #else class UIScreen; #endif #include osg/DeleteHandler #include osg/GraphicsContext #include osgViewer/GraphicsWindow namespace osgIPhone { struct IPhoneWindowingSystemInterface : public osg::GraphicsContext::WindowingSystemInterface { public: IPhoneWindowingSystemInterface(); /** dtor */ ~IPhoneWindowingSystemInterface(); /** @return count of attached screens */ virtual unsigned int getNumScreens(const osg::GraphicsContext::ScreenIdentifier si) ; virtual void getScreenSettings(const osg::GraphicsContext::ScreenIdentifier si, osg::GraphicsContext::ScreenSettings resolution); virtual void enumerateScreenSettings(const osg::GraphicsContext::ScreenIdentifier screenIdentifier, osg::GraphicsContext::ScreenSettingsList resolutionList); virtual bool setScreenSettings (const osg::GraphicsContext::ScreenIdentifier si, const osg::GraphicsContext::ScreenSettings settings); /** returns screen-ndx containing rect x,y,w,h, not_tes...@tom */ unsigned int getScreenContaining(int x, int y, int w, int h); //IPhone specific // //return the UIScreen object asscoiated with the passed ScreenIdentifier //returns nil if si isn't found UIScreen* getUIScreen(const osg::GraphicsContext::ScreenIdentifier si); // //Get the contents scale factor of the screen, this is the scale factor required //to convert points to pixels on this screen bool getScreenContentScaleFactor(const osg::GraphicsContext::ScreenIdentifier si, float scaleFactor); // //Get the
[osg-users] [build] dylib and install name os x
Hi, I builded, 2.8.3 with Cmake on OS X 10.5 and I have the problem that all my library which build successfully have install names like: Code: user10-164:lib username$ otool -L libosg.2.8.3.dylib libosg.2.8.3.dylib: /Users/username/Desktop/OpenSceneGraph283/Build/FirstBuild/lib/libosg.2.8.3.dylib (compatibility version 65.0.0, current version 2.8.3) /Users/username/Desktop/OpenSceneGraph283/Build/FirstBuild/lib/libOpenThreads.11.dylib (compatibility version 11.0.0, current version 2.4.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 123.0.0) /System/Library/Frameworks/AGL.framework/Versions/A/AGL (compatibility version 1.0.0, current version 1.0.0) /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0) /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0, current version 7.9.0) /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0, current version 625.0.0) How can I change the Cmake Variables that my install names are changed so that, I can move the libraries (all together in a folder /lib) around, and linking against them with out getting dyld: Reason image not found problems? Thanks a lot for any help! Cheers, Gabriel[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33757#33757 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Viewing angle 180 degrees
I've dug around in the lists and various other areas and have yet to come up with a solution. We have a cylindrical display using 3 projectors with a viewing angle of 225 degrees. Most of the code is based off of osgdistortion, but I can't seem to get a very large FOV. I've tried several approaches: 1. Setting the viewing angle of the master camera to perspective with the large FOV. Works up to 140 degrees but after that the perspective is to distorted (as would be expected). Interestingly, at FOV 180, the up vector flips and the FOV gets smaller (somewhat expected if you think about the math). 2. Setting the offset parameters in addSlave (strange results) What I think I need is to set each one of the three views to have a viewing angle of 75 degrees, and to rotate two of the views +/- 75 degrees from the center. Any help/hints on setting this up would be appreciated. Mark Mark A. Bolstad Scientific Computing Janelia Farm Research Campus Howard Hughes Medical Institute 19700 Helix Drive, Ashburn, VA 20147 email: bolst...@janelia.hhmi.org office: +1.571.209.4623 web: http://www.hhmi.org/janelia/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewing angle 180 degrees
On 11/15/2010 6:04 PM, Bolstad, Mark wrote: 2. Setting the offset parameters in addSlave (strange results) What I think I need is to set each one of the three views to have a viewing angle of 75 degrees, and to rotate two of the views +/- 75 degrees from the center. Any help/hints on setting this up would be appreciated. It appears you've answered your own question here, as all you need to do is set slave camera view matrix offsets (rotations, actually). -- -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] Viewing angle 180 degrees
If I set the master camera's FOV, do the slaves inherit that value? Mark A. Bolstad Scientific Computing Janelia Farm Research Campus Howard Hughes Medical Institute 19700 Helix Drive, Ashburn, VA 20147 email: bolst...@janelia.hhmi.org office: +1.571.209.4623 web: http://www.hhmi.org/janelia/ On Nov 15, 2010, at 8:13 PM, Paul Martz wrote: On 11/15/2010 6:04 PM, Bolstad, Mark wrote: 2. Setting the offset parameters in addSlave (strange results) What I think I need is to set each one of the three views to have a viewing angle of 75 degrees, and to rotate two of the views +/- 75 degrees from the center. Any help/hints on setting this up would be appreciated. It appears you've answered your own question here, as all you need to do is set slave camera view matrix offsets (rotations, actually). -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewing angle 180 degrees
On 16/11/10 12:54 , Bolstad, Mark wrote: If I set the master camera's FOV, do the slaves inherit that value? Yes, slave cameras inherit the master camera's view *and* projection matrices (with optional offsets). /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewing angle 180 degrees
