[osg-users] shipping custom file format plug-ins as part of an OSG application binary?
Hi, let's say I have developed a plug-in to read a specific file format. Is it possible to make this plug-in part of the my application binary without shipping an additionall DLL in the osgPlugins folder? The rest of OSG remains a dynamic build - only that extra plugin is desired to be statically linked with my application. How would I go about registering said plug-in with OSG so it's getting used? Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shipping custom file format plug-ins as part of an OSG application binary?
Hi Christian, Yes, this is possible. Once you have implemented your custom osgDB::ReaderWriter, you can use the osgDB::RegisterReaderWriterProxy to globally register the class. For example, if your custom class is named MyReaderWriter, just add the following in your source file: static osgDB::RegisterReaderWriterProxyMyReaderWriter g_MyReaderWriterProxy; This essentially adds an instance of your custom loader class with the global osgDB::Registry instance. As long as your class properly implements the acceptsExtension method, your application should now be able to handle the specified file format. Cheers, Farshid On Wed, Mar 11, 2015 at 10:43 AM, Christian Buchner christian.buch...@gmail.com wrote: Hi, let's say I have developed a plug-in to read a specific file format. Is it possible to make this plug-in part of the my application binary without shipping an additionall DLL in the osgPlugins folder? The rest of OSG remains a dynamic build - only that extra plugin is desired to be statically linked with my application. How would I go about registering said plug-in with OSG so it's getting used? Christian ___ 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] Slaves, RTT, and HUD
Hey Robert, Thanks for the reply. I've finally gotten around to implementing a solution to this problem. Unfortunately, when I added the text HUD camera as a child to the RTT main camera, I still wasn't seeing my HUD. However, if I turn the HUD camera into another RTT camera and attach it to the texture of the main RTT camera (with only the GL_DEPTH_BUFFER_BIT set as the clear mask) then it works great! From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, November 05, 2014 12:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Slaves, RTT, and HUD Hi Ben, Try placing the Text HUD Camera in the scene graph underneath the main scene Camera and leave all the frame buffer/texture attachment settings blank, this way it'll inherit the current frame buffer configuration from it's parent. Robert. On 4 November 2014 20:58, Ben Strukus ben.stru...@flyte.commailto:ben.stru...@flyte.com wrote: Hi Robert, The osgdistortion example is a great resource and I've used it quite a bit to set up the RTT and the distortion mesh, however when it comes to rendering a HUD (text, in my case) to that texture using slaves, I'm not seeing that being done in the example. Here's what I have: - A slave camera that renders the main scene to a texture. - A slave camera that renders a screen-space mesh with the above texture applied to it. - A lone camera acting as a HUD that I would like to render to the texture, but can't seem to get this working. I've tried attaching the lone camera as a child of the RTT camera, and that doesn't seem to work. I can get it to work when the RTT camera isn't a slave, but as soon as I make it a slave it doesn't work. I can get the HUD to render directly to the screen when I attach it as a child of the screen-space mesh camera, however it won't appear distorted. From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, November 04, 2014 12:14 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Slaves, RTT, and HUD Hi Ben, Have a look at the osgdistortion example as it does exactly what you describe you want to do. Robert. On 4 November 2014 19:53, Ben Strukus ben.stru...@flyte.commailto:ben.stru...@flyte.com wrote: Hello, I'm looking to get the following scenario working: A scene with a HUD rendering on a distortion mesh using slave cameras. What I've tried so far is... 1. A normal Viewer class with two Cameras in the scene graph, one on a pre-render pass that renders the main scene to a texture and one on a post-render pass that renders a screen space mesh with the other Camera's texture applied to it. 2. A Viewer class with two Cameras attached as slaves, with the same pre- and post-render setup as above. The RTT (pre-render) Camera has the main scene as the child and the mesh (post-render) Camera has just the screen space mesh as a child. For these, I can get a HUD displaying on the following Cameras when I attach it as a child to the respective Camera: - 1's pre-render Camera, attached to the texture and set up as a FBO - 1's post-render Camera - 2's post-render Camera For my HUD, I'm simply creating a Camera with an Absolute reference frame, orthogonal 2D projection, and on the post-render pass. See osghud.cpp, as I've pretty much copied that with the modification of an optional Texture parameter. The part I'm having trouble getting to work is getting that HUD rendering to a texture when that RTT Camera is a slave of a View. The thing that baffles me is I can get it working on a non-slave RTT Camera in the same way, and I can get it working on a non-RTT slave Camera, but not the intersection of both. I've tried searching for a similar solution, but I haven't found anything for this specific scenario. Any help or direction would be appreciated. :) ___ osg-users mailing list osg-users@lists.openscenegraph.orgmailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.orgmailto: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] copyright status of QJiang.ive OSG model?
