[osg-users] Version numbers in dynamic libraries
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Version numbers in dynamic libraries
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 ___ 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
[osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unwanted effect with two effect nodes in the line of sight (see-through)
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 ___ 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] MatrixTransforms and MatrixD
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56481#56481 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] default OSG InverseViewMatrix uniform
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Oldie, but goodie... Aero themes and OpenGL/MFC
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56474#56474 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] default OSG InverseViewMatrix uniform
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 ___ 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] default OSG InverseViewMatrix uniform
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 ___ 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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] receiving network stream using osg and ffmpeg...
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Version numbers in dynamic libraries
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56487#56487 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org