Re: [osg-users] QuadBuffer crash?Do you have?

2011-05-30 Thread Nan WANG
Hi, Robert
This morning, i've checked your suggestion:
using
osgviewer cow.osg --stereo QUAD_BUFFER 

It was same...the problem is still there...sometimes, I got frozen screen...

Then we can say that should be a problem of Drivers or Hardware ?

Thanks alot~
Cheers,
Nan

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Re: [osg-users] QuadBuffer crash?Do you have?

2011-05-30 Thread Nan WANG
Yes Robert~

You are completely right~i checked with --SingleThreaded option, but it changes 
nothing...sometimes, it happened again.

With the application that are working are based on OpenGL rendering. Because we 
are using QuadBuffer projectors and shutter glasses...

It was a strange problem...I will post my issue to nVidia forum to have a try.
Thanks a lot Robert.
... 

Thank you!

Cheers,
Nan

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Re: [osg-users] QuadBuffer crash?Do you have?

2011-05-29 Thread Nan WANG
thansk alot Robert


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] QuadBuffer crash?Do you have?

2011-05-28 Thread Nan WANG
I'd like to provide an image when a crash happens:
I hope someone can help me to fix this problem...I dont know whether it is a 
problem of OSG or not.


[Image: http://i55.tinypic.com/69kxug.jpg ]

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Nan WANG
this FBO issue will influence on QuadBuffer rendering?I got some quad buffer 
problem...

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] How to make attenuation of Points?

2011-05-26 Thread Nan WANG
Thanks alot Robert~
I will come to you if I have some questions regarding Points~
Thanks
... 

Thank you!

Cheers,
Nan

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[osg-users] QuadBuffer crash?Do you have?

2011-05-26 Thread Nan WANG
Hello everyone:

Recently, i have got an issue of quad buffer stereo display...I'd like to know 
whether you have the same issue as I got.

In the scene, only a cow.osg model is rendered with quad buffer mode, using 
osg::Displaysettings method.

Here is the code I implemented:


Code:

#include osg/PositionAttitudeTransform
#include osg/Group
#include osg/Node
#include osgDB/ReadFile 
#include osgViewer/Viewer
#include osgGA/TrackballManipulator
#include osgViewer/ViewerEventHandlers


int main()
{
osg::Node* cowNode = NULL;
osg::Group* root = NULL;
osgViewer::Viewer viewer;
osg::DisplaySettings::instance()-setStereo(true);

osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::QUAD_BUFFER);
osg::Vec3 cowPosit; 
osg::PositionAttitudeTransform* cowXform;

cowNode = osgDB::readNodeFile(cow.osg);

root = new osg::Group();
cowXform = new osg::PositionAttitudeTransform();

root-addChild(cowXform);
cowXform-addChild(cowNode);

cowPosit.set(5,0,0);
cowXform-setPosition( cowPosit ); 
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.setUpViewOnSingleScreen(0);

viewer.setSceneData( root );

viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}
}






My problem is that, when i run the above program...
sometime the screen is frozen, which means the mouse could not move on that 
screen, in this case: screen 0; the frame is frozen also;

sometime after running few frames, the screen crashed with 2 separated views;

sometime I can successfully run it.

My environment:
Win7 VS2008, osg2.8.3 from SVN and Compiled with CMAKE2.8.3
Hardware:
Quadro Fx 5600, nVidia latest driver 270.xx, and DirectX11
KVM

Other scenes can be successfully rendered in mode QuadBuffer , such as 
Virtools, Unity3D...

Anybody can explain why i got quad buffer crash in my OSG scene?
How can I fix this problem?


Thank you!

Cheers,
Nan

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Re: [osg-users] How to make attenuation of Points?

2011-05-25 Thread Nan WANG
hello robert:

After reading the GL_POINT_DISTANCE_ATTENUATION docs...i tried with osg

there's no GL_POINT_DISTANCE_ATTENUATION  definition in GL.h
only:

GL_POINT_SMOOTH
GL_POINT_SIZE
GL_POINT_SIZE_RANGE
GL_POINT_SIZE_GRANULARITY

regarding to GL_POINT

Is there any example about using GL_POINT_DISTANCE_ATTENUATION to active point 
size distance attenuation in OSG?

THanks a lot




... 

Thank you!

Cheers,
Nan

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Re: [osg-users] How to make attenuation of Points?

2011-05-23 Thread Nan WANG
~
it doesn't work

setDistanceAttenuation function is not clear...
anybody can explain this function?



Thank you!

Cheers,
Nan

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Re: [osg-users] Strange Transparent effect [image provided]

2011-05-23 Thread Nan WANG
hello Delport

you mean i have to  split my model into lots of parts~
I could not do that, because all the millions objects are all real-time 
generated in GPU...

