[osg-users] Attach light to camera

2012-10-30 Thread Daniel Schmid
Hi all

I  struggle to add a light to my viewer. I have the sky light illuminating the 
scene (light 0). Now I want to add a spotlight to illuminate the area right in 
front of my camera for night scenarios. I tried to attach the light to the 
scene and position it in a cull visitor in front of the viewer... but is there 
no way to attach the light directly to the camera node so that it is moved 
along with the camera? Anybody can give me some example code?

Regards
Daniel
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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Dmitry K.
I'm saying about position of a node. 
If I model earth (for example) then the camera (for example) or another node 
will move from southern pole (0, 0) to equator (0, MAX_INT) and then it will 
move again to southern pole though it increments its position (not decrements), 
due to integer overflow (MAX_INT + inc_pos = inc_pos).

Again, if I have a node with position (200, 200) and a child node with position 
(MAX_INT, MAX_INT) the result position of the child's node will be MAX_INT + 
200, MAX_INT + 200. That means integer overflow again.

These two cases are not clear for me. Sorry, if I've expressed myself not so 
clearly. Thanks for your answers.

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Re: [osg-users] HELP~OSG forAndroid crashed~~~

2012-10-30 Thread wang xinyu

Jan Ciger wrote:
 Hello Houhouh (sorry if that isn't your name, but you didn't provide one ...),
 
 
 You haven't provided the ABI you have compiled for, but seeing that your 
 device has Tegra 2 SoC, I suspect that the crash comes from the lack of 
 support for the Neon instructions on it. These are similar to the SSE 
 instructions on x86, unfortunately they are an optional part of the ARM 
 specification, so not all vendors implement them. Nvidia chose not to and 
 thus Tegra 2 doesn't have them :( (however, the newer Tegra 3 does, go figure 
 ...)
 
 You can solve this either by switching to the v5 ABI (armeabi instead of 
 armeabi-v7a in your Application.mk file) that doesn't use Neon or by 
 disabling Neon instructions and recompiling OSG again. 
 
 I believe this is actually documented in the Android part of the website too.
 
 Regards,
 
 Jan
 
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Hello,Jan
i am sorry that didnot say it clear :

Android NDK: Building application 'local' for ABI 'armeabi'
Android NDK: Using target toolchain 'arm-linux-androideabi-4.4.3' for 'armeabi' 
ABI


i have compiled for ABI 'armeabi'. i followed the cookbook and commented  
LOCAL_ARM_NEON := true in PlatformSpecifics\Android\Android.mk.modules.in and
commented armeabi-v7aalso in .mk file both in cmake build folder or 
osgAndroidExampleGLES1/jni/ Application.mk
So,did i disable the Neon instructions clean?

i used cygwin to build the whole work,and i used CMAKE commond as shows follow 
and NDK version is r7:
  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 -DJ=4 -DANDROID_NDK=$NDK 
-DANDROID_STL=gnustl_static 
-DCMAKE_INSTALL_PREFIX=/cygdrive/c/cygwin/usr/local/osgNOneon


Now,the statuation is that the apk can run normally,NOT crashed at once.Then , 
it will crash anytime.The apk is unstatble for use.

i was disturbed by this bug for a month , thank you very much!

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[osg-users] OpenSceneGraph for Beginners tutorial help requested

2012-10-30 Thread Seth Hays
Hi,

I've been working with the OSG Beginners book.  I am trying to get the first 
program to run but I continually get a bad alloc error:

Code:

Microsoft C++ exception: std::bad_alloc at memory location 0x00a1d4f0..




The break point is:

Code:

inline osg::Node* readNodeFile(const std::string filename)
{
return readNodeFile(filename,Registry::instance()-getOptions());
}




And the following is my code:

Code:

#include osgDB/ReadFile
#include osgViewer/Viewer

int main( int argc, char** argv ) {
osg::ref_ptrosg::Node root = osgDB::readNodeFile(c:\\osg\\data\\cessna.osg);
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}




Any hints would be fantastic.


