Re: [osg-users] [vpb] .tif and .tfw
Hi Lucie, to cut your terrain you can use a lot of tools...google is your friend, you'll find a lot of info on that topic. If you have the budget for it, one of the most convenient tool is probably GlobalMapper: http://www.globalmapper.com/ Of course gdal_translate can do it too: http://www.gdal.org/gdal_translate.html I believe 3Dem can do it: http://freegeographytools.com/2007/dem-terrain-depiction-using-3dem and probably QGis: http://www.qgis.org/ Hope it helps. Pierre. Le mardi 13 juillet 2010 à 12:19 +0200, lucie lemonnier a écrit : Hi, In fact, now it seems to work, I had a problem in my data input. Otherwise, I have a model of terrain larger than my orthoimage, do you know how to cut the terrain model to obtain only the part with the orthoimage? Are there any options of VPB for this? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29953#29953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] .tif and .tfw
Hello Lucie, When looking at your log I see that the tiff texture is reprojected... started DataSet::createDestination(3) reprojecting to file temporaryfile_013c07_0100_deme.tif reprojecting to file temporaryfile_S4_06032_5215_20061018_m20_1_utm20.tif Time for after_reproject 8.389910 as recommended by Shayne, you should re-project your data, first it will save you some processing time and secondly it will allow you to detect projection problems more easily... To avoid aliasing artifacts when accessing data, you can also use gdaladdo to store the mip maps in the .tiff, like explained here : http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem (but it won't fix your projection trouble) Otherwise I believe there was some problems with GDAL 1.5 at least with some release ; particularly the 1.5.0 was buggy... If using known to work data, you still got strange result, try to update gdal lib... I've downloaded and tested on my machine (Debian 64bits - osg 2.9.7) your Boston terrain and it looks normal... but the files are probably not reprojected... You could also try to look at your data in a GIS tool like Quantum GIS http://www.qgis.org/ Just to see if everything is looking good ? Pierre. Le vendredi 09 juillet 2010 à 07:45 +, lucie lemonnier a écrit : Hello Pierre, I send you in attachment what I get in my console with OSG_NOTIFY_LEVEL = INFO when I run osgdem --geocentric -d data.dem -t data.tif -l 3 -o data.osg and when I run osgviewer data.osg. Otherwise, I use osg-2.8.2, VPB 0.9.10 and gdal 1.5. I will try to use Boston data. Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29858#29858 Attachments: http://forum.openscenegraph.org//files/run_osgviewer_830.txt http://forum.openscenegraph.org//files/run_osgdem_171.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] .tif and .tfw
Hi Lucie, maybe you could try to use the OSG_NOTIFY_LEVEL=INFO flag to know a little bit more about your problem... What are the version of osg, vpb and gdal you are using ? Also you could maybe try to use some known to work data like the Boston sample of the OsgGis project ? http://osggis.org/downloads/boston-sample.zip Cheers, Pierre. Le jeudi 08 juillet 2010 à 15:44 +, lucie lemonnier a écrit : Hi, I also tried with dem and orthoimage downloaded at: http://www.geobase.ca/geobase/en/index.html I get the same problem, the projection doesn't work. With gdal_info data.dem, I get : Driver: USGSDEM/USGS Optional ASCII DEM (and CDED) Files: 013c07_0100_deme.dem Size is 1201, 1201 Coordinate System is: GEOGCS[NAD83, DATUM[North_American_Datum_1983, SPHEROID[GRS 1980,6378137,298.257222101, AUTHORITY[EPSG,7019]], TOWGS84[0,0,0,0,0,0,0], AUTHORITY[EPSG,6269]], PRIMEM[Greenwich,0, AUTHORITY[EPSG,8901]], UNIT[degree,0.0174532925199433, AUTHORITY[EPSG,9108]], AXIS[Lat,NORTH], AXIS[Long,EAST], AUTHORITY[EPSG,4269]] Origin = (-60.75010416667,52.50010416667) Pixel Size = (0.0002083,-0.0002083) Metadata: AREA_OR_POINT=Point Corner Coordinates: Upper Left ( -60.7501042, 52.5001042) ( 60d45'0.38W, 52d30'0.38N) Lower Left ( -60.7501042, 52.2498958) ( 60d45'0.38W, 52d14'59.63N) Upper Right ( -60.4998958, 52.5001042) ( 60d29'59.63W, 52d30'0.38N) Lower Right ( -60.4998958, 52.2498958) ( 60d29'59.63W, 52d14'59.63N) Center ( -60.625, 52.375) ( 60d37'30.00W, 52d22'30.00N) Band 1 Block=1201x1201 Type=Int16, ColorInterp=Undefined NoData Value=-32767 Unit Type: m and with gdal_info data.tif, I get : Driver: GTiff/GeoTIFF Files: S4_06032_5215_20061018_m20_1_utm20.tif Size is 3826, 3622 Coordinate System is: PROJCS[unnamed, GEOGCS[NAD83, DATUM[North_American_Datum_1983, SPHEROID[GRS 1980,6378137,298.2572221010002, AUTHORITY[EPSG,7019]], AUTHORITY[EPSG,6269]], PRIMEM[Greenwich,0], UNIT[degree,0.0174532925199433], AUTHORITY[EPSG,4269]], PROJECTION[Transverse_Mercator], PARAMETER[latitude_of_origin,0], PARAMETER[central_meridian,-63], PARAMETER[scale_factor,0.9996], PARAMETER[false_easting,50], PARAMETER[false_northing,0], UNIT[metre,1, AUTHORITY[EPSG,9001]], AUTHORITY[EPSG,26920]] Origin = (630040.000,5828260.000) Pixel Size = (20.000,-20.000) Metadata: AREA_OR_POINT=Area Image Structure Metadata: INTERLEAVE=BAND Corner Coordinates: Upper Left ( 630040.000, 5828260.000) ( 61d 4'49.40W, 52d35'19.68N) Lower Left ( 630040.000, 5755820.000) ( 61d 6'29.89W, 51d56'16.38N) Upper Right ( 706560.000, 5828260.000) ( 59d57'8.07W, 52d33'54.44N) Lower Right ( 706560.000, 5755820.000) ( 59d59'47.44W, 51d54'53.11N) Center ( 668300.000, 5792040.000) ( 60d32'3.63W, 52d15'10.72N) Band 1 Block=3826x2 Type=Byte, ColorInterp=Gray I don't understand why it doesn't work. I tried with --geocentric and without. I'm sending you what I obtain with osgdem --geocentric -d data.dem -t data.tif -l 3 -o data.osg in attachment. Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29838#29838 Attachments: http://forum.openscenegraph.org//files/terrain_328.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] A Qt Scenegraph...
Hi all, I just found this: http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/ an I thought it might interest some of you... cheers, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quad buffered stereo?
Hi, is there any limitation when using last Qt version (4.6) and Quad buffer stereo ? I'm using Qt 4.3 and OSG 2.8.2 in an application and in the tests I had made for upgrading to newer version of Qt the Quad buffer stereo was not working anymore... I was missing time so I didn't look further and and kept Qt 4.3... Pierre. Le jeudi 03 décembre 2009 à 15:58 +, Robert Osfield a écrit : Hi Christian, On Thu, Dec 3, 2009 at 9:21 AM, Christian Buchner christian.buch...@gmail.com wrote: Thanks, so we will likely order the hardware first and move forward from there. You don't need to wait for new hardware - you can experiment with other forms of stereo with you app. Have a look a the StereoSettings page on the wiki: http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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
Hi Wang and felicitations, I've had a very quick look at the sample and they are pretty good. Illustrating each particular point very clearly. I really miss reading Chinese, if you have any chance to translate the book, I'll be interested too. Regards, Pierre. Le jeudi 26 novembre 2009 à 10:17 +0100, Andrea Negri a écrit : Hi Wang, any chance to see an english version of your book in the near future? Congratulation for your work, indeed. :) Regards, Andrea Negri Wang Rui wrote: Hi all, After 3 months of long waiting (from the SIGGRAPH to present), I am very pleased to announce that, the book /OpenSceneGraph Design and Implementation/, which is written by Wang Rui and Qian Xuelei and predicted on the OSG BOF, finally COMES OUT! Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation, Tsinghua University Press, 2009.11; ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377 pages. Please visit the Tsinghua University Press website for more information about this book: http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45 http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45 Chinese readers may order it from: http://product.dangdang.com/product.aspx?product_id=20732977 The book resource website: http://code.google.com/p/osgenginebook/ You may freely download the full examples source code and have an overview of them here. Hope the 38 very short examples may help you even without reading the book. I try to build the website Chinese-English bilingual, so don't worry about language limitations. :) More snapshots could be found at http://code.google.com/p/osgenginebook/ I’d like to thank Don Burns and Robert Osfield for their creative efforts to give birth to OpenSceneGraph, as well as over 1700 (maybe even more today?) members of the OSG core community and over 2400 members of the osgChina community, for their support and contribution all the time! Many thanks to Paul Martz of the Skew Matrix, for his tremendous passion for improving OSG documentations and great help on supporting the publication of this book. He also took time out of his busy schedule writing the foreword. Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of Beijing Geo-Vision, for providing all kinds of assistance to the author during writing. Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of 3DVRI, Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG Laboratory of Beijing Forestry University and Yang Shixing, Xiao Peng and He Sicong of the osgChina Team, for technical reviewing, providing images and examples, and contributing in some other way. Thanks to my co-author Dr. Qian Xuelei, for helping me finish some chapters and proofread the entire text. Finally, I should thank my parents Wang Lihang and Bao Ximei, and my fiancee Leng Qin. I could not have done this without their patience and moral support during the whole time. Best wishes, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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
