[osg-users] Can OSG be built to have Vec3 be a Vec3d

2018-02-23 Thread Jason MacDonald
Hi,
Is there a CMake option to allow Vec3 be a typedef to Vec3d instead of Vec3f?

Jason
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Re: [osg-users] how to convert a QPixmap to a osg::Image ?

2015-05-04 Thread Jason MacDonald
This is what I do to convert a QImage to osg::Image:

QImage img
...
QImage glimg(QGLWidget::convertToGLFormat(img));
osg::Image* osgImg = new osg::Image;
unsigned char* bits = new unsigned char[glimg.byteCount()];
memcpy(bits, glimg.bits(),glimg.byteCount());
osgImg-setImage(img.width(), img.height(), 1, GL_RGBA, GL_RGBA, 
GL_UNSIGNED_BYTE, bits, osg::Image::USE_NEW_DELETE);

Jason

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Lv Qing
Sent: Sunday, May 03, 2015 11:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how to convert a QPixmap to a osg::Image ?

Hi,

Our picture has storge as a QPixmap(a image format used by QT4.8) in 
database,when I got a QPixmap object,how to convert to a osg::Image ?

Thank you!

Cheers,
Lv

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[osg-users] GL_GEOMETRY_SHADER_EXT not declared

2015-02-03 Thread Jason MacDonald
I just checked out the latest revision from the trunk (rev 14678) and attempted 
to compile.
I receive the following compiler error:
In file included from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/StateAttribute:20:0,
 from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/AlphaFunc:17,
 from 
C:\Users\jason\Desktop\dev\OpenSceneGraph\src\osg\AlphaFunc.cpp:14:
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/Shader:93:24: error: 
'GL_GEOMETRY_SHADER_EXT' was not declared in this scope GEOMETRY = 
GL_GEOMETRY_SHADER_EXT,

It appears this was originally defined in include/osg/GL2Extensions but was 
recently removed? What is the proper fix to redefine this? (and other possible 
errors I will receive)

Thank you,
Jason
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Re: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

2015-02-03 Thread Jason MacDonald
Update:
I added the following to include/osg/Shader just above the Shader class 
definition

#ifndef GL_GEOMETRY_SHADER_EXT
#defineGL_GEOMETRY_SHADER_EXT   0x8DD9
#endif
#ifndef GL_GEOMETRY_VERTICES_OUT_EXT
#defineGL_GEOMETRY_VERTICES_OUT_EXT   0x8DDA
#endif
#ifndef GL_GEOMETRY_INPUT_TYPE_EXT
#defineGL_GEOMETRY_INPUT_TYPE_EXT   0x8DDB
#endif
#ifndef GL_GEOMETRY_OUTPUT_TYPE_EXT
#defineGL_GEOMETRY_OUTPUT_TYPE_EXT   0x8DDC
#endif

Everything builds fine except example_osgtransformfeedback fails with:
GL_RASTERIZER_DISCARD was not declared

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Jason MacDonald
Sent: Tuesday, February 03, 2015 9:24 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

I just checked out the latest revision from the trunk (rev 14678) and attempted 
to compile.
I receive the following compiler error:
In file included from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/StateAttribute:20:0,
 from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/AlphaFunc:17,
 from 
C:\Users\jason\Desktop\dev\OpenSceneGraph\src\osg\AlphaFunc.cpp:14:
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/Shader:93:24: error: 
'GL_GEOMETRY_SHADER_EXT' was not declared in this scope GEOMETRY = 
GL_GEOMETRY_SHADER_EXT,

It appears this was originally defined in include/osg/GL2Extensions but was 
recently removed? What is the proper fix to redefine this? (and other possible 
errors I will receive)

Thank you,
Jason
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Re: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

2015-02-03 Thread Jason MacDonald
Thanks Robert,

GLDefines attempts to include osg/GL
I don't seem to have this file, nor can I locate it in the SVN anywhere.

I don't understand your question: how you get on

I use TortoiseSVN and connect to http://svn.openscenegraph.org/osg
Building with:
Windows 7 64bit
Mingw64 4.8.1 posix seh rev5

I've been using OSG for a while now, and am attempting an upgrade from rev 13782

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Robert Osfield
Sent: Tuesday, February 03, 2015 10:25 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

Hi Jason,
The GL_GEOMETRY_SHADER_EXT should now be GL_GEOMETRY_SHADER as this is what 
GLDefines and modern OpenGL provides.  I have checked this fix into svn/trunk.
Could you update to latest in svn/trunk and let me know how you get on.

