Re: [osg-users] osgDB/FileUtils causes compiler errors when building my project

2012-08-17 Thread Sebastian Messerschmidt

Hello Phoung (I hope this is you first name)

First of all, your description is a bit vague.
Is it a compiler error or a crash? I guess it is a compiler error.
If your compiler points to an osg header file, the error is most 
probably in your code.
Check if there are any missing semicolons (especially at the end of your 
class definitions) and check if all curly braces are closed.

Errors like this usually happen in a header file.
If this doesn't help (or you simply oversee the error) try to strip down 
your code.


hth
Sebastian

Hi,

I am trying to run some of my c++ code in OpenSUSE 12.1 using OSG. I installed 
the RPMs and should be good to go with OSG on that end.

  When I build my project though, all I do is #include osgDB/FileUtils and my 
compiler (gcc 4.6.2) crashes inside FileUtils saying expected identifier before '(' 
token.

I go to the error in FileUtils and it brings me to

enum Value
{
 OK,
 SOURCE_EQUALS_DESTINATION,

 ... and so on
}

I have no idea why it is crashing inside of OSG code. I have not modified it 
obviously because it's not my code but any help would be appreiciated.

Thank you!

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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Sebastian Messerschmidt

Hello Ruigang,

Check the osgdistortion example.
IIRC, the example uses a RTT-Camera and displays a subdivided (and 
properly distorted) mesh and maps the RTT-result on it.
For the off-axis projection I think you can either set up  the 
projection matrices on your own, or use the viewers 
setUpViewForPanoramicSphericalDisplay() convenience methods.


cheers
Sebastian

Hi,

I am in the process of converting an OpenGL-based multi-channel program to OSG. It is 
designed for a multi-projector environment. Could someone provide some hints as how to 
implement a 2D warping of the rendered image? It has to be efficient since it needs to be 
done for every frame. Is the function setPostDrawCallback a good place to 
start?

In addition, is there any glFrustrum-equivalent function call to allow off-axis 
projection?

Any help is grreatly appreciated. I am new to OSG.

Cheers,
Mark

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[osg-users] Uniform above Program

2012-08-17 Thread PCJohn
Hi,

it seems that it is not possible to put an uniform to the stateset of the 
scene root (for example, light position) and to put Program at the bottom 
(say, at a stateset of a drawable).

It seems to me that the Program and all its Uniforms must be put the same 
StateSet. This way, it works for me. However, it is not a flexible approach. 
Must the Program and all its Uniforms be put to the same StateSet or should I 
investigate this bug candidate?

John
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Re: [osg-users] [osgPlugins] osgVRPN Extension

2012-08-17 Thread Sergey Polischuk
Hi

Post it to osg-submissions mailing list

Cheers

06.08.2012, 16:34, William Hollingsworth william.holli...@gmail.com:
 Hi,

 I've made some additions to Mike Weiblen's osgVRPN plugin as part of a summer 
 project.  This mostly consists of new Tracker and Manipulator classes that 
 make it easier to navigate through a model with the tracking data.  Is there 
 any process I can go through to see if these changes can get pushed back out 
 to source?

 Thank you!

 Cheers,
 William

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Re: [osg-users] Uniform above Program

2012-08-17 Thread Sergey Polischuk
Hi, John

 it seems that it is not possible to put an uniform to the stateset of the
 scene root (for example, light position) and to put Program at the bottom
 (say, at a stateset of a drawable).

It's just not true, and works for me all the time. Can you post minimal example 
that dont work?

Cheers,
Sergey.

17.08.2012, 12:20, PCJohn pec...@fit.vutbr.cz:
 Hi,

 it seems that it is not possible to put an uniform to the stateset of the
 scene root (for example, light position) and to put Program at the bottom
 (say, at a stateset of a drawable).

 It seems to me that the Program and all its Uniforms must be put the same
 StateSet. This way, it works for me. However, it is not a flexible approach.
 Must the Program and all its Uniforms be put to the same StateSet or should I
 investigate this bug candidate?

