[osg-users] State of Qt5 integration?
Hi all, is anybody still working on integrating Qt5? It seems that CMake now runs smoothly, but I could not get the osgviewerQT example running on Windows 7. I see the Qt widgets, but the OSG windows are all black and the console is flooded with OpenGL errors. This is using Qt 5.2 64 bit on Windows 7. Has anyone managed to get both of these beasts running together? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58687#58687 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] State of Qt5 integration?
I just played around a bit and managed to get a very simple integration. It is a bit cheating, I simply take an OSG window and add it to a Qt widget. * No fancy Qt stuff supported like drag and drop, overdrawing etc. * Only windows (although Linux should be no problem after some modifying) * Multithreading not a problem here * Should run with Qt 5.1 or newer Code: #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osgViewer/Viewer #include osgViewer/api/win32/GraphicsWindowWin32 #include QApplication #include QHBoxLayout #include QSlider #include QTimer #include QWidget #include QWindow #include assert.h int main(int argc, char** argv) { if (argc2) { std::cout argv[0] : requires filename argument. std::endl; return 1; } // Create Qt app QApplication app( argc, argv ); // Create OSG Window osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer(); // setup viewer { viewer-setUpViewInWindow(0,0,800,600); viewer-setCameraManipulator(new osgGA::TrackballManipulator); viewer-setSceneData(osgDB::readNodeFile(argv[1])); viewer-realize(); // else window does not show } QWidget* mainwidget = new QWidget; mainwidget-setLayout(new QVBoxLayout()); mainwidget-resize(800,600); mainwidget-show(); // Add osg window to main widget { osgViewer::ViewerBase::Windows wins; viewer-getWindows(wins); // Get native windows HWND window id from OSG window osgViewer::GraphicsWindowWin32* osgwin = dynamic_castosgViewer::GraphicsWindowWin32*(wins.front()); assert(osgwin); HWND winid = osgwin-getHWND(); // Create a QWindow from osg window id and place it in a widget QWindow* qtwindow = QWindow::fromWinId((WId)winid); QWidget* osgwidget = QWidget::createWindowContainer(qtwindow); osgwidget-setMinimumSize(QSize(320,200)); // Add osg widget to a main widget mainwidget-layout()-addWidget(osgwidget); } // Add a slider changing the background color { QSlider* slider = new QSlider(Qt::Horizontal, mainwidget); slider-setRange(0, 255); mainwidget-layout()-addWidget(slider); // Connect to lambda QObject::connect(slider, QSlider::valueChanged, [=](int v) { viewer-getCamera()-setClearColor(osg::Vec4((float)v / 256.0f, 0, 1, 1)); }); } // Make Qt call osg tick { QTimer* timer = new QTimer(mainwidget); timer-start(20); QObject::connect(timer, QTimer::timeout, [=]() { viewer-frame(); }); } app.exec(); // clean up viewer = nullptr; delete mainwidget; return 0; } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58690#58690 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Qt5 integration first try
Hi, in reference to my submission here: http://forum.openscenegraph.org/viewtopic.php?p=54555#54555 as I said, I simply submitted Vitezslavs patch. I can certainly try to remove the extra hooks from the osg main classes. The moveToThread command must be called with the Qt widget and the Qt graphics thread before makeCurrent is called the first time. Another thing I just realized: The code will only work when CMake option BUILD_OPENTHREADS_WITH_QT is set! Otherwise the static_cast in GraphicsWindowQt::moveToThread will fail. How can I solve this? For multithreading to work with Qt5 it seems we need the render threads to be QThreads. Maybe add a flag to OpenThreads/Config and #ifdef against that? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54560#54560 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Render Thread in Qt: Access to scene data from main app thread
Hi Pertur, I don't think it is a good idea to manipulate OSG data across threads. Maybe you should instead send commands from your GUI thread to the render thread with Qt signal/slot connections and do the manipulating in the render thread. Signal/slot connections across threads are always thread safe. This does require the render thread to be a QThread though. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53632#53632 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animating articulated osg models
Hi Mike, to allow articulated parts on instanced models you can use bone deformation instead of DOF transforms. This changes the way the tanks have to be modelled, but it allows you to render all tanks in one draw call. You can use osgAnimation or osgCal to do the bone deformation. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51757#51757 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgDB to load text files or other non-OSG files?
Hi, I would like to use the osgDB architecture to load script and xml files, possibly other stuff. I would like to be able to use the CURL plugin to load these files from the net, which means I can't simply get a path with osgDB::findFile and fopen that. Ideally I would like to enter a path or URL and somehow get a std::istream in return. Is reading arbitrary files through the plugin structure possible without writing a ReaderWriter plugin for each format and wrapping the return in an osg::Object? I only see very concrete methods like osgDB::Registry::readImage() or readNode(), not readFile() or something similar. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51432#51432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Review of osgQt changes.
Hi, I didn't yet investigate, but as far as I understood, you don't need to subclass QSurface. You can create a QOpenGLContext object in the render thread and a QSurface in the GUI thread, then do context-makeCurrent(surface) to let the context render to the surface. After that, the two objects don't have to communicate, window resize events can be sent to the gl thread via signals/slots. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51206#51206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Review of osgQt changes.
