Re: [osg-users] play animation backwards?

2012-07-03 Thread Thilo Weigel
Hi Paul,

Thank your for your suggestion. Decrementing the simulation time in 
Viewer::frame() would probably allow to play one animation backwards. But I 
would be stuck if I wanted to play two different animations at the same time, 
one being played backwards and one in the normal direction?

Cheers,
Thilo

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Re: [osg-users] [osgPlugins] [SOLVED] osgPlugins DAE (collada) ReaderWriterDAE.cpp, daeReader.h VS2010 compile errors

2012-07-03 Thread Irbit Kirill
Hi,

OSG 3.0.1 Release, I didn't make changes to src.
Cmake build a solution.
Compile ReaderWriterDAE.cpp
I got many errors (about 60), first was:
13  ReaderWriterDAE.cpp
13...\src\osgplugins\dae\daeReader.h(161): error C2146: syntax error: missing 
';' before identifier getAssetUpAxis

Please, tell me, how can I build dae pluging.

Thank you!

Cheers,
formusic

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Re: [osg-users] [osgPlugins] osgPlugins DAE (collada) ReaderWriterDAE.cpp, daeReader.h VS2010 compile errors

2012-07-03 Thread Irbit Kirill
I used Collada dom 2.4. But in OSG WiKi:

 As of December 2011, testing indicates that the plugin still does not work 
 with the COLLADA DOM version 2.3.x, but does work with the 2.2.
 


With COLLADA DOM version 2.2. it works fine (almost  :D )
In ..\src\osgPlugins\dae\daeWSceneObjects.cpp we have
292: if 
((node.getCenterMode()==osg::LOD::USER_DEFINED_CENTER)||(node.getCenterMode()==osg::LOD::UNION_OF_BOUNDING_SPHERE_AND_USER_DEFINED))

but OSG 3.0.1 doesn't have osg::LOD::UNION_OF_BOUNDING_SPHERE_AND_USER_DEFINED

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[osg-users] OSGAndroidExample - 3D model disappears when device goes to sleep

2012-07-03 Thread Emil Le sur
Hi,

I successfully compiled OSG for Android on Windows using the nice tutorial from 
this forum ([Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10). The 
example runs pretty well (especially if you ignore everything Eclipse says).

My problem is that my 3D Model dissapears from the viewer when the device goes 
to sleep or when I go to the home screen and go back in the App. The model is 
still in the App (I can delete it from the scene) but it doesn't show. The 
problem also appears when the SurfaceView is resized.

I've been looking for an answer for a week now and didn't find any real 
solution. Setting up PreserveEGLContextOnPause (public void 
setPreserveEGLContextOnPause (boolean preserveOnPause) Control whether the EGL 
context is preserved when the GLSurfaceView is paused and resumed. ) didn't do 
anything for me... I also tried to reload the objects by deleting/loading them. 
That looks like a bad idea to me... anyway it doesn't work properly. I'm using 
a Tegra3 Android 4.0.3 Device.

Is it an Android problem ? A basic OSG problem ? An OSG on Android problem ? I 
simply wanted to know if any of you already had (and hopefully solved) this 
problem or if you could show me the right direction.

Thank you!

Cheers,
Keep up the good work,
Emil

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[osg-users] [forum] How to acquire the current location information of a drawable object? And how to calculate the distance between an object and the viewpoint?

2012-07-03 Thread Fan ZHANG
Hi all,

I'm quite new to OSG and have no OPENGL background.

I want to know how to acquire the current location information of a drawable 
object?
Actually the initial position of the geometry is set by me. But when I move the 
objects with mouse, the spatial information changes, right? So I want to 
acquire such information.


For the second question, how to calculate the distance between an object and 
the viewpoint? Because I want to differentiate the 'stateset' when objects are 
far away from the viewpoint and when they are close to the camera. And I don't 
even know where the camera viewpoint is!


Regards and thank you!

Cheers,
Fan

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Re: [osg-users] OSGAndroidExample - 3D model disappears when device goes to sleep

2012-07-03 Thread Jorge Izquierdo Ciges
Nah, it's just it's default behaviour. Every time the context is
regenerated (open application, change screen orientation, go to desktop and
resume, etc) it creates again the viewer for the new conditions and the
scene is emptied. It's a toy example and there are a lot of cases that have
to be accounted in a real world application and that i didn't put there.
The logic step it's to preserve the root node of the scene in some way,
like passing a reference pointer to the java section or maintain a variable
in the native path, but beware of global pointers to such work because they
tend to be unrealiable.

