[osg-users] I cannot render into an 16 or 32 Bit image
Hello Guys, I am a little bit dissatisfied. I want to render into an Image. I need the pixel data on the cpu memory. That is the reason why I don't use a texture as target. Anyway I need a higher precision than 8 bit. So I tried to render into an 16 Bit luminance image. Then I got an OpenGL error: Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) I tried other internal formats (i.e. GL_RGBA16F_ARB and GL_RGBA32F_ARB), but I got the same message. Here is partial code from me: // init image _sumImg = new ::osg::Image; _sumImg-allocateImage(1, 1, 1, GL_LUMINANCE16, GL_FLOAT); //... // init pre render camera _preCam = new ::osg::Camera; _preCam-setViewport(0,0,1,1); _preCam-setProjectionMatrixAsOrtho2D(0,0.1,0,0.1); _preCam-setClearColor(::osg::Vec4(0,0,0,1)); _preCam-setReferenceFrame(::osg::Transform::ABSOLUTE_RF); _preCam-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _preCam-setRenderTargetImplementation(::osg::Camera::FRAME_BUFFER_OBJECT); _preCam-attach(::osg::Camera::COLOR_BUFFER0, _sumImg); _preCam-setRenderOrder(::osg::Camera::PRE_RENDER); // get the pixel color at location (0,0) ::osg::Vec4 c = _sumImg-getColor(0,0); Thanks Martin -- NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label::setLabel() does not update the size
[code] #include osgWidget/Util #include osgWidget/WindowManager #include osgWidget/Canvas const unsigned int MASK_2D = 0xF000; int main(int argc, char** argv) { osgViewer::Viewer viewer; osgWidget::WindowManager* wm = new osgWidget::WindowManager( viewer, 1280.0f, 1024.0f, MASK_2D, osgWidget::WindowManager::WM_PICK_DEBUG ); osgWidget::Canvas* canvas = new osgWidget::Canvas(canvas); osgWidget::Label* label = new osgWidget::Label( label_test, test ); label-setFontColor( 1.0f, 0.0f, 0.0f, 1.0f ); canvas-addWidget( label, 0.0f, 0.0f ); canvas-resize(); wm-addChild(canvas); return osgWidget::createExample(viewer, wm); } [/code] the canvas bg grows taller after the window size changed. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42017#42017 ___ 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 clipping plane
Hi, Thanks for taking time when you shouldn't to see my problem ! ^^ The osg::Light is used is the default one : Code: _light = new osg::Light(); osg::ref_ptrosg::LightSource lightSource = new osg::LightSource(); lightSource-setLight(_light); _sceneRoot-addChild(lightSource); I only changed it's ambiant value and it's position, to make it follow the car. I tried to setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR), without result. Changing the minLighMargin afterward didn't solve the problem either. I tried this on the exemple code i've attached to this post and the simulation, same result. Also, I have the same result with MinimalShadowMap or MinimalCullBoundsShadowMap, have you ever seen such problem? I don't thing i've done anything special! That's strange :/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42018#42018 ___ 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 clipping plane
Hi Cyril, Rather than spend lots of time investigating this issue with the present osgShadow implementation I would recommend waiting till I have the new codes checked in. I haven't competed the work yet but have early results that show that the light space/shadow volume computation is far more robust than the old view dependent shadow techniques - I don't see clipping of the shadow or wild jumps in shadow resolution. I'm testing the new code on models that pick out the problem areas for the old techniques, and would suspect that as my new codes address the problems in these problem areas that there is good chance it'll address the problems you are seeing as well. So far I've written a new base class, osgShadow::ViewDependentShadowMap, that provides a framework for setting up and rendering view dependent shadow techinques. This base class currently implements a minimal bounds shadow map, this base class will be usable out of the box for doing minimal bounds shadow mapping, and provide the ability to provide custom light space/shadow map projections such as perspective/LispSM shadow maps just by subclassing or callbacks. Today I'll be writing some provisional shaders for the minimal bounds shadow map that should give a basic drop in replacement for the current osgShadow::MinimalBoundsShadowMap implementation. Through next week I'll be making the shader codes more powerful and flexible, and looking at add multiple shadow map techniques and alternative projections for the light space/shadow maps. If all goes well in a couple of weeks I'll have replacements for most of the exist shadow map implementations. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I cannot render into an 16 or 32 Bit image
Hi, search for hdr in osgprerender and osgmultiplerendertargets examples. jp On 12/08/2011 09:54, Martin Großer wrote: Hello Guys, I am a little bit dissatisfied. I want to render into an Image. I need the pixel data on the cpu memory. That is the reason why I don't use a texture as target. Anyway I need a higher precision than 8 bit. So I tried to render into an 16 Bit luminance image. Then I got an OpenGL error: Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) I tried other internal formats (i.e. GL_RGBA16F_ARB and GL_RGBA32F_ARB), but I got the same message. Here is partial code from me: // init image _sumImg = new ::osg::Image; _sumImg-allocateImage(1, 1, 1, GL_LUMINANCE16, GL_FLOAT); //... // init pre render camera _preCam = new ::osg::Camera; _preCam-setViewport(0,0,1,1); _preCam-setProjectionMatrixAsOrtho2D(0,0.1,0,0.1); _preCam-setClearColor(::osg::Vec4(0,0,0,1)); _preCam-setReferenceFrame(::osg::Transform::ABSOLUTE_RF); _preCam-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _preCam-setRenderTargetImplementation(::osg::Camera::FRAME_BUFFER_OBJECT); _preCam-attach(::osg::Camera::COLOR_BUFFER0, _sumImg); _preCam-setRenderOrder(::osg::Camera::PRE_RENDER); // get the pixel color at location (0,0) ::osg::Vec4 c = _sumImg-getColor(0,0); Thanks Martin -- 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] OSG 2.8.3 3.0.1 view dependent shadow clipping plane
