Re: [osg-users] OsgMovie ffmpeg and audio (SDL2) - Audio seems to make video slower. Audio has hiccoughing

2018-06-12 Thread Javier Taibo
  Hi,

  Try replacing m_context->time_base by m_stream->time_base
in FFmpegDecoderVideo::decodeLoop() (FFmpegDecoderVideo.cpp)

  This should solve your problem with FFMPEG versions after 3.0


  Cheers!


On Mon, Jun 11, 2018 at 4:36 PM, Andrea Martini 
wrote:

> Hi everyone,
> i'm using osg3.5.6 on visual studio 2013 (windows 10), and i'm using
> ffmpeg  plugin combined with SDL2 to play video and audio streaming with
> osgmovie example.
> If i don't use SDL2 (no audio), video streaming works fine.
> If i add SDL2 (audio), i get two bad results:
> 1) video stream get slower
> 2) Audio has hiccoughing
>
> I tryied with some video examples (with different resolutions) but i get
> the same result.
>
> Following, i report audio streaming output displayed on the console:
>
> ffmpeg::open(C:\Movie\surfers_360.mp4) size(2048, 1024) aspect ratio 1
> Attaching FFmpegAudioStream
> AudioStream read []
> FFmpegAudioStream::setAudioSink( 0277C50FEEE0)
> Assigning 0277C50FEEE0
> image->s()2048 image-t()=1024 aspectRatio=1
> SDLAudioSink()::startPlaying()
>   audioFrequency()=48000
>   audioNbChannels()=2
>   audioSampleFormat()=4
>   SampleFormat  = SAMPLE_FORMAT_F32
>
> I'm wondering if i should continue with ffmpeg and sdl libraries, or i
> have to look at another one. In this last case, could you suggest me some
> way to follow? (link, examples, ...)
>
> Thank you!
>
> Cheers,
> Andrea
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74033#74033
>
>
>
>
>
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Re: [osg-users] maya2osg with Maya 2015

2014-11-14 Thread Javier Taibo
  Hi Karl,

  I am currently using it with Maya 2015  OSG 3.2.

  I haven't used it too much with this version, but at least it compiles
and works for simple scenes :)


  Regards,


On Thu, Nov 13, 2014 at 1:20 PM, Cary, Karl A. karl.a.c...@leidos.com
wrote:

 Has anyone attempted to use it with Maya 2015 yet? Last time we tried it
 was 2012, and it has been raised again that they want us to start trying to
 export directly to ive/osgb instead of our complex conversion process
 currently in place. Last I can see were some changes to get it compatible
 with 2014. This is probably mostly directed towards Javier Taibo. I just
 wanted to make sure this has been tested by someone before we put in for
 our upgrade from 2014 to 2015. Thanks.

 Karl

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Re: [osg-users] multiple inheritance ERROR

2014-09-26 Thread Javier Taibo
  Search for dreaded diamond problem in Google and you'll find good
explanations of this problem and possible solutions.

  Regards,


On Fri, Sep 26, 2014 at 5:01 AM, jiang.sa...@gmail.com 
jiang.sa...@gmail.com wrote:

 Hi,

 recently, I write a sample application based on osgEarth 2.5.  when using 
 FeatureManipTool class  like the way

 osg::ref_ptrFeatureManipTool _featureManipulator;

 I got some errors:

 error C2385: ambiguous access of 'unref'
 1 could be the 'unref' in base 'osg::Referenced'
 1 or could be the 'unref' in base 'osg::Referenced'

 after debuging, I found that this class is using multiple inheritance.
 then how can I solve the problem?
 thanks!


 --
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Re: [osg-users] Maya2osg?

2014-01-31 Thread Javier Taibo
  Hi Chris,

On Wed, Jan 29, 2014 at 10:54 PM, Chris Hanson xe...@alphapixel.com wrote:

   Is anyone using Maya2osg?

 http://maya2osg.sourceforge.net/


  Me!   :-)

  It doesn't look like it has been real active in a few years, and I'm
 wondering if anyone has a binary build that would work with Maya 2014 on
 Windows? I'd like to evaluate it without having to build it from source.


  I have recently built it for Maya 2014 win64 + VS2010 + OSG 3.2.0. The
problem with the binaries is that it is a combinatorial explosion of
OS+architecture+compiler+Maya version+OSG version, so the best option is to
compile it yourself in your development environment.

  Actually, there was a problem with the maya UI in latest Maya versions. I
commited the fix to SVN this morning.

  If you have any problem with the plug-in, let me know.

  Of course, if anyone in the OSG community has any corrections to
contribute, they are welcome.

  It's funny that after about two years out of the list, the more recent
thread I read is this :-)


  Regards,

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Re: [osg-users] Maya2osg?

2014-01-31 Thread Javier Taibo
  Hi Chris,

  I can send you one compiled in Windows 7 64-bit, Maya 2014, VS 2010, OSG
3.2.0.

  Download the file in this URL


http://www.syntheractive.com/maya2osg/maya2osg_win64_maya2014_osg3.2.0_vs2010.tgz


  and do the following:

  Copy the file maya2osg.mll to your Maya 2014 plug-ins directory (e.g.
C:\Program Files\Autodesk\Maya2014\bin\plug-ins\)

  Copy the other directories (prefs  scripts) to your user directory for
Maya 2014 (e.g. ~Documents\maya\2014-x64\)

  Start Maya and you should have a shelf called OSG with some buttons to
export, import, preview... The scripts called from these buttons
automatically load the plug-in.

  Good luck!

  Let me know if it works... or if you have any problem.

  Btw, If this configuration does not fit yours, it should not be too
painful to compile your binaries. If you need to do it, you can install all
the files above from the install target in Visual Studio. The only issue is
that your user must have write access to the plug-ins directory.


  Best Regards,




On Fri, Jan 31, 2014 at 10:30 PM, Chris Hanson xe...@alphapixel.com wrote:

 We've had some issues installing the binary we got.

 Do you by any chance have a precompiled binary we could test with Maya?

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Re: [osg-users] Maya2osg?

2014-01-31 Thread Javier Taibo
  It is probably because OSG 3.2.0 libraries are not on the path. Are they?





On Sat, Feb 1, 2014 at 12:43 AM, Chris Hanson xe...@alphapixel.com wrote:

 We just tried installing your build and we're getting an
 Error: Line 1: The specified module could not be found.

 http://alphapixel.com/sites/default/files/download/mayaerr.png

   I'm not sure if that has to do with it not actually finding it, or what
 the real issue might be.

   Any suggestions for troubleshooting? We probably could compile this
 ourselves, but the real goal is to be able to provide it to artists who
 don't have a compiler or SDK, and so we are hoping to have a binary install
 recipe that is relatively easy to explain.

   This is for people in the automotive industry who are authoring art
 assets in Maya.




 On Fri, Jan 31, 2014 at 4:17 PM, Javier Taibo javier.ta...@gmail.comwrote:

   Hi Chris,

   I can send you one compiled in Windows 7 64-bit, Maya 2014, VS 2010,
 OSG 3.2.0.

   Download the file in this URL


 http://www.syntheractive.com/maya2osg/maya2osg_win64_maya2014_osg3.2.0_vs2010.tgz


   and do the following:

   Copy the file maya2osg.mll to your Maya 2014 plug-ins directory (e.g.
 C:\Program Files\Autodesk\Maya2014\bin\plug-ins\)

   Copy the other directories (prefs  scripts) to your user directory for
 Maya 2014 (e.g. ~Documents\maya\2014-x64\)

   Start Maya and you should have a shelf called OSG with some buttons to
 export, import, preview... The scripts called from these buttons
 automatically load the plug-in.

   Good luck!

   Let me know if it works... or if you have any problem.

