Re: [osg-users] Invalid GL buffer object
Thanks Robert, I am not calling glGenBuffers() in my code. I am calling the following : Code: osg::GLBufferObject *glBO = vbo-getOrCreateGLBufferObject(osgCompute::GLMemory::getContext()-getState()-getContextID()); Since i am getting undefined behavior, i used the debugger to get inside the above statement and found that i am having the issue inside the GLBufferObject constructor. Code: GLBufferObject::GLBufferObject(unsigned int contextID, BufferObject* bufferObject, unsigned int glObjectID): _contextID(contextID), _glObjectID(glObjectID), _profile(0,0,0), _allocatedSize(0), _dirty(true), _bufferObject(0), _set(0), _previous(0), _next(0), _frameLastUsed(0), _extensions(0) { assign(bufferObject); _extensions = GLBufferObject::getExtensions(contextID, true); if (glObjectID==0) { _extensions-glGenBuffers(1, _glObjectID); } // OSG_NOTICEConstucting BufferObject thisstd::endl; } The immediate above snippet is from the BufferObject file that came along with the API. And i found that _glObjectID is carrying the value 0 even after call: Code: _extensions-glGenBuffers(1, _glObjectID); I believe that 0 is not a valid value here. Any more thoughts ? Regards, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56844#56844 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Track map on a 3D view
Thanks Robert. How could I overlap the two views? Looking at osgcompositeviewer example it seems they can overlay but one rectangle hides others while I need the 2D teack background to be transparent. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56846#56846 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple light fix in the FBX importer:
Thanks Konstantin, changes merged and submitted to svn/trunk. On 3 October 2013 08:28, Konstantin lalakos...@gmail.com wrote: Hi Robert! My full name is: Konstantin S. Matveyev Content of submission can be: [*] Multiple light fix in FBX-importer etc) Next time i can send patches (or full files) to *osg-submissions***http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org . Thanks! 2013/10/2 Robert Osfield robert.osfi...@gmail.com Hi Konstantin, Thanks for the modified file, changes make sense now that I can graphically diff your changes against svn/trunk. I'm ready to merge but don't know what name to use to provided credit when I check it in - for submissions I provide check ion message of the form: From FirstName SecondName, Content of submission That helps provide credit where credit is due and also enables us to follow up more easily in case there are regressions or we need further information about a bit of code. So could you let me know what name you want to use and I'll get the fix checked into svn/trunk and OSG-3.2 branch. Cheers, Cheers, Robert. On 30 September 2013 15:06, Konstantin lalakos...@gmail.com wrote: Rather! 2013/9/30 Robert Osfield robert.osfi...@gmail.com Hi Konstantin, Could you post the full modified file to osg-submissions so I can review it, thanks. Robert. On 30 September 2013 14:54, Konstantin lalakos...@gmail.com wrote: Multiple light fix in the FBX importer: in fbxRLight.cpp This: / osg::Light* osgLight = new osg::Light; osg::LightSource* osgLightSource = new osg::LightSource; osgLightSource-setLight(osgLight); osgLight-setLightNum(nLightCount++); / Must be this: / osg::Light* osgLight = new osg::Light; osgLight-setLightNum(nLightCount++); osg::LightSource* osgLightSource = new osg::LightSource; osgLightSource-setLight(osgLight); / Other way, you will always have GL_LIGHT0, but the last (from FBX tree) 8-) osgLightSource-setLight() should be after light was tuned in other words... KOS ___ 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 -- -- С уважением, Матвеев Константин Руководитель проекта +7 (917) 554 44 64 konstantin.matve...@eligovision.ru EligoVision. Интерактивные Технологии http://www.eligovision.ru ___ 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 -- -- С уважением, Матвеев Константин Руководитель проекта +7 (917) 554 44 64 konstantin.matve...@eligovision.ru EligoVision. Интерактивные Технологии http://www.eligovision.ru ___ 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] [build] Build Problem with osgGA at MacOS with Xcode 5
