Re: [osg-users] [build] Android Compile Errors with 3rd Party library

2013-01-29 Thread Koduri Lakshmi
Hi,

Yes, I completed. I successfully loaded a model on my device with QCAR + OSG.
... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Koduri Lakshmi
Hi,

When I try to compile OSG for Android with FFMPEG plug-in I am getting 
following cmake warnings.

CMake Warning:
  Manually-specified variables were not used by the project:

 FFMPEG_LIBAVCODEC_INCLUDE_DIR
FFMPEG_LIBAVCODEC_LIBRARIES
FFMPEG_LIBAVDEVICE_INCLUDE_DIRS
FFMPEG_LIBAVDEVICE_LIBRARIES
FFMPEG_LIBAVFORMAT_INCLUDE_DIRS
FFMPEG_LIBAVFORMAT_LIBRARIES
FFMPEG_LIBAVUTIL_INCLUDE_DIRS
FFMPEG_LIBAVUTIL_LIBRARIES
FFMPEG_LIBSWSCALE_INCLUDE_DIRS
FFMPEG_LIBSWSCALE_LIBRARIES
FFMPEG_ROOT


 If I continue to build with the warnings then finally FFMPEG plugin is not 
generated.

 Can you please help me how to solve this problem.
... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Jordi Torres
Hi koduri,

A silly question... Did you compile ffmpeg for android first? Without osg?
You need the ffmpeg library compiled for android in order to use it later
to compile against osg.

Cheers.

El martes, 29 de enero de 2013, Koduri Lakshmi escribió:

 Hi,

 When I try to compile OSG for Android with FFMPEG plug-in I am getting
 following cmake warnings.

 CMake Warning:
   Manually-specified variables were not used by the project:

  FFMPEG_LIBAVCODEC_INCLUDE_DIR
 FFMPEG_LIBAVCODEC_LIBRARIES
 FFMPEG_LIBAVDEVICE_INCLUDE_DIRS
 FFMPEG_LIBAVDEVICE_LIBRARIES
 FFMPEG_LIBAVFORMAT_INCLUDE_DIRS
 FFMPEG_LIBAVFORMAT_LIBRARIES
 FFMPEG_LIBAVUTIL_INCLUDE_DIRS
 FFMPEG_LIBAVUTIL_LIBRARIES
 FFMPEG_LIBSWSCALE_INCLUDE_DIRS
 FFMPEG_LIBSWSCALE_LIBRARIES
 FFMPEG_ROOT


  If I continue to build with the warnings then finally FFMPEG plugin is
 not generated.

  Can you please help me how to solve this problem.
 ...


 Thank you!

 Cheers,
 Koduri

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Koduri Lakshmi
Hi Jordi Torres,

Thank you very much for the quick help.

I compiled FFMPEG(version 0.8 (love) for OSG compatible ) for android. I 
generated static files (like libavcodec.a etc). 
I gave all these include and lib fies paths in cmake command line command. Here 
it is 


Code:
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

-DFFMPEG_LIBAVCODEC_INCLUDE_DIR=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec/include
 
-DFFMPEG_LIBAVCODEC_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec.a 
  
-DFFMPEG_LIBAVDEVICE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice/include
  
-DFFMPEG_LIBAVDEVICE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice.a
  
-DFFMPEG_LIBAVFORMAT_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat/include
 
-DFFMPEG_LIBAVFORMAT_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat.a
 
-DFFMPEG_LIBAVUTIL_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil/include
 -DFFMPEG_LIBAVUTIL_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil.a 
-DFFMPEG_LIBSWSCALE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale/include
 
-DFFMPEG_LIBSWSCALE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale.a 
-DFFMPEG_ROOT=/home/ttpl/Android/OSGSupport/ffmpeg -DOSG_GL2_AVAILABLE=OFF 

-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF 
-DJ=4 
-DCMAKE_INSTALL_PREFIX=/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall 




When I execute this I am getting cmake warning. 

Do I need to make any changes to .cmake files?


... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] [osgPlugins] FFMPEG plugin Problem on Android

2013-01-29 Thread Robert Osfield
Hi Koduri,

There is a submission in osg-submissions that I believe includes a
port of the ffmpeg to Andriod including other changes.  I've reviewed
it a couple of times but haven't merged these changes yet as they are
rather intrusive and I'll need to explore further the potential
fallout in breaking old builds, for yourself you are best having a
look at though as you won't have legacy issues.

Robert.

On 29 January 2013 03:23, Koduri Lakshmi ankiredd...@gmail.com wrote:
 Hi,

 I am trying to build the FFMPEG plugin for Android. I downloaded FFMPEG0.8.12 
 (Love) and created static libs. I downloaded the OSG3.0.1 and created build 
 directory. When I executed the cmake command then I am getting the following 
 warning

 CMake Warning:
   Manually-specified variables were not used by the project:


 Code:
 FFMPEG_LIBAVCODEC_INCLUDE_DIR
 FFMPEG_LIBAVCODEC_LIBRARIES
 FFMPEG_LIBAVDEVICE_INCLUDE_DIRS
 FFMPEG_LIBAVDEVICE_LIBRARIES
 FFMPEG_LIBAVFORMAT_INCLUDE_DIRS
 FFMPEG_LIBAVFORMAT_LIBRARIES
 FFMPEG_LIBAVUTIL_INCLUDE_DIRS
 FFMPEG_LIBAVUTIL_LIBRARIES
 FFMPEG_LIBSWSCALE_INCLUDE_DIRS
 FFMPEG_LIBSWSCALE_LIBRARIES
 FFMPEG_ROOT



 the cmake command is


 Code:
 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 
 -DFFMPEG_LIBAVCODEC_INCLUDE_DIR=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec/include
  
 -DFFMPEG_LIBAVCODEC_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec 
   
 -DFFMPEG_LIBAVDEVICE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice/include
   
 -DFFMPEG_LIBAVDEVICE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice
   
 -DFFMPEG_LIBAVFORMAT_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat/include
  
 -DFFMPEG_LIBAVFORMAT_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat
  
 -DFFMPEG_LIBAVUTIL_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil/include
  -DFFMPEG_LIBAVUTIL_LIBRARIES=/home/ttpl/Android/OSGSup
 po
  rt/ffmpeg/libavutil 
 -DFFMPEG_LIBSWSCALE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale/include
  
 -DFFMPEG_LIBSWSCALE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale 
 -DFFMPEG_ROOT=/home/ttpl/Android/OSGSupport/ffmpeg -DOSG_GL2_AVAILABLE=OFF 
 -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF 
 -DJ=4 
 -DCMAKE_INSTALL_PREFIX=/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall



 With this warning I build (make) and did make install  but the final 
 install directory doen't contain ffmpeg plugin.

 If I use CMake-gui then i am getting following  config errors. I selected 
 Unix Makefile as the compiler.


 Code:
 Could NOT find OpenGL (missing:  OPENGL_gl_LIBRARY)
 Could NOT find LibXml2 (missing:  LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR)
 Could NOT find CURL (missing:  CURL_LIBRARY CURL_INCLUDE_DIR)
 CMake Warning at 
 /home/ttpl/ProgramTools/cmake-2.8.10.2-Linux-i386/share/cmake-2.8/Modules/FindITK.cmake:48
  (find_package):
   Could not find a package configuration file named ITKConfig.cmake
   provided by package ITK.