Hi, I am just learning about the changes to the OpenGL integration in Qt 5. The new way of dealing with OpenGL seems to be a lot less retarded than the QGLWidget way. You can simply create a QOpenGLContext object in the render thread and a QSurface object in the GUI thread and do context-makeCurrent(surface). No opengl calls are done implicitly by Qt. So maybe it would be wise to simply leave the nightmare that is Qt4/OpenGL integration behind us and start anew :) Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51048#51048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Hi all, osgLibRocket IS independent of dtEntity. Please check out http://dtentity.googlecode.com/svn/trunk/source/osgLibRocket/ It should build as it is, although I don't test that automatically, so maybe some manual work is needed. Comments and patches are always welcome! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49541#49541 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
maybe you can use alpha to coverage? It's another state attribute you can set, maybe you can google that It only works if you have antialiasing enabled. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48695#48695 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
You have to enable blending. Try this: [code] ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); ss-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED | osg::StateAttribute::ON); [/code] Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48670#48670 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
Hi all, my osgLibRocket integration is part of dtEntity, but it is designed to be usable stand alone. You can check out https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket/ Using osgLibRocket together with dtEntity gives you at least two advantages: * JavaScript integration. You can do stuff like img onclick=println('clicked') / - basically the whole GUI can be controlled with JavaScript * dtEntity adds a way to attach libRocket GUI elements to 3d scene objects. Elements are repositioned each frame to be on top of their owner 3d object and are hidden when it is not visible. Any tips for improving render performance are highly welcome! LibRocket performance is OK, but I'm not really a graphics guy, so there are probably ways to make rendering faster. Cheers, Martin Best regards, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48391#48391 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading OSG resources from Qt QResource system
Hi, has anyone tried loading textures, meshes etc from the Qt resource system? I am thinking about how best to distribute my resources with my application. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47525#47525 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Actually the physx binding is no longer part of dtEntity, as I did not ever use it and it never really reached the point where it would be useful. I agree that Bullet would be a good choice for a physics engine, it should be possible to use osgBullet together with dtEntity. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47343#47343 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Hi Maia, to answer your questions: less intuitive for OO programmers Entity systems do not use inheritance (well, dtEntity does, components can form an inheritance structure) and do less encapsulation than traditional object systems. But once you understand the basic idea it is very nice to have all functionality of one sort bundled away in an entity system. For example look at the sound system: All sound related stuff is in the SoundSystem object and the components it holds. You can easily and efficiently iterate over all sound components because they are held in a central data structure. No other part of the system needs to know about sounds. You can unload or start the sound system during run time, no restart or recompile needed. I think all this flexibility makes it worth to move away from inheritance based systems or traditional object-stored component systems. About using less ref_ptrs: Objects referenced by ref_ptrs must be created with new() on the heap and can not be held by memory managers like boost::pool. So not using them makes the system more flexible. You can do your own memory management for components, which can be important for speed-critical parts. Also, I am not sure if it is working with VR Juggler (for CAVE configuration, etc.), allows devices integration through VRPN, networking. Could you tell if it does ? If OSG can do it then dtEntity can do it. dtEntity is simply a framework for controlling the OSG scene graph. While there is some setup code for getting an osgViewer started and registering to keyboard/mouse events, you can choose to not use that code and do your individual setup that maybe only uses parts of dtEntity. About osgCal3: I have written a simple entity system that currently only allows starting and stopping animations from JavaScript or C++, also attaching mesh nodes to animation bones. I will commit it to the dtEntity trunk when I return to work on wednesday, ok? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47361#47361 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Hi Maia, maybe the stuff I am working on is interesting for you: http://code.google.com/p/dtentity/ DtEntity is similar to Delta3D in its functionality (it started as a Delta3D module), but it is more lightweight and less intrusive. DtEntity is a game and simulation system for OSG. It has basic support for OSGAnimation and Cal3D (osgCal3d wrapper not included, please ask if you are interested in that). It offers a component-based entity system for handling simulation objects, XML map loading, sound support, heads up displays and lots of other stuff. It is very easy to integrate dtEntity with other OSG libraries like VESuite, OSGOcean, OSGEarth and so on, simply because dtEntity is only a thin layer on top of OSG. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47338#47338 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!
I ordered on thursday! B) Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46713#46713 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
If you don't need the overlays to be clickable then you can also attach point sprites to your scene elements. That should be a little more performant than the autotransform thing. Turn off depth test to make the icons shine through. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46640#46640 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I made the libRocket GUI library usable with OSG
Hi, I can't read that last comment (not approved), but whatever the question: I am still improving osgLibRocket, subversion address: https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket Recent improvements: * No longer re-adding osg geometry every frame, instead increasing/decreasing reference count on geometry, only removing geometry when not referenced during the frame * static compiling now possible * No longer holding geometries in a std::map for storage, instead using libRocket handles to hold geometry * Experimental: Use a shader to do screen transformation of libRocket geometries. No real performance gain, also scissoring does not work yet. Commented out in RenderInterface.cpp * Integration with dtEntity system: Use JavaScript in libRocket RML files; use libRocket elements as HUDs over osg scene elements to attach text, energy bars etc Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46604#46604 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dynamic datavariance clarification
Hi Eric, I think it is not enough to mark every changed node as dynamic, you also have to mark all their child subgraph nodes as dynamic! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45711#45711 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] video: editing osgParticle system with dtEntity property editor
Hi J.P., I am using Microsoft Expression Encoder 4, which is free and very nice. It works on Vista and later. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44416#44416 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] video: editing osgParticle system with dtEntity property editor
Hi, here's a video showing the capabilities of the dtEntity property editor: http://www.youtube.com/watch?v=0X0EH3YQmPI The property editor can be used to modify game objects on the fly, add functionality, create hierarchical property structures. The particle component has a number of properties: Mass, AlphaRange, TextureFile and so on. There is an xml file (BaseAssets\Delegates\Particle.xml) that defines the way the property editor handles the editing of these properties: The line [code]colorinput propertyname=ColorRangeMax /[/code] defines that the property named ColorRangeMax should be edited with a color selection dialog. The array properties are configured in this file, too: The xml file defines a prototype property that is to be inserted into the array when the + button is pressed. There is also a group property, which can be used to group properties together, which is useful if you want to combine a number of proeprties into a single array entry. The switch input lets the user choose an entry from a combo box and shows corresponding sub properties. These primitives can be combined to create complex menus. The video shows how the property editor can be used to manage the complex setup of the osg particle system. While not all available functionality of the particle system library is currently editable, there should be no reason why it should not be possible to add these. If you want to check out dtEntity, the homepage is [url]http://dtentity.googlecode.com/[/url]. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44406#44406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgga event on mouse enter window?
