[osg-users] osg and Qt
Hello, I want to use openscenegraph to render into a Qt QWidget. Has anyone of you ever successfully tried this or know a ressource/tutorial how this can be done? Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38214#38214 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg and Qt
Hi Martin, In OpenSceneGraph sources, there is an *Example osgQtWidgets*. give it a try Cheers *--* *M. ALJI Mohamed* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Y up to Z up
Congrats, Aitor! You must be a happy man! :-) On 4/5/2011 5:03 PM, Aitor Ardanza wrote: Ok, I got it! All my problems were on the orientation of the bones in the model... Now, the avatar is animated well, though a bit slowly ... I will need a more powerful graphics card! I'll post here a small guide in a few days! Thanks to all! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38224#38224 ___ 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] Y up to Z up
Yeah, I remember that feeling of elation when the coordinate systems finally lined up and started behaving :-) Nice work! --J On 04/05/2011 11:15 AM, Raymond de Vries wrote: Congrats, Aitor! You must be a happy man! :-) On 4/5/2011 5:03 PM, Aitor Ardanza wrote: Ok, I got it! All my problems were on the orientation of the bones in the model... Now, the avatar is animated well, though a bit slowly ... I will need a more powerful graphics card! I'll post here a small guide in a few days! Thanks to all! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38224#38224 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ATI driver quality?
I'm projecting to get a new development system in the next year or so, which means about 6 months of planning before I buy something. I've been on Nvidia for the last few years, and have been mostly happy with the driver support, but I'm looking toward ATI/AMD again because NVidia's OpenCL 64-bit FPU performance is allegedly crippled in their latest consumer hardware, putting it in a severe disadvantage against rival parts from AMD: http://www.anandtech.com/show/2977/nvidia-s-geforce-gtx-480-and-gtx-470-6-months-late-was-it-worth-the-wait-/6 My main concern with AMD/ATI is the poor quality of drivers I've experienced in past years. I run Win7/64 right now. Can anyone weigh in on the recent quality of these drivers? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] XP VS2008 Lost References
I am running OSG 2.8.3 (latest stable build) on XP compiled in VS2008. My application is using a GraphicsWindowEmbedded object. Here is the code snippets pertaining to it. In the .h file: Code: osg::ref_ptrosgViewer::GraphicsWindowEmbedded theGraphicWindow; In the .cpp constructor: theGraphicWindow = new osgViewer::GraphicsWindowEmbedded(0, 0, width(), height()); // where width() returns 1020 and height() returns 720 cerrChecking references to each of theGraphicWindow parts:endl theGraphicWindow: theGraphicWindow-referenceCount()endl EventQueue: theGraphicWindow-getEventQueue()-referenceCount()endl GUIAdapter: theGraphicWindow-getEventQueue()-getCurrentEventState()-referenceCount() endl; The cerr output is: Checking references to each of theGraphicWindow parts: theGraphicWindow: 1 EventQueue: 4502986 GUIAdapter: 4552084 Shortly after the constructor, on another start-up call my application makes a call: Code: theGraphicWindow-getEventQueue()-windowResize(0, 0, width, height); And at this point the application crashes. I've instrumented OSG to get some output and the actual line at which the crash occurs is simply the first assignment statement to one of its class variables: _windowX = x; within GUIEventAdapter::setWindowRectangle(int x, int y, int width, int height, bool updateMouseRange). Tracing the construct down to that level: GraphicsWindowEmbedded::public GraphicsWindow GraphicsWindow contains osgGA::EventQueue _eventQueue; In its constructor: GraphicsWindow() { _eventQueue = new osgGA::EventQueue; _eventQueue-setGraphicsContext(this); } EventQueue contains GUIEventAdapter _accumulateEventState; In its constructor: _accumulateEventState = new GUIEventAdapter(); GUIEventAdapter contains int _windowX; along with the other event tracking variables. So, judging by my output, it seems as though the GraphicsWindow somehow loses its reference to the EventQueue as a check of the referenceCount() seems to be garbage. I did check the referenceCount to _accumulateEventState after it is created in the EventQueue constructor and it is set at 1 which indicates it appears to be okay. I have these same code sets (my application and OSG 2.8.3) built in VS2003 and do not have this issue but other libraries force me to move on to VS2008. The output from the VS2003 version is: Checking references to each of theGraphicWindow parts: theGraphicWindow: 1 EventQueue: 1 GUIAdapter: 1 Are there any suggestions as to what might be missing or changes that I'd need to the OSG build? Thanks for your time, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38228#38228 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to create animated characters with 3dsmax, to use the osgAnimation character animation?
Hi, I am making the move from cal3d/osgCal towards the osgAnimation character animation. Now I would like to keep using my current models and I wonder what the best way is to get my characters into osgAnimation. Does anyone have advice? Can fbx do the job? thanks a lot Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to create animated characters with 3dsmax, to use the osgAnimation character animation?
On 4/5/2011 11:32 AM, Raymond de Vries wrote: I am making the move from cal3d/osgCal towards the osgAnimation character animation. Now I would like to keep using my current models and I wonder what the best way is to get my characters into osgAnimation. Does anyone have advice? Can fbx do the job? I know people who have done it with FBX from Lightwave into OSG successfully. I can't comment on Max, but I imagine it's similar. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ATI driver quality?