hi Jan, right. thank you zhuwan 03,12,2015 在2015-3-10 0:41:40,Jan Ciger jan.ci...@gmail.com 写道: -原始邮件- 发件人: Jan Ciger jan.ci...@gmail.com 发送时间: 2015-3-10 0:41:40 收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org 主题: Re: [osg-users] copyright status of QJiang.ive OSG model? On Mon, Mar 9, 2015 at 5:02 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Christian, On 9 March 2015 at 15:16, Christian Buchner christian.buch...@gmail.com wrote: what's the copyright on this model? There is no readme or accompanying documentation. It's the first time I've come accross this and despite its old age it still looks quite impressive http://www.openscenegraph.org/downloads/3rdParty-Data/Qjiang/qjiang.ive I am wondering if it's OK to use the model or parts of it in my own projects. The models would donated for us to share but I never got a clear ruling on the license, so I wouldn't use it in any commercial projects. If I remember right, they were free to use at least for academic stuff. I think Zhuwan is still around on the list, he could probably answer the question better. J. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture cache question
Hi Nick, Is this what you are looking for? snip osgDB::ReaderWriter::Options* opt = osgDB::Registry::instance()-getOptions(); if (nullptr == opt) { opt = new osgDB::ReaderWriter::Options(); } //setup caching osgDB::Options::CacheHintOptions opts; opts = static_castosgDB::Options::CacheHintOptions(opts |osgDB::Options::CACHE_IMAGES); opts = static_castosgDB::Options::CacheHintOptions(opts |osgDB::Options::CACHE_NODES); opt-setObjectCacheHint(static_castosgDB::Options::CacheHintOptions(opts)); osgDB::Registry::instance()-setOptions(opt); /snip Hi Community, what was the way to have textures cached and reused on load? any hint? 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] Texture cache question
Hi Nick, The osgDB::SharedStateManager might well be what you are looking for. It's not something I wrote or have used so can't provide lots of details on how best to use it, but I can say it's role is for sharing state between an already loaded scene graph and new loaded scene graph. Sebastian's suggestion about the using the Object Cache feature of osgDB::Registry is useful too for sharing osg::Image, which will help the SharedStateManager spot places where osg::Texture can be shared when they use the same osg::Image. Robert. On 10 March 2015 at 16:24, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, what was the way to have textures cached and reused on load? any hint? 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] Texture cache question
Thanks Robert. Sebastian, yes, that is the thing I am after. Thanks a lot! Nick On Wed, Mar 11, 2015 at 9:49 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Nick, The osgDB::SharedStateManager might well be what you are looking for. It's not something I wrote or have used so can't provide lots of details on how best to use it, but I can say it's role is for sharing state between an already loaded scene graph and new loaded scene graph. Sebastian's suggestion about the using the Object Cache feature of osgDB::Registry is useful too for sharing osg::Image, which will help the SharedStateManager spot places where osg::Texture can be shared when they use the same osg::Image. Robert. On 10 March 2015 at 16:24, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, what was the way to have textures cached and reused on load? any hint? 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
Re: [osg-users] copyright status of QJiang.ive OSG model?
hi Christian Buchner, This model's copyright is belonged to our company,our artist teams created this model,yes it is beautiful! zhuwan 03,12,2015 在2015-3-9 23:16:12,Christian Buchner christian.buch...@gmail.com 写道: -原始邮件- 发件人: Christian Buchner christian.buch...@gmail.com 发送时间: 2015-3-9 23:16:12 收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org 主题: [osg-users] copyright status of QJiang.ive OSG model? Hi all, what's the copyright on this model? There is no readme or accompanying documentation. It's the first time I've come accross this and despite its old age it still looks quite impressive http://www.openscenegraph.org/downloads/3rdParty-Data/Qjiang/qjiang.ive I am wondering if it's OK to use the model or parts of it in my own projects. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org