Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-06-12 Thread Michael Borst
Big Thanks,

it was the mergeModel-accept(famv);  which i was  missing.
Now this Problem is solved!


Thank you!

Cheers,
Michael

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[osg-users] [osgPlugins] FBX Texture not loaded when loading more than 50 different Models

2013-06-12 Thread Michael Borst
Hi,

we encountered another Problem with Textures.
If i add more than 50 different Models (500 Polygons each,different Textures)
only the first ~30 get their Texture. The other are added correctly, just their 
Textures are missing. 
I tried manipulating the Texturepool without succes. 
How can we fix this Problem? 

Thank you!

Cheers,
Michael

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Re: [osg-users] [osgPlugins] FBX Texture not loaded when loading more than 50 different Models

2013-06-12 Thread Robert Osfield
Hi Michael,

On 12 June 2013 09:28, Michael Borst mich...@jborst.de wrote:
 we encountered another Problem with Textures.
 If i add more than 50 different Models (500 Polygons each,different Textures)
 only the first ~30 get their Texture. The other are added correctly, just 
 their Textures are missing.
 I tried manipulating the Texturepool without succes.
 How can we fix this Problem?

What to do will depend upon what the actual problem is.  There isn't
any way for us to know exactly what the problem with so few details.
All we know is that load too many models on a unspecified OS, on an
unspecified hardware and drivers and unspecified version of OpenGL and
OSG, with a program that we know little about other than it uses the
OSG.

The process to work out what the problem is would be:

  Loaded each of the models individually.  Do they all work correctly?

  When you load the models together do you get any OSG or OpenGL errors?

  How large are the models with imagery?

  What hardware and OS do you have?

  What version of the OSG and version of OpenGL are you targeting?

Robert.
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[osg-users] osg::Text setText - changing text during rendering

2013-06-12 Thread Peter Bako
Hi,

I have problems with changing text during rendering. I am trying to change the 
text in the update callback of the text node, but sometimes I get a crash 
(operator not incrementable) in the osg::osgText.

Here is what I do in the update callback (Call the updateText() function on a 
different object):

Code:

void PiMeasurementGeomCallback::update( osg::NodeVisitor* nv, 
osg::Drawable* geom){
 if(textDirty){
textDirty = false;
PiMeasurement* mes = 
dynamic_castPiMeasurement*(measurementGroup.get());
if(!mes) return;
mes-updateText();
};
};


and here is the updateText() function:

Code:
bool PiMeasurementLine::updateText(){
double length = (_endPoint-_startPoint).length();
length = 
vectorAlongVector(PiSolidComponent::getv3(_movePlane),(_endPoint-_startPoint));
if(length/2-(20*ratio)  12*ratio){
textGeom-setAlignment(osgText::TextBase::CENTER_BOTTOM 
);
}else{
textGeom-setAlignment(osgText::TextBase::CENTER_CENTER 
);
}
char s[20];
sprintf(s,%.2f,length);
osgText::String str = osgText::String(s);
textGeom-setText(str); / if I comment out this, I get 
no crash but I have to change the text anyhow


textGeom-setPosition(PiSolidComponent::getv3(_movePlane)*(length/2));
return true;
}



The textGeom is actually the object where the update callback is attached(the 
same as in geom parameter of the update function),

What is the correct way to change the text of an osgText::Text geometry?

Thank you!

Cheers,
Peter

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Re: [osg-users] osg::Text setText - changing text during rendering - What is the correct way to change the text in osgText::Text?

2013-06-12 Thread Pjotr Svetachov
Hi,

Have you set the datavariance of the text to dynamic?

Cheers,
Pjotr

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Re: [osg-users] osg::Text setText - changing text during rendering

2013-06-12 Thread Robert Osfield
Hi Peter,

If you are getting a crash then it's likely running the viewer
multi-threaded (the default if you are on a multi-core machine) so
that you are updating the text at the same time it's being used in the
draw traversal.  The way to resolve this is to do
text-setDataVariance(osg::Object::DYNAMIC); as this tells the draw
traversal that you plan to modify it the next frame is held back until
all the dynamic objects have been dispatched to OpenGL.

Robert.

On 12 June 2013 11:40, Peter Bako osgfo...@tevs.eu wrote:
 Hi,

 I have problems with changing text during rendering. I am trying to change 
 the text in the update callback of the text node, but sometimes I get a crash 
 (operator not incrementable) in the osg::osgText.

