Re: [osg-users] Hello OSG
Donn Washburn writes: This is my first time to join in on OSGs email. The main purpose was to notify of a error I am getting on a SVN version on two different OS versions. It shows up on ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated causing OSG to fail. I do have it saved so if this is the correct place to ask I can send it. Hi Donn, Yes, it should be helpful that you provide the exact error you are getting and your ffmpeg version. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgAnimation Bezier curves
Hi arjdan, You are making mistakes on the computation of the ControlPoint In the ControlPoint Out of the Bezier Curve. Assume you have several points (knots) and that your path will pass throw some points V(i), the Vec3 CubicBezier Keyframe are calculated as follow : the p is your V(i), but the Control Points In Out are supposed to be computed check the algorithm in the article Draw a Smooth Curve through a Set of 2D Points with Bezier Primitives. I understand this response may come a little bit late but it may help someone Cheers Mohamed ALJI -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41149#41149 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Building OpenThreads with Qt Support: Any benefits?
Hello again guys! :D I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you build OSG. From what I saw the only thing this flag does is to use the Qt Threading library for OpenThreads. Are there any benefits from using Qt Threading library over for example Win32 threads or pThreads? I understand that Qt Threading library acts as an extra layer on top of some other library (Win32threads,pThreads etc) depending on the platform. In our main application we use Qt Framework a lot for the GUI. Building OpenThreads with Qt Thread support makes it any safer? Are there evidence that I might have threading issues when I use OSG with Qt Framework without OpenThreads Qt support enabled? Thanks in advance guys! Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41150#41150 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PagedLOD for shared nodes
Hi, I have a very big OpenFlight based database in which I've converted the ProxyNodes for terrain-tiles into PagedLOD nodes. The general layout of the database looks like this: master |PagedLOD (flight_0_0) | |-PagedLOD(tree1) |-PagedLOD(tree1) |-PagedLOD(tree1) |-PagedLOD(tree2) |-PagedLOD(tree2) |-PagedLOD(house1) |-PagedLOD(house1) ... |PagedLOD (flight_12_1) |-PagedLOD(tree1) |-PagedLOD(tree1) |-PagedLOD(tree1) |-PagedLOD(tree2) |-PagedLOD(tree2) |-PagedLOD(house1) |-PagedLOD(house1) As you can see I've converted referenced external objects (former ProxyNodes) which have LODs themselves to PagedLOD nodes. All paged LODs (flight terrain tiles and references models such as tree1 .. treeN are single ive files) All ive files are exported noLoadExternalReferenceFiles and noTexturesInIVEFile to make sharing of textures and sub-externals possible With this setup I encounter a problem. It seems like referencing e.g. tree1 multiple times in the graph creates multiple render instances instead of sharing the node. So loading the master.ive almost certainly consumes all available memory. Is there an error in my thinking, that the nodes for tree1 ... treeN can be shared whilst being under a pagedLOD? cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] UnitOut trunk and image readback
Hi, I am using osgPPU (0.4.0) in a distributed environment and thus rely on the image readback functionality through camera attachments to be able to send rendered/postprocessed images over the network. Since OSG 3.0 seems to require the osgPPU trunk version and i could also use the new resize functionality of osgPPU i tried to migrate to the newer version. Unfortunately since the update i only get clear color read back instead of the UnitOut output. The updated API doc says that UnitOut disables the FBO which i am using, but switching the camera implementation from FBO to simple FB leads to the same results. Are there any other changes in that regard i need to be aware of? And what is the correct way to use UnitOut now if i want to use camera attachments? Debug output looks ok, the only thing differing between 0.4.0 and trunk is the additional line output: 0. According to the source this line was caught by an if-phrase before and thus omitted. PipelineResult is a UnitOut, color is a UnitTexture for input and BlurX an instance of UnitInOut: BEGIN FRAME EffectNode osgPPU::Processor color run in thread 0 vp 0x21300f0 (ref 0): 0 0 512 512 program: 0x212d4a0 input: 0:0x1f1c690-attr (512x512) output: 0x1f1c690 (512x512 ) BlurX run in thread 0 vp 0x3f4fbe0 (ref 0): 0 0 512 512 program: 0x7fa474019f10 radius : 15 sigma : 15 input: 0:0x1f1c690-attr (512x512) output: 0x3f50370 (512x512 ) PipelineResult run in thread 0 vp 0x3f51160 (ref 0): 0 0 512 512 program: 0x2130c80 input: 0:0x3f50370-attr (512x512) output: 0 END EffectNode osgPPU::Processor Regards, Luciano ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] VPB LOG GeoExtent_Constraint