Cheers,
Robert

On 3 February 2015 at 15:24, Jason MacDonald 
jason.macdon...@ditchwitch.commailto:jason.macdon...@ditchwitch.com wrote:
I just checked out the latest revision from the trunk (rev 14678) and attempted 
to compile.
I receive the following compiler error:
In file included from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/StateAttribute:20:0,
 from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/AlphaFunc:17,
 from 
C:\Users\jason\Desktop\dev\OpenSceneGraph\src\osg\AlphaFunc.cpp:14:
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/Shader:93:24: error: 
'GL_GEOMETRY_SHADER_EXT' was not declared in this scope GEOMETRY = 
GL_GEOMETRY_SHADER_EXT,

It appears this was originally defined in include/osg/GL2Extensions but was 
recently removed? What is the proper fix to redefine this? (and other possible 
errors I will receive)

Thank you,
Jason
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Re: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

2015-02-03 Thread Jason MacDonald
Ok, solved the GL include problem, its created by cmake and put in the output 
path.
Thanks

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Jason MacDonald
Sent: Tuesday, February 03, 2015 10:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

Thanks Robert,

GLDefines attempts to include osg/GL
I don't seem to have this file, nor can I locate it in the SVN anywhere.

I don't understand your question: how you get on

I use TortoiseSVN and connect to http://svn.openscenegraph.org/osg
Building with:
Windows 7 64bit
Mingw64 4.8.1 posix seh rev5

I've been using OSG for a while now, and am attempting an upgrade from rev 13782

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Robert Osfield
Sent: Tuesday, February 03, 2015 10:25 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GL_GEOMETRY_SHADER_EXT not declared

Hi Jason,
The GL_GEOMETRY_SHADER_EXT should now be GL_GEOMETRY_SHADER as this is what 
GLDefines and modern OpenGL provides.  I have checked this fix into svn/trunk.
Could you update to latest in svn/trunk and let me know how you get on.

Cheers,
Robert

On 3 February 2015 at 15:24, Jason MacDonald 
jason.macdon...@ditchwitch.commailto:jason.macdon...@ditchwitch.com wrote:
I just checked out the latest revision from the trunk (rev 14678) and attempted 
to compile.
I receive the following compiler error:
In file included from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/StateAttribute:20:0,
 from 
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/AlphaFunc:17,
 from 
C:\Users\jason\Desktop\dev\OpenSceneGraph\src\osg\AlphaFunc.cpp:14:
C:/Users/jason/Desktop/dev/OpenSceneGraph/include/osg/Shader:93:24: error: 
'GL_GEOMETRY_SHADER_EXT' was not declared in this scope GEOMETRY = 
GL_GEOMETRY_SHADER_EXT,

It appears this was originally defined in include/osg/GL2Extensions but was 
recently removed? What is the proper fix to redefine this? (and other possible 
errors I will receive)

Thank you,
Jason
This email and any files transmitted with it from The Charles Machine Works, 
Inc. are confidential and intended solely for the use of the individual or 
entity to which they are addressed. If you have received this email in error 
please notify the sender. Our company accepts no liability for the contents of 
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information provided, unless that information is subsequently confirmed in 
writing. Please note that any views or opinions presented in this email are 
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the presence of viruses. The company accepts no liability for any damage caused 
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Re: [osg-users] To Convert QImage to OSG::Image

2014-12-04 Thread Jason MacDonald
Here is my method:

QImage glimg(QGLWidget::convertToGLFormat(img-image())); //image() is the 
QImage
osg::Image* osgImg = new osg::Image;
unsigned char* bits = new unsigned char[glimg.byteCount()];
memcpy(bits, glimg.bits(),glimg.byteCount());
osgImg-setImage(img-pixelWidth(), img-pixelHeight(), 1, GL_RGBA, 
GL_RGBA, GL_UNSIGNED_BYTE, bits, osg::Image::USE_NEW_DELETE);



-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of manish Choudhary
Sent: Thursday, December 04, 2014 4:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] To Convert QImage to OSG::Image

Hi,

In my application I required to convert QImage to osg::Image to use that as a 
texture to wrap it on model.
What is the best way to convert QImage to Osg::Image ?


Thank you!

Cheers,
manish

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Re: [osg-users] Positional Animation

2014-09-05 Thread Jason MacDonald
I'm unsure of your method, but here is how I handle it:
_position is a PositionAttitudeTransform

Quat h,r,p;
h.makeRotate(osg::DegreesToRadians(heading), Vec3d(0,0,1));
p.makeRotate(osg::DegreesToRadians(pitch), Vec3d(0,1,0));
r.makeRotate(osg::DegreesToRadians(roll), Vec3d(1,0,0));
_position-setAttitude(r*p*h);

Jason

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Chris Hidden
Sent: Friday, September 05, 2014 5:35 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Positional Animation

Hey everyone.