 John
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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Sergey Polischuk
Hi

For glFrustum-like projection : osg::Camera::setProjectionMatrixAsFrustum(...), 
or you can create matrix with osg::Matrix::frustum(...) and use this

Cheers

02.08.2012, 00:52, Ruigang Yang ruigangy...@hotmail.com:
 Hi,

 I am in the process of converting an OpenGL-based multi-channel program to 
 OSG. It is designed for a multi-projector environment. Could someone provide 
 some hints as how to implement a 2D warping of the rendered image? It has to 
 be efficient since it needs to be done for every frame. Is the function 
 setPostDrawCallback a good place to start?

 In addition, is there any glFrustrum-equivalent function call to allow 
 off-axis projection?

 Any help is grreatly appreciated. I am new to OSG.

 Cheers,
 Mark

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Re: [osg-users] Animation of shared model

2012-08-17 Thread Thilo Weigel
Hi Sergey,

Thanks for your advice! Unfortunately I'm not sure if I completely understood 
your solution. Would you mind to help me a little bit further?

Suppose I retrieved the model and the animation manager as follows:
osg::ref_ptr osg::Node  model = osgDB::readNodeFile(nathan.osg);
osgAnimation::BasicAnimationManager* modelManager = dynamic_cast  
osgAnimation::BasicAnimationManager*  (model-getUpdateCallback());

Now I  add one of several transforms:
osg::ref_ptr  osg::PositionAttitudeTransform  transform = new 
PositionAttitudeTransform();
transform-addChild(model);
transform-addUpdateCallback(modelManager.get());

And finally play all animations of the model:
const osgAnimation::AnimationList animations = 
modelManager-getAnimationList();
for (unsigned int i=0; i  animations.size(); ++i )
{
  modelManager-playAnimation( animations[i].get() );
}

After reading your post I tried not to add the modelManager to the transform 
but  a new animation manger using the existing animations:
osg::ref_ptr  osgAnimation::BasicAnimationManager  manager = new 
osgAnimation::BasicAnimationManager;
for (unsigned int i = 0; i  modelManager-getAnimationList().size(); ++i)
{
osgAnimation::Animation* animation = new 
osgAnimation::Animation(*modelManager-getAnimationList()[i]);
// alternatively: osgAnimation::Animation* animation = 
modelManager-getAnimationList()[i];
manager-registerAnimation(animation);
}
transform-addUpdateCallback(manager);

But with this approach also all animations off all instances are playing in 
parallel. What am I missing?

Thank you!

Cheers,
Thilo

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Re: [osg-users] cannot get floating-point multisampled FBOs

2012-08-17 Thread Daniel Schmid
Hi Robert

I wonder if this bug has been investigated further or even fixed. 
Do you have any news concerning this?

I face the exact same problem. No AA / multisampling on floating point render 
targets...

Cheers,
Daniel

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Re: [osg-users] Animation of shared model

2012-08-17 Thread Sergey Polischuk
Hi

your transforms(with animation managers) contain original model, which itself 
have another animation manager, you should move it out
so get original animation manager and keep it, while removing it from original 
model, then add copy of it to your transforms. If it dont work out well - try 
to copy animations instead of using shared, i'm not sure if they have different 
targets and not overriding each other.

Cheers.

17.08.2012, 14:14, Thilo Weigel thilo.wei...@atrics.de:
 Hi Sergey,

 Thanks for your advice! Unfortunately I'm not sure if I completely understood 
 your solution. Would you mind to help me a little bit further?

 Suppose I retrieved the model and the animation manager as follows:
 osg::ref_ptr osg::Node  model = osgDB::readNodeFile(nathan.osg);
 osgAnimation::BasicAnimationManager* modelManager = dynamic_cast  
 osgAnimation::BasicAnimationManager*  (model-getUpdateCallback());

 Now I  add one of several transforms:
 osg::ref_ptr  osg::PositionAttitudeTransform  transform = new 
 PositionAttitudeTransform();
 transform-addChild(model);
 transform-addUpdateCallback(modelManager.get());

 And finally play all animations of the model:
 const osgAnimation::AnimationList animations = 
 modelManager-getAnimationList();
 for (unsigned int i=0; i  animations.size(); ++i )
 {
   modelManager-playAnimation( animations[i].get() );
 }