Hi, it seems there is no osgga event being fired when the mouse is moved over the 3d window. This would be useful for applications with multiple 3d windows. I have implemented this as a user event in my qt based app, but maybe it would be interesting to have that feature for the standard osg window, too? If you are interested I could submit an implementation for GraphicsWIndowX11 and GraphicsWindowWin32. What do you think? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44131#44131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dtEntity OSG entity system videos
Hi John, yes, that was a bug in the CMake file. I just committed a fix. The editor depends on JavaScript for camera motion and tools. I'm affraid without V8 you will only be able to build the dtEntity lib and a few very simple demos. If you decide to build V8 yourself please build it as a shared library! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43692#43692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dtEntity OSG entity system videos
Hi all, I just want to inform you all about my ongoing work with dtEntity, a game/simulation framework on top of OSG. I posted an announcement a few months back, but a lot has happened since then. Most importantly, dtEntity is no longer dependent on Delta3d (although integration is still possible). Video 1, JavaScript demos: http://www.youtube.com/watch?v=FBkcEfFb7ug Video 2, Qt editor in action: http://www.youtube.com/watch?v=TiyoaAayVMw Project homepage: http://code.google.com/p/dtentity/ Features: * Pure component system - functionality is shared by composition, not by inheritance. No data or functionality in game object, game object is an aggregation of components. * Entity system approach to storing components - components are stored by type, not by game object * Fully scriptable with Google V8 JavaScript * Integrates libRocket GUI and CEGUI * Publish-Subscribe message system * Many existing components: Mesh, animation, text label, camera, transform, sky box, ground clamper... * Plugin system for loading additional component libraries * XML map format, maps can be independently loaded and unloaded at runtime * Qt based map editor * A Qt property editor, property edit masks are configurable on a per-property basis in an xml file (for example: Vec4 Property 'color' in component of type TextureLabel? should be edited with a color picker) * Hierarchical composition of entities is possible - use attachment points to define where in scene graph an entity shows up. Example: Sky box entity has a component LayerAttachPoint? that other entities can choose to attach to. * Can be compiled to use Delta3D actors. This way, delta3d features like Cal3d animation, clouds rendering etc can be used. * Debug draw manager for quickly displaying debug geometry like lines, points, triangles * Prototypical PhysX bindings I would love it if other people found this useful and maybe joined my efforts to create a slim, flexible simulation infrastructure for OSG! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43619#43619 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation hardware mode clone weird meshes
Hi all, this is not really a bug I guess but I want to spare other people from having to find this: I tried creating loads of animation instances of the same type. This worked OK as long as I created all instances at once, but when I created additional instances during the simulation then their skeletons were totally warped, making my guys look like something from The Thing. I found out that I could not clone a running animation. Instead I have to keep the original animation around and clone all visible instances from that. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43430#43430 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I made the libRocket GUI library usable with OSG
Some improvements to osgLibRocket: * Should now work cleanly in non-singlethread mode * scissor tests now work, widget contents is now correctly hidden * lots of small stuff Known issues: * When starting OSG in fullscreen mode then fullscreen gui does not appear. Somehow the initial screen size is not correctly given by OSG. * Demo crashes on shutdown on linux, it seems I don't delete stuff in the correct order. To start demo: ./sample-drag --assetsPath path-to-librocket-assets-folder -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43229#43229 osgLibRocket.tar.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I made the libRocket GUI library usable with OSG
Hi Jeremy, I hope I haven't discouraged you from continuing development on osgWidget! A native osg gui would have a lot of advantages over an external library. The main reason I did not consider osg widget was the lack of documentation, so maybe you can invest some time in that... About the missing CMake variables: Are you using the advanced mode in cmake-gui? The libRocket variables are marked as advanced, I have not yet hd time to find out how to mark them as non-advanced. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42272#42272 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph
Hi Sanat, Maybe you should use Qt's Model View Controller framework. It is a lot more complex than the Tree Widget, but also gives a lot more possibilities. You could write a QAbstractItemModel that directly accesses the live scene graph. You would have to inform the model of changes to your scene graph - added or removed items. You can set links to OSG nodes as InternalPointer in your QModelIndex objects. Mind you: Representing the scene graph as a tree will only work if there are no nodes with multiple parents! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42173#42173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph
Nerazurri: In a tree, nodes can by definition only have one parent. If you want to display a scene graph in a tree structure you could display a node multiple times for each parent? BTW Maybe one of the existing applications has something for you? http://www.openscenegraph.org/projects/osg/wiki/Community/Applications -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42180#42180 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT-OSG problem
I'm currently working on a better qt render thread integration that solves all these problems. It is already possible to open render windows from the render thread (using a qt blocking queued connection). Resize, minimize, close etc are communicated using signal-slot connections. The only requirement is that the render thread is a QThread. I am currently cleaning stuff up and searching for a weird bug, when that is done I will submit the stuff. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42083#42083 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Interesting article on Qt scenegraph and its threading model
Perhaps now it is possible to render Qt Gui above OSG? http://labs.qt.nokia.com/2011/05/31/qml-scene-graph-in-master/ Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39975#39975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadow is not updated with the light