Hi Robert, thanks for you reply. I am pretty sure that the settings did not change. But what i noticed is that the build is running better when libc++ and the c++11 standard is used when compiling. Currently if there is a clang compiler, the standard used is still c++98. This is currently hard coded and not configurable from cmake. Since dependent projects use the c++11 standard and libc++ as standard library implementation, there are linking issues if osg is not build with libc++ due to incompatibilities of std::string in libstdc++ and libc++ I had to adapt some plugins (added some casts to remove compiling errors) in oder to make osg compile. Do you think it is useful to switch the c++ versions in CMAKE at least for newer CLANG versions. The current Xcode provides the clang 5 as default compiler. Do you think these changes could be integrated into osg and the defaults can be changed to libc++ and c++11 for clang compiling ? Thank you! Cheers, Jan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56849#56849 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Track map on a 3D view
Hi Gianni, On 18 October 2013 08:44, Gianni Ambrosio ga...@vi-grade.com wrote: Thanks Robert. How could I overlap the two views? Looking at osgcompositeviewer example it seems they can overlay but one rectangle hides others while I need the 2D teack background to be transparent. Simply set the ClearMask on the Camera that overlays to just clear the depth buffer. See the osghud example for guidance on this. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5
Hi Jan, Curious, I had linking errors when compiling osg with c++11 for IOS, so I added the c++98-flags to cmake. The best we can do is to make it configurable via cmake. cheers, Stephan Am 18.10.2013 um 10:25 schrieb Jan Klimke osgfo...@tevs.eu: Hi Robert, thanks for you reply. I am pretty sure that the settings did not change. But what i noticed is that the build is running better when libc++ and the c++11 standard is used when compiling. Currently if there is a clang compiler, the standard used is still c++98. This is currently hard coded and not configurable from cmake. Since dependent projects use the c++11 standard and libc++ as standard library implementation, there are linking issues if osg is not build with libc++ due to incompatibilities of std::string in libstdc++ and libc++ I had to adapt some plugins (added some casts to remove compiling errors) in oder to make osg compile. Do you think it is useful to switch the c++ versions in CMAKE at least for newer CLANG versions. The current Xcode provides the clang 5 as default compiler. Do you think these changes could be integrated into osg and the defaults can be changed to libc++ and c++11 for clang compiling ? Thank you! Cheers, Jan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56849#56849 ___ 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] Invalid GL buffer object
Hi Sajjadul, As I said I don't know what is going amiss in your code. Debugging this type of thing really requires a proper overview of all the code and ideally testable code. This level of support is something I can provide. Perhaps if you can't manage the wiring up of OpenCL and the OSG yourself you should look for 3rd party example codes that do it. I haven't personally implemented OpenCL and OSG integation so can't help directly. Robert. On 18 October 2013 07:53, Sajjadul Islam dosto.wa...@gmail.com wrote: Thanks Robert, I am not calling glGenBuffers() in my code. I am calling the following : Code: osg::GLBufferObject *glBO = vbo-getOrCreateGLBufferObject(osgCompute::GLMemory::getContext()-getState()-getContextID()); Since i am getting undefined behavior, i used the debugger to get inside the above statement and found that i am having the issue inside the GLBufferObject constructor. Code: GLBufferObject::GLBufferObject(unsigned int contextID, BufferObject* bufferObject, unsigned int glObjectID): _contextID(contextID), _glObjectID(glObjectID), _profile(0,0,0), _allocatedSize(0), _dirty(true), _bufferObject(0), _set(0), _previous(0), _next(0), _frameLastUsed(0), _extensions(0) { assign(bufferObject); _extensions = GLBufferObject::getExtensions(contextID, true); if (glObjectID==0) { _extensions-glGenBuffers(1, _glObjectID); } // OSG_NOTICEConstucting BufferObject thisstd::endl; } The immediate above snippet is from the BufferObject file that came along with the API. And i found that _glObjectID is carrying the value 0 even after call: Code: _extensions-glGenBuffers(1, _glObjectID); I believe that 0 is not a valid value here. Any more thoughts ? Regards, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56844#56844 ___ 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] Track map on a 3D view
