Re: [osg-users] Some question about osgShadow... can someone help me?
Hi Steven, thanks for reply. I tryed to add shadows on my scene copying the osgShadow demo example. When I cleanbuild the project, the make returns an error... I don't understand why. Can you help me? Here is the code I added to my project: Code: int ReceivesShadowTraversalMask = 0x1; int CastsShadowTraversalMask = 0x2; osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new osgShadow::ShadowedScene; shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask); osg::ref_ptrosgShadow::StandardShadowMap st = new osgShadow::StandardShadowMap; shadowedScene-setShadowTechnique(st.get()); shadowedScene-addChild(root); viewer.setSceneData(shadowedScene.get()); I alo removed a light, and added the one to shadoewScene and set a model to cast and receive shadows... The make error is the following: Linking CXX executable ../bin/Room CMakeFiles/Room.dir/main.cpp.o: In function `main': main.cpp:(.text+0x621): undefined reference to `osgShadow::ShadowedScene::ShadowedScene(osgShadow::ShadowTechnique*)' main.cpp:(.text+0x698): undefined reference to `osgShadow::StandardShadowMap::StandardShadowMap()' main.cpp:(.text+0x6d0): undefined reference to `osgShadow::ShadowedScene::setShadowTechnique(osgShadow::ShadowTechnique*)' collect2: ld returned 1 exit status make[2]: *** [bin/Room] Error 1 make[1]: *** [src/CMakeFiles/Room.dir/all] Error 2 make: *** [all] Error 2 I tryed to change ShadowTEcnhique but I obtain the same issue... :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36255#36255 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Render To Texture is very slow
Hello, I would like use render to texture in every render step. My texture resolution is 2048 x 2048 and it is very slow. There are tipps and tricks to speed up the render to texture? With 2048 x 2048 I get around 15 FPS and with 1024 x 1024 I get 45 FPS. Thanks Martin -- Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some question about osgShadow... can someone helpme?
Axel, Messages suggest that Linker cannot find symbols. Looks to me as missing osgShadow lib in your make file. For the small scene like yours simplest ShadowMap technique should be sufficient. I am recomending it because, extending this technique to support multiple lights will be easiest thing to do. Its still advanced stuff but probably not that complex as extending other techniques. Basically you would need to multiply resources associated with shadows/light sources. So instead of single resource of each type, you will need array of shadow cameras, shadow textures, shadow texgens indexed by light ids. Your modifications will mostly override ShadowMap::cull method. All technique important work is done there. You will need to take most of the code from this method (except first part traversing scene for main view where shadows are applied) and put it into the loop iterating on all your lightsources rendering neccessary shadows with their cameras and applying proper texgens. And thats generally all whats needed in a shortcut. Hopefully when you do this you will learn enough to hack other techniques... Cheers, Wojtek -Original Message- From: Axel Spirtaat Sent: Wednesday, February 02, 2011 9:53 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Some question about osgShadow... can someone helpme? Hi Steven, thanks for reply. I tryed to add shadows on my scene copying the osgShadow demo example. When I cleanbuild the project, the make returns an error... I don't understand why. Can you help me? Here is the code I added to my project: Code: int ReceivesShadowTraversalMask = 0x1; int CastsShadowTraversalMask = 0x2; osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new osgShadow::ShadowedScene; shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask); osg::ref_ptrosgShadow::StandardShadowMap st = new osgShadow::StandardShadowMap; shadowedScene-setShadowTechnique(st.get()); shadowedScene-addChild(root); viewer.setSceneData(shadowedScene.get()); I alo removed a light, and added the one to shadoewScene and set a model to cast and receive shadows... The make error is the following: Linking CXX executable ../bin/Room CMakeFiles/Room.dir/main.cpp.o: In function `main': main.cpp:(.text+0x621): undefined reference to `osgShadow::ShadowedScene::ShadowedScene(osgShadow::ShadowTechnique*)' main.cpp:(.text+0x698): undefined reference to `osgShadow::StandardShadowMap::StandardShadowMap()' main.cpp:(.text+0x6d0): undefined reference to `osgShadow::ShadowedScene::setShadowTechnique(osgShadow::ShadowTechnique*)' collect2: ld returned 1 exit status make[2]: *** [bin/Room] Error 1 make[1]: *** [src/CMakeFiles/Room.dir/all] Error 2 make: *** [all] Error 2 I tryed to change ShadowTEcnhique but I obtain the same issue... :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36255#36255 ___ 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 2.9.11 and FBX 2011.3, osg build link problem
Hi, I'm having problems building osg 2.9.11.71 with support for fbx. By building with visual studio 2008 skips the below linking error: Code: Linking... 10fbxRAnimation.obj : error LNK2001: unresolved external symbol private: static void (__cdecl* fbxsdk_2011_3_1::KFbxAnimCurveKey::mDeallocatorFct)(class fbxsdk_2011_3_1::KFbxAnimCurveKeyImpl *) (?mDeallocatorFct@KFbxAnimCurveKey@fbxsdk_2011_3_1@@0P6AXPAVKFbxAnimCurveKeyImpl@2@@ZA) 10fbxRMesh.obj : error LNK2019: unresolved external symbol private: static void (__cdecl* fbxsdk_2011_3_1::KFbxAnimCurveKey::mDeallocatorFct)(class fbxsdk_2011_3_1::KFbxAnimCurveKeyImpl *) (?mDeallocatorFct@KFbxAnimCurveKey@fbxsdk_2011_3_1@@0P6AXPAVKFbxAnimCurveKeyImpl@2@@ZA) referenced in function class osg::Geometry * __cdecl getGeometry(class osg::Geode *,class std::mapunsigned int,class osg::ref_ptrclass osg::Geometry,struct std::lessunsigned int,class std::allocatorstruct std::pairunsigned int const ,class osg::ref_ptrclass osg::Geometry ,class std::vectorstruct StateSetContent,class std::allocatorstruct StateSetContent ,enum GeometryType,unsigned int,bool,bool,bool,bool,bool,class osgDB::Options const ,bool) (?getGeometry@@YAPAVGeometry@osg@@PAVGeode@2@AAV?$map@IV?$ref_ptr@VGeometry@osg@@@osg@@U?$less@I@std@@V?$allocator@U?$pair@$$CBIV?$ref_ptr@VGeometry@osg@@@osg@@@std@@@4@@std@@AAV?$vector@UStateSetContent@@V?$allocator@UStateSetContent@@@s td@@@5@W4GeometryType@@I_NABVOptions@osgDB@@4@Z) 10fbxRAnimation.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2011_3_1::kFbxClassId fbxsdk_2011_3_1::KFbxAnimStack::ClassId (?ClassId@KFbxAnimStack@fbxsdk_2011_3_1@@2VkFbxClassId@2@A) 10fbxRMesh.obj : error LNK2019: unresolved external symbol public: static class fbxsdk_2011_3_1::kFbxClassId fbxsdk_2011_3_1::KFbxAnimStack::ClassId (?ClassId@KFbxAnimStack@fbxsdk_2011_3_1@@2VkFbxClassId@2@A) referenced in function public: __thiscall std::vectorclass osg::Vec3d,class std::allocatorclass osg::Vec3d ::vectorclass osg::Vec3d,class std::allocatorclass osg::Vec3d (void) (??0?$vector@VVec3d@osg@@V?$allocator@VVec3d@osg@@@std@@@std@@QAE@XZ) 10fbxRAnimation.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2011_3_1::kFbxClassId fbxsdk_2011_3_1::KFbxAnimLayer::ClassId (?ClassId@KFbxAnimLayer@fbxsdk_2011_3_1@@2VkFbxClassId@2@A) 10fbxRMesh.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2011_3_1::kFbxClassId fbxsdk_2011_3_1::KFbxAnimLayer::ClassId (?ClassId@KFbxAnimLayer@fbxsdk_2011_3_1@@2VkFbxClassId@2@A) 10fbxRAnimation.