Re: [osg-users] I/ITSEC 2016

2016-10-26 Thread Frank Kane
I live in Orlando so I'll be skulking around all week. Let me know where & when 
and I'll be glad to participate.

Cheers,
Frank Kane
Sundog Software
http://www.sundog-soft.com/

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Re: [osg-users] I/ITSEC 2016

2016-10-26 Thread Curtis Rubel
Hi Chris,

I'll be over there at least once while your there, not
sure when yet, will know more when it gets closer,
but I wouldn't mind catching up with ya and talking about
some OpenIG, etc. things with ya
... 

Thank you!

Cheers,
Curtis

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Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread konstantin
Andrew, thanks for your answer.19:10, 26 october 2016 г., Andrew Cunningham :We are using Visual Studio 2013 but will be moving to Visual Studio 2015 for this project.QT3D 2.0 is a real scene graph now - it's only real advantage over OSG is that getting started with it is 'low friction' vs OSG which seems at first glance a bit overwhelming, including the whole build process, especially those pesky third-party libs. And the OSG/QT5 integration has not been always so perfect.For a large and complex project requires an appropriate environment.Boring work on building packages should deal with people who are interested.Others have to deal with creativity on the basis of pre-built dependencies.You have had the opportunity to familiarize with my project and installers I gave?I think about the creation of environment for MSVC2015, but I do this in the spare time and nothing I can say about the timing.
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Re: [osg-users] [ANN] New 3rdParty precompiled package for Windows released

2016-10-26 Thread konstantin
Hello, Guys!!I have grand plans to create a cross-platform development environment in C++.I started with the Windows, where traditionally there are no many well-known open packages to develop.I have built a lot of packages with MSVC2013 for 32 and 64 bit.I have OSG with some dependencies, osgEarth, Apache web server with MapServer and many others.Perhaps it will be someone is interesting.Please visit "DaD's House" web site to download available installers:http://dad.podsvirov.pro18:36, 26 october 2016 г., Chris Hanson :Nice work, Torben. You're way ahead of me at this point. I'll try to catch up with your work sometime and maybe get my build system building again.On Mon, Oct 24, 2016 at 3:09 AM, Torben Dannhauer  wrote:Robert,

don't worry, enjoy your week :)

Torben

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Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread Andrew Cunningham
We are using Visual Studio 2013 but will be moving to Visual Studio 2015 for 
this project.

QT3D 2.0 is a real scene graph now - it's only real advantage over OSG is that 
getting started with it is 'low friction' vs OSG which seems at first glance a 
bit overwhelming, including the whole build process, especially those pesky 
third-party libs. And the OSG/QT5 integration has not been always so perfect.

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[osg-users] I/ITSEC 2016

2016-10-26 Thread Chris Hanson
  If anyone else is going, I'd love to meet and do an informal BoF-type
hang out. I'm not exhibiting this year due to family travel plans, but I
will be there the 28-30th and would love to connect with others to talk
about OSG, osgEarth, OpenIG, OpenGL in general, Triton and SilverLining,
UAVs, and anything else cool. ;)

-- 
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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
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Re: [osg-users] 32bit DEPTH for RTT

2016-10-26 Thread Chris Hanson
Can you post the solution, for others in the future to benefit from?

