Re: [osg-users] Build error in FBX plugin
Thanks Rui, fix looks appropriate, I've made this change and the warning goes away. Plenty more warnings still to fix though... This particular fix is now checked into svn/trunk. Cheers, Robert. On Sun, May 15, 2011 at 12:58 AM, Wang Rui wangra...@gmail.com wrote: Hi Robert and J-S, I've met the same problem while compiling with FBX SDK 2012.1. Edit the line 364 of WriteNodeVisitor.cpp: _fbxTexture = KFbxTexture::Create(...); to _fbxTexture = KFbxFileTexture::Create(...); and it compiles fine now. Cheers, Wang Rui 2011/5/15 Robert Osfield robert.osfi...@gmail.com: Hi J-S, I downloaded FBX SDK for linux on Thursday and it built fine with the fbx plugin in svn/trunk. I've just rebuilt the plugin and while I get lots of warnings everything compiles. One of the warnings is; /home/robert/OpenSceneGraph/src/osgPlugins/fbx/WriterNodeVisitor.cpp:364:76: warning: invalid conversion from ‘fbxsdk_2012_1::KFbxTexture*’ to ‘fbxsdk_2012_1::KFbxFileTexture*’ Which lots mightly like the one that is causing an error for you. I'm afraid I don't know anything about the fbx plugin or the fbx SDK so can't say what the appropriate fix would be. I'll defer to those who've been working with the fbx SDK for guidance on this. Cheers, Robert. On Sat, May 14, 2011 at 1:18 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, I had fixed my nightly build lately (I had to update my FBX plugin), but it has started failing again. Is it possible that a recent submission has been made with the wrong version of the FBX plugin? The error I get is: 1..\..\..\..\src\osgPlugins\fbx\WriterNodeVisitor.cpp(364) : error C2440: '=' : cannot convert from 'fbxsdk_2012_1::KFbxTexture *' to 'fbxsdk_2012_1::KFbxFileTexture *' Thanks, J-S -- __ Jean-Sebastien Guay jean-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 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] Transformation nodes with shaders
Hi, I'm working on implementing some lighting effects with shaders and I've run into the problem that vertex positions are passed to the shader in local coordinates. This means that if there are any transformation nodes in the scenegraph underneath where the shader is active, the lighting calculations won't be transformed correctly. I've dug into the OSG source code a bit and found the following: - special osg_* uniforms are maintained in the State class, the ones of interest are osg_ModelViewProjectionMatrix, osg_Vertex, etc - the updating of these uniforms during draw traversal must be enabled by calling State::setUseModelViewAndProjectionUniforms(true) I'm not quite sure where to set this though since States are used in multiple places, I've tried the following: osgViewer::Viewer * viewer = new osgViewer::Viewer; osgViewer::Renderer * renderer = dynamic_castosgViewer::Renderer *(viewer-getCamera()-getRenderer()); osgUtil::SceneView * sceneView = renderer-getSceneView(0); // Do this also for 2nd sceneview sceneView-setActiveUniforms( osgUtil::SceneView::ALL_UNIFORMS ); sceneView-getState()-setUseModelViewAndProjectionUniforms(true); - Modify the shader source to use the special osg_* built-in uniforms: osg::ref_ptrosg::State state = new osg::State; state-convertVertexShaderSourceToOsgBuiltIns( srcString ); shader-setShaderSource(srcString); (Couldn't osg::State::convertVertexShaderSourceToOsgBuiltIns() be a static method or free function?) But when I do this, then nothing appears. What am I doing wrong or are there other things I should be doing? Thanks, Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple lights in a scene
I've started a separate thread for the transformation problem with subject: Transformation nodes with shaders On Fri, May 13, 2011 at 2:42 PM, SkullCheck csklu...@gmail.com wrote: Hi David, Thank you for your feedback. It looks like we are doing similar things, but a bit differently. I was distracted by another project the past couple of weeks but returned to this one and was given the go ahead to do a complete redesign. I have the UML of the design if you're interested. Basically I try to replicate the interface of osg::Light and osg::LightSource and automate all the uniform updates underneath. Also automated the setup of the shader programs. Unfortunately I need to wrap this all up next week so am not sure if we could've collaborated. But I have am still having one problem though. If there are some transform nodes in the scenegraph under the stateset containing the shader code, the vertex shader receives vertices in the transform node's local coordinates. The screenshot shows an example. There is a green light at the center of the spiral. I've placed a box offset from the center, but the green light from the center is showing up on the box instead of the peachish light that is nearby. Thanks, Chris On Tue, Apr 19, 2011 at 9:42 AM, David Callu led...@gmail.com wrote: Hi Chris, Hi Jean-Sébastien I just ending a similar work for a client and i could provide some advice on the subject. First, I derived from osg::LightSource to osgLighting::LightSource (that could contain many light, not only one as osg::LightSource) and add a cullCallback to do a similar job of osgUtil::CullVisitor::accept(osg::LightSource). I create a osgLighting::LightGroup (not a node) which contain light parameter (ambient, diffuse, position, direction ...) in uniforms arrays, and be shared by all lights I derived from osg::Light to osgLighting::Light that contain an osgLighting::LightGroup to store parameter in it. Shader is handle by a shader generator so I can't help you on this point. But I conclude after some test that per pixel lighting is not a choice. If you want apply shadow per light, you have to combine each light/shadow pair in the pixel shader. you can't compute light in vertex shader, then pass result of each light in pixel shader, and apply shadow on each light result. if you have 40 lights in you scene. you have to pass 40 vec3 from vertex shader to pixel shader ouch!!! according to Real-Time Rendering 3ed, Shader Model 4 have 16 interpolation registre between Vertex and Geometry/Pixel Shader and 32 between Geometry and Pixel Shader. J-S: About deferred shading, this is my first reflex to not pay the Z complexity of the scene. But OpenGL allow only 8 texture target to render in, so 8*4=32 values. We can use 3 for eye position, 3 for normal. This let's us with 26 value to pass light direction/position. That is largely under the need to handle more that 8 lights. I read an