Re: [osg-users] Animation Morphing
Hi Anastasia, Note that osgAnimation::RigGeometry is different from osg::Geometry class. Better do the morph with the Geometry classes and the new morphed one used it as input for a RigGeometry class... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38917#38917 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in the new version OSG
Hi Maxim, I haven't seen any threading issues with svn/trunk, testing with Kubuntu 10.10 64bit, and there aren't any recent changes that are likely to affect threading behaviour under Linux. I would suspect a build issue, runtime linkage issue. Could you try a clean build and double check that you don't have older plugins being loaded due to hardwired paths to plugins. glxinfo on my machine returns: OpenGL renderer string: GeForce GTX 260/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 260.19.06 Which isn't quite a recent as your driver, so I guess that might be another variable. Beyond this I can't really add too much other than to suggest a debug build and looking at the track trace at crash. Robert. On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer maxgam...@gmail.com wrote: Hi all, I tried to use OSG 2.9.13 and found a strange problem If you do not use the string export OSG_THREADING=SingleThreaded then osgviewer crash with probability 50..70% I think it's all about the default mode is different from SingleThreaded My system: Ubuntu 10.04 amd64 Nvidia 260.19.26 OSG 2.9.13 What do you think about this problem -- Maxim Gammer ___ 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] Flush event stack
Thanks for reply, I have some another question. Using osgUtil::PolytopeIntersector we get the x, y, and z coordinates at current mouse position. Can I do opposite of it, means if I have x, y and z coordinate then, can I calculate the screen coordinate. Actually I have to find points around a given coordinate. Or is there another method to find the nearest points around a given point (range is also given) Thank you! Cheers, Lalit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38919#38919 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in the new version OSG
thanks for advice ... I will try to double-check glxinfo on my machine returns: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 8800 GT/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 260.19.26 OpenGL shading language version string: 3.30 NVIDIA via Cg compiler P.S. Robert, I'm sorry that I write a letter to you personally. how to get username / password for edit OpenSceneGraph wiki pages - http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)? I already wrote an email to joseluis.hidalgo . But without result Many times I wrote this letter to osg-users@lists.openscenegraph.org, but no one answers. 2011/5/2 Robert Osfield robert.osfi...@gmail.com: Hi Maxim, I haven't seen any threading issues with svn/trunk, testing with Kubuntu 10.10 64bit, and there aren't any recent changes that are likely to affect threading behaviour under Linux. I would suspect a build issue, runtime linkage issue. Could you try a clean build and double check that you don't have older plugins being loaded due to hardwired paths to plugins. glxinfo on my machine returns: OpenGL renderer string: GeForce GTX 260/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 260.19.06 Which isn't quite a recent as your driver, so I guess that might be another variable. Beyond this I can't really add too much other than to suggest a debug build and looking at the track trace at crash. Robert. On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer maxgam...@gmail.com wrote: Hi all, I tried to use OSG 2.9.13 and found a strange problem If you do not use the string export OSG_THREADING=SingleThreaded then osgviewer crash with probability 50..70% I think it's all about the default mode is different from SingleThreaded My system: Ubuntu 10.04 amd64 Nvidia 260.19.26 OSG 2.9.13 What do you think about this problem -- Maxim Gammer ___ 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 -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] stats issue with svn
Hi all, Not sure if its just me: But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer cow.osg and enable stats using the s key, my draw rate shows up as 15-16(draw thread per a context). Cycling through threading modes using the 'm' key gets rid of the draw rate problem and it drops to a mere 0.10. Anyone else? Thanks Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error in the new version OSG