   Add the installation prefix of ITK to CMAKE_PREFIX_PATH or set ITK_DIR
   to a directory containing one of the above files.  If ITK provides a
   separate development package or SDK, be sure it has been installed.
 Call Stack (most recent call first):
   CMakeLists.txt:465 (FIND_PACKAGE)


 Could NOT find OpenAL (missing:  OPENAL_LIBRARY OPENAL_INCLUDE_DIR)
 Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR)
 checking for module 'cairo'
   package 'cairo' not found
 checking for module 'poppler-glib'
   package 'poppler-glib' not found
 checking for module 'librsvg-2.0'
   package 'librsvg-2.0' not found
 checking for module 'cairo'
   package 'cairo' not found
 checking for module 'gtk+-2.0'
   package 'gtk+-2.0' not found
 checking for module 'gtkglext-x11-1.0'
   package 'gtkglext-x11-1.0' not found
 Could NOT find Qt4 (missing:  QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE 
 QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR 
 QT_QTCORE_LIBRARY)
 Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE)
 Could NOT find JPEG (missing:  JPEG_LIBRARY JPEG_INCLUDE_DIR)
 CMake Warning (dev) at 
 /home/ttpl/ProgramTools/cmake-2.8.10.2-Linux-i386/share/cmake-2.8/Modules/FindPNG.cmake:34
  (find_package):
   File
   
 /home/ttpl/ProgramTools/cmake-2.8.10.2-Linux-i386/share/cmake-2.8/Modules/FindPNG.cmake
   includes
   
 /home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1_1/CMakeModules/FindZLIB.cmake
   (found via CMAKE_MODULE_PATH) which shadows
   
 /home/ttpl/ProgramTools/cmake-2.8.10.2-Linux-i386/share/cmake-2.8/Modules/FindZLIB.cmake.
   This may cause errors later on .

   Policy CMP0017 

Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Jordi Torres
Hi,

I don't recall exactly what version of ffmpeg I used or what changes I did
to run ffmpeg for android (it was three months ago). I will try to answer
with more accuracy when I arrive to my desktop computer.

Cheers.

2013/1/29 Koduri Lakshmi ankiredd...@gmail.com

 Hi Jordi Torres,

 Thank you very much for the quick help.

 I compiled FFMPEG(version 0.8 (love) for OSG compatible ) for android. I
 generated static files (like libavcodec.a etc).
 I gave all these include and lib fies paths in cmake command line command.
 Here it is


 Code:
 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

 -DFFMPEG_LIBAVCODEC_INCLUDE_DIR=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec/include
 -DFFMPEG_LIBAVCODEC_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec.a

 -DFFMPEG_LIBAVDEVICE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice/include
  
 -DFFMPEG_LIBAVDEVICE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice.a
  
 -DFFMPEG_LIBAVFORMAT_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat/include
 -DFFMPEG_LIBAVFORMAT_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat.a
 -DFFMPEG_LIBAVUTIL_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil/include
 -DFFMPEG_LIBAVUTIL_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil.a
 -DFFMPEG_LIBSWSCALE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale/include
 -DFFMPEG_LIBSWSCALE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale.a
 -DFFMPEG_ROOT=/home/ttpl/Android/OSGSupport/ffmpeg -DOSG_GL2_AVAILABLE=OFF

 -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF
 -DJ=4
 -DCMAKE_INSTALL_PREFIX=/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall




 When I execute this I am getting cmake warning.

 Do I need to make any changes to .cmake files?


 ...


 Thank you!

 Cheers,
 Koduri

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Koduri Lakshmi
Hi Jordi Torres,

Thank you very much your kind help. I too trying to identify the problem.

... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] [build] CMake Manually-specified variables... Warning for FFMPEG plug-in for Android

2013-01-29 Thread Koduri Lakshmi
Hi,

Does am i going in correct way? do i need to change any .cmake fiels.

Can you please suggest me to solve this problem?
... 


Thank you!

Cheers,
Koduri

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[osg-users] R: Multisampling

2013-01-29 Thread Gianluca Natale
Hi,
I was about to ask the same question.

And I tried what you suggest to remove multisampling from one node, but it does 
not work.
I mean, once you set the number of samples in the display settings, and create 
a rendering context
based upon such display settings, then it is impossible to disable 
multisampling.

BTW,
I also tried to directly call in the DrawImplementation of my own drawables 
this statement:

glDisable(GL_MULTISAMPLE);

but it does not work either. I mean, once set, multisampling seems not to be 
controllable.
Did I miss something? Does it depend on OSG? Or driver bug?