Hi Sumit, mayb you have to update the light direction vector instead of the light position? I think the LISP shadow ignores light position and only uses light direction. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39385#39385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Awesome! Got it installed, will have to explore the features later. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39135#39135 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I tried exporting this model: http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/ And got errors: Code: osg: WARNING Camera CAMERA not exported osg: exporting mesh Circle.805 osg: mesh Circle.805 with material bpy_struct, Material(screen) osg: vertexes 8 osg: faces 2 osg: uvs channels 1 - dict_keys(['UVTex']) osg: -- osg: mesh Circle.805 with material bpy_struct, Material(screen) Traceback (most recent call last): File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py, line 95, in execute OpenSceneGraphExport(config) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py, line 65, in OpenSceneGraphExport export.process() File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 422, in process self.exportItemAndChildren(obj) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 238, in exportItemAndChildren item = self.exportChildrenRecursively(obj, None, None) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 289, in exportChildrenRecursively objectItem = self.createMesh(obj) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 515, in createMesh sources_geometries = converter.convert() File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 1023, in convert list = self.process(self.mesh) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 1013, in process geom = self.createGeomForMaterialIndex(material_index, mesh) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py, line 756, in createGeomForMaterialIndex log(object %s has no faces for sub material slot %s % (self.object.getName (), str(material_index))) AttributeError: 'Object' object has no attribute 'getName' -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39137#39137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I commented out that line and blender seems to end up in an endless loop. When I cancel the script with ctrl-c the stack trace ends up in osg\osgdata.py, line 701, in equalVertices. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39138#39138 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Reedev: I used the 2.57 plugin tghat damyon posted. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39140#39140 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, I just tried installing the plugin. Which blender version is supported? I tried the current (2.57) and after adding the new bl_info stuff I could start the script but got script errors: [code] Error initializing quicktime found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python uiItemFullO: unknown operator 'export.osg' C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o sgExport.py:98 Traceback (most recent call last): File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ modules\bpy_types.py, line 689, in draw_ls func(self, context) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py, line 98, in menu_func self.layout.operator(ExportOsg.bl_idname, text=OpenScenegraph (.osg)...).f ilepath = default_path AttributeError: 'NoneType' object has no attribute 'filepath' uiItemFullO: unknown operator 'export.osg' C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o sgExport.py:98 Traceback (most recent call last): File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ modules\bpy_types.py, line 689, in draw_ls func(self, context) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py, line 98, in menu_func self.layout.operator(ExportOsg.bl_idname, text=OpenScenegraph (.osg)...).f ilepath = default_path AttributeError: 'NoneType' object has no attribute 'filepath' [/code] Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38890#38890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport for blender?
Hi all, I can't download osgExport for blender from http://projects.blender.org/frs/?group_id=19 Does anyone have a working link, or can you simply post the file to the list? Thanks a lot! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38517#38517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
never mind, I found it here: http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter Maybe the project maintainer should add a link from blender.org to there? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38518#38518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Cloud node kit
Sythel, you can also check out Delta3D. It is based on OSG and has several kinds of basic clouds. Of course they are not as good looking as the ones of the commercial sollutions, but they are free and can do quite a lot. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38385#38385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announcing osg.js
Very awesome! I'm especially interested in the JS side - I've just been looking for a javascript linear algebra library to use with my own project (http://www.sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity) Mind if I lift your vector, matrix and quat classes? I've already tried them out and they seem to work perfect! The only thing I missed was a function to rotate a vec around a quaternion, so I wrote one: (in osg.Quat:) Code: rotate: function(q, v, result) { var uv = [0, 0, 0]; var uuv = [0, 0, 0]; osg.Vec3.cross(q, v, uv); osg.Vec3.cross(q, uv, uuv); osg.Vec3.mult(uv, 2.0 * q[3], uv); osg.Vec3.mult(uuv, 2.0, uuv); osg.Vec3.add(v, uv, result); osg.Vec3.add(result, uuv, result); }, Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36860#36860 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Announcing dtEntity
Hi, those of you who hang out on the Delta3D forums already know this, but this should be of interest here, too: I am working on an entity system on top of Delta3D and OpenSceneGraph. An entity system is a pure component approach to gameplay systems - no actor objects, each game actor is composed of a number of components. You can read more about the approach here: http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ I have worked on the dtEntity project for a few months now and would like to share it with a larger audience. Currently I have implemented: * The basic entity system with a few OSG related components, wrapping osg Nodes and their relationships * A map system for loading and saving scenes to multiple maps * A Qt sandbox editor for editing component properties and placing them in the scene. Editors can be configured on a per-property basis, arrays of properties are possible. Usable but still needs a lot of work * A hierarchical spawner system, like a template for spawning entitites * A debug draw manager for quickly drawing lines, text, geometry - this could be interesting even if you don't care about the rest * A scripting system using Google V8 JavaScript * Plugin system for loading component types and editor tools Of course everything is still pretty rough around the edges, but if you are interested you can check out the documentation page: https://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity And you can download a (not very impressive) demo package here: http://rapidshare.com/files/444145074/dtEntity_demo_0.1.zip I would love to have feedback on this. DtEntity is under the LGPL license, and contributions are of course welcome! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35906#35906 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
Yes, that solved it! Yay! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31501#31501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
Hi, this is a problem that was fixed some time ago but pops up again now. I have a terrapage terrain that loads fine, but every few seconds the detailed LODs are swapped against lower res ones and back again. This looks funny and bogs down the system. After poking around with a debugger the only thing that I noticed is that the LOD ranges are sorted high to low: For example: _rangeList[0] goes from 1000 to MAX_FLOAT _rangeList[1] goes from 0 to 1000 Can this cause these problems? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31409#31409 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
I just noticed that I only get the effect when I have long-running operations in the cull traversal. I'll try to post a replicable test scenario. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31410#31410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render text n pixels above text position
Glenn, thanks for your reply. Because performance IS important for me (hundreds of texts) I went a different route. I derived a class TextWithOffset from osgText::Text and overwrote the method computePositions. I added my offset to the _offset member variable after the alignment was calculated. Unfortunately the computePositions method is pretty large, so I ended up copying about 150 lines of code, but anyway, it works. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31263#31263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Render text n pixels above text position