Hi Robert I'll wait for next release so, and I'll test this new code and post the result. Feel free to send me some code if you want it to be beta tested :) (or can it be tested from the developper svn?) The situation that makes the bug very visible for me is when moving in a tunnel, all the tunnel is shadowed but not the space in front of the camera. When moving the camera all the tunnel become shadowed. Thank you! Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42023#42023 ___ 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 and thank you. I first tried with the Cmake GUI, but I got some errors. After that, I have read your answer pointing to command line. I have used the cmake command line (not without some problems J ): cmake - OK make - Error: make[3]: *** [/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi -v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126 make[3]: *** Waiting for unfinished jobs . make[2]: *** [Android-OpenSceneGraph] Error 2 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2 make: *** [all] Error 2 After that, I have tried to use make install and it has finished without error, but I think this is a weird behavior. Anyway, does somebody now how to solve the problem? And another question, after compiling (if I can make it J ), what files (and where) will I need to include in the OSG Android example? Thank you. Cheers, Héctor From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad Boufarguine Sent: jueves, 11 de agosto de 2011 16:50 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG for Android On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Hector, 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com Thank you Mourad and Jorge. I have never used CygWin and I am trying to follow those instructions: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C ygwin http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy gwin Those are for building OSG with cygwin to be used on a PC. But it is a bit messy for me. Mourad, it seems like you have successfully compiled OSG for Android in Windows. Could you please give me a quick guide or some tips? 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full install may be helpful). Please note that, although we won't be compiling osg with cygwin's g++ , it needs to be installed in order for cmake to get over compiler checks at the beginning of configuration. (and other packages may be also needed) 2/ in cmake gui, set the sources and binairies folders, hit configure and choose Unix Makefiles as generator 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure 4/ Set (if not set) ANDROID_NDK path 5/ Configure your build whether you want GLES1 or GLES2 following these instructions : http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 6/ Configure and Generate 7/ open Cygwin batch, cd to binaires dir, and make Héctor Cheers, Mourad After re trying and checking, i found out that it is preferable to use the command line cmake in cygwin rather than cmake gui : cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF Mourad ___ 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, maybe you can try to use the ndk-build command instead of make, and see if it runs smooth. If so, probably there's something wrong with the makefile generated by CMake... Regarding the osg Android example, the folder structure is the same as the one of the NDK examples. Build instructions for native projects are very clear on the ndk online documentation, especially if you use Eclipse. You basically need to build the native part of the example before (under the jni folder) the same way you compiled the native osg libs, and afterwards build the java files under src. They make use of the native lib, and both the java code and the native library will be packed in the apk by Eclipse (or the compiler you're using). HTH, Ricky 2011/8/12 Héctor Martínez hector.marti...@sensetrix.com Hi and thank you. ** ** I first tried with the Cmake GUI, but I got some errors. After that, I have read your answer pointing to command line. I have used the cmake command line (not without some problems J ): cmake - OK make - Error: make[3]: *** [/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi-v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126 make[3]: *** Waiting for unfinished jobs…. make[2]: *** [Android-OpenSceneGraph] Error 2 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2 make: *** [all] Error 2 After that, I have tried to use “make install” and it has finished without error, but I think this is a weird behavior. ** ** Anyway, does somebody now how to solve the problem? ** ** And another question, after compiling (if I can make it J ), what files (and where) will I need to include in the OSG Android example? ** ** Thank you. ** ** Cheers, ** ** Héctor ** ** *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Mourad Boufarguine *Sent:* jueves, 11 de agosto de 2011 16:50 *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] OSG for Android ** ** ** ** On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Hector, ** ** 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com Thank you Mourad and Jorge. I have never used CygWin and I am trying to follow those instructions: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin ** ** Those are for building OSG with cygwin to be used on a PC. But it is a bit messy for me. Mourad, it seems like you have successfully compiled OSG for Android in Windows. Could you please give me a quick guide or some tips? ** ** ** ** 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full install may be helpful). ** ** Please note that, although we won't be compiling osg with cygwin's g++ , it needs to be installed in order for cmake to get over compiler checks at the beginning of configuration. (and other packages may be also needed) ** ** 2/ in cmake gui, set the sources and binairies folders, hit configure and choose Unix Makefiles as generator ** ** 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure 4/ Set (if not set) ANDROID_NDK path ** ** 5/ Configure your build whether you want GLES1 or GLES2 following these instructions : http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES ** ** 6/ Configure and Generate ** ** 7/ open Cygwin batch, cd to binaires dir, and make ** ** Héctor ** ** Cheers, Mourad ** ** ** ** After re trying and checking, i found out that it is preferable to use the command line cmake in cygwin rather than cmake gui : ** ** ** ** ** ** cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF 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
Re: [osg-users] Determining whether a node is active in UpdateVisitor.
HI Mark, What do you mean by a child being active? The OSG's concept of a child being active related to which of the children of switch or LOD is selected for each frame. FYI, the update traversal has a lazy traversal scheme that only traverses a subgraph if it contains update callbacks or the node signal to their parents that they need to be visited by the update traversal. This lazy traversal scheme avoid traversing of the scene graph when updating isn't required so provided significant performance gain over a traversal that visits all children regardless of whether they need it or not. The event traversal has a similar mechanism. Robert. On Tue, Aug 9, 2011 at 8:13 PM, Mark Acosta mwaco...@sbcglobal.net wrote: Is there some mechanism to determine whether or not a node being traversed during an update traversal is active or not? I know I could change the TraversalMode in UpdateVisitor to traverse only active children, but what if I want to traverse all children and only take action if a particular type of node is active? I can't find anything in NodeVisitor that would let me do this. Thanks, Mark ___ 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] Camera returns NULL viewport on Windows but not Linux
HI Paul, On Wed, Aug 10, 2011 at 2:38 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: 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) Sebastien is correct, the osgViewer by default will automatically create multiple windows, one per screen, and use a slave Camera attached to the Viewer for each of the windows. Since the slave Cameras are now taking on the task of managing the windows the viewer's master Camera doesn't have a window assigned to it, and as consequence it won't have or need a viewport. Robert. ___ 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 Manu, As JP suggests, the way to manage this situation is to use an Camera LOD scale that compenstates from your extreme FOV usage. If you have control of the paged database generation you could use screeen space based LOD ranges rather than distances, but most tools like VPB and osgEarth will be using distance based LOD ranges, in these cases the LOD scale if the things to use. Robert. On Wed, Aug 10, 2011 at 1:03 PM, Emmanuel Roche roche.emman...@gmail.com wrote: 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
Re: [osg-users] Camera returns NULL viewport on Windows but not Linux
Understood, Thanks for the help Regards, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42029#42029 ___ 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 clipping plane
Hi Cyril, On Fri, Aug 12, 2011 at 12:42 PM, Cyril Bondue c.bon...@cbbknet.com wrote: I'll wait for next release so, and I'll test this new code and post the result. Feel free to send me some code if you want it to be beta tested :) (or can it be tested from the developper svn?) I'll be checking the work into svn/trunk, and it'll be part of a 3.1.0 dev releases once I've completed enough of the functionality to wrap up into a dev release. The situation that makes the bug very visible for me is when moving in a tunnel, all the tunnel is shadowed but not the space in front of the camera. When moving the camera all the tunnel become shadowed. I don't have a test model with a tunnel in it, but I don't expect any issues in tunnels as the new code makes sure the light space/shadow volume setup encompasses all objects in the view frustum and all objects between the view frustum and light source.. You can start testing the shadow map creation using what I have already checked into OSG svn/trunk - if you run: osgviewer --vdsm YourModel You should see your model rendered with the blank banding from rendering the shadow map directly onto the scene - this is crude but will give you an idea of shows that will be generated. I'm just working on the shader setup that will take the shadowmap and do the proper shadow rendering, hopefully I'll have something checked in today. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label::setLabel() does not update the size