Thanks,
Gianluca


-Messaggio originale-
Da: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Sergey 
Polischuk
Inviato: lunedì 28 gennaio 2013 18:01
A: osg-users@lists.openscenegraph.org
Oggetto: Re: [osg-users] Multisampling

Hi, Filip

you can create MSAA context and enable\disable multisampling at runtime with 
GL_MULTISAMPLE mode on camera or scene stateset. Note that with disabled 
multisampling you will get lower fps than with non-MSAA context.

Cheers,
Sergey.

28.01.2013, 20:24, Filip Arlet fili...@seznam.cz:
 Hi,

 Is it possilbe to disable (or enable) Multisampling ? I can create context 
 with MSAA and without it, but I have no idea how can I disable or enable it 
 with existing context ? Is it even posible or do I have to recreate Context ?

 Thank you!

 Cheers,
 Filip

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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Jordi Torres
Hi Koduri,

I believe you are simply not compiling the plugin. You should modify
CMakeModules/OsgAndroidMacroUtils.cmake and add the ffmeg plugin to the
ANDROID_3RD_PARTY macro, or you can also do this ugly hack: go to the root
CmakeLists.txt and add  FIND_PACKAGE(FFmpeg) after the line 492 after the
ANDROID_3RD_PARTY() is called.

Hope it helps.

Cheers.

2013/1/29 Koduri Lakshmi ankiredd...@gmail.com

 Hi Jordi Torres,

 Thank you very much your kind help. I too trying to identify the problem.

 ...


 Thank you!

 Cheers,
 Koduri

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Re: [osg-users] R: Multisampling

2013-01-29 Thread Sergey Polischuk
Hi

I've tested multisampled context with disabled GL_MULTISAMPLE and it worked for 
me like year ago or so.
There are talks in web that on some hardware GL_MULTISAMPLE does nothing in 
multisampled context, and multisampling always enabled (with drivers settings 
set to application control of MSAA), may be you hit one of those?

Cheers.

29.01.2013, 16:08, Gianluca Natale nat...@europe.altair.com:
 Hi,
 I was about to ask the same question.

 And I tried what you suggest to remove multisampling from one node, but it 
 does not work.
 I mean, once you set the number of samples in the display settings, and 
 create a rendering context
 based upon such display settings, then it is impossible to disable 
 multisampling.

 BTW,
 I also tried to directly call in the DrawImplementation of my own drawables 
 this statement:

 glDisable(GL_MULTISAMPLE);

 but it does not work either. I mean, once set, multisampling seems not to be 
 controllable.
 Did I miss something? Does it depend on OSG? Or driver bug?

 Thanks,
 Gianluca

 -Messaggio originale-
 Da: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Sergey 
 Polischuk
 Inviato: lunedì 28 gennaio 2013 18:01
 A: osg-users@lists.openscenegraph.org
 Oggetto: Re: [osg-users] Multisampling

 Hi, Filip

 you can create MSAA context and enable\disable multisampling at runtime with 
 GL_MULTISAMPLE mode on camera or scene stateset. Note that with disabled 
 multisampling you will get lower fps than with non-MSAA context.

 Cheers,
 Sergey.

 28.01.2013, 20:24, Filip Arlet fili...@seznam.cz:

  Hi,

  Is it possilbe to disable (or enable) Multisampling ? I can create context 
 with MSAA and without it, but I have no idea how can I disable or enable it 
 with existing context ? Is it even posible or do I have to recreate Context ?

  Thank you!

  Cheers,
  Filip

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  http://forum.openscenegraph.org/viewtopic.php?p=52245#52245

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Re: [osg-users] Creating a billboard shader for OpenGL ES 2

2013-01-29 Thread Glenn Waldron
Preet,

Perhaps the problem is lack of precision in your BillboardRotate uniform
(double - float).

Maybe you can try a different approach: transform your vertex into View
space (or Clip space) and then apply the ModelPosition offsets there. Just
an idea.