Hi Robert, there's just one thing I don't like of this approach: the viewer is the driver. In my application I have one scene and I attach the root node to the viewer at startup. Then every model (xml) I load builds its own osg sub-graph and is attached to the scene. So that code doesn't need to know anything of the viewer. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56857#56857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Track map on a 3D view
Hi Gianni, On 18 October 2013 10:34, Gianni Ambrosio ga...@vi-grade.com wrote: Hi Robert, there's just one thing I don't like of this approach: the viewer is the driver. In my application I have one scene and I attach the root node to the viewer at startup. Then every model (xml) I load builds its own osg sub-graph and is attached to the scene. So that code doesn't need to know anything of the viewer. There is no reason why you couldn't do this with a CompositeViewer. If you wanted just a single scene graph then the NodeMask/TraversalMask combination can be used to make sure each view gets to see what parts of the scene graph are of interest to it. See the osgstereoimage example for an illustration of using node masks/traversal masks (just change the traversal masks to CullMask for your purposes.) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] singleton instane
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Sajjadul, On 13/10/2013 1:12, Sajjadul Islam wrote: Thanks for the suggestion of the singleton design . I tried to design a template base class as follows : Code: ... templateclass T class Singleton { public: /** * Init the actual singleton. * Must be called BEFORE the class is used, like this: */ static void init() { assert( singletonClass_.get() == NULL); singletonClass_ = new T; } /** * Get Pointer of the actual class * @return Pointer of the actual class */ static T* getPtr() { assert( singletonClass_.get() != NULL); return singletonClass_.release(); } ... But it crashes at the assertion. I tried without assertion , then debugger simply exits at the point where i call: ... osgOpenCL::Context *cxt = osgOpenCL::SingletonosgOpenCL::Context::getPtr(); Did you call 'init' on the singleton class before this? Also, the 'getPtr' is buggy, since it calls 'release' on the singleton object. This will work the first time round, but delete the object afterwards and will crash on subsequent calls. Cheers, /ulrich - -- Fingerprint 0227 8EE1 2C64 8EF4 DA11 9864 FF16 0114 B9DA 3318 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.14 (Darwin) iQEcBAEBAgAGBQJSYQ9qAAoJEP8WARS52jMYWY8H+wR8F/mt7t6DWYbBr7TVwTmA /w1UO9B+VtV2ZOlX/E/Z3U6ooKZu4K/jKYU0gihqOCUVNVmops3BILr9AGRStgu6 e6Z/rSxYB7zQRjJl3D25gfg9Y+s+/oe2668Yyq8XQmZ6FABbSVTHnNEXRnwQO+XB n2po44cQ/i+O5pIbACWr3PgDvejcIxf/AvJoIArz+R5j3jZUC/4ig6k6o6tFn8Uo esV+DXZg80nGTx8fus+piqSEENUNmzm/2/POBFNxKuXLjX9s11lsHv0K4FtOi+ap 8Z4fshX9Mw79LElGH1hf3qbj61/weyOw9lZarRh1BFaWYTsmoNVcwYQH78PfNXY= =2pYO -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: Split-screen and Reflection Mapping
Hi, How to have view dependents effects on a multiple view render ? Let us say that I have two views on one scene (split-screen), each view following a different car in a racing game. Reflection Mapping (RM) has to be applied to the current car on each view and disabled for all other cars. I made a shader in which we can activate or deactivate the rendering of the reflection Map via a Uniform variable. We can modify the texture used for RM using uniforms too. In my OSG tree, the two view have the same scene_root child (it is not a duplicate). So at each rendered view (corresponding to a osg::Camera), I need to activate RM for the current car and provide the good RM map. Just after the view is rendered I need to deactivate RM on this same car. I try to do this using preDrawCallBack (to activate RM on the current car of the current view, and provide the correct RM map) and postDrawCallback (to deactivate RM on the current car) on the camera of each view. Although the callbacks are called, the RM is not rendered. Is that normal ? Do I do things in the correct way ? Thank you! Cheers, Gaëtan PS, I previously posted this message on the forum, but I saw in a topic that mailing sould be use. So i do. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Track map on a 3D view
