Re: [osg-users] Creating Custom Render Loop with the Leap Motion?

2013-07-25 Thread Johannes Scholz
Hi,

I've made quite good progress on a OSG Leap Motion Integration for use as 
CameraManipulator, I call it osgLeap by now.

In a few days I will release the code publicly.

Thank you!

Cheers,
Johannes

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[osg-users] HUD 2d animation

2013-07-25 Thread Alexandre Vaillancourt
Hi all,

I've tried to post on the forums but they seem to have been out of order
for a while.

So here goes.

We're in the process of adding an animated 'Currently loading, please wait'
icon to our loading screen, Basically, I thought about using ~30 images and
showing them one by frame, so that it looks animated.

I know there are ways to use AVIs or GIFs to achieve this, but due to the
lack of good transparency support, I chose to use PNGs that have
transparency.

I see two ways to achieve this:
1) ~30 images on the same PNG file, and use that file as a texture on a
quad, and move the texture coordinate on the appropriate location each frame
2) ~30 images, each in their on PNG file, and change the texture on the
quad, once per frame.

I was wondering what was the generally proffered method, and if there was
other alternatives.

Thanks!

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Re: [osg-users] Very slow first "frame()" visualizing one big geode

2013-07-25 Thread Robert Osfield
Hi Ale,

The stall will be the OSG compiling display lists on the first frame.
For models with large numbers of vertices like what you have described
it's typically best to switch on use of vertex buffer objects via
geometry->setUseVertexBufferObjects(true);

Robert.

On 25 July 2013 16:35, Ale Maro  wrote:
> Hi,
>
> I am testing the visualization of single geodes with around 3 million 
> triangles or more.
> After loading the model in background (using both OSG STL plug-in or my 
> loader) and adding it to the scene, my QT application freezes for several 
> seconds, it seems becouse the first call to "frame()" after addChild is very 
> slow.
> After that performances are very good.
> It happens also using OSG examples.
> Do you have any suggestion to speed up first frame and avoid freezing?
>
> Thank you!
>
> Cheers,
> Ale
>
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>
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[osg-users] Very slow first "frame()" visualizing one big geode

2013-07-25 Thread Ale Maro
Hi,

I am testing the visualization of single geodes with around 3 million triangles 
or more.
After loading the model in background (using both OSG STL plug-in or my loader) 
and adding it to the scene, my QT application freezes for several seconds, it 
seems becouse the first call to "frame()" after addChild is very slow.
After that performances are very good.
It happens also using OSG examples.
Do you have any suggestion to speed up first frame and avoid freezing?

Thank you!

Cheers,
Ale

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Re: [osg-users] OpenSceneGraph-3.2.0 stable release tagged!

2013-07-25 Thread Aurelien Albert
Hi Robert,

Thanks a lot for all your work !

Cheers,
Aurelien

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Re: [osg-users] OSMesa

2013-07-25 Thread Filip Arlet
Hi,

Ok I get the situation :) It seems like OSMesa is standalone version of OpenGL 
and opengl32 is version with GDI (on windows). Calls from application uses 
OSMesa, but calls from OpenSceneGraph uses opengl32 (I dont know why there are 
no linker errors). Even if I put mesa opengl32 gdi library in same directory, 
these two are different libraries. Context is created in osmesa.dll but used in 
opengl32.dll.

It would be easy if osmesa was binary compatible with windows opengl32, but it 
is not (obviously)

Right now I'm trying to compile whole osg with OSMesa.

Thank you!

Cheers,
Filip

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Re: [osg-users] setProjectionMatrix and FOV

2013-07-25 Thread Gianni Ambrosio

musla wrote:
> 
> Maybe this will help someone.
> 

Thanks Tomas and Paul, this helped me a lot!

Gianni

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Re: [osg-users] OSMesa

2013-07-25 Thread Robert Osfield
Hi Filip,

I haven't tried using mesa in this so can't comment speciifcally on
this usage.  For testing purposes I would recommend trying out the
GraphicsWindowEmbedded functionality that workarounds the need for
fully funcitoning GraphicsWindow.  Have a look at the osgviewerSDL
example to see how you can do this.

Robert.