Hi, I have a number of actors that I want to add text labels to. The text labels should be screen aligned with a fixed size. I want the text to stay 50 pixels above the center of the actor, so that the actor is not obscured by text when I am far away. Is this possible? There is a method osgText::TextBase::setPosition that I can use to add a height in scene coordinates, but I would like to add an offset to the text bounding box. Ideally i would do this: osgText::Text* text = new osgText::Text(); text-setText(My Actor); text-setAlignment(osgText::TextBase::LEFT_TOP); text-setAxisAlignment(osgText::TextBase::SCREEN); text-setCharacterSizeMode(osgText::TextBase::SCREEN_COORDS); // center is one meter above actor coordinate center text-setPosition(osg::Vec3(0, 0, 1)); // push text 20 pixels to left and 30 upwards text-setOffset(osg::Vec3(-20, 0, 30)); Any idea on how to accomplish this? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31026#31026 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] a limit of osg::ReaderWriter interface
Hi all, something is definitely wrong with the gz plugin. osgconv physics_crate.ive physics_crate.ive.gz osgconv physics_crate.ive.gz physics_crate.osg DataInputStream::readUInt(): Failed to read unsigned int value. Also, physics_crate.ive.gz cannot be opened with winzip or 7zip. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30426#30426 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
We are using the rocketbox characters: http://www.rocketbox.de/index.php?foo=portfolioproduct=cc We export them from Max to Cal3D, works nicely. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29993#29993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D Scene emulating a 2D environment
theoribeiro: Just set your ortho projection values to your screen size: (0, 1024, 0, 768) or whatever. Also set your camera viewport: camera-setViewport(0, 0, 1024, 768). Now the OSG units correspond to pixels on your screen. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29766#29766 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi nerazzuri, You can check out Delta3D (www.delta3d.org). It is a game engine based on OSG that has a lot of functionality for controlling animated persons. The animations use the Cal3D format btw. In the examples/ folder of the delta3d distro there are some examples on how to create and control animations. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29783#29783 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.
Some notes: The captureCurrentState command never catches any states. In OSG head, the camera does not even have a state. The push/popClientAttribute method causes problems with terra page terrain rendering. When I include it, the GUI looks good, but the terrain is screwed up. Adding glEnableClientState(GL_VERTEX_ARRAY) makes the terrain visible, but the texture coordinates seem to be broken. When I don't include the client attribute stuff then the Qt GUI becomes warped at some specific camera angles. Any ideas? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28948#28948 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A Qt Scenegraph...
As far as I understood the article, the Qt scene graph is specifically 2d or 2.5d. It is only meant as an optimization to the GraphicsView stuff. Did I get that right? Maybe it won't have to be as complex as OSG. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28268#28268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Any clean way to turn off buffer swapping?
Hi, I am trying to use Qt OpenGL widgets as a HUD for OSG. (Wow, I love abbreviations!) [url]http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/[/url] I have managed to get Qt to draw its widgets over OSG, and it looks good. First I let OSG draw its scene, then Qt renders its widgets. The only problem is that OSG does a buffer swap when it is finished drawing. This causes a flicker effect. I cannot find a way to convince Qt to draw its stuff at a specific point, so adding a post-render callback to OSG does not work. So is there a way to turn off buffer swapping? I could not find any way in the source (without modifying window system specific stuff). Any help is appreciated. Thanks! Martin[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27731#27731 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any clean way to turn off buffer swapping?
Hi Robert, I experimented with osgQT for the last two days and got it working. The performance was pretty bad, I had 20 fps from the Qt thread with a single QCalendarWidget displayed. Maybe the performance can be improved if OpenGL rendering was used instead of the default Qt painting, but RTT seems like an unnecessary overhead to me. The direct OpenGL drawing approach from the article seems to work pretty good except for the swapBuffers issue. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27745#27745 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any clean way to turn off buffer swapping?
I'm running qt and the viewer in separate threads, just like your browser example. When I render a spin box the fps is 60, when I render a QCalendarWidget it goes down to 20. This can probably be improved by using QGLWidget for rendering the widgets to texture. I am not that deep into the whole topic yet. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27757#27757 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About OSG and Distributed Issue?
you can also check out Avango (http://www.avango.org/). It uses OSG and provides ways to replicate scene graph structures. i don't know if the network stuff is optimized enough for internet use though -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26915#26915 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
It seems that OGR is unable to find the ESRI driver. [code] OGRGetDriverByName( ESRI Shapefile); [/code] returns NULL. This is not checked and causes a crash. I am using FWTools 2.4.6. I have copied the DLLS in the FWTools bin directory to a location in my path. Do you have an idea what I do wrong? Thank you! Cheers, Martin[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23471#23471 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
OK, got it working now. The problem was I did not set the working directory to osgEarth/bin. This caused the relative paths in the .earth file to be incorrect. createFeatureProfile() in FeatureSourceOGR returned NULL because the file could not be loaded. This was not checked in FeatureModelSource::gridAndRenderFeaturesForStyle line 195: [code] FeatureGridder gridder( extent.bounds(), _gridding.get() ); [/code] Causing the crash. Feature overlay works perfect now! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23481#23481 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osgearth crashes when I load a shape file
Hi, first up, osgEarth is absolutely amazing! It is a lot of fun to play around with. But now to my problem: Everything crashes when I try to load a shape file! I added a shape file as seen here: http://osgearth.org/wiki/TileSourcePluginModelFeatureOverlay Luckily I built in debug mode from SVN head, so I found out that in osgEarthFeatures/FeatureModelSource.cpp on line 192 the call getFeatureSource()-getFeatureProfile()-getExtent(); returns a NULL pointer, causing the crash. So what went wrong here? Maybe there is a plugin DLL I did not copy to the correct position or something? Thanks for your help! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23417#23417 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
It's the data included in the SVN, and the example that I linked in the first post. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23440#23440 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Confirmed system configuration for osgShadow to work?