Thank you!

Cheers,
Seth

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[osg-users] How to make the RotateCylinderDragger object rotate around a specified point in the space rather than its own center?

2012-10-30 Thread Zhou Zhang
Hi,

I am trying to use the osgManipulator::RotateCylinderDragger in the OSG example 
code for my project. However, I need to have it rotate around a predefined  
point in the space rather than its own center. Does anybody know how to do that?

... 

Thank you!

Cheers,
Zhou

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Re: [osg-users] [forum] Problem when nesting osgFX::Outline effects

2012-10-30 Thread celandre dzimiwine
Hi,

Thanks for your reply. I have two use cases:

1) In my application, I am using outline fx to render red outlines around 
selected objects. I am also using outline fx to render dark edges around some 
basic geometries (like CAD application, SolidWorks) for a better look. For 
example:
   -  Sphere = outline
   - Cylinder = outline + 2 circles (bottom and top).
   - Capsule = outline + 2 circles (bottom and top).

2) 

In the same application, I am also using outline fx when I mouse hover a node. 
The problem occurs when one of the hovered node's ancestors or descendants is 
also outlined (selected or in Edges Rendered mode).

Could you, please, explain me your idea a bit further, Maybe you could use 
nodemasks to ensure the child is not drawn with the FX when the parent is 
active?? 



Thank you!

Regards,
celandre

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Sergey Polischuk
Hi

Where did you found anything about node positions being stored as integers in 
OSG? Nodes are positioned with osg::Transform derived classes which use 
floating point (single or double precision, depending on build configuration) 
matrices\vectors\quaternions for transformations.

Cheers.

30.10.2012, 12:17, Dmitry K. zzfi...@hotbox.ru:
 I'm saying about position of a node.
 If I model earth (for example) then the camera (for example) or another node 
 will move from southern pole (0, 0) to equator (0, MAX_INT) and then it will 
 move again to southern pole though it increments its position (not 
 decrements), due to integer overflow (MAX_INT + inc_pos = inc_pos).

 Again, if I have a node with position (200, 200) and a child node with 
 position (MAX_INT, MAX_INT) the result position of the child's node will be 
 MAX_INT + 200, MAX_INT + 200. That means integer overflow again.

 These two cases are not clear for me. Sorry, if I've expressed myself not so 
 clearly. Thanks for your answers.

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[osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2012-10-30 Thread Tim Rambau
Hi,

I have a terrain model with 1024x1024 DXT1 textures. Using a min filter with 
LINEAR_MIPMAP_LINEAR the textures are gone, changing only this filter to LINEAR 
everything is back again. The textures contain 1 main image and 10 mipmaps...

Any ideas?

Thanks  Cheers,
Tim.

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Re: [osg-users] HELP~OSG forAndroid crashed~~~

2012-10-30 Thread Jan Ciger
Hello,

On Mon, Oct 29, 2012 at 2:39 AM, wang xinyu houh...@163.com wrote:


 Hello,Jan
 i am sorry that didnot say it clear :

 Android NDK: Building application 'local' for ABI 'armeabi'
 Android NDK: Using target toolchain 'arm-linux-androideabi-4.4.3' for
 'armeabi' ABI


OK, that should be all right.



 i have compiled for ABI 'armeabi'. i followed the cookbook and commented 
 LOCAL_ARM_NEON := true in PlatformSpecifics\Android\Android.mk.modules.inand
 commented armeabi-v7aalso in .mk file both in cmake build folder or
 osgAndroidExampleGLES1/jni/ Application.mk
 So,did i disable the Neon instructions clean?


Actually, if you are compiling only for armeabi, you didn't have to disable
Neon because armeabi doesn't support those instructions anyway. Only
armeabi-v7a can use them.



 i used cygwin to build the whole work,and i used CMAKE commond as shows
 follow and NDK version is r7:
   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 -DJ=4 -DANDROID_NDK=$NDK
 -DANDROID_STL=gnustl_static
 -DCMAKE_INSTALL_PREFIX=/cygdrive/c/cygwin/usr/local/osgNOneon


Looks good to me.