Hi, Everybody,I got some problem in the terrainmodeling by VPB. 1,I find many code likelog(osg::INFO,SourceData::readShapeFile) in the VPB's source,I wonder if i can output the log's data into a file when I use the osgDEM,so I can track what's done during the modeling process. 2,If I want to get the terrain model of just exactly the area in a polygon,for example,300m within the centerline of a highway,while the part that is outside of the polygon is not necessary and is not generated to improve the rendering performance. How can I achieve it,just set the DEM value to NoData for the useless area,or rewrite some important function in the DestinationTile or somewhere. 3,are them compatible between the VPB's latest version and OSG3.0. Thank you All!Any suggestion is appreciated! Cheers, Lei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41134#41134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
Hi! :) Due to some recent positive experiences working on a visualisation tool that indirectly (via Delta3D) used OpenSceneGraph, I am investigating the viability of integrating OpenSceneGraph into another project in place of an existing rendering engine. One major difference between the projects is that the one I am looking at it now is *heavily* reliant on animated skeletal models (the other project just used static models), and potentially being the most difficult problem to solve, I am looking at tackling this problem first. Experimenting with osganimationviewer with nathan.osg on Linux and Windows with both OSG 3.0.0 and 2.8.5 suggests that it is indeed possible to do what I am after (load models with pre-existing animations and blend multiple animations together easily), and by going through that example I can probably figure out what I need to do to get it working on the OSG side. What I am unsure about is the most reliable way is to load pre-existing animated skeletal models into an OSG-based program. Using UltimateUnwrap3D (a commercial texture mapping tool with a set of well-written import/export plugins), I can export to a number of formats that OSG supports, and attempt to load them up with osganimationviewer. Note that UU3D does not presently export osg, ive, or OpenFlight models, so I can't use that. I am using a set of purchased models that come in a variety of formats, including UU3D. Unfortunately, for every format and model I have tried, in both OSG 3.0.0 and 2.8.5, whilst osganimationviewer is capable of loading the exported model (with varying degrees of success), problems occur when you hit the next animation button. On Linux, it stops and drops core with a floating point error; on Windows (via VirtualBox), it just hangs. Basically, I can (generally) load models and view them, but I've never been able to play animations. Now my OSG 2.8.5 and 3.0.0 builds were fairly minimal, so not all of the plugins were built. I have a reasonable set of models to draw from, and there are countless export options for UU3D. Unfortunately, the search space for finding a working solution is gigantic, so I'm looking to narrow it down a bit. Based on the present state of OpenSceneGraph, its animation support, and loaders, is there a particular path that is reasonably well supported, known to work, and *should* work (in an ideal world), that I could concentrate on first? Which loaders are considered the most mature and reliable with respect to animations? Which formats are most suitable for use with OSG-based programs? Should I be using something apart from osganimationviewer to test? Should I be converting to osg/ive format first- and how? Would I best be starting off with the recent 3.0.0 release (congrats btw!), or stick with 2.8.5? Advice, suggestions, and stories of working pipelines most welcomed and appreciated. :) PS. I'm hoping I've posted this to the right place. This is my first post to the OSG forums, please be gentle. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41121#41121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello OSG
On 07/05/2011 03:31 AM, Alberto Luaces wrote: Donn Washburn writes: This is my first time to join in on OSGs email. The main purpose was to notify of a error I am getting on a SVN version on two different OS versions. It shows up on ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated causing OSG to fail. I do have it saved so if this is the correct place to ask I can send it. Hi Donn, Yes, it should be helpful that you provide the exact error you are getting and your ffmpeg version. Ok will do! osg.err -- 73 de Donn Washburn 307 Savoy StreetEmail: n5...@comcast.net Sugar Land, TX 77478 LL# 1.281.242.3256 Ham Callsign N5XWB HAMs : n5...@arrl.net VoIP via Skype:n5xwbg BMWMOA #:4146 Ambassador http://counter.li.org #279316 [ 96%] Built target osgdb_txp [ 96%] Built target osgdb_xine [ 96%] Building CXX object src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o In file included from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2: /usr/include/libavcodec/avcodec.h:528:27: warning: attribute ignored in declaration of �enum AVLPCType� [enabled by default] /usr/include/libavcodec/avcodec.h:528:27: warning: attribute for �enum AVLPCType� must follow the �enum� keyword [enabled by default] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �bool osgFFmpeg::FFmpegDecoder::open(const string, osgFFmpeg::FFmpegParameters*)�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:57:26: warning: �AVFormatParameters::channel� is deprecated (declared at /usr/include/libavformat/avformat.h:251) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:57:26: warning: �AVFormatParameters::channel� is deprecated (declared at /usr/include/libavformat/avformat.h:251) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:58:26: warning: �AVFormatParameters::standard� is deprecated (declared at /usr/include/libavformat/avformat.h:252) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:58:26: warning: �AVFormatParameters::standard� is deprecated (declared at /usr/include/libavformat/avformat.h:252) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:60:26: warning: �AVFormatParameters::width� is deprecated (declared at /usr/include/libavformat/avformat.h:248) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:60:26: warning: �AVFormatParameters::width� is deprecated (declared at /usr/include/libavformat/avformat.h:248) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:61:26: warning: �AVFormatParameters::height� is deprecated (declared at /usr/include/libavformat/avformat.h:249) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:61:26: warning: �AVFormatParameters::height� is deprecated (declared at /usr/include/libavformat/avformat.h:249) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:66:26: warning: �AVFormatParameters::time_base� is deprecated (declared at /usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:66:26: warning: �AVFormatParameters::time_base� is deprecated (declared at /usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:67:26: warning: �AVFormatParameters::time_base� is deprecated (declared at /usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:67:26: warning: �AVFormatParameters::time_base� is deprecated (declared at /usr/include/libavformat/avformat.h:245) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:81:25: warning: �int av_open_input_file(AVFormatContext**, const char*, AVInputFormat*, int, AVFormatParameters*)� is deprecated (declared at /usr/include/libavformat/avformat.h:1094) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:81:106: warning: �int av_open_input_file(AVFormatContext**, const char*, AVInputFormat*, int, AVFormatParameters*)� is deprecated (declared at /usr/include/libavformat/avformat.h:1094)
[osg-users] Passing different textures using GLSL
Hi, I need to develop an application to pass streams and lots of different textures into GPU for processing. An I suppose to use glTexSubImage2D? If so how do i used it and if there is any sample code I could refer to? Thank you! Cheers, Linda -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41153#41153 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello OSG
On Tue, Jul 5, 2011 at 8:03 AM, Donn Washburn n5...@comcast.net wrote: On 07/05/2011 03:31 AM, Alberto Luaces wrote: Donn Washburn writes: This is my first time to join in on OSGs email. The main purpose was to notify of a error I am getting on a SVN version on two different OS versions. It shows up on ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated causing OSG to fail. I do have it saved so if this is the correct place to ask I can send it. Hi Donn, Yes, it should be helpful that you provide the exact error you are getting and your ffmpeg version. Ok will do! osg.err So the deprecation warnings you mention aren't actually the problem strictly speaking - those are warnings, not errors. The errors are better hidden - here they are without the warnings around them: [ 96%] Building CXX object src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o In file included from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �void osgFFmpeg::FFmpegDecoder::findAudioStream()�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:211:64: error: �CODEC_TYPE_AUDIO� was not declared in this scope /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �void osgFFmpeg::FFmpegDecoder::findVideoStream()�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:229:64: error: �CODEC_TYPE_VIDEO� was not declared in this scope What version of ffmpeg and linux are you using? Ryan -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] small memory leak in SceneCache?
Hi Robert, Sorry to dredge this one up again, but I think there may be a flaw in the logic of osgViewer::Scene destructor. The intention of the code seems clear, i.e. to remove the Scene being destroyed from the scene cache. For me at least (on Windows VC 2005) the removal *NEVER* happens. The reason for this appears to be that the code itr-get() returns NULL when itr refers to the object currently being destroyed. Which is logical, since if itr is observing 'this' and 'this' is being destroyed, then there must be no remaining ref_ptrs to 'this', and therefore the observer_ptr get function, quite correctly, returns NULL. I think this means that the scene cache vector will continually grow as new scenes are constructed, but not emptied until program termination destroys the static instance of the cache. I'm not quite sure of the best solution to this is, but the current code is definately not working for me. Cheers. Chris. Code: Scene::~Scene() { OpenThreads::ScopedLockOpenThreads::Mutex lock(getSceneCacheMutex()); for(SceneCache::iterator itr = getSceneCache().begin(); itr != getSceneCache().end(); ++itr) { Scene* scene = itr-get(); if (scene==this) { getSceneCache().erase(itr); break; } } } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41155#41155 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello OSG