Hi, I have tried out osgShadow on multiple systems and can't get a really good looking shadow on any of them. SM, SSM and lispsm gives me fully black objects (tested on Win and Linux, both with NVidia GTX 280), PSSM only gives me a flickering shadow, other imlpementations have other problems. I can afford buying a different graphics card and am flexible in regards to operating system, I would only like to have information on a confirmed working setup. So has anybody managed to get a good looking shadow, preferably PSSM, working? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23188#23188 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Publicly Available TerraPage Database
I found this link in an old post: http://www.triangraphics.de/index.php?1=Downloadl=eng -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22354#22354 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] probem in playing gif with osgdb_gif
I'm sorry, I haven't used photoshop for years. You have to disable optimization or something. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21153#21153 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] probem in playing gif with osgdb_gif
This looks like only the changes to the last animation frame are displayed. When you save a gif from Adobe ImageReady or similar programs, the frames of the gif only contain the changes from the last animation frame to reduce image size. Maybe you can fiddle with the gif export settings so that full frames are saved. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21130#21130 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read color from osgTerrain ImageLayer?
Hi Robert, I use the puget example from the osgDem page. I think compression is not on by default, right? gdal_translate.exe ps-e.lg.jpg ps-e.lg.tif gdaladdo.exe -r average ps-t.lg.tif 2 4 8 16 32 osgdemd.exe --xx 10 --yy 10 --layer 0 -t ps-t.lg.tif --xx 10 --yy 10 -d ps-e.lg.tif -l 4 -v 0.5 -o puget.ive Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20570#20570 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read color from osgTerrain ImageLayer?
OK, I removed compression by adding --RGB-16, now it works Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20582#20582 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published
wow, time to brush up my mandarin! :) Congratulations! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20398#20398 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Combining particles with different textures
Hi Robert, I'm on it. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19803#19803 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wayfinding / route finding
Also, the OSG-based game engine Delta3D offers pathfinding functionality. http://www.delta3d.org Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19041#19041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading mesh without textures
So, as promised here's the code to strip textures and UV coords from geometry. It saves me about 700 mb at runtime, which makes me happy :o Code: class StripTexturesVisitor : public osg::NodeVisitor { public: StripTexturesVisitor() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} void Strip(osg::Drawable* drawable) { osg::Geometry* geometry = drawable-asGeometry(); osg::StateSet* ss = drawable-getStateSet(); if(ss != NULL) { for(unsigned int i = 0; i 2; ++i) { ss-removeTextureAttribute(i, osg::StateAttribute::TEXTURE); if(geometry != NULL) { geometry-setTexCoordArray(i, NULL); } } ss-releaseGLObjects(); } } virtual void apply(osg::Geode node) { for(unsigned int i = 0; i node.getNumDrawables(); ++i) { Strip(node.getDrawable(i)); } traverse(node); } }; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18377#18377 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading mesh without textures
Hi, I am using OSG to write a preprocessing tool where I do a lot of collision testing. I am running into memory problems as the meshes I load have a LOT of textures. I would like to remove the textures, as they take away a lot of memory and are irrelevant for the task I do. Is it possible to remove textures after I load a mesh (from IVE), or even better, tell OSG to ignore textures in the first place when loading the IVEs? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18287#18287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading mesh without textures
Ulrich, thank you for your answer. But I load .ive files, which have textures included! So this callback only receives the name of the ive, not the textures. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18290#18290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading mesh without textures
Gordon: I think the idea with the visitor would work for me. I apply this visitor to my meshes: [code] class StripTexturesVisitor : public osg::NodeVisitor { public: StripTexturesVisitor() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void apply(osg::Node node) { osg::StateSet* ss = node.getStateSet(); if(ss != NULL) { ss-removeTextureAttribute(0, osg::StateAttribute::TEXTURE); ss-removeTextureAttribute(1, osg::StateAttribute::TEXTURE); } traverse(node); } }; [/code] This does not seem to work. The removeTextureAttribute method is called, but I can still see the textures on the meshes. Is this the correct way to remove the textures? Thx, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18293#18293 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading mesh without textures
Thanks guys! I will post a correct visitor here when I have finished it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18297#18297 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] change ocean height
no seb, I also really needed that feature. I already wrapped it in dtOcean: https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean Cheers. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17796#17796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Suggestion: Add components in nodes (aggregation)
Regarding actor components in Delta3D: The GMComponents are not at the actor level, but even higher, they are to be used for stuff like network adapters, device interfaces and other global stuff. If you check out Delta3D from trunk you can take a look at inc/dtGame/actorcomponentbase.h which basically implements the stuff from the cowboy programer article. Also, components can send and receive messages. In Delta3D, OSG nodes are wrapped in actors. Do you think the userdata property is a good place to store stuff like this? Maybe you should add a companion object for each of your osg nodes that holds extra game-related functionality like a unique id. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16191#16191 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Combining particles with different textures
