[osg-users] Version numbers in dynamic libraries

2013-09-25 Thread Tony Vasile
When we link our executables on our linux box we are getting version
numbers in the .so.
For example if I do an ldd on an executable compiled against OpenSceneGraph
2.8.0 I get :

libosgUtil.so.65 = /usr/local/lib/libosgGA.so.65

Is there any way to link the programs so that ldd only has references like:

libosgUtil.so = /usr/local/lib/libosgGA.so

or some such without the version number?

Tony Vasile
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Re: [osg-users] Version numbers in dynamic libraries

2013-09-25 Thread David Callu
Hi Tony

not sure but disable OPENSCENEGRAPH_SONAMES and OPENTHREADS_SONAMES in
cmake.

HTH
David



2013/9/25 Tony Vasile ming...@gmail.com

 When we link our executables on our linux box we are getting version
 numbers in the .so.
 For example if I do an ldd on an executable compiled against
 OpenSceneGraph 2.8.0 I get :

 libosgUtil.so.65 = /usr/local/lib/libosgGA.so.65

 Is there any way to link the programs so that ldd only has references like:

 libosgUtil.so = /usr/local/lib/libosgGA.so

 or some such without the version number?

 Tony Vasile

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[osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-09-25 Thread Florian Kolbe
Hi,

1. for transparent walls we use our own node (derived from Effect) - see code 
below
2. for tinting objects, we also use an effect node derived from Effect - 
see code below

Used by themselves, everything works fine. But if we have a tinted object 
behind a transparent object, the tinting effect is gone (see screenshot).

Code for transparency effect:

Code:
void define_passes()
{
// implement pass #1
{
// s.a. http://www.mail-archive.com//msg13796.html
osg::ref_ptrosg::StateSet stateSet = new osg::StateSet;

// mat
osg::Material* mat = new osg::Material;
mat-setAlpha(osg::Material::FRONT_AND_BACK, alpha);
stateSet-setAttributeAndModes(mat, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);

// backface culling, führt dazu dass innere Rückseiten nicht 
angezeigt werden
osg::CullFace* cull = new osg::CullFace();
cull-setMode(osg::CullFace::BACK);
stateSet-setAttributeAndModes(cull, osg::StateAttribute::ON);

// turn on blending
osg::BlendFunc* bf = new 
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
stateSet-setMode(GL_BLEND, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);
stateSet-setAttributeAndModes(bf);
// rendering hints
stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
// lighting
stateSet-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

addPass(stateSet.get());
}
}



Code for coloring effect:

Code:
void define_passes()
{
// implement pass #1 - draw original with a little offset
{
osg::ref_ptrosg::StateSet ss = new osg::StateSet;

osg::ref_ptrosg::PolygonOffset polyoffset = new 
osg::PolygonOffset;
polyoffset-setFactor(1.0f);
polyoffset-setUnits(1.0f);
ss-setAttributeAndModes(polyoffset.get(), 
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);

addPass(ss.get());
}
// implement pass #2 - draw tinted
{
osg::ref_ptrosg::StateSet ss = new osg::StateSet;
// Material überschreiben
ss-setAttributeAndModes(_wf_mat.get(), 
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);

// notwendig, damit alpha greift

ss-setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);

addPass(ss.get());
}
}



See attached image:
The fire extinguisher should be all yellow, but behind the transparent wall - 
it is as if it was rendered without the effect.

I hope someone can sched some light on this issue?

Thank you!

Florian

PS sorry if the code snippets come out weird, leading space for indentation 
somehow goes wrong...[/img][/code]

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Attachments: 
http://forum.openscenegraph.org//files/transparency_bug_132.png


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Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)

2013-09-25 Thread David Callu
Hi Florian

We can't really help you without know how work your multi pass system.

My guess is that osg draw your first  pass #1 - draw original with a little
offset, then transparency pass, then pass #2 - draw tinted.
You can use osg::StateSet::RenderingHint(osg::StateSet::TRANSPARENT_BIN) in
your transparency stateSet
this will tell to osg that your geometry is transparency and have to be
draw after other drawable and from front to back order

Take a look to osg::StateSet::setRenderBinDetails and osgUtil::RenderBin
and how all of this work.

HTH
David


2013/9/25 Florian Kolbe florian.ko...@in-gmbh.de

 Hi,

 1. for transparent walls we use our own node (derived from Effect) - see
 code below
 2. for tinting objects, we also use an effect node derived from Effect
 - see code below

 Used by themselves, everything works fine. But if we have a tinted
 object behind a transparent object, the tinting effect is gone (see
 screenshot).