On 25 July 2013 12:28, Filip Arlet  wrote:
> Hi,
>
> As fallback for offscreen rendering on computers without GPU I use Mesa3D. 
> (http://www.mesa3d.org/brianp/sig97/offscrn.htm) chapter 6.
>
> Everything works great in simple test program, but when I create custom 
> context subclassing osg::GraphicsContext and write methods and viewer. 
> OpenSceneGraph tells me, that I dont have valid context, even glGetString 
> function fails.
> But when I call makeCurrent manually in simple test prgoram without rendering 
> by osg (only few opengl calls), everything works. It seems like linking 
> problems within libraries.
>
> Any ideas ?
>
> Thank you!
>
> Cheers,
> Filip
>
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>
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[osg-users] OSMesa

2013-07-25 Thread Filip Arlet
Hi,

As fallback for offscreen rendering on computers without GPU I use Mesa3D. 
(http://www.mesa3d.org/brianp/sig97/offscrn.htm) chapter 6.

Everything works great in simple test program, but when I create custom context 
subclassing osg::GraphicsContext and write methods and viewer. OpenSceneGraph 
tells me, that I dont have valid context, even glGetString function fails. 
But when I call makeCurrent manually in simple test prgoram without rendering 
by osg (only few opengl calls), everything works. It seems like linking 
problems within libraries.

Any ideas ?

Thank you!

Cheers,
Filip

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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Jordi Torres
Hi Peter,

We use OSG as a static library, included in libosgNativeLib.so. This is the
library that the VM loads when the application is started (a dynamic
library). So the static part refers to the OpenSceneGraph libraries.

Cheers.


2013/7/25 Peter Wraae Marino 

> Hi Jordi,
>
> a little follow up:
>
> this is what it does when it works:
>
> C:\Android\OpenSceneGraph-3.2\examples\osgAndroidExampleGLES2\jni>ndk-build
> "Compile++ thumb : osgNativeLib <= osgNativeLib.cpp
> "Compile++ thumb : osgNativeLib <= OsgMainApp.cpp
> "Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp
> SharedLibrary  : libosgNativeLib.so
> Install: libosgNativeLib.so => libs/armeabi/libosgNativeLib.so
> "Compile++ thumb : osgNativeLib <= osgNativeLib.cpp
> "Compile++ thumb : osgNativeLib <= OsgMainApp.cpp
> "Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp
> SharedLibrary  : libosgNativeLib.so
> Install: libosgNativeLib.so => libs/armeabi-v7a/libosgNativeLib.so
>
>
> what I do not understand is why is it creating the dynamic libraries and
> not the static... the documentation says we should be working with the
> static. Is there something wrong or is everything as it should be?
>
> Thank you!
>
> Cheers,
> Peter
>
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>
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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
Hi Jordi,

a little follow up:

this is what it does when it works:

C:\Android\OpenSceneGraph-3.2\examples\osgAndroidExampleGLES2\jni>ndk-build
"Compile++ thumb : osgNativeLib <= osgNativeLib.cpp
"Compile++ thumb : osgNativeLib <= OsgMainApp.cpp
"Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp
SharedLibrary  : libosgNativeLib.so
Install: libosgNativeLib.so => libs/armeabi/libosgNativeLib.so
"Compile++ thumb : osgNativeLib <= osgNativeLib.cpp
"Compile++ thumb : osgNativeLib <= OsgMainApp.cpp
"Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp
SharedLibrary  : libosgNativeLib.so
Install: libosgNativeLib.so => libs/armeabi-v7a/libosgNativeLib.so


what I do not understand is why is it creating the dynamic libraries and not 
the static... the documentation says we should be working with the static. Is 
there something wrong or is everything as it should be?

Thank you!

Cheers,
Peter

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Re: [osg-users] OpenSceneGraph-3.2.0 stable release tagged!

2013-07-25 Thread Jordi Torres
Hi Robert,

Congratulations and thanks for your hard work! :)

Regards.


