Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6
Hi Judson, On 23 May 2013 21:57, Judson Weissert jud...@mfrac.com wrote: I just realized that the modification to osgViewer::Viewer is not actually required to reproduce the problem in the osgviewer application since there are no update callbacks installed anyway. Originally, I could not get the behavior to happen in the unmodified osgviewer application, but I just tried again and the unmodified osgviewer application (when run with --run-on-demand dumptruck.osgt) did exhibit the problem after I played with it for a while. Toggling the stats viewer while manipulating the model via right click and drag may increase the probability of triggering the behavior. This is great news, I've just tried running osgviewer --run-on-demand as suggested and see the problem with the pan causing the view to jump off toward infinity. I can reproduce the bug consistently so there is a good chance I'll be able to home in on the issue. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D mice
On Fri, May 24, 2013 at 7:32 AM, Thomas Lerman osgfo...@tevs.eu wrote: Incidentally, I have it working using VRPN only and it is insanely cool. Hehe :) Enjoy! Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6
Hi Judson. I have refactored the Viewer/CompositeViewer::checkNeedToDo() method so that it now calls a new Viewer/CompositeViewer::checkEvents() method that checks for available events rather than rely upon the more heavier weight eventTraversals() method. The eventTraversals() method design is focused on being done as part of a full frame and was hacked to work in the case of run or demand but didn't handle me moving the frame() event generation into. There are good reasons to move frame() event, but not so good reasons to do a full event traversal as a means for checking whether a full frame is needed or not. The introduction of the checkEvents() method required quite a few changes in other classes to support it, fingers crossed I haven't broken the build in the process of making these changes, unfortunately I can't test out OSX, iOS, Windows builds so will have rely upon the community to test of these changes that I had to make to the platform specific GraphicsWindow implementations. I have now checked in my changes to svn/trunk, could you test them out and let me know if things are working OK now. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg Notification
Hi forum, I am going through a source of a plugin and they have mentioned something as follows: Code: . . osg::notify(osg::WARN) __FUNCTION__ : osg::GraphicsContext must have a valid state. std::endl; What is __FUNCTION__ here ? Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54161#54161 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg Notification
http://lmgtfy.com/?q=__FUNCTION__ 2013/5/24 Sajjadul Islam dosto.wa...@gmail.com Hi forum, I am going through a source of a plugin and they have mentioned something as follows: Code: . . osg::notify(osg::WARN) __FUNCTION__ : osg::GraphicsContext must have a valid state. std::endl; What is __FUNCTION__ here ? Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54161#54161 ___ 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] [build] Building a libc++ project against OSG on Mac OS X
On 6/05/13 20:42, Kellen Gillespie wrote: @ulrich - Thanks for the reply! It definitely makes sense to me that OSG would also need to be built with libc++ / c++11 in order to properly be linked to by my project. Since that's the case, do you remember how you did build OSG with those features? I've tried compiling OSG with libc++ but MANY of the Osg Plugins fail to compile when I'm using libc++ instead of libstdc++. Did you not run into these problems compiling OSG? Did you compile the plugin libraries with the same runtime library? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [OT] Is it legal to collect video card information?
Hi. Sorry for off-topic question, but I'm curious if it's legal to collect user video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to create some possibly public DB with very detailed info about various video cards for the purpose of video settings autoselection in games? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [OT] Is it legal to collect video card information?
Hi you can just give user option or warning about what info is collected Cheers. 24.05.2013, 16:28, "michael kapelko" korn...@gmail.com:Hi.Sorry for off-topic question, but I'm curious if it's legal to collect user video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to create some possibly public DB with very detailed info about various video cards for the purpose of video settings autoselection in games? Thanks. ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] How to apply textures to a model in openscenegraph?
