Re: [osg-users] Error: Not able to create requested visual. for osg application utilizing multi-sampling, ran with optirun.

2015-08-20 Thread Jannik Heller
This might be simply a driver limitation. Not all hardware and drivers support 
multisampling. For example, I'm using OSG on Mesa + Intel HD Graphics which 
doesn't support multisampling at all.

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[osg-users] How to convert bounding box to position and scale?

2015-08-20 Thread michael kapelko
Hi.
I want to convert bounding box to position and scale of a box.
I tried to do it, but I couldn't get it right. Can anyone share the formula?

Thanks.
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Re: [osg-users] How to convert bounding box to position and scale?

2015-08-20 Thread michael kapelko
Turned out, I used non-centered box to display the bounding box. Fixed it.

2015-08-21 8:04 GMT+07:00 michael kapelko korn...@gmail.com:

 Hi.
 I want to convert bounding box to position and scale of a box.
 I tried to do it, but I couldn't get it right. Can anyone share the
 formula?

 Thanks.

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Re: [osg-users] Vec3Array Deep Copy

2015-08-20 Thread Erik Hensens
Hi Robert,

Thanks again. You da man.

Erik


robertosfield wrote:
 HI Erik,
 
 
 The constructor takes a reference not a pointer so try:
 
  osg::ref_ptr  osg::Vec3Array  pCopy = new osg::Vec3Array(*pVertexArray, 
 osg::CopyOp::DEEP_COPY_ALL);
 
 
 Noe the *.
 
 
 
 Or use osg::clone() i.e.
 
 
   pCopy = osg::clone(pVertexArray-get());
 
 
 
 Robert.
 
 
 On 20 August 2015 at 18:30, Erik Hensens  () wrote:
 
  Hi everyone!
  
  I have a simple question but I just can't figure it out. What is the proper 
  way to copy a Vec3Array? The code below is not right:
  
  
  Code:
  
  osg::ref_ptr  osg::Vec3Array  pVertexArray = new osg::Vec3Array;
  ...
  osg::ref_ptr  osg::Vec3Array  pCopy = new osg::Vec3Array(pVertexArray, 
  osg::CopyOp::DEEP_COPY_ALL);
  
  
  
  
  I get the compilation error below:
  
  
  Code:
  
  error : no matching function for call to 'osg::TemplateArray  osg::Vec3f, 
  (osg::Array::Type)28u, 3, 5126  
  ::TemplateArray(osg::ref_ptrosg::TemplateArray  osg::Vec3f, 
  (osg::Array::Type)28u, 3, 5126   , osg::CopyOp::Options)'
  
  
  
  
  Thanks very much for your help!
  
  Cheers,
  Erik
  
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  (http://forum.openscenegraph.org/viewtopic.php?p=64852#64852)
  
  
  
  
  
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Re: [osg-users] Vec3Array Deep Copy

2015-08-20 Thread Robert Osfield
HI Erik,

The constructor takes a reference not a pointer so try:

 osg::ref_ptr  osg::Vec3Array  pCopy = new osg::Vec3Array(*pVertexArray,
osg::CopyOp::DEEP_COPY_ALL);

Noe the *.


Or use osg::clone() i.e.

  pCopy = osg::clone(pVertexArray-get());

Robert.

On 20 August 2015 at 18:30, Erik Hensens ehens...@hunter.com wrote:

 Hi everyone!

 I have a simple question but I just can't figure it out. What is the
 proper way to copy a Vec3Array? The code below is not right:


 Code:

 osg::ref_ptr  osg::Vec3Array  pVertexArray = new osg::Vec3Array;
 ...
 osg::ref_ptr  osg::Vec3Array  pCopy = new osg::Vec3Array(pVertexArray,
 osg::CopyOp::DEEP_COPY_ALL);




 I get the compilation error below:


 Code:

 error : no matching function for call to 'osg::TemplateArray  osg::Vec3f,
 (osg::Array::Type)28u, 3, 5126 
 ::TemplateArray(osg::ref_ptrosg::TemplateArray  osg::Vec3f,
 (osg::Array::Type)28u, 3, 5126   , osg::CopyOp::Options)'




 Thanks very much for your help!