 Code for transparency effect:

 Code:
 void define_passes()
 {
 // implement pass #1
 {
 // s.a. http://www.mail-archive.com//msg13796.html
 osg::ref_ptrosg::StateSet stateSet = new osg::StateSet;

 // mat
 osg::Material* mat = new osg::Material;
 mat-setAlpha(osg::Material::FRONT_AND_BACK, alpha);
 stateSet-setAttributeAndModes(mat,
 osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

 // backface culling, führt dazu dass innere Rückseiten
 nicht angezeigt werden
 osg::CullFace* cull = new osg::CullFace();
 cull-setMode(osg::CullFace::BACK);
 stateSet-setAttributeAndModes(cull,
 osg::StateAttribute::ON);

 // turn on blending
 osg::BlendFunc* bf = new
 osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
 osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
 stateSet-setMode(GL_BLEND, osg::StateAttribute::ON |
 osg::StateAttribute::OVERRIDE);
 stateSet-setAttributeAndModes(bf);
 // rendering hints
 stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 // lighting
 stateSet-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

 addPass(stateSet.get());
 }
 }



 Code for coloring effect:

 Code:
 void define_passes()
 {
 // implement pass #1 - draw original with a little offset
 {
 osg::ref_ptrosg::StateSet ss = new osg::StateSet;

 osg::ref_ptrosg::PolygonOffset polyoffset = new
 osg::PolygonOffset;
 polyoffset-setFactor(1.0f);
 polyoffset-setUnits(1.0f);
 ss-setAttributeAndModes(polyoffset.get(),
 osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);

 addPass(ss.get());
 }
 // implement pass #2 - draw tinted
 {
 osg::ref_ptrosg::StateSet ss = new osg::StateSet;
 // Material überschreiben
 ss-setAttributeAndModes(_wf_mat.get(),
 osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);

 // notwendig, damit alpha greift

 ss-setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);

 addPass(ss.get());
 }
 }



 See attached image:
 The fire extinguisher should be all yellow, but behind the transparent
 wall - it is as if it was rendered without the effect.

 I hope someone can sched some light on this issue?

 Thank you!

 Florian

 PS sorry if the code snippets come out weird, leading space for
 indentation somehow goes wrong...[/img][/code]

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=56477#56477




 Attachments:
 http://forum.openscenegraph.org//files/transparency_bug_132.png


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Re: [osg-users] MatrixTransforms and MatrixD

2013-09-25 Thread Nathan Monteleone
Simon,

I suspect your matrices are using float while osg::MatrixTransform is using 
double.

How are you declaring bigMatrix1 and bigMatrix2?  I would suggest you try 
explicitly using Matrixd and see if that fixes the problem.

Cheers,
Nathan

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[osg-users] default OSG InverseViewMatrix uniform

2013-09-25 Thread Trajce Nikolov NICK
Hi Community,

I recall there was a uniform set by osg doing this but can not recall the
correct name. Any hints?

Thanks a bunch!

Nick

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Re: [osg-users] Oldie, but goodie... Aero themes and OpenGL/MFC

2013-09-25 Thread Chris Hanson
Yeah, I'm afraid you may have to do that.

Once the double-buffer has been swapped to the screen, you can't draw on it
anymore.

Some implementations may allow you to hint that you want a COPY swap, which
leaves the buffer still intact in the back buffer after swap, so you could
draw on it, but I don't think you can guarantee it.

You probably want to RTT render the main scene to a texture, then to
display it, just rasterize it onto a fullscreen quad each time. This makes
it efficient to draw _any_ UI elements on top of it, without having to XOR
(XOR is hard to see on mid-grey colors anyway) because you're actually
clearing and re-blitting the texture on each update redraw.


On Tue, Sep 24, 2013 at 6:26 PM, Andrew Cunningham andr...@mac.com wrote:

 I am using a double-buffered window as per the OSG MFC example.
 traits-doubleBuffer = true;  The MFC example shows a nice overlay HUD of
 rendering statistics.

 This just seems such a typical 3D UI interaction - to show a rectangular
 area on the screen under mouse control for selection or zooming that it
 surprises me there is not a canned solution. I suppose I could grab the
 pixel buffer and make that a static background while I draw the rectangle.
 It is crucial the full 3D scene be not continuously redrawn while drawing
 this zoom box.

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Re: [osg-users] default OSG InverseViewMatrix uniform

2013-09-25 Thread Robert Osfield
A grep of src/osgUtil/SceneView.cpp reveals:

osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT);
osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT);
osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT);
osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT);
osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT);
osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4);
osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);

So I guess you want the last one :-)

Robert.



On 25 September 2013 16:21, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I recall there was a uniform set by osg doing this but can not recall the
 correct name. Any hints?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

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Re: [osg-users] default OSG InverseViewMatrix uniform

2013-09-25 Thread Trajce Nikolov NICK
Thanks Robert. Didn't know where to search for it eaither. Thanks !

Nick


On Wed, Sep 25, 2013 at 7:19 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 A grep of src/osgUtil/SceneView.cpp reveals:

 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4);
 osg::Uniform* uniform =
 _localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);

 So I guess you want the last one :-)

 Robert.



 On 25 September 2013 16:21, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I recall there was a uniform set by osg doing this but can not recall the
 correct name. Any hints?

 Thanks a bunch!

 Nick

 --
 trajce nikolov nick

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[osg-users] receiving network stream using osg and ffmpeg...

2013-09-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Has anyone had any luck in receiving streaming video from a network URL
such as rtp://@192.168.178.23:1234 in osgmovie? 

What is the correct command line syntax for doing this? I can play
canned files just fine with

osgmovie -e ffmpeg movie.avi

But when I attempt to receive a stream from the network and play it, I
can't get it to work.

Any thoughts, examples, or suggestions would be appreciated...

Thanks,
-Shayne
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Re: [osg-users] Version numbers in dynamic libraries

2013-09-25 Thread Tony Vasile
Hi,
Tried setting the values on the command line and the applications that are 
built still refer to the .so.80 version of the dynamic library. Any other 
suggestions?

... 

Thank you!

Cheers,
Tony

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