 Here is what I do in the update callback (Call the updateText() function on a 
 different object):

 Code:

 void PiMeasurementGeomCallback::update( osg::NodeVisitor* nv, 
 osg::Drawable* geom){
  if(textDirty){
 textDirty = false;
 PiMeasurement* mes = 
 dynamic_castPiMeasurement*(measurementGroup.get());
 if(!mes) return;
 mes-updateText();
 };
 };


 and here is the updateText() function:

 Code:
 bool PiMeasurementLine::updateText(){
 double length = (_endPoint-_startPoint).length();
 length = 
 vectorAlongVector(PiSolidComponent::getv3(_movePlane),(_endPoint-_startPoint));
 if(length/2-(20*ratio)  12*ratio){
 
 textGeom-setAlignment(osgText::TextBase::CENTER_BOTTOM );
 }else{
 
 textGeom-setAlignment(osgText::TextBase::CENTER_CENTER );
 }
 char s[20];
 sprintf(s,%.2f,length);
 osgText::String str = osgText::String(s);
 textGeom-setText(str); / if I comment out this, I 
 get no crash but I have to change the text anyhow

 
 textGeom-setPosition(PiSolidComponent::getv3(_movePlane)*(length/2));
 return true;
 }



 The textGeom is actually the object where the update callback is attached(the 
 same as in geom parameter of the update function),

 What is the correct way to change the text of an osgText::Text geometry?

 Thank you!

 Cheers,
 Peter

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Re: [osg-users] Qt5 integration first try

2013-06-12 Thread Martin Scheffler
Hi,

in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555

as I said, I simply submitted Vitezslavs patch. I can certainly try to remove 
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and the Qt graphics 
thread before makeCurrent is called the first time.

Another thing I just realized: The code will only work when CMake option 
BUILD_OPENTHREADS_WITH_QT  is set! Otherwise the static_cast in 
GraphicsWindowQt::moveToThread will fail. 
How can I solve this? For multithreading to work with Qt5 it seems we need the 
render threads to be QThreads. Maybe add a flag to OpenThreads/Config and 
#ifdef against that? 

Thank you!

Cheers,
Martin

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Re: [osg-users] Qt5 integration first try

2013-06-12 Thread Robert Osfield
Hi Martin,

On 12 June 2013 13:22, Martin Scheffler osgfo...@tevs.eu wrote:
 in reference to my submission here:
 http://forum.openscenegraph.org/viewtopic.php?p=54555#54555

 as I said, I simply submitted Vitezslavs patch. I can certainly try to remove 
 the extra hooks from the osg main classes.
 The moveToThread command must be called with the Qt widget and the Qt 
 graphics thread before makeCurrent is called the first time.

What does moveToThread do?  Is it a form of release context?

Under Windows the GraphicsWindowWin32::releaseContext() is implemented
with a wglMakeCurrent(_hdc, NULL) while X11 has glXMakeCurrent(
_display, None, NULL ).  The release context is used to make sure that
a thread no longer retain a context as being current, allowing it to
be made current in another thread.



 Another thing I just realized: The code will only work when CMake option 
 BUILD_OPENTHREADS_WITH_QT  is set! Otherwise the static_cast in 
 GraphicsWindowQt::moveToThread will fail.
 How can I solve this? For multithreading to work with Qt5 it seems we need 
 the render threads to be QThreads. Maybe add a flag to OpenThreads/Config and 
 #ifdef against that?

Oh the joy of a windowing toolkit trying to do everything... It rather
does seem like a lot of hoops to jump through, and that we'd need to
compile the OSG against Qt, not just osgQt to get things to work.
Perhaps one way round would be for osgQt to provide it's own
OpenThreads integration, or perhaps for osgViewer to allow the
osg::GraphicThread threads to be provided in an more user definable
way.

Where I'd like to get to is have the core OSG usable directly and
independently from Qt, and only osgQt and the Qt examples requiring Qt
or a specific version of Qt.

Robert.
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Re: [osg-users] osg::Text setText - changing text during rendering - What is the correct way to change the text in osgText::Text?

2013-06-12 Thread Peter Bako
Hello Robert and Pjotr.
Actually, I was sure that the data variance is set to Dynamic. But now after a 
closer look I've found out that instead of 
text-setDataVariance(DYNAMIC); 
I wrote 
this-setDataVariance(DYNAMIC);

Thanks to you I've found the problem!
Have a nice day and thank you very much!