I may be interpreting how this is done improperly, but all I want at the moment 
is to animate two hand models.

I have two osg::MatrixTransform objects which I add my loaded hand models too.

I then attach an instance of a class that extends from osg::NodeCallback

Then in that class i have:


Code:

public:
HandMovementX() :incrementer(-0.5), incrementer2(-0.5), pitch(-90.0), 
roll(12.0){}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{

OSG_FATAL  Being called  std::endl;
roll += incrementer2;
if (roll  57)
incrementer2 = -0.5;
if (roll  -33)
incrementer2 = 0.5;

pitch += incrementer;
if (pitch  -135)
incrementer = 0.5;
if (pitch  -90)
incrementer = -0.5;


osg::MatrixTransform *trans = dynamic_castosg::MatrixTransform 
* (node);
if (trans != NULL)
{
osg::Matrixd handRotation;
handRotation.makeRotate(
osg::inDegrees(90.0f), osg::X_AXIS,
osg::inDegrees(pitch), osg::Y_AXIS,
osg::inDegrees(roll), osg::Z_AXIS
);
trans-setMatrix(handRotation * 
osg::Matrix::translate(15, 0, 8) );
worldCoordMatrix = 
osg::computeLocalToWorld(nv-getNodePath());

}
traverse(node, nv);
}

private:
osg::Matrix worldCoordMatrix;
float pitch;
float roll;
float incrementer;
float incrementer2;





The hands are moving, but not at all how I want them too and it seems that it 
animates first the Y axis and then the Z axis and then the translate.  I want 
all positions to be taken into account in a single movement on each frame. Am I 
approaching this totally wrong or what?

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Re: [osg-users] loading animated GIFs or TIFF files with OSG plug-ins?

2013-11-13 Thread Jason MacDonald
GIF files are supported through the ImageStream class.

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Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-08 Thread Jason MacDonald
Hi,

That is the exact build that changed things up. Revision 13710 fixes the 
uninitialized epsilon, but revision 13753 changed things up again.

Cheers,
Jason

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Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Jason MacDonald
Hi,

I'm not sure of the details of your problem, but I recently had a problem with 
intersections as well.
The epsilon value was changed in LineSegmentIntersector.cpp line 410.
 I changed back to 1e-4 from 1e-13 and it solved my problems.

Cheers,
Jason

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[osg-users] Compute Intersections with GL_POINT drawable

2013-09-23 Thread Jason MacDonald
Hello,
I am trying to do some hit tests on a geode that only has one drawable of a 
GL_POINT.

It seems my hit test only picks up the very center of the point, no matter how 
large I draw the point. Could I get some guidance on how to pick the object 
using the actual size?

Here is the picking code:

Code:

osg::Node *hitObj = NULL;

osg::ref_ptrosgUtil::PolytopeIntersector picker = pick(x,y,view);
if (!picker-containsIntersections())
{
return false;
}

osgUtil::PolytopeIntersector::Intersections::const_iterator it;
for (it = picker-getIntersections().begin(); 
it!=picker-getIntersections().end(); ++it)
{
const osg::NodePath nodePath = it-nodePath;
unsigned int idx = nodePath.size();
while (idx--)
{
hitObj = nodePath[idx];
switch (m_state)
{
case DEFAULT:
if (dynamic_castShape*(hitObj)  !plan-locked())
{
return true;
}
.

osg::ref_ptrosgUtil::PolytopeIntersector Picker::pick(float x, float y, 
osgViewer::View *view)
{
float win = 1;
osg::ref_ptrosgUtil::PolytopeIntersector picker = new 
osgUtil::PolytopeIntersector(osgUtil::Intersector::WINDOW, 
x-win,y-win,x+win,y+win);
osgUtil::IntersectionVisitor iv(picker.get());
view-getCamera()-accept(iv);
return picker.get();
}




And here is the geode:

Code:

Geometry* geom = new Geometry;
Vec3Array* vert = new Vec3Array;
vert-push_back(Vec3(0,0,0));
geom-setVertexArray(vert);
geom-addPrimitiveSet(new DrawArrays(osg::PrimitiveSet::POINTS,0,1));
StateSet* state = geom-getOrCreateStateSet();
state-setMode(GL_LIGHTING, StateAttribute::OFF | 
StateAttribute::PROTECTED);
state-setAttribute(new Point(20), StateAttribute::ON);
state-setMode(GL_POINT_SMOOTH, StateAttribute::ON);

Geode* geode = new Geode;
geode-addDrawable(geom);
geode-setCullingActive(false);

ColorSetterVisitor color(Vec4(1,1,1,1));
geode-accept(color);

addChild(geode);


[/code]

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Re: [osg-users] osgWidget Frame borders

2012-06-22 Thread Jason MacDonald
Thank you for your help.
Modifying the textures to use CLAMP_TO_EDGE has a positive effect, but does not 
fix the problem entirely.

