Re: [osg-users] OSG for Android

2011-08-10 Thread Héctor Martínez
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

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Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin

2011-08-10 Thread Guido Lucci Baldassari
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
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[osg-users] [forum] osgAnimation to update bone position

2011-08-10 Thread Leoenl Serra
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

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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


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[osg-users] osgText:FadeText attaching small object seems invisible initiatly

2011-08-10 Thread Lv Qing
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

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[osg-users] osg::Lod and osgText::FadeText

2011-08-10 Thread Lv Qing
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

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Re: [osg-users] [vpb] vector layer made by osgGIS take too much cpu usage

2011-08-10 Thread Lv Qing
Hi,

... 
No solution?

Thank you!

Cheers,
Lv

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Re: [osg-users] OSG for Android

2011-08-10 Thread Mourad Boufarguine
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
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Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clippingplane

2011-08-10 Thread Wojciech Lewandowski

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!

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[osg-users] Timers for OSG Application

2011-08-10 Thread Ankur Gandhi
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

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[osg-users] Changing eye position in cull traversal

2011-08-10 Thread Emmanuel Roche
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.
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[osg-users] blender2.5 exporter

2011-08-10 Thread Cedric Pinson
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

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Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


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Re: [osg-users] Changing eye position in cull traversal

2011-08-10 Thread Sergey Polischuk
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___
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Re: [osg-users] Camera returns NULL viewport on Windows but not Linux

2011-08-10 Thread Paul Leopard
I successfully built v3.0.1 last night and tried it this morning. Same issue 
... Still a NULL pointer

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Re: [osg-users] Camera returns NULL viewport on Windows but not Linux

2011-08-10 Thread Paul Leopard
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.

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Re: [osg-users] Camera returns NULL viewport on Windows but not Linux

2011-08-10 Thread Sebastian Messerschmidt

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.

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Re: [osg-users] Changing eye position in cull traversal

2011-08-10 Thread Emmanuel Roche
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.

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Re: [osg-users] blender2.5 exporter

2011-08-10 Thread Jeremy Moles
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
 
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Re: [osg-users] blender2.5 exporter

2011-08-10 Thread Cedric Pinson
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
  
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Re: [osg-users] Timers for OSG Application

2011-08-10 Thread Jeremy Moles
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
 
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Re: [osg-users] OSG for Android

2011-08-10 Thread Jorge Izquierdo Ciges
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

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[osg-users] Serialization Question (Proto Constructors)

2011-08-10 Thread Jeremy Moles
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... :)

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[osg-users] [build] Problem with building the Android examples

2011-08-10 Thread Su Gang
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

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Re: [osg-users] Can't get osgText to display text using osgViewer::GraphicsWindow

2011-08-10 Thread Su Gang
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


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Re: [osg-users] Question about TerrainManipulator

2011-08-10 Thread Su Gang
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

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Re: [osg-users] Crash on startup on Win7 x64

2011-08-10 Thread Jorja Standish
i also experienced this but it's all fine now.:)

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[osg-users] Cylindrical Display for OSG?

2011-08-10 Thread Esim Takleef
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

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Attachments: 
http://forum.openscenegraph.org//files/osgdistortion_243.cpp


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Re: [osg-users] [build] Problem with building the Android examples

2011-08-10 Thread Jorge Izquierdo Ciges
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
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Re: [osg-users] Serialization Question (Proto Constructors)

2011-08-10 Thread Wang Rui
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... :)

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Re: [osg-users] [build] Problem with building the Android examples

2011-08-10 Thread Wang Rui
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.
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Re: [osg-users] [build] Problem with building the Android examples

2011-08-10 Thread Su Gang
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

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Re: [osg-users] Serialization Question (Proto Constructors)

2011-08-10 Thread Jeremy Moles
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... :)
 
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