 After reading your post I tried not to add the modelManager to the transform 
 but  a new animation manger using the existing animations:
 osg::ref_ptr  osgAnimation::BasicAnimationManager  manager = new 
 osgAnimation::BasicAnimationManager;
 for (unsigned int i = 0; i  modelManager-getAnimationList().size(); ++i)
 {
 osgAnimation::Animation* animation = new 
 osgAnimation::Animation(*modelManager-getAnimationList()[i]);
 // alternatively: osgAnimation::Animation* animation = 
 modelManager-getAnimationList()[i];
 manager-registerAnimation(animation);
 }
 transform-addUpdateCallback(manager);

 But with this approach also all animations off all instances are playing in 
 parallel. What am I missing?

 Thank you!

 Cheers,
 Thilo

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Re: [osg-users] OSG application on Microsoft Surface table?

2012-08-17 Thread Frank Kane
That's odd advice for them to recommend XNA and WPF - XNA is a dead end; 
Microsoft has stopped supporting it. They no longer support any managed 
interface to DirectX; their new thing is XAML which pretty much limits you to 
2D. As you can imagine, the Windows game development community - or at least 
the part of it that doesn't know C++ -  isn't all that pleased.

However, I'd be surprised if you really can't deploy native code to this device 
- it looks like it's running a stripped-down version of Windows 7, which has 
touch events in the WIN32 API you can tap into. The real question is whether 
this device has OpenGL drivers, or if you're limited to Direct3D. There's a 
Radeon HD6750 under the hood in that thing so I bet you could get OSG running 
on it.

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[osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-17 Thread Garrett Cope
Hi,

I'm working with the osgShadow LiSPSM implementation as that seems to be the 
one that people have had the most success with. The shadows are great, but are 
being clipped vertically as the shadowing object moves near the left or right 
edge of the window.

I've seen similar issues in other threads, but have tried the following 
previously suggested solutions with no result:

- Using one directional light angled at the geometry
- Tried various values for minLightMargin
- Set distant MaxFarPlane

If I comment out the clipping function in MinimalShadowMap everything works as 
expected, but of course I need to clip the shadows for it to be feasible. 

The problem seems to be with the calculation of the CullVisitor's projection 
matrix used for clipping, but I have yet to find out where this is being 
calculated so I can see what the problem might be. I'm hoping Wojtek or someone 
more familiar with this plugin can point me in the right direction.
... 

Thank you!

Cheers,
Garrett

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Re: [osg-users] Uniform above Program

2012-08-17 Thread PCJohn
Hi Sergey,

this never worked for me for about a half of year.
Update: now it works! It seems that maybe, I was unlucky on svn update and, 
kept the update for a while, seeing this issue.

Based on your assurance, I made some tests and updated my shader routines. All 
shows that the issue is gone. Thanks.

John


On Friday 17 of August 2012 12:52:01 Sergey Polischuk wrote:
 Hi, John
 
  it seems that it is not possible to put an uniform to the stateset of the
  scene root (for example, light position) and to put Program at the bottom
  (say, at a stateset of a drawable).
 
 It's just not true, and works for me all the time. Can you post minimal
 example that dont work?
 
 Cheers,
 Sergey.
 
 17.08.2012, 12:20, PCJohn pec...@fit.vutbr.cz:
  Hi,
  
  it seems that it is not possible to put an uniform to the stateset of the
  scene root (for example, light position) and to put Program at the bottom
  (say, at a stateset of a drawable).
  
  It seems to me that the Program and all its Uniforms must be put the same
  StateSet. This way, it works for me. However, it is not a flexible
  approach. Must the Program and all its Uniforms be put to the same
  StateSet or should I investigate this bug candidate?
  
  John
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[osg-users] ETC1 Compressed textures

2012-08-17 Thread Thomas Hogarth
Hi All

So I've written an app for iOS that uses pvrtc format for a couple of big 
glyphmap textures 2048x2048. This works fine with the pvr plugin.

I'm now porting to Android and have stubbled across the problem of not all 
devices supporting pvrtc. However supposedly all of them support etc1 format.