On Mon, Oct 24, 2016 at 8:04 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Got a help offline from a friend on this ... So glad there are so cool
> people on this list ...
>
> Thanks all!
>
> Nick
>
> On Fri, Oct 21, 2016 at 3:54 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi readers to this thread ;-),
>>
>> I am close to resolve this but the math involved is a bit tricky for me
>> to understand it right. And suddenly I can not send screenshots or videos
>> publicly - maybe on private email to those willing to help.
>>
>> The story now is this:
>>
>> The environment is ECEF terrain, and I have light source. I am rendering
>> to texture from this light source position/direction into a depth texture.
>> The light matrix is computed now in view space, and is used against the
>> view vertex in pixel shader, where the shadow projection is done. It gives
>> non-flickering results, which is very good however the texture coords are
>> wrong, and the missing part for me is the coorect texture coords
>> computation from lightmatrix and vertex in view space.
>>
>> Any help is very appreciated !!!
>>
>> And thanks
>>
>> Nick
>>
>> On Thu, Oct 20, 2016 at 7:13 PM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com> wrote:
>>
>>> almost there .. the flickering is gone, just the shadow texture lookup
>>> coordinates are messed up when used view space matrix and vertex.
>>>
>>> This is the code for constructing the final matrix:
>>>
>>>  osg::Matrixf lmvpm =
>>> lightMatrixInViewSpace * osg::Matrixf(camera->getProjectionMatrix()) *
>>> osg::Matrixf::translate(1, 1, 1) * osg::Matrixf::scale(0.5, 0.5,
>>> 0.5);
>>>
>>> and the GLSL:
>>>
>>> vec4 projShadow = light.lmvpMatrix  * vVertexView;
>>>
>>> vec4 uvzw;
>>> uvzw.xyw = projShadow.xyz;
>>> uvzw.z = light.occlusionLayer-1;
>>> float factor = texture( lightOcclusionTextureArray, uvzw );
>>>
>>> fDiffuseColor *= factor;
>>>
>>> if you spot anything ...
>>>
>>> Thanks so much Glenn!
>>>
>>>
>>> On Thu, Oct 20, 2016 at 6:52 PM, Glenn Waldron 
>>> wrote:
>>>
 Up vector doesn't really matter, so just pick one like:

 side = cross(view_vec, (0,0,1));
 up = cross(side, view_vec);



 Glenn Waldron

 On Thu, Oct 20, 2016 at 12:00 PM, Trajce Nikolov NICK <
 trajce.nikolov.n...@gmail.com> wrote:

> Just last question .. What the 'up' vector would be now for making the
> light matrix in view space?
>
> On Thu, Oct 20, 2016 at 5:39 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Glenn,
>>
>> this worked ... :-) ... Thanks for the hint ...
>>
>> On Thu, Oct 20, 2016 at 5:02 PM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com> wrote:
>>
>>> wops ..
>>>
>>> mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightD
>>> irInViewSpace,up)
>>>
>>> On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov NICK <
>>> trajce.nikolov.n...@gmail.com> wrote:
>>>
 Thanks Glenn,

 actually I was expecting this. I have the math to get the light
 direction in view space, just the construction of the light matrix in 
 view
 space hurts my head a bit ( I missed that part of the class :-) )

 vec3 lightDirInViewSpace;
 vec3 lightPosInViewSpace;
 mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightP
 osInViewSpace,up)

 Something like this?

 On Thu, Oct 20, 2016 at 4:04 PM, Glenn Waldron 
 wrote:

> There's your precision loss, you can't do that with ECEF
> coordinates or they will be truncated.
>
> Better idea: build your light matrix in view space on the CPU
> (instead of world space), and then use it on the view-space vertex in 
> the
> shader. (You'll have to update it every time the camera moves, of 
> course.)
>
>
> Glenn Waldron
>
> On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Glenn,
>>
>> vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL);
>> worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 );
>>
>> Part of VP
>>
>> On Thu, Oct 20, 2016 at 3:52 PM, Glenn Waldron <
>> gwald...@gmail.com> wrote:
>>
>>> Nick, how did you calculate "worldSpaceVertex"?
>>>
>>> Glenn Waldron
>>>
>>> On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
>>> trajce.nikolov.n...@gmail.com> wrote:
>>>
 hehe .. ok :-) .. Maybe you give me a hint.

 I have F+ 

Re: [osg-users] [ANN] New 3rdParty precompiled package for Windows released

2016-10-26 Thread Chris Hanson
Nice work, Torben. You're way ahead of me at this point. I'll try to catch
up with your work sometime and maybe get my build system building again.