Do you have another idea of that?


Thank you!

Cheers,
Nan

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[osg-users] How to do attenuation of Points?

2011-05-20 Thread Nan WANG
Hello everyone:

how to do point attenuation?
I have some code like:

Code:

osg::PolygonMode *pm = new osg::PolygonMode(
187 osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::POINT );
188 stateset-setAttributeAndModes( pm, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);
189 }




After this how to set attenuation of points?

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] How to do attenuation of Points?

2011-05-20 Thread Nan WANG
like this:?

_point = new osg::Point;
_point-setDistanceAttenuation(osg::Vec3(0.0,0.,0.05f));
_stateset-setAttribute(_point.get());

I will test it.

THanks

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Re: [osg-users] How to get position of sub-drawable object from PositionAttitudeTransform

2011-05-17 Thread Nan WANG
anybody knows that?

using
osg::Node* findNamedNode(const std::string searchName, osg::Node* currNode)?


Thank you!

Cheers,
Nan

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[osg-users] How to get position of sub-drawable object from PositionAttitudeTransform

2011-05-16 Thread Nan WANG
Hello

I am wondering how to get position of sub drawable object from 
PositionAttitudeTransform.

Two objects are created with osg::Cylinder and osg::Sphere, the I created two 
osg::ShaperDrawable...then declare an instance of geode class and attached tow 
Drawables to it, finally, added 'basicShapesGeode' as a child of PAT


Code:

osg::Cylinder* unitCylinder = new osg::Cylinder( osg::Vec3(0,50,0), 
0.6f,100.0f);
osg::Sphere* pointing = new osg::Sphere(osg::Vec3(0,100,0),1.0f);

osg::ShapeDrawable* unitCylinderDrawable = new 
osg::ShapeDrawable(unitCylinder);
osg::ShapeDrawable* unitSphere = new osg::ShapeDrawable(pointing);

// Declare a instance of the geode class: 
osg::Geode* basicShapesGeode = new osg::Geode();
// Add the unit cube drawable to the geode:
basicShapesGeode-addDrawable(unitCylinderDrawable);
basicShapesGeode-addDrawable(unitSphere);

osg::PositionAttitudeTransform* handMat = new 
osg::PositionAttitudeTransform;
handMat-addChild(basicShapesGeode);
handMat-setScale(Vec3(0.01,0.01,0.01));

root-addChild(handMat);




Can anybody tell me how the get the position of osg::Cylinder or osg::Sphere 
from PAT?
... 

Thank you!

Cheers,
Nan

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[osg-users] How to update uniform not continually

2011-05-11 Thread Nan WANG
Hello:

I am wondering about how to update an uniform not continually.
here is the sample code:

Code:

osg::Uniform* lightPosU = 
  new osg::Uniform(LightPosition,osg::Vec3(0,0,1));
bumpMapState-addUniform(lightPosU);




Then I would like to update lightPosU, from Vec3(0,0,1) to Vec3(0,0,10);
As I know Uniform has a setUpdateCallback function which allows continually 
update one of concerned nodes once each frame, like this:

Code:

class updateBumpShader : public osg::Uniform::Callback
{
public:
   virtual void operator() 
  ( osg::Uniform* uniform, osg::NodeVisitor* nv )
   {
  float angle = nv-getFrameStamp()-getReferenceTime();
  float x = sinf(angle)*.2f;
  float y = cosf(angle)*.2f;
  osg::Vec3 lightPos(x,y,.6f);
  uniform-set(lightPos);
   }
};



then using following codes to setUpdateCallback

Code:

lightPosU-setUpdateCallback(new updateBumpShader() );




Is there a method to update the uniform only one time? just modify the value...
I have to customize the setUpdateCallback function?

Or Can I overwrite the uniform then re pass it to Shader?

Thank you!

Cheers,
Nan

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Re: [osg-users] How to update uniform not continually

2011-05-11 Thread Nan WANG
Can I do like this? 
lightPosU.set (osg::Vec3(0,0,10));

then
bumpMapState-addUniform(lightPosU); 
this is a right way to do that?

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] How to update uniform not continually

2011-05-11 Thread Nan WANG
Thanks a lot Farshid Lashkari

But I think I should first 
lightPosU.set (osg::Vec3(0,0,10)); 
Then adduniform

Am I right?

... 

Thank you!

Cheers,
Nan

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[osg-users] Dependencies missing when compile OSG

2011-05-07 Thread Nan WANG
Hi, everyone

When compiling osg source code, I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in 
C:\OpenSceneGraph-2.8.4\3rdParty
then add the ENV variable OSG_3RDPARTY_DIR to auto configure CMake

But When I use Cmake to generate projectit reports that some of the libs 
are missing, i.e. jpeg, png, freetype.