Thank you again Robert! If I undarstand correctly, then I have to create a composite viewer with a proper view for a 2D track even if the user may not need it (i.e. 2D track object not loaded). That would not be a real problem. But on the other hand a user can load more then one 2D track object (even if in this case it would not have really sense). Of course a new view can be added for each 2D track object but that means my scene manager should depend on the viewer (at the moment this dependency is not needed). Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56862#56862 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Grayscale texture
Hi, I tried --compression flag and --compression-dxt1 flag in OSGDEM. However, when I step through OSG when I view the IVE, I noticed that the texture compression all defaults to SCTC-DX1. The size of the compiled textures are the same. Can anybody advise on how to select the ARB extension as suggested. Kind Regards, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56865#56865 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText does not show text on screen
Hi all, I am trying to put a text on my screen by creating a HUD camera. I create a camera object and add nodes to it (as in HUD examples). However, when I select XY_PLANE or SCREEN as AxisAlignment for osgText::Text object, it dows not show anything, but works (no really works, but I can see rotated text) with REVERSED_XY_PLANE. When I select REVERSED_XY_PLANE, the result can be seen on attached screenshot and of course this not what I want. I tried many combinations, but the result was always same. What can I do in that case? Cheers, Deniz - osg::Camera* createHUDText() { m_hudHeadingText = new osgText::Text(); m_hudHeadingText-setText(Test); //m_hudHeadingText-setFont(osgText::Font::getDefaultFont()); m_hudHeadingText-setCharacterSizeMode(osgText::TextBase::OBJECT_COORDS); m_hudHeadingText-setAlignment(osgText::TextBase::LEFT_BASE_LINE); m_hudHeadingText-setAxisAlignment(osgText::TextBase::XY_PLANE); //m_hudHeadingText-setAutoRotateToScreen(true); //m_hudHeadingText-setColor( osg::Vec4(1.0, 1.0, 1.0, 1.0) ); m_hudHeadingText-setCharacterSize(24); m_hudHeadingText-setPosition( osg::Vec3(100.0f, 100.0f, -1.0f) ); osg::Geode* textGeode = new osg::Geode(); textGeode-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); textGeode-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); osg::MatrixTransform* textTransform = new osg::MatrixTransform; osg::Matrix* textMatrix = new GMatrix; //textTransform-setMatrix(osg::Matrix::translate(osg::Vec3d(300, 300, 0))); textTransform-setMatrix(osg::Matrix::identity()); textTransform-addChild(textGeode); // m_hudTransformable = new osg::Camera(); m_hudTransformable-setReferenceFrame(GCamera::ABSOLUTE_RF); m_hudTransformable-setAllowEventFocus(false); m_hudTransformable-setRenderOrder(GCamera::POST_RENDER, 3); m_hudTransformable-setProjectionMatrixAsOrtho2D(0.0, 500.0, 0.0, 500.0); m_hudTransformable-setViewport(0.0, 0.0, 500, 500); m_hudTransformable-setClearMask(GL_DEPTH_BUFFER_BIT); m_hudTransformable-setViewMatrix(GMatrix::identity()); m_hudTransformable-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); m_hudTransformable-addChild(textTransform); return m_hudTransformable.get(); } attachment: test.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Track map on a 3D view
HI Gianni, On 18 October 2013 11:50, Gianni Ambrosio ga...@vi-grade.com wrote: If I undarstand correctly, then I have to create a composite viewer with a proper view for a 2D track even if the user may not need it (i.e. 2D track object not loaded). That would not be a real problem. But on the other hand a user can load more then one 2D track object (even if in this case it would not have really sense). Of course a new view can be added for each 2D track object but that means my scene manager should depend on the viewer (at the moment this dependency is not needed). I would certainly code the application so the adding/removing of the 2D tracks would be done at a high level that knows about the CompositeVewer and can add/remove/recyle the required View. If you wanted the add code to not know about the viewer then I guess you could use a singleton method for accessing the current viewer, or pass the viewer pointer to add methods. Another alternative would be to not use CompositeViewer but instead place the osg::Camera for each 2D track into the main scene graph. The osghud example shows how to do this with an in scene graph osg::Camera as well as the more conventional and recommend routes of placing the HUD as a slave Camera or separate View. The advantage of the CompositeViewer with separate Views is each View can have it's won event handles and camera manipulator, so allows for unique behaviours in convenient form. Conceptually it also easy to get your head around. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Grayscale texture