2013/7/24 Robert Osfield 

> Hi All,
>
> This afternoon I tagged the 3.2.0 stable release, and just now have
> begun updating the OSG website.  We don't have any binaries yet, if
> you will be building some let me know and I can provide links to them.
>
> Press release (a bit combled together, feel free to suggest revisions ;-)
>
>
> http://www.openscenegraph.org/index.php/community/press-releases/143-openscenegraph-3-2-release
>
> Downalods page:
>
>
> http://www.openscenegraph.org/index.php/download-section/stable-releases
>
> Source code:
>
> Zip file containing source code : OpenSceneGraph-3.2.0.zip
> Subversion tag for 3.2.0 : svn co
> http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.0
> OpenSceneGraph
>
> Key deliverables:
>
> Improvements to OpenGL ES 1.1 and 2.0 support, including platform
> specific extensions
> Revamped QTKit, imageio and quicktime plugins for improved support
> of iOS and OSX
> New avfoundation plugin for reading video on iOS and OSX
> New ktx plugin for reading Khronos Texture Files
> New OpenGL extensions support including compute shaders,
> tessellation shaders, integer array formats and associated Vec*
> classes, primitive restart
> Improvements to osgManipulator NodeKit that introduce new
> manipulators and improve flexibility and customizability
> Updates to osgQt to support Qt5 and provide better support for Qt4
> New osgGA::Device base class for recieving from and sending events
> to both real and virtual devices in a generic, extensible way
> New ZeroConf, RestHTTP and OSC plugins to enable remote control of
> applications such as controlling desktop systems from tablets and
> phones
> Improvements to osgVolume NodeKit and DICOM plugin for better
> medical visualization
> New TrackVis .trk track files plugin for the visualization of brain
> scans.
> Improvements to osgPresentation NodeKit and Present3D application
> to make it possible to create non-linear interactive, remote
> controlled shows
> New osgViewer::ViewConfig class with range of implementations to
> make it easier to configure viewers for advanced rendering support
> Support for GPU based Keystone correction with onscreen editing
> making it possible to use low cost projectors in off axis setups
> Clean up of osg::Geometry class removing all deprecated slow path
> API's resulting in a smaller and faster Geometry class
> Addition of deprecated_osg namespace and deprecated_osg::Geometry
> class that provides deprecated BIND_PER_PRIMITIVE and array indices
> APIs to add with porting
> New ViewDependentShadowMap shadow rendering class that combines
> enables robust combining of parallel split and perspective shadow map
> techniques
> Updates of plugins to work with the latest FBX, ffmpeg, NVTT,
> OpenVRML, LibVNCServer releases
>
> Many thanks to everyone that has contributed to this release, both in
> coding and testing/debugging.  You've been awesome!!
>
> Robert.
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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
Hi Jordi,

that worked!

thanks it only needs to be more generic and perhaps committed to the 
repository.. it seems that everybody gets stuck here.

thanks,
Peter



Jordi Torres wrote:
> Try this:
> 
> LOCAL_LDLIBS    := -llog -lGLESv2 -ldl -lz 
> /path-to-your-android-ndk-r8e/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a/libgnustl_static.a
> 
> 
> I think it should be enough. 
> 
> 
> 
> 2013/7/25 Peter Wraae Marino < ()>
> 
> >  sure here it is... but like i mentioned i tried many different 
> > combinations also the one you described.
> > 
> > 
> > Code:
> > LOCAL_PATH := $(call my-dir)
> > 
> > include $(CLEAR_VARS)
> > 
> > LOCAL_MODULE    := osgNativeLib
> > ### Main Install dir
> > OSG_ANDROID_DIR := C:AndroidOpenSceneGraph-3.2osginstall
> > LIBDIR                  := $(OSG_ANDROID_DIR)/obj/local/armeabi
> > 
> > ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
> >         LOCAL_ARM_NEON  := true
> >         LIBDIR                  := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a
> > endif
> > 
> > ### Add all source file names to be included in lib separated by a 
> > whitespace
> > 
> > LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include
> > LOCAL_CFLAGS    := -Werror -fno-short-enums
> > LOCAL_CPPFLAGS  := -DOSG_LIBRARY_STATIC
> > 
> > ### which one, I would think the static, but some people in the forum say 
> > the shared.. makes no sense?... libgnustl_shared lgnustl_static
> > LOCAL_LDLIBS    := -llog -lGLESv2 -ldl -lz -lgnustl_static
> > LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp 
> > OsgAndroidNotifyHandler.cpp
> > LOCAL_LDFLAGS   := -L $(LIBDIR) 
> > -losgdb_dds 
> > -losgdb_openflight 
> > -losgdb_tga 
> > -losgdb_rgb 
> > -losgdb_osgterrain 
> > -losgdb_osg 
> > -losgdb_ive 
> > -losgdb_deprecated_osgviewer 
> > -losgdb_deprecated_osgvolume 
> > -losgdb_deprecated_osgtext 
> > -losgdb_deprecated_osgterrain 
> > -losgdb_deprecated_osgsim 
> > -losgdb_deprecated_osgshadow 
> > -losgdb_deprecated_osgparticle 
> > -losgdb_deprecated_osgfx 
> > -losgdb_deprecated_osganimation 
> > -losgdb_deprecated_osg 
> > -losgdb_serializers_osgvolume 
> > -losgdb_serializers_osgtext 
> > -losgdb_serializers_osgterrain 
> > -losgdb_serializers_osgsim 
> > -losgdb_serializers_osgshadow 
> > -losgdb_serializers_osgparticle 
> > -losgdb_serializers_osgmanipulator 
> > -losgdb_serializers_osgfx 
> > -losgdb_serializers_osganimation 
> > -losgdb_serializers_osg 
> > -losgViewer 
> > -losgVolume 
> > -losgTerrain 
> > -losgText 
> > -losgShadow 
> > -losgSim 
> > -losgParticle 
> > -losgManipulator 
> > -losgGA 
> > -losgFX 
> > -losgDB 
> > -losgAnimation 
> > -losgUtil 
> > -losg 
> > -lOpenThreads
> > 
> > include $(BUILD_SHARED_LIBRARY)
> > 
> > 
> > 
> > 
> > --
> > Read this topic online here:
> > 
> > http://forum.openscenegraph.org/viewtopic.php?p=55429#55429 
> > (http://forum.openscenegraph.org/viewtopic.php?p=55429#55429)
> > 
> > 
> > 
> > 
> > 
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> > 
> > 
> 
> 
> 
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> 
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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Jordi Torres
Try this:

LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz
/path-to-your-android-ndk-r8e/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a/libgnustl_static.a

I think it should be enough.


2013/7/25 Peter Wraae Marino 

> sure here it is... but like i mentioned i tried many different
> combinations also the one you described.
>
>
> Code:
> LOCAL_PATH := $(call my-dir)
>
> include $(CLEAR_VARS)
>
> LOCAL_MODULE:= osgNativeLib
> ### Main Install dir
> OSG_ANDROID_DIR := C:\Android\OpenSceneGraph-3.2\osginstall
> LIBDIR  := $(OSG_ANDROID_DIR)/obj/local/armeabi
>
> ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
> LOCAL_ARM_NEON  := true
> LIBDIR  := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a
> endif
>
> ### Add all source file names to be included in lib separated by a
> whitespace
>
> LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include
> LOCAL_CFLAGS:= -Werror -fno-short-enums
> LOCAL_CPPFLAGS  := -DOSG_LIBRARY_STATIC
>
> ### which one, I would think the static, but some people in the forum say
> the shared.. makes no sense?... libgnustl_shared lgnustl_static
> LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz -lgnustl_static
> LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp
> OsgAndroidNotifyHandler.cpp
> LOCAL_LDFLAGS   := -L $(LIBDIR) \
> -losgdb_dds \
> -losgdb_openflight \
> -losgdb_tga \
> -losgdb_rgb \
> -losgdb_osgterrain \
> -losgdb_osg \
> -losgdb_ive \
> -losgdb_deprecated_osgviewer \
> -losgdb_deprecated_osgvolume \
> -losgdb_deprecated_osgtext \
> -losgdb_deprecated_osgterrain \
> -losgdb_deprecated_osgsim \
> -losgdb_deprecated_osgshadow \
> -losgdb_deprecated_osgparticle \
> -losgdb_deprecated_osgfx \
> -losgdb_deprecated_osganimation \
> -losgdb_deprecated_osg \
> -losgdb_serializers_osgvolume \
> -losgdb_serializers_osgtext \
> -losgdb_serializers_osgterrain \
> -losgdb_serializers_osgsim \
> -losgdb_serializers_osgshadow \
> -losgdb_serializers_osgparticle \
> -losgdb_serializers_osgmanipulator \
> -losgdb_serializers_osgfx \
> -losgdb_serializers_osganimation \
> -losgdb_serializers_osg \
> -losgViewer \
> -losgVolume \
> -losgTerrain \
> -losgText \
> -losgShadow \
> -losgSim \
> -losgParticle \
> -losgManipulator \
> -losgGA \
> -losgFX \
> -losgDB \
> -losgAnimation \
> -losgUtil \
> -losg \
> -lOpenThreads
>
> include $(BUILD_SHARED_LIBRARY)
>
>
>
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=55429#55429
>
>
>
>
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Re: [osg-users] Video display problem on Andoid

2013-07-25 Thread Jordi Torres
Hi Koduri,

You are not assigning texture coordinates to your Quad, so I guess this
texture coordinates are by default. Apply your own texture coordinates, I
did something like this, but this was local to my application:

osg::ref_ptr quad = osg::createTexturedQuadGeometry(
osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.5f, 0.0f, 0.0f),
osg::Vec3(0.0f, 0.0f, 0.5f),0,1,1,0 );