I am sure that I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio


But, I've checked that if I use the dependencies from 
http://openscenegraph.alphapixel.com/osg/downloads/openscenegraph-third-party-library-downloads

for example: 
Visual Studio 9 (SP1 9.0.30729, 2008)
x86 32-bit
windows-VS9.0.30729-x86-release.7z
windows-VS9.0.30729-x86-debug.7z

unzip them and put them in the same folder as above: 
C:\OpenSceneGraph-2.8.4\3rdParty
Then rerun the CMake... it can find the libs, like png, jpeg...and project 
files can be generated properly.

It seems some bugs here? thanks


My environment:
Windows 7 32bit/WindowsXP sp3
OSG 2.8.4 from SVN
CMake 2.8.4
VS2008 SP1

///
Thank you!

Cheers,
Nan

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Re: [osg-users] Dependencies missing when compile OSG

2011-05-07 Thread Nan WANG
Hello J-S

I checked your solution, putting 32bit and 64bit in 3dparty directory
It doesn't work...not only JPEG_LIBRARY but also JPEG_INCLUDE_DIR are 
missingworse than putting 32bit only solution...

I dont know how to fix this problem I will take AlphaPixel dependencies to 
instead of original dependencies.

Thanks

[Image: http://i55.tinypic.com/apctvm.jpg ]


Skylark wrote:
 Hello Nan,
 
 
  When compiling osg source code, I followed the instruction here:
  http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
  download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in
  C:\OpenSceneGraph-2.8.4\3rdParty
  then add the ENV variable OSG_3RDPARTY_DIR to auto configure CMake
  
  But When I use Cmake to generate projectit reports that some of the 
  libs are missing, i.e. jpeg, png, freetype.
  
 
 I think you need to put the whole package (i.e. both the 32bit and 64 
 bit subdirectories) in that directory and make OSG_3RDPARTY_DIR to the 
 directory containing both. The CMake scripts will automatically use the 
 32bit or 64bit depending on the type of build you're doing.
 
 But the other thing is, I'm not sure if the OSG 2.8 branch (which 2.8.4 
 is based on) has the CMake changes that use the OSG_3RDPARTY_DIR env 
 var. I recently built OSG from SVN from scratch, using that same 
 3rdparty package, and setting the OSG_3RDPARTY_DIR to the right 
 directory (the directory containing 32bit and 64bit subdirectories) and 
 it worked fine for me. All the basic dependencies (jpeg, png, freetype 
 included) were found.
 
 On the other hand, if the 3rdparty packages from AlphaPixel work for 
 you, just use that... Or you can also specify the libraries and include 
 paths manually, though that's a bit tedious.
 
 Hope this helps,
 
 J-S
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[osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?

I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS

When i apply this two Shaders to a Geometry Shader generated objectsthe 
texture2D mapping is not right...

i think it should be a problem of having right UV on GS generated object?

How can I give a UV to GS generated object? 

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
Hello boss:

Here are some details of my problem:

In my Geometry Shader, i have some codes to generate objects in real time (i.e. 
triangles, these trangles constitute a surface). With VS and FS, i can set the 
gl_FragColor as i like..

But when applying a texture to the objects which are generated in realtime... 
it doesn't work as i wish...

I guess that is the realtime generated object does not have right UV 
coordinates...like osg::box...or osg::sphere...

is there a way of setting box mapping UV to the realtime generated UV?







Thank you!

Cheers,
Nan

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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
the problem i am thinking is that:

when we create an object like osg::box..then osg::ShapeDrawable* 
unitCubeDrawable

then the box contain a right UV coordinate.

the objects which are realtime generated do not have BOX UVso if i apply a 
texture to objsthere should be a problem...

Right?


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Geometry Generated object UV texture?

2011-05-05 Thread Nan WANG
i am a beginner  of OSG

Could you provide me an example of that?or some links
Cheers,
Nan

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[osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
Hello everyone:

i have a question regarding how to pass texture to shader 

There were some code in the tutorial, such as:


