Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Adrian, I'd like to help if you think it possible. I'm going to finish my second OSG book in a few days and then I'll have time to contribute to the community again. I myself implements a TUIO binding and consider to submit a new manipulator with it later, but I believe your work will really shock others a lot and will be the best Xmax gift for everyone. :-) Wang Rui 2011/12/20 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>: > Hello all, > > Chrismas and i present this code. Who can support me preparing this > algorithm to integrate into the osg core lib. > > /adrian > > > -- Forwarded message -- > From: Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > Date: 2011/10/16 > Subject: Ambient Occlusion Implementation 2 review > To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch > > > Hi Robert, > > I am working hard on different projects as well as you do. A long time > ago i wrote an ambient occlusion algorithm working with > openscenegraph. May you can review it and may we can once this > algorithm integrate into OSG core library. I though i could public the > source and document in GPU PRO but they doesnt like this fast approach > do of politics i guess, or may this stuff is really as slow as the > told me. As i dont get the time to rewrite it for a 2nd conference, > book, etc. may we could improve the idea and integrate it deeply into > the core library of openscenegraph and we can but a reference on the > osg webpage (open source publication) , what do you think? > > Please download an have a look into the windows bin32 files and exe. > > http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar > > > regards > adrian > > -- > > Adrian Egli > > > -- > > Adrian Egli > > ___ > 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] Draw line in 3D screen
Hi, a simple line drawing code is below but i'm sure you want more complicated solition. Below you can update the start and end points on the fly by osgGA mouse movement. Code: osg::Vec3 sp(0,-180,120); osg::Vec3 ep(0,480,120); osg::ref_ptr beam( new osg::Geometry); osg::ref_ptr points = new osg::Vec3Array; points->push_back(sp); points->push_back(ep); osg::ref_ptr color = new osg::Vec4Array; color->push_back(osg::Vec4(1.0,0.0,0.0,1.0)); beam->setVertexArray(points.get()); beam->setColorArray(color.get()); beam->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE); beam->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,2)); Thank you! Cheers, Tolga -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44430#44430 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ambient Occlusion Implementation 2 review
Really good work! Can't wait to use it in my apps...Hope to see with future releases of osg.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44429#44429 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadow Traversal Mask
Hi Robert, Thanks for the suggestion. I am trying to implement variance shadow mapping technique and i have checked that it is not implemented in osgShadow. It will be really nice to implement it in osg and upload it in the repository. I used to know that shadow mapping is view-dependent. You have ViewDependentShadowTechnique as a subclass of the shadow technique and in turn DebugShadowMap subclass of ViewDependentShadowTechnique. Then you have another class ShadowMap a subclass of ShadowTechnique. Is it also view independent or not ? Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44428#44428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ambient Occlusion Implementation 2 review
Wow, really great work! You really made my eyes happy this morning. I'd love to see this distributed as part of OSG. Michael PS Looking forward to reading your paper. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44427#44427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 54, Issue 20
Hi Martino, Thanks for the quick reply I compiled the (make/ make install) in the following directory /home/nearchos/OpenSceneGraph_Android/make_test The sample is in another directory /home/nearchos/OpenSceneGraph_Android/test_osg2_1 I modified the Android.mk in the /jni folder OSG_ANDROID_DIR:= /home/nearchos/OpenSceneGraph_Android/make_test And i have the following errors In file included from jni/osgNativeLib.cpp:7: jni/OsgMainApp.hpp:21:18: error: osg/GL: No such file or directory jni/OsgMainApp.hpp:22:28: error: osg/GLExtensions: No such file or directory jni/OsgMainApp.hpp:23:21: error: osg/Depth: No such file or directory jni/OsgMainApp.hpp:24:23: error: osg/Program: No such file or directory jni/OsgMainApp.hpp:25:22: error: osg/Shader: No such file or directory jni/OsgMainApp.hpp:26:20: error: osg/Node: No such file or directory jni/OsgMainApp.hpp:27:22: error: osg/Notify: No such file or directory jni/OsgMainApp.hpp:29:24: error: osgText/Text: No such file or directory jni/OsgMainApp.hpp:31:31: error: osgDB/DatabasePager: No such file or directory jni/OsgMainApp.hpp:32:26: error: osgDB/Registry: No such file or directory jni/OsgMainApp.hpp:33:26: error: osgDB/ReadFile: No such file or directory jni/OsgMainApp.hpp:34:27: error: osgDB/WriteFile: No such file or directory jni/OsgMainApp.hpp:36:28: error: osgViewer/Viewer: No such file or directory jni/OsgMainApp.hpp:37:30: error: osgViewer/Renderer: No such file or directory jni/OsgMainApp.hpp:38:41: error: osgViewer/ViewerEventHandlers: No such file or directory jni/OsgMainApp.hpp:40:33: error: osgGA/GUIEventAdapter: No such file or directory jni/OsgMainApp.hpp:41:48: error: osgGA/MultiTouchTrackballManipulator: No such file or directory jni/OsgMainApp.hpp:42:38: error: osgGA/TrackballManipulator: No such file or directory jni/OsgMainApp.hpp:43:35: error: osgGA/FlightManipulator: No such file or directory jni/OsgMainApp.hpp:44:34: error: osgGA/DriveManipulator: No such file or directory jni/OsgMainApp.hpp:45:44: error: osgGA/KeySwitchMatrixManipulator: No such file or directory jni/OsgMainApp.hpp:46:37: error: osgGA/StateSetManipulator: No such file or directory jni/OsgMainApp.hpp:47:42: error: osgGA/AnimationPathManipulator: No such file or directory jni/OsgMainApp.hpp:48:36: error: osgGA/TerrainManipulator: No such file or directory jni/OsgMainApp.hpp:49:38: error: osgGA/SphericalManipulator: No such file or directory In file included from jni/OsgMainApp.hpp:51, from jni/osgNativeLib.cpp:7: jni/OsgAndroidNotifyHandler.hpp:17: error: expected initializer before ':' token In file included from jni/osgNativeLib.cpp:7: jni/OsgMainApp.hpp:54: error: expected constructor, destructor, or type conversion before '(' token jni/OsgMainApp.hpp:134: error: 'osg' has not been declared jni/OsgMainApp.hpp:134: error: ISO C++ forbids declaration of 'ref_ptr' with no type jni/OsgMainApp.hpp:134: error: expected ';' before '<' token jni/OsgMainApp.hpp:135: error: 'osg' has not been declared jni/OsgMainApp.hpp:135: error: ISO C++ forbids declaration of 'ref_ptr' with no type jni/OsgMainApp.hpp:135: error: expected ';' before '<' token jni/OsgMainApp.hpp:136: error: 'osg' has not been declared jni/OsgMainApp.hpp:136: error: ISO C++ forbids declaration of 'ref_ptr' with no type jni/OsgMainApp.hpp:136: error: expected ';' before '<' token jni/OsgMainApp.hpp:137: error: 'osg' has not been declared jni/OsgMainApp.hpp:137: error: ISO C++ forbids declaration of 'ref_ptr' with no type jni/OsgMainApp.hpp:137: error: expected ';' before '<' token jni/OsgMainApp.hpp:145: error: ISO C++ forbids declaration of 'OsgAndroidNotifyHandler' with no type jni/OsgMainApp.hpp:145: error: expected ';' before '*' token jni/OsgMainApp.hpp:147: error: ISO C++ forbids declaration of 'vector' with no type jni/OsgMainApp.hpp:147: error: invalid use of '::' jni/OsgMainApp.hpp:147: error: expected ';' before '<' token jni/OsgMainApp.hpp:148: error: ISO C++ forbids declaration of 'vector' with no type jni/OsgMainApp.hpp:148: error: invalid use of '::' jni/OsgMainApp.hpp:148: error: expected ';' before '<' token jni/OsgMainApp.hpp:149: error: ISO C++ forbids declaration of 'vector' with no type jni/OsgMainApp.hpp:149: error: invalid use of '::' jni/OsgMainApp.hpp:149: error: expected ';' before '<' token jni/OsgMainApp.hpp:177: error: 'osg' has not been declared jni/OsgMainApp.hpp:177: error: expected ',' or '...' before 'color' jni/OsgMainApp.hpp:178: error: 'osg' has not been declared jni/OsgMainApp.hpp:178: error: ISO C++ forbids declaration of 'Vec4f' with no type jni/OsgMainApp.hpp:178: error: expected ';' before 'getClearColor' jni/osgNativeLib.cpp: In function '_jintArray* Java_osg_AndroidExample_osgNativeLib_getClearColor(JNIEnv*, _jobject*)': jni/osgNativeLib.cpp:58: error: 'osg' has not been declared jni/osgNativeLib.cpp:58: error: expected ';' before 'vTemp1' jni/osgNativeLib.cpp:62: error: 'vTemp1' was not de
Re: [osg-users] Shadow Traversal Mask
Hi Sajjadul, On 20 December 2011 07:38, Sajjadul Islam wrote: > In the osgshadow example there is static int defined as follows: > > static int RecieveShadowTraversalMask = 0x1 > > There are several other variables that has been initialized in this manner. > > Is it some kind of enumeration you did ? Some explanation will be helpful if > i have to implement a new shadowing technique I didn't write this code, but merged it in from a community submission. Personally I don't favour using a static int such as used in osgshadow. The use of the max in this instance is to tell the shadow techniques which subgraphs are to be shadow casters and which are to be shadow receivers. Not all techniques use this masks but it can be useful hint to help some techniques cut down on the extents of the shadow maps. Have a look at osgShadow itself for illustrations of how to implement your own shadow technique. Before you dive in too deep I would recommend look at the svn/trunk version of osgShadow as it contains a new more power shadow technique, ViewDependentShadowMap, that implements a perspective, orthographic shadow map and parallel split shadow maps a done with a more robust extents and perspective shadow map computation than we've previously had with the likes of LightSpaceShadowMap and other similar view dependent shadow map techniques. It may well be that this new technique provides all the features you need. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org