Re: [osg-users] OSG for Android
Thank you for the response. I am having some problems with the MINGW/MSYS make. Here is the problem: Android NDK: Trying to define local module OpenThreads in C:/Projects/OpenSceneGraph-3.0.1/OpenSceneGraph/build32_Android/src/OpenThre ads/pthreads/Android.mk. Android NDK: But this module was already defined by C:/Projects/OpenSceneGraph-3.0.1/OpenSceneGraph/build32_Android/src/OpenThre ads/pthreads/Android.mk. /C/Projects/android-ndk-r5b/build/core/build-moduloe.mk:34: *** Android NDK: Aborting. . Stop. make[2]: *** [Android-OpenSceneGraph] Error 2 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2 Any ideas? It seems like it is loading some file twice or something like that. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge Izquierdo Ciges Sent: lunes, 08 de agosto de 2011 17:14 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG for Android There's no trouble in that. Android binaries are platform independant (they are from Android) and I suppose following the google instructions shouldn't give much trouble to anyone. I didn't like MinGW so I sticked with Linux. - Thank you for the dependencies. But, how am I supposed to use them? I mean, which is the structure for cmake to recognize them? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rafa Gaitan Sent: martes, 09 de agosto de 2011 9:10 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG for Android Hi Hector, ThirdParty package for android is deployed here: http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip Cheers, Héctor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin
Thank you very much :) Regards G. Il giorno 09.ago.2011, alle ore 11:56, Stephan Maximilian Huber ha scritto: Hi, Am 08.08.11 18:22, schrieb Guido Lucci Baldassari: Does anyone know how I can obtain the path of @loader_path at runtime (a better solution than getenv(PWD))? Thanks in advance you can try one of the NSBundle-methods: NSBundle* bundle = [NSBundle bundleForClass: [self class]]; std::string plugin_path( [ [bundle builtInPlugInsPath] cString]); This will give you the path to the PlugIns-folder inside your bundle. cheers, Stephan ___ 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] [forum] osgAnimation to update bone position
Hi, I placed this question in a thread, but decided to placed also in here, to be more visible. Hope you can forgive me. I'm using a CyberGlove II and my task is to translate my hand movements to a simple FBX 3D model. I managed to place the model and the data from the glove. I also managed to get this data to command the model, attributing the correspondent glove data to the corresponding bone. But there's something I didn't quite catch when updating the bone. I had this from the osgAnimation::UpdateBone: (I know this can be a lot more efficient but for now is just for testing) (For the thumb finger - 3 sensors luva is the object where I get the data from the glove sensors) Code: osgAnimation::Bone* b1 = dynamic_castosgAnimation::Bone*(node1); osgAnimation::Bone* b2 = dynamic_castosgAnimation::Bone*(node2); osgAnimation::Bone* b3 = dynamic_castosgAnimation::Bone*(node3); osg::Matrix mt1; mi1.makeRotate(luva.finger0[0], osg::Vec3f(0.0,0.0,1.0)); b1-setMatrix(mt1); I thought this was enough to update the bone position, since I read that the setMatrix would do this. But then I've continued to add the code present in UpdateBone, like this: Code: osgAnimation::Bone* parent1 = b1-getBoneParent(); if (parent1) b1-setMatrixInSkeletonSpace(b1-getMatrixInBoneSpace() * parent1-getMatrixInSkeletonSpace()); else b1-setMatrixInSkeletonSpace(b1-getMatrixInBoneSpace()); This code makes the trick, but I think displaces the bones to a relative position from the correspondent parent bone. It seems like it displaces the bones to the origin. What can I do to correct this? I'm thinking of something like a normal transformation in OpenGL (pushMatrix, popMatrix),but i'm a newbie with OSG. I've atteached two screenshots illustrating my problem. Thank you! Cheers, Leonel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41966#41966 Attachments: http://forum.openscenegraph.org//files/glovedata_2011_08_08_12_32_01_61_126.bmp http://forum.openscenegraph.org//files/glovedata_2011_08_08_12_14_31_80_118.bmp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText:FadeText attaching small object seems invisible initiatly