 Now,the statuation is that the apk can run normally,NOT crashed at
 once.Then , it will crash anytime.The apk is unstatble for use.



Well, that can be a different issue. If the app starts and loads a model,
then you have resolved the ABI/Neon issues. For me it started up and
crashed the moment I touched the screen if the Neon was enabled on the
Tegra 2 tablet I have here (Acer Iconia 500). Once Neon was off and
everything recompiled, it works fine and stable.

I would suggest updating your NDK too, the latest is r8b. They often fix
really showstopper bugs, so if you are getting crashes with an unmodified
OSG example, that could help you.


 i was disturbed by this bug for a month , thank you very much!


You are welcome.

Jan
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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Dmitry K.
OK, thanks, looks like I need to read more about OpenSceneGraph before asking 
such questions.

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Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2012-10-30 Thread Sergey Polischuk
Hi

it seems like osg dds plugin cant (correctly) read your mipmaps from dds file. 
You can use file without mipmaps or try to dive in and find exact reason for 
this behaviour.

Cheers.

30.10.2012, 14:19, Tim Rambau tim.ram...@dlr.de:
 Hi,

 I have a terrain model with 1024x1024 DXT1 textures. Using a min filter with 
 LINEAR_MIPMAP_LINEAR the textures are gone, changing only this filter to 
 LINEAR everything is back again. The textures contain 1 main image and 10 
 mipmaps...

 Any ideas?

 Thanks  Cheers,
 Tim.

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Re: [osg-users] OpenSceneGraph for Beginners tutorial help requested

2012-10-30 Thread Wuerfel, Hannes
Hey,

I've encountered the same problem some time ago.
The problem was the macro in the CMakeLists.txt. On my system it hast to be 
_INCLUDE_DIRS and _LIBRARIES.
Try this osg-cmake project setup:

cmake_minimum_required(VERSION 2.8)
project(MyProject)
set(target MyProject)

find_package(OpenSceneGraph REQUIRED
osgAnimation
osgDB
osgGA
osgText
osgUtil
osgViewer 
osgShadow 
osgParticle 
)

set(sources
src/main.cpp
)

include_directories(
${OPENSCENEGRAPH_INCLUDE_DIRS}
)

add_executable(${target} ${sources})

target_link_libraries(${target}
${OSG_LIBRARIES}
${OSGANIMATION_LIBRARIES}
${OSGDB_LIBRARIES}
${OSGGA_LIBRARIES}
${OSGTEXT_LIBRARIES}
${OSGUTIL_LIBRARIES}
${OSGVIEWER_LIBRARIES}
${OPENTHREADS_LIBRARIES}
${OSGSHADOW_LIBRARIES}
${OSGPARTICLE_LIBRARIES}
)

Also if you built osg from source and ran the install target, make sure your 
OSG_DIR env variable point to your install directory specified in the cmake-gui 
(e.g. c:/lib/osg/install), otherwise cmake could include the wrong header files.
Hope this helps.

Von: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] im Auftrag von Seth Hays 
[hays@gmail.com]
Gesendet: Montag, 29. Oktober 2012 02:47
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] OpenSceneGraph for Beginners tutorial help requested

Hi,

I've been working with the OSG Beginners book.  I am trying to get the first 
program to run but I continually get a bad alloc error:

Code:

Microsoft C++ exception: std::bad_alloc at memory location 0x00a1d4f0..




The break point is:

Code:

inline osg::Node* readNodeFile(const std::string filename)
{
return readNodeFile(filename,Registry::instance()-getOptions());
}




And the following is my code:

Code:

#include osgDB/ReadFile
#include osgViewer/Viewer

int main( int argc, char** argv ) {
osg::ref_ptrosg::Node root = osgDB::readNodeFile(c:\\osg\\data\\cessna.osg);
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}




Any hints would be fantastic.


Thank you!

