Re: [osg-users] Some question about osgShadow... can someone help me?

2011-02-02 Thread Axel Spirtaat
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... :(

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[osg-users] Render To Texture is very slow

2011-02-02 Thread Martin Großer
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 
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Re: [osg-users] Some question about osgShadow... can someone helpme?

2011-02-02 Thread Wojciech Lewandowski

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... :(

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[osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Aitor Ardanza
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

2011-02-02 Thread Michael Platings
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?
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[osg-users] Camera control in osgvisual

2011-02-02 Thread Vijeesh Theningaledathil
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

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Re: [osg-users] [forum] OSG initial setup

2011-02-02 Thread Neil Neilson
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

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Re: [osg-users] Render To Texture is very slow

2011-02-02 Thread David Callu
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
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Re: [osg-users] Camera control in osgvisual

2011-02-02 Thread Torben Dannhauer
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

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Re: [osg-users] Render To Texture is very slow

2011-02-02 Thread 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);

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
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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Aitor Ardanza

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?
 
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I can only do tests with vs 2008... 
Sorry, I'm using 2011.3.1 version. Is there a problem with this version?

Thanks!!!

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Re: [osg-users] Render To Texture is very slow

2011-02-02 Thread Peter Hrenka

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
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Re: [osg-users] Render To Texture is very slow

2011-02-02 Thread Martin Großer
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
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Re: [osg-users] [forum] OSG initial setup

2011-02-02 Thread Jean-Sébastien Guay

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
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[osg-users] ON_DEMAND Rendering, OSG 2.8.0 released

2011-02-02 Thread Thomas Canipel
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

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
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!!!

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[osg-users] Concurrent image loading

2011-02-02 Thread Matt Schafer
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

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Aitor Ardanza
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...

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
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...

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Re: [osg-users] Some question about osgShadow... can someone help me?

2011-02-02 Thread Axel Spirtaat
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

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Re: [osg-users] Concurrent image loading

2011-02-02 Thread Robert Osfield
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

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Re: [osg-users] Some question about osgShadow... can someone helpme?

2011-02-02 Thread Wojciech Lewandowski

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

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[osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mukund Keshav
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

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Aitor Ardanza
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

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
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

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Re: [osg-users] Some question about osgShadow... can someone help me?

2011-02-02 Thread Axel Spirtaat
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!!

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Re: [osg-users] Discussion: metadata readerwriters output

2011-02-02 Thread Bob Youmans
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/


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[osg-users] osgQt::QWebViewImage, osgAnimation and Delta3d

2011-02-02 Thread Aitor Ardanza
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

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Aitor Ardanza

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 ...

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Re: [osg-users] Concurrent image loading

2011-02-02 Thread Matt Schafer
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

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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
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 ...

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Re: [osg-users] Concurrent image loading

2011-02-02 Thread Robert Osfield
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

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[osg-users] FrameStamp::getFrameNumber() ?

2011-02-02 Thread Brad Colbert
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?

---
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Renaissance Sciences Corporation

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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-02 Thread Cedric Pinson
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
 
 

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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mukund Keshav
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

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[osg-users] osgUtil::Optimizer::MergeGeometryVisitor

2011-02-02 Thread Poirier, Guillaume
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

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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mr Alji
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
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Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Anastasia Papas
I am facing the exact same problem :-/
Any solution yet???

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[osg-users] [vpb] [osgdem] remove polygons of the sea

2011-02-02 Thread Julien Chavaroche
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

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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mukund Keshav
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

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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mukund Keshav
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

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Re: [osg-users] OpenSceneGraph 3.0 Beginners' Guide, drawing to a close

2011-02-02 Thread David Glenn
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!

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[osg-users] Problem with OpenVrml Plugin( OSG 2.9.10)

2011-02-02 Thread Kumar Saurabh Arora
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

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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-02 Thread Thomas Hogarth
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
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Re: [osg-users] How to setup osg with c++

2011-02-02 Thread Neil Neilson
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

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Re: [osg-users] [forum] OSG initial setup

2011-02-02 Thread Neil Neilson
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

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Re: [osg-users] How to setup osg with c++

2011-02-02 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Jean-Sébastien Guay

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
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[osg-users] Controlling animations in FBX models

2011-02-02 Thread Renato Silveira
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
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[osg-users] Generating multitouch events

2011-02-02 Thread Paul Martz

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/
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Re: [osg-users] Camera control in osgvisual

2011-02-02 Thread Vijeesh Theningaledathil
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

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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mukund Keshav
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

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Re: [osg-users] Camera control in osgvisual

2011-02-02 Thread Torben Dannhauer
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

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Re: [osg-users] How to setup osg with c++

2011-02-02 Thread Torben Dannhauer
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

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