If you have a need to actually change the flt file itself to change it to use dds textures, you can write something using the openFLT API. I actually just very recently did this myself. We had several hundred models we were converting to use dds instead of rgb files. The samples given with the API and the documentation should be good enough if you go that route. Look at the egwalk example to figure out how to drill down the structure. To actually change the name you will need to use the mgGetFirstTexture, mgGetTextureSaveName, and mgGetNextTexture. That took me a while to figure out.. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lokesh kumar Sent: Thursday, May 23, 2013 6:02 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How to apply textures to a model in openscenegraph? Robert Osfield robert.osfield@... writes: Hi Lokesh, The easist thing to do would be to use osgconv to convert the files to native OSG binary format .osgb and have osgconv do the compression for you. Use osgconv --help for the options. The other alternative to to write your own osgDB::Registry::ReadFile callback that intercepts the readImage calls and changes the filename to the .dds equivalent. Robert. Thank you Robert!! I'm interested in your 2nd alternative :- using osgDB::Registry::ReadFile but, i'm Newbie in openscenegraph. can you give a short example. Regards -Lokesh ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Call for cross platform testing in prep for OpenSceneGraph-3.1.7 dev release
Hi All, I have been fixing various bugs and merging submissions this week and am now gearing to wrap this all up as the OpenSceneGraph-3.1.7 dev release. Some of the changes I had to make to platform specific code that I can't compile and test here so will need members of the community to pitch in and test the build and execution under Windows, OSX,iOS and Android. Thanks in advance for you help testing, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for cross platform testing in prep for OpenSceneGraph-3.1.7 dev release
Hi Robert, There are still a couple of submissions pending w.r.t android devices. Specially one about the static variables initialization in Uniform.cpp from Jorge Izquierdo, without this fix the viewer in android won't run. Cheers. [1]http://forum.openscenegraph.org/viewtopic.php?t=11939 2013/5/24 Robert Osfield robert.osfi...@gmail.com Hi All, I have been fixing various bugs and merging submissions this week and am now gearing to wrap this all up as the OpenSceneGraph-3.1.7 dev release. Some of the changes I had to make to platform specific code that I can't compile and test here so will need members of the community to pitch in and test the build and execution under Windows, OSX,iOS and Android. Thanks in advance for you help testing, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call for cross platform testing in prep for OpenSceneGraph-3.1.7 dev release
Hi Jordi, On 24 May 2013 17:40, Jordi Torres jtorresfa...@gmail.com wrote: There are still a couple of submissions pending w.r.t android devices. Specially one about the static variables initialization in Uniform.cpp from Jorge Izquierdo, without this fix the viewer in android won't run. Thanks for the pointer. I've had a look through the submissions associated with Android and merge one, but for the Uniform.cpp submission I've decided to try out a simpler solution - move the static's from global scope into th Uniform::getNameID() method and then use the OSG_INIT_SINGLETON_PROXY to force a call to the getNameID() method. I used this approach as I keeps the code simple without needing to create another singleton class simply to get around this platform specific issue. The code now looks like: unsigned int Uniform::getNameID(const std::string name) { typedef std::mapstd::string, unsigned int UniformNameIDMap; static OpenThreads::Mutex s_mutex_uniformNameIDMap; static UniformNameIDMap s_uniformNameIDMap; OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap); UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name); if (it != s_uniformNameIDMap.end()) { return it-second; } unsigned int id = s_uniformNameIDMap.size(); s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id)); return id; } // Use a proxy to force the initialization of the static variables in the Unifrom::getNameID() method during static initialization OSG_INIT_SINGLETON_PROXY(UniformNameIDStaticInitializationProxy, Uniform::getNameID(std::string())) This change is now checked into svn/trunk. Could you test it out and let me know if there is any remaining problems? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 57 days till Siggraph 2013 [60 days till Openscenegraph BOF] and release of osgDisneyland
57 days - So says the Siggraph website 60 days - says the advanced program for BOF's. Good inexpensive hotels are still available. Option 1 for release of osgDisneyland 1) Print the tee shirt 2) Announce osgDisneyland 3) Deliver in 2014 Note: This is similar to the Jello Equation paper accepted at a previous SIGGRAPH and actually published in the paper proceedings. OR [BETTER OPTION] Option 2 for release of osgDisneyland 1) Create Graphics for ride 2) Make it spin or whatever 3) Show it off at the BOF Note: Feel free to include a mesh of your face on the front of the ride. J PLAN B 1) Just have oodles [American slang for many] of OSG researchers give really amazingly fantastic cool lectures on how absolutely totally massively useful OSG is at the BOF 2) Three 20 minute slots or four 15 minute slots or five 12 minute slots or combinations of the preceding Historical Note: PLAN B usually materializes 10 to 20 days before SIGGRAPH when people finally get their travel plans solidified. However, osgDisneyland would require upfront planning. I can coordinate the logistics but people might want to chime in early on off list to me. John F. Richardson smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to apply textures to a model in openscenegraph?