Hi, ... I have used osgText:FadeText attaching a model for displaying it's text information.I set the osgText:FadeText always It is OK in most case.Then I found if the model's size is small enough and the distance from viewer is too long(like 3000KM),the osgText:FadeText is not visible when the model been loaded the first time. Then I zoom the viewer in,the osgText:FadeText is visible in certain distance,if I zoom the viewer out again,the osgText:FadeText is still visible.Then nomatter how far the osgText:FadeText away from the viewer,it is OK like normal. It means when the first time I loaded the model ,the osgText:FadeText may keep invisible and waiting me to find it. It is certainly something about model's size,if it is big enough ,the problem will never happen. Need help! Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41967#41967 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Lod and osgText::FadeText
Hi, I have used osgText::FadeText for displaying some GIS lables. I also want to use osg::Lod for displaying the FadeText in a certain distance away from viewer. osg:OD* lod = new osg:od; lod-setRangeMode(osg:OD:ISTANCE_FROM_EYE_POINT); lod-addChild(textGeod,0,3000*1000); //textGeod already attacting a FadeText which set fixed size to the screen. root-addChild(lod.get()); I can not see the FadeText ,then I set lod-addChild(textGeod,0,1*1000); the FadeText is visible,but it is meaningless. Do not know why,need help. Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41968#41968 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] vector layer made by osgGIS take too much cpu usage
Hi, ... No solution? Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41969#41969 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Hi Hector, 2011/8/10 Héctor Martínez hector.marti...@sensetrix.com Thank you for the response. I am having some problems with the MINGW/MSYS make. Here is the problem: You have to use Cygwin not MinGW/MSYS on windows to develop with android ndk. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clippingplane
Hi Cyril, Sorry I am on vacations and have not spotted your question before. Also I will not be able to look at the source code before I get back next week. MinimalShadowMap or MinimalCulllBoundsShadowMap should work correctly with large LightMargin. Does your light source is an infinite directional light ? Maybe you are using spot light which will not cast the shadow from behind its location anyway ? There is a chance that a bug turning off LightMargin may appear when compute near far is used. Try setting DO_NOT_COMPUTE_NEAR_FAR on scene camera and see maybe this will change situation a bit. Cheers, Wojtek Lewandowski -Oryginalna wiadomość- From: Cyril Bondue Sent: Tuesday, August 09, 2011 1:23 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clippingplane anyone can try the attached code please? Just to see if the bug comes from my compilation (even if i didn't change a think..) my code or something. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41944#41944 ___ 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] Timers for OSG Application
Dear All, I am making a scene graph in OSG and things are going great. Extensive support is available in forums and tutorials of OSG. Thanks a lot for that. I have one doubt. It may not be related to OSG but may be related general application development based on OSG. To update my scenegraph periodically, I want to use timer. I want a particular function to be called every few seconds or so. In GTK, I used to use g_timeout_add() function. However I believe OSG doesn't use g_main_loop() inside its render API. is it correct? Can some one tell me equivalent API for g_timeout_add() for OSG based application? or is there any other way to implement timer callback in OSG? Thanks in advance! Cheers, Ankur -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41972#41972 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Changing eye position in cull traversal
Hi everyone, I've have a specific question for which I could use some help/advises: - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version - I'm build an app where I use the osgEarth library to display the earth model. - When I setup a camera on that model, I use a camera with a very very small field of view (about 0.5 degrees in both horizontal and vertical directions), and my camera is actually far away from the earth model I'm looking at. - as a result of this, only low resolution tiles are loaded (because the camera distance to the tiles is used to diced what to load or not). - What I want to do is : to get high resolution tiles displayed around the ground location the camera is pointing at even if it is physically far away. then, because (or thanks to?) the small field of view, I would still see the local details