Hi Jimmy, I don't recall the options or whether compressed greyscale is possible with VPB/osgdem as it's a while since I worked on the code. What may be the best thing to do is simple disable compression, the option is probably ---no-compression. Robert. On 18 October 2013 14:59, Boon Wah boon...@gmail.com wrote: Hi, I tried --compression flag and --compression-dxt1 flag in OSGDEM. However, when I step through OSG when I view the IVE, I noticed that the texture compression all defaults to SCTC-DX1. The size of the compiled textures are the same. Can anybody advise on how to select the ARB extension as suggested. Kind Regards, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56865#56865 ___ 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] osgText does not show text on screen
HI Deniz, On quick review I couldn't spot the problem, but have a look at the osgtext example, it has code for placing text on a HUD and should be roughly what you are after. Robert. On 18 October 2013 16:04, Deniz Koçak lend...@gmail.com wrote: Hi all, I am trying to put a text on my screen by creating a HUD camera. I create a camera object and add nodes to it (as in HUD examples). However, when I select XY_PLANE or SCREEN as AxisAlignment for osgText::Text object, it dows not show anything, but works (no really works, but I can see rotated text) with REVERSED_XY_PLANE. When I select REVERSED_XY_PLANE, the result can be seen on attached screenshot and of course this not what I want. I tried many combinations, but the result was always same. What can I do in that case? Cheers, Deniz - osg::Camera* createHUDText() { m_hudHeadingText = new osgText::Text(); m_hudHeadingText-setText(Test); //m_hudHeadingText-setFont(osgText::Font::getDefaultFont()); m_hudHeadingText-setCharacterSizeMode(osgText::TextBase::OBJECT_COORDS); m_hudHeadingText-setAlignment(osgText::TextBase::LEFT_BASE_LINE); m_hudHeadingText-setAxisAlignment(osgText::TextBase::XY_PLANE); //m_hudHeadingText-setAutoRotateToScreen(true); //m_hudHeadingText-setColor( osg::Vec4(1.0, 1.0, 1.0, 1.0) ); m_hudHeadingText-setCharacterSize(24); m_hudHeadingText-setPosition( osg::Vec3(100.0f, 100.0f, -1.0f) ); osg::Geode* textGeode = new osg::Geode(); textGeode-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); textGeode-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); osg::MatrixTransform* textTransform = new osg::MatrixTransform; osg::Matrix* textMatrix = new GMatrix; //textTransform-setMatrix(osg::Matrix::translate(osg::Vec3d(300, 300, 0))); textTransform-setMatrix(osg::Matrix::identity()); textTransform-addChild(textGeode); // m_hudTransformable = new osg::Camera(); m_hudTransformable-setReferenceFrame(GCamera::ABSOLUTE_RF); m_hudTransformable-setAllowEventFocus(false); m_hudTransformable-setRenderOrder(GCamera::POST_RENDER, 3); m_hudTransformable-setProjectionMatrixAsOrtho2D(0.0, 500.0, 0.0, 500.0); m_hudTransformable-setViewport(0.0, 0.0, 500, 500); m_hudTransformable-setClearMask(GL_DEPTH_BUFFER_BIT); m_hudTransformable-setViewMatrix(GMatrix::identity()); m_hudTransformable-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); m_hudTransformable-addChild(textTransform); return m_hudTransformable.get(); } ___ 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] osgText does not show text on screen
Hi Robert, I have already looked at the example(s) on osgText (both comes with source code and in tutorials on the net), but could not find anything. The weird thing is it is a quite easy task, but I have no result. I use OpenSceneGraphversion 3.1.2 and Visual Studio 2010 on Windows XP. Is there any bug report or a tricky part should I know? Cheers, Deniz On Fri, Oct 18, 2013 at 6:20 PM, Robert Osfield robert.osfi...@gmail.comwrote: HI Deniz, On quick review I couldn't spot the problem, but have a look at the osgtext example, it has code for placing text on a HUD and should be roughly what you are after. Robert. On 18 October 2013 16:04, Deniz Koçak lend...