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2011_3_1::kFbxClassId fbxsdk_2011_3_1::KFbxAnimCurve::ClassId (?ClassId@KFbxAnimCurve@fbxsdk_2011_3_1@@2VkFbxClassId@2@A) 10fbxRMesh.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sEmissive (?sEmissive@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxMaterialToOsgStateSet.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sEmissive (?sEmissive@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxRMesh.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sReflection (?sReflection@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxMaterialToOsgStateSet.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sReflection (?sReflection@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxRMesh.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sTransparentColor (?sTransparentColor@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxMaterialToOsgStateSet.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sTransparentColor (?sTransparentColor@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxRMesh.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sDiffuse (?sDiffuse@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10fbxMaterialToOsgStateSet.obj : error LNK2001: unresolved external symbol public: static char const * const fbxsdk_2011_3_1::KFbxSurfaceMaterial::sDiffuse (?sDiffuse@KFbxSurfaceMaterial@fbxsdk_2011_3_1@@2PBDB) 10ReaderWriterFBX.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2011_3_1::KFbxAxisSystem const fbxsdk_2011_3_1::KFbxAxisSystem::OpenGL (?OpenGL@KFbxAxisSystem@fbxsdk_2011_3_1@@2V12@B) 10fbxMaterialToOsgStateSet.obj : error LNK2001: unresolved external symbol public: static class fbxsdk_2011_3_1::kFbxClassId fbxsdk_2011_3_1::KFbxTexture::ClassId (?ClassId@KFbxTexture@fbxsdk_2011_3_1@@2VkFbxClassId@2@A) 10C:\Documents and Settings\aardanza\My
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
You say building with Visual Studio 2008 skips the link error - do you mean that it works on VS2008, but doesn't work with another IDE? Are you trying to use Visual Studio 2010? Are you trying to use the 2011.3 FBX SDK, or the 2011.3*.1* SDK? In CMake what are the FBX libraries and directories? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera control in osgvisual
Hi, I' new to the osg. I generated a terrain using osgdem. now Iwant to render it and I should be able to fly around. I downloaded osgVisual and in configuration file a selected the terrain which i created. But while executing the camera goes to some lat/lon . How can I control the camera manually from an external application. I also doesnt understand the concept of cluster, slave, stand alone etc in the osgvisual . Can somebody help me to place the camera so that Ican view my terrain. Please help me Thank you! Thanks, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36262#36262 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] OSG initial setup
Hi, CMAKE_INSTALL_PREFIX my error, I used the line in CMake Where to build the binaries I changed it the next time, that part is OK. When I am able to add something useful I will get an account in the wiki. Having the Getting Started on the main page would help. To deploy an app can the necessary .dlls, images, etc. be included in a .zip and in the same directory as the app .exe so a user does not have to install and set the path for osg? On the Upp forum a link was posted to http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits and will probably get help linking in to the Upp IDE called TheIDE. Now I am following the setup example for the VisualStudio IDE which should more current than the one for Eclipse. http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio The first time I compiled OSG there the only error was regarding MFC which is not included in the Express edition. In that example there is: There is now an option in the CMake setup to disable building the MFC example, which is the default, so that takes care of that. and before that: Just to reiterate: Always build the INSTALL project. Right click on INSTALL then Build resulting in Code: 2 CMake Error at examples/osgviewerMFC/cmake_install.cmake:35 (FILE): 2file INSTALL cannot find 2C:/OpenSceneGraph-vc/OpenSceneGraph/bin/osgviewerMFC.exe. 2 Call Stack (most recent call first): 2examples/cmake_install.cmake:171 (INCLUDE) 2cmake_install.cmake:98 (INCLUDE) 2 2 2 The system cannot find the batch label specified - VCReportError 2C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command C:\Program Files\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Release -P cmake_install.cmake 2C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: if errorlevel 1 goto VCReportError 2C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd exited with code 1. == Build: 0 succeeded, 2 failed, 233 up-to-date, 0 skipped == Three days without even being able to run an app with a smily face. I have my path set to include C:\OpenSceneGraph\bin and about four directories like C:\OpenSceneGraph C:\OpenSceneGraph-2.9.11 C:\OpenSceneGraph-vc C:\OSG which I can rename. I am going to try a few app examples. Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36263#36263 ___ 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 is very slow
Hi Martin What is your Hardware/Software configuration? Which osg::Camera::RenderTargetImplementation did you use in your code ? Try the osgprerendercubemap example to test performance of your hardware. HTH David Callu 2011/2/2 Martin Großer grosser.mar...@gmx.de Hello, I would like use render to texture in every render step. My texture resolution is 2048 x 2048 and it is very slow. There are tipps and tricks to speed up the render to texture? With 2048 x 2048 I get around 15 FPS and with 1024 x 1024 I get 45 FPS. Thanks Martin -- Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail ___ 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] Camera control in osgvisual
Hi Vijeesh, If you just want to view your terrain you can also use the plain osgviewer. The benefit of osgVisual is that it allows to attach visible objects to external datasources and that you can use it across multiple rendering channels. To your problem: In your start command, do you specify an xml configuration file like osgvisual -c yourconfig.xml? The SVN contains a complete xml example file. I haven't written the wiki page because I'm currently cleaning up the code, xml support is quite new. osgVisual supports the standard OSG camera manipulators like trackball, terrain, flight, nodetracker animationpath. The animationpath controls where your simulation starts. The animationpath file you can specify in the osgVisual XML configuration file. Additionally you can use osgVisual like camera manipulator: 1. You can use 3DConnexion Spacenavigator (http://www.3dconnexion.com/products/spacenavigator.html) for free 3D manipulation of camera. 2. A Spacenavigator based node tracker. 