on the high res tile textures. So, any advise how to achieve this ? - so far I have tried the following: 1. Setup this famous camera just as described before, 2. Add a slave camera, using the earth as child too, but this time, positioned very close to the first camera target point on earth (and looking down that point from the local zenith). Both cameras share the same databasepager (I think) and high res tiles are indeed properly loaded because of the second camera cull traversal. The problem is: I was expecting the loaded tiles to be shared by both cameras, yet that is not the case: I still only get the low res tiles displayed by the far away camera. Is there a way to share the tiles as I was expecting ? - The other main idea I have then would be to find a way to trick the cull traversal of the far away camera so that, when traversing pagedLODs the reported distance to the tile would be as if the camera was actually much closer to its target point on the ground. Would that be a good idea ? Any hint on how to proceed then ?? - of course, option 3 would be to actually move the camera to that close location and change the field of view to a bigger value to try to approximate the previous small field of view coverage. But the point is, this camera is meant for a simulator system, and the generated view should not approximate the actual view, it should really be the same, so computing a new field of view would actually be impossible (or too complex to be worth at least). cheers, Manu. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] blender2.5 exporter
Hi, just to talk about the blender 2.5 exporter. The plugin is on github https://github.com/cedricpinson/osgexport I fixed a few things and optimized model. I setup unittest too. Sadly the exporter does not support animation yet. It should come in a near futur. if you want to report bug/improve it everything is on github. Cheers, Cedric -- 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] Changing eye position in cull traversal
Hi, osg::LOD have option to use object's size on screen (in pixels?) instead of distance to camera to determine which lod to use, you can try these setting. Cheers,Sergey.10.08.2011, 16:03, "Emmanuel Roche" roche.emman...@gmail.com:Hi everyone,I've have a specific question for which I could use some help/advises:- I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version- I'm build an app where I use the osgEarth library to display the earth model. - When I setup a camera on that model, I use a camera with a very very small field of view (about 0.5 degrees in both horizontal and vertical directions), and my camera is actually far away from the earth model I'm looking at. - as a result of this, only low resolution tiles are loaded (because the camera distance to the tiles is used to diced what to load or not).- What I want to do is : to get high resolution tiles displayed around the ground location the camera is pointing at even if it is "physically" far away. then, because (or thanks to?) the small field of view, I would still see the local details on the high res tile textures. So, any advise how to achieve this ?- so far I have tried the following: 1. Setup this famous camera just as described before, 2. Add a slave camera, using the earth as child too, but this time, positioned very close to the first camera target point on earth (and looking "down" that point from the local zenith). Both cameras share the same databasepager (I think) and high res tiles are indeed properly loaded because of the second camera cull traversal. The problem is: I was expecting the loaded tiles to be "shared" by both cameras, yet that is not the case: I still only get the low res tiles displayed by the "far away camera". Is there a way to "share the tiles" as I was expecting ? - The other main idea I have then would be to find a way to "trick" the cull traversal of the far away camera so that, when traversing pagedLODs the reported distance to the tile would be as if the camera was actually much closer to its target point on the ground. Would that be a good idea ? Any hint on how to proceed then ?? - of course, option 3 would be to actually move the camera to that close location and change the field of view to a bigger value to try to approximate the previous small field of view coverage. But the point is, this camera is meant for a simulator system, and the generated view should not "approximate the actual view", it should really be the same, so computing a new field of view would actually be impossible (or too complex to be worth at least). cheers,Manu.___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] Camera returns NULL viewport on Windows but not Linux