Cheers,
Seth

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[osg-users] Compilation error using ffmpeg

2012-10-30 Thread Carlos Sanches
Hi all !!!
I m trying to compile OSG 3.0.0  in ubuntu 64bits
I m trying using ffmpeg with many versions but the error persist :

In file included from /usr/local/include/libavutil/avutil.h:327:0,
 from /usr/local/include/libavutil/samplefmt.h:22,
 from /usr/local/include/libavcodec/avcodec.h:30,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:9,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:1:
/usr/local/include/libavutil/common.h: In function ‘int32_t
av_clipl_int32_c(int64_t)’:
/usr/local/include/libavutil/common.h:170:47: error: ‘UINT64_C’ was not
declared in this scope
In file included from
/dados/arq/OSG/OpenSceneGraph-3.0.0/include/osg/FrameStamp:22:0,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/include/osg/BufferObject:20,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/include/osg/Image:17,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/include/osg/AudioStream:17,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.hpp:12,
 from
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:1:
/usr/include/c++/4.7/ctime: At global scope:
/usr/include/c++/4.7/ctime:62:11: error: ‘::clock_t’ has not been declared
/usr/include/c++/4.7/ctime:63:11: error: ‘::time_t’ has not been declared
/usr/include/c++/4.7/ctime:66:11: error: ‘::clock’ has not been declared
/usr/include/c++/4.7/ctime:67:11: error: ‘::difftime’ has not been declared
/usr/include/c++/4.7/ctime:68:11: error: ‘::mktime’ has not been declared
/usr/include/c++/4.7/ctime:69:11: error: ‘::time’ has not been declared
/usr/include/c++/4.7/ctime:70:11: error: ‘::asctime’ has not been declared
/usr/include/c++/4.7/ctime:71:11: error: ‘::ctime’ has not been declared
/usr/include/c++/4.7/ctime:72:11: error: ‘::gmtime’ has not been declared
/usr/include/c++/4.7/ctime:73:11: error: ‘::localtime’ has not been declared
/usr/include/c++/4.7/ctime:74:11: error: ‘::strftime’ has not been declared
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:
In function ‘int osgFFmpeg::decode_audio(AVCodecContext*, int16_t*, int*,
const uint8_t*, int)’:
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:28:12:
warning: ‘int avcodec_decode_audio3(AVCodecContext*, int16_t*, int*,
AVPacket*)’ is deprecated (declared at
/usr/local/include/libavcodec/avcodec.h:4188) [-Wdeprecated-declarations]
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:28:72:
warning: ‘int avcodec_decode_audio3(AVCodecContext*, int16_t*, int*,
AVPacket*)’ is deprecated (declared at
/usr/local/include/libavcodec/avcodec.h:4188) [-Wdeprecated-declarations]
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:
In member function ‘void osgFFmpeg::FFmpegDecoderAudio::open(AVStream*)’:
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:92:13:
warning: ‘int avcodec_open(AVCodecContext*, AVCodec*)’ is deprecated
(declared at /usr/local/include/libavcodec/avcodec.h:4102)
[-Wdeprecated-declarations]
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:92:44:
warning: ‘int avcodec_open(AVCodecContext*, AVCodec*)’ is deprecated
(declared at /usr/local/include/libavcodec/avcodec.h:4102)
[-Wdeprecated-declarations]
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:
In member function ‘size_t
osgFFmpeg::FFmpegDecoderAudio::decodeFrame(void*, size_t)’:
/dados/arq/OSG/OpenSceneGraph-3.0.0/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:341:48:
error: ‘INT64_C’ was not declared in this scope
make[2]: ***
[src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderAudio.o]
Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2


Any idea of what can I do ?

THank you!



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Re: [osg-users] screen capture with Qt

2012-10-30 Thread Robert Osfield
Hi Gianni,

I'm afraid I personally don't have the time available to chase up the
problem in your code.  Perhaps others will be able.

Robert.

On 29 October 2012 17:11, Gianni Ambrosio ga...@vi-grade.com wrote:
 Thank you Robert for the fast reply.
 In the meanwhile I'm attaching the code.