Thanks Rosme and Skylark, I've modified the Particle class to allow me to specify start and end tiles for a particle. I am uploading a patch for the class with this post, maybe you could include it (or the functionality it describes) in the distro? I can now shoot particles with different animations from the same particle system. Neat! I've looked into the premultiplied alpha stuff, and it seems to work OK. Thanks for the tip! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15702#15702 Index: include/osgParticle/Particle === --- include/osgParticle/Particle(revision 10517) +++ include/osgParticle/Particle(working copy) @@ -153,7 +153,7 @@ inline int getTileT() const; /// Get number of texture tiles -inline int getNumTiles() const { return _num_tile; } +inline int getNumTiles() const { return _end_tile - _start_tile + 1; } /** Kill the particle on next update NOTE: after calling this function, the CODEisAlive()/CODE method will still @@ -245,9 +245,14 @@ /// Get the current (interpolated) polygon size. Valid only after the first call to update(). inline float getCurrentSize() const; -/// Specify how the particle texture is tiled -inline void setTextureTile(int sTile, int tTile, int numTiles = 0); +/// Specify how the particle texture is tiled. +/// All tiles in the given range are sequentially displayed during the lifetime +/// of the particle. When no range is given, all tiles are displayed during the lifetime. +inline void setTextureTileRange(int sTile, int tTile, int startTile, int endTile); +/// Same as above, range starts at 0 and ends at end +inline void setTextureTile(int sTile, int tTile, int end = -1); + /// Set the previous particle inline void setPreviousParticle(int previous) { _previousParticle = previous; } @@ -298,7 +303,8 @@ float _s_tile; float _t_tile; -int _num_tile; +int _start_tile; +int _end_tile; int _cur_tile; float _s_coord; float _t_coord; @@ -565,21 +571,36 @@ return _current_size; } -inline void Particle::setTextureTile(int sTile, int tTile, int numTiles) + +inline void Particle::setTextureTile(int sTile, int tTile, int end) { -_s_tile = (sTile0) ? 1.0f / static_castfloat(sTile) : 1.0f; -_t_tile = (tTile0) ? 1.0f / static_castfloat(tTile) : 1.0f; -if (numTiles = 0) -{ -_num_tile = sTile * tTile; -} -else -{ -_num_tile = numTiles; -} +setTextureTileRange(sTile, tTile, -1, end); } +inline void Particle::setTextureTileRange(int sTile, int tTile, int startTile, int endTile) +{ + _s_tile = (sTile0) ? 1.0f / static_castfloat(sTile) : 1.0f; + _t_tile = (tTile0) ? 1.0f / static_castfloat(tTile) : 1.0f; + + if(startTile == -1) + { + _start_tile = 0; + } + else + { + _start_tile = startTile; + } + if(endTile == -1) + { + _end_tile = sTile * tTile; + } + else + { + _end_tile = endTile; + } +} + } #endif Index: src/osgParticle/Particle.cpp === --- src/osgParticle/Particle.cpp(revision 10517) +++ src/osgParticle/Particle.cpp(working copy) @@ -45,7 +45,8 @@ _current_alpha(0), _s_tile(1.0f), _t_tile(1.0f), -_num_tile(1), +_start_tile(0), +_end_tile(0), _cur_tile(-1), _s_coord(0.0f), _t_coord(0.0f), @@ -79,7 +80,7 @@ } //Compute the current texture tile based on our normalized age -int currentTile = static_castint(x * _num_tile); +int currentTile = _start_tile + static_castint(x * getNumTiles()); //If the current texture tile is different from previous, then compute new texture coords if(currentTile != _cur_tile) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Combining particles with different textures
Alright, will do! screenshot [/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15704#15704 attachment: fire.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Combining particles with different textures
Hi, I'm trying to work out how to combine particles with different textures. I want to create a fire particle system where I can dynamically change the amount of fire-, smoke- and spark-particles. I haven't found a good way to do this yet. My first idea was to overlay multiple particle systems. This has the problem that the particles of the different kinds start z-fighting. Depending on camera position, different kinds of particle are rendered on top. My second thought was to create a single particle system that has emitters for the different particles. I can add multiple emitters to a particle system with different particle prototypes. I can only assign one single texture to a particle system. This would be OK if I could specify different texture coordinates for the different particle prototypes. There is the method in the particle class setTextureTile that I can use to let a single particle loop through the tiles of a texture during its lifetime. But there is no way to set a start and end tile, so the particle always loops through all tiles. Is there something I don't see? Or is there currently no way to add differently textured particles to a single particle system? If there is none, the easiest way to change this would be to add a setStartTile and setEndTile method to the particle class so that I can assign different tile segments to different particles. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15697#15697 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Combining particles with different textures
I just looked at the cessna example, and it seems to have the z fighting problem I tried to describe. If you turn the camera around the plane, at some point the fire jumps over the smoke. The two particle systems are not really mixing. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15699#15699 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Callback for actors being culled?
By digging some more I found an old forum message that answers my question, so please disregard my request. http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16202.html Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15576#15576 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Callback for actors being culled?
Hi, I have a lot of particle systems in my scene. I want to freeze the particle systems that are currently not seen. How can I get informed when a node is culled away? I have a geometry the max size of the particle system, so I would like to be informed when that geometry is culled away / shown again. Thanks for your help! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15542#15542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] OSGOcean reflection is not mirrored
Hi, seems like the reflection in osgOcean is not mirrored correctly. When I have letters reflecting in the water, they are from right to left (mirrored vertically) but they should be from bottom to top (mirrored horizontally)! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15308#15308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] OSGOcean reflection is not mirrored
OK, never mind, everything is fine. The ship model I am working with is open on the bottom side, so I could peek under the hull and the inner side of the hull was reflected. That reminds me, is there a way to set the height of the ocean? By default it seems to be at z = 0, is there a way for me to change that? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15312#15312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?
Pierre, are you using FFTW or FFTSS? This error is known to appear with FFTW, can you try out FFTSS? Thanks! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14071#14071 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi, I compiled osgOcean and everything works fine here. I ran into trouble when integrating it with my existing application. When I used the last version of osgOcean, I could just put the ocean somewhere in the scene graph and it did not interact with my other stuff. Now osgOcean blocks my view onto the other objects in the scene. When I add the objects as children to the OceanScene, the objects are shown, but the ocean shaders are applied to the objects. This add some sparkling effects to my animations, which looks nice but is not really what I want. So how can I add my objects to the scene without interference? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14038#14038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] problem with ocean surface in svn
Hi Kim, I just ran into the same problem on our SuSE boxes. Will you take a look at that? Or do you have any pointers for me where to look? As osgOcean works perfectly fine under windows the best guess is to look for differences in the FFTW library, right? Has anyone got osgOcean running successfully under Linux? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13772#13772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forward declared classes and ref_ptrs
I can only forward-declare ref-ptr members if I write the implementation of the class destructor in the cpp file. Try if that helps Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13773#13773 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] [osgOcean] problem with ocean surface in svn
Allright! Keep up the good work! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13775#13775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GUIEventAdapter: How do I know which key was pressed together with ctrl?
