Re: [osg-users] Android Bug

2013-03-14 Thread Jordi Torres
Hi Jorge,

Could you please post the crash log or explain better what problem are you
experiencing? This may help others to see what is happening.

Now I'm going for a trip so I cant probably help on this till next
thursday. But I will check it building everything from scrath when I come
back.

Cheers
El 14/03/2013 03:05, Jorge Izquierdo Ciges jori...@gmail.com escribió:

 I think we have missed a bug along the way. Yesterday a was checking the
 original examples and have gone totally awry crashing when Android is
 loading the library itself. This happens with all versions from r8a to r8d
 with the current thrunk. 3.0.1 instead it's still usable. Also, the latests
 developer releases crash in the same way that thrunk does.

 How it was missed? because it's something that you don't see if you don't
 execute the examples, and even so if you don't check twice that the project
 is clean you will probably end using whatever version you had already.

 I'll try to pinpoint the source of errors soon and i would like some
 feedback to changes.

 Thank you and please comment your thoughts.

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Florian Kolbe
Ok, so I found this:

http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup

So I am now doing this:


Code:

osg::ref_ptrosg::LightModel lightModel = new osg::LightModel;
// http://www.glprogramming.com/red/chapter05.html
// OpenGL reverses the surface normals for back-facing polygons; typically, 
this means that the surface
// normals of visible back- and front-facing polygons face the viewer, rather 
than pointing away.
// As a result, all polygons are illuminated correctly. However, these 
additional operations usually make
// two-sided lighting perform more slowly than the default one-sided lighting.
lightModel-setTwoSided(true);
// http://www.opengl.org/sdk/docs/man2/xhtml/glLightModel.xml
// GL_SINGLE_COLOR specifies that a single color is generated from the
// lighting computation for a vertex. GL_SEPARATE_SPECULAR_COLOR
// specifies that the specular color computation of lighting be stored
// separately from the remainder of the lighting computation. The specular
// color is summed into the generated fragment's color after the application
// of texture mapping (if enabled). The initial value is GL_SINGLE_COLOR.
lightModel-setColorControl(osg::LightModel::SINGLE_COLOR);
// as of 2.9.9 this would be the default
lightModel-setAmbientIntensity(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
// http://www.glprogramming.com/red/chapter05.html
// A local viewpoint tends to yield more realistic results, but since the 
direction has to be calculated for each vertex,
// overall performance is decreased with a local viewpoint. By default, an 
infinite viewpoint is assumed.
lightModel-setLocalViewer(false);
modelNode-getOrCreateStateSet()-setAttributeAndModes(lightModel.get());




Question: Am I missing something? What about glMaterialfv ( GL_FRONT_AND_BACK, 
...) I read about somewhere else? For my model, something along those lines 
does not seem necessary.

If someone is interested, the performance impact is as follows:
before 4.75 FPS
after 2.9 FPS

(so it may be best to fix the model in the long run)

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53098#53098





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Struggling trying to convert geometry coordinates in PagedLOD

2013-03-14 Thread Olivier Tournaire
Hi Robert,

2013/3/14 Robert Osfield robert.osfi...@gmail.com

 Hi Olivier,


 On 13 March 2013 18:44, Olivier Tournaire olit...@gmail.com wrote:
  However, having a detailed look at the original data, I saw that (A
 PagedLOD
  has always a single Geode with a single Drawable):
  * PagedLOD center/radius is not the same as the Geode bound center/radius

 The PageLOD's coordinate frame is in world coordinates while the leaf
 nodes that sit below the MatrixTransform are in local coordinates so
 one should expect the values of the bounding volume and center/radius
 to be different.


OK, but in the original data, there is no MatrixTransform between the
PagedLOD and the Geode. So, do not understand why center/radius are
different.



  In the current version of my code, I set the PagedLOD center as the new
  center computed from the coordinate transform, and set its radius
 according
  to the Geode bound radius after conversion. I tried, to update the
 PagedLOD
  raidus keeping the initial ratio, but the problem is still there.
  However, this might also be related to the PagedLOD center. Do you have
 any
  idea on how to update its value, taking into account the new and old
 Geode
  centers, the old PagedLOD center?

 The answer is above, the PagedLOD should be set up in world
 coordinates not local coordinates.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Florian Kolbe
@cbuchner1
Hmm, well I bet a lot of software relies on that feature...
By the way I am using NVIDIA GeForce GTX 550 Ti and it works here.


 When I tried two sided lighting yesterday, I found that the back faces were 
 lit, but not in the same way as the front faces. 


Well what I did was to make sure that LightModel::setAmbientIntensity() would 
get the same values where applied.