 Regards,
 Gianni

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Re: [osg-users] Attach light to camera

2012-10-30 Thread Robert Osfield
Hi David,

On 30 October 2012 08:17, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
 I  struggle to add a light to my viewer. I have the sky light illuminating
 the scene (light 0). Now I want to add a spotlight to illuminate the area
 right in front of my camera for night scenarios. I tried to attach the light
 to the scene and position it in a cull visitor in front of the viewer… but
 is there no way to attach the light directly to the camera node so that it
 is moved along with the camera? Anybody can give me some example code?

osg::View has settings for the light position - either a sky light in
world coords, or a headlight in eye coords.  Have a look a
include/osg/View.  osgViewer::Viewer inherits from osg::View (via
osgViewer::View) so you'll get all these methods.

The other alternative is to use an osg::LightSource placed in the
scene graph as set the ReferenceFrame to ABSOLUTE_RF.

Robert.
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Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2012-10-30 Thread Robert Osfield
Hi Tim,

Try running your app on a system with a difference graphics
card/driver, there is a change the issue is a driver bug.

Robert.

On 30 October 2012 09:18, Tim Rambau tim.ram...@dlr.de wrote:
 Hi,

 I have a terrain model with 1024x1024 DXT1 textures. Using a min filter with 
 LINEAR_MIPMAP_LINEAR the textures are gone, changing only this filter to 
 LINEAR everything is back again. The textures contain 1 main image and 10 
 mipmaps...

 Any ideas?

 Thanks  Cheers,
 Tim.

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Re: [osg-users] Just more 3D primitives

2012-10-30 Thread Paul Martz



On 10/30/2012 5:05 AM, Christian Buchner wrote:

Hi,

for rendering a sphere (or any other round shapes) it might even be
better to use a shader, instead of trying to tesselate the shape into
a complex geometry consisting of a lot of triangles or quads.


One issue with this approach, as well as the ShapeDrawable approach, is that 
most existing code that operates on Drawables is designed to work with 
osg::Geometry. If you export your scene to some format other than OSG-native 
(3ds, obj, flt, etc), such shader-based geometry will likely be ignored by the 
exporter.


Just something to keep in mind.
   -Paul


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Re: [osg-users] [osgPlugins] DDS Texture vanish withLINEAR_MIPMAP_LINEAR

2012-10-30 Thread Luc Frauciel
I've seen that kind of problems on AMD/ATI boards.

   Luc



De :
Robert Osfield robert.osfi...@gmail.com
A :
osg-users@lists.openscenegraph.org
Date:
30/10/2012 15:27
Objet :
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
Envoyé par :
osg-users-boun...@lists.openscenegraph.org



Hi Tim,

Try running your app on a system with a difference graphics
card/driver, there is a change the issue is a driver bug.

Robert.

On 30 October 2012 09:18, Tim Rambau tim.ram...@dlr.de wrote:
 Hi,

 I have a terrain model with 1024x1024 DXT1 textures. Using a min filter 
with LINEAR_MIPMAP_LINEAR the textures are gone, changing only this filter 
to LINEAR everything is back again. The textures contain 1 main image and 
10 mipmaps...

 Any ideas?

 Thanks  Cheers,
 Tim.

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you're modeling on the earth, you should be using double precision
for your camera position...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dmitry
K.
Sent: Tuesday, October 30, 2012 2:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Streaming world and integer limits

I'm saying about position of a node. 
If I model earth (for example) then the camera (for example) or another
node will move from southern pole (0, 0) to equator (0, MAX_INT) and
then it will move again to southern pole though it increments its
position (not decrements), due to integer overflow (MAX_INT + inc_pos =
inc_pos).

Again, if I have a node with position (200, 200) and a child node with
position (MAX_INT, MAX_INT) the result position of the child's node will
be MAX_INT + 200, MAX_INT + 200. That means integer overflow again.

These two cases are not clear for me. Sorry, if I've expressed myself
not so clearly. Thanks for your answers.