   Btw, If this configuration does not fit yours, it should not be too
 painful to compile your binaries. If you need to do it, you can install all
 the files above from the install target in Visual Studio. The only issue is
 that your user must have write access to the plug-ins directory.


   Best Regards,




 On Fri, Jan 31, 2014 at 10:30 PM, Chris Hanson xe...@alphapixel.comwrote:

 We've had some issues installing the binary we got.

 Do you by any chance have a precompiled binary we could test with Maya?

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 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] using ClipNode to cut a model in two, then cap the open side

2011-07-26 Thread Javier Taibo
  Hi Cory,

  Sorry I came a bit late to this thread, but just in case you sill
find it useful, I sent some code to the list about a year ago, that
implements the stencil technique described in the red book. It is in
this message:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html


  Regards,


On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddell c...@codeware.com wrote:
 I've been thinking about using a ClipNode to cut my model in two to
 expose the inside details like a cutaway drawing. Just sticking a
 ClipNode at the root of my model graph does remove half of it, but the
 model ends up looking hollow rather than solid. I want to cap the open
 side. For example, if a sphere is cut in two, I would cap the open side
 with a circle.

 A bit of searching for how to do this with OpenGL turned up this page
 (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side
 using the stencil buffer. Does the technique outlined in the article
 look like a reasonable OSG-friendly approach? Any advice or pointers to
 other examples? Grepping the example code turns up a bunch of stencil
 code, but I'm still a little lost (OpenGL newbie).

 Thanks,
 Cory
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[osg-users] Update-Draw frame numbering coherence

2011-07-15 Thread Javier Taibo
  Hi all,

  I have an application where I request from the update thread some
operations that must be performed in a draw callback. The operations
must be performed in the draw of the same thread they were requested
from.

  I tried to check the frame from the draw callback, using
renderInfo.getState()-getFrameStamp()-getFrameNumber(). The problem
I found is that this frame number is the one of the frame currently
being processed in the UPDATE frame., as it is a reference to the
FrameStamp structure of the viewer.

  The solution I have applied is a change in the file
src/osgUtil/SceneView.cpp, method SceneView::cull, in the line 753,
replacing

state-setFrameStamp(_frameStamp.get());

  with

state-setFrameStamp( new osg::FrameStamp(*_frameStamp) );

  This way, instead of storing a pointer to the global FrameStamp in
the renderInfo structure, I build a copy of the FrameStamp object, so
the draw stage keep this information intact and is not overwritten by
the next frame in the update thread.

  I don't know if there is a better solution to this problem. Anyway,
I think that in the renderInfo argument of a draw callback it would be
nice to have the FrameStamp of the frame to which this callback
belongs.


  Thoughts? Anybody else has faced problems with frame numbering in
draw callbacks?


  Regards,

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Re: [osg-users] OpenSceneGraph-3.0.0-rc3 tagged, and plan to final 3.0.0 release

2011-06-23 Thread Javier Taibo
 ?virtual void
          osgText::Layout::layout(osgText::TextNode) const?:
          examples/osgtext3D/TextNode.cpp:80:11: warning: variable
          ?characterHeightScale? set but not used
          [-Wunused-but-set-variable]
          examples/osgvolume/osgvolume.cpp: In function ?int main(int,
          char**)?:
          examples/osgvolume/osgvolume.cpp:678:38: warning: variable
          ?internalFormatMode? set but not used [-Wunused-but-set-variable]
          examples/osgwidgetcanvas/osgwidgetcanvas.cpp: In function ?bool
          windowMouseOver(osgWidget::Event)?:
          examples/osgwidgetcanvas/osgwidgetcanvas.cpp:27:24: warning:
          variable ?xy? set but not used [-Wunused-but-set-variable]
          examples/osgwidgetcanvas/osgwidgetcanvas.cpp: In function ?bool
          widgetMouseOver(osgWidget::Event)?:
          examples/osgwidgetcanvas/osgwidgetcanvas.cpp:35:24: warning:
          variable ?xy? set but not used [-Wunused-but-set-variable]
          src/osgPlugins/p3d/ReaderWriterP3D.cpp: In member function
          ?osg::Node* ReaderWriterP3DXML::parseXmlGraph(osgDB::XmlNode*,
          bool, osgDB::Options*) const?:
          src/osgPlugins/p3d/ReaderWriterP3D.cpp:2121:10: warning: variable
          ?readSlide? set but not used [-Wunused-but-set-variable]
          applications/present3D/present3D.cpp: In function ?int main(int,
          char**)?:
          applications/present3D/present3D.cpp:639:10: warning: variable
          ?sizesSpecified? set but not used [-Wunused-but-set-variable]

 2011-06-22 09:06  robert

        * src/osgViewer/CompositeViewer.cpp, src/osgViewer/Viewer.cpp:
          Fixed regression in --run-on-demand feature

 2011-06-21 17:30  robert

        * src/osg/glu/libutil/mipmap.cpp: Merged from svn/trunk changeset
          r12593, Removed assert() that always evaluated to true.

 2011-06-21 13:03  robert

        * CMakeModules/Find3rdPartyDependencies.cmake: Merged from
          svn/trunk, changeset 12591, From Torben Dannhauer, originally I
          posted the addendum of 'freetype244MT', but that was wrong.
          I updated it to the correct addendum of 'freetype244' yesterday,
          but supposedly that was not forwarded to you by the
          forum-to-mail-gateway.

          Find attached the corrected CMake module. 
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Re: [osg-users] OSG based aplication nominated in CG Architect Awards

2011-06-13 Thread Javier Taibo
  Hi,

On Fri, Jun 10, 2011 at 7:59 PM, Alberto Jaspe aja...@gmail.com wrote:

 1) how do you cap holes when performing dynamic clipping?

 Every poly behind the holes is viewed by its back face. You only have to
 fill any back face with an uniform color in a fragment program.

  Actually I implemented the capping stuff using the stencil buffer
technique described in the chapter 10 of the red book, but I think it
finally was not used because the model did not fit the requisites for
this technique (being closed convex elements with no intesecting
surfaces and so on...).


  Regards,

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Re: [osg-users] Please test svn/trunk before todays 2.9.15 dev release.

2011-05-30 Thread Javier Taibo
  Everything OK in Ubuntu 10.04.2 LTS (64-bit).


  Regards,

On Mon, May 30, 2011 at 10:28 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi All,

 Could users check out, build and test the svn/trunk version of the OSG
 and let me know how you get on.  I'll be tagging the 2.9.15 release
 today so would like to make sure it's at least building across
 platforms before I make the release.

 Thanks,
 Robert.
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Re: [osg-users] Maya2OSG patches

2011-05-25 Thread Javier Taibo
  It's far more readable :)  Thanks for the changes. They are
submitted to svn trunk.


  Regards,

On Wed, May 25, 2011 at 4:50 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 The replacement of that inline function with a macro removes the type-safety
 offered by C++ and makes the code more accident prone.  I did the
 static-casts with the multiple parameters because the parameters to the
 function aren't necessarily always the same type. Looking into it further, a
 single parameter, which is manually specified when in doubt, seems to be the
 smartest solution, since it makes it explicit at the point of the call what
 precision is being used when it is ambiguous. I've attached files for an
 updated function which combines the best of all solutions so far: template
 function with a single parameter, body uses osg::absolute to simplify
 expression, and one explicit specification of the template parameter in
 calling code. Simpler and more explicit all around, I think - hopefully this
 will be acceptable. It build cleanly here: windows, vc9, maya 2012 x64
 Ryan

 On Tue, May 24, 2011 at 5:20 PM, Javier Taibo javier.ta...@gmail.com
 wrote:

  Thanks for the fixes. Changes are now committed to svn trunk.

  About the second issue, it seems a much complicated piece of code
 for what it's doing. I suggest this lighter and cleaner alternative
 instead of a template with three different typename parameters and the
 huge expression with four static_cast.