See attached image.

The dark pixels seem to come from some other blending going on... If I switch 
the theme I use to a full white 66x66 image, the lines do not show.

Do you have any more advice for me?

Jason

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[osg-users] osgWidget Frame borders

2012-06-21 Thread Jason MacDonald
(I am reposting this because of a mailing list error I received the first time)

I am having trouble with osgWidget::Frame and the included osgwidgetframe 
example program. 

There are pixel gaps in between the corners and borders that make the frame 
look quite awful. I am guessing there are some ever so slight rounding errors 
when computing the quad locations. 

See attached image. 

Are there any work arounds? 


Thanks, 
Jason

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Re: [osg-users] osgWidget examples dataset

2012-06-01 Thread Jason MacDonald
I am having the same issue with the pixel gap.
Did you make any progress on it?

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[osg-users] Incorrect rendering when modifying camera

2012-05-25 Thread Jason MacDonald
Hello, I am new to OSG and having trouble with modifying the camera.

I have added my own event handler to process keyboard inputs to change the 
camera view.
This handler holds references to 5 camera manipulators, and upon a KEYDOWN, it 
switches to the correct camera manipulator as such:



Code:

..
if (key == '1'  m_topCamera.valid())
{
m_scene-setCameraManipulator(m_topCamera, false);
m_topCamera-update();
return true;
}
if (key == '2'  m_sideCamera.valid())
{
m_scene-setCameraManipulator(m_sideCamera, false);
m_sideCamera-update();
return true;
}

if (key == '4'  m_userCamera.valid())
{
m_scene-setCameraManipulator(m_userCamera, false);
m_userCamera-update();
return true;
}

.



m_topCamera is an OrthoCamera derived from StandardManipulator
m_userCamera is a UserCamera derived from FirstPersonManipulator

each has a _camera member that points to the same instance



Code:

void OrthoCamera::update()
{
double aR,l,r,b,t,n,f, fov;
if (_camera-getProjectionMatrixAsOrtho(l,r,b,t,n,f))
{
aR = fabs(r-l)/fabs(t-b);
_camera-setProjectionMatrixAsOrtho2D(-_zoom*aR, _zoom*aR, -_zoom, 
_zoom);
}
else
{
_camera-getProjectionMatrixAsPerspective(fov,aR,n,f);
_camera-setProjectionMatrixAsOrtho2D(-_zoom*aR, _zoom*aR, -_zoom, 
_zoom);
}
}





Code:


void UserCamera::update()
{
double aR,l,r,b,t,n,f, fov;
if (_camera-getProjectionMatrixAsOrtho(l,r,b,t,n,f))
{
aR = fabs(r-l)/fabs(t-b);
_camera-setProjectionMatrixAsPerspective(54.0, aR, n, f);
}
else
{
_camera-getProjectionMatrixAsPerspective(fov,aR,n,f);
_camera-setProjectionMatrixAsPerspective(fov, aR, n, f);
}
}





The problem:
When switching back and forth from top camera to user camera, everything works 
great.
However, when switching from side camera to user camera, all the normals appear 
to be inverted... all the lighting is messed up and I am seeing the inside of 
objects. It also seems to draw objects in front of objects that should be 
hidden. This problem is fixed when I go back to top camera then back to user 
camera.

Am I needing to do some type of invalidating to get things refreshed? Sorry, 
very new to OSG and unaware of all the functions.

Thanks,
Jason

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Re: [osg-users] Incorrect rendering when modifying camera

2012-05-25 Thread Jason MacDonald
Well, I figured it out.

The near plane was becoming negative, so now I fix it to 1.0f when in 
perspective mode.

Jason

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Re: [osg-users] [build] Problems with OSG 3.0.1, Qt 4.8.0, mingw 64-bit

2012-05-25 Thread Jason MacDonald
I am using Qt 4.7.0 with mingw 32bit.
I had possibly similar problems when first trying to get OSG to work with Qt.

It ended up being that I was building OSG in Release mode, but everything else 
was in debug.
Have you tried building your Qt program in Release mode?

You can build OSG in Debug by setting the CMAKE_BUILD_TYPE option to 'Debug' in 
CMake. (I notice this does not give the plugins the proper appended 'd' to the 
dll's, but doing so manually worked.)

Jason

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