Re: [osg-users] Serialization of osg::Image data into OSGT

2013-07-10 Thread Johannes Scholz
Hi,

It might be interesting other models seems to be saved and loaded without 
problems into OSGT including texture data. I've tested it with the OSG-Data 
clock.osgt, for example. But actually I didn't yet get the difference.

Thank you!

Cheers,
Johannes

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Re: [osg-users] qmlosg (QtQuick + osg integration)

2013-07-10 Thread Riccardo Corsi
Hi René,

sorry I forgot to reply my own thread when I found the solution.
I was simply missing a glFlush() call after rendering the osg frame in its
own gl context!
I still haven't update the code on github, will do it tonight.

Cheers,
ricky



On Fri, Jul 5, 2013 at 10:19 AM, René Schmitz r...@biosolveit.de wrote:

 Hi,

 after trying to create a osgQML item myself and finding both of your
 projects, I thought I'd let you know that I ended up using
 QuickPaintedItem as it can draw to a FBO (I had to use the y-inverted one).

 This solution works charming and spares me the hussle of creating FBOs
 myself or switch contexts. I have to admit though that I don't need
 permanent updates of the scene, just reacting to mouse and keyboard
 events and that there might be a drawback in performance if the scene is
 updated permanently using a timer. For that maybe the textureinthread
 example coming with the Qt sources might offer a better way.

 Hope that helps.

 Cheers,
   René

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Re: [osg-users] Serialization of osg::Image data into OSGT

2013-07-10 Thread Sebastian Messerschmidt

Hi,

I have some objections.
The textual format in my understanding is for portability and debugging. 
Texture data can be saved as reference to a file, so textures are 
included but not as a BLOB.
I simply do not like the idea of scrolling through a 100Mb textfile 
looking for some stateset when there is garbage binary data 
obfuscating the structure.


Why do you need to have the textures saved directly into the file? 
Personally I prefer keeping references, this makes the data exchangeable.
If your problem stems from wanting a compact archive (i.e. single file) 
containing a bigger data set, then use the archiving capabilities of OSG.


Nevertheless: As long as serializing into the text file stays strictly 
optional I don't have real issues with it.


cheers
Sebastian

Hi guys,

some time ago I discoverd that inlining osg::Image data into the native 
OpenSceneGraph serializer formats is possible for the binary format (OSGB), 
only.

Now that we also need to support inling osg::Image data in the .osgt format, I 
am curious to ask why this is currently not supported by the OSG?

As there is at least one Public Domain Base64 encoder/decoder available, one 
might consider including that into OSG and using it to put the binary 
osg::Image data into the osg-text stream.

Thoughts?


Best regards,

Johannes


lightweight-replace-engine: A lightweight C++ template based text document 
preprocessor - https://code.google.com/p/lightweight-replace-engine/

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Re: [osg-users] Serialization of osg::Image data into OSGT

2013-07-10 Thread Johannes Scholz
Hi Sebastian,

I get your points. The situation we come from is:

We have Image data that is produced during application runtime that never 
existed on disk separately. So our osg::Image has no filename defined. So we 
decided to inline the data rather than pushing them to disk.

When writing our data into OSGT, the WriteImageHint=IncludeData gets accepted, 
but nothing will get written as OutputStream.cpp checks for binary mode. Then 
the result is an empty definition of osg::Image inside the OSGT. As far as I 
remember that does not even produce a warning.

Now if you would like to have OSGT and OSGB have to behave equivalently, one 
might consider, to never use “IncludeData” or to extend OSGT to inline the data 
regardless of its file size.

In the end the users must choose whether they are fine with increasing their 
file sizes by image data when using IncludeData in ASCII mode.

But at least then the OSG behavior is consistent with its plugin options.

Cheers,

Johannes

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[osg-users] Two weeks until the SIGGRAPH OSG BOF

2013-07-10 Thread John Richardson
Hello,

 

Two weeks until the SIGGRAPH OSG BOF.

 

Robert will be presenting via Google Hangouts [video chat].

 

There are still all physical slots available.

 

Note: If people wish to present remotely, since we will have Google hangouts
at the BOF, let me know.

 

Also, if there are some OSG people attending, the BOF has had a panel
scheduled every year, so that is a participation possibility.

 

John F. Richardson



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Re: [osg-users] Android osgAndroidExampleGLES2 compiler errors

2013-07-10 Thread John Moore

Jordi Torres wrote:
 Hi, 
 This bug is fixed in recent versions. So try the svn trunk.
 Cheers El 09/07/2013 18:16, John Moore  () escribió:
   
  Jorge Izquierdo Ciges wrote:
  
   The message its pretty clear:
   
   couldn't load osgNativeLib: findLibrary returned null
   
   
   
   Probably the library has not been copied. This usually happens when 
   compiling armeabi-v7 and the device doesn't support it.It is also 
   possible that the apk was generated without the .so open the apk first to 
   check it.
   