 #define inTolerance(base, match, tolerance) (
 osg::absolute((base)-(match))  tolerance )

  However, this part of the code was written by Peter Particle, so
 I'll redirect to him both proposals.

  Meanwhile, can you test if it is working for you right now?


  Regards,


 On Tue, May 24, 2011 at 11:08 PM, Ryan Pavlik rpav...@iastate.edu wrote:
  The changes to osgpreview.cpp are for the first issue, while the changes
  to
  utility.h are for the second way of solving the second issue.
  Ryan
 
  On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.com
  wrote:
 
   Hi Ryan,
 
   Thank you for the patches. Can you send the whole files instead of
  patches, please? You can zip all files together to make it easy.
 
   Thank you!
 
 
   Best Regards,
 
 
  On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu
  wrote:
   Hello all,
   I've attached small patches to two issues I've found with Maya2OSG.
   One allows it to build successfully with the current 2.8 branch -
   there
   are
   some manipulators not available in this branch so we just disable
   them
   by
   checking the osg version.
   The other issue was ambiguity in calling inTolerance, preventing me
   from
   building successfully on VC9 x64.  I solved this two different ways:
   take
   your pick of which way you prefer.
  
   I've made inTolerance a template function with a single parameter
   type
   and
   explicitly specified the template parameter in the one case.
   (fix-vc9-build)
   inTolerance is a template function with three parameter types, and
   static_casts all arguments to the type of the tolerance parameter
   before
   doing math.  This one doesn't require explicit template param
   specification,
   and seems more correct to me, or at least more explicit in how it
   works. I
   personally prefer this one. (alternate-fix-build)
  
   These patches were made against the latest svn trunk of maya2osg
   using
   tortoisesvn.
   Ryan
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   Iowa State University
  
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Re: [osg-users] Maya2OSG patches

2011-05-24 Thread Javier Taibo
  Hi Ryan,

  Thank you for the patches. Can you send the whole files instead of
patches, please? You can zip all files together to make it easy.

  Thank you!


  Best Regards,


On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 Hello all,
 I've attached small patches to two issues I've found with Maya2OSG.
 One allows it to build successfully with the current 2.8 branch - there are
 some manipulators not available in this branch so we just disable them by
 checking the osg version.
 The other issue was ambiguity in calling inTolerance, preventing me from
 building successfully on VC9 x64.  I solved this two different ways: take
 your pick of which way you prefer.

 I've made inTolerance a template function with a single parameter type and
 explicitly specified the template parameter in the one case. (fix-vc9-build)
 inTolerance is a template function with three parameter types, and
 static_casts all arguments to the type of the tolerance parameter before
 doing math.  This one doesn't require explicit template param specification,
 and seems more correct to me, or at least more explicit in how it works. I
 personally prefer this one. (alternate-fix-build)

 These patches were made against the latest svn trunk of maya2osg using
 tortoisesvn.
 Ryan
 --
 Ryan Pavlik
 HCI Graduate Student
 Virtual Reality Applications Center
 Iowa State University

 rpav...@iastate.edu
 http://academic.cleardefinition.com

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Re: [osg-users] Maya2OSG patches

2011-05-24 Thread Javier Taibo
  Thanks for the fixes. Changes are now committed to svn trunk.

  About the second issue, it seems a much complicated piece of code
for what it's doing. I suggest this lighter and cleaner alternative
instead of a template with three different typename parameters and the
huge expression with four static_cast.

#define inTolerance(base, match, tolerance) (
osg::absolute((base)-(match))  tolerance )

  However, this part of the code was written by Peter Particle, so
I'll redirect to him both proposals.

  Meanwhile, can you test if it is working for you right now?


  Regards,


On Tue, May 24, 2011 at 11:08 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 The changes to osgpreview.cpp are for the first issue, while the changes to
 utility.h are for the second way of solving the second issue.
 Ryan

 On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.com
 wrote:

  Hi Ryan,

  Thank you for the patches. Can you send the whole files instead of
 patches, please? You can zip all files together to make it easy.

  Thank you!


  Best Regards,


 On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote:
  Hello all,
  I've attached small patches to two issues I've found with Maya2OSG.
  One allows it to build successfully with the current 2.8 branch - there
  are
  some manipulators not available in this branch so we just disable them
  by
  checking the osg version.
  The other issue was ambiguity in calling inTolerance, preventing me from
  building successfully on VC9 x64.  I solved this two different ways:
  take
  your pick of which way you prefer.
 
  I've made inTolerance a template function with a single parameter type
  and
  explicitly specified the template parameter in the one case.
  (fix-vc9-build)
  inTolerance is a template function with three parameter types, and
  static_casts all arguments to the type of the tolerance parameter before
  doing math.  This one doesn't require explicit template param
  specification,
  and seems more correct to me, or at least more explicit in how it
  works. I
  personally prefer this one. (alternate-fix-build)
 
  These patches were made against the latest svn trunk of maya2osg using
  tortoisesvn.
  Ryan
  --
  Ryan Pavlik
  HCI Graduate Student
  Virtual Reality Applications Center
  Iowa State University
 
  rpav...@iastate.edu
  http://academic.cleardefinition.com
 
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Javier Taibo
  Hi J-S,

On Mon, May 9, 2011 at 5:15 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:

 In the end, the fact that the shader generation code in phong.cpp was trying
 to access a plug that didn't exist for a blinn material wasn't the cause of
 the crash (the code is well guarded so it just returns an empty plug). Plus,
 that plug is never used anyways (the gl_FrontMaterial.shininess is used, and
 that was set according to my approximation in shader.cpp, so that should be
 fine). Still, I made the Blinn class anyways so it's a starting point if we
 ever want to refine it.

 What I did to remove the crash (at least until we can find the real cause)
 is to disable optimization for the function where it crashes.

 I also saw that one of the plugs was missing in phong.cpp, and even if it's
 empty, for completeness I added it.

  Great! Thanks for the corrections. Submitted to svn/trunk.

 So find the modified files attached. They all go in src/GLSL, except the
 CMakeLists.txt which goes into the root.

  Do you know of an easy way for CMake to create the folders (e.g.,
GLSL) inside the Visual Studio project source tree?


  Cheers!

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-09 Thread Javier Taibo
On Mon, May 9, 2011 at 9:58 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
   Do you know of an easy way for CMake to create the folders (e.g.,
 GLSL) inside the Visual Studio project source tree?

 See the attached file. :-)

 Hope this helps,

  You're my CMake hero!  :-)


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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-08 Thread Javier Taibo
  Hi J-S,

On Fri, May 6, 2011 at 10:45 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Good, pardon the negativism but it's a relief that you're seeing the crash
 too now, at least it's not something totally trivial on my side :-)

 I've gotten pretty far debugging this in release with debug symbols. First
 it looked as if adding the shading node to the map
 (ShadingNetwork::registerShadingNode()) was causing it, but I debugged
 deeper and it's not that. If I comment out shadingnode.cpp line 67:

    plug.codeBlock = plug.connectedShadingNode-getCodeBlock( rp_name );

 it doesn't crash anymore. In release with debug symbols it seems like the
 debugger sometimes gives bad information (for example sometimes the call
 stack looks whack, or a pointer will look invalid but will be ok) but it
 looks as if when rp_name is outColor it will crash shortly after. I'm sure
 that line is not the cause but the symptom, but maybe this info will help
 you debug it.

  I reached the same point as you, activating debugging information in
the release configuration. Moreover, I converted the Maya scene to
Maya 2010 and tested it in my laptop with Vista + VS 2008 Express +
Maya 2010 + OSG 2.9.11 and the crash is exactly the same, only two
stack frames before (surfaceshader.cpp line 158).