3. A cameramanipulator with a fix offset to a visual_object (A entity which contains info about position, attitude, geometry to display, label etc.) 4. A Cameramanipulator which coordinates are controlled via the extternal Link (extLink) Definition of extLink: The visual system needs a simulation host which decides how the scene should be visualized (position of objects, time, weather etc). The link from the visual system to the external simulation host is called extLink. There is an extLink baseclass you can subclass for implementing your own connection between visual system and your proprietary simulation host. I have a working extLink implementation (extLinkVCL), but it is based on proprietary software of a funding partner, so you have to implement your own extLink, for example based on boost::asio. Additionally osgVisual supports distributed rendering to allow to use large screens with more than one video projector seamless. Each video projector can be driven of a seperate rendering machine (A channel) The software module called cluster is the module which transports the rendering info to each rendering machine. The rendering machine which holds the external link to the simulation host is called master, the rendering machines which are in the cluster and are not directly connected to the simulation host but only to the cluster are slaves. The master gets the info from the extLink and passes it to its own rendering part and tells all slaves what they should render to provide a seamless scene across all channels. If you want just one channel with only one rendering machine, then you do not need the cluster functionality and you can use standalone to bypass all cluster code. I you have further questions don't hesitate to contact me. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36265#36265 ___ 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 is very slow
Hello David, So I use the FRAME_BUFFER_OBJECT and I have a NVIDIA GTX 470 grafics card. I tried the osgprerendercubemap, but I cannot print out the frame rate. Additionally I tried the osgprerender example and I get a frame rate of around 3500 FPS. Here my Implementation: osg::ref_ptrosg::Image img = osgDB::readImageFile(image.tga); osg::ref_ptrosg::Group rtt = new osg::Group; root-addChild(rtt); osg::ref_ptrosg::Camera camera = new osg::Camera; camera-addChild( scene ); camera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); camera-setViewport(0,0,2048,2048); camera-setRenderOrder(osg::Camera::PRE_RENDER, 0); camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); camera-attach(osg::Camera::COLOR_BUFFER, img, 0, 0); rtt-addChild(camera.get()); Is the image format (internal format) a problem? Thanks Martin Original-Nachricht Datum: Wed, 2 Feb 2011 13:56:09 +0100 Von: David Callu led...@gmail.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] Render To Texture is very slow Hi Martin What is your Hardware/Software configuration? Which osg::Camera::RenderTargetImplementation did you use in your code ? Try the osgprerendercubemap example to test performance of your hardware. HTH David Callu 2011/2/2 Martin Großer grosser.mar...@gmx.de Hello, I would like use render to texture in every render step. My texture resolution is 2048 x 2048 and it is very slow. There are tipps and tricks to speed up the render to texture? With 2048 x 2048 I get around 15 FPS and with 1024 x 1024 I get 45 FPS. Thanks Martin -- Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief! Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- NEU: FreePhone - kostenlos mobil telefonieren und surfen! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
Michael Platings wrote: You say building with Visual Studio 2008 skips the link error - do you mean that it works on VS2008, but doesn't work with another IDE? Are you trying to use Visual Studio 2010? Are you trying to use the 2011.3 FBX SDK, or the 2011.3.1 SDK? In CMake what are the FBX libraries and directories? -- Post generated by Mail2Forum I can only do tests with vs 2008... Sorry, I'm using 2011.3.1 version. Is there a problem with this version? Thanks!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36267#36267 ___ 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 is very slow
Hi Martin, Am 02.02.2011 14:35, schrieb Martin Großer: Hello David, So I use the FRAME_BUFFER_OBJECT and I have a NVIDIA GTX 470 grafics card. I tried the osgprerendercubemap, but I cannot print out the frame rate. Additionally I tried the osgprerender example and I get a frame rate of around 3500 FPS. Here my Implementation: osg::ref_ptrosg::Image img = osgDB::readImageFile(image.tga); osg::ref_ptrosg::Group rtt = new osg::Group; root-addChild(rtt); osg::ref_ptrosg::Camera camera = new osg::Camera; camera-addChild( scene ); camera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); camera-setViewport(0,0,2048,2048); camera-setRenderOrder(osg::Camera::PRE_RENDER, 0); camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); camera-attach(osg::Camera::COLOR_BUFFER, img, 0, 0); Your performance Problem is in the previous line: By attaching an image you instruct OSG to fetch the whole image back to CPU memory (for each frame!). If this is what you really want, it probably is as fast as it will get. If you want to use the rendered image on the GPU, then you should attach an osg::Texture instead. See osgprerender example, with useImage=false. rtt-addChild(camera.get()); Is the image format (internal format) a problem? Thanks Martin Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ 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 is very slow
Hello Peter, that was the problem! Now I have around 1500 FPS. I didn't know there are difference between to attach an image or a texture. Thank you very much! Cheers Martin Original-Nachricht Datum: Wed, 02 Feb 2011 14:58:46 +0100 Von: Peter Hrenka p.hre...@science-computing.de An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] Render To Texture is very slow Hi Martin, Am 02.02.2011 14:35, schrieb Martin Großer: Hello David, So I use the FRAME_BUFFER_OBJECT and I have a NVIDIA GTX 470 grafics card. I tried the osgprerendercubemap, but I cannot print out the frame rate. Additionally I tried the osgprerender example and I get a frame rate of around 3500 FPS. Here my Implementation: osg::ref_ptrosg::Image img = osgDB::readImageFile(image.tga); osg::ref_ptrosg::Group rtt = new osg::Group; root-addChild(rtt); osg::ref_ptrosg::Camera camera = new osg::Camera; camera-addChild( scene ); camera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); camera-setViewport(0,0,2048,2048); camera-setRenderOrder(osg::Camera::PRE_RENDER, 0); camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); camera-attach(osg::Camera::COLOR_BUFFER, img, 0, 0); Your performance Problem is in the previous line: By attaching an image you instruct OSG to fetch the whole image back to CPU memory (for each frame!). If this is what you really want, it probably is as fast as it will get. If you want to use the rendered image on the GPU, then you should attach an osg::Texture instead. See osgprerender example, with useImage=false. rtt-addChild(camera.get()); Is the image format (internal format) a problem? Thanks Martin Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- GMX DSL Doppel-Flat ab 19,99 Euro/mtl.! Jetzt mit gratis Handy-Flat! http://portal.gmx.net/de/go/dsl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] OSG initial setup