Code:

  bumpMapProgramObject-addShader( bumpFragmentObject );
   bumpMapProgramObject-addShader( bumpVertexObject );

   osg::Uniform* lightPosU = 
  new osg::Uniform(LightPosition,osg::Vec3(0,0,1));
   osg::Uniform* normalMapU = new osg::Uniform(normalMap,1);
   osg::Uniform* baseTextureU = new osg::Uniform(baseTexture,0);

   bumpMapState-addUniform(lightPosU);
   bumpMapState-addUniform(normalMapU);
   bumpMapState-addUniform(baseTextureU);
   lightPosU-setUpdateCallback(new updateBumpShader() );

   bumpMapState-setAttributeAndModes
  (bumpMapProgramObject, osg::StateAttribute::ON);

   osg::Texture2D* tankBodyNormalMap = new osg::Texture2D;
   tankBodyNormalMap-setDataVariance(osg::Object::DYNAMIC); 
   osg::Image* tankBody = osgDB::readImageFile(TankBump.png);
   if (!tankBody)
   {
  std::cout   couldn't find texture, quiting.  std::endl;
  return -1;
   }

   tankBodyNormalMap-setImage(tankBody);
   bumpMapState-setTextureAttributeAndModes
  (1,tankBodyNormalMap,osg::StateAttribute::ON);




Here, the example creates
 osg::Uniform* normalMapU = new osg::Uniform(normalMap,1);

'1'is the initial value of normalMap? how to link to texture unit in shader?

using (Am I right?)

   bumpMapState-setTextureAttributeAndModes
(1,tankBodyNormalMap,osg::StateAttribute::ON);


here the value of first parameter should be the same as initial value in the 
'new osg::Uniform(normalMap,1);'

and the way to have the 'tankBodyNormalMap' in bumpmap.vert, using 
gl_MultiTexCoord0 or gl_MultiTexCoord1?

where we can find  bumpmap.vert?

Thank you!

Cheers,
Nan

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Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
here it is:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating


ledocc wrote:
 Hi Nan
 
 Can you provide link of tutorial you are talking about ?
 
 Cheer
 David Callu
 
 
 2011/5/4 Nan WANG  ()
 
  Hello everyone:
  
  i have a question regarding how to pass texture to shader
  
  There were some code in the tutorial, such as:
  
  
  Code:
  
       bumpMapProgramObject-addShader( bumpFragmentObject );
        bumpMapProgramObject-addShader( bumpVertexObject );
  
        osg::Uniform* lightPosU =
           new osg::Uniform(LightPosition,osg::Vec3(0,0,1));
        osg::Uniform* normalMapU = new osg::Uniform(normalMap,1);
        osg::Uniform* baseTextureU = new osg::Uniform(baseTexture,0);
  
        bumpMapState-addUniform(lightPosU);
        bumpMapState-addUniform(normalMapU);
        bumpMapState-addUniform(baseTextureU);
        lightPosU-setUpdateCallback(new updateBumpShader() );
  
        bumpMapState-setAttributeAndModes
           (bumpMapProgramObject, osg::StateAttribute::ON);
  
        osg::Texture2D* tankBodyNormalMap = new osg::Texture2D;
        tankBodyNormalMap-setDataVariance(osg::Object::DYNAMIC);
        osg::Image* tankBody = osgDB::readImageFile(TankBump.png);
        if (!tankBody)
        {
           std::cout   couldn't find texture, quiting.  std::endl;
           return -1;
        }
  
        tankBodyNormalMap-setImage(tankBody);
        bumpMapState-setTextureAttributeAndModes
           (1,tankBodyNormalMap,osg::StateAttribute::ON);
  
  
  
  
  Here, the example creates
   osg::Uniform* normalMapU = new osg::Uniform(normalMap,1);
  
  '1'is the initial value of normalMap? how to link to texture unit in shader?
  
  using (Am I right?)
  
        bumpMapState-setTextureAttributeAndModes
  (1,tankBodyNormalMap,osg::StateAttribute::ON);
  
  
  here the value of first parameter should be the same as initial value in 
  the 'new osg::Uniform(normalMap,1);'
  
  and the way to have the 'tankBodyNormalMap' in bumpmap.vert, using
  gl_MultiTexCoord0 or gl_MultiTexCoord1?
  
  where we can find  bumpmap.vert?
  
  Thank you!
  
  Cheers,
  Nan
  
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Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating

Thank you!

Cheers,
Nan

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Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
could you explain why here you used texCoord1?

because of we setting '1' here?
sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON);
sset-addUniform(new osg::Uniform(tex,1));

i dont think so ...





Thank you!

Cheers,
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Re: [osg-users] Multitexture in Shader

2011-05-04 Thread Nan WANG
i have got the same problemdo you have solution?

Thank you!

Cheers,
Nan

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Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
Normally, it should be like this.

but, 'gl_MultiTexCoord1' you used is not right..i tested it...no texture is 
passed to shader  if you use 

gl_TexCoord  = gl_MultiTexCoord0;

i =0,1,2,3
the texture is passed to Shader... only the gl_MultiTexCoord0 works~...

do you know how to use gl_MultiTexCoord[i]i?i = 1,2,3,,

Thank you!