  I have to get deeper in this issue, but unfortunately I won't have
much time for it. I'll let you know if I get to something.

  In favor of Peter I must say I am pretty sure it is my fault. I
tested it in a version prior to the osgAnimation stuff and mesh export
changes and it crashes the same way. It is not at all a random crash.
I suppose I didn't noticed that because I always use the Debug
configuration.


  Regards,

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
  Hi,

On Fri, May 6, 2011 at 3:24 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 This can actually be handled automatically with the right usage of FindOSG.
 But I agree that it's not always obvious how to do that. When you start
 writing tons of ifs for each configuration, it's a clear sign that you're
 not using CMake to its full potential.

  Yes. That is *exactly* the point  :)

 I'll have a look at it tomorrow morning.

  Thank you very much. I really appreciate it.


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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
  Hi J-S,

On Fri, May 6, 2011 at 3:49 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:

 Here are the changes I have made to maya2osg.

 1. I have modified the CMake config so it will use the OSG release and debug
 versions correctly.
 2. I made the Maya install directory user-visible because it might not be in
 Program Files... It is settable at install time.
 3. I set the debug, release with debug info and min size release postfixes
 to empty so that you can compile/install either version and Maya will load
 it correctly (by default they are d, rd and s).
 4. I removed the CONFIG_PROJECT macro since it was now being used only for
 OpenGL (since FindOSGHelper does all the work for OSG).
 5. I aded the possibility for parallel building on MSVC. On my 8 core it
 builds much quicker :-)
 6. The only code change is that I added .get() where needed so the plugin
 would compile when OSG is built with OSG_REF_PTR_IMPLICIT_CONVERSION
 disabled.

  Thank you very much. They are submitted to svn/trunk. Now the CMake
script works like a charm. I hope to port it to Linux next monday. Now
in VS debug mode works like a charm, did you finally manage to debug
Maya and Maya2OSG from VS?

 I noticed that you've made changes to fix the normal mapping, but for me the
 plugin seems to make Maya crash when I press the Export button. I tried to
 debug the crash, but the plugin built in debug doesn't crash... And in
 release with debug symbols, the crash doesn't seem to happen in the plugin
 itself, because I don't get a coherent stack trace. I'm assuming you tested
 your change and it doesn't crash for you, so it's probably something
 specific to my setup. I'll let you know when I have more information.

  Actually, I didn't change anything there yet. It was Peter who
submitted some changes related with the bumpmapping problems we
detected. It was an UI option that accidentally disappeared that
allowed to enable/disable bumpmapping export.

  I also noticed a bug in this code that make the plug-in crash when
the bump texture cannot be loaded. It is already fixed, but I don't
think it is the same problem you're finding. I am still working on all
these and haven't reviewed yet all the changes in the last months that
could cause the bump problems.

  However, if you can send me the scene that is crashing on your
system, in case it is not too complex, I can test directly with it.


  Regards,

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
  Hi J-S,

On Fri, May 6, 2011 at 7:02 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:

 1. Named the osg::Light according to the MFnLight/MFnSpotLight name (i.e. if
 the light's MatrixTransform is directionalLight1, then the osg::Light will
 be directionalLightShape1)

 2. Blinn materials will be shaded like Phong, with an empirical conversion
 of the eccentricity to an OpenGL shininess value. I haven't found any good
 online sources on converting the value (and the Maya doc was no help
 either), so I came up with my own conversion after a bit of experimentation
 in a spreadsheet... Seems to give roughly the right curve in specular
 highlight. If we can get a better conversion later I'm all for it.

 3. The file connected to a Bump2d node would be converted to a tangent space
 normal map with the bump2normal() function. Our normal map textures are
 already tangent space normal maps, so they need no conversion (and
 converting them gave really bad results). The Bump2d node has a setting
 called Use As: Bump / Tangent Space Normals / Object Space Normals. I think
 that if the setting is not set to Bump, there should be no conversion done.
 So I did that, I hope you agree (or if there's some other way to do that let
 me know).

  Thank you for the changes. They are already submitted to svn/trunk.

  The Blinn shader was something in my to-do list. I wanted to do some
research to discover what computations does Maya for it. Now we have a
first approximation :)  However, I don't know if it is working

 I saw your change in bump2normal.cpp, but it didn't help. I'm still getting
 a crash only in release build of the plugin, after pressing Export. I'll
 probably put in some prints to try and track it down, since the debug
 version of the plugin doesn't crash. Don't worry about it.

  By the way, I tested the file you sent me with tangent space normal
maps, and worked OK. At least nobody crashed. The mapping is a bit
weird however, but I suppose it is just a test to see if it is
working. I can send you a snapshot if you want.


  Regards,

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
On Fri, May 6, 2011 at 7:41 PM, Javier Taibo javier.ta...@gmail.com wrote:
 research to discover what computations does Maya for it. Now we have a
 first approximation :)  However, I don't know if it is working
   ^
  Please, ignore this line. It should not be there  X-D


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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
On Fri, May 6, 2011 at 8:29 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Javier,

 Great, thanks. Can you please replace the filetexture.cpp by this one as
 it's the behavior I think we want - if the Use As: field is anything
 OTHER than Bump, don't convert bump2normal.

 Sorry I forgot the file, here it is.

  Updated!

  Now bump mapping seems to be working fine again, btw...

  And I must apologize, I absolutely lied to you in the other message.
Your scene crashes in Release mode. Just tested it on Debug only. My
mistake!  I don't know where the problem is... I'm taking a look at
it. If I discover something I'll let you know...



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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Javier Taibo
  Hi J-S!

On Wed, May 4, 2011 at 10:27 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 maya2osg (Maya plugin)
 ---
 As for maya2osg, it also seems active (last checkin Apr. 24th) and I was
 able to compile it myself and use my compiled version without any problems.
 But again there are unanswered messages on the sourceforge forum. I've
 subscribed to its mailing list and posted a few questions to which I haven't
 yet gotten an answer but it hasn't been that long yet. However from the

  OMG!   X-D

  How many minutes did you wait???  :)

 archives it doesn't seem the mailing list is much more active than the
 forum. Again, the main developer is also a member of this list,
 ParticlePeter. So the same question applies, where do we discuss this, here
 or on the project's sourceforge forums / its own mailing list?

  I have been quite busy last months and didn't work too much on the
plug-in. Actually, the active developer was ParticlePeter, integrating
osgAnimation export. I am retaking the project these days, and I'm
afraid Peter is under heavy workload, so it seems we are playing turns
 :)

  About where to discuss, wherever you prefer, the OSG list, the
maya2osg list. Personally I don't like forums very much. About the
unanswered questions in the forum, it's a matter of time availability.
I released the code in case someone finds it useful, but cannot
guarantee user support.

 In both cases, I'd like to ask how active are the projects, really. If I do
 some work on them, will it likely be accepted and integrated quickly, or
 will it sit as a patch for a few months?

  Patches will be accepted and integrated ASAP, but this is a project
developed in my spare time, so it is adapted to time availability.

 We'll be looking to have at least normal mapping exported as a basic feature
 - maya2osg already supports that but it's not working 100% yet, and we'll

  It has been broken on one of the last updates. I am checking it...
Actually, I will need it soon at work so I must fix it whether I like
it or not.

 want to add it to OSGExp. We'll also probably want to add a callback
 mechanism in some places, so that the exported file can be customized to the
 final engine's pipeline. But I can discuss this later.

 I hope I can work with the authors of the respective plugins and get them
 working for our purposes. Thanks in advance,

  As I already said in the other list, contributions are always
welcome. It's nice to see there is people interested in the project.


  Regards,

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-05 Thread Javier Taibo
  Hi J-S,

On Thu, May 5, 2011 at 10:25 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 No seriously, about 5 hours, but it's fine, I didn't really expect a reply
 that quick - it was meant as a joke, and I had other questions to ask for
 the Max export plugin too so I started a thread about both plugins.