On Fri, 2011-08-12 at 11:09 +0200, Yue Zijian wrote: [code] #include osgWidget/Util #include osgWidget/WindowManager #include osgWidget/Canvas const unsigned int MASK_2D = 0xF000; int main(int argc, char** argv) { osgViewer::Viewer viewer; osgWidget::WindowManager* wm = new osgWidget::WindowManager( viewer, 1280.0f, 1024.0f, MASK_2D, osgWidget::WindowManager::WM_PICK_DEBUG ); osgWidget::Canvas* canvas = new osgWidget::Canvas(canvas); osgWidget::Label* label = new osgWidget::Label( label_test, test ); label-setFontColor( 1.0f, 0.0f, 0.0f, 1.0f ); canvas-addWidget( label, 0.0f, 0.0f ); canvas-resize(); wm-addChild(canvas); return osgWidget::createExample(viewer, wm); } [/code] the canvas bg grows taller after the window size changed. This is probably the bug where the bounding box of the Text isn't proper; what version of OSG are you using? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42017#42017 ___ 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] Cylindrical Display for OSG?
Thanks a lot for the response. I looked into osgDistortion where they applied the RTT. What I don't understand is where/how they are applying the texture in createDistortionSubgraph. What part of the code is causing the image to stretch at the edges? I don't see it grabbing a particular texture to load. Esim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42032#42032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SIGGRAPH 2011 OpenSceneGraph BOF
Hello all, I would like to thank everyone who was able to come to the OpenSceneGraph BOF this year. I think we had a good turnout, with people piling up at the door to get a look at some point, and people seemed to be interested in what we had to present. I think the addition of a getting started tutorial session at the end was particularly nice, and I think we'll have to do it again, perhaps for more platforms, in coming years. I have a preliminary page up on the wiki where you can download / view the presentations and videos, as well as download the small example project that was used in the tutorial I mentioned above. http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2011 Photos and the other presentation (given by David D'Angelo) will be added as soon as I get them (hint, hint, David and John! :-) ). If I made any mistakes in names / affiliations either post here or fix them on the page if you have a wiki login. If you have any questions about the materials posted there, what went on at the BOF, or any other related subjects, this is the place to ask! As a side note, I was not present at last year's BOF, and no one has put up a page about that one yet. I have started a skeleton, but could people who presented at Siggraph 2010 please send me their presentations or just post them on the wiki (if they have a login). Also, if anyone has photos (I'm looking at you John ;-) ) please send them so I can add them too. http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2010 Thanks again to all that were present, I had a great time presenting and meeting all of you. Hope to see even more of you (and perhaps more presentations, don't be shy, we want to see what you're doing people!) at Siggraph next year! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 'rd' suffix for RelWithDebugInfo executables
You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for pointing me to the revision that introduced it, and the CMake variable as well. -Paul On 8/11/2011 11:43 PM, Jean-Sébastien Guay wrote: Hi Paul, Hi all -- I recently discovered that OSG v3.0.1 appends an 'rd' suffix to the executable name when built using the Visual Studio RelWithDebugInfo configuration. This was not the case in v3.0.0. I tried to identify the revision number that introduced this change, but couldn't find it. Can someone point me to it, please? Thanks. I'm pretty sure this has been the case for a very long time... Doing an svn blame on the root CMakeLists.txt, the line where CMAKE_RELWITHDEBINFO_POSTFIX is set to 'rd' was added in revision 11197 (March 3rd 2010), which was before 2.8.3 was released (that was 11315). So at least in trunk, it's been there since then. Perhaps you've only begun seeing it now because you recently deleted your CMake cache or something like that? It's a setting you can change in CMake. Look for CMAKE_*_POSTFIX in the GUI (in your case, CMAKE_RELWITHDEBINFO_POSTFIX). Remove the 'rd' there if you don't want the postfix. I agree that if you just want to drop in the relWithDebInfo binaries in place of the release ones to debug some problem, it's annoying to have an extra postfix there, but for people who always do builds of all the configurations (and do make install to the same place) it's useful to differentiate them. Different use cases, so at least CMake has the flexibility to do what you want. Hope this helps, J-S -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 'rd' suffix for RelWithDebugInfo executables