Peter

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Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-12 Thread Robert Osfield
Hi All,

After brief foray back to do some client work and merging submissions
I have returned to looking at the new cleaned up Geometry and a
GeometryDeprecated fallback implementation.  Currently I'm doing a
experimental build of the OSG with GeometryNew now named Geometry, and
the old Geometry renamed GeometryDeprecated.  Most of the core OSG
classes and plugins have ported across pretty easily, in many cases
the code has now become simpler because there osg::Geometry now is
also using fast paths and there are no indices to worry about.

Sticking points will be the .osg, .ive and new serializers as they are
all built around there been indices to read and write.  I don't know
yet how to tackle this so I'm going to try and get the rest of the OSG
built against Geometry/GeometryDeprecated before returning to how to
tackle the native OSG file formats.

I'll keep you all updated on how things progress.  Fingers crossed the
bulk of the core OSG work related to these changes will be checked in
this week.

Robert.
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[osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread David Callu
Hi Robert, Hi All


About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code harmonisation
of all this header to provide
- operator + - * / += -= *= /= (value_type)
- operator + - += -= (vec_type)
- operator -() for signed type
- componentMultiply, componentDivide


- swizzle, this meen 256 possible functions for Vec4, 512 possible
functions for xyzw and rgba combinaison
- constructor like in GLSL : Vec4(Vec2, Vec2) or  Vec4(float, Vec2, float)
or Vec4(float, Vec3),


- use of template


thoughts ?
David
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[osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread David Callu
forgot [osg-users] in Object


Hi Robert, Hi All


 About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code
 harmonisation
 of all this header to provide
 - operator + - * / += -= *= /= (value_type)
 - operator + - += -= (vec_type)
 - operator -() for signed type
 - componentMultiply, componentDivide


 - swizzle, this meen 256 possible functions for Vec4, 512 possible
 functions for xyzw and rgba combinaison
 - constructor like in GLSL : Vec4(Vec2, Vec2) or  Vec4(float, Vec2, float)
 or Vec4(float, Vec3),


 - use of template


 thoughts ?
 David

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Re: [osg-users] Qt5 integration first try

2013-06-12 Thread Robert Milharcic


Hi Martin,


in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555

as I said, I simply submitted Vitezslavs patch. I can certainly try to remove 
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and the Qt graphics 
thread before makeCurrent is called the first time.
Maybe there is a way to achieve multithreaded rendering in a 
non-intrusive way by simply calling both new members (moveToThread and 
moveBack) from GraphicsWindowQt itself. We could overload 
GraphicsContext::setGraphicsThread and 
GraphicsContext::releaseContextImplementation with something like this:


void GraphicsWindowQt::setGraphicsThread(osg::GraphicsThread* gt)
{
if (gt)
{
moveToThread(gt);
}

osgViewer::GraphicsWindow::setGraphicsThread(gt);
}

bool GraphicsWindowQt::releaseContextImplementation()
{
existing stuff here ...

// move context back to main thread
if (_widget-context()-thread() != qApp-thread())
{
moveBack();
}

return result;
}

Of course, setGraphicsThread should be made virtual if not already.


Another thing I just realized: The code will only work when CMake option 
BUILD_OPENTHREADS_WITH_QT  is set! Otherwise the static_cast in 
GraphicsWindowQt::moveToThread will fail.
How can I solve this? For multithreading to work with Qt5 it seems we need the 
render threads to be QThreads. Maybe add a flag to OpenThreads/Config and 
#ifdef against that?

Flag is ok ... or maybe we could add new api to OT, an api that can 
return string like qt, win32, pthreads, sproc, c++11... , 
benign but useful ...


Robert Milharcic
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Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread Aurelien Albert
Hi,

I think this is a really interesting idea.

Have a look here : http://glm.g-truc.net/

This library already implements a lot of glsl-like syntax. Before rewriting 
everything (that's not complex, but a lot of work) maybe we could make osg and 
glm work together ?

Maybe adding to glm headers the needed methods to be compatible with osg code ? 
or copy-paste some code from glm to osg ? (license is MIT, so I think that's ok)

Thank you!

Cheers,
Aurelien

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Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread Aurelien Albert
Forgotten link from previous message :

http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/

= interesting ideas on how to implement developper friendly but asm 
efficient swizzle in C++

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[osg-users] hello

2013-06-12 Thread Paul Fotheringham
http://www.jans.com.au/wsjgcsjia.php___
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Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread michael kapelko
Those implementations are truly ugly.

2013/6/13 Aurelien Albert aurelien.alb...@alyotech.fr

 Forgotten link from previous message :

 http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/

 = interesting ideas on how to implement developper friendly but asm
 efficient swizzle in C++

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