I successfully built v3.0.1 last night and tried it this morning. Same issue ... Still a NULL pointer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41976#41976 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera returns NULL viewport on Windows but not Linux
Ok now I am making some progress. If I set the environment variable OSG_SCREEN to 1 then the problem goes away and the pointer returns valid. Evidently this is related to another problem that I've been having ... I have dual monitors and OSG apps open up spanning both monitors with the left monitor functioning properly and the right monitor remaining a static frame. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41977#41977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera returns NULL viewport on Windows but not Linux
Hi Paul, This is expected behaviour as far as I know. The viewer camera won't return you a viewport if more than one device context is used (i.e. more than monitor) Ok now I am making some progress. If I set the environment variable OSG_SCREEN to 1 then the problem goes away and the pointer returns valid. Evidently this is related to another problem that I've been having ... I have dual monitors and OSG apps open up spanning both monitors with the left monitor functioning properly and the right monitor remaining a static frame. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41977#41977 ___ 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] Changing eye position in cull traversal
Thanks for those inputs Sergey, but actually I tried to follow the way described in another OSG post: to create a custom CullVisitor and override the getDistanceFromViewPoint() method: And this seems to work great !! Just in case someone would need some hints on this: 1. To override the CullVisitor, I do soemthing like: camera-getRenderer()-getSceneView(id)-setCullVisitor(new MyOwnCullVisitor) (do this for id=0 and 1) 2. In my own cull visitor I then have something like: virtual float getDistanceToViewPoint(const osg::Vec3 pos, bool withLODScale) const { if(_lastTraversalNumber!=_traversalNumber) { // Retrieve the beamTarget position X and use it as -Z position in the view frame: osg::PositionAttitudeTransform* beamTarget = _data-getRefosg::PositionAttitudeTransform(beamTarget); CHECK_POINTER(beamTarget,Invalid beamTarget PAT in callback.); double offset = beamTarget-getPosition().x(); referencePoint = osg::Vec3(0.0,0.0,-offset); _lastTraversalNumber = _traversalNumber; } osg::Matrixd mat; if(!_modelviewStack.empty()) { const osg::RefMatrix* mview = _modelviewStack.back().get(); mat.invert(*mview); } osg::Vec3f localViewPoint = referencePoint*mat; //wxLogMessage(I'm in my special getDistanceToViewPoint!); if (withLODScale) return (pos-localViewPoint).length()*getLODScale(); else return (pos-localViewPoint).length(); } And with this I get the expected results without significant performance lost. So all good for me. Cheers, Manu. 2011/8/10 Sergey Polischuk pol...@yandex.ru Hi, osg::LOD have option to use object's size on screen (in pixels?) instead of distance to camera to determine which lod to use, you can try these setting. Cheers, Sergey. 10.08.2011, 16:03, Emmanuel Roche roche.emman...@gmail.com: Hi everyone, I've have a specific question for which I could use some help/advises: - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version - I'm build an app where I use the osgEarth library to display the earth model. - When I setup a camera on that model, I use a camera with a very very small field of view (about 0.5 degrees in both horizontal and vertical directions), and my camera is actually far away from the earth model I'm looking at. - as a result of this, only low resolution tiles are loaded (because the camera distance to the tiles is used to diced what to load or not). - What I want to do is : to get high resolution tiles displayed around the ground location the camera is pointing at even if it is physically far away. then, because (or thanks to?) the small field of view, I would still see the local details on the high res tile textures. So, any advise how to achieve this ? - so far I have tried the following: 1. Setup this famous camera just as described before, 2. Add a slave camera, using the earth as child too, but this time, positioned very close to the first camera target point on earth (and looking down that point from the local zenith). Both cameras share the same databasepager (I think) and high res tiles are indeed properly loaded because of the