 Cheers,
 Erik

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[osg-users] Vec3Array Deep Copy

2015-08-20 Thread Erik Hensens
Hi everyone!

I have a simple question but I just can't figure it out. What is the proper way 
to copy a Vec3Array? The code below is not right:


Code:

osg::ref_ptr  osg::Vec3Array  pVertexArray = new osg::Vec3Array;
...
osg::ref_ptr  osg::Vec3Array  pCopy = new osg::Vec3Array(pVertexArray, 
osg::CopyOp::DEEP_COPY_ALL);




I get the compilation error below:


Code:

error : no matching function for call to 'osg::TemplateArray  osg::Vec3f, 
(osg::Array::Type)28u, 3, 5126  
::TemplateArray(osg::ref_ptrosg::TemplateArray  osg::Vec3f, 
(osg::Array::Type)28u, 3, 5126   , osg::CopyOp::Options)'




Thanks very much for your help!

Cheers,
Erik

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Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-08-20 Thread Jim Tan
Hello dear OSG-community,

I've upgraded OpenSceneGraph to the newest version and
refined cmake scripts to suit the newest version of cmake.

https://github.com/kctan0805/vdpm

Best regards,
Jim

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[osg-users] LOS materail query

2015-08-20 Thread Mike Greene
Hi,

I am wanting to do a dust cloud when an entity (helicopter) lands on a terrain. 
Ideally, would like the color of the dust cloud to be similar to the 
material/texture that the entity is on. Is there a way to do a 
material/texture color query based on an entity position, kind of like an LOS 
intersector test?
Thank you!

Cheers,
Mike

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[osg-users] Problems with MultiTouchTrackballManipulator on iOS.

2015-08-20 Thread Alessandro Terenzi
Hi,
recently I updated my apps from OSG 3.2.0 to OSG 3.4.0 and I noticed that the 
MultiTouchTrackballManipulator behaves differently. Specifically while single 
touches are working almost the same (for instance to rotate the view), the 
pinch gesture is quite different because even if I try to make a very small 
pinch, the model disappears suddenly. I checked that the near and far planes 
are correctly set, so maybe the problem must be somewhere else. Is there a 
'speed' parameter that controls how much the gesture affects the manipulator?

I am thinking about a 'speed' parameter because actually also the camera 
rotation controlled by the manipulator (single touch gesture) is either very 
slow or incredibly fast.

Thank you.
Alessandro

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Re: [osg-users] Advice on how to implement custom file format

2015-08-20 Thread Chris Hanson
Aaron, this sounds a lot like something I've worked with recently. If you
want to get in touch with me privately and share more details on the format
you are working with, I might be able to assist you more.

On Sun, Aug 16, 2015 at 3:11 PM, Aaron Andersen aa...@fosslib.net wrote:

 Hello,

 I'm planning to render a custom (preexisting) map file format using osg
 and was looking for some guidance. I haven't been using osg for that long
 so I figure it is worth asking if there is either a way to adapt some
 existing code in the library to fit this custom format, or if not, what
 people might suggest as a good way to go about implementing loading and
 rendering this map file format with osg.

 The map is composed of individual 3d mesh tiles of variable size that are
 snapped together side by side somewhat similar to toy Lego blocks. Most
 mesh tiles are relatively small so there are a large number of these mesh
 tiles required to draw the map. As for the file format itself, the map is
 broken up spatially into many separate files (known as regions).

 I wish to write some code so that the map will be read into my application
 and populate the scene graph seamlessly so there won't need to be a loading
 screen every time the camera zooms to a new area of the map. The maps
 stored in this format are *way* too large to load into memory all at once,
 so I will need to stream data in as the camera approaches new areas and out
 as it leaves other areas, always keeping the scene graph up to date.