Good luck

2012/7/2 Emil Le sur emilien.le...@global-vision-systems.com



 Is it an Android problem ? A basic OSG problem ? An OSG on Android problem
 ? I simply wanted to know if any of you already had (and hopefully solved)
 this problem or if you could show me the right direction.

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Re: [osg-users] VPB

2012-07-03 Thread Jordi Torres
Hi Chris,

xe...@alphapixel.com

   Use the Google cache. The original wiki seems to be getting over-run by
 crap now.


Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
doublechecked the IP's and all of them belong to microsoft  . I have tried
to disallow the indexing of this robot, we will see. Anyway there are many
people getting spoofed by this crawler...sic.

 Cheers.




 Thanks,
 Michael

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Re: [osg-users] VPB

2012-07-03 Thread Nav Joseph
Download it from here: 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/

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Re: [osg-users] AlphaPixel (and OSG?) swag and apparel?

2012-07-03 Thread David Glenn
Will the UK site ship to the US of A?

there is no OpenSceneGraph at the US site that I can find!



robertosfield wrote:
 Hi Chris,
 
 You do know we already have a cafepress entry for OpenSceneGraph:
 
 http://www.cafepress.co.uk/openscenegraph
 
 Robert.
 
 On 26 June 2012 02:01, Chris Hanson  wrote:
 
    Hey, I just finished setting up a CafePress store for AlphaPixel apparel
  and logo stuff (mostly so I could make myself some).
  
  http://www.cafepress.com/alphapixel
  
    I set the margins down really low, so I think I get about 50 cents of
  profit on typical items, but if any of you want to show your support for
  AlphaPixel, go buy yourself some stuff. Maybe I'll earn enough to buy myself
  a few more shirts.
  
  
    It occurred to me when I was done that I could set up a similar set of
  customized logo stuff for the OpenSceneGraph logo.
  
    Would anyone want that sort of thing?
  
    Would anyone be offended if I did so? I don't recall exactly what license
  the OSG logo is under, but I don't want to step on any toes here.
  
  
  --
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Re: [osg-users] VPB

2012-07-03 Thread Chris Hanson
On Tue, Jul 3, 2012 at 1:54 AM, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi Chris,
   Use the Google cache. The original wiki seems to be getting over-run by
 crap now.


 Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
 doublechecked the IP's and all of them belong to microsoft  . I have tried
 to disallow the indexing of this robot, we will see. Anyway there are many
 people getting spoofed by this crawler...sic.


  Are you saying a Microsoft bot/IP is posting spam to the wiki?

  If you have evidence of this you should be contacting Bing / Microsoft
Abuse immediately.



  Cheers.




 Thanks,
 Michael

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Re: [osg-users] VPB

2012-07-03 Thread Jordi Torres
2012/7/3 Chris Hanson xe...@alphapixel.com

 On Tue, Jul 3, 2012 at 1:54 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Chris,
   Use the Google cache. The original wiki seems to be getting over-run by
 crap now.


 Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
 doublechecked the IP's and all of them belong to microsoft  . I have tried
 to disallow the indexing of this robot, we will see. Anyway there are many
 people getting spoofed by this crawler...sic.


   Are you saying a Microsoft bot/IP is posting spam to the wiki?


Nope, they are not posting spam, but eating all the resources of the trac
til the extenuation. But it seems they are not following the rules of the
game w.r.t robots.txt. Our trac is not working well since a couple of years
ago, so any overhead on the server results in a fall down of the server.
This week I'll do some changes and I hope it will be running better.


   If you have evidence of this you should be contacting Bing / Microsoft
 Abuse immediately.


If they continue with this kind of DoS attack  I will put a rule in the
firewall to prevent this issue, and of course I'll contact them.

Cheers.





  Cheers.




 Thanks,
 Michael

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Re: [osg-users] VPB

2012-07-03 Thread Chris Hanson

 Nope, they are not posting spam, but eating all the resources of the trac
 til the extenuation. But it seems they are not following the rules of the
 game w.r.t robots.txt. Our trac is not working well since a couple of years
 ago, so any overhead on the server results in a fall down of the server.
 This week I'll do some changes and I hope it will be running better.
 If they continue with this kind of DoS attack  I will put a rule in the
 firewall to prevent this issue, and of course I'll contact them.