  I suppose you have a very short timeframe in justincaseidie.com  :D

 About where to discuss, I think you might have better visibility if we
 discuss here, that way others will know the project is active. But if you
 generally don't read all messages and prefer to keep the two separate I can
 understand. It's really up to you.

  OK. If nobody consider it intrusive to the OSG list, I'll be glad to
discuss here.

 Great! I'll look into adding CMake build files tomorrow, since I just did
 the same thing for the Max exporter today (it went quite fast). Would you
 mind if the first version was Windows/VC++ only? I don't have Maya for Linux
 so couldn't test, and putting in a build system for Linux that should work
 but is untested is not a good strategy I think.

  The CMake script is already in the svn/trunk. I am trying in Win7
32-bit + VS2010 Express + Maya 2011 + OSG 2.9.11.

  It correctly creates the VS project and it is working in Release
configuration. The installation is also ready, assuming you have write
permission to the plug-in directory. The only thing I have unsolved is
the Debug configuration, I don't know what is the orthodox way to make
it link with debug versions of OSG. I tried to detect the
CMAKE_BUILD_TYPE and if it is Debug link with OSG_LIBRARY_DEBUG
instead of OSG_LIBRARY, but it didn't work. I think it should
probably work in Linux, but in Visual Studio the configurations are
managed inside the VS project/solution and so the CMAKE_BUILD_TYPE is
not known when the CMake script is evaluated.

  Maybe you can help me with that, and test it in your system and let
me know if it works. I'm pretty sure that you have much more knowledge
than me about CMake. I am developing a weird love-hate relationship
with this software.


  Regards,

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[osg-users] Perspective division MVPW

2011-02-18 Thread Javier Taibo
  Hi all,

  I am using the MVPW matrix to transform vertices from object space
to window space. I get this matrix through the getMVPW method of
CullVisitor. Taking a look at the code, it seems that MVPW is (as its
name implies) the multiplication of Model View Projection and Window
matrices.

  Isn't perspective division missing? Shouldn't it be performed
between the projection (view to clip coordinates) and the viewport
(normalized device to window coordinates) transformations?

  Obviously, I am missing something here... If somebody can trow some
ligth at this, I would really appreciate it.


  Thanks in advance.

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Re: [osg-users] Perspective division MVPW

2011-02-18 Thread Javier Taibo
  Well... I suppose this method is meant to be used with orthographic
cameras only.


  Regards,

On Fri, Feb 18, 2011 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote:
 On 2/18/2011 5:27 AM, Javier Taibo wrote:

   Hi all,

   I am using the MVPW matrix to transform vertices from object space
 to window space. I get this matrix through the getMVPW method of
 CullVisitor. Taking a look at the code, it seems that MVPW is (as its
 name implies) the multiplication of Model View Projection and Window
 matrices.

   Isn't perspective division missing? Shouldn't it be performed
 between the projection (view to clip coordinates) and the viewport
 (normalized device to window coordinates) transformations?

 I haven't looked at the code you're referring to (I don't use getMVPW
 myself), but yes, you are correct, perspective divide occurs after the
 Projection transform and before the scale and bias to window coords.

  * The Projection matrix transforms from eye coords to clip coords (CC).
  * Divide CC xyz by CC w to get normalized device coords (NDC).
  * Scale and bias NDC xy by the viewport and NDC z by the depth range to get
 window coords.

 Ref: OpenGL spec section 2.11.
   -Paul
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[osg-users] osgCompute CMake

2011-02-16 Thread Javier Taibo
Hi,

  I have found a problem building osgCompute in Ubuntu 10.04 with
CMake 2.8. My knowledge about CMake is near zero, so I cannot give
much more info than the error I get:

CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt:
  Cannot find source file WarpMe.vsh.  Tried extensions .c .C .c++ .cc .cpp
  .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

  Any clue about how to solve it?


  Regards,

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Re: [osg-users] osgCompute CMake

2011-02-16 Thread Javier Taibo
  Silly me!!! I had the data and the OSG_FILE_PATH env var set, but I
missed the OSGCOMPUTE_FILE_PATH.

  Thanks for the hint!  (and sorry for the noise :)


On Wed, Feb 16, 2011 at 11:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 I think you need the data from separate osgCompute repository.

 cheers
 jp

 On 16/02/11 12:35, Javier Taibo wrote:

 Hi,

   I have found a problem building osgCompute in Ubuntu 10.04 with
 CMake 2.8. My knowledge about CMake is near zero, so I cannot give
 much more info than the error I get:

 CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt:
   Cannot find source file WarpMe.vsh.  Tried extensions .c .C .c++ .cc
 .cpp
   .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

   Any clue about how to solve it?


   Regards,

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[osg-users] Cameras and FBOs

2011-02-14 Thread Javier Taibo
  Hi there!

  Is there any way to explicitly pass an osg::FrameBufferObject to a Camera,
so the camera renders into it?

  or, using FRAME_BUFFER_OBJECT as the Camera RenderTargetImplementation and
attaching textures/images/buffers to it, is there any way to get the
FrameBufferObject the camera is using from a Camera draw callback?

  or, even not getting it, is there a way to bound the FrameBufferObject of
this Camera?


  Thanks in advance!

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Re: [osg-users] osgviewer: specify camera position at the command line

2010-11-18 Thread Javier Taibo
  Hi,

  We discussed this issue some time ago. You can check the thread

  http://forum.openscenegraph.org/viewtopic.php?t=6861

  I solve it making a small modification to osgviewer. I added a
command-line parameter (noautohomeview) to make it conserve the camera
position and not establishing an automatic position computed from the
geometry bounding volume.

if ( arguments.read(--noautohomeview) ) {
osg::Vec3 eye, center, up;
viewer.getCamera()-getViewMatrixAsLookAt( eye, center, up );
keyswitchManipulator-setHomePosition( eye, center, up );
}

  With this option and the -c option to use the camera, it works for me.

  $ osgviewer --noautohomeview -c camera.osg model.osg

  Robert, would it be possible to add such a modification to osgviewer? It
would be really useful to preview from Maya the OSG exported scene from the
active camera in Maya.


  Best regards,
  Javier Taibo.



On Thu, Nov 18, 2010 at 3:36 PM, Ares Lagae ares.la...@gmail.com wrote:

 Thanks for your quick reply.

 Some comments:

 - I assumed there was support for this since camera paths are supported.

 - I am perfectly prepared to extend osgviewer. I appreciate any pointers on
 how to best implement this feature.

 - maya2osg exports the maya camera as an osgViewer::Viewer node. So this
 node must somehow already exist and/or be supported? Or maybe the maya2osg
 author has plugins for this?

 Thanks,


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Re: [osg-users] Camera config file problems

2010-10-14 Thread Javier Taibo
  I have not an extremely deep knowledge of the intricacies of OSG code, but
if there
is something I can help with, let me know.

  Anyway, is it OK to use osgDB::writeObjectFile on the osgViewer::Viewer
object to
create the config file?


  Best regards,
  Javier Taibo.

On Thu, Oct 14, 2010 at 9:24 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Javier,

 Thanks for pointing these problems out, I hadn't tested the viewer
 configuration plugin recently so hadn't spotted the regression.  I
 suspect the regression happened when we merged the new serialization
 support.  I'll put fix the viewer configuration on my TODO list for
 the week.

 Cheers,
 Robert.