Cheers,
Nan

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[osg-users] setTextureAttribute first Parameter?

2011-05-03 Thread Nan WANG
Hi,
Anybody can explain what is the meaning of first parameter of function

void osg::StateSet::setTextureAttribute(unsigned int unit, StateAttribute *  
attribute, StateAttribute::OverrideValue, value = StateAttribute::OFF)

what is the meaning of unit?

The texture unit to be affected?

If I have multi texture... I have to use different unit value? from 0-N (N= num 
of texture i am going to apply)

Thx


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] how to convert float to osgText::String

2011-04-29 Thread Nan WANG
Hi, Tomlinson and robert

thanks a lot for your ideas i usually use standard c method...sprintf 
should be another simple way

I am thinking whether in OSG we have something more professional/directly...

Thanks again.

... 

Thank you!

Cheers,
Nan

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[osg-users] how to convert float to osgText::String

2011-04-28 Thread Nan WANG
Hi,

I have a simple question
How to convert a float number to osgText::String in order to display with  
osgText::Text::setText function?



... 

Thank you!

Cheers,
Nan

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[osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
Hi, everyone~

I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have got 
something strange, here is the picture.

[Image: http://i56.tinypic.com/wvcv87.jpg ]

some dark gray levels disappear...

I just put the generated osg::Geometry object into transparent with function 
and give an alpha value in fragment shader(constant, e.g. 0.5).

sset-setmode(GL_BLEND)...


Anybody can help me to solve this problem?

the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this 

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
Hello , there's no alpha clip...


Chris 'Xenon' Hanson wrote:
 On 4/7/2011 11:38 AM, Nan WANG wrote:
 
  I just put the generated osg::Geometry object into transparent with 
  function and give an alpha value in fragment shader(constant, e.g. 0.5).
  sset-setmode(GL_BLEND)...
  
 
 You're not using Alpha Clip are you?
 
 -- 
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 Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
OK thanks  alot leader..

I will check it...
thx


robertosfield wrote:
 Hi Nan,
 
 The artificat you are seeing is the very common issue seen with
 transparent meshes that are not depth sorted from front to back.
 There are various different techniques to address this issue.  I'd
 recommend you do a search on the archives as this topic has been
 discussed many many times.
 
 Robert.
 
 On Thu, Apr 7, 2011 at 6:38 PM, Nan WANG  wrote:
 
  Hi, everyone~
  
  I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have 
  got something strange, here is the picture.
  
  [Image: http://i56.tinypic.com/wvcv87.jpg ]
  
  some dark gray levels disappear...
  
  I just put the generated osg::Geometry object into transparent with 
  function and give an alpha value in fragment shader(constant, e.g. 0.5).
  
  sset-setmode(GL_BLEND)...
  
  
  Anybody can help me to solve this problem?
  
  the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this
  
  ...
  
  Thank you!
  
  Cheers,
  Nan
  
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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
http://forum.openscenegraph.org/viewtopic.php?t=7144highlight=transparent+depth

this should be solution?

Thank you!

Cheers,
Nan

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[osg-users] compositeviewer and addeventhandler?

2011-03-29 Thread Nan WANG
Hi, everyone:

I have created a scene with 'osgViewer::CompositeViewer viewer' as root viewer. 
in CompositeViewer I add two 'osgViewer::View' one for each eye.

My question is can I addEventHandler for my root viewer which is 
CompositeViewer? as I know we can addEvenntHandler for a osgViewer::View



... 

Thank you!

Cheers,
Nan

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
Thanks zonk

the 3rdParty package I used is 3rdParty_VC9sp1_x86_x64_V5.7z
x86 version~ i think it's not version problem.

Ok, i have to add them to PATH environment variable.

although, it was not mentioned in the introduction.

But, there's no problem with previous OSG source code.

Maybe using CMAKE 2.8.4 causes this error



zonk wrote:
 Hi Nan,
 
 which version of the 3rdParty package have you downloaded? The current 
 version is V5. 
 
 You have to added your 3rdparty/x86/bin folder to your PATH. It contains 
 the dll dependencies and has to be part of your path to allow osgviewer to 
 find it.
 
 The environment variable OSG_3RDPARTY_DIR is not required to run 
 OpenSceneGraph with this package, it is only available to allow CMake to find 
 your 3rdparty package automatically. This makes frequent OSG rebuilds easier..
 