  Ahh. was referring to the spam on pages like these:

http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets

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Re: [osg-users] VPB

2012-07-03 Thread Jordi Torres
2012/7/3 Chris Hanson xe...@alphapixel.com

 Nope, they are not posting spam, but eating all the resources of the trac
 til the extenuation. But it seems they are not following the rules of the
 game w.r.t robots.txt. Our trac is not working well since a couple of years
 ago, so any overhead on the server results in a fall down of the server.
 This week I'll do some changes and I hope it will be running better.
 If they continue with this kind of DoS attack  I will put a rule in the
 firewall to prevent this issue, and of course I'll contact them.



   Ahh. was referring to the spam on pages like these:


 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling

 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets


This is because the VPB wiki is open (I don't know why), I will contact
Robert when he returns and I'll ask to him if there is any reason to have
this open.

Cheers.


 --
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[osg-users] [build] build issue: android/osgViewer/svn trunk

2012-07-03 Thread Kyle Gancarz
I just grabbed the trunk recently from the subversion repository and tried to 
undergo the android build.  However, I was coming upon build errors when it 
gets to the osgViewer package, specifically it seems to not be able to find X11 
headers. I was able to circumvent this by changing the OSG_WINDOWING_SYSTEM 
from X11 to nothing [just a blank field], which produced some warnings 
through cmake.  When I compiled OpenSceneGraph-3.0.1 for android this variable 
was set to X11 and it didn't seem to produce any build errors.  Anyway just 
thought this was something that someone should take note of...

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Re: [osg-users] [build] build issue: android/osgViewer/svn trunk

2012-07-03 Thread Kyle Gancarz
also seems to be segfaulting on me whenever i try to load a model not so 
with 3.0.1

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[osg-users] Issue adding transparency to a simple model

2012-07-03 Thread Preet
Hi.

I have a simple model I wanted to apply transparency to. I load the
model data into a geometry node, and set my scene up. To get a
transparent effect, I apply an alpha value to gl_FragColor in my
fragment shader.

The shaders are trivial:
Vertex:
void main()
{
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

Fragment:
void main()
{
   gl_FragColor = vec4(1,0,0,0.5);
}

I get a strange output that sort of works, but renders a different
result based on the camera position. It's hard to describe so I
attached a short youtube clip. It seems like certain triangles are
only rendered at certain camera angles.

http://youtu.be/fQUFSff-uuU

I played around with some of the settings I thought might be relevant
but I still get the effect that the video shows.

osg::StateSet *ss = geodeMesh-getOrCreateStateSet();
ss-setAttributeAndModes(shProgram,osg::StateAttribute::ON);
ss-setMode(GL_BLEND,osg::StateAttribute::ON);

  // options i tried changing around
//ss-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
//ss-setMode(GL_DEPTH_WRITEMASK,osg::StateAttribute::OFF);
//ss-setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
//ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

Any advice would be appreciated.
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Re: [osg-users] Issue adding transparency to a simple model

2012-07-03 Thread Paul Martz

What are you doing to ensure that the triangles are rendered in back-to-front 
order?
   -Paul


On 7/3/2012 2:06 PM, Preet wrote:

Hi.

I have a simple model I wanted to apply transparency to. I load the
model data into a geometry node, and set my scene up. To get a
transparent effect, I apply an alpha value to gl_FragColor in my
fragment shader.

The shaders are trivial:
Vertex:
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

Fragment:
void main()
{
gl_FragColor = vec4(1,0,0,0.5);
}

I get a strange output that sort of works, but renders a different
result based on the camera position. It's hard to describe so I
attached a short youtube clip. It seems like certain triangles are
only rendered at certain camera angles.

http://youtu.be/fQUFSff-uuU

I played around with some of the settings I thought might be relevant
but I still get the effect that the video shows.

 osg::StateSet *ss = geodeMesh-getOrCreateStateSet();
 ss-setAttributeAndModes(shProgram,osg::StateAttribute::ON);
 ss-setMode(GL_BLEND,osg::StateAttribute::ON);

   // options i tried changing around
//ss-setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
//ss-setMode(GL_DEPTH_WRITEMASK,osg::StateAttribute::OFF);
//ss-setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
//ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

Any advice would be appreciated.
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Re: [osg-users] Issue adding transparency to a simple model

2012-07-03 Thread Preet
On Tue, Jul 3, 2012 at 4:45 PM, Paul Martz pma...@skew-matrix.com wrote:
 What are you doing to ensure that the triangles are rendered in
 back-to-front order?
-Paul

Nothing! How can I preprocess the data to achieve that?
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Re: [osg-users] Issue adding transparency to a simple model

2012-07-03 Thread Paul Martz
If you're unable to decompose your con-convex model into convex components, then 
you'll need an order-independent solution such as depth peeling. One possible 
implementation of depth peeling in OSG is demonstrated with the osgoit example.