 On Wed, Oct 13, 2010 at 10:27 PM, Javier Taibo javier.ta...@gmail.com
 wrote:
Hi,
 
I am trying to figure how to use config files for camera definition
 with
  osgviewer.
  After some search in the list and browsing the code, it seems that camera
  config files
  can be passed to osgviewer in two ways: the environment variable
  OSG_CONFIG_FILE
  and the command-line option -c. There are some examples in
  OpenSceneGraph-Data/Configuration (with .view extension), but they fail
 in
  different ways:
 
osgviewer -c Configuration/SingleScreen.view cow.osg
 
  Warning: Could not find plugin to read objects from file
  Configuration/SingleScreen.view.
 
OSG_CONFIG_FILE=Configuration/SingleScreen.view
osgviewer cow.osg
 
  Warning: Could not find plugin to read objects from file
  Configuration/SingleScreen.view.
  Viewer::realize() - failed to set up any windows
  Warning: Could not find plugin to read objects from file
  Configuration/SingleScreen.view.
  Viewer::realize() - failed to set up any windows
 
It seems that the program cannot find the plug-in to read .view
 files.
   What plug-in is this? Isn't it osgdb_osgviewer?
 
Anyway, after browsing the source and experimenting a little more, I
  managed to get it working
  with regular .osg files (instead of .view) that I created with
  osgDB::writeObjectFile from an
  osgViewer::Viewer with the desired configuration. It works with the
  command-line option:
 
osgviewer -c mycamera.osg model.osg
 
But using the environment variable OSG_CONFIG_FILE still does not work,
 it
  keep showing
  the following messages:
 
  Viewer::realize() - failed to set up any windows
  Viewer::realize() - failed to set up any windows
 
One last issue with camera config in the command-line option is that
 even
  though it work
  for the projection matrix and other features, the initial view is reset
 by
  osgviewer. To avoid
  this, I added this code to osgviewer.cpp after keyswitchManipulator
 creation
  and configuration.
 
  if ( arguments.read(--noautohomeview) ) {
  osg::Vec3 eye, center, up;
  viewer.getCamera()-getViewMatrixAsLookAt( eye, center, up );
  keyswitchManipulator-setHomePosition( eye, center, up );
  }
 
This way, the config file view matrix is set as home position for the
  manipulator, what
  prevents the manipulator to override it. It is activated with a
 command-line
  option, to keep
  backwards compatibility.
 
Btw, I am using OSG 2.9.9.
 
My questions are:
Is all this config file system deprecated? (the -c command-line option
 is
  not shown in the
  osgviewer help)
If it is not, what am I doing wrong?
Is there any way to see the initial camera position defined in the
 config
  file,
  without needing to modify the osgviewer code?
 
Any help would be very appreciated.
 
 
Best Regards,
Javier Taibo.
 
 
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[osg-users] Camera config file problems

2010-10-13 Thread Javier Taibo
  Hi,

  I am trying to figure how to use config files for camera definition with
osgviewer.
After some search in the list and browsing the code, it seems that camera
config files
can be passed to osgviewer in two ways: the environment variable
OSG_CONFIG_FILE
and the command-line option -c. There are some examples in
OpenSceneGraph-Data/Configuration (with .view extension), but they fail in
different ways:

  osgviewer -c Configuration/SingleScreen.view cow.osg

Warning: Could not find plugin to read objects from file
Configuration/SingleScreen.view.

  OSG_CONFIG_FILE=Configuration/SingleScreen.view
  osgviewer cow.osg

Warning: Could not find plugin to read objects from file
Configuration/SingleScreen.view.
Viewer::realize() - failed to set up any windows
Warning: Could not find plugin to read objects from file
Configuration/SingleScreen.view.
Viewer::realize() - failed to set up any windows

  It seems that the program cannot find the plug-in to read .view files.
 What plug-in is this? Isn't it osgdb_osgviewer?

  Anyway, after browsing the source and experimenting a little more, I
managed to get it working
with regular .osg files (instead of .view) that I created with
osgDB::writeObjectFile from an
osgViewer::Viewer with the desired configuration. It works with the
command-line option:

  osgviewer -c mycamera.osg model.osg

  But using the environment variable OSG_CONFIG_FILE still does not work, it
keep showing
the following messages:

Viewer::realize() - failed to set up any windows
Viewer::realize() - failed to set up any windows

  One last issue with camera config in the command-line option is that even
though it work
for the projection matrix and other features, the initial view is reset by
osgviewer. To avoid
this, I added this code to osgviewer.cpp after keyswitchManipulator creation
and configuration.

if ( arguments.read(--noautohomeview) ) {
osg::Vec3 eye, center, up;
viewer.getCamera()-getViewMatrixAsLookAt( eye, center, up );
keyswitchManipulator-setHomePosition( eye, center, up );
}

  This way, the config file view matrix is set as home position for the
manipulator, what
prevents the manipulator to override it. It is activated with a command-line
option, to keep
backwards compatibility.

  Btw, I am using OSG 2.9.9.

  My questions are:
  Is all this config file system deprecated? (the -c command-line option is
not shown in the
osgviewer help)
  If it is not, what am I doing wrong?
  Is there any way to see the initial camera position defined in the config
file,
without needing to modify the osgviewer code?

  Any help would be very appreciated.


  Best Regards,
  Javier Taibo.
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[osg-users] Autorotating scene elements (osg::Billboard vs. osg::AutoTransform)

2010-10-05 Thread Javier Taibo
  Hi all,

  In a recent thread it was commented the differences between Billboards and
AutoTransforms. For lightweight models (like trees) Billboard is a very
efficient solution. AutoTransform, on the other side, is a Group node that
orient the scene graph behind it towards the screen (or the camera).

  However, I think there is a useful feature missing. I have found in many
cases that I need to rotate a part of the scene graph around an axis (just
like billboards do), usually the Z-axis. It would be nice to have in
AutoTransform a way to define a rotation axis and a mode to activate it.

  Is there any evident way to do it that I am missing (this is probable)? In
case there is not, do you think it would be interesting to add this feature
to AutoTransform?


  Best Regards,
  Javier Taibo.


  P.S.: Maybe I am nostalgic of old VRML Billboards, that in fact were a
Group node :)
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Re: [osg-users] Missing osgUtil::RegisterRenderBinProxy

2010-10-01 Thread Javier Taibo
  Hi Robert,
On Fri, Oct 1, 2010 at 9:41 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Javier,

 On Thu, Sep 30, 2010 at 6:54 PM, Javier Taibo javier.ta...@gmail.com
 wrote:
I searched the list and the web but I couldn't found any reference to
 this
  fact. I was wondering the reason to remove it, just pure curiosity :)
Is it not the recommended way to define RenderBins anymore?

 In RenderBin there is now a static method:

 static void addRenderBinPrototype(const std::string binName,RenderBin*
 proto);

 Which you call :

  RenderBin::addRenderBinPrototype(MyRenderBinName,new MyRenderBin);


  Thanks for the answer. Actually, it was the method called by the proxy
class RegisterRenderBinProxy.

  It is not indispensable, but was an easy method to automatically register
RenderBin's.
Anyway, it can be easily solved including the proxy in my code  :)


  Cheers!
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[osg-users] Missing osgUtil::RegisterRenderBinProxy

2010-09-30 Thread Javier Taibo
  Hi All,

  I was porting some old code to the last development release and I found
that the proxy class RegisterRenderBinProxy has been removed from
osgUtil/RenderBin.

  I searched the list and the web but I couldn't found any reference to this
fact. I was wondering the reason to remove it, just pure curiosity :)
  Is it not the recommended way to define RenderBins anymore?


  Best regards,
  Javier Taibo.
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Re: [osg-users] [build] Error compiling osgText on mingw (trunk)

2010-09-26 Thread Javier Taibo
  Hi David,

  Add  #include osg/Geode to Glyph file.

  At least it worked for me.


  Best Regards,
  Javier Taibo.


On Sun, Sep 26, 2010 at 8:41 AM, David Wilson spam...@gmail.com wrote:

 Hi,

 I checked out the trunk of OSG so I could get into the new Qt stuff.