The full code, take what you want:

osg::ref_ptr image = osgDB::readImageFile(
"/sdcard/videodemo256256.avi.ffmpeg" );
osg::ImageStream* imageStream = dynamic_cast(
image.get() );
if ( imageStream )
{
 imageStream->play();
}
osg::ref_ptr texture = new osg::Texture2D;
texture->setImage( image.get() );

osg::ref_ptr quad = osg::createTexturedQuadGeometry(
osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.5f, 0.0f, 0.0f),
osg::Vec3(0.0f, 0.0f, 0.5f),0,1,1,0 );
quad->getOrCreateStateSet()->setTextureAttributeAndModes( 0,
texture.get() );
quad->getOrCreateStateSet()->setMode(GL_LIGHTING,
osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
osg::ref_ptr geode = new osg::Geode;
geode->addDrawable( quad.get() );
osg::Matrix M = osg::Matrix::rotate(osg::inDegrees(-90.0f),
osg::X_AXIS)* osg::Matrix::translate(-0.25f, -0.25f, 0);

// Use matrix M with, for example, an osg::MatrixTransform to transform its
child nodes
osg::ref_ptr mt = new osg::MatrixTransform(M);
mt->addChild(geode);




2013/7/25 Koduri Lakshmi 

> Hi,
>
> I am trying to play the video on android device.  I did the coding as
> follows.
>
> in ".H" file.
>
>
> Code:
> osg::ref_ptr geode;
> osg::ref_ptr mVideoTexture;
> osg::Image* img;
> osg::ref_ptr videoStream[2];
> osg::ref_ptr mtForMarker[2];
> osg::ref_ptr modelSwitch;
>
>
>
>
> In ".CPP" file
>
>
> Code:
> int idx=0;
> img = osgDB::readImageFile("1.mp4.mpeg");
> videoStream[idx] = dynamic_cast(img);
> if (videoStream[idx].valid())
> {
> LOG( "Got movie");
> videoStream[idx]->setLoopingMode(
> osg::ImageStream::NO_LOOPING);
> videoStream[idx]->seek(0);
> videoStream[idx]->play();
> }
> else
>{
>   LOG( "No movie!");
>}
> aspectRatio = (float)img->t() / (float)img->s();
>  videoWidth = img->s();
>  videoHeight =videoWidth * aspectRatio;
>
>  mVideoTexture = new osg::Texture2D;
>  geode = new osg::Geode;
>  mVideoTexture->setImage( videoStream[idx].get() );
>
>  geode->addDrawable(osg::createTexturedQuadGeometry(
>  osg::Vec3(0.0f, 0.0f, 0.0f),
>  osg::Vec3(videoWidth, 0.0f, 0.0f),
>  osg::Vec3(0.0f, 0.0f, videoHeight)
>
>  ));
> geode->getOrCreateStateSet()->setTextureAttributeAndModes(0,
> mVideoTexture, osg::StateAttribute::ON );
>
> mtForMarker[idx] = new osg::MatrixTransform();
> mtForMarker[idx]->addChild(geode.get());
>
>
>  modelSwitch->addChild(mtForMarker[idx]);
>
>
>
>
> With this code the video displayed in  a small size (like 50X50) around
> the centre of the device (Not exactly at the centre of the device). The
> original video size is 640X480. Video is also displaying in upside down.
>
> I am sung ffmpeg plug in for android.
>
> Can you please suggest me what could be the mistake.
> ...
>
> Thank you!
>
> Cheers,
> Koduri
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=55425#55425
>
>
>
>
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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
sure here it is... but like i mentioned i tried many different combinations 
also the one you described.