Hello Neil, CMAKE_INSTALL_PREFIX my error, I used the line in CMake Where to build the binaries I changed it the next time, that part is OK. Good. To deploy an app can the necessary .dlls, images, etc. be included in a .zip and in the same directory as the app .exe so a user does not have to install and set the path for osg? As I said, you can place DLLs in the same directory as your exe and they will be found there, no need to change your system PATH. But they can't be inside a zip file... Unless you meant you would distribute your app in a .zip and before running it, the user would unzip it which would place the DLLs and exe in the same directory, then yes. For images and other resources that's up to you. Use relative paths and place them in subdirectories of your app, and you should be fine, but there are a number of other ways to handle those. The first time I compiled OSG there the only error was regarding MFC which is not included in the Express edition. In that example there is: There is now an option in the CMake setup to disable building the MFC example, which is the default, so that takes care of that. Yes, so did you disable BUILD_MFC_EXAMPLE? If so then the MFC example won't be built and you'll be fine even with the Express edition of VC++. 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] ON_DEMAND Rendering, OSG 2.8.0 released
Hi, I need to use the ON_DEMAND rendering but I couldnt find a wawy to make it works wih the realeased 2.8.0, before I was using checkneedToDoFrame to see if I was really in need of calling the frame() function but it does not exist anymore, the env variable doesnt seems to be usable too so there is probably another way but i cant find it. Thank you! Cheers, thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36257#36257 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
That's all fine, I'm also building with VS2008 and FBX 2011.3.1. Again: In CMake what are the FBX libraries and directories? Also, have you tried cleaning the FBX project? (Always the first thing to try when VS won't build your project). On 2 February 2011 13:48, Aitor Ardanza aitoralt...@terra.es wrote: Michael Platings wrote: You say building with Visual Studio 2008 skips the link error - do you mean that it works on VS2008, but doesn't work with another IDE? Are you trying to use Visual Studio 2010? Are you trying to use the 2011.3 FBX SDK, or the 2011.3.1 SDK? In CMake what are the FBX libraries and directories? -- Post generated by Mail2Forum I can only do tests with vs 2008... Sorry, I'm using 2011.3.1 version. Is there a problem with this version? Thanks!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36267#36267 ___ 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] Concurrent image loading
Hi, I'm working on a program that periodically receives new images to display in our scene and sometimes may need to load multiple images at the same time. I'm currently trying to use my own background threads that call the osgDB readImage to return an Image pointer and then add a texture mapped object to our scene from our main GUI thread that is doing the OSG updates. We had problems when doing this with JPEG 2000 images so I'm wondering if this usage is even supported. Can I have multiple threads calling osgDB readImage or should I be doing something else? Thanks, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36271#36271 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
FBX_INCLUDE_DIR = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/include FBX_LIBRARY = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/vs2008/fbxsdk_20113_1.lib FBX_LIBRARY_DEBUG = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/vs2008/fbxsdk_20113_1d.lib I will try cleaning the vs project... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36274#36274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
That could be the problem. Did you modify them manually? CMake shouldn't generate those automatically. Mine are: C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/include C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/fbxsdk_md2008.lib C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/fbxsdk_md2008d.lib On 2 February 2011 15:17, Aitor Ardanza aitoralt...@terra.es wrote: FBX_INCLUDE_DIR = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/include FBX_LIBRARY = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/vs2008/fbxsdk_20113_1.lib FBX_LIBRARY_DEBUG = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/vs2008/fbxsdk_20113_1d.lib I will try cleaning the vs project... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36274#36274 ___ 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] Some question about osgShadow... can someone help me?
Hi Wojtek, thank you for reply and suggestions. Wojciech Lewandowski wrote: Axel, Messages suggest that Linker cannot find symbols. Looks to me as missing osgShadow lib in your make file. I was supposing this, and of course I need to change the make file. Unfortunatelly, to create the make file I used the cmake, and my CMakeLists.txt contains the several lines of 4 CMakeLists.txt (openScenegraph 2.3.3, bullet physics 2.76, osgWorks and osgBullet). I checked the OpenSceneGraph's one, but seems that I haven't forgotten anything... seems. I also inclueded all #include osgShadow/* lines of osgshadow to my main.cpp (the osgshadow app works properly). However, I enclose my CMakeLists.txt file if you have some second... or can you suggest me any other solution to solve this? Wojciech Lewandowski wrote: Axel, For the small scene like yours simplest ShadowMap technique should be sufficient. I am recomending it because, extending this technique to support multiple lights will be easiest thing to do. Its still advanced stuff but probably not that complex as extending other techniques. Basically you would need to multiply resources associated with shadows/light sources. So instead of single resource of each type, you will need array of shadow cameras, shadow textures, shadow texgens indexed by light ids. Your modifications will mostly override ShadowMap::cull method. All technique important work is done there. You will need to take most of the code from this method (except first part traversing scene for main view where shadows are applied) and put it into the loop iterating on all your lightsources rendering neccessary shadows with their cameras and applying proper texgens. And thats generally all whats needed in a shortcut. Hopefully when you do this you will learn enough to hack other techniques... These suggestions are really precious to me. I hope to solve the make problem to try my scene with one light and then try to implement your suggestions with multiple lights. Thank you again -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36276#36276 Attachments: http://forum.openscenegraph.org//files/cmakelists_162.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Concurrent image loading
Hi Matt, I haven't ever used JPEG 2000 images and multi-threaded reading before so I can't say whether this will be thread safe. Are you using the OSG's jasper based plugin, or your own route? You'll need to use a debug to find out where you application is crashing. Also try changing to another image format to see if that has any effect. Robert. On Wed, Feb 2, 2011 at 2:41 PM, Matt Schafer matt.schaf...@ge.com wrote: Hi, I'm working on a program that periodically receives new images to display in our scene and sometimes may need to load multiple images at the same time. I'm currently trying to use my own background threads that call the osgDB readImage to return an Image pointer and then add a texture mapped object to our scene from our main GUI thread that is doing the OSG updates. We had problems when doing this with JPEG 2000 images so I'm wondering if this usage is even supported. Can I have multiple threads calling osgDB readImage or should I be doing something else? Thanks, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36271#36271 ___ 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] Some question about osgShadow... can someone helpme?