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Re: [osg-users] OpenSceneGraph for Beginners tutorial help requested

2012-10-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Another thing to check is make sure you're not mixing debug version of
OSG with a release version of your app and vice versa. They must be the
same.

I've had readNodeFile() fail as below when I accidently linked my
release built app with debug OSG...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Seth
Hays
Sent: Sunday, October 28, 2012 7:48 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenSceneGraph for Beginners tutorial help
requested

Hi,

I've been working with the OSG Beginners book.  I am trying to get the
first program to run but I continually get a bad alloc error:

Code:

Microsoft C++ exception: std::bad_alloc at memory location 0x00a1d4f0..




The break point is:

Code:

inline osg::Node* readNodeFile(const std::string filename) { return
readNodeFile(filename,Registry::instance()-getOptions());
}




And the following is my code:

Code:

#include osgDB/ReadFile
#include osgViewer/Viewer

int main( int argc, char** argv ) {
osg::ref_ptrosg::Node root =
osgDB::readNodeFile(c:\\osg\\data\\cessna.osg);
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}




Any hints would be fantastic.


Thank you!

Cheers,
Seth

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Re: [osg-users] screen capture with Qt

2012-10-30 Thread rocco martino
Hello Gianni,

I just tried your code and it works fine on my machine

I don't know how to help you.
Martino


2012/10/30 Robert Osfield robert.osfi...@gmail.com

 Hi Gianni,

 I'm afraid I personally don't have the time available to chase up the
 problem in your code.  Perhaps others will be able.

 Robert.

 On 29 October 2012 17:11, Gianni Ambrosio ga...@vi-grade.com wrote:
  Thank you Robert for the fast reply.
  In the meanwhile I'm attaching the code.
 
  Regards,
  Gianni
 
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Re: [osg-users] How convert osg::Image to OpenCV IplImage

2012-10-30 Thread Jen Hunter
Hi Koduri,

for the project I'm working on I needed something similar.
Using the C++ API of OpenCV I found the following code to be working:


Code:

osgImg-readPixels( 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE );
cv::Mat cvImg(osgImg-t(), osgImg-s(), CV_8UC3); 
cvImg.data = (uchar*)osgImg-data();

// Flipping because of different origins
cv::flip(cvImg, cvImg, 0);





Cheers,
Dakota

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Re: [osg-users] screen capture with Qt

2012-10-30 Thread Gianni Ambrosio
Hi Rocco,
thank you for trying the code!
Anyway that's really strange. In a Qt application I can get correct images just 
with WindowCaptureCallback::READ_PIXELS mode. While I get a black image s with 
the others (WindowCaptureCallback::SINGLE_PBO and 
WindowCaptureCallback::DOUBLE_PBO). On the other hand in a NON-Qt application 
all modes work fine.
Sorry for asking you again but can you confirm you get correct images with 
SINGLE_PBO and DOUBLE_PBO modes?

Regards,
Gianni

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Re: [osg-users] screen capture with Qt

2012-10-30 Thread rocco martino
Yes, I tested SINGLE_PBO, DOUBLE_PBO, TRIPLE_PBO and READ_PIXELS
with SingleThreaded, CullDrawThread etc.

I simply had to change the mode at line 666, right?

I have osg 3.0.1 and Qt 4.7.0 on Slackware64 13.1 with latest fglrx
proprietary drivers



2012/10/30 Gianni Ambrosio ga...@vi-grade.com

 Hi Rocco,
 thank you for trying the code!
 Anyway that's really strange. In a Qt application I can get correct images
 just with WindowCaptureCallback::READ_PIXELS mode. While I get a black
 image s with the others (WindowCaptureCallback::SINGLE_PBO and
 WindowCaptureCallback::DOUBLE_PBO). On the other hand in a NON-Qt
 application all modes work fine.
 Sorry for asking you again but can you confirm you get correct images with
 SINGLE_PBO and DOUBLE_PBO modes?