 Thank you!
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
Thanks Alji,

I think the final solution is adding 3rdParty bin to my PATH...But with 
previous installation, there was no problem without adding 3rdParty to PATH. 
When i compile OSG, just path ACTUAL_3DPARTY_DIR to 
C:/OpenSceneGraph-2.8.3/3rdparty. it was prefect...i think it was a problem of 
using CMAKE 2.8.4?

it is curious


Alji wrote:
 Hello Nan  Torben, 
 
 You have to add the 3rdParty bin to your PATH otherise set the environment 
 variable OSG_NOTIFY_LEVEL to a higher verbosity level such DEBUG_INFO or 
 DEBUG_FP (by default it is NOTICE I think). 
 
 Cordialement
 --
 M. ALJI Mohamed
 
 
 
 2011/3/28 Torben Dannhauer  ()
 
   Hi Nan,
  
  which version of the 3rdParty package have you downloaded? The current 
  version is V5.
  
  You have to added your 3rdparty/x86/bin folder to your PATH. It contains 
  the dll dependencies and has to be part of your path to allow osgviewer to 
  find it.
  
  The environment variable OSG_3RDPARTY_DIR is not required to run 
  OpenSceneGraph with this package, it is only available to allow CMake to 
  find your 3rdparty package automatically. This makes frequent OSG rebuilds 
  easier..
  
  Thank you!
  
  Cheers,
  Torben
  
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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
eh

I think not only viewer requires zlib.dll, but also other .exe stopped by the 
zlib.dll is missing error...

crying.

If it is dynamic build... it means i have to add to PATH ?

Thanks



zonk wrote:
 Hi,
 
 3rdParty package V5 uses zlib not as static build, therefore the viewer 
 requires now the zlib dll.
 
 In older 3rdParty packages I used the static zlib and it worked without the 
 dll.
 
 I had to change to dynamic zLib because I updated libpng and the new version 
 caused some trouble with static zLib: It compiled well, but in the OSG 
 compile process  the png plugin required additonal zLib linking. To avoid 
 polluting OSG project files, I changed to dynmic zLib.
 
 
 @All: Should the next package version switch back to static zLib (which means 
 I have to add the png plugin cmake file) ?
 
 
 Thank you!
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
Cool~
That's fineThanks a lot zonk. I will pay attention to this error in my next 
OSG installation, although it was not mentioned in the introduction page.





zonk wrote:
 Hi,
 
 every application which uses zlib requires zlib.dll.
 Yes, add the directory which contains zlib.dll to your PATH, and every 
 application will be fine.
 
 There are also more than only zlib.dll which is in the 3rdparty folder and 
 often required: also libtiff, nvtt, gdal etc. so I recommend to add the 
 3rdParty\bin  to the PATH to use all available 3rdParty libraries.
 
 Any thoughts?
 
 
 Cheers,
 Torben


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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Nan WANG
OK chief

here it is~

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
 


waiting for your wonderful contribution.




zonk wrote:
 Hi,
 
 Can you give me the link to the page? I'll update it..
 
 Thank you!
 
 Cheers,
 Torben


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[osg-users] why zlib.dll is miising when execute .exe file

2011-03-27 Thread Nan WANG
Hi, everyone

As I installed windows7 on my laptop, i need to reinstall my OSG environment. 
Usually, i followed the instruction here:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

What i did on my computer:
install VS2008 then sp1 of vs2008 
3rdParty downloaded and put x86 folder in the right place then
use CMAKE to generate .sln file in the separated folder like 
openscenegraph\build

after compiling the osg project (both Release and Debug version) i did some 
important operations like:
OSG_ROOT points to the base of the OSG file structure (the directory that 
contains include, src etc. subdirectories)
OSG_BIN_PATH = %OSG_ROOT%\bin
OSG_INCLUDE_PATH = %OSG_ROOT%\include
OSG_LIB_PATH = %OSG_ROOT%\lib
OSG_SAMPLES_PATH = %OSG_ROOT%\share\OpenSceneGraph\bin
OSG_FILE_PATH = ???\OpenSceneGraph-Data-X.X
Then, add %OSG_BIN_PATH% and %OSG_SAMPLES_PATH% to your PATH environment 
variable


BUT, here is the problem: when I run the generated .exe in bin folderalways 
stopped by given error: zlib.dll (or zlibd.dll) is missing...

Any body got the same error? how to solve that?

BTW: When I copy one generated .exe file to 3rdParty\bin folder, it runs 
well..

I need to add OSG_3RDPARTY_DIR to PATH environment ??? 

Thank you!

Cheers,
Nan

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Re: Marching Cube Example?

2011-03-17 Thread Nan WANG
I create a prototype of Using GPU matching cubebut when I run it~nothing 
display.. i think it is the Shader Problem...Who can help me about it?