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  Ok, so the problem could be the warnings that I ignored by removing -Werror 
  flag.
  In fact these are the pieces of code in the osgNativeLib.cpp that gives me 
  warnings:
  
  Code:
  
  
  78    const char *nativeAddress = env-GetStringUTFChars(address, false);
  87    const char *nativeAddress = env-GetStringUTFChars(address, false);
  88    const char *nativeName = env-GetStringUTFChars(name, false);
  
  
  
  
  
  the warning (which is considered as error if I don't remove -Werror flag) 
  is about#058;
  
  converting 'false' to pointer type for argument 2 of 'char const* 
  _JNIEnv::GetStringUTFChars(jstring, jboolean*)' [-Werror=conversion-null]   
    osgNativeLib.cpp        /osgViewer/jni  line 78 C/C++ Problem
  
  I didn't write this code. It was in the osgAndroidExampleGLES2.
  
  What do you think about it?
  
  Thanks again for your time.
  
  John
  
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 Dear Jordi Torres,
 thank you for your suggestion. I downloaded the SVN version of OpenSceneGraph 
 and built it for Android.
 Now I am able to run the Example without crash.
 However I get some errors and I can't see any rendered 3d model. 
 
 This is the log of the app.
 
 Code:
 
 07-10 23:02:52.770: W/EGLview(14138): creating OpenGL ES 2.0 context
 07-10 23:02:52.790: E/OSGANDROID(14138): Initializing geometry
 07-10 23:02:52.790: E/Osg Viewer(14138): Testing
 07-10 23:02:52.800: W/Osg Viewer(14138): Warning: detected OpenGL error 
 'invalid enumerant' at Before Renderer::compile
 07-10 23:02:52.830: E/OSGANDROID(14138): Initializing geometry
 07-10 23:02:52.830: E/Osg Viewer(14138): Testing
 07-10 23:02:52.840: W/Osg Viewer(14138): Warning: detected OpenGL error 
 'invalid enumerant' at Before Renderer::compile
 07-10 23:08:08.958: W/SurfaceView(14138): CHECK surface infomation 
 creating=false formatChanged=false sizeChanged=false visible=false 
 visibleChanged=true surfaceChanged=true realSizeChanged=false 
 redrawNeeded=false left=false top=false
 07-10 23:08:09.278: W/IInputConnectionWrapper(14138): showStatusIcon on 
 inactive InputConnection
 07-10 23:08:53.751: D/libEGL(15910): loaded /system/lib/egl/libEGL_mali.so
 07-10 23:08:53.761: D/libEGL(15910): loaded 
 /system/lib/egl/libGLESv1_CM_mali.so
 07-10 23:08:53.761: D/libEGL(15910): loaded /system/lib/egl/libGLESv2_mali.so
 07-10 23:08:53.771: W/EGLview(15910): creating OpenGL ES 2.0 context
 07-10 23:08:53.781: D/dalvikvm(15910): Trying to load lib 
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x41a44740
 07-10 23:08:53.901: D/dalvikvm(15910): Added shared lib 
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x41a44740
 07-10 23:08:53.901: D/dalvikvm(15910): No JNI_OnLoad found in 
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x41a44740, skipping init
 07-10 23:08:53.911: E/OSGANDROID(15910): Initializing geometry
 07-10 23:08:53.911: E/Osg Viewer(15910): Testing
 07-10 23:08:53.921: W/Osg Viewer(15910): Warning: detected OpenGL error 
 'invalid enumerant' at Before Renderer::compile
 
 
 
 
 In attachment you can see a screenshot of the app running on my Galaxy S III 
 mini. As you can see from the screenshot there's nothing rendered on the 
 screen. The buttons seem to work correctly because when I press them a label 
 on the screen appears indicating the status of the button.
 
 Thank you,
 
 John
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[osg-users] OpenSceneGraph Oculus Rift integration

2013-07-10 Thread Jan Ciger
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Hello,

If someone is interested in using Oculus Rift with OSG, there is a
first shot at a nodekit with an example on Github:
https://github.com/bjornblissing/osgoculusviewer

We have been working on this together with Björn Blissing from the
Swedish National Road and Transport Research Institute, who published
the first draft of it. The code is still a bit rough, but it seems to
work. Any improvements and bug reports are very welcome.

Best regards,

Jan
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Re: [osg-users] Crash in LightSpacePerspectiveShadowMap

2013-07-10 Thread Wojciech Lewandowski
Hi Jan,

This looks like interesting problem to debug ;-P but unfortunately I am
really swamped. At least for month if not more.

My hypothesis:
ConvexPolyhedron is bascially a frustum sculpted into convex volume which
is build from many cuts by various planes defined by scene bounding boxes,
main and light camera frusta etc. Real problem with ConvexPolyhedron is a
math precision of plane intersections. Even though its done with doubles it
often may result in some precision errors which effectively make the volume
non convex. When it becomes non-convex weird problems start to appear. That
one may be also related to some precision error.