Dear Wang, I just wanted to add a small question off the mailing-list. I've seen in the mail, you have been collaborating with many Chinese Universities among which some people of the Beijing Forestry University... I am just starting a project about Virtual Landscape Visualization with Xavier Pueyo from the University of Girona (SPAIN) and Marc Jaeger from the CIRAD (France), and other partners... I know Marc Jaeger is working with a lot with Chinese Partners, since he was one of the joint Director of the LIAMA (Sino/French Laboratory for Computer Sciences: http://liama.ia.ac.cn/wiki/) Could you be interested in collaborating with us on an international project on the topic of Landscape Visualisation ? Nothing is started yet, but we are already looking for partners. Regards, Pierre. Le jeudi 26 novembre 2009 à 10:28 +0800, Wang Rui a écrit : Hi all, After 3 months of long waiting (from the SIGGRAPH to present), I am very pleased to announce that, the book OpenSceneGraph Design and Implementation, which is written by Wang Rui and Qian Xuelei and predicted on the OSG BOF, finally COMES OUT! Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation, Tsinghua University Press, 2009.11; ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377 pages. Please visit the Tsinghua University Press website for more information about this book: http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45 Chinese readers may order it from: http://product.dangdang.com/product.aspx?product_id=20732977 The book resource website: http://code.google.com/p/osgenginebook/ You may freely download the full examples source code and have an overview of them here. Hope the 38 very short examples may help you even without reading the book. I try to build the website Chinese-English bilingual, so don't worry about language limitations. :) More snapshots could be found at http://code.google.com/p/osgenginebook/ I’d like to thank Don Burns and Robert Osfield for their creative efforts to give birth to OpenSceneGraph, as well as over 1700 (maybe even more today?) members of the OSG core community and over 2400 members of the osgChina community, for their support and contribution all the time! Many thanks to Paul Martz of the Skew Matrix, for his tremendous passion for improving OSG documentations and great help on supporting the publication of this book. He also took time out of his busy schedule writing the foreword. Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of Beijing Geo-Vision, for providing all kinds of assistance to the author during writing. Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of 3DVRI, Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG Laboratory of Beijing Forestry University and Yang Shixing, Xiao Peng and He Sicong of the osgChina Team, for technical reviewing, providing images and examples, and contributing in some other way. Thanks to my co-author Dr. Qian Xuelei, for helping me finish some chapters and proofread the entire text. Finally, I should thank my parents Wang Lihang and Bao Ximei, and my fiancee Leng Qin. I could not have done this without their patience and moral support during the whole time. Best wishes, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with quadro cards database pager / terrapage terrains = black tiles
Hi Vins, I am running Delta3D terrain simulation VPB built terrain on some quadro card on Linux 64-bit system without any trouble... But it might be different, as I've not such big database as you are talking about and the terrain is not a terrapage file. Does the problem only occur on very large database ? What is your standard card vs Quadro card ? What is your driver version ? what is your system ? If it is not a driver related problem, it might be a problem with some VBO/PBO functions... Pierre. Le lundi 02 novembre 2009 à 09:06 +, vin baines a écrit : Hi all, Has anyone experienced problems with quadro cards and large terrains? I'm loading a pretty big (~8gb) terrapage file (using Delta3D 2.3.0 which i think is built against osg 2.8.0), and on a standard nvidia card it works fine. Using exactly the same software, i've tested it on two different machines with quadro cards and I get a combination of missing tiles or tiles appearing black (but with a changing alpha value depending on camera orientation). At different LODs the black tiles will change to a proper tile, but if the tile was though to be missing it will never load in. It's not always the same tiles causing the problem, and it almost seems that if i quit the app and re-run it up then the problem is less. its really unpredictable. have tried turning all the graphics card options (e.g. anisotropic filters etc) off and on and neither makes much difference. The card has 512mb memory on it so wouldn't have thought that would cause a problem... Really confusing!! Any thoughts gratefully received!! Vins -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19012#19012 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SpeedTree Example for late version of OSG?