 I should mention that the map file format is a little peculiar in that
 none of the 3d mesh tiles have any absolute position information listed at
 all. Each and every mesh tile is placed relative to the an adjacent mesh
 tile. I can arbitrarily choose any mesh tile from a map file and place it
 at 0,0,0 and from there start placing adjacent tiles, and for each adjacent
 tile place the adjacent tiles, recursively over and over, to build up the
 map. I mention this placement peculiarity because it means that I can only
 ever know the absolute position of any mesh tile that is relatively close
 to the camera (ie. the area of the map I'm currently rendering).

 If any clarification is required please let me know and thank you kindly
 for any advice anyone can offer me.

 Aaron Andersen

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[osg-users] Error: Not able to create requested visual. for osg application utilizing multi-sampling, ran with optirun.

2015-08-20 Thread Hamza Alloush
Hello,

I'v been having trouble using optirun with the virtualgl rendering bridge, and 
an osg app utilizing multi-sampling.

using this simple example(attached also):



#include stdio.h
#include stdlib.h
#include osgViewer/Viewer
#include osg/ShapeDrawable
 
osg::Node* createScene()
{
    osg::Geode* geode = new osg::Geode();

    geode-addDrawable( new osg::ShapeDrawable( new 
osg::Cylinder(osg::Vec3(-2.0f,0.0f,-2.0f),1.5f,2.0f) ) );
    geode-addDrawable( new osg::ShapeDrawable( new 
osg::Cylinder(osg::Vec3(2.0f,0.0f,-2.0f),1.5f,2.0f) ) );
    geode-addDrawable( new osg::ShapeDrawable( new 
osg::Cylinder(osg::Vec3(2.0f,0.0f,2.0f),1.5f,2.0f) ) );
    geode-addDrawable( new osg::ShapeDrawable( new 
osg::Cylinder(osg::Vec3(-2.0f,0.0f,2.0f),1.5f,2.0f) ) );

    return geode;
}

int main(int argc, char* argv[])
{
    // construct the viewer
    osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;

    // full screen antialiasing (if supported)
    osg::DisplaySettings::instance()-setNumMultiSamples( 4 );

    // make the viewer create a 512x512 window and position it at 32, 32
    viewer-setUpViewInWindow( 32, 32, 512, 512 );

    // set the scene-graph data the viewer will render
    viewer-setSceneData( createScene() );

    // execute main loop
    return viewer-run();
}



, as well as an actual app, like Flight Gear with multi-sampling enabled, would 
trigger an error such as:

Error: Not able to create requested visual.
  GraphicsWindow has not been created successfully.

if i used a primus rendering bridge(/usr/bin/optirun -b primus), or actually 
used the Nvidia driver without Optimus technology, the problem does not show. 
it only does show if i used an osg multi-sampled application using virtualgl as 
a rendering bridge for optirun, which is the default.

i used GDB to troubleshoot the built example, the problem is that the main 
function is considered one frame, so a backtrace was useless, but i was able 
to narrow it down:

breakpoint at line 27:

(gdb) b 27
Breakpoint 1 at 0x40102d: file mutlisample.cpp, line 27.
(gdb) run
Starting program: /home/hamza/build/fgbuild/openscenegraph/src/multitest 
Traceback (most recent call last):
  File 
/usr/share/gdb/auto-load/usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.19-gdb.py, 
line 63, in module
    from libstdcxx.v6.printers import register_libstdcxx_printers
ImportError: No module named 'libstdcxx'
[Thread debugging using libthread_db enabled]
Using host libthread_db library /lib/x86_64-linux-gnu/libthread_db.so.1.

Breakpoint 1, main (argc=1, argv=0x7fffdd48) at mutlisample.cpp:27
27    viewer-setUpViewInWindow( 32, 32, 512, 512 );
(gdb) bt
#0  main (argc=1, argv=0x7fffdd48) at mutlisample.cpp:27

breakpoint at line 28:

(gdb) b 28
Breakpoint 2 at 0x401060: file mutlisample.cpp, line 28.
(gdb) run
Starting program: /home/hamza/build/fgbuild/openscenegraph/src/multitest 
Traceback (most recent call last):
  File 
/usr/share/gdb/auto-load/usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.19-gdb.py, 
line 63, in module
    from libstdcxx.v6.printers import register_libstdcxx_printers
ImportError: No module named 'libstdcxx'
[Thread debugging using libthread_db enabled]
Using host libthread_db library /lib/x86_64-linux-gnu/libthread_db.so.1.
Error: Not able to create requested visual.
  GraphicsWindow has not been created successfully.