second camera cull traversal. The problem is: I was expecting the loaded tiles to be shared by both cameras, yet that is not the case: I still only get the low res tiles displayed by the far away camera. Is there a way to share the tiles as I was expecting ? - The other main idea I have then would be to find a way to trick the cull traversal of the far away camera so that, when traversing pagedLODs the reported distance to the tile would be as if the camera was actually much closer to its target point on the ground. Would that be a good idea ? Any hint on how to proceed then ?? - of course, option 3 would be to actually move the camera to that close location and change the field of view to a bigger value to try to approximate the previous small field of view coverage. But the point is, this camera is meant for a simulator system, and the generated view should not approximate the actual view, it should really be the same, so computing a new field of view would actually be impossible (or too complex to be worth at least). cheers, Manu. ___ 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] blender2.5 exporter
On Wed, 2011-08-10 at 14:21 +0200, Cedric Pinson wrote: Hi, just to talk about the blender 2.5 exporter. The plugin is on github https://github.com/cedricpinson/osgexport I fixed a few things and optimized model. I setup unittest too. Sadly the exporter does not support animation yet. It should come in a near futur. Woot! 2.5 is (IMO) the best version of Blender to date, so this is awesome. What are the complications with 2.5 and animation? Has the internal animation mechanism been totally redesigned, or is it just getting at the old data in a new Python interface? if you want to report bug/improve it everything is on github. Cheers, Cedric ___ 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] blender2.5 exporter
Hi, Both, api changed and some internal stuff too. But it's not so different. Cedric On Wed, 2011-08-10 at 10:16 -0400, Jeremy Moles wrote: On Wed, 2011-08-10 at 14:21 +0200, Cedric Pinson wrote: Hi, just to talk about the blender 2.5 exporter. The plugin is on github https://github.com/cedricpinson/osgexport I fixed a few things and optimized model. I setup unittest too. Sadly the exporter does not support animation yet. It should come in a near futur. Woot! 2.5 is (IMO) the best version of Blender to date, so this is awesome. What are the complications with 2.5 and animation? Has the internal animation mechanism been totally redesigned, or is it just getting at the old data in a new Python interface? if you want to report bug/improve it everything is on github. Cheers, Cedric ___ 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] Timers for OSG Application
On Wed, 2011-08-10 at 12:35 +0200, Ankur Gandhi wrote: Dear All, I am making a scene graph in OSG and things are going great. Extensive support is available in forums and tutorials of OSG. Thanks a lot for that. I have one doubt. It may not be related to OSG but may be related general application development based on OSG. To update my scenegraph periodically, I want to use timer. I want a particular function to be called every few seconds or so. In GTK, I used to use g_timeout_add() function. However I believe OSG doesn't use g_main_loop() inside its render API. is it correct? No, it doesn't. Can some one tell me equivalent API for g_timeout_add() for OSG based application? or is there any other way to implement timer callback in OSG? There must be at least 200 different ways to do this. :) If it's just one Node you want updated, then create a NodeCallback object and fetch the elapsed time from: NodeVisitor-getFrameStamp()-getSimulationTime() If you want to visit your entire scenegraph instead, have this Node create a NodeVisitor and let it visit the subgraph. You could also replace your call to viewer.run() with manual calls to realize/frame/etc., but I still recommend the first method. :) Thanks in advance! Cheers, Ankur -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41972#41972 ___ 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 for Android
YAOUCH! I missed that! xD you are damn right. 2011/8/10 Mourad Boufarguine mourad.boufargu...@gmail.com Hi Hector, 2011/8/10 Héctor Martínez hector.marti...@sensetrix.com Thank you for the response. I am having some problems with the MINGW/MSYS make. Here is the problem: You have to use Cygwin not MinGW/MSYS on windows to develop with android ndk. Mourad ___ 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] Serialization Question (Proto Constructors)