You don't even need to use the openflight api (is it freelebly available?). Go download the OpenFlight spec from the Presagis website (it is free) and write something that will change the texture name in the openflight texture palette. If you are after using dds instead of rgb you change only the extension in the palette. I have done this several times. Nick On Fri, May 24, 2013 at 4:59 PM, Cary, Karl A. karl.a.c...@saic.com wrote: If you have a need to actually change the flt file itself to change it to use dds textures, you can write something using the openFLT API. I actually just very recently did this myself. We had several hundred models we were converting to use dds instead of rgb files. The samples given with the API and the documentation should be good enough if you go that route. Look at the egwalk example to figure out how to drill down the structure. To actually change the name you will need to use the mgGetFirstTexture, mgGetTextureSaveName, and mgGetNextTexture. That took me a while to figure out.. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lokesh kumar Sent: Thursday, May 23, 2013 6:02 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How to apply textures to a model in openscenegraph? Robert Osfield robert.osfield@... writes: Hi Lokesh, The easist thing to do would be to use osgconv to convert the files to native OSG binary format .osgb and have osgconv do the compression for you. Use osgconv --help for the options. The other alternative to to write your own osgDB::Registry::ReadFile callback that intercepts the readImage calls and changes the filename to the .dds equivalent. Robert. Thank you Robert!! I'm interested in your 2nd alternative :- using osgDB::Registry::ReadFile but, i'm Newbie in openscenegraph. can you give a short example. Regards -Lokesh ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] OSG Collada
Hi Randall and osg-users... I ran into very similar issues in my attempt to implement OSG Collada. I tried to download the latest version suggested from OSG to get the Collada plugin to work on MS Visual Studio. Have you had any luck or made any progress or heard back from any other users since you posted your message on 4-26-2013? Below are the exact versions of OSG/Collada/MS VS I tried to integrate and the problems I encountered. Basically, the bottom line is after compiling and linking and finally getting a version that links, the Plugin is not recognized when I try to write a .dae file. Here is exact error message I am receiving (also highlighted in my documentation below)-- Warning: Could not find plugin to write nodes to file lod1.dae. Documenting Installation of OSG Collada Plugin: Collada in OSG: Installing of collada-dom-2.40 (OSG Collada Plugin)- ·Downloaded collada-dom-2.4.0.tgz from http://sourceforge.net/projects/collada-dom/ ·uncompressed and un-tarred using 7-Zip file manager ·Building and Installing collada-dom-2.40 o Building with CMAKE a lot of problems with CMAKE, so going to compile it from vc++ v9 documentation § Needs Cg 2.0.. latest is Cg 3.1 https://developer.nvidia.com/cg-toolkit-download ·Cg 2.0/3.1 compatibility--- possible problems so installed older version Cg ·Possible incompatibility with my version of Direct X current installed -- http://msdn.microsoft.com/library/windows/apps/hh452744.aspx § Had to set BOOST env variables: BOOST_ROOT, BOOST_INCLUDEDIR, BOOST_LIBRARYDIR... still CMAKE cannot find the libraries. Suggestion was to try an older version and will clear up issues. so installing BOOST 1.44.0. o Building in MVS 2008 V9 C++ (Version 9.0.30729.1 SP) § Trying the install directly in MVS V9 (without CMAKE) § Followed instructions from: http://collada.org/mediawiki/index.php/DOM_guide:_Setting_up#Downloading_the_COLLADA_DOM § with additional instructions (Dec. 2012) - TheOrestes #3 -- http://www.gamedev.net/topic/628276-setting-up-collada-dom-240-in-vs-2010/ § trying to resolve compile problems