Hi all, I've recently fixed some of these in our own code. See here: http://code.google.com/p/flitr/source/detail?r=34 It was for ffmpeg on Debian sid: apt-cache policy ffmpeg ffmpeg: Installed: 5:0.8-0.1 It should give some hints on where to start. I'm too busy to help currently. cheers jp On 05/07/11 16:04, Ryan Pavlik wrote: On Tue, Jul 5, 2011 at 8:03 AM, Donn Washburn n5...@comcast.net mailto:n5...@comcast.net wrote: On 07/05/2011 03:31 AM, Alberto Luaces wrote: Donn Washburn writes: This is my first time to join in on OSGs email. The main purpose was to notify of a error I am getting on a SVN version on two different OS versions. It shows up on ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated causing OSG to fail. I do have it saved so if this is the correct place to ask I can send it. Hi Donn, Yes, it should be helpful that you provide the exact error you are getting and your ffmpeg version. Ok will do! osg.err So the deprecation warnings you mention aren't actually the problem strictly speaking - those are warnings, not errors. The errors are better hidden - here they are without the warnings around them: [ 96%] Building CXX object src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o In file included from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �void osgFFmpeg::FFmpegDecoder::findAudioStream()�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:211:64: error: �CODEC_TYPE_AUDIO� was not declared in this scope /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �void osgFFmpeg::FFmpegDecoder::findVideoStream()�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:229:64: error: �CODEC_TYPE_VIDEO� was not declared in this scope What version of ffmpeg and linux are you using? Ryan -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu mailto:rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello OSG
On 07/05/2011 09:04 AM, Ryan Pavlik wrote: On Tue, Jul 5, 2011 at 8:03 AM, Donn Washburn n5...@comcast.net mailto:n5...@comcast.net wrote: On 07/05/2011 03:31 AM, Alberto Luaces wrote: Donn Washburn writes: This is my first time to join in on OSGs email. The main purpose was to notify of a error I am getting on a SVN version on two different OS versions. It shows up on ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated causing OSG to fail. I do have it saved so if this is the correct place to ask I can send it. Hi Donn, Yes, it should be helpful that you provide the exact error you are getting and your ffmpeg version. Ok will do! osg.err So the deprecation warnings you mention aren't actually the problem strictly speaking - those are warnings, not errors. The errors are better hidden - here they are without the warnings around them: [ 96%] Building CXX object src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o In file included from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.hpp:5, from /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:2: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �void osgFFmpeg::FFmpegDecoder::findAudioStream()�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:211:64: error: �CODEC_TYPE_AUDIO� was not declared in this scope /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp: In member function �void osgFFmpeg::FFmpegDecoder::findVideoStream()�: /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:229:64: error: �CODEC_TYPE_VIDEO� was not declared in this scope What version of ffmpeg and linux are you using? Ryan -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University I see you are in Iowa - hope you are dry. If needed send the water here. OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg. Because openSuSE version of devel. was not being found. -- 73 de Donn Washburn 307 Savoy StreetEmail: n5...@comcast.net Sugar Land, TX 77478 LL# 1.281.242.3256 Ham Callsign N5XWB HAMs : n5...@arrl.net VoIP via Skype:n5xwbg BMWMOA #:4146 Ambassador http://counter.li.org #279316 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Boundary Representations
I would be interested in this, including perhaps collaborating and contributing. Would you be able to develop this publicly somewhere like github? If you are looking at OpenCASCADE, you might consider this community-run friendly fork, which seems much more accessible: https://github.com/tpaviot/oce Furthermore, when it comes to file-format support or perhaps a design model, you might consider the COLLADA spec - COLLADA 1.5 added (what seems to be) a fairly complete B-Rep specification. At the very least, it seems to be pretty comparable in what it can express to the XT-Brep capabilities of the Jt file format (and thus the brep capabilities of the parasolid XT format). Links: COLLADA: http://www.khronos.org/collada/ and the XT-Brep spec: http://www.plm.automation.siemens.com/en_us/products/open/jtopen/technology/index.shtml (right-hand side links) Ryan On Sat, Jul 2, 2011 at 5:41 PM, Simon Hammett s.d.hamm...@googlemail.comwrote: No, but you might want to look at: http://www.opencascade.org/ that's got all sorts of stuff in it. On 2 July 2011 22:36, Daniel Peraza danielper...@gmail.com wrote: Hi, I'd like to know if OSG has any class for handling Boundary Representations before writing one by myself. I'm working with orthogonal pseudo polyhedra. ... Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41120#41120 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello OSG
Donn Washburn writes: OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg. Because openSuSE version of devel. was not being found. Do you require the ffmpeg plugin? If not, you could blank out the ffmpeg entries in CMake in order for it not to get compiled and finish the build. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
I've seen the best luck (originating in Lightwave 3D) with the FBX or COLLADA file formats. Did you build and try those? They can be tricky to build. -- 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] Building OpenThreads with Qt Support: Any benefits?