Axel, I am on Windows but imho CMakeLists.txt should contain osgShadow among REQUIRED osg libs. See the example below: # cmake_minimum_required (VERSION 2.6) set( APP_NAME my_applet ) project (${APP_NAME}) set( CMAKE_DEBUG_POSTFIX d ) find_package (OpenGL REQUIRED) find_package (OpenSceneGraph REQUIRED osgDB osgViewer osgShadow osgText osgGA osgUtil ) include_directories (${OPENSCENEGRAPH_INCLUDE_DIR}) file(GLOB shader_files shaders/*.glsl shaders/*.frag shaders/*.vert data/*.glsl data/*.frag data/*.vert) file(GLOB cpp_files *.cpp src/*.cpp) file(GLOB h_files *.h src/*.h) source_group(Shader Files FILES ${shader_files} ) add_executable(${APP_NAME} ${cpp_files} ${h_files} ${shader_files} ) # CMAKE_DEBUG_POSTFIX works only for libs. Lets make executable suffixed also. set_target_properties( ${APP_NAME} PROPERTIES DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX} ) target_link_libraries( ${APP_NAME} ${OPENSCENEGRAPH_LIBRARIES} ) target_link_libraries( ${APP_NAME} ${OPENGL_LIBRARY} ) # Cheers, Wojtek -Original Message- From: Axel Spirtaat Sent: Wednesday, February 02, 2011 4:47 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Some question about osgShadow... can someone helpme? Hi Wojtek, thank you for reply and suggestions. Wojciech Lewandowski wrote: Axel, Messages suggest that Linker cannot find symbols. Looks to me as missing osgShadow lib in your make file. I was supposing this, and of course I need to change the make file. Unfortunatelly, to create the make file I used the cmake, and my CMakeLists.txt contains the several lines of 4 CMakeLists.txt (openScenegraph 2.3.3, bullet physics 2.76, osgWorks and osgBullet). I checked the OpenSceneGraph's one, but seems that I haven't forgotten anything... seems. I also inclueded all #include osgShadow/* lines of osgshadow to my main.cpp (the osgshadow app works properly). However, I enclose my CMakeLists.txt file if you have some second... or can you suggest me any other solution to solve this? Wojciech Lewandowski wrote: Axel, For the small scene like yours simplest ShadowMap technique should be sufficient. I am recomending it because, extending this technique to support multiple lights will be easiest thing to do. Its still advanced stuff but probably not that complex as extending other techniques. Basically you would need to multiply resources associated with shadows/light sources. So instead of single resource of each type, you will need array of shadow cameras, shadow textures, shadow texgens indexed by light ids. Your modifications will mostly override ShadowMap::cull method. All technique important work is done there. You will need to take most of the code from this method (except first part traversing scene for main view where shadows are applied) and put it into the loop iterating on all your lightsources rendering neccessary shadows with their cameras and applying proper texgens. And thats generally all whats needed in a shortcut. Hopefully when you do this you will learn enough to hack other techniques... These suggestions are really precious to me. I hope to solve the make problem to try my scene with one light and then try to implement your suggestions with multiple lights. Thank you again -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36276#36276 Attachments: http://forum.openscenegraph.org//files/cmakelists_162.txt ___ 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] Problem with setProjectionMatrixAsFrustum()
Hi Everyone, im having some trouble setting up a frustum view. i used the following code: Code: viewer.getCamera()-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 20); and i queried the frustum with: Code: viewer.getCamera()-getProjectionMatrixAsFrustum(a, b, c, d, e, f); But im getting 1448.3 for all these values! Also, i placed an object at 0, 0, -1000 in world space, which is lesser that the near clip plane. But the object was still visible. im not able to understand why this is happening. Could anyone please explain what mistake im doing? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36277#36277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
Hi, CMake can't find automaticaly FBX libs and dir. On C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib I have only 7 folders: Python26_x64, Python26_x86, Python31_x64, Python31_x86, vs2005, vs2008, vs2010 Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36280#36280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
Did you download the dynamic FBX libraries? You need to install the *static*FBX libraries. On 2 February 2011 16:29, Aitor Ardanza aitoralt...@terra.es wrote: Hi, CMake can't find automaticaly FBX libs and dir. On C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib I have only 7 folders: Python26_x64, Python26_x86, Python31_x64, Python31_x86, vs2005, vs2008, vs2010 Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36280#36280 ___ 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] Some question about osgShadow... can someone help me?
HI Wojtek, thank you very much, your suggestion helped me a lot! Now the shadow works properly in my app. For who may have my same problem (I'm sure nobody is newbie as me), the solution was to add the line: FIND_OSG_LIBRARY(OSGSHADOW_LIBRARY osgShadow) to CMakeModules/FindOSG.cmake file Now I can go further, thank you again Wojtek!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36281#36281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discussion: metadata readerwriters output
What will the users do, who current utilize the userData in the node for their own specialized purposes? Is this going to break our models? -Original Message- From: Sukender [mailto:suky0...@free.fr] Sent: Tuesday, February 01, 2011 4:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Discussion: metadata readerwriters output Hi Robert, Hi Peter, Robert, and all Thanks... but this is my first post... I've been happily watching the discussion so I can't take any credit, apart for great patience ;-) Ahah! This was an insidious way to get your attention! You fell in the trap! :-D Thank you for your ideas. I think the metadata container put in userData is the simplest way. And I fully agree there should be some minimal base classes to support it in core OSG. This has been my preferred option for a while. This topic been discussed before over the years, and I think a member of the community proposed a solution and may have even come up with a partial solution so it would be worth looking through the archives. Thanks. I'll do. Having the ability to read/write the data using the new serializers is the obvious thing to do. Meta data could even just be used to store a unique ID for those who want to use such approaches. So... Who's for that solution? If so, any idea about implementation details, or requirements? Ooo I think I'll duck for cover w.r.t implementations, I have plenty of other issues to tackle with getting the OSG ready for 3.0 to not worry about other stuff. Hmmm... Would you agree if I gradually propose submissions in that way? I mean I'll stick to the idea of metadata container, but I won't do everything in a row, so will you accept to integrate such sumbissions? Cheers, 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] osgQt::QWebViewImage, osgAnimation and Delta3d
Hi, I need the functionality of osgQt::QWebViewImage into Delta3d. I have compiled Delta3D 2.5 with osg 2.9.11 to be able to use it, and all is well... but I get errors when I try to load a model with animations. I know Delta3D is based on version 2.8.3 of osg and from that version there have been changes in the animation part. It would be possible to take osgWidget and osgQt of 2.9.11 version and add these to the 2.8.3? Any indication of which way to take? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36284#36284 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
Michael Platings wrote: Did you download the dynamic FBX libraries? You need to install the static FBX libraries. could that be the problem ... I'll try ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36285#36285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Concurrent image loading
We're using the OSG Jasper based plugin 2.8.3. The program dies in the readImage function with the filename string argument. It references a null pointer returned from the jasper jas_image_decode function that can be returned if it found an error. It looks like there is some global data in jasper setup during the jas_init that the decode routine uses. The jas_init and jas_image_clearfmts is called each time a file is read and in some other spots in the the ReaderWriterJP2 file so I'm guessing concurrent call's can mess up the config data from the other. We're trying out a fix that will just do the init once in the ReaderWriter constructor and return an error on the null pointer. Thanks, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36287#36287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
That's almost certainly the problem. I've updated the information in ReaderWriterFBX.h to make it clear that the static FBX libs are needed :) On 2 February 2011 16:57, Aitor Ardanza aitoralt...@terra.es wrote: Michael Platings wrote: Did you download the dynamic FBX libraries? You need to install the static FBX libraries. could that be the problem ... I'll try ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36285#36285 ___ 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] Concurrent image loading
Hi Matt, I'm not too familiar with the jasper plugin, as I'm not the author or user of it, so I'm afraid I won't be able to comment much directly. General things it would be worth looking at to double check jasper thread safety - there is chance it's not thread safe, or that there is restrictions to this. Other plugins in the OSG are either thread safe already, or use a mutex to serialize access to functional parts of the plugins. Serialization of all access is rather a crude solution though as it'll throw away the multi-threaded nature of reading, but in some cases it's the only thing you can do if the 3rd party code isn't thread safe. Robert. On Wed, Feb 2, 2011 at 5:07 PM, Matt Schafer osgfo...@tevs.eu wrote: We're using the OSG Jasper based plugin 2.8.3. The program dies in the readImage function with the filename string argument. It references a null pointer returned from the jasper jas_image_decode function that can be returned if it found an error. It looks like there is some global data in jasper setup during the jas_init that the decode routine uses. The jas_init and jas_image_clearfmts is called each time a file is read and in some other spots in the the ReaderWriterJP2 file so I'm guessing concurrent call's can mess up the config data from the other. We're trying out a fix that will just do the init once in the ReaderWriter constructor and return an error on the null pointer. Thanks, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36287#36287 ___ 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] FrameStamp::getFrameNumber() ?