Glenn Waldron / @glennwaldron


On Sun, Jan 20, 2013 at 5:35 PM, Preet prismatic.proj...@gmail.com wrote:

 Hiya,

 This is somewhat related to my last thread (maybe I should have just
 explained the situation from the beginning).

 I'm trying to create a shader that does billboarding for hundreds of
 objects at once (where using AutoTransform is too slow). I merge all these
 objects together to reduce the number of draw calls, and pass along
 specific vertex attribute data (specifically model-space relative vertex
 data when I want the billboard center to be the model's center) and
 uniforms (camera vectors) to do the required billboard transform in the
 shader.

 This kind of works, but the result is 'jittery' compared to AutoTransform.
 I don't know whether its the way I specify the uniform update callback or
 if its related to reduced shader precision (the coordinates I used are all
 close to the origin though, so I hope that's not the case) or something
 else entirely.

 I created a minimal example that reproduces the issue [1]... (just
 copy-past-compile). The example shows a square billboarded with
 AutoTransform working perfectly, and my not so great example directly
 behind it.

 [1] https://gist.github.com/4582261

 * Does anyone know why my example billboard implementation causes that
 jitter/delay?

 * Or, has anyone created a better shader that can do billboarding for
 batched geometry (and if so, could they maybe share how)?


 Preet

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Re: [osg-users] Method for Converting FLT files to use DDS Textures

2013-01-29 Thread Paul Martz
I'll second Robert's suggestion of simply loading the .FLT file, 
programmatically changing the texture references, and exporting back to .FLT. 
This seems like the easiest approach, so you should probably try it first before 
moving on to more elaborate solutions.


The potential problem is that the .FLT importer or exporter might drop some .FLT 
features that your (non-OSG) rendering software depends on.

   -Paul



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Re: [osg-users] Method for Converting FLT files to use DDS Textures

2013-01-29 Thread Chris Hanson
Yeah, it should be a piece of cake to do a binary search and replace for
.RGB and replace them with .DDS in your FLT file. I know of a couple of
binary file editors that should be able to do this without damaging the FLT
file.


On Tue, Jan 29, 2013 at 9:26 AM, Paul Martz pma...@skew-matrix.com wrote:

 I'll second Robert's suggestion of simply loading the .FLT file,
 programmatically changing the texture references, and exporting back to
 .FLT. This seems like the easiest approach, so you should probably try it
 first before moving on to more elaborate solutions.

 The potential problem is that the .FLT importer or exporter might drop
 some .FLT features that your (non-OSG) rendering software depends on.
-Paul




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[osg-users] osgviewer - OS X

2013-01-29 Thread Craig Miller
I'm looking for some help on getting osgviewer working under OS X.
Specifically, osgviewer doesn't open a window and display the specified osg
(cow.osg).

I've read through the FAQ on this question and have set DYNLD_BIND_AT_LAUNCH
environment variable.

I've also set OSG_NOTIFY_LEVEL=INFO and now OSG_NOTIFY_LEVEL=DEBUG but don't see
anything obvious (output below).  It looks like it is loading the .osg file, 
but then just hangs w/o an error.

I installed OSG via MacPorts.  Debug output indicates that it's finding the
libraries and plugins. I'm brand new to OSG.  Any suggestions you might have on
where to go next in the debugging process would be very helpful and welcome.