Hi Robert, I checked, the result has not changed ... osgviewer ./osgcool.osg Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test failed, requires valid graphics context. Ошибка сегментирования (Segmentation error) and osgviewer crash with probability 50..70% If i use the string export OSG_THREADING=SingleThreaded .. all ok. Cheers, 2011/5/2 Maxim Gammer maxgam...@gmail.com: thanks for advice ... I will try to double-check glxinfo on my machine returns: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 8800 GT/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 260.19.26 OpenGL shading language version string: 3.30 NVIDIA via Cg compiler P.S. Robert, I'm sorry that I write a letter to you personally. how to get username / password for edit OpenSceneGraph wiki pages - http://www.openscenegraph.org/projects/osg/wiki/Screenshots/(MyProject)? I already wrote an email to joseluis.hidalgo . But without result Many times I wrote this letter to osg-users@lists.openscenegraph.org, but no one answers. 2011/5/2 Robert Osfield robert.osfi...@gmail.com: Hi Maxim, I haven't seen any threading issues with svn/trunk, testing with Kubuntu 10.10 64bit, and there aren't any recent changes that are likely to affect threading behaviour under Linux. I would suspect a build issue, runtime linkage issue. Could you try a clean build and double check that you don't have older plugins being loaded due to hardwired paths to plugins. glxinfo on my machine returns: OpenGL renderer string: GeForce GTX 260/PCI/SSE2 OpenGL version string: 3.3.0 NVIDIA 260.19.06 Which isn't quite a recent as your driver, so I guess that might be another variable. Beyond this I can't really add too much other than to suggest a debug build and looking at the track trace at crash. Robert. On Sun, May 1, 2011 at 7:21 PM, Maxim Gammer maxgam...@gmail.com wrote: Hi all, I tried to use OSG 2.9.13 and found a strange problem If you do not use the string export OSG_THREADING=SingleThreaded then osgviewer crash with probability 50..70% I think it's all about the default mode is different from SingleThreaded My system: Ubuntu 10.04 amd64 Nvidia 260.19.26 OSG 2.9.13 What do you think about this problem -- Maxim Gammer ___ 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 -- Maxim Gammer -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fine-grained render ordering
Will the same technique work with a third camera C? Sent from my iPhone On Apr 28, 2011, at 11:06 AM, Sergey Polischuk pol...@yandex.ru wrote: Hi, Craig In your example, put camera A as child of B with render order on camera A set to prerender. Cheers, Sergey. 27.04.2011, 18:38, Craig S. Bosma craig.bo...@gmail.com: Robert, Thanks for pointing out the TraversalOrderBin, I wasn't aware of that. However, I'm still a little unclear on how that might help for my use. Suppose I have a scene with with a root Group node and two child Camera Nodes, A and B. Suppose both render to a texture via FBO, and that B needs A's texture output. If I put the root node in the TraversalOrderBin, would that guarantee that camera A is rendered completely before camera B? What if A instead were a child of B? Thanks, Craig On Tuesday, April 26, 2011 at 5:01 AM, Robert Osfield wrote: Hi Craig, The best way to manage render bin is vis State::setRenderBinDetails(), and in the 2.9.x dev series you can now select a render bin that sorts on traversal order of a subgrpah which makes some techniques easier - use the RenderBin string TraversalOrderBin to select this bin. If you want to create and chain RenderStages then using an osg::Camera in the scene graph is often one of the best ways to do this, and use the Camera::setRenderOrder(..) to control the order. You can also use a custom cull traversal callback to create RenderStage/RenderBin and assign these to the rendering backend, but this does require a greater knowledge of the internals of the rendering backend. Robert. On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma craig.bo...@gmail.com wrote: Hi, I'm working on a shader-driven graphics pipeline for an OSG-based app, and I want to better understand how I can better control the rendering order. I want to render my initial scene to several texture targets, with opaque and transparent objects handled separately. Currently I do this using node masks, but from this thread (http://forum.openscenegraph.org/viewtopic.php?t=2374) it seems like it would be better to use renderbin/renderstages. I have several more post-processing stages to follow, so I'm convinced that's the way to go for me to have full control over the pipeline. I've dug into the source for SceneView, RenderBin, RenderStage, etc. but it's not obvious to me how to shift objects from one bin to another (aside from setRenderBinDetails), or how to add stages that form a dependency chain. If anyone has examples or general advice on where to look, I'd be glad to hear it. Thanks, Craig ___ 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 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] stats issue with svn