Looking at the pvr plugin it seems to also support etc1 format, but when I try 
and load one I get the following error


Failed to verify pvr header: 1, 0, 0, 0


I used PVRTexToolGui v3.33 to convert the image using the ETC1 setting. Does 
anyone know of a better tool to use.

Cheers
Tom

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Re: [osg-users] ETC1 Compressed textures

2012-08-17 Thread Thomas Hogarth
Bit more info, I also used the 'Fast Perceptual' encoding method, if that is of 
any relevance.

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Re: [osg-users] Animation of shared model

2012-08-17 Thread Thilo Weigel
Hi Sergey,

I removed the animation manager from the original model:
model-removeUpdateCallback(model-getUpdateCallback());
and created a new animation manager with clones of the original animations:
osg::ref_ptr  osgAnimation::BasicAnimationManager  manager = new 
osgAnimation::BasicAnimationManager;
for (unsigned int i = 0; i  modelManager-getAnimationList().size(); ++i)
{
osgAnimation::Animation* animation = dynamic_cast  osgAnimation::Animation* 
(modelManager-getAnimationList()[i]-clone(osg::CopyOp::DEEP_COPY_ALL));
manager-registerAnimation(animation);
}
transform-addUpdateCallback(manager); 

The animations are still played on all instances - even if I add the animation 
manager to only the first transform.
Do I have to remove more than just the updateCallback of the original model? 
How is it possible that the animation is played on the second instance even if 
there is no (animation) updateCallback added to it?

Thank you!

Cheers,
Thilo

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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Ruigang Yang
Thank you all for the quick reply. 

I also studied quite bit recently. The RTT camera is exactly what I need. 
In the OSG cookbook, there is a powerwall exsample. The use of slave-camea can 
make off-axis projection easier to set. 

Thank you!

Cheers,
Mark

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Re: [osg-users] Animation of shared model

2012-08-17 Thread Sergey Polischuk
Hi

I checked osgAnimation sources, and it looks like what you want can be done 
that easy. Animation calculation happens in update traversal, and directly 
changes RigGeometry vertex data, so with shared rig geometry all instances will 
look same. So i believe you need at least to create different RigGeometries in 
order to have different animations(though you can share source geometry between 
them).

Cheers.

17.08.2012, 18:41, Thilo Weigel thilo.wei...@atrics.de:
 Hi Sergey,

 I removed the animation manager from the original model:
 model-removeUpdateCallback(model-getUpdateCallback());
 and created a new animation manager with clones of the original animations:
 osg::ref_ptr  osgAnimation::BasicAnimationManager  manager = new 
 osgAnimation::BasicAnimationManager;
 for (unsigned int i = 0; i  modelManager-getAnimationList().size(); ++i)
 {
 osgAnimation::Animation* animation = dynamic_cast  osgAnimation::Animation* 
 (modelManager-getAnimationList()[i]-clone(osg::CopyOp::DEEP_COPY_ALL));
 manager-registerAnimation(animation);
 }
 transform-addUpdateCallback(manager);

 The animations are still played on all instances - even if I add the 
 animation manager to only the first transform.
 Do I have to remove more than just the updateCallback of the original model? 
 How is it possible that the animation is played on the second instance even 
 if there is no (animation) updateCallback added to it?

 Thank you!

 Cheers,
 Thilo

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Re: [osg-users] [vpb] why the ive created by osgDem more beautiful than vpbmaster?

2012-08-17 Thread Torben Dannhauer
Hi,

you can open the task files vpbmaster creates to compare vpbmasters osgdem call 
with your osgdem call. Compare the parameters to get the difference.


Thank you!

Cheers,
Torben

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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Depending on what you're projecting your channels onto (i.e. a spherical
dome surface), you may need to come up with some asymmetrical custom
frustums for each channel so as to minimize overlap and edge blending
artifacts...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ruigang
Yang
Sent: Friday, August 17, 2012 9:03 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] post-rendering warping and off-axis projection

Thank you all for the quick reply. 

I also studied quite bit recently. The RTT camera is exactly what I
need. 
In the OSG cookbook, there is a powerwall exsample. The use of
slave-camea can make off-axis projection easier to set. 