 Regards,
 Gianni

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[osg-users] Getting Mipmap level from FBO

2012-10-30 Thread Sebastian Messerschmidt

Hello,

I'm trying to implement an advanced HDR lighting algorithm where I need 
the average luminance of the last frame(s).

Currently I've encountered two major problems:

1. Is there a possibility to get only the last mipmap-level from 
texture/image bound to a FBO?
I can get the whole image via readImageFromCurrentTexture in a 
postDrawCallback, but this unfortunately copies the complete texture.
Looking at the code, I see that all mipmap levels are copied, and my 
question is if it would be feasible to either create a special function 
to copy only a specific mipmap-level or add an additional parameter to 
the function to specifiy the mipmap level?


2. I have trouble getting correct values from floating point buffers. It 
works if get the values as GL_UNSIGNED_BYTE (the values are indeed 
scaled to 0 -255) but this, of course, won't be precise enough as the 
buffer holds the logarithmic luminance.



Below you find a snippet of my PostDrawCallback, maybe I'm doint 
something fundamentally wrong.

I'm running on OSG 3.0.1.

  virtual void operator () (osg::RenderInfo render_info) const
{
//state-apply(render_info.getCurrentCamera()-getStateSet());
//state-applyTextureAttribute(0,mTexture);
//mTexture-apply(*state);
osg::ref_ptrosg::Image image=new osg::Image();
mTexture-getImage()-readImageFromCurrentTexture(render_info.getContextID(),true, 
GL_UNSIGNED_BYTE); //works , doesn't work with GL_FLOAT

double data = *image-getMipmapData(0);
std::cout  luminance   data  std::endl;
//osgDB::writeImageFile(*image,snap.bmp);
}


cheers
Sebastian

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Re: [osg-users] osg::Sequence boundingsphere

2012-10-30 Thread Marc-André Labrie
Finally, I have done some investigation regarding this subject: returning
the active child bounding sphere when the getBound() method of an
osg::Sequence is called can increase considerably the renderingTraversal
execution time (2x for my complex scene). This is probably due to the
invalidation of bounds (dirtyBound) and all the necessary bounds
recalculation ...

Most of the time, I think each child of an osg::Sequence probably have the
same bounding sphere size: thus recomputing the bounds during each
traversal is unnecessary (the current mechanism is then  appropriate in
this context).

But for an osg::Sequence like mine (where children sizes vary a lot), there
should be a mode indicating which strategy the getBound() method shall
use (active child or all of them).

Marc-Andre

On Thu, Oct 18, 2012 at 8:05 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Marc-Andre,

 On 19/10/12 2:01, Marc-André Labrie wrote:
  But I still do not understand why non-visible geodes should take part to
 the
  boundingsphere calculation.
 
  In my case, in my osg::Sequence, frame1 is way much smaller than frame15
 ...

 I'm not saying that they should (quite the opposite), osg::Sequence
 *should* only use the
 currently active child (like osg::Switch is doing).

 Maybe you can submit a patch for that?

 Cheers,
 /ulrich
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Re: [osg-users] Getting Mipmap level from FBO

2012-10-30 Thread David Callu
Hi Sebastian


2012/10/30 Sebastian Messerschmidt sebastian.messerschm...@gmx.de

 Hello,

 I'm trying to implement an advanced HDR lighting algorithm where I need
 the average luminance of the last frame(s).
 Currently I've encountered two major problems:

 1. Is there a possibility to get only the last mipmap-level from
 texture/image bound to a FBO?
 I can get the whole image via readImageFromCurrentTexture in a
 postDrawCallback, but this unfortunately copies the complete texture.
 Looking at the code, I see that all mipmap levels are copied, and my
 question is if it would be feasible to either create a special function to
 copy only a specific mipmap-level or add an additional parameter to the
 function to specifiy the mipmap level?


I don't see any code in OSG to just read specific mipmap level, but with
readImageFromCurrentTexture code as model, this will not be difficult to
do appropriate function.