This question is for anyone who has used the new serialization interface introduced by Wang Rui in 2010 (osgWrappers/serializers). Is it possible to pass arguments to the object's constructor? The 2nd argument to the REGISTER_ macro lets you define the protocol for object creation, but the arguments cannot (as far as I can tell) be dynamic--and certainly not values from the serialization stream--right? Please correct me if I'm wrong... :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Problem with building the Android examples
Hi, I am building the two Android examples of OSG 3.0.1. The building seems successful but while I run them on Android 2.3.3 AVD emulator, there is following error: Code: The application osgAndroidExample (process osg. AndroidExample) has stopped unexpectedly. Please try again. Another test example osgViewerGLES1-apk that I downloaded runs well. While running the osgAndroidExample, the ADB logcat says: Code: I/ActivityManager( 75): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x1020 cmp=osg.AndroidExample/.osgViewer } from pid 220 I/ActivityManager( 75): Start proc osg.AndroidExample for activity osg.AndroidExample/.osgViewer: pid=4577 uid=10034 gids={3003} I/WindowManager( 75): Setting rotation to 1, animFlags=1 I/ActivityManager( 75): Config changed: { scale=1.0 imsi=310/260 loc=zh_CN touch=3 keys=2/1/2 nav=3/1 orien=2 layout=34 uiMode=17 seq=51} I/ActivityManager( 75): Displayed osg.AndroidExample/.osgViewer: +2s390ms D/libEGL ( 4577): egl.cfg not found, using default config D/libEGL ( 4577): loaded /system/lib/egl/libGLES_android.so W/dalvikvm( 4577): threadid=9: thread exiting with uncaught exception (group=0x40015560) E/AndroidRuntime( 4577): FATAL EXCEPTION: GLThread 10 E/AndroidRuntime( 4577): java.lang.IllegalArgumentException: No configs match configSpec E/AndroidRuntime( 4577):at osg.AndroidExample.EGLview$ConfigChooser.chooseConfig(EGLview.java:155) E/AndroidRuntime( 4577):at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:919) E/AndroidRuntime( 4577):at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1264) E/AndroidRuntime( 4577):at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118) W/ActivityManager( 75): Force finishing activity osg.AndroidExample/.osgViewer cmake options I use: Code: cmake . -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF \ -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF \ -DOSG_GL_MATRICES_AVAILABLE=OFF -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF \ -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF \ -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF \ -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON If DYNAMIC_OPENTHREADS and DYNAMIC_OPENSCENEGRAPH are set to ON, the compilation will fail. I'm using android ndk r5b. I edited jni/Android.mk in the example, and changed type your install directory to where OpenSceneGraph is. Then use ndk-build to compile the native code. And use eclipse to generate the signed apk file. Is there anything else I should do? Thanks a lot! Cheers, Su -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41963#41963 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't get osgText to display text using osgViewer::GraphicsWindow
Hi, I think you can try to add something else such as a primitive in void GOSGView::populate(). Code: m_viewer-setSceneData(geode); I see there is only one text node in the scene. I guess maybe the cull process ignored it. Cheers, Su pau.estalella wrote: Hi, I'm trying to add text labels, and I haven't been able to get osgText to display what I want. The rest of the scene shows correctly, it's only that text does not appear. I can display the bounding box and the alignment mark, not the text. A reduced version of my code is attached. I am using Qt 4.7.3, and the OSG from subversion r.12737, on a Linux machine. Of the many things I may be doing wrong, which one is responsible for this behavior? Thank you! Cheers, Pau -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41961#41961 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about TerrainManipulator
Hi caijun, In CoordinateSystemNode.h: Code: /** CoordinateFrame encapsulates the orientation of east, north and up.*/ typedef Matrixd CoordinateFrame; I think it is used to tell the directions of the model. Cheers, Su -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41962#41962 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash on startup on Win7 x64
i also experienced this but it's all fine now.:) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41959#41959 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cylindrical Display for OSG?