I'm trying to understand how the threading works in OSG when DrawThreadPerContext with respect to which process is on which frame at which time. It appears to me that the draw frame is skipping values in the frame count, as reported from FrameStamp::getFrameNumber(). My test code fills a mapint,bool (the int is the frame time, and bool is just there ;) ) in a cull traversal by using the following code: // const osg::FrameStamp* frameStamp = cv-getFrameStamp(); frameMap[frameStamp-getFrameNumber()] = true; // And in a PostDrawCallback on a camera I'm printing out the current frame # : the frames #'s in the map, and then I clear the current frame number entry: // Get the current frame number osg::FrameStamp* frameStamp = renderInfo.getState()-getFrameStamp(); int frameNumber = frameStamp-getFrameNumber(); std::cout frameNumber : ; std::mapint, bool::const_iterator framei = frameMap.begin(); for (; framei != frameMap.end(); framei++ ) std::cout framei-first , ; std::cout \n\n; frameMap.erase( frameNumber ); The following is the output on the console. Again, the first number is the current frame number in the PostDrawCallback of the camera. The following numbers, on the same line, are the frame numbers placed in the map during the cull traversal. 746 : 747 : 749 : 748, 749, 750 : 748, 750, 751 : 748, 751, 752 : 748, 752, 753 : 748, 753, 754 : 748, 755 : 748, 755, 756 : 748, 757 : 748, 756, 757, 758 : 748, 756, 758, 759 : 748, 756, 759, 759 : 748, 756, 761 : 748, 756, 760, 761, My question is, is the draw skipping frame numbers? --- Brad Colbert Renaissance Sciences Corporation ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgAnimation questions, strange fps and splitting animations
Hi Thomas, Can you send the me files in osg, osgt, osgb. Then I will check those format before trying the fbx plugin (I dont have it installed yet) Regards, Cedric On Tue, 2011-02-01 at 18:37 +, Thomas Hogarth wrote: Hi Cedric Thanks for the feedback, If you experience something weird, I would need test cases to reproduce and have a look to what's is wrong. So provide an osg file then I will be able to look at it. Just converted the the fbx to a few native formats here are my running results .osg = loads but doesn't play the animation any more. No warnings seem to be generated, however the character is not in the default pose .osgt = Does not load and produces the following error.' AsciiInputIterator::readProperty(): Unmatched property Head, expecting KeyFrameContainer' .osgb = Loads and plays the animation but does produce the following warnings. 'InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCalback', 'InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback'. It also produces the same gradual decrease in fps .osgx = Does not load and produces the following error. 'XmlInputIterator::readProperty(): Unmatched property Head, expecting KeyFrameContainer. I'll provide you with a private link to the actual files as I purchased the model from turbosquid and don't think i should leave a public link, but guess I can trust you :). I also noticed the more I watch that the decrease does actually sync with the animation. As he starts to play the death animations things get slower. Could it just be more of the bones are actually animated in these later animations? Cheers Tom -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with setProjectionMatrixAsFrustum()
Well, i saw a similar post in the forum. http://forum.openscenegraph.org/viewtopic.php?t=1780 So, my first query is clear. Well as for my second one. How is it the object is being projected if it is even placed before the near-clip plane? ie before 1900? i could not get this part. Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36294#36294 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgUtil::Optimizer::MergeGeometryVisitor
Hello OSG community ! Just a quick question on the MergeGeometryVisitor. What is it supposed to do exactly ? My expectation is that it will merge all geometry drawables of a geode into one ? I created and exported a simple cube in 3DSMax. The file has one geode and 6 drawables, one for each face. osg::ref_ptrosg::Node pScene = osgDB::readNodeFile(cube.3ds); // create a geode and add all pScene geometries to it as drawables // [...] // attempt to merge geometries pScene = 0; osgUtil::Optimizer::MergeGeometryVisitor mgv; mgv.setTargetMaximumNumberOfVertices(100); mgv.mergeGeode(*createdGeode.get()); At this point the createdGeode still has 6 drawables... It looks like the mergeGeode() function can only return false, which is not very helpful, and does not really tell you if there is a problem with the input and what it might be. It seems that geometryContainsSharedArrays() returns true for all my geometries, which might be why it does not do what I want. So, is it my expectation of what the MergeGeometryVisitor does that is erroneous ? It does not like my input somehow ? Anyone has an idea or suggestion ? cheers ! bill ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with setProjectionMatrixAsFrustum()
Hi Mukund, So, my first query is clear. Well as for my second one. How is it the object is being projected if it is even placed before the near-clip plane? ie before 1900? i could not get this part. Do you have a camera manipulator attached to your viewer? Even if you don't create one yourself, some usage models of osgViewer will create a TrackballManipulator for you. Whether the object is in view does not just depend on the projection matrix, it also depends on the view matrix. If you set up your projection matrix like you said, but your view matrix is identity except for a translation by (0, -2000, -1000), then you will still see your node. And by default, on first frame, the default camera manipulator will do just that - change the view matrix so that the whole scene is visible... So if you want total control over camera placement and projection, remove the camera manipulator. And if you want to see why your node is visible, check the view matrix of your camera after a few frames in the debugger... 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] Problem with setProjectionMatrixAsFrustum()
this is a test ! thank you 2011/2/2 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Mukund, So, my first query is clear. Well as for my second one. How is it the object is being projected if it is even placed before the near-clip plane? ie before 1900? i could not get this part. Do you have a camera manipulator attached to your viewer? Even if you don't create one yourself, some usage models of osgViewer will create a TrackballManipulator for you. Whether the object is in view does not just depend on the projection matrix, it also depends on the view matrix. If you set up your projection matrix like you said, but your view matrix is identity except for a translation by (0, -2000, -1000), then you will still see your node. And by default, on first frame, the default camera manipulator will do just that - change the view matrix so that the whole scene is visible... So if you want total control over camera placement and projection, remove the camera manipulator. And if you want to see why your node is visible, check the view matrix of your camera after a few frames in the debugger... 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] osg 2.9.11 and FBX 2011.3, osg build link problem
I am facing the exact same problem :-/ Any solution yet??? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36272#36272 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] [osgdem] remove polygons of the sea