 2. I have trouble getting correct values from floating point buffers. It
 works if get the values as GL_UNSIGNED_BYTE (the values are indeed scaled
 to 0 -255) but this, of course, won't be precise enough as the buffer holds
 the logarithmic luminance.

check this :
- be sure to bind correct texture in Texture 0 :
state-applyTextureAttribute(0, myTextureToRead);
- be sure to active correct Texture Unit :
state-setActiveTextureUnit(0);
- be sure current texture have FLOAT internal Type :
osg::Image::computeFormatDataType(myTextureToRead-getInternalFormat()) ==
GL_FLOAT


And when you did
double data = *image-getMipmapData(0);
you read the buttom left pixel of the complet image, average luminance is
in the last mipmap level
double averageLuminance = *reinterprete_castdouble*(
image-getMipmapData(image-getNumMipmapLevels() - 1) );


HTH
David

Below you find a snippet of my PostDrawCallback, maybe I'm doint something
 fundamentally wrong.
 I'm running on OSG 3.0.1.

   virtual void operator () (osg::RenderInfo render_info) const
 {
 //state-apply(render_info.**getCurrentCamera()-**getStateSet());
 //state-**applyTextureAttribute(0,**mTexture);
 //mTexture-apply(*state);
 osg::ref_ptrosg::Image image=new osg::Image();
 mTexture-getImage()-**readImageFromCurrentTexture(**
 render_info.getContextID(),**true, GL_UNSIGNED_BYTE); //works , doesn't
 work with GL_FLOAT
 double data = *image-getMipmapData(0);
 std::cout  luminance   data  std::endl;
 //osgDB::writeImageFile(***image,snap.bmp);
 }


 cheers
 Sebastian

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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-10-30 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 I can't recall all the options off the top of my head so with the help
 of osgdem --help and grep I get:
 
 $ osgdem --help | grep LOD
 --LOD Create a LOD'd database.
 --PagedLODCreate a PagedLOD'd database.
 --subtile LOD X Y
 -l numOfLevels  Specify the number of PagedLOD levels to generate.
 
 So the last one is the one you want, so just add a -l 5 or something
 similar to your osgdem or vpbmaster command line.
 
 Robert.
 
 
 
 On 5 September 2012 23:44, David Glenn  wrote:
 
  Greetings All!
  
  I'm just getting the time to do some real study on VPB and I had some 
  questions about LOD and controlling it!
  
  First of all, I'm going to reverence a tool that I know “Terra Vista” for 
  an example. If you don't know about this tool, I understand and try to 
  explain in more detail.
  
  One of the tricks you can do in Terra Vista is that you can limit the 
  amount of LOD's you can use in a given area over others. This allows you to 
  build terrain that has higher level of detail in some areas (where it 
  matters ) and allows other areas to max out at a lower level of detail. 
  This in the end would make the terrain take up less space than of all of 
  the terrain was at a high level of detail.
  
  I managed to get a group of satellite data at 1 meter resolution and it 
  works fine, but it's taking up over 50 gigs of Hard disk space. I like to 
  cut it back a bit so I can at lease maybe get it on a double layer DVD, if 
  not , a blue ray disk.  I figure that if I can cut back on the resolution 
  in areas that I don’t need to be at 1 meter resolution, I can cut the size 
  in whole of the terrain to something more manageable.
  
  Dglenn
  
  
  David Glenn
  ---
  D Glenn 3D Computer Graphics amp; Media Systems.
  www.dglenn.com
  
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Well, I have made some headway on Paged LOD's and made some terrains files, but 
I also found something interesting and I was wondering is someone can explain 
this to me! 

When I make a terrain with -l set to 20, I get a bunch of files titled with the 
name, level of detail number, the X location in the grid and a Y location on 
the grid fallowed with _subtile! I figured that I would find at least 19 sets 
of files listed from L0 up to L19 or L20 but what I get is 12 sets listed from 
L0 to L11. Can anyone explain this to me? I'm in the middle of writing a paper 
on this and after reviewing code and files, I thought I knew what was going on, 
but now I'm confused!!   :?


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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