Re: [osg-users] IOS Linking error Undefined symbols for architecture i386: _graphicswindow_IOS

2012-11-30 Thread Koduri Lakshmi
Hi Stephan and Chris Hanson,

Thank you for the quick reply.

Now I am able to compile and link sample application. Now I have a problem to 
load OSG files. I did in the following way

 Added a folder called Resources from File-NewGroup.
 Added a test.osg file to Resources folder. The same test.osg file added 
to Bundle Resources in Build Phases.

After that reading osg file as osg::ref_ptrosg::Node model = 
(osgDB::readNodeFile(test.osg));

When I run the application on Simulator it loads a gray cube instead of 
test.osg. I don't know from where this cube is getting loaded.

Can you pleas help me how to load test.osg file


... 

Thank you!

Cheers,
Koduri

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[osg-users] example osgmovie play videos example osgprerender does not

2012-11-30 Thread DavidHornung

Hello,

I compiled OpenSceneGraph-3.1.3 with ffmpeg-0.8 and as mentioned in the 
subject, the example osgmovie works but the osgprerender does not play 
any videos, just the flag with the model appears.


I called
===
./osgmovie -e ffmpeg ~/movie.avi
===

and
===
./osgprerender -e ffmpeg PATH_TO_OSG_DATA/cessna.osg ~/movie.avi
===

my system is Debian, graphic card is nVidia GT 218 [GeForce 210]


Cheers,
David

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Re: [osg-users] example osgmovie play videos example osgprerender does not

2012-11-30 Thread Robert Osfield
Hi David,

I'm rather perplexed on what you are expecting to happen with the
osgprerender example and movies, this example is an just a demonstration of
render to texture support that the OSG provides and have no support for
rendering movies whatsoever.  The osgmovie example is a very specific
example as well which is why it renders movies...

Please use the examples as code examples for the specific purpose of
demonstrating a small subset of features of the OSG, they aren't general
purpose applications that provide support for all features of the OSG.

Robert.

On 30 November 2012 12:30, DavidHornung horn...@googlemail.com wrote:

 Hello,

 I compiled OpenSceneGraph-3.1.3 with ffmpeg-0.8 and as mentioned in the
 subject, the example osgmovie works but the osgprerender does not play any
 videos, just the flag with the model appears.

 I called
 ===
 ./osgmovie -e ffmpeg ~/movie.avi
 ===

 and
 ===
 ./osgprerender -e ffmpeg PATH_TO_OSG_DATA/cessna.osg ~/movie.avi
 ===

 my system is Debian, graphic card is nVidia GT 218 [GeForce 210]


 Cheers,
 David

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Re: [osg-users] Transfer instance coordinates

2012-11-30 Thread Aurelien Albert
Hi,

I use a TextureRectangle to store instances transformations matrix :

- TextureRectangle because it's easier to read a specific coordinate
- texure format is set on RGBA_32F to get full 32 bit floating point precision
- RGBA = there are 4 values (R, G, B, A) per pixel

So, a full transform matrix is 4x4 = 16 values = I use 4 pixels to store a 
full matrix this way :

- Texture size is 4 x InstanceCount
- on each row, there are 4 pixels = 16 values

So, in the shader, to retrieve the full matrix, I can do this : (code from 
memory, no garanty this is exact)

mat4 matrix;
matrix[0] = Texture2DRectangle(myTexture, 0, gl_InstanceID); = read 4 values
matrix[1] = Texture2DRectangle(myTexture, 1, gl_InstanceID); = read 4 values
matrix[2] = Texture2DRectangle(myTexture, 2, gl_InstanceID); = read 4 values
matrix[3] = Texture2DRectangle(myTexture, 3, gl_InstanceID); = read 4 values

and I transform gl_Vertex with this matrix.

It's a little heavy (4 texel fetch for each vertex) but it allow to send full 
matrix (position, attitude, scale...). If you need only the position, you can 
store it as a vec4 in a RGBA_32F TextureRectangle of 1 pixel width.

 

Cheers,
Aurelien

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Re: [osg-users] Retrobooster playable demo

2012-11-30 Thread Jan Ciger

Hello,

On 11/30/2012 02:00 AM, Terry Welsh wrote:

A little more blatant self-promotion here. I just released the first
playable demo of my OSG-based game. Check it out if you want to see some
crazy OSG action. http://www.reallyslick.com/retrobooster/downloads.html


Cool, well done!

I have only a little nitpick - on Linux with Twinview the game starts 
stretched across both screens, making it unplayable (the ship is 
directly between the two monitors). Please, make sure that one can 
actually constrain the resolution and/or play in a window, don't rely on 
SDL setting up a full screen window for you. The problem with Twinview 
or Xinerama on Linux is a long standing, annoying SDL bug and the only 
way how to work it around for many games is to disable the second screen 
- annoying.


Regards,

Jan
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