I must be missing something then. When I set the master camera's view to be 95 degrees, I get a 95 degree field of view across all three cameras. Also, whatever I set the offsets to, I just get really wacky results ( with an offset of 10 degrees, I get no overlap between cameras, and trackball rotations go in opposite directions for 2 out of the three camera ) Maybe someone with better eyes can see my mistake: void ViewingWindowQt::initializeCameras( int nCameras ) { numCameras = nCameras; widgets = new QWidget*[ numCameras ]; _x_focal_length.resize( numCameras ); _y_focal_length.resize( numCameras ); _use_distortion.resize( numCameras ); _bottom_texcoord.resize( numCameras ); // Just added here to see what would happen // 95 degree view *across* all three cameras, not per camera getCamera()-setProjectionMatrixAsPerspective( 95.0f, 1.0, 0.1, 1.0 ); for ( int i = 0; i numCameras; i++ ) { _x_focal_length[i] = 1.0f; _y_focal_length[i] = 1.0f; _bottom_texcoord[i] = osg::Vec2( -0.5f, -0.5f ); _use_distortion[i] = true; widgets[ i ] = addViewWidget( multipleWindowWithDistortion( true, i, numCameras ) ); } for ( int i = 0; i numCameras; i++ ) widgets[ i ]-show(); connect( _timer, SIGNAL( timeout() ), this, SLOT( paintEvent() ) ); _timer.start( 10 ); } osg::Camera* ViewingWindowQt::multipleWindowWithDistortion( bool multipleScreens, int i, int numCameras ) { osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); osg::Node* sceneData = getSceneData(); wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), _width, _height); double aspectRatioScale = (double)numCameras; double translate_x = double(numCameras)-1 + i * -2.0; osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-screenNum = multipleScreens ? i+1 : 0; traits-x = (i*_width)/numCameras; traits-y = 0; traits-width = _width/numCameras; traits-height = _height; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosg::Camera camera = new osg::Camera; GraphicsWindowQt* gwqt = new GraphicsWindowQt( traits.get() ); camera-setGraphicsContext( gwqt ); camera-setClearColor( _clearColor ); gwqt-setClearColor( _clearColor ); gwqt-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera-setViewport(new osg::Viewport(0,0, (_width/numCameras), _height)); GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT; camera-setDrawBuffer(buffer); camera-setReadBuffer(buffer); osg::Node* data = createDistortionSubgraph( i, sceneData, _clearColor ); camera-addChild( data ); // Original addSlave(camera.get(), osg::Matrix::scale(aspectRatioScale, 1.0, 1.0)* osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix(), false ); // Tried this and various other combinations // addSlave(camera.get(), osg::Matrix::scale(aspectRatioScale, 1.0, 1.0), // osg::Matrix::rotate(-10.f + i*10.f, 0.f, 1.f, 0.f ), false ); return camera.release(); } Mark A. Bolstad Scientific Computing Janelia Farm Research Campus Howard Hughes Medical Institute 19700 Helix Drive, Ashburn, VA 20147 email: bolst...@janelia.hhmi.org office: +1.571.209.4623 web: http://www.hhmi.org/janelia/ On Nov 15, 2010, at 9:09 PM, Ulrich Hertlein wrote: On 16/11/10 12:54 , Bolstad, Mark wrote: If I set the master camera's FOV, do the slaves inherit that value? Yes, slave cameras inherit the master camera's view *and* projection matrices (with optional offsets). /ulrich ___ 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] Viewing angle 180 degrees
On 16/11/10 14:01 , Bolstad, Mark wrote: I must be missing something then. When I set the master camera's view to be 95 degrees, I get a 95 degree field of view across all three cameras. Also, whatever I set the offsets to, I just get really wacky results ( with an offset of 10 degrees, I get no overlap between cameras, and trackball rotations go in opposite directions for 2 out of the three camera ) ... One thing to remember is to set the reference frame for the slave cameras to RELATIVE_RF in order to use the master camera's matrices with offset. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intel GMA giving me fits with OSG 2.8.2
Hi Chris, The version I have been using is 8.15.10.2202 (8/25/2010) on Win7 6.1.7600 Home Premium. Actually, that was the latest from Micro$oft's updater but I just installed 8.15.10.2226 (10/28/2010) off the Intel driver support. I haven't had a chance to reboot (being occupied at the moment; my son can't use the 'dad ate my homework' excuse tonight). It came pre-installed with 'Intel Control Center' which had settings to force v-synch, and enable-software-vertex update, but when I run stats I was still getting crazy frame rates. Something definitely is not right with the drivers. ... thnx, t On Thu, Nov 11, 2010 at 11:14 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: On 11/11/2010 2:20 AM, Robert Osfield wrote: I do also wonder if we as community need to start kicking up a fuss about how crap the Intel drivers are and that they need to fix them. Bad PR sometimes can force companies to get off there backside. Last I knew, the Intel GMA drivers, while not great, did usually work. I pestered friends at Intel into fixing most of the worst bugs a few years ago. Are you 100% sure you're using a current Intel GMA driver? What exact driver version do you have, and what OS is it under? -- 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG Plugins
Hi, Which OS, which architecture? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33765#33765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org