On Mon, Oct 24, 2016 at 3:09 AM, Torben Dannhauer 
wrote:

> Robert,
>
> don't worry, enjoy your week :)
>
> Torben
>
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>
>
>
>
>
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Re: [osg-users] OSG SIGGRAPH was a TOTALLY Massively Success

2016-10-26 Thread Steve Satterfield

Did the 2016 BOF slides ever get put online?
Just now looking at openscenegraph.org, I don't see them.

-Steve


On Tue, 2 Aug 2016, Robert Osfield wrote:


On 2 August 2016 at 04:38, Tony Vasile  wrote:

Are Robert's slides available somewhere for those of us who couldn't make it?


I will create a page on openscenegraph.org for them.

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Re: [osg-users] delay-loading OSG DLLs?

2016-10-26 Thread Christian Buchner
Hi, here is my code that actually enables the delay loading to function.
First I modify the PATH environment variable to actually contain the
folders where the DLLs are expected to be found.

Then using __HrLoadAllImportsForDll() I get all the import symbols from the
delay loaded DLLS (which have to be given explicitly, file by file) which
allows OSG to run successfully.

Without that second step, no graphics context could be initialized.

The only remaining issue is that in case a delay-loaded DLL isn't found at
runtime, the function __HrLoadAllImportsForDll() crashes internally
somewhere, and not even the try{} catch {} block can prevent this. I wish I
could somehow catch this.

#include 
#include 

#include 
#include 
#include 


// the DLL search paths to prepend to PATH
std::vector path_list = {
L"%CD%\\..\\deps_v2\\OSG-3.4\\bin",
L"%CD%\\..\\deps_v2\\OSG-3.4\\3rdParty\\bin" };

// prepend the PATH environment variable with the folders specified
above
wchar_t pwd[512];
_wgetcwd(pwd, sizeof(pwd) / sizeof(wchar_t));
std::wstringstream ss;
for (auto path : path_list)
{
// replace %CD% with the actual current working directory
path = std::regex_replace(path,
std::basic_regex(L"\\%CD\\%"), pwd);
ss << path << ";";
}
ss << _wgetenv(L"PATH");
ss << '\0';
const std::wstring env = ss.str();
SetEnvironmentVariable(L"PATH", env.c_str());

//
// Delay-load all import symbols from the OSG DLLs now.
//

#if _DEBUG
std::vector dll_list =
{ "osg130-osgd.dll", "osg130-osgDBd.dll", "osg130-osgViewerd.dll",
"ot20-OpenThreadsd.dll" };
#else
std::vector dll_list =
{ "osg130-osg.dll", "osg130-osgDB.dll", "osg130-osgViewer.dll",
"ot20-OpenThreads.dll" };
#endif

for (auto dllname : dll_list)
{
fprintf(stderr, "Delay-loading imports from %s\n",
dllname.c_str());
bool failed = true;
try {
failed = FAILED(__HrLoadAllImportsForDll(dllname.c_str()));
}
catch (...)
{
}
if (failed) {
   fprintf(stderr, "Delay-loading imports from %s failed!\n",
dllname.c_str());
exit(1);
}
}

init = true;
}




2016-10-25 19:24 GMT+02:00 Christian Buchner :

> Hi,
>
> I was wondering if anyone of you has successfully used the /DELAYLOAD
> linker option with the OSG DLLs on Windows.
>
> For me, attempting this causes the creation of the graphics context to
> fail, because
> windowingSystemInterfaceRef() called by createGraphicsContext() returns an
> invalid reference.
>
> Any clues about how to fix this possibly? It seems that maybe constructors
> for static objects inside the OSG DLLs aren't getting called as required.
>
> Christian
>
>
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Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread Konstantin Podsvirov
Hello, Andrew!