Breakpoint 2, main (argc=1, argv=0x7fffdd48) at mutlisample.cpp:30
30    viewer-setSceneData( createScene() );
(gdb) bt
#0  main (argc=1, argv=0x7fffdd48) at mutlisample.cpp:30



any tips would be appreciated

Thanks
Hamza #include stdio.h
#include stdlib.h
#include osgViewer/Viewer
#include osg/ShapeDrawable
 
osg::Node* createScene()
{
osg::Geode* geode = new osg::Geode();

geode-addDrawable( new osg::ShapeDrawable( new osg::Cylinder(osg::Vec3(-2.0f,0.0f,-2.0f),1.5f,2.0f) ) );
	geode-addDrawable( new osg::ShapeDrawable( new osg::Cylinder(osg::Vec3(2.0f,0.0f,-2.0f),1.5f,2.0f) ) );
	geode-addDrawable( new osg::ShapeDrawable( new osg::Cylinder(osg::Vec3(2.0f,0.0f,2.0f),1.5f,2.0f) ) );
	geode-addDrawable( new osg::ShapeDrawable( new osg::Cylinder(osg::Vec3(-2.0f,0.0f,2.0f),1.5f,2.0f) ) );

return geode;
}

int main(int argc, char* argv[])
{
// construct the viewer
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;

	// full screen antialiasing (if supported)
	osg::DisplaySettings::instance()-setNumMultiSamples( 4 );

// make the viewer create a 512x512 window and position it at 32, 32
viewer-setUpViewInWindow( 32, 32, 512, 512 );

// set the scene-graph data the viewer will render
viewer-setSceneData( createScene() );

// execute main loop
return viewer-run();
}
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Re: [osg-users] Android osgPlugins

2015-08-20 Thread Christian Kehl
Hi,

In the meanwhile, I was working further on the topic - and cracked it this 
time, I think. First and foremost, I use OpenSceneGraph 3.3.8 (still) and 
compile it for Android, while having the necessary 3rdParty-folder inside the 
OpenSceneGraph root folder (little suggestion: at some point this may be 
changed in the makefiles to search that folder by environment variable path, 
such as the data folder ...). I just define the GLES profile and the android 
platform and build it. Next:

A) For generating the PREBUILT_STATIC_LIBRARY, I took a sip from the OpenCV 
recipe that defines a local mk-file function that builds each 3rd Party 
dependency for the android package.

B) These local prebuilds are then referred to via 
LOCAL_WHOLE_STATIC_LIBRARIES, which is necessary so that the ndk-build linker 
finds all referred functions. That's the actual behaviour I kind'a expected in 
any case for a STATIC library (containing all content), bust as Jan pointed 
out: Android NDK - you'll never know what you get :D

This way, it works for me now, as I can load osg.Image() within Android using a 
jpeg image, in order to texture a geometry.

Manual and code submission are still on my agenda. The appended make file is 
afree-for-all to try out - just take the .txt extension away.

Cheers,
Christian

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LOCAL_PATH := $(call my-dir)
 
OSG_SRC_FILES := \
JNIosgViewer.cpp \
JNIosg.cpp \
JNIosgDB.cpp \
JNIosgUtil.cpp \
JNIosgGA.cpp \
JNIUtils.cpp \
MultiViewNode.cpp \
GLES2ShaderGenVisitor.cpp