There is one thing you may try to improve that precision. Especially if you
use geocentric earth model. Try setting up modelling frame. osgshadow
example shows how to do that. If this not helps ... I  will not be able to
help otherwise too soon. Sorry.

Cheers,
Wojtek


2013/7/9 Jan Ciger jan.ci...@gmail.com

 Hello,

 I am playing with the LightSpacePerspectiveShadowMap  and all of those
 techniques crash on me like this:

 ---
 Debug Assertion Failed!

 Program: C:\Windows\system32\MSVCP110D.dll
 File: C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\include\deque
 Line: 1418

 Expression: deque subscript out of range


 Typically zooming around the scene for a bit triggers this crash.
 ---

 This is using a 64bit debug build, with Visual Studio 2012.


 Stack:
 
 osg98-osgShadowd.dll!std::dequeosg::Vec3d,std::allocatorosg::Vec3d
 ::operator[](unsigned __int64 _Pos=2)  Line 1421 C++

 osg98-osgShadowd.dll!osgShadow::ConvexPolyhedron::transformClip(const
 osg::Matrixd  matrix={...}, const osg::Matrixd  inverse={...})  Line
 604 + 0x12 bytesC++
 osg98-osgShadowd.dll!osgShadow::ConvexPolyhedron::transform(const
 osg::Matrixd  matrix={...}, const osg::Matrixd  inverse={...})  Line
 307 C++

 osg98-osgShadowd.dll!osgShadow::MinimalShadowMap::ViewData::frameShadowCastingCamera(const
 osg::Camera * cameraMain=0x00110af0, osg::Camera *
 cameraShadow=0x0012add0, int pass=1)  Line 254 + 0x4b
 bytes   C++

 osg98-osgShadowd.dll!osgShadow::ProjectionShadowMaposgShadow::MinimalCullBoundsShadowMap,osgShadow::LightSpacePerspectiveShadowMapAlgorithm::ViewData::frameShadowCastingCamera(const
 osg::Camera * cameraMain=0x00110af0, osg::Camera *
 cameraShadow=0x0012add0, int pass=1)  Line 77   C++

 osg98-osgShadowd.dll!osgShadow::MinimalCullBoundsShadowMap::ViewData::aimShadowCastingCamera(const
 osg::Light * light=0x03270b40, const osg::Vec4f 
 lightPos={...}, const osg::Vec3f  lightDir={...}, const osg::Vec3f 
 lightUp={...})  Line 58 C++
 osg98-osgShadowd.dll!osgShadow::StandardShadowMap::ViewData::cull()
 Line 458C++

 osg98-osgShadowd.dll!osgShadow::ViewDependentShadowTechnique::cull(osgUtil::CullVisitor
  cv={...})  Line 84 + 0x10 bytes   C++

 osg98-osgShadowd.dll!osgShadow::ShadowTechnique::traverse(osg::NodeVisitor
  nv={...})  Line 88 + 0x20 bytes   C++

 osg98-osgShadowd.dll!osgShadow::ViewDependentShadowTechnique::traverse(osg::NodeVisitor
  nv={...})  Line 43C++

 osg98-osgShadowd.dll!osgShadow::ShadowedScene::traverse(osg::NodeVisitor
  nv={...})  Line 65C++
 osg98-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 194C++

 osg98-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node
  node={...})  Line 314 C++
 osg98-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group 
 node={...})  Line 1220  C++

 osg98-osgShadowd.dll!osgShadow::ShadowedScene::accept(osg::NodeVisitor
  nv={...})  Line 36 + 0x62 bytes   C++
 osg98-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})
 Line 62 + 0x32 bytesC++
 osg98-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 194C++

 osg98-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node
  node={...})  Line 314 C++
 osg98-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group 
 node={...})  Line 1220  C++
 osg98-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})
  Line
 38 + 0x60 bytes C++
 osg98-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})
 Line 62 + 0x32 bytesC++
 osg98-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})
 Line 194C++
 osg98-osgUtild.dll!osgUtil::SceneView::cullStage(const osg::Matrixd
  projection={...}, const osg::Matrixd  modelview={...},
 osgUtil::CullVisitor * cullVisitor=0x0012e370,
 osgUtil::StateGraph * rendergraph=0x0012d720,
 osgUtil::RenderStage * renderStage=0x0012d8b0, osg::Viewport *
 viewport=0x042e17d0)  Line 906  C++
 osg98-osgUtild.dll!osgUtil::SceneView::cull()  Line 767 + 0xf4
 bytesC++
 osg98-osgViewerd.dll!osgViewer::Renderer::cull()  Line 638  C++
 osg98-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()
 Line 807