 I'm compiling using the version of MinGW included with Qt 4.7 - I think
 it's 4.4.0, and I get this error:


  ... Building CXX object
 src/osgText/CMakeFiles/osgText.dir/DefaultFont.obj
 
  In file included from C:\OpenSceneGraph\src\osgText\/DefaultFont.h:19,
   from C:\OpenSceneGraph\src\osgText\DefaultFont.cpp:18:
  C:\OpenSceneGraph\include/osg/ref_ptr: In destructor
 'osg::ref_ptrT::~ref_ptr() [with T = osg::Geode]':
  C:\OpenSceneGraph\include/osgText/Glyph:101:   instantiated from here
  C:\OpenSceneGraph\include/osg/ref_ptr:35: error: invalid use of
 incomplete type 'struct osg::Geode'
  C:\OpenSceneGraph\include/osg/Image:412: error: forward declaration of
 'struct osg::Geode'
  mingw32-make[2]: *** [src/osgText/CMakeFiles/osgText.dir/DefaultFont.obj]
 Error 1
  mingw32-make[1]: *** [src/osgText/CMakeFiles/osgText.dir/all] Error 2
  mingw32-make: *** [all] Error 2


 Hoping someone can give me an unofficial workaround for this.

 Thank you!

 Cheers,
 David Wilson

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=32074#32074





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Re: [osg-users] Load texture in *.obj

2010-09-23 Thread Javier Taibo
  If you build your models in Maya, you can try the Maya2OSG exporter in
http://maya2osg.sourceforge.net

  Texture coordinates and texture transformations are exported to OSG file.


  Best regards,
  Javier Taibo.


On Thu, Sep 23, 2010 at 12:10 AM, John Kush dfoo...@gmail.com wrote:

 Hi,

 I'm loading a sphere with texture that was created in Maya. In osg only a
 black sphere. Why?

 Code for laoding texture:

 Code:
osg::Image* image = osgDB::readImageFile( neptune2.jpg );
if ( image )
{

osg::Texture2D* tex2d = new osg::Texture2D;//( image );
tex2d-setImage(image);
tex2d-setDataVariance(osg::Object::DYNAMIC);
   ballNode-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
 tex2d, osg::StateAttribute::ON);
}
if (!image)
{
std::cout  Couldn't load texture.  std::endl;
return NULL;
}





 Thank you!

 Cheers,
 John

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[osg-users] osgParticle emitter and transforms

2010-09-20 Thread Javier Taibo
  Hi all,

  I am trying to make a directional emitter using osgParticle nodekit and
faced a problem.

  I am using a osgParticle::ModularEmitter and everything works fine except
for one thing: the emission direction. I configured an emission cone around
Z-axis using the osgParticle::RadialShooter and tried to orient it to the
desired direction by applying transformations above the emitter node in the
scene graph. The problem is that rotations above this node do not affect the
direction of emitted particles.

  Is this the expected behaviour? Is the problem between keyboard and chair?

  Any suggestion on how to solve it? Maybe creating a new shooter
(DirectionalShooter)?


  Best Regards
  Javier Taibo.
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[osg-users] Wiki editing

2010-09-08 Thread Javier Taibo
  I would like to have editing access to the OSG Wiki. I sent two e-mails to
the address in the page
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing leaving a
month between them and I had no response.

  Maybe the address is no longer this?

  Thanks in advance.

  Javier Taibo.
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[osg-users] Maya to OSG exporter and importer

2010-09-07 Thread Javier Taibo
  Hi all,

  I have released an open source plug-in for Maya that allows to export
Maya scenes to OSG and import them back from OSG to Maya. In case
someone is interested, you can find it at:

  http://maya2osg.sourceforge.net/

  It is a preliminary release. I am currently testing it, but I think it
is fairly usable for the basic features. If you are interested init,
stay tuned... more features are on the way.

  User feedback is very welcome. Enjoy!


  Best regards,

-- 
Javier Taibo
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Re: [osg-users] draw callbacks

2010-09-06 Thread Javier Taibo
 Of *Javier Taibo
 *Sent:* Thursday, September 02, 2010 1:09 PM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] draw callbacks



   Hi,

   I have some solid geometry clipped by some clipping planes in an OSG
 application. I am trying to use the capping technique described in chapter
 10 of the Red Book using the stencil buffer. I have successfully implemented
 this technique in raw OpenGL, but I would like to use it whithin the OSG
 application. The technique is based on storing on the stencil buffer the
 regions that are open and then in a later pass draw a solid color in these
 regions.

   I have put the clipped geometry under an osg::Camera node with the
 stencil function configured. To do the second pass (the one that draws the
 caps in the regions marked in the stencil), I am trying to use a post-draw
 callback with the OpenGL calls (saving and restoring the states to avoid
 breaking things). The problem is that I need to set the NESTED rendering
 order to see all the scene graph, and when I do it, the post-draw callback
 is not called anymore.

   I do not have full control over the application, so the solution I am
 looking for has to be transparent to the rest of the scene graph. I must
 activate this behaviour to a group in the scene graph without breaking
 anything outside this branch.  What is the best way to do it? camera
 post-draw callbacks? rendering bins? any other?

   I am not very familiar with render passes in OSG, so the way I am trying
 is probably not the best way. I would appreciate any suggestion, advice or
 pointer to any related documentation or source code.


   Thanks in advance.


   Javier Taibo.

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[osg-users] draw callbacks

2010-09-02 Thread Javier Taibo
  Hi,

  I have some solid geometry clipped by some clipping planes in an OSG
application. I am trying to use the capping technique described in chapter
10 of the Red Book using the stencil buffer. I have successfully implemented
this technique in raw OpenGL, but I would like to use it whithin the OSG
application. The technique is based on storing on the stencil buffer the
regions that are open and then in a later pass draw a solid color in these
regions.

  I have put the clipped geometry under an osg::Camera node with the stencil
function configured. To do the second pass (the one that draws the caps in
the regions marked in the stencil), I am trying to use a post-draw callback
with the OpenGL calls (saving and restoring the states to avoid breaking
things). The problem is that I need to set the NESTED rendering order to see
all the scene graph, and when I do it, the post-draw callback is not called
anymore.

  I do not have full control over the application, so the solution I am
looking for has to be transparent to the rest of the scene graph. I must
activate this behaviour to a group in the scene graph without breaking
anything outside this branch.  What is the best way to do it? camera
post-draw callbacks? rendering bins? any other?

  I am not very familiar with render passes in OSG, so the way I am trying
is probably not the best way. I would appreciate any suggestion, advice or
pointer to any related documentation or source code.


  Thanks in advance.


  Javier Taibo.
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Re: [osg-users] draw callbacks

2010-09-02 Thread Javier Taibo
  Hi Robert,

  Thank you very much for your very detailed help!!! osgFX is exactly what I
was looking for. Actually I don't even need the camera, I only put it there
to be able to assign the post-draw callback.

  I will try it and if it works, I will post the code, just in case someone
is interested...


  Best regards!

On Thu, Sep 2, 2010 at 5:19 PM, Robert Milharcic 
robert.milhar...@ib-caddy.si wrote:



 You can use osgFX node kit framework to implement described capping
 tehnique. You do that by inheriting osgFX::Effect class. In your derived
 class you have to override/implement  virtual bool define_techniques()
 member of the osgFX::Effect class  like this:



  bool CappingEffect::define_techniques()

 {

 CappingTechnique* technique = new CappingTechnique(this);

 addTechnique(technique);

 return true;

 }



 CappingTechnique must inherit from osgFX::Technique. In the derived class
 you will have to  implement virtual bool validate(osg::State) const,
 virtual void define_passes() and optionally virtual osg::Node*
 getOverrideChild(int pass) like this:



 bool CappingTechnique::validate(osg::State) const

 {

 return true;

 }



 bool CappingTechnique:: define_passes()

 {

 // pass #1

 {

 osg::ref_ptrosg::StateSet ss = new osg::StateSet;

... setup states for  stencil operation

 addPass(ss.get());

 }

 // implement pass #2

 {

 osg::ref_ptrosg::StateSet ss = new osg::StateSet;

... setup states for solid color draw

 addPass(ss.get());

 }

 }



 You can optionally implement getOverrideChild (int pass) to supply some
 other graph for a particlular pass. You then add your group to the
 CappingEffect (the osgFX::Effect inherits from osg::Group node) and
 CappingEffect  to the camera.