Code:
LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE:= osgNativeLib
### Main Install dir
OSG_ANDROID_DIR := C:\Android\OpenSceneGraph-3.2\osginstall
LIBDIR  := $(OSG_ANDROID_DIR)/obj/local/armeabi

ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
LOCAL_ARM_NEON  := true
LIBDIR  := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a
endif

### Add all source file names to be included in lib separated by a whitespace

LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include
LOCAL_CFLAGS:= -Werror -fno-short-enums
LOCAL_CPPFLAGS  := -DOSG_LIBRARY_STATIC 

### which one, I would think the static, but some people in the forum say the 
shared.. makes no sense?... libgnustl_shared lgnustl_static
LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz -lgnustl_static
LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp OsgAndroidNotifyHandler.cpp
LOCAL_LDFLAGS   := -L $(LIBDIR) \
-losgdb_dds \
-losgdb_openflight \
-losgdb_tga \
-losgdb_rgb \
-losgdb_osgterrain \
-losgdb_osg \
-losgdb_ive \
-losgdb_deprecated_osgviewer \
-losgdb_deprecated_osgvolume \
-losgdb_deprecated_osgtext \
-losgdb_deprecated_osgterrain \
-losgdb_deprecated_osgsim \
-losgdb_deprecated_osgshadow \
-losgdb_deprecated_osgparticle \
-losgdb_deprecated_osgfx \
-losgdb_deprecated_osganimation \
-losgdb_deprecated_osg \
-losgdb_serializers_osgvolume \
-losgdb_serializers_osgtext \
-losgdb_serializers_osgterrain \
-losgdb_serializers_osgsim \
-losgdb_serializers_osgshadow \
-losgdb_serializers_osgparticle \
-losgdb_serializers_osgmanipulator \
-losgdb_serializers_osgfx \
-losgdb_serializers_osganimation \
-losgdb_serializers_osg \
-losgViewer \
-losgVolume \
-losgTerrain \
-losgText \
-losgShadow \
-losgSim \
-losgParticle \
-losgManipulator \
-losgGA \
-losgFX \
-losgDB \
-losgAnimation \
-losgUtil \
-losg \
-lOpenThreads

include $(BUILD_SHARED_LIBRARY)




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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Jordi Torres
Hi Peter,

Can you post your Android.mk file. For me it was enough to add
gnustl-static to the LOCAL_LDFLAGS and remove it from LOCAL_LDLIBS.

Cheers.


2013/7/25 Peter Wraae Marino 

> Hi,
>
> This has been a long process trying to get android to work with
> OpenSceneGraph and I'm still not there.
>
> Some Info:
>
> Windows 7
> OpenSceneGraph 3.2
>
>
> Where I'm at:
>
> OpenSceneGraph 3.2 compiled/links ok.
>
> Now I'm trying to run ndk-make in the JNI directory for the
> osgAndroidExampleGLES2 and it fails here. 100's of errors that look like
> this:
>
>
> C:/Android/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/windows/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/
> ld.exe:
> C:\Android\OpenSceneGraph-3.2\osginstall/obj/local/armeabi/libosg.a(Notify.o):
> in function vtable for osg::NotifyStreamBuffer:Notify.cpp(.data.rel.ro._Z
> TVN3osg18NotifyStreamBufferE+0x3c): error: undefined reference to
> 'std::basic_stringbuf, std::allocator
> >::overflow(int)'
> collect2: ld returned 1 exit status
>
> this of course looks like the famous stl problem mentioned on this forum
> with 10 different ways to solve it. I tried all 10 ways putting the
> -lgnustl-static in the LOCAL_LDLIBS and/or in the LOCAL_LDFLAGS as mention
> in different forums... no success.
>
> I'm kinda' stumped and do not know how I should proceed to solve this
> problem.
>
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=55426#55426
>
>
>
>
>
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>



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[osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
Hi,

This has been a long process trying to get android to work with OpenSceneGraph 
and I'm still not there.

Some Info:

Windows 7
OpenSceneGraph 3.2


Where I'm at:

OpenSceneGraph 3.2 compiled/links ok.

Now I'm trying to run ndk-make in the JNI directory for the 
osgAndroidExampleGLES2 and it fails here. 100's of errors that look like this:

C:/Android/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/windows/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/
ld.exe: 
C:\Android\OpenSceneGraph-3.2\osginstall/obj/local/armeabi/libosg.a(Notify.o): 
in function vtable for osg::NotifyStreamBuffer:Notify.cpp(.data.rel.ro._Z
TVN3osg18NotifyStreamBufferE+0x3c): error: undefined reference to 
'std::basic_stringbuf, std::allocator 
>::overflow(int)'
collect2: ld returned 1 exit status

this of course looks like the famous stl problem mentioned on this forum with 
10 different ways to solve it. I tried all 10 ways putting the -lgnustl-static 
in the LOCAL_LDLIBS and/or in the LOCAL_LDFLAGS as mention in different 
forums... no success.

I'm kinda' stumped and do not know how I should proceed to solve this problem.

Thank you!

Cheers,
Peter

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