Did not try it for surfaces with textures though.

@ Paul thanks for the hint!

Cheers,
Florian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53101#53101





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
@cbuchner1
 Hmm, well I bet a lot of software relies on that feature...

I found threads by the Blender team who had to create workarounds because
on some newer Geforce cards (4xx and 5xx series) suddenly the viewport
update were orders of magnitude slower.

http://blairwillems.com/2012/04/28/blender-improve-viewport-performance-on-geforce-4xx-5xx-cards/
http://projects.blender.org/tracker/index.php?func=detailaid=29724group_id=9atid=498

Also this issue has been mentioned in the nvidia forums:

https://devtalk.nvidia.com/default/topic/529615/opengl/two-sided-lighting-on-geforce-cards/

So, ideally you would turn the two sided lighting feature off for anything
but the simplest geometries, and perform a two sided lighting in a fragment
shader.

Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Android Bug

2013-03-14 Thread Jorge Izquierdo Ciges
The crash log is random and the last call depends on compilation. The error
is a sigsegv when loading the library. I think i've pinpointed the error as
a static initialzation. When i'm sure i'll write the conclussions.


2013/3/14 Jordi Torres jtorresfa...@gmail.com

 Hi Jorge,

 Could you please post the crash log or explain better what problem are you
 experiencing? This may help others to see what is happening.

 Now I'm going for a trip so I cant probably help on this till next
 thursday. But I will check it building everything from scrath when I come
 back.

 Cheers
 El 14/03/2013 03:05, Jorge Izquierdo Ciges jori...@gmail.com escribió:

 I think we have missed a bug along the way. Yesterday a was checking the
 original examples and have gone totally awry crashing when Android is
 loading the library itself. This happens with all versions from r8a to r8d
 with the current thrunk. 3.0.1 instead it's still usable. Also, the latests
 developer releases crash in the same way that thrunk does.

 How it was missed? because it's something that you don't see if you don't
 execute the examples, and even so if you don't check twice that the project
 is clean you will probably end using whatever version you had already.

 I'll try to pinpoint the source of errors soon and i would like some
 feedback to changes.

 Thank you and please comment your thoughts.

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Paul Martz
On Thu, Mar 14, 2013 at 3:43 AM, Christian Buchner 
christian.buch...@gmail.com wrote:


 When I tried two sided lighting yesterday, I found that the back faces
 were lit, but not in the same way as the front faces.


Are your front and back material colors set to the same values, or to
different values?

Two-sided lighting seems to work fine on my GeForce 650, no performance
issue that I am aware of. Obviously the lighting computation needs to be
done twice at each vertex, but if the model isn't vertex-limited this is
not an issue.
   -Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [plugins] osgpdf build error

2013-03-14 Thread Danilo Souza
Hi there every one,

I've been trying to build the pdf plugin but it seems to miss some poppler 
features during linking, is there any specific version of Poppler to build the 
plugin with?
(currently using poppler 0.22.2 under windows - vs10)
Thanks in advance!

Best Regards

Danilo
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can I make a png image's background transparent?

2013-03-14 Thread Lv Qing
Hi,

I use powerpoint to erase the background 

Thank you!

Cheers,
Lv

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53107#53107





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] changing a osgWidget::Box position

2013-03-14 Thread Aitor Ardanza
Hi,

I don't understand the Jeremy answer... when you say call update() function, 
you are refering to osgWidget::Box update?

I need to reposition some GUI box when the window is resized. If I call..

void HyperPatientVRGUI::resize(int w, int h)
{
 _hyperLogoBox-setPosition(0.0f, h-500, 0.0f);
 _hyperLogoBox-update();
.
}

hyperLogoBox disapears...

Thank you!

Cheers,
Aitor

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53108#53108





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
The front and back material properties were set to same values, it's just
that when doing the calculations for the back side, the normal vector is
not pointing towards the light source but away from it.

I only looked at this issue briefly, and concluded that it would take some
GLSL to fix it.

Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you enable two-sided lighting, the driver flips the lighting normals
so that the back side of the polygon is lit correctly. There should be
no need to do this in a shader (with OGL that supports fixed
functionality...).

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christian Buchner
Sent: Thursday, March 14, 2013 10:46 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [forum] Rendering backface like front face


The front and back material properties were set to same values, it's
just that when doing the calculations for the back side, the normal
vector is not pointing towards the light source but away from it.

I only looked at this issue briefly, and concluded that it would take
some GLSL to fix it.

Christian


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Paul Martz
There are a couple different scenarios.