Hi Martin, Not sure if its just me: But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer cow.osg and enable stats using the s key, my draw rate shows up as 15-16(draw thread per a context). Cycling through threading modes using the 'm' key gets rid of the draw rate problem and it drops to a mere 0.10. Anyone else? I've been seeing this for a while now. I don't know what causes it. It's also very inconsistent. Sometimes you'll start osgviewer and it's fine already, sometimes it will be in this weird state. Sometimes 'm' a few times will bring it back to normal, sometimes not. (anyways that's my experience) If you have a lot of experience in debugging threading issues, you might be able to have a look, as it's probably caused by timing between threads or something like that. 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] iOS: integration with not-OpenGL apps
Hi, I'm trying to find a way to integrate OSG into a generic app for iOS, but I'm facing some problems. Maybe I'm missing something, but as far as I've understood, it looks like that, in order to use OSG on iOS, I must always use the UIWindow and the corresponding UIView/UIViewController objects created by means of GraphicsWindowIOS::WindowData...but in this way I find difficult to later manage those UIView and UIViewController objects especially if I need to integrate them in a dynamic view hierarchy. What I'd like to do is to create a UIView-derived class that encapsulates everything required to use OSG to draw in just that view, then I'd like to manage that view by my own UIViewController (not related to OSG). Is there a way to do this with what is already available in OSG (2.9.13)? If not, can anyone suggest what (beyond creating a context and all OpenGLES related stuff) the UIView-derived class should do from the OSG point of view? Thanks. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.5 stable release discussion
Heh sorry I'm interested, just got back to DFW and hail. Don't have any particular reqs tho, other than the 3ds plugin. Looking fwd to build osgtoy and vrpn on this foundation. --mew Sent from my BlackBerry® smartphone, powered by CREDO Mobile. -Original Message- From: Paul Martz pma...@skew-matrix.com Sender: osg-users-bounces@lists.openscenegraph.orgDate: Sun, 01 May 2011 18:57:27 To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG 2.8.5 stable release discussion Hi Chris -- I'd like to add r11952 to the 2.8.5 feature list. This was Michael Plating's performance enhancement for large numbers of uniforms, which effectively eliminates the std::mapstd::string lookup. There hasn't been any posts on this thread for 10 days, so it looks like you and I are the only people interested in contributing to a 2.8.5 release. Is this correct? If so, I suggest we freeze the feature list at this point. (Any new feature requests would need to be trivial to add to the branch.) -Paul On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote: I'd like to open the discussion about a possible 2.8.5 release. I'll preface this by saying, don't request improvements unless you're willing to chip in to get them done, or help someone else get them done. ;) These are some of the improvements that have been proposed by a small group of my associates: * NOTIFY_WARN ( etc) macros to ease backporting (added to trunk pre-2.8.3). * 3DS writer fixes (4/8/10 and others). * FLT writer fixes for multitexture (11/19/10). * Really most any of the plugins could be updated. * Support for Texture2DMultisample (4/9/10). * Bump version / SO numbers. Nothing is set in stone here, and we're not yet sure anyone is willing to take on any of these tasks. Discuss? -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.5 stable release discussion
Yep, and we had already discussed this offline. The 3ds writer fixes are on the feature list. Thanks. -Paul On 5/2/2011 11:59 AM, mike.weib...@gmail.com wrote: Heh sorry I'm interested, just got back to DFW and hail. Don't have any particular reqs tho, other than the 3ds plugin. Looking fwd to build osgtoy and vrpn on this foundation. --mew Sent from my BlackBerry® smartphone, powered by CREDO Mobile. -Original Message- From: Paul Martzpma...