On 7/5/2011 4:03 AM, George Bekos wrote: Hello again guys! :D I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you build OSG. From what I saw the only thing this flag does is to use the Qt Threading library for OpenThreads. Are there any benefits from using Qt Threading library over for example Win32 threads or pThreads? I understand that Qt Threading library acts as an extra layer on top of some other library (Win32threads,pThreads etc) depending on the platform. In our main application we use Qt Framework a lot for the GUI. Building OpenThreads with Qt Thread support makes it any safer? Are there evidence that I might have threading issues when I use OSG with Qt Framework without OpenThreads Qt support enabled? I'm interested in this answer too. I seem to recall that Qt's threading library doesn't expose a CPU affinity mask, which OSG kind of likes. Is any of this true? -- 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] PagedLOD for shared nodes
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote: Hi, It seems like referencing e.g. tree1 multiple times in the graph creates multiple render instances instead of sharing the node. So loading the master.ive almost certainly consumes all available memory. Is there an error in my thinking, that the nodes for tree1 ... treeN can be shared whilst being under a pagedLOD? For some reason I thought there was already some sort of object-loader sharing cache. -- 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] ModelView/Projection Matrices From Camera
Hey guys, I have a really quick question. I'm trying to debug a piece of code and what I need is access to the current MV/Proj matrices as affected by the Viewer's active camera. I see that they can both be queried from an osg::State object, though I've never had to interface directly with this. Does anyone have any quick tricks? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ModelView/Projection Matrices From Camera
I usually pull them from the CullVisitor/CullStack during the cull traversal. Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.comwrote: Hey guys, I have a really quick question. I'm trying to debug a piece of code and what I need is access to the current MV/Proj matrices as affected by the Viewer's active camera. I see that they can both be queried from an osg::State object, though I've never had to interface directly with this. Does anyone have any quick tricks? ___ 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] Hello OSG
On 07/05/2011 09:56 AM, Alberto Luaces wrote: Donn Washburn writes: OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg. Because openSuSE version of devel. was not being found. Do you require the ffmpeg plugin? If not, you could blank out the ffmpeg entries in CMake in order for it not to get compiled and finish the build. Thanks for the replies. It really looks like an ffmpeg file.h problem. So if I find out I will let everyone know. Of course it maybe a something else problem that is why I asked. -- 73 de Donn Washburn 307 Savoy StreetEmail: n5...@comcast.net Sugar Land, TX 77478 LL# 1.281.242.3256 Ham Callsign N5XWB HAMs : n5...@arrl.net VoIP via Skype:n5xwbg BMWMOA #:4146 Ambassador http://counter.li.org #279316 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ModelView/Projection Matrices From Camera
On 7/5/2011 10:10 AM, Glenn Waldron wrote: I usually pull them from the CullVisitor/CullStack during the cull traversal. Right -- During cull you can access these from the CullVisitor: osg::RefMatrix* view = cv-getModelViewMatrix(); const osg::Camera* cam = cv-getCurrentCamera(); const osg::Matrix proj = cam-getProjectionMatrix(); const osg::Viewport* vp = cam-getViewport(); If you're trying to get these during draw, you need to get them from osg::State: const osg::State* state = renderInfo.getState(); const osg::Matrix view = getModelViewMatrix(); const osg::Matrix proj = getProjectionMatrix(); const Viewport* vp = getCurrentViewport(); -Paul Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.com mailto:jer...@emperorlinux.com wrote: Hey guys, I have a really quick question. I'm trying to debug a piece of code and what I need is access to the current MV/Proj matrices as affected by the Viewer's active camera. I see that they can both be queried from an osg::State object, though I've never had to interface directly with this. Does anyone have any quick tricks? ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 -- -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] Fwd: [FFmpeg-user] Fwd: Re: several git version of ffmpeg
Info only about recent upgrades to ffmpeg Original Message Subject: [FFmpeg-user] Fwd: Re: several git version of ffmpeg Date: Tue, 05 Jul 2011 12:00:55 -0500 From: Donn Washburn n5...@comcast.net Reply-To: FFmpeg user questions and RTFMs ffmpeg-u...@ffmpeg.org To: ffmpeg Users elist ffmpeg-u...@ffmpeg.org Information from ffmpeg about the problem. Unfortunately, I am not a code person (other than HAM Morse code and Electronic color code person). If I knew how, I would attempt to fix it. On date Tuesday 2011-07-05 11:21:53 -0500, Donn Washburn encoded: Hello Group; I have been trying to complie a version of OpenSceneGraph for Flightgear. The cmake app, and ccmake app show it found ffmpeg so I was going with it because I remember from past years old version of ffmpeg coming from ffmpeg. I think a header file is the problem. Included is the OSG output from 98 percent to Error. Is this problem a ffmpeg or osg problem [ 96%] Built target osgdb_txp [ 96%] Built target osgdb_xine /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:269:17: warning: �int url_ferror(AVIOContext*)� is deprecated (declared at /usr/include/libavformat/avio.h:298) [-Wdeprecated-declarations] /mnt/sda7/fgfs/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:269:48: warning: �int url_ferror(AVIOContext*)� is deprecated (declared at /usr/include/libavformat/avio.h:298) [-Wdeprecated-declarations] You need to update the OSG code, it is using an old define which was deprecated and removed since the last major bump (CODEC_TYPE_* = AVMEDIA_TYPE_*). Or you can simply add some evil define for re-introducing the old symbols. ___ ffmpeg-user mailing list ffmpeg-u...@ffmpeg.org http://ffmpeg.org/mailman/listinfo/ffmpeg-user -- 73 de Donn Washburn 307 Savoy StreetEmail: n5...@comcast.net Sugar Land, TX 77478 LL# 1.281.242.3256 Ham Callsign N5XWB HAMs : n5...@arrl.net VoIP via Skype:n5xwbg BMWMOA #:4146 Ambassador http://counter.li.org #279316 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD for shared nodes
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson: On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote: Hi, It seems like referencing e.g. tree1 multiple times in the graph creates multiple render instances instead of sharing the node. So loading the master.ive almost certainly consumes all available memory. Is there an error in my thinking, that the nodes for tree1 ... treeN can be shared whilst being under a pagedLOD? For some reason I thought there was already some sort of object-loader sharing cache. Okay, sorry for the noise. I've found a topic which already covers this topic. For sharing nodes you'll have to setup the viewer to explicitly use shared nodes. This way I've managed to display a huge database with some hotspots Thanks anyways ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shadow mapping using different scene graph for mapping