Hi, I'm really new to OSG and I've inherited a project for it. Actually, that's the reason I'm new to it. =/ The problem I'm debugging at the moment has to do with taking the scene, and projecting it to a curved surface. I'm using 3 projectors with edge-blending. I see some really ugly distortion as objects get closer to the edges of the screen. I have a field of view of 120 degrees. How can I compensate for the distortion that I see? One idea I had was to create many cameras, around 12 or so, each with a REALLY small field of view ~10 degrees. Each camera is offset by 10 degrees to cover a 120 degree field. The distortion sort of goes away, but then I get these really obvious panes that don't line up. I am working off osgdistortion.cpp example file for the above, which is attached. I call the program with a command line option --faces. Any help would be appreciated. Thanks! Esim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41932#41932 Attachments: http://forum.openscenegraph.org//files/osgdistortion_243.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problem with building the Android examples
Google is reminding me that it's not a good hour to answer question... In any way... we have a very cool page in the wiki for Android that explains pretty much every mistake you've done. First NO emulator. OSG only works in real devices because the emulator doesn't have a good GLES support. It fails. Second NO dynamic, only static is supported (That's why it fails if you turn them on). Third. MAYBE (because the error comes from the first thing and this is only the second usual mistake of pretty much everyone) you haven't compiled the C++part and only built the Java part. Good Luck and i'm going to sleep. Next time search the board and read the messages.The Emulator question has been risen four or five times by now. P.S. Read also the part about compiling C++ and Java part it has also been discussed and if you are not confident or just plain lazy (as i am) there are several ways to automatize the process inside the Eclipse or the VS. In Eclipse there is a very good plugin calle Sequoyah. Good Luck and it's fun to see people using it. Which reminds me the need to extend the wiki for Android =_= 2011/8/10 Su Gang xugan...@163.com ccessful but while I run them on ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serialization Question (Proto Constructors)
Hi Jeremy, Yes. The serializers at present don't support constructor with arguments. It is welcome if you and anyone else could provide the functionality. :-) Wang Rui 2011/8/11 Jeremy Moles jer...@emperorlinux.com: This question is for anyone who has used the new serialization interface introduced by Wang Rui in 2010 (osgWrappers/serializers). Is it possible to pass arguments to the object's constructor? The 2nd argument to the REGISTER_ macro lets you define the protocol for object creation, but the arguments cannot (as far as I can tell) be dynamic--and certainly not values from the serialization stream--right? Please correct me if I'm wrong... :) ___ 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] [build] Problem with building the Android examples
Hi Jorge, I just wonder if it is possible to use OSG on Android-x86, which 'should' support GLES and GLES2. And as virtual machines like Virtual Box and VMWare can at least support OpenGL 2.0, maybe we could emulate OSG applications in virtual machines after some tests. Will it be a good idea for Android and OSG developers? :-) Wang Rui 2011/8/11 Jorge Izquierdo Ciges jori...@gmail.com: First NO emulator. OSG only works in real devices because the emulator doesn't have a good GLES support. It fails. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problem with building the Android examples
Hi Jorge, Thanks very much for your reply. I misunderstanded about something you said so I had some errors. I'll try it later. Cheers, Su -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41989#41989 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serialization Question (Proto Constructors)
On Thu, 2011-08-11 at 08:16 +0800, Wang Rui wrote: Hi Jeremy, Yes. The serializers at present don't support constructor with arguments. It is welcome if you and anyone else could provide the functionality. :-) I'll see if I can do it... BTW: Working with the new serializer interfaces has been a breeze; it's really great stuff! I might make a small example showing how to do it for others to get up to speed. The 'osguserdata' examples gives some hints, but really people will want to know how to use {Input,Output}Stream.{write,read}Object(), what the serializer macros do, etc. It's been quite easy though, and I'm definitely not using it a simple way. :) Wang Rui 2011/8/11 Jeremy Moles jer...@emperorlinux.com: This question is for anyone who has used the new serialization interface introduced by Wang Rui in 2010 (osgWrappers/serializers). Is it possible to pass arguments to the object's constructor? The 2nd argument to the REGISTER_ macro lets you define the protocol for object creation, but the arguments cannot (as far as I can tell) be dynamic--and certainly not values from the serialization stream--right? Please correct me if I'm wrong... :) ___ 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