OSG_LDLIBS := \
-losgdb_osg \
-losgdb_ive \
-losgdb_rgb \
-losgdb_bmp \
-losgdb_tga \
-losgdb_stl \
-losgdb_obj \
-losgdb_dxf \
-losgdb_curl \
-losgdb_gif \
-losgdb_jpeg \
-losgdb_openflight \
-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_osgui \
-losgdb_serializers_osgviewer \
-losgdb_serializers_osgga \
-losgdb_serializers_osgutil \
-losgdb_serializers_osg \
-losgdb_deprecated_osgwidget \
-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 \
-losgPresentation \
-losgWidget \
-losgUI \
-losgViewer \
-losgVolume \
-losgTerrain \
-losgText \
-losgShadow \
-losgSim \
-losgParticle \
-losgManipulator \
-losgGA \
-losgFX \
-losgDB \
-losgAnimation \
-losgUtil \
-losg \
-lOpenThreads \
-ltiff \
-ljpeg \
-lgif \
-lpng \
-lcurl 

#-losgdb_serializers_osgpresentation \

### Static preparation
OSG_SDK:=/media/christian/DATA/android-osg-sdk/gles1/${APP_ABI}
OSG_3RDPARTY_LIBS_DIR:=${OSG_SDK}/obj/local/${APP_ABI}
#THRD_PARTY_SRC:=/media/christian/DATA/3rdparty
#THIRD_PARTY_HEADER_PATH:=
OSG_3RDPARTY_COMPONENTS:=jpeg gif png tiff zlib curl

define add_osg_3rdparty_component
include $(CLEAR_VARS)
LOCAL_MODULE:=$1
LOCAL_SRC_FILES:=$(OSG_3RDPARTY_LIBS_DIR)/lib$1.a
include $(PREBUILT_STATIC_LIBRARY)
endef

$(foreach module,$(OSG_3RDPARTY_COMPONENTS),$(eval $(call 
add_osg_3rdparty_component,$(module



### GLES1 build
include $(CLEAR_VARS)
OSG_SDK:=/media/christian/DATA/android-osg-sdk/gles1/${APP_ABI}
OSG_SDK_LIB_PATH:=$(OSG_SDK)/lib
OSG_SDK_PLUGIN_PATH:=$(OSG_SDK_LIB_PATH)/osgPlugins-3.3.8

ifneq (,$(wildcard $(OSG_SDK)/include/osg/Config))

APP_MODULES   := jniosg-gles1
LOCAL_CFLAGS  := -Werror -fno-short-enums -fPIC
LOCAL_CPPFLAGS:= -DOSG_LIBRARY_STATIC 
LOCAL_SRC_FILES   := $(OSG_SRC_FILES)
LOCAL_MODULE  := libjniosg-gles1
LOCAL_LDLIBS  := -llog -lGLESv1_CM -ldl -lm# -lz
LOCAL_WHOLE_STATIC_LIBRARIES+=$(OSG_3RDPARTY_COMPONENTS)
LOCAL_C_INCLUDES+=$(OSG_SDK)/include
TARGET_LDLIBS := $(OSG_LDLIBS)
LOCAL_LDFLAGS := -L$(OSG_SDK_LIB_PATH) -L$(OSG_SDK_PLUGIN_PATH) 
-L$(OSG_3RDPARTY_LIBS_DIR)
include $(BUILD_SHARED_LIBRARY)
else
$(warning Unable to find osg/Config file in the headers, not building 
libjniosg-gles1 module)
endif

### GLES2 build
include $(CLEAR_VARS)
OSG_SDK2:=/media/christian/DATA/android-osg-sdk/gles2/${APP_ABI}
OSG_SDK2_LIB_PATH:=$(OSG_SDK2)/lib
OSG_SDK2_PLUGIN_PATH:=$(OSG_SDK2_LIB_PATH)/osgPlugins-3.3.8
ifneq ( ,$(wildcard $(OSG_SDK2)/include/osg/Config))

APP_MODULES   := jniosg-gles2
LOCAL_CFLAGS  := -Werror -fno-short-enums -fPIC
LOCAL_CPPFLAGS:= -DOSG_LIBRARY_STATIC 
LOCAL_SRC_FILES   := $(OSG_SRC_FILES)
LOCAL_MODULE  := libjniosg-gles2
LOCAL_LDLIBS  := -llog -lGLESv2 -ldl -lm
LOCAL_WHOLE_STATIC_LIBRARIES+=$(OSG_3RDPARTY_COMPONENTS)
LOCAL_C_INCLUDES  :=