Hi Chris, I'm projecting to get a new development system in the next year or so, which means about 6 months of planning before I buy something. Wow, you're a very cautious consumer! :-) I've been on Nvidia for the last few years, and have been mostly happy with the driver support, but I'm looking toward ATI/AMD again because NVidia's OpenCL 64-bit FPU performance is allegedly crippled in their latest consumer hardware, putting it in a severe disadvantage against rival parts from AMD: http://www.anandtech.com/show/2977/nvidia-s-geforce-gtx-480-and-gtx-470-6-months-late-was-it-worth-the-wait-/6 It may be useful to note that the GTX 480 and 470 are not the most recent generation of GPUs from nVidia, there are now the 5xx series. So the information in the above link may be outdated. Maybe it still applies, but it's worth checking out. The other thing is if it's only slower for that particular feature, I wouldn't call that a severe disadvantage. It all depends on what you'll be doing with it. I have a GTX 470 at home, and it's very fast (at least compared to my GTX 260 at work, it's much faster). My main concern with AMD/ATI is the poor quality of drivers I've experienced in past years. I run Win7/64 right now. Can anyone weigh in on the recent quality of these drivers? I haven't directly used ATI cards lately. I have heard they've become much better, but still lagging behind nVidia, mostly with respect to OpenGL driver stability and performance. Perhaps someone here has used recent-generation and comparable cards from both and can better answer - that's pretty much the only way you'll be able to get that information. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bug in OverlayNode.cpp
Hi, I have found a bug at OverlayNode.cpp:335: Code: for(unsigned int i=0; i baseVertices.size()-1; ++i) The problem is when baseVertices is empty, baseVertices.size() is 0 and (here's the surprising part) the compiler treats baseVertices.size()-1 as an unsigned int, which turns it into some huge positive number (18446744073709551615 on Linux on amd64). So the loop actually executes and seg faults. I have this case occurring in my application, I think because of an OverlayNode that has a valid overlay subgraph node with no children of its own. I'm sure there are other ways to fix this, but I would suggest fixing it by changing the above line to: Code: for(unsigned int i=0; i+1 baseVertices.size(); ++i) Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38233#38233 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
Ok, I've tested osgmovie and the ffmpeg plugin on Windows and it works as well as it did on 2.8.3. Let's consider that good enough. Now we just need to get the CMake DLL so version number CMake stuff sorted out. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with PolytopeIntersector and double
ok thanks for that info, its not implemented with double so that's the reason why it doesn't work. the reason why i used double is that the point data is get closely spaced after the decimal, so when i treat it as float the points are spaced close to each other and loose the detail. i guess i may have to multiply the points by some large number and keep it as float. thanks for the info peter! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38237#38237 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] switching between camera manipulators
Hi, I'm building a little 3D testing environment for shaders and OSG is doing fabulously well in accomplishing this task. However, I've run into a little problem that may require more advanced grasp of OSG theory than I currently possess. The app I'm developing uses the console as the input (cuz I hate MFC and don't know QT - yet), and takes commands to create / load 3D objects - i.e. add box would add a geode with a Box Drawable attached or import cessna.osg would load the cessna.osg model into the scene graph. All this works well, but there is, of course, the issue of managing the camera manipulator when load / saving / importing files. That is, when I save the current project (as an *.osgt file), I want the camera position saved, so it's restored when the file is reloaded. I managed to do that quite nicely by employing the viewer-setCameraManipulator() function's resetPosition flag in conjunction with the setByMatrix() command. However, the problem which has presented itself is this: In order to retain the camera position, I create a new camera manipulator and add it using viewer-setCameraManipulator (cm, false);, then set the matrix from a saved .osgt file which I load. But if I want the manipulator to reset when I import the cessna.osg file, so that the entire model is rendered properly in the window (especially if the camera view is zoomed in on a unit primitive), then I need to have the default manipulator active, not the user manipulator (so as to take advantage of OSG's automatic computation of the frustum, etc.) So I was thinking when I import a file, switch to the default manipulator, import the .osg model, then switch back to the user manipulator (which simply assumes the default manipulator's matrix). The only reason I do this is because I don't think there's a way to disable the automatic reset of the manipulator unless it's added to the camera with the resetPosition flag set to false. But that requires being able to retain references to both manipulators, whether or not they are active. However, as I run my console in a separate thread, saving references to camera manipulators in my console class seems to not work. Sooo... I figured I could use the KeySwitchManipulator class, which would likely solve the access problem, but it doesn't support the ability to specify a particular manipulator's resetPosition flag when the manipulators are switched out. My only other thought would be to create a callback class that I can attach to the viewer's main camera's update traversal, and use that class to retain a reference to the camera's default manipulator / create the user manipulator. Then I need to reference the update callback object from my console class (in a separate thread). Finally, in my console class I could have a pointer called cameraUpdateCallback. Then, whenever a file is imported, I can use the reference thus: Code: // set to the manipulator which resets itself cameraUpdateCallback-setManipulator( eDefaultManipulator ); //import file and let the manipulator do the math root-addChild( osgDB::readNodeFile( cessna.osg ) ); // TODO: wait until the next frame before switching back to the user manipulator? // switch back to the user manipulator which inherits the default // manipulator's matrix cameraUpdateCallback-setMainpulator( eUserManipulator ); The custom setManipulator() function would then manage setting the manipulators and their matrices. I suspect this would work, but it seems a bit too complex. Being relatively new to OSG, I assume there's probably something obvious I've overlooked... Joel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38238#38238 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] terrain in meters
Hi, Is it possible to generate the database in meter(cartesian coordinates rather than lat lon degrees)? Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38240#38240 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org