All the structure a ready...I am looking for bugs or error in my code...I thing 
if i can successful run it ~ i will upload it here~



Thank you!

Cheers,
Nan

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[osg-users] uniform array passing to Shader question

2011-03-17 Thread Nan WANG
Hi, everyone

I got a problem about passing uniform array to shader array. the problem is 
in my shader I have:


Code:
uniform vec3 vertDecals[8];



I have to pass uniform value from OSG to shader
so how to create an uniform array in osg code and add 8 values that will be 
used in shader...

I know how to declare a vec3array...
like:


Code:
osg::Vec3Array* v = new osg::Vec3Array;
v-resize(9);
(*v)[0].set(0., 0., 0.);




but how to deal with uniform?


Thanks alot


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Sharing vertex and normal buffer with another library

2011-02-22 Thread Nan WANG
Hi,

Sorry, may I ask where is marchingGPU.h header file?
Thank you!

Cheers,
Nan

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Re: Marching Cube Example?

2011-02-21 Thread Nan WANG
What a nice idea you provide me~
I saw some examples in osgVolume

But I dont know how to use/test these examples...could you give me a guide? 
Thanks a lot~



robertosfield wrote:
 Hi Nan,
 
 On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG  wrote:
 
  Is there a CPU or GPU based Marching cube algorithm example in OSG?
  
  osgvolume contains that?
  
 
 As others have already mentioned there isn't a Marching cube algorithm
 implemented in the OSG.  There is support for iso-surface rendering on
 the GPU in osgVolume which uses ray casting fragment shader, perhaps
 this is sufficient for your purposes.
 
 Robert.
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Re: Marching Cube Example?

2011-02-17 Thread Nan WANG
Hi,

OK, no problem, if i have have any success, i will share with you both.

Thank you!

Cheers,
Nan

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Re: Marching Cube Example?

2011-02-16 Thread Nan WANG
Hi, thanks everyone here to give me the ideas...

I will try matching Cube GPU with OSG.
Geomtery shader with OSG i think is the best solution.

isn't it?


... 

Thank you!

Cheers,
Nan

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Marching Cube Example?

2011-02-15 Thread Nan WANG
Hi,

Is there a CPU or GPU based Marching cube algorithm example in OSG?

osgvolume contains that?

Thank you!

Cheers,
Nan

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Re: [osg-users] pUserData crash when run .exe in debug or release version

2011-02-10 Thread Nan WANG
Thanks Martin Naylor,
I found my problem, it is exactly what you said~I linked with vs2005 lib in 
VS2008. After I compile OSG in VS2008, this problem has been solved ~

Thanks for all concerning about this stupid question.

Nan

Martin Naylor wrote:
 Hi Nan,
 I don't believe its a bug in OSG itself, it's the stupid Microsoft debug
 libraries.
 I suspect you are linking against the third party libraries built for
 VS2005, hence its works ok in debug mode.
 It's certainly worth applying SP1 for VS2008, but you also must make sure
 you linking against the third party libraries built with the version of VS
 you 
 are using.
 You could download the libs for vs2008 and use those and see if it
 builds/runs ok in debug mode?
 
 Let us know how it goes.
 
 Cheers
 
 Martin.
 
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of Nan WANG
 Sent: 09 February 2011 19:51
 To: 
 Subject:  pUserData crash when run .exe in debug or release
 version
 
 Hi, everyone:
 
 When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug
 and relase version are correct. No problem of running them.
 
 But when I tried with VS2008, both debug and release version stopped by an
 error:  Expression: _CrtIsValidHeapPointer(pUserData)
 
 Looks like:
 
 [Image: http://i53.tinypic.com/2yz0kl3.jpg ]
 
 BTW: in VS2008, in release version,  running .exe file without VisualStudio
 IDE is okbut still some errors.
 
 What is the problem? Who to fix this bug? Install SP1 for VS2008?
 
 Thank you!
 
 Cheers,
 Nan
 
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[osg-users] pUserData crash when run .exe in debug or release version

2011-02-09 Thread Nan WANG
Hi, everyone:

When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug and 
relase version are correct. No problem of running them.

But when I tried with VS2008, both debug and release version stopped by an 
error:  Expression: _CrtIsValidHeapPointer(pUserData)

Looks like:

[Image: http://i53.tinypic.com/2yz0kl3.jpg ]

BTW: in VS2008, in release version,  running .exe file without VisualStudio IDE 
is okbut still some errors.

What is the problem? Who to fix this bug? Install SP1 for VS2008?

Thank you!

Cheers,
Nan

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[osg-users] Keyboard move camera position

2011-02-08 Thread Nan WANG
Hi,
I've created my 3D scene, and now I want to move camera's position in this 
scene, using keyboard controlling, like using some key lik A, S, W, D to move 
the camera...