to ZAE references by adding preprocessor flag NO_ZAE ·results: compiled no errors hopefully now I have a static collada_dom library ·Someone else got it to work with NO_ZAE in May 2009. I've compiled COLLADA dom 1.4 with them using the NO_ZAE and NO_BOOST defines on http://collada.org/public_forum/showthread.php/990-Collada-external-libs-and-64-bit-Windows o BUILD OSG CLIENT APPLICATION with COLLADA DOM: Adding the Build Collada library to existing OSG OpenFlightLOD extraction project: § Currently still get errorWriting file = lod1.dae Error writing file lod1.dae: Warning: Could not find plugin to write nodes to file lod1.dae. § Add collada-dom libraries to current project to tell it there is a plugin. § removed these Linker--General--Additional Library Directories: C:\Program Files\boost\boost_1_53_0\libs; C:\Program Files\boost\boost_1_53_0\bin.v2\libs; C:\Program Files\boost\boost_1_53_0\bin.v2\libs\regex\build\msvc-9.0; C:\Program Files\boost\boost_1_53_0\bin.v2\libs\regex\build\msvc-9.0\debug\link-static\threading-multi NOTE: Don't need these because using the boost that comes with collada dom download. § Added all definitions to build Client App from ... http://collada.org/mediawiki/index.php/DOM_guide:_Setting_up#Building_client_applications ·Compiled and linked without errors... BUT... STILL get Error writing file lod1.dae: Warning: Could not find plugin to write nodes to file lod1.dae. Found this interesting text in log file on google search... * CMakeModules/FindCOLLADA.cmake, src/osgPlugins/dae/daeRMaterials.cpp: From Roland Smeenk, Attached are two small fixes: -I changed the SET of COLLADA_BOOST_INCLUDE_DIR to use findpath, so users may override this setting if they choose not to build against to precompiled boost libraries delivered with the Collada DOM. and... * CMakeModules/FindCOLLADA.cmake, src/osgPlugins/dae/CMakeLists.txt: From Roger James and Robert Osfield, fixes and reorganization to better support Windows dynamic library build and... * src/osgPlugins/dae/daeWTransforms.cpp: From Roland Smeenk, Attached is a fix for the Collada plugin. A PositionAttitudeTransform wrote its place elements in the wrong order. --- The following is the post I am replying to from: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2013-April/063155.html I'm having trouble with the OSG Collada plugins on Visual Studio. I tried downloading the recommended version from the website, but that now leads to a dead-end. I dug the
[osg-users] Any recent work on CIGI interfaces to OSG?
Hi, I'm new to OSG, coming in from the direction of FlightGear, but I'm here primarily because I am interested in implementing a CIGI interface to FlightGear, and would like to put as much of this work as possible into an OSG module in order to make it useful to the larger OSG community and not only FlightGear developers. I have read the conversations about doing this from several years ago, but have not found any recent discussion or located any available code drops. I have downloaded the MPV example from CIGI at sourceforge, which is based on OSG, and that is quite helpful, but I wanted to introduce myself here and see if anyone can catch me up on any other existing work in this direction, or give me advice about where to start. Much of the CIGI interface is dedicated to higher order simulation functions (ie celestial bodies, ocean conditions, aircraft controls) which are probably too specific to implement at the OSG layer, but I'd like to make at least a virtual wrapper in OSG which could be inherited by FlightGear and other OSG based projects, each of which could determine on its own which functions to support, and how to support them. Any pointers would be welcome. I am applying for funding for this project in one week, so the more information I can gather before then the better. Thanks for all your efforts! Chris Calef, CTO BrokeAss Games, LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org