Hi, Currently I'm trying to improve performance regarding shadow mapping. So far I've managed to get reasonable results for large outdoor scenes using LightSpacePerspectiveMaps. In order to improve performance further, I did come up with the following idea: As my scene-graph consists of many objects, I'd like to set up a special graph which skips all materials and textures not using alpha masking. I know that I can skip complete nodes using the traversal mask. The question is: how to use a graph which omits most of heavy state changing objects to actually change the state. E.g. I have a couple of buildings, each using ~200 different state sets per individual building type. I'd like to reduce this overload, by presenting a optimized graph not performing this state changes during shadow traversal. In other words, I want to render the shadow casting graph with a lower footprint. So, is there some mechanism to present a different scene graph to the ShadowTechniques for shadow casting than for actual rendering? Cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011
Hello, 37 days till OpenScengraph BOF at SIGGRAPH 2011. 10 AM Wed 10 Aug 2011. Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes. John F. Richardson smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ModelView/Projection Matrices From Camera
On Tue, 2011-07-05 at 10:38 -0600, Paul Martz wrote: On 7/5/2011 10:10 AM, Glenn Waldron wrote: I usually pull them from the CullVisitor/CullStack during the cull traversal. Right -- During cull you can access these from the CullVisitor: osg::RefMatrix* view = cv-getModelViewMatrix(); const osg::Camera* cam = cv-getCurrentCamera(); const osg::Matrix proj = cam-getProjectionMatrix(); const osg::Viewport* vp = cam-getViewport(); If you're trying to get these during draw, you need to get them from osg::State: const osg::State* state = renderInfo.getState(); const osg::Matrix view = getModelViewMatrix(); const osg::Matrix proj = getProjectionMatrix(); const Viewport* vp = getCurrentViewport(); -Paul Thanks Paul and Glenn. I have a cool example coming demonstrating Signed Distance Field rendering, particularly as it pertains to text (inspired by an e-mail from a fellow named John Smith. It's exceptionally cool stuff, I'm just having trouble understanding the relationship between the current ViewMatrix and and the algorithm's idea of scale. I get decent results with a 1:1 ratio, but there's more to it than that. Much reading shall take place! Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.com mailto:jer...@emperorlinux.com wrote: Hey guys, I have a really quick question. I'm trying to debug a piece of code and what I need is access to the current MV/Proj matrices as affected by the Viewer's active camera. I see that they can both be queried from an osg::State object, though I've never had to interface directly with this. Does anyone have any quick tricks? ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] Forcing buffer objects to recompile
Hi, I am trying to use buffer objects in my application. So I call setUseVertexBufferObjects on the relevant geometry. However for other reasons I cannot set up the tex coords and texture image until a few more frames have elapsed. This means that I have somehow got to force the buffers to recompile on that object. I have copied the code from setUseVertexBuffersObjects into a function in my app and modified it to set the buffers dirty instead of allocating them, and then I set the compileOnNextDraw flag in the renderer. But this does not appear to work. What is the correct way to go about this? Thank you! Cheers, Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41172#41172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forcing buffer objects to recompile
On 7/5/2011 2:42 PM, Roger James wrote: Hi, I am trying to use buffer objects in my application. So I call setUseVertexBufferObjects on the relevant geometry. However for other reasons I cannot set up the tex coords and texture image until a few more frames have elapsed. This means that I have somehow got to force the buffers to recompile on that object. I have copied the code from setUseVertexBuffersObjects into a function in my app and modified it to set the buffers dirty instead of allocating them, and then I set the compileOnNextDraw flag in the renderer. But this does not appear to work. What is the correct way to go about this? I searched for the word 'dirty' in the osg/Array header and found this: /** Dirty the primitive, which increments the modified count, to force buffer objects to update. */ inline void dirty() { ++_modifiedCount; if (_vbo.valid()) _vbo-dirty(); } -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD for shared nodes
On 05/07/2011 20.32, Sebastian Messerschmidt wrote: Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson: On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote: Hi, It seems like referencing e.g. tree1 multiple times in the graph creates multiple render instances instead of sharing the node. So loading the master.ive almost certainly consumes all available memory. Is there an error in my thinking, that the nodes for tree1 ... treeN can be shared whilst being under a pagedLOD? For some reason I thought there was already some sort of object-loader sharing cache. Okay, sorry for the noise. I've found a topic which already covers this topic. For sharing nodes you'll have to setup the viewer to explicitly use shared nodes. This way I've managed to display a huge database with some hotspots Interesting... do you mind sharing the option / setup needed? we could have similar problems Thanks -- Luigi Calori SuperComputing Applications and Innovation Department CINECA - via Magnanelli, 6/3, 40033 Casalecchio di Reno (Bologna) - ITALY Tel: +39 051 6171509 Fax: +39 051 6132198 hpc.cineca.it ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] assignment of context ID in osgViewer::GraphicsWindowEnbedded
Greetings, I was just wondering! My co worker just found out that if your going to set up and close a set if windows that uses osgViewer::GraphicsWindowEnbedded that you better make sure that it has a unique context ID in it or strage things start to happen with textures. after we decared the varible Exp: _gw = new osgViewer::GraphicsWindowEnbedded(0,0,width,height); we added: _gw-getState()-setContextID(someIntNumber++); and it fixed our problem. The thing I'm wondering is why I have to do this in the first place? I figured that you had this handeled in the osgViewer init code someware becose I've never seen anyting about this in any of the example code that I've seen so far! Maybe we have a bug? ... D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41175#41175 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building OpenThreads with Qt Support: Any benefits?