26.10.2016, 02:41, "Andrew Cunningham" :
> Hi,
>
> We are having a bit of an internal argument about using OSG as a 3.4 scene 
> graphs: the scene graph in QT3D2.0 (5.7 QT) QT for a Windows/C++ widget app. 
> We are already familiar with OSG 3.3 in a Windows/MFC application - that's 
> obviously a reason to use OSG. QT3D 2.0 But seems quite easy to use as well. 
> Maybe someone has more experiences with the Pros/Cons.
>
> Andrew
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69158#69158

A few years ago, I experimented with Qt3D 1.0, but it functions for me then not 
enough.
I went to OSG and am using it now. The OSG project is developing for many years 
and he has a lot of possibilities.
Qt3D 2.0 is very much changed, but I don't use it actively.

Which compiler for Windows do you use?

Versions of the libraries that you specified match the environment I use.

You can try it now for MSVC2013 Windows:

http://download.podsvirov.pro/installers/dad-0.3.1-windows-vc12x86-testing.exe

or

http://download.podsvirov.pro/installers/dad-0.3.1-windows-vc12x64-testing.exe

More information on the project's website "DaD's House":

http://dad.podsvirov.pro

--
Regards,
Konstantin Podsvirov
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Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread Robert Osfield
On 26 October 2016 at 00:41, Andrew Cunningham  wrote:
> We are having a bit of an internal argument about using OSG 3.4 as a scene 
> graphs vs the scene graph in QT3D2.0 (QT 5.7) for a QT Windows/C++ widget 
> app. We are already familiar with OSG 3.3 in a Windows/MFC application - 
> that's obviously a reason to use OSG. But QT3D 2.0 seems quite easy to use as 
> well. Maybe someone has more experiences with the Pros/Cons.


I don't know much about QT3D so can't only make general suggestions.
I don't think others will be able to help you with the specifics as
only you know what features you'll need from your scene graph, what
existing code you'll be able to leverage or not, and what other
platforms you might need to support.

On the OSG side what you have is an established professional grade
scene graph with a sizeable community behind it.  The OSG has many
image and 3d models loaders, support for threading, including a
sophisticated database paging architecture. it's possible to port
between OpenGL and OpenGL ES (OSG-3.6 will make this easier too.) The
OSG also can be used with any windowing toolkit so you aren't tied to
QT for the lifetime of your application - if your application is
successful you may need to port it to other platforms in the future so
having this flexibility could be very useful.

Best of luck with your project.
Robert
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Re: [osg-users] glsl version 130 not supported (and related problems)

2016-10-26 Thread Robert Osfield
Hi Bruno,

On 25 October 2016 at 23:53, Bruno Oliveira
 wrote:
> I'm sorry but that did not work for me. I indeed created a new clone of the
> OSG's master, recompiled OSG along with my app and I get a huge amount of
> 'invalid operation' errors when trying to draw a simple scene that would
> otherwise work...

When I shortly after I first announced the vertex_array_object branch
I asked for feedback on OSX GL3 core profile support and got feedback
that the new VAO support for functioning and enabling GL3 usage under
OSX.

I don't have a OSX system so can't personally test, the best I can do
provide general directions for others who have OSX to do testing and
roll in any fixes that are required.

For yourself I would recommend having a look through the threads on
VAO over the last two months looking for discussions on the OSX, this
might help you on your way.

You'll also need patience, Apple over the years have made various
changes that break builds and runtimes, or limit functionality to a
narrow set of usage cases. Over the years I have worked under OSX at
different points, but these days I'm more than happy to stay away from
OSX, Apple have moved the goal posts so many times that it's a painful
platform to support.  I say this prepare you for the effort required
to port and then maintain your application on OSX, giving you the
required time and resources for OSX  support is something that your
management will need to be aware of and supportive of.

On the OSG side I can't wave a magic wand and fix all the problems,
one of the main motivations for adding VAO support to the OSG was
fixing things under OSX.  I spent 6 weeks work unpaid on this to make
it possible but as I don't have OSX I can't do the final testing.
Others in the OSG that have OSX will need to help refine things if
they need it and support each other.

Robert.
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