Hi, I'm currently creating a first person shooter like camera control. I steer with the 'wasd' keys. Pressing shift speeds the character up, pressing ctrl makes the character duck. I basically need a way to get the basic, unmodified key the user pressed. This would have to return 'w', no matter if ctrl+'w' or shift+ctrl+'w' was pressed. Is that somehow possible? When the user presses shift + w, I can do something like this: [code] if(ea.getModKeyMask() osgGA::GUIEventAdapter::MODKEY_SHIFT) handleKey(ea.getKey() - 'A' + 'a'); [/code] But this only works for shift, I don't know how to handle ctrl or combinations of modifiers. Thank you! Cheers, Martin[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13413#13413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: Using OSG To Build Tiled Display Wall
Distributing the scene graph is the approach Avango is taking - http://avango.org/. Avango is based on OSG and allows scene graphs distributed across machines. The authoritative version of scene graph branches may lie on different machines. Transformation matrixes are automatically distributed. I noticed that the avango project has not had any publicity here. I wonder why? I had to work with Avango a few years back when it was still based on Performer, and found it quite nice. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12350#12350 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: Using OSG To Build Tiled Display Wall
Philip, The NVidia Quadro Plex D4 seems to handle eight display outputs (http://www.nvidia.com/object/product_quadroplex_2100_d4_us.html - sorry for posting a german language link before). Has anybody tried that out? I would like to know how complex the geometry may be for the system to display at an acceptable frame rate. Having eight displays on one machine would make clustered IG systems unnecessary for some applications that have limited complexity geometry. I am thinking of using this for my stuff, but would like to hear from others about their experiences on the matter. So, has anyone used systems like this with OSG? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12326#12326 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: Using OSG To Build Tiled Display Wall
Hi, I am currently thinking about how to do a multi-display simulation with OSG that uses a single machine to feed all displays. The app I am currently working on requires multiple views, but is difficult to distribute across machines because of some randomness components in my graphics stuff. My simulation requires at least four projectors (or eight if necessary and possible). I am thinking about using a Nvidia Quadro Plex system http://www.nvidia.de/page/quadroplex.html. Has anyone here used heavy-duty graphics hardware to feed four or more views from one machine? What hardware setup do you use, and are you able to render reasonably complex scenes? Or can you point me in a good direction for more info? Looking forward to your responses - Martin[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12206#12206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean release
Hi, I tried everything out and it looks awesome! Some notes: The demo crashes when I use multiple screens. Disabling the extra screen fixed this, so does preventing fullscreen. I have started to integrate this as an actor into the Delta3D game engine. This works pretty good, the only thing that misses is a way to set the location of the water shaders from the outside. At the moment the shader locations are hard coded to the resources folder. Could you change that? Thank you! Cheers, Martin Scheffler -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11626#11626 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] collada: use of bind_vertex_input
Hi, I export from Max using the feeling exporter 3.05b (c gives the same results). I have a diffuse map and an ambient map in my model. When importing the collada file into osg, the maps are not shown. It seems that I have to modify [code]instance_material symbol=r8.3.007_1 target=#r8.3.007-material/[/code] to [code] instance_material symbol=r8.3.007_1 target=#r8.3.007-material bind_vertex_input semantic=CHANNEL2 input_semantic=TEXCOORD input_set=2/ bind_vertex_input semantic=CHANNEL1 input_semantic=TEXCOORD input_set=1/ /instance_material [/code] Then everything works as expected. Is this faulty behavior of the exporter? The collada 1.4 spec says: [quote] The bind_vertex_input element binds geometry vertex streams (identified as input elements within geometry elements) to material effect vertex stream semantics. Although applications commonly perform automatic binding of vertex streams with identical semantic identifiers, there are frequently mismatches in a semantic identifier’s meaning. Use bind_vertex_input to remove these ambiguities [/quote] So maybe the exporter could detect texture coordinate sets automatically? Thanks, Martin[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10711#10711 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] simple water shader?
Hi, For my project I need indoor water for puddles. Because I don't have much time to spend on this I would like your advice on how to do this the fastest way. I don't need scene reflections or even transparent water, a glossy animated normal map would be good enough for me. * Is there pre-existing stuff out there that I can use? * If not, how would I go at creating a shader for this? Is it necessary to have multiple normal maps or does it suffice to combine some sine functions to deform the local normal? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10192#10192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking Polygons?
Hi Robert, thanks for your answer. I now switched to use triangles for the intersection mesh. This works, but only if I disable using the KD tree for intersection testing. When I do intersectVisitor.setUseKdTreeWhenAvailable(true); the primitiveIndex values are not correct. When I switch this to false everything works correctly. I'm sorry I can't provide a better test case at the moment as I am in a hurry to get my stuff done. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9453#9453 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Picking Polygons?
Hi all, I have a geometry containing a number of polygons, each a osg::DrawElementsUInt(osg::PrimitiveSet::POLYGON,0). I want to use the LineSegmentIntersector to pick a polygon of the mesh. Everything works fine, only I can't make sense of the primitiveIndex value of the Intersection class. When I pick my mesh, I get these values: Intersection.IndexList: 118, 64, 67 Intersection.PrimitiveIndex: 142 Geometry.NumPrimitiveSets: 66 So the picked PrimitiveIndex is 142, but there are only 66 polygons in the mesh! How can I get to the polygon? Thank you! Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org