Hi, I'm using osgdem to convert srtm to the flt format I very happy with the result but I got two problems: I want to remove the polygons of the sea and I don’t see in GDAL and in OSGDEM an option to remove data/polygons under the sea level The second problem is that each subtile exported is divided in four parts; is there a way to generate each subtile in only one part ? Excuse me for my poor English Thank you! Cheers, Julien Chavaroche -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36240#36240 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with setProjectionMatrixAsFrustum()
Hi J-S, Thanks for the reply. Well, im not using a camera manipulator. This is what im doing: Code: int main() { // code here viewer.getCamera()-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 20); osg::Matrix t; t.makeTranslate(osg::Vec3(0, 0, -1000)); //translate by 1000 while (!viewer.done()) { viewer.getCamera()-setViewMatrix( t ); // Draw the next frame. viewer.frame(); } return 0; } Now, i tried this: Inside the while loop, i gave Code: viewer.getCamera()-setViewMatrix(osg::Matrix::identity()); Now, isn't this equivalent to Code: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); And i drew a line from (-640, 0, -1800) to (640, 0, -1800). But it is visible! Could you please comment? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36298#36298 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with setProjectionMatrixAsFrustum()
Hello Mukund, There are two factors here: your setting the frustum, and OSG's compute near-far mode. First, since you are calling setProjectionMatrixAsFrustum yourself, you are resetting the coordinate system to be Y-up, with the Z axis going out of the screen. So when you make a line that goes from -640,0,-1800 to 640,0,-1800 and you set up your camera with the identity matrix, you are looking along the -Z axis, so your far plane actually starts at -1900 in world space: (0,0,0) + (0,0,1900) dot (0,0,-1) If you change your camera to look along the +Z axis, or you change your line to be at Z=1800 instead of -1800 you won't see it anymore, so that confirms that this first part is what's happening (I've just tried it in a small test app). The second part is that by default, OSG recomputes the camera's near and far planes so that the scene is in view and do not use up too much depth buffer precision. There are ways to tune this, look at the osg::CullSettings class which osg::Camera inherits. But in your case, if you just want to not see your line (because it's closer to the camera than the near plane, and you want that near plane to stay set the way you've set it), do this before your frame loop: viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); Then, as expected, you won't see your line. See the osgthirdpersonview example for a demo of OSG's compute near far functionality in action. Also it's a cool way to view your frustum and be able to debug this kind of thing. I kind of think if you'd have tried a few things and tried your app in a debugger, you would have been able to find this out on your own. The mailing list or forum archives are very useful (the compute near far thing comes up really often). Also printing the result of camera-getProjectionMatrixAsFrustum() in your frame loop would have shown that the near and far values had been changed, and you would have probably gone looking for what had changed them (data breakpoints in a debugger can help there). 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] Problem with setProjectionMatrixAsFrustum()
Hi J-S, But in your case, if you just want to not see your line (because it's closer to the camera than the near plane, and you want that near plane to stay set the way you've set it), do this before your frame loop: viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); Just what i was looking for. Thanks! I kind of think if you'd have tried a few things and tried your app in a debugger, you would have been able to find this out on your own. Well, i tried using the Visual Studio debugger to inspect the matrix values after retrieving them into an osg::Matrix variable. But that didn't help much. Could you kindly give some references on these basic issues involved? The only material i have now is the web and the OSG QuickStartGuide. PS: Is there a glDrawPixels() equivalent in OSG? Thank you! Cheers, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36300#36300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.0 Beginners' Guide, drawing to a close
Greetings! Well, I finally reviewed the book and found it a good introduction to OSG! even though most of the stuff that is covered is based on stuff that you would learn as a matter of course from the forum and the examples. I guess that the only other (and maybe dumb) question I would have is there any plans to put out a more advanced guide beyond the Beginners Guide? ... D Glenn! D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36301#36301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with OpenVrml Plugin( OSG 2.9.10)
Hi Robert, I am using 0.18.6 OpenVrml and OSG 2.9.10. b-create_vrml_from_stream is returning empty nodes for everymodel.( parse_vrml returns vector of empty nodes) Does OSG plugin(2.9.10) compatible with OpenVrml 0.18.6? If so, what could be the possible reason? I am able to view models using SDL. Thanks, Kumar Saurabh Arora ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgAnimation questions, strange fps and splitting animations
Hi Cedric Can you send the me files in osg, osgt, osgb. Then I will check those format before trying the fbx plugin (I dont have it installed yet) The link I sent you was to a rar archive containing all the formats you requested, I'll resend the link in a mo. Also what platform are you on. I can get you an FBX plugin for Windows VS 2008 or OSX XCode 3.x if you like. I don't currently have a linux box setup but can look into it if you want? Thanks again Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to setup osg with c++
Hi, He is having the same problem I have. http://forum.openscenegraph.org/viewtopic.php?t=7663start=0postdays=0postorder=aschighlight= The Getting Started should be on the main page rather than under Documents. Documents often refer to API data. He could be given this link http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio You should have a look on osg website to find installation help. or Do a Google search. Is not what anyone needs or expects. The setup example for Eclipse is bad if it even still works. For MS VS there is much that could be improved. I am a fair programmer in C/C++, Java and Python. It has never taken me this much time to get a program set up. I will be glad to make suggestions when I can. Somebody is getting their ego pumped with 1700 + registered users. A person registers and can't get anything setup and leaves. The number of registered users that have logged on at least once in the last 3 months are probably much less. A lot of work has gone into OSG, a little more effort on initial setup would be appreciated. Thank you! Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36304#36304 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] OSG initial setup
Hi, You have been a great help. That is what I meant for inclusion in a .zip. I did not disable the MFC in Cmake, next time I will. Some progress: With the VS compile of the SVN code I was able to get many of the examples to run with a modified runexamples.bat Got some help on the Upp forum: Go to Setup/Build Methods, choose in Methods the compiler, and in INCLUDE directories and LIB directories tabs, add the paths to OSG. Before long I may be able to Shift+Delete VS and EclipseCDT Thank you! Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36305#36305 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to setup osg with c++