@gmail.com wrote: Hi all, I am trying to put a text on my screen by creating a HUD camera. I create a camera object and add nodes to it (as in HUD examples). However, when I select XY_PLANE or SCREEN as AxisAlignment for osgText::Text object, it dows not show anything, but works (no really works, but I can see rotated text) with REVERSED_XY_PLANE. When I select REVERSED_XY_PLANE, the result can be seen on attached screenshot and of course this not what I want. I tried many combinations, but the result was always same. What can I do in that case? Cheers, Deniz - osg::Camera* createHUDText() { m_hudHeadingText = new osgText::Text(); m_hudHeadingText-setText(Test); //m_hudHeadingText-setFont(osgText::Font::getDefaultFont()); m_hudHeadingText-setCharacterSizeMode(osgText::TextBase::OBJECT_COORDS); m_hudHeadingText-setAlignment(osgText::TextBase::LEFT_BASE_LINE); m_hudHeadingText-setAxisAlignment(osgText::TextBase::XY_PLANE); //m_hudHeadingText-setAutoRotateToScreen(true); //m_hudHeadingText-setColor( osg::Vec4(1.0, 1.0, 1.0, 1.0) ); m_hudHeadingText-setCharacterSize(24); m_hudHeadingText-setPosition( osg::Vec3(100.0f, 100.0f, -1.0f) ); osg::Geode* textGeode = new osg::Geode(); textGeode-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); textGeode-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); osg::MatrixTransform* textTransform = new osg::MatrixTransform; osg::Matrix* textMatrix = new GMatrix; //textTransform-setMatrix(osg::Matrix::translate(osg::Vec3d(300, 300, 0))); textTransform-setMatrix(osg::Matrix::identity()); textTransform-addChild(textGeode); // m_hudTransformable = new osg::Camera(); m_hudTransformable-setReferenceFrame(GCamera::ABSOLUTE_RF); m_hudTransformable-setAllowEventFocus(false); m_hudTransformable-setRenderOrder(GCamera::POST_RENDER, 3); m_hudTransformable-setProjectionMatrixAsOrtho2D(0.0, 500.0, 0.0, 500.0); m_hudTransformable-setViewport(0.0, 0.0, 500, 500); m_hudTransformable-setClearMask(GL_DEPTH_BUFFER_BIT); m_hudTransformable-setViewMatrix(GMatrix::identity()); m_hudTransformable-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); m_hudTransformable-addChild(textTransform); return m_hudTransformable.get(); } ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText does not show text on screen
HI Deniz, On 18 October 2013 16:25, Deniz Koçak lend...@gmail.com wrote: I have already looked at the example(s) on osgText (both comes with source code and in tutorials on the net), but could not find anything. The weird thing is it is a quite easy task, but I have no result. I use OpenSceneGraph version 3.1.2 and Visual Studio 2010 on Windows XP. Is there any bug report or a tricky part should I know? I am not aware of any bug reports or fixes that might be relevant to your case, it's most likely just an error with setup somewhere. I would however recommend either using OSG-3.2.0 stable release or one OSG-3.3.0 or later dev releases as these contain a range of improvements and quite a few bug fixes. While I might not expect it to resolve your problems it'll likely avoid the possibility of hitting others. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to disable the frustum culling?
I am get a lot of frustration trying to disable frustum culling with OSG camera. I am setting the perspective matrix to a near plane of 0.1 and a far plane of 1000.0 here is my code. I explicitly disable frustum culling, however no matter how many time I do it, each time viewer.frame() is called, the camera rest the near plane to 0.112 and the far plane to 228.56 can someone tells me how to prevent OSG from doing that? here is my setup code that initialize the camera after the viewer is instantiated. SetCameraProjectionMatrix (viewer, 90.0f, dFloat (width) / height, 0.1, 1000.0f); int cullingMode = cam-getCullingMode(); cullingMode = ~osg::CullSettings::VIEW_FRUSTUM_CULLING; cam-setCullingMode(cullingMode); } void SetCameraProjectionMatrix (osgViewer::Viewer viewer, dFloat viewAngleInDegress, dFloat aspectRatio, dFloat nearPlane, dFloat farPlane) { osg::Camera* const camera = viewer.getCamera(); camera-setProjectionMatrixAsPerspective (viewAngleInDegress, aspectRatio, nearPlane, farPlane); //camera-setViewMatrixAsLookAt (osg::Vec3 (3.0f, -5.0f, 2.0f), osg::Vec3 (0.0f, 0.0f, 0.0f), osg::Vec3 (0.0f, 0.0f, 1.0f)); camera-setViewMatrixAsLookAt (osg::Vec3 (-3.0f, -5.0f, 2.0f), osg::Vec3 (0.0f, 0.0f, 2.0f), osg::Vec3 (0.0f, 0.0f, 1.0f)); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to disable the frustum culling?