Is there any simple example of using keyboard handler? 
... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Keyboard move camera position

2011-02-08 Thread Nan WANG
hello
As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator 
in my scene?

I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project 
folder, then add it in my project. then add '#include 
osgGA/FirstPersonManipulator' above main() functionthen
viewer.setCameraManipulator(new osgGA::FirstPersonManipulator());


then error like: 
error C2664: 'osgViewer::View::setCameraManipulator' : cannot convert parameter 
1 from 'osgGA::FirstPersonManipulator *' to 'osgGA::MatrixManipulator *'

do you know why?

Thank you!

Cheers,
Nan

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[osg-users] [QUESTION]Simple camera create and position?

2011-02-07 Thread Nan WANG
Hi, 
I am really newbie in OSG. Here is one simple question I want to ask:

How can I create a camera and set its position to (0,0,0) in the world and set 
it as the viewer default camera to render?

Any example of using camera?


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] [QUESTION]Simple camera create and position?

2011-02-07 Thread Nan WANG
Hi,

I could not fine source code on this topic.
I tried these code, but nothing rendered, what is the problem?

Code:

osg::Node* tankNode = NULL;
osg::Group* root = NULL;
osgViewer::Viewer viewer;
osg::Vec3 tankPosit; 
osg::PositionAttitudeTransform* tankXform;
osg::ref_ptrosg::Camera camera = new osg::Camera;

tankNode = osgDB::readNodeFile(cow.osg);

root = new osg::Group();
tankXform = new osg::PositionAttitudeTransform();

root-addChild(tankXform);
tankXform-addChild(tankNode);

tankPosit.set(0,2,0);
tankXform-setPosition( tankPosit ); 
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
camera-addChild(root);
osg::Vec4 bgColor(0.2f, 0.2f, 0.6f, 1.0f);

viewer.setCamera(camera);
viewer.setSceneData( root );
viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}



Thanks

Nan

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Re: [osg-users] [QUESTION]Simple camera create and position?

2011-02-07 Thread Nan WANG
Ok,thanks alot Robert.

But could you tell me how to set current viewer's camera's position?

Thanks again。

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Re: [osg-users] [QUESTION]Simple camera create and position?

2011-02-07 Thread Nan WANG
Hi,robert

I will look into these libraries.

Thank you!

Cheers,
Nan

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[osg-users] Easy Question: What is difference between .osg file and .exe

2011-02-01 Thread Nan WANG
Hi,
I am newbie of OSG.
Simple question:
As I mentioned, osgviewer.exe can be used to display .osg file in different 
options...

When I compile .cpp file from VS2005, it produces .exe file...which is can be 
executed directly.

But, if i would like to create a 3D sence with interaction (Keyboard..ect) I 
have to use vs2005 to produce .exe file.

The question is: how can I have different options (as in osgviewer option, we 
have stereo mode option) in the generated .exe file?

VS2005 can create an osg. file ?which i can play with osgviewer?

Is there any tutorial of using osgviewer in programming?


... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Question about camera autoComputeHomePosition

2011-01-13 Thread Nan WANG
Do you know how to set a projection referential camera?
off-axis camera?

Thank you!

Cheers,
Dromouse

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[osg-users] [QUESTION]How Projection Referential Cameras Work in OSG?

2011-01-13 Thread Nan WANG
Hi, everyone:


I am trying to setup a VR system using OSG. Current, I want to learn how 
projection referential cameras work in OSG.

One of the key features of the visualization component is the ability to use 
off-axis cameras (a.k.a Asymmetric frustum)

The main idea of the projection referential cameras is to easily represent the 
displays of the VR installation inside the composition.

As we know that the usual camera's viewing frustum is defined by: it position, 
orientation, field of view, aspect ratio and N/F clip plane...

Projection Referential Cameras sets of a 3D plane in the composition as the 
projection referential of the camera. This 3D Plane is symbolized according to 
the actual dimensions and positions of a real screen. The viewing frustum of a 
projection referential camera is defined by: it position, it clipping 
plane(n/f) and 3D plane projection referential.

[Image: http://i53.tinypic.com/33v29ab.jpg ]
3D sprite can be considered as projection ref~

Now the frustum can be asymmetric, as opposed to the usual cameras frustums.

Anybody knows how to setup this kind of projection referential camera using 
python or OpenGL in OSG?
... 

Thank you!

Cheers,
Dromouse[/img]

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-13 Thread Nan WANG
Hello dear OSG-community,

Later i will buy it ~Thanks Rui

Best regards,
Dromouse

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