article about Unreal Engine that push the 3 nearest lights in RTT, and all others lights are combined in one, so only 4 light is pass to RTT, then computed in deferred shader. I have to dig this way ... Still according to Real Time Rendering 3ed, if you don't write the gl_FragDepth in your shader, recent hardware discard automatically the pixel computation if pixel in frame buffer is front of the incoming pixel. You can use OSG_DEFAULT_BIN_SORT_MODE=SORT_FRONT_TO_BACK to help hardware to do the job. I am in negotiation with my client to put osgLighting and osgGLSL (the shader generator) in OpenSource. But this will not happen before summer I think. Many people to convince that OpenSource is the good way for every body. HTH David Callu 2011/4/19 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Chris, First of all, I have to commend you on all the work you've put into doing this. You obviously put a lot of thought and research into your problem, and explored multiple avenues before posting, which I have to admire! I've personally never needed more than the 8 light sources the fixed pipeline gave me, so I've always used the built-in gl_LightSource[i] structure and osg::LightSource+osg::Light to manage my lights. I have a mechanism in place that lets me reuse light IDs when lights get turned on or off (a light turned off frees its light ID, and a light turned on will take the first available light ID), and this uses IDs 0-7, which has been sufficient for me. Add to that the fact that OSG's built-in shadow techniques support casting shadows from only one light, and I've never really had a need (personally or from client requirements) to go further. But that's not to say it won't happen. What I'd say in response to your question is, I think you have a good idea of what is the best solution to your problem (solution 1), but it requires some small changes to OSG itself in order to be feasible. So what prevents you from proposing these changes? Robert hasn't
[osg-users] save a movie
Hi you may use http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
any news on the 2.57 blender exporter ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39378#39378 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I am working on a new version of the exporter - it works for static meshes, but not animations yet. It does support vertex colors, materials and textures. I'll post it as soon as I have fixed the animation problem. The animations are exported from the list of nla tracks - but they don't work yet. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39379#39379 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi damyon , can you post this unfinished exporter for 2.57 ? can we use it if we have only static models ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39380#39380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] osg with QT how to?
Hi, I want to use osg with QT. What I have: - VS2008 on Windows 7, - QTSDK installed - compiled osg with VS in C:\OpenSceneGraph-2.8.4\build. Now I want to try out an example that uses QT and osg. Running CMake over that example now produces the following: Code: CMake Error at C:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake:226 (message): ERROR: Missing the following osg libraries: osgViewer osgGA osgDB osgUtil osgQt osg OpenThreads. Consider using CMAKE_PREFIX_PATH or the OSG_DIR environment variable. See the C:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake for more details. Call Stack (most recent call first): CMakeLists.txt:12 (find_package) So it seems like he doesnt even find osg. He also doesnt find any OSGQT library, which is obvious, because I don't have any OSGQT folder in osg/src. I read that i needed the osg trunk version for OSGQT, so I checked out, tried to run cmake over it and compile it, but when I try to ALL BUILD I always get windows incremental linker has stopped working error messages. The attachments are screenshots of my env variables for osg and QT, for your info.I'd be happy if there is someone out there who can tell me how to get it working! Thank you! Cheers, jin[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39377#39377 Attachments: http://forum.openscenegraph.org//files/env3_774.jpg http://forum.openscenegraph.org//files/env2_111.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shadow is not updated with the light
While working with shadow I stumbled across the problem. I am using LightSpacePerspectiveShadowMapDB. If am passing the light from the viewer to minimalshadowmap(base class of LightSpacePerspectiveShadowMapDB), then the shadow doesn't works. If I don't intitialize it with the viewer's light(or any other light). Then it gives some shadow at the beginning, but its not updated with the lights in the scene. If I don't give the light, which light it uses? What I could be doing wrong? One more thing, what is meaning of global light of scene in terms of OpenGL? Thanks Cheers Sumit Pandey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Even if animation does not work yet, if it exports models it's something useful for a lot of people. I suggest we merge your current work then It will be possible to improve animation part. Cedric On Sun, 2011-05-15 at 17:26 +0200, issam boughanmi wrote: Hi damyon , can you post this unfinished exporter for 2.57 ? can we use it if we have only static models ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39380#39380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi, after debugging , I finally get only this error: target specifies product type 'com.apple.product-type.tool', but there´s no such product type for the 'iphonesimulator' platform. Does it mean, that OSG isn´t available for iPhoneSimulator?What can/should I do? Thank you! Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39383#39383 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi Büsra, On 16/05/11 9:01 , Büsra Gülten wrote: after debugging , I finally get only this error: target specifies product type 'com.apple.product-type.tool', but there´s no such product type for the 'iphonesimulator' platform. Does it mean, that OSG isn´t available for iPhoneSimulator?What can/should I do? OSG certainly runs in the simulator (I have yet to run it on the actual device ;-) I've never encountered that error message before, could you paste your cmake configuration command line? What version of Xcode/iOS SDK are you using? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org