   -Paul


On 7/3/2012 3:10 PM, Preet wrote:

On Tue, Jul 3, 2012 at 4:45 PM, Paul Martz pma...@skew-matrix.com wrote:

What are you doing to ensure that the triangles are rendered in
back-to-front order?
-Paul


Nothing! How can I preprocess the data to achieve that?
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Re: [osg-users] constant size overlay

2012-07-03 Thread Michael Schanne
My initial implementation with AutoTransform is not fast enough for my 
application.  I have thousands of MatrixTransforms sharing a single 
AutoTransform with a child Geode, containing a geometry with two lines.  I was 
getting around 17 fps.  Removing the AutoTransforms improved the framerate to 
20-25 fps (20 is sufficient for my application).  

Since I still need the constant size, I am attempting to use an alternate 
implementation with PointSprites to see if that performs any better.  I used 
the osgpointsprite example as a guide.  However, I'm having trouble getting 
transparency to work.  I want a white 'X' to overlay the rest of the scene at 
each point.  What I am getting is a black opaque box at each point, with the 
white X inside the box.  I've set the alpha to 0 in the point color array, and 
in the texture outside the X.  Can someone help me figure out what I'm doing 
wrong?

Here's the code:


Code:
osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Geometry geom = new osg::Geometry;

osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array;
vertices-push_back(osg::Vec3(0.0, 0.0, 10.0));

osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array;
colors-push_back(osg::Vec4(0.0, 0.0, 0.0, 0.0));

geom-setVertexArray(vertices);
geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, 1));
geom-setColorArray(colors);
geom-setColorBinding(osg::Geometry::BIND_PER_VERTEX);

geode-addDrawable(geom);

// Give it an initial bound so it doesn't get culled (osg can't calculate a 
bounding volume for a single point)
geode-setInitialBound( osg::BoundingSphere( osg::Vec3(0.0, 0.0, 0.0), 100.0 ) 
);

const int pixelsX = 50;
const int pixelsY = 50;
const int bytesPerPixel = 4;
unsigned char *buf = new unsigned char[pixelsX * pixelsY * bytesPerPixel];
memset(buf, 0x00, pixelsX*pixelsY*bytesPerPixel);

for (int i = 0; i  pixelsX; i++)
{
   for (int j = 0; j  pixelsY; j++)
  {
if (i == j || pixelsX - i - 1 == j) 
{   
  for (int k = 0; k  bytesPerPixel; k++)
  {
buf[i * pixelsY * bytesPerPixel + j * bytesPerPixel + k] = 0xFF;

  }
}   
  }
}

osg::ref_ptrosg::Image img = new osg::Image;
img-setImage(pixelsX,
  pixelsY,
  1,
  GL_RGBA8,// internal format
  GL_RGBA, // pixel format
  GL_UNSIGNED_INT_8_8_8_8_REV, // pixel data type
  buf, // data buffer
  osg::Image::USE_NEW_DELETE); // allocation mode

osg::ref_ptrosg::Texture2D tex = new osg::Texture2D;
tex-setImage(img);
tex-setBorderColor(osg::Vec4(0.0, 0.0, 0.0, 0.0));

osg::ref_ptrosg::PointSprite sprite = new osg::PointSprite;

osg::ref_ptrosg::Point point = new osg::Point;
point-setSize(100.0);

osg::ref_ptrosg::StateSet ss = geode-getOrCreateStateSet();
ss-setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
ss-setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
ss-setAttribute(point);
ss-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

osg::ref_ptrosg::TexEnv texenv = new osg::TexEnv;
texenv-setMode(osg::TexEnv::DECAL);
ss-setTextureAttribute(0, texenv);



Thanks,
Mike

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Re: [osg-users] constant size overlay

2012-07-03 Thread Martin Scheffler
You have to enable blending.
Try this:


[code]
ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

ss-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::PROTECTED | osg::StateAttribute::ON);

[/code]


Thank you!

Cheers,
Martin

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