Hi Paul, You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for pointing me to the revision that introduced it, and the CMake variable as well. No problem, I have a good memory for little insignificant details like this (surprisingly, as my memory for other important things like deadlines and priorities really sucks ;-) ) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it safe/ok to use only PositionAttitudeTransforms instead of MatrixTransforms
Hi Alji, I did end up using MatrixTransforms and the one place where I found them easier to use (i.e. more logical to achieve the functionality) was where I had to apply simultaneous rotations around X, Y and Z axes. Thanks again. Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42037#42037 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
Hi Paul, Sorry for my late reply to your post. That is a very good point you bring up about the units of different objects in a scene. When one uses data from USGS in VPB to create a terrain, the rest of the objects have to be scaled up or down to represent their real world size prior to be being used in the scene... But the confusion for me arises when say I load a truck in osg and its dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are in) Without knowing the units of the model (whether 12 feet/meters), how does one apply a scaling factor? I'm not sure if I have explained my point well enough. I can try and re-post if that is the case. Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42038#42038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
On 8/12/2011 11:11 AM, Sanat Talmaki wrote: Hi Paul, Sorry for my late reply to your post. That is a very good point you bring up about the units of different objects in a scene. When one uses data from USGS in VPB to create a terrain, the rest of the objects have to be scaled up or down to represent their real world size prior to be being used in the scene... But the confusion for me arises when say I load a truck in osg and its dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are in) Without knowing the units of the model (whether 12 feet/meters), how does one apply a scaling factor? As I said in my previous post, if you don't have access to any metadata that tells you what the units are, there's no way for your software to handle this in an automated way. You must either manually scale the model to fit your application coordinate system, or you must manually create some metadata. In the case you cite, both options would be based entirely on guesswork. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
I've had this problem before with models that are unit-less. I just manually scaled the models (as Paul suggests) until they looked right based on landmarks in the database where the sizes were known. It's an empirical approach but it's the best you can really do if you don't know the units of the model. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Friday, August 12, 2011 1:50 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] dimension oh a model On 8/12/2011 11:11 AM, Sanat Talmaki wrote: Hi Paul, Sorry for my late reply to your post. That is a very good point you bring up about the units of different objects in a scene. When one uses data from USGS in VPB to create a terrain, the rest of the objects have to be scaled up or down to represent their real world size prior to be being used in the scene... But the confusion for me arises when say I load a truck in osg and its dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are in) Without knowing the units of the model (whether 12 feet/meters), how does one apply a scaling factor? As I said in my previous post, if you don't have access to any metadata that tells you what the units are, there's no way for your software to handle this in an automated way. You must either manually scale the model to fit your application coordinate system, or you must manually create some metadata. In the case you cite, both options would be based entirely on guesswork. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
Coincidentally that was the approach I was going to take: Place some object of known size on my terrain and scale the unknown units object accordingly, sort of digitally 'eyeballing' it. This empirical approach seems to be the most appropriate way when dealing with objects of unknown units that need to be used with other objects/terrain of a known size ( units). Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42042#42042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
It has worked for us just fine in the absence of data. Good luck with your effort... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat Talmaki Sent: Friday, August 12, 2011 2:59 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] dimension oh a model Coincidentally that was the approach I was going to take: Place some object of known size on my terrain and scale the unknown units object accordingly, sort of digitally 'eyeballing' it. This empirical approach seems to be the most appropriate way when dealing with objects of unknown units that need to be used with other objects/terrain of a known size ( units). Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42042#42042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label::setLabel() does not update the size
Jeremy Moles wrote: This is probably the bug where the bounding box of the Text isn't proper; what version of OSG are you using? Hi Jeremy Moles, OSG 3.0.1, thank you! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42044#42044 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org