If a surface is composed of triangles that all have a normal consistent
with the winding order, but some of the triangles are facing the wrong way,
then two-sided lighting will address the issue. That's why I asked the OP
if he had tried this.

If your surface has normals that are not consistent with vertex winding
order, then you might be able to fix this in a shader by flipping the
normal only when the dot product is negative, but I've never tried this.
I've always just called it a modeling bug. :-)


On Thu, Mar 14, 2013 at 12:27 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

 If you enable two-sided lighting, the driver flips the lighting normals
 so that the back side of the polygon is lit correctly. There should be
 no need to do this in a shader (with OGL that supports fixed
 functionality...).

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Christian Buchner
 Sent: Thursday, March 14, 2013 10:46 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [forum] Rendering backface like front face


 The front and back material properties were set to same values, it's
 just that when doing the calculations for the back side, the normal
 vector is not pointing towards the light source but away from it.

 I only looked at this issue briefly, and concluded that it would take
 some GLSL to fix it.

 Christian


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Paul Martz
Skew Matrix Software LLC
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Custom mouse hanlder interferes with TrackballManipulator

2013-03-14 Thread Daniel Peraza
I'd really appreciate somehelp on this because I'm working on my degree thesis 
and this is the last thing I need to solve.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53113#53113





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Custom mouse hanlder interferes with TrackballManipulator

2013-03-14 Thread Trajce Nikolov NICK
what is the problem?

Nick

On Thu, Mar 14, 2013 at 9:35 PM, Daniel Peraza danielper...@gmail.comwrote:

 I'd really appreciate somehelp on this because I'm working on my degree
 thesis and this is the last thing I need to solve.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=53113#53113





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Custom mouse hanlder interferes with TrackballManipulator

2013-03-14 Thread Daniel Peraza
I described the problem in a previous post under the same thread, maybe you are 
reading this through the email list system, please just locate the thread at 
the forums.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53115#53115





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Custom mouse hanlder interferes with TrackballManipulator

2013-03-14 Thread Trajce Nikolov NICK
yes, I am on the list. Do you have the link handy?

Recently I was into CameraManipulators so I might give some hints

Nick

On Thu, Mar 14, 2013 at 10:00 PM, Daniel Peraza danielper...@gmail.comwrote:

 I described the problem in a previous post under the same thread, maybe
 you are reading this through the email list system, please just locate the
 thread at the forums.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=53115#53115





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can I make a png image's background transparent?

2013-03-14 Thread Nathan Mielcarek
Lv,

It sounds like you will need a better image manipulation program. Here are
some you can get for free:
http://www.gimp.org/
http://www.getpaint.net/

In these programs they should have an option to set the background as
transparent, here are some tutorial links:
http://graphicdesign.stackexchange.com/questions/6449/add-transparency-to-an-existing-png
http://forums.getpaint.net/index.php?/topic/12196-making-backgrounds-of-images-transparent/

After the PNG file has the correct transparency set, it should work fine in
OSG.

-Nathan



On Thu, Mar 14, 2013 at 8:41 AM, Lv Qing donlvq...@msn.com wrote:

 Hi,

 I use powerpoint to erase the background

 Thank you!

 Cheers,
 Lv

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=53107#53107





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

Thanks for pointing that out. I failed to mention the winding rule
dependency...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, March 14, 2013 1:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [forum] Rendering backface like front face

There are a couple different scenarios.

If a surface is composed of triangles that all have a normal consistent
with the winding order, but some of the triangles are facing the wrong
way, then two-sided lighting will address the issue. That's why I asked
the OP if he had tried this.

If your surface has normals that are not consistent with vertex winding
order, then you might be able to fix this in a shader by flipping the
normal only when the dot product is negative, but I've never tried this.
I've always just called it a modeling bug. :-)


On Thu, Mar 14, 2013 at 12:27 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


If you enable two-sided lighting, the driver flips the lighting
normals
so that the back side of the polygon is lit correctly. There
should be
no need to do this in a shader (with OGL that supports fixed
functionality...).


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christian Buchner
Sent: Thursday, March 14, 2013 10:46 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [forum] Rendering backface like front
face


The front and back material properties were set to same values,
it's
just that when doing the calculations for the back side, the
normal
vector is not pointing towards the light source but away from
it.

I only looked at this issue briefly, and concluded that it would
take
some GLSL to fix it.

Christian



___
osg-users mailing list
osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g





-- 
Paul Martz
Skew Matrix Software LLC 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgWidget Frame borders

2013-03-14 Thread Alexandre Valdetaro
I am having this same problem here. Did anyone find a solution for it? Does 
anyone not have this problem?

Thanks,
Alex

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53120#53120





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org