Hi Neil, You should have a look on osg website to find installation help. or Do a Google search. Is not what anyone needs or expects. Honestly, have you seen the traffic on this mailing list / forum? Have you seen the number of possible development environments you can use to develop C++ code? Giving personalized help to everyone, without assuming that they are at least comfortable in their development environment, is beyond what this (or any) community can handle. Somebody is getting their ego pumped with 1700 + registered users. A person registers and can't get anything setup and leaves. The number of registered users that have logged on at least once in the last 3 months are probably much less. Nobody has their ego pumped about anything. We all try to help as best we can, but it's impossible to give personalized help to everyone and on every topic, we all have real work to do as well... A lot of work has gone into OSG, a little more effort on initial setup would be appreciated. It's a library, not Google Sketchup or OpenOffice. If you don't know your development environment, there's nothing anyone can do to help you. An installer won't help, more documentation won't help, people just don't read it and IMHO there is already too much documentation on the official OSG site, it's just that much easier for most of it to become outdated and to frustrate new users because they can't find anything relevant. That being said, I'm glad you were able to get things working on your side, and I hope you make some kick-ass OSG-based programs. 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] Problem with setProjectionMatrixAsFrustum()
Hi Mukund, Well, i tried using the Visual Studio debugger to inspect the matrix values after retrieving them into an osg::Matrix variable. But that didn't help much. No, I said do a getProjectionMatrixAsFrustum() and inspect the result. For example: double left, right, top, bottom, zNear, zFar; viewer.getCamera()-getProjectionMatrixAsFrustum(left, right, bottom, top, zNear, zFar); osg::notify(osg::ALWAYS) Frustum is left , right , bottom , top , zNear , zFar std::endl; That would have told you that the near and far values had changed from what you had set them to. Getting the matrix is not much help, because the calculations involved in making a projection matrix from those recognizable values make the matrix values themselves hard to interpret... See this site for example: http://www.songho.ca/opengl/gl_projectionmatrix.html And again, you could have found this with a simple google search. Could you kindly give some references on these basic issues involved? The only material i have now is the web and the OSG QuickStartGuide. Oh come on... Check the OSG website, you'll have a wealth of links to read. In the documentation section there are tutorials, in the community section there are links to the mailing list archives, and you can search the forum too... Show a little initiative, we won't be there to give you all the answers all the time! PS: Is there a glDrawPixels() equivalent in OSG? Do some searching, you'll find out it's extremely slow. If you still want to use it, search for drawable drawImplementation or drawCallback (hint: OSG website, Documentation, Reference documentation, Classes, look for osg::Drawable), in which you can use plain OpenGL code. 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] Controlling animations in FBX models
Hi, In my application I’m using osg with FBX plug-in. The FBX model that I’m using has a unique sequence of animations, called “Take 001”. The sequence includes a walk, stand, and run animations. Is there a way to specify that from frame 0 to 100 I have the walk animation, from frame 1001 to 3000 I have the stand animation, and so on? I’m using the AnimationTimelineHandler, as in the example, but I could not figure out how to do it. I play the entire sequence of animations, but I cannot separate them. -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Generating multitouch events
Hi Stephan (and others) -- I'm working on a project that needs to generate multitouch events, and I have a question about the current (2.9.10) implementation. There are three main EventQueue methods for adding three different multitouch events: touchBegan() touchMoved() touchEnded() And their purpose is quite clear from their names. However, all three of them take a TouchPhase parameter: enum TouchPhase { TOUCH_UNKNOWN, TOUCH_BEGAN, TOUCH_MOVED, TOUCH_STATIONERY, TOUCH_ENDED }; It's not clear to me what it would mean if I were to, for example, call touchBegan, and pass in TOUCH_ENDED for the phase. This just doesn't make sense to specify a phase that contradicts with the type of event I'm adding. I must be misunderstanding the purpose of this interface. If you could provide some usage insight I would appreciate it. Thanks!specify -- -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] Camera control in osgvisual
Hi Torben Thanks for the reply. I want to develop a flight simulation visuals. That'ts why I can't use osgviewer. I modified the xml configuration file that is included in the download so that my terrain is loaded. (section pointing to terrain filename). and I removed the animation because I want to control the camera using external application(simulation host). But how can I specify the initial position of camera, so that the terrain is visible as soon as the application is loaded. Thank you! With Regards, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36311#36311 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with setProjectionMatrixAsFrustum()
Hi J-S, Thanks a lot for the reply. You have been of great help. Show a little initiative, we won't be there to give you all the answers all the time! Sure. i think i have been a little lazy! i will do a thorough search in future, before asking any questions. Thanks a lot for the support. Its been really helpful Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36312#36312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi vijeesh, I personally use the animationpath ( I recorded it for 1 second while hovering on the destination location) so it immediately strts at that position and as soon as I want to use another camera manipulator, I use that. So I use th animationpath not for playing a real animation but to start at my desired location. You said you want to use a simulation host. Then you have to subclass extLink to use any network technique to transport lat, lon, alt, and rot_x, rot_y and rot_z from your simultion host to the visual system. You can look into extLinkVCL for inspiration. If you have a running simulation host which provides the correct lat/lon coordinates for your aircraft, then the visual system will immediately retrieve that values over your extLink and will position the camera accordingly. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36313#36313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to setup osg with c++
Hi shyuan, I wrote a detailed OSG setup guide for linux and windows. The windows one is designed for VS 2008 Standard you can finde them here: General instructions: http://www.osgvisual.org/projects/osgvisual/wiki/BuildEnvironment Windows step-by-step Guide: http://www.osgvisual.org/projects/osgvisual/wiki/OsgVbpBuildEnvWindows Linux step-by-step Guide: http://www.osgvisual.org/projects/osgvisual/wiki/OsgVpbBuildEnvLinux I hope you can use it. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36314#36314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org