Thank you!

Cheers,
Mark

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g
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Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-17 Thread Wojciech Lewandowski
Hi Garret,

I have not worked on Lispsm for long time but description of your problem
may suggest that my method of obtaining main camera and its projection
matrix may not work as it used to or your setup uses unusual multi channel
master / slave configuration that was not tested so far. I am obtaining
main view camera in several places in the code using this construct:

_cv-getRenderStage()-getCamera()

you may check if its still returning the right camera by adding asserts
checking its projection matrix (getProjectionMatrixAsFrustum and check if
near/far/left/right/top/bottom values are correct).

One of the older problems with main camera was use of COMPUTE_NEAR_FAR
flag. You may try turning it off and see if it affects your results.

If above does not help, I will ask you to create simple applet to show your
problem and I may try to debug it in spare time.

Cheers,
Wojtek Lewandowski






2012/8/17 Garrett Cope garrett.cope@simcen.usuhs.edu

 Hi,

 I'm working with the osgShadow LiSPSM implementation as that seems to be
 the one that people have had the most success with. The shadows are great,
 but are being clipped vertically as the shadowing object moves near the
 left or right edge of the window.

 I've seen similar issues in other threads, but have tried the following
 previously suggested solutions with no result:

 - Using one directional light angled at the geometry
 - Tried various values for minLightMargin
 - Set distant MaxFarPlane

 If I comment out the clipping function in MinimalShadowMap everything
 works as expected, but of course I need to clip the shadows for it to be
 feasible.

 The problem seems to be with the calculation of the CullVisitor's
 projection matrix used for clipping, but I have yet to find out where this
 is being calculated so I can see what the problem might be. I'm hoping
 Wojtek or someone more familiar with this plugin can point me in the right
 direction.
 ...

 Thank you!

 Cheers,
 Garrett

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[osg-users] Maps DTED data

2012-08-17 Thread Michael Hall
I have a little alpplication I am doing to learn OSG.  I have also read the OSG 
3.0 for Beginners book.  It has been helpful in learning more about how OSG 
works.

I have generated an earth.ive database from the BMNG east and west tifs.  I can 
display this database in my application.  I would like to now associate DTED 
data on that and then overlay maps.  What is the best way to do this? Would 
also 
like to display the lat/long of where the mouse is in the status bar of my 
application.  Any tips or suggestions are appreciated.
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[osg-users] Repository broken with SVN =1.7.5?

2012-08-17 Thread Ulrich Hertlein
Hi guys,

ever since updating my Subversion client to 1.7.x I've been getting errors 
regarding
OpenThreads when updating:

$ svn up
Updating '.':
svn: warning: W20: Error handling externals definition for 
'include/OpenThreads':
svn: warning: W17: URL
'http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/include/OpenThreads' 
at revision
13110 doesn't exist
svn: warning: W20: Error handling externals definition for 
'src/OpenThreads':
svn: warning: W17: URL
'http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/src/OpenThreads' at 
revision
13110 doesn't exist
At revision 13110.
svn: E205011: Failure occurred processing one or more externals definitions

After doing a clean check-out I'm not getting src/OpenThreads and 
include/OpenThreads anymore.

src/OpenThreads and include/OpenThreads are pulled in via svn:externals 
references to the
OpenThreads repository:

$ cd OpenSceneGraph
$ svn propget svn:externals .
include/OpenThreads
http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/include/OpenThreads
src/OpenThreads 
http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/src/OpenThreads

Which would be fine, except that OpenThreads in turn has external references to
OpenSceneGraph!

$ cd OpenThreads
$ svn propget svn:externals .
include/OpenThreads
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/include/OpenThreads
src/OpenThreads 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads

So we have a nice (or rather not so nice) circular reference and the newer SVN 
clients
apparently don't deal with this.

To solve this I suggest to remove the 'svn:external' on the OpenSceneGraph base 
directory.

Or am I the only one still using the SVN repository?
Should I turn off the lights and move on?

To my knowledge the hg and git repositories are not official and only mirror 
the SVN
repository?

Cheers,
/ulrich
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