Hi julio, I guess you are not looking for culling, but for near-far plane calculation. try: camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); why do you want to disable culling, or did you just mixed it up with the near-far mode? cheers Sebastian I am get a lot of frustration trying to disable frustum culling with OSG camera. I am setting the perspective matrix to a near plane of 0.1 and a far plane of 1000.0 here is my code. I explicitly disable frustum culling, however no matter how many time I do it, each time viewer.frame() is called, the camera rest the near plane to 0.112 and the far plane to 228.56 can someone tells me how to prevent OSG from doing that? here is my setup code that initialize the camera after the viewer is instantiated. SetCameraProjectionMatrix (viewer, 90.0f, dFloat (width) / height, 0.1, 1000.0f); int cullingMode = cam-getCullingMode(); cullingMode = ~osg::CullSettings::VIEW_FRUSTUM_CULLING; cam-setCullingMode(cullingMode); } void SetCameraProjectionMatrix (osgViewer::Viewer viewer, dFloat viewAngleInDegress, dFloat aspectRatio, dFloat nearPlane, dFloat farPlane) { osg::Camera* const camera = viewer.getCamera(); camera-setProjectionMatrixAsPerspective (viewAngleInDegress, aspectRatio, nearPlane, farPlane); // camera-setViewMatrixAsLookAt (osg::Vec3 (3.0f, -5.0f, 2.0f), osg::Vec3 (0.0f, 0.0f, 0.0f), osg::Vec3 (0.0f, 0.0f, 1.0f)); camera-setViewMatrixAsLookAt (osg::Vec3 (-3.0f, -5.0f, 2.0f), osg::Vec3 (0.0f, 0.0f, 2.0f), osg::Vec3 (0.0f, 0.0f, 1.0f)); } ___ 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] Track map on a 3D view
robertosfield wrote: Another alternative would be to not use CompositeViewer but instead place the osg::Camera for each 2D track into the main scene graph. The osghud example shows how to do this with an in scene graph osg::Camera as well as the more conventional and recommend routes of placing the HUD as a slave Camera or separate View. OK, in fact I was trying to implement it this way. robertosfield wrote: The advantage of the CompositeViewer with separate Views is each View can have it's won event handles and camera manipulator, so allows for unique behaviours in convenient form. Conceptually it also easy to get your head around. Thanks for explaining the benefits of your suggested solution. I will try this also. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56876#56876 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] OSG EXPORTER for 3DS MAX - Y-up
I know this is an old thread, but I would like to ask the original poster if he ever found a resolution to this issue. I have also found that after a recent update to osgexp my model's up orientation has changed. ... Thank you! Cheers, Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56878#56878 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to disable the frustum culling?
It's often desirable to disable culling for any geometry that is non-spatial in nature. Such geometry is very common in modern graphics programming. Even after you disable near/far auto-compute, and set culling disabled on your scene graph, the CullVisitor will still cull any geometry that is behind the eye point. This makes rendering non-spatial geometry just a little tricky. You must add such geometry to its own Camera node, and configure the Camera so that the CullVisitor will not discard its child geometry. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] OSG EXPORTER for 3DS MAX - Y-up
Hi Tim, Which version of the exporter are you using? Did you use one of the pre-built installers, and if so where did you download the installer? Cheers, Farshid On Fri, Oct 18, 2013 at 9:51 AM, Tim Larson tlar...@hunter.com wrote: I know this is an old thread, but I would like to ask the original poster if he ever found a resolution to this issue. I have also found that after a recent update to osgexp my model's up orientation has changed. ... Thank you! Cheers, Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56878#56878 ___ 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