Regards,
Craig 

-

Here's my environment:
$ env
M_PROGRAM=Apple_Terminal
TERM=xterm-256color
SHELL=/bin/bash
CLICOLOR=1
OSG_NOTIFY_LEVEL=DEBUG
TMPDIR=/var/folders/v9/bl613v9x5zl88dz2903f12g8gn/T/
Apple_PubSub_Socket_Render=/tmp/launch-gQxK5Z/Render
TERM_PROGRAM_VERSION=309
OLDPWD=/Users/craig
TERM_SESSION_ID=EF6EC728-4691-44D5-8B23-4CA05679414F
USER=craig
DYLD_BIND_AT_LAUNCH=1
COMMAND_MODE=unix2003
SSH_AUTH_SOCK=/tmp/launch-HgX6z2/Listeners
__CF_USER_TEXT_ENCODING=0x1F5:0:0
Apple_Ubiquity_Message=/tmp/launch-kdkoC6/Apple_Ubiquity_Message
LSCOLORS=gxBxhxDxfxhxhxhxhxcxcx
PATH=/Users/craig/bin:/opt/local/bin:/opt/local/sbin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
PWD=/Users/craig/OpenSceneGraph-Data
JAVA_HOME=/Library/java/home
LANG=en_US.UTF-8
PS1=\e[0;34m\h \W \e[0m
SHLVL=1
HOME=/Users/craig
LOGNAME=craig
SECURITYSESSIONID=186a5
_=/usr/bin/env



Here's the output of the osgviewer command:
$ osgviewer --display MONITOR cow.osg
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x7fa8eab13ca0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab15000
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab16eb0
_availableQueue.size()=2
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
getCoordinateFrame(0 0 0)
   no coordinate system found, using default orientation
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fa8eab1cc70
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab1e120
ShaderComposer::ShaderComposer() 0x7fa8eab1fb00
_availableQueue.size()=2
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fa8eab221b0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab23640
ShaderComposer::ShaderComposer() 0x7fa8eab25020
_availableQueue.size()=2
itr='/opt/local/lib/osgPlugins-3.0.1'
FindFileInPath() : trying
/opt/local/lib/osgPlugins-3.0.1/osgPlugins-3.0.1/osgdb_osg.so ...
itr='/Users/craig/Library/Application Support/OpenSceneGraph/PlugIns'
FindFileInPath() : trying /Users/craig/Library/Application
Support/OpenSceneGraph/PlugIns/osgPlugins-3.0.1/osgdb_osg.so ...
itr='/Library/Application Support/OpenSceneGraph/PlugIns'
FindFileInPath() : trying /Library/Application
Support/OpenSceneGraph/PlugIns/osgPlugins-3.0.1/osgdb_osg.so ...
itr='/opt/local/lib/osgPlugins-3.0.1'
FindFileInPath() : trying /opt/local/lib/osgPlugins-3.0.1/osgdb_osg.so ...
FindFileInPath() : USING /opt/local/lib/osgPlugins-3.0.1/osgdb_osg.so
Opened DynamicLibrary osgPlugins-3.0.1/osgdb_osg.so
FindFileInPath(cow.osg): returning cow.osg


Craig Miller
http://spatialminds.com



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Re: [osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2013-01-29 Thread Koduri Lakshmi
Hi Jordi Torres,

Thank you very much for the great help.

I changed CMakeList.txt file and started compiling.

Now i am getting the following error.


Code:
In file included from 
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegHeaders.hpp:12:0,
 from 
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
 from 
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegClocks.cpp:2:
/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec/include/avcodec.h:30:33: fatal 
error: libavutil/samplefmt.h: No such file or directory



This problem may solve if I consider the latest submission. But as I am new to 
submissions I am not able to handle it. 

I saw a post on submissions about ffmpeg fiexs. But I don't know how to 
download it and how to replace the download ones in the source code.

Please excuse me if it is not worthable question to ask here. 




... 


Thank you!

Cheers,
Koduri
Code:




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[osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-01-29 Thread Stuart Mentzer
Hi,

I recently upgraded a system from Fedora 17 to 18 (64-bit KDE spin). I am using 
the rpmfusion nvidia drivers and the upgrade (using the new fedup) seems to 
have gone well.

Problem is, now my OSG applications as well as osgviewer crash my session 
instantly and send me back to the login screen! I didn't have any problem on 
Fedora 17. I did all the normal post-upgrade cleanups (distro sync, etc.) and 
all the OSG packages seem to be properly upgraded to the latest 3.0.1.1-3.fc18 
versions.

There is clearly something seriously wrong here. Any ideas? I'm happy to help 
debug this further.

Thanks,
Stuart

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