 Robert Milharcic



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Javier Taibo
 *Sent:* Thursday, September 02, 2010 1:09 PM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] draw callbacks



   Hi,

   I have some solid geometry clipped by some clipping planes in an OSG
 application. I am trying to use the capping technique described in chapter
 10 of the Red Book using the stencil buffer. I have successfully implemented
 this technique in raw OpenGL, but I would like to use it whithin the OSG
 application. The technique is based on storing on the stencil buffer the
 regions that are open and then in a later pass draw a solid color in these
 regions.

   I have put the clipped geometry under an osg::Camera node with the
 stencil function configured. To do the second pass (the one that draws the
 caps in the regions marked in the stencil), I am trying to use a post-draw
 callback with the OpenGL calls (saving and restoring the states to avoid
 breaking things). The problem is that I need to set the NESTED rendering
 order to see all the scene graph, and when I do it, the post-draw callback
 is not called anymore.

   I do not have full control over the application, so the solution I am
 looking for has to be transparent to the rest of the scene graph. I must
 activate this behaviour to a group in the scene graph without breaking
 anything outside this branch.  What is the best way to do it? camera
 post-draw callbacks? rendering bins? any other?

   I am not very familiar with render passes in OSG, so the way I am trying
 is probably not the best way. I would appreciate any suggestion, advice or
 pointer to any related documentation or source code.


   Thanks in advance.


   Javier Taibo.

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[osg-users] IntersectVisitors and LODs

2008-07-23 Thread Javier Taibo
  Hi all,

  I have a problem in a situation that seem quite common.

  I have an IntersectVisitor traversing a scene with LOD nodes. The LOD
ranges are not overlapped. The problem is that intersections are only
detected with one of the LOD children, not neccesarily the visible one.

  There must be any obvious thing that I am not doing, so any ideas or
any advice about where to search would be very appreciated.


  Thanks in advance.

-- 
Javier Taibo
VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
Universidade da Coruña
E.T.S.I. de Caminos, Canales y Puertos
Campus de Elviña, s/n
15071 - A Coruña (Spain)
http://videalab.udc.es
+34-981-167000 (ext. 5444)


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Re: [osg-users] access frame buffer when using osgViewer::Viewer

2007-12-28 Thread Javier Taibo

  You can do it just calling glReadPixels after viewer.frame()


  Best Regards,


El vie, 28-12-2007 a las 12:40 -0500, Yanling Liu escribió:
 Hello, is there an easy to access frame buffer when using
 osgViewer::Viewer? I need to save each frame as image file for later
 process. Thanks advance for your response!
 
 Yanling
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-- 
Javier Taibo
VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
E.T.S.I. de Caminos, Canales y Puertos
Universidade da Coruña
Campus de Elviña, s/n
15071 - A Coruña (Spain)
+34-981-167000 (ext. 5444)
http://videalab.udc.es


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Re: [osg-users] gDEBugger and OpenSceneGraph

2007-11-28 Thread Javier Taibo
  Hi Paul,

  I tried gDEBugger releases from beta7 and experienced the same
behaviour with OSG based applications in my Ubuntu (Linux - i386
libstdc++ 4.X)

  Breakpoints don't stop in the graphics context (I have to manually
switch it every break) and what is worse, there is no information about
OpenGL states at all.

  This problem doesn't exist in my OpenGL based applications not using
OSG. I simply need to run osgviewer cow.osg to reproduce the problem
in gDEBugger.


  Best Regards,


O Mér, 28-11-2007 ás 15:52 +1100, Paul Pocock escribiu:
 Can all those who have tried gDEBugger
 
 http://www.gremedy.com/gDEBuggerLinux.php?sdk
 
 with OpenSceneGraph post their experiences. I'm running i586 suse-linux
 and have had mixed results (understandably - it is in beta), namely
 blank screen when running any OSG application - Performance counters
 appear to be working however. Be interested to hear what experiences
 others have had
 
 Regards
 Paul
 
 
 
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-- 
Javier Taibo
VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
Universidade da Coruña
E.T.S.I. de Caminos, Canales y Puertos
Campus de Elviña, s/n
15071 - A Coruña (Spain)
http://videalab.udc.es
+34-981-167000 (ext. 5444)


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Re: [osg-users] gDEBugger and OpenSceneGraph

2007-11-28 Thread Javier Taibo

  That was exactly the problem. Thank you very much, Robert!


  Best Regards,

O Mér, 28-11-2007 ás 10:54 +, Robert Osfield escribiu:
 On Nov 28, 2007 9:28 AM, Javier Taibo [EMAIL PROTECTED] wrote:
Hi Paul,
 
I tried gDEBugger releases from beta7 and experienced the same
  behaviour with OSG based applications in my Ubuntu (Linux - i386
  libstdc++ 4.X)
 
Breakpoints don't stop in the graphics context (I have to manually
  switch it every break) and what is worse, there is no information about
  OpenGL states at all.
 
This problem doesn't exist in my OpenGL based applications not using
  OSG. I simply need to run osgviewer cow.osg to reproduce the problem
  in gDEBugger.
 
 I have tried gDEBugger, but perhaps you could force the OSG to run
 single threaded to help make things a bit simpler for gDEBugger to
 handle i.e.
 
   export OSG_THREADING=SingleThreaded
   osgviewer cow.osg
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-- 
Javier Taibo
VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
Universidade da Coruña
E.T.S.I. de Caminos, Canales y Puertos
Campus de Elviña, s/n
15071 - A Coruña (Spain)
http://videalab.udc.es
+34-981-167000 (ext. 5444)


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[osg-users] OSG rendering inside OpenGL application

2007-10-13 Thread Javier Taibo
  Hi,

  I am trying to use OSG for rendering a scenegraph to texture for its
use in an OpenGL application.

  The application binds an FBO with a texture attached to it and
establishes the Viewport where the render should be done, so I have a
valid and active OpenGL context configured to just draw the primitives.
Then, a virtual method of an abstract class is called to do the render.
I want to make an implementation of this class based on OSG to render
complex scenes and load them from any file format supported by OSG.

  What is the best way to do it? I am wondering about using a SceneView
object or doing it at a lower level (building the CullVisitor,
RenderStage, StateGraph, etc). 

  As the second choice considerably more difficult, I'm trying first
using SceneView. I am initializing with

_sceneView = new osgUtil::SceneView();
_sceneView-setDefaults();
_sceneView-setSceneData( _escena.get() );

  and then every frame, after placing the camera I do the traversals

_sceneView-update();
_sceneView-cull();
_sceneView-draw();

  but I am getting this message continuously:

  Warning: detected OpenGL error 'invalid operation' after
RenderBin::draw(,)


  I would like to know the experts suggestions, just in case I am doing
it the wrong way.

  Is there any example/tutorial/source code doing something similar that
I can take a look at?

  Thanks in advance.


-- 
Javier Taibo
VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
E.T.S.I. de Caminos, Canales y Puertos
Universidade da Coruña
Campus de Elviña, s/n
15071 - A Coruña (Spain)
+34-981-167000 (ext. 5444)
http://videalab.udc.es


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