Hi George and Chris, The QThread support was submitted initially for the further migrating to Symbian and Meego. AFAIK, the Meego version of OSG is already workable in a Chinese lab. But I don't have a clear plan of when and how to merge it to the trunk version at present. And yes, until the 4.7 release, Qt doesn't support setting CPU affinity so far. And I'm not sure if Qt's threading model is safer or not. But at least, it should be a good start for porting OSG to another few mobile platforms. :-) Wang Rui 2011/7/5 Chris 'Xenon' Hanson xe...@alphapixel.com: On 7/5/2011 4:03 AM, George Bekos wrote: Hello again guys! :D I want to ask you about this BUILD_OPENTHREADS_WITH_QT CMake flag when you build OSG. From what I saw the only thing this flag does is to use the Qt Threading library for OpenThreads. Are there any benefits from using Qt Threading library over for example Win32 threads or pThreads? I understand that Qt Threading library acts as an extra layer on top of some other library (Win32threads,pThreads etc) depending on the platform. In our main application we use Qt Framework a lot for the GUI. Building OpenThreads with Qt Thread support makes it any safer? Are there evidence that I might have threading issues when I use OSG with Qt Framework without OpenThreads Qt support enabled? I'm interested in this answer too. I seem to recall that Qt's threading library doesn't expose a CPU affinity mask, which OSG kind of likes. Is any of this true? -- 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
Thanks for the fast reply and the suggestions. :) I've actually got an update to my original post with respect to FBX, but I wasn't quite fast enough in posting it- the forum topic was enabled at 1am this morning my time (cursed timezone differences!), and I couldn't post a follow-up until it was enabled. Anyway, I just gave DAE another shot, and the behaviour differs from the scenario I described above- it actually crashes the viewer on load under Windows, as opposed to loading and crashing on button press. It turns out that I had also inadvertently skipped it under Linux (argh, my mistake). I think this came about as I'd tried Windows first, and under Linux I just ran the various formats through one after the other, skipping the ones that didn't load. As the DAE plugin hadn't built on the Linux side, I skipped it. I also noticed an error message in the log (Windows) when loading it under Windows (ChooseMatchingPixelFOrmat()- Unable to choose the requested pixel format) that might have contributed. It might be worth my digging into the DAE plugin a bit more based on this. Thankyou for the suggestion. :) Re FBX, this one turned out to be quite interesting. :) Originally, I hadn't tried it (not part of the default build), but on a recommendation, I had a look at it specifically. I took the time to get it to build correctly (Windows), and used it. With this plugin, it was possible load a test animated model correctly with osganimationviewer, and I could browse through the resultant animations. I could also convert the model with osgconv to osg format and load the result. This is using OSG 3.0.0. So, success, so far! :) I'm wondering if it is a reasonable assumption to make that the FBX plugin is a bit more mature then the others, or better suited to the purpose, with respect to animated skeletal models? At the very least, I suspect that I'm on the right track now. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41177#41177 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forcing buffer objects to recompile
Paul Martz wrote: On 7/5/2011 2:42 PM, Roger James wrote: Hi, I am trying to use buffer objects in my application. So I call setUseVertexBufferObjects on the relevant geometry. However for other reasons I cannot set up the tex coords and texture image until a few more frames have elapsed. This means that I have somehow got to force the buffers to recompile on that object. I have copied the code from setUseVertexBuffersObjects into a function in my app and modified it to set the buffers dirty instead of allocating them, and then I set the compileOnNextDraw flag in the renderer. But this does not appear to work. What is the correct way to go about this? I searched for the word 'dirty' in the osg/Array header and found this: /** Dirty the primitive, which increments the modified count, to force buffer objects to update. */ inline void dirty() { ++_modifiedCount; if (_vbo.valid()) _vbo-dirty(); } -Paul ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Thanks Paul I started looking at the code from the bottom up. Looks like I missed upping the modified count. I'll try that tomorrow. Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41178#41178 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] assignment of context ID in osgViewer::GraphicsWindowEnbedded
Now, that's a coincidence. We just discussed this about 8 days ago. See the thread setContextID comment block. I don't think it answers your question, but there might be some good info there. -Paul On 7/5/2011 5:40 PM, David Glenn wrote: Greetings, I was just wondering! My co worker just found out that if your going to set up and close a set if windows that uses osgViewer::GraphicsWindowEnbedded that you better make sure that it has a unique context ID in it or strage things start to happen with textures. after we decared the varible Exp: _gw = new osgViewer::GraphicsWindowEnbedded(0,0,width,height); we added: _gw-getState()-setContextID(someIntNumber++); and it fixed our problem. The thing I'm wondering is why I have to do this in the first place? I figured that you had this handeled in the osgViewer init code someware becose I've never seen anyting about this in any of the example code that I've seen so far! Maybe we have a bug? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance
Hi, Firstly a tip from building large databases myself, make sure you source imagery has been optimised as much as possible. I have found ecw files are much faster to process than other formats due to their exceptional speed in creating arbitrary overviews. If you are using GeoTiffs make sure you have created 'overviews' (I cant think of the correct name) for them (basically a set of mipmaps stored inline). This make a big difference to generation speed. I would also suggest you look pay attention to what output format you use for your imagery. I have found that compressing the output imagery takes the greatest amount of CPU time of the build process. If you use no compression, the output will be massive. I use these settings: --compressed-dxt1a (of dxt1 if my data completely covers the area being generated or I am using layer inheritance). --compression-quality-fastest (I honestly cant see a visible difference compared to the high quality mode, but runs almost an order of magnitude faster) --compressor-nvtt-nocuda (I run on a machine with no or poor graphics card) Now on to your question regarding options: --layer-inheritance [Lowest/Nearest/No] This comes in to play when the source data for a tile does not cover the full extents of the tile. This option determines what you see in the 'empty space'. When set to 'No', the empty space is left empty. If your output format doesn't include an alpha channel, the 'empty' space will be black, if your output format does support alpha, the empty space will be transparent. When 'Lowest' is specified, the lowest resolution data available for the area if used to fill the gaps. When Nearest is specified, the nearest resolution data available for the area if used to fill the gaps. Note that when you use optional layers, it really only makes sense to use 'No'. --set setname used by itself, I haven't been able to figure out what effect this has. --optional-set setname When used in conjunction with --set (i.e. specify both with the same value: --set MySet --optional-set MySet) you imagery layer is stored in an external (i.e. not in the .ive or .osgb file) directory structure. This allows a tile to be loaded without having to load all the optional images associated with it. --optional-image-layout [inline/external-set-dir/external-local-dir] --optional-elevation-layout [inline/external-set-dir/external-local-dir] This determines how optional layers will be written to disk. Using inline stores the optional layers within the .ive/.osgb file. These seems to defeat the purpose of optional layers but I am probably just missing the use case for this. From my experience both external-set-dir/external-local-dir produce the same output, but this may have changed since I last played with these options. I think the intention was that external-set-dir places files for each optional layer in a folder named after the set, while external-local-dir places all the optional layers in a single directory structure. This needs to be confirmed though. How does the idea of optional layers work? I assume it is possible to plug in optional layers for DEM and for textures independent? It is, though I haven't personally tried optional elevation data. Do I need a special terrain technique to use such a database with optional layers, or can I use the standard osgViewer? I have written my own terrain technique to control the display of optional layers (a sub-class of GeometryTechnique) but I think you can access up to three optional layers via a MultiTextureControl node used to decorate the generated scene though I haven't used this myself. I am pretty sure the default osgViewer doesn't provide access to this functionality though. You should also look at the osgTerrain::TerrainTile::setTileLoadedCallback() method and the default implementation WhiteListTileLoadedCallback which can be used to control the loading of optional layers (I have also implemented my own call-back). I will also add a couple of comments not directly related your questions: I would suggest you look closely at creating your own TerrainTechnique. Subclassing GeometryTechneque is pretty easy and will give you a lot more control. While this was quite a bit of work, I have managed to dynamically merge the output of multiple VPB databases at runtime. This provides a lot more flexibility to 'mix and match' different datasets and greatly simplifies the process of adding a bit of new data. As a side note, once you generate a large database moving it about is very painful due to the huge number of small files it creates. To help with this I place my databases into an archive format (I think the largest archive I have created is ~150gig), though this is probably not practical when your output will be several terabytes. If you decide to look into this, a couple of pointers / warnings: - you will need to convert the relative file names for optional layers into filenames relative