@skew-matrix.com Sender: osg-users-bounces@lists.openscenegraph.orgDate: Sun, 01 May 2011 18:57:27 To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org Reply-To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG 2.8.5 stable release discussion Hi Chris -- I'd like to add r11952 to the 2.8.5 feature list. This was Michael Plating's performance enhancement for large numbers of uniforms, which effectively eliminates the std::mapstd::string lookup. There hasn't been any posts on this thread for 10 days, so it looks like you and I are the only people interested in contributing to a 2.8.5 release. Is this correct? If so, I suggest we freeze the feature list at this point. (Any new feature requests would need to be trivial to add to the branch.) -Paul On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote: I'd like to open the discussion about a possible 2.8.5 release. I'll preface this by saying, don't request improvements unless you're willing to chip in to get them done, or help someone else get them done. ;) These are some of the improvements that have been proposed by a small group of my associates: * NOTIFY_WARN ( etc) macros to ease backporting (added to trunk pre-2.8.3). * 3DS writer fixes (4/8/10 and others). * FLT writer fixes for multitexture (11/19/10). * Really most any of the plugins could be updated. * Support for Texture2DMultisample (4/9/10). * Bump version / SO numbers. Nothing is set in stone here, and we're not yet sure anyone is willing to take on any of these tasks. Discuss? -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] please ignore
This is a test mail (due to forum's server move), please ignore. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38931#38931 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cannot get texture map from loaded .flt file
Hi, I have tried to get the texture map from the loaded .flt file but it returned null. I have looked up the thread here Code: osg::Group* Ground = dynamic_castosg::Group* (osgDB::readNodeFile(C:/Program/Multigen-Paradigm/creator_3_2/tutorials/DesktopTutor/Models/arena.flt)); I use a node visitor to find all geodes in the scenegraph Ground and the apply function looks like this: for (unsigned int i=0; icurrentGeode.getNumDrawables(); ++i) { osg::StateSet* StateSet = (currentGeode.getDrawable(i))-getStateSet(); osg::Texture* Texture = dynamic_castosg::Texture* (StateSet-getTextureAttribute(0, osg::StateAttribute::TEXTURE)); --- modify the texture --- } l It said use the option preserveFace can get the texture. But I still cannot get any info from the model. Is there any one can get texture from .flt without any problem? I have also attached the flt file and let others try to get the texture. Thanks Cheers, ChiaYuan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38837#38837 Attachments: http://forum.openscenegraph.org//files/capecodflight_558.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Forum server move
Hi folks, I had to switch the forum to another server. The new server is already configured and running well. I've made some tests and it seems that everything works fine as before. There should be no messages lost until the server migration is complete. However I would like to ask you for excuse if you encounter some problems during the next week. Please let me know if you encounter any troubles with the forum. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38932#38932 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot get texture map from loaded .flt file
I'd suggest looking in the StateSets of Nodes, not just Drawables. -Paul On 4/27/2011 10:43 PM, ChiaYuan wrote: Hi, I have tried to get the texture map from the loaded .flt file but it returned null. I have looked up the thread here Code: osg::Group* Ground = dynamic_castosg::Group* (osgDB::readNodeFile(C:/Program/Multigen-Paradigm/creator_3_2/tutorials/DesktopTutor/Models/arena.flt)); I use a node visitor to find all geodes in the scenegraph Ground and the apply function looks like this: for (unsigned int i=0; icurrentGeode.getNumDrawables(); ++i) { osg::StateSet* StateSet = (currentGeode.getDrawable(i))-getStateSet(); osg::Texture* Texture = dynamic_castosg::Texture* (StateSet-getTextureAttribute(0, osg::StateAttribute::TEXTURE)); --- modify the texture --- } l It said use the option preserveFace can get the texture. But I still cannot get any info from the model. Is there any one can get texture from .flt without any problem? I have also attached the flt file and let others try to get the texture. Thanks Cheers, ChiaYuan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38837#38837 Attachments: http://forum.openscenegraph.org//files/capecodflight_558.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -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] OSG 2.8.5 stable release discussion
Hi Robert and all -- It is very likely that I'll move forward with the 2.8.5 release as we have been discussing on this thread. I'd like to reserve SO version number 74 for this release. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org