Hi Wyatt, I would be very interested by this integration... Is there a possibility to have a free version of SpeedTree ? Pierre. Le mardi 27 octobre 2009 à 17:43 -0500, Wyatt Earp a écrit : I would like to integrated SpeedTree 5.0 into an osg application. Having searched the mailing list archives the most recent mention of a SpeedTree example that I found was over a year ago. Has anyone been using SpeedTree with OSG and possibly put together an example that would show how to use SpeedTree with a later version of OSG? Wyatt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
Hi all, Le mardi 06 octobre 2009 à 12:31 +, Torben Dannhauer a écrit : Hi Robert, at the moment I dont Use a Cluster, I would be happy if i could compile the large dateset one with the local 8 cores (I tried tu run it localle with 2 up to 8 cores) For smaller Datebases I used SSHFS as lightweight cluster filesystem, it worked great. Because running the osgdem tasks manually works great, I asume that vpbmaster uses a lot of any (at the moment) unknown ressources while building all task files. Therefore the osgdem process crashes if vpbmaster starts them. If could divide the taskfile creation from the osgdem calls, it should work. If you want to know which low level operation fail using vpbmaster you could maybe try using strace... strace -v -o /tmp/vpbmaster.log vpbmaster Take care the log can rapidly increase, but it should give you a complete report about all operations done. Pierre. Because I move to another city, I cannot spend time into the project for the next two weeks, so I will resume this topics if I continue to work. Some last important questions: Which Kubuntu version do you use? Is it 32 or 64 bit? Is the database output generated by a 64bit system compatible for using with 32bit osg software? Is it possible to get an Wiki account? I would like to oprovide my self written tutorials to the community. Thank you for your help, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17952#17952 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Perspective Axes Rotation Indicator
Hi Sean, Le mardi 06 octobre 2009 à 09:26 -0500, Sean Spicer a écrit : Hi Osg-Users, Here's a topic that I cannot seem to find any reference in the archives for. I'm trying to create an Axes rotation indicator Glyph in the lower left-hand corner of our viewer (X, Y, Z). I've got working code for this (see below), but it is an orthographic projection, while my scene is perspective. The axes rotation indicator works correctly, (e.g. it correctly matches the rotation of the trackball scene) but because it is ortho and the scene is perspective, it's quite jarring to the user. Can someone suggest how I can modify the code below so that it correctly maps the axes in perspective (ideally, the same perspective frustum as my scene)? Maybe you could have look at delta3d Compass class: http://delta3d.sourceforge.net/API/html/classdt_core_1_1_compass.html I think it is doing exactly what you're looking for... Many thanks. Cheers, Pierre. Sean Code --- #ifndef OsgAxes_h #define OsgAxes_h // OSG Includes #include osg/Group #include osg/Geometry #include osg/Camera #include osg/Quat #include osg/MatrixTransform #include osg/Referenced #include osg/NodeCallback #include osgGA/TrackballManipulator class OsgAxes : public osg::Group { public: // Public Constructor explicit OsgAxes(const osgGA::TrackballManipulator trackball); // Public Destructor virtual ~OsgAxes(); void updateCurrentRotation(); private: osg::Geometry *createAxes(); // Prevent Copy Assignment OsgAxes(const OsgAxes ); OsgAxes operator=(const OsgAxes ); osg::ref_ptrosg::MatrixTransform m_rotation; const osgGA::TrackballManipulator m_trackball; }; class AxesNodeCallback : public osg::NodeCallback { public: virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::ref_ptrOsgAxes axes = dynamic_castOsgAxes* (node); if(axes) { axes-updateCurrentRotation(); } traverse(node, nv); } }; OsgAxes::OsgAxes(const osgGA::TrackballManipulator trackball) : m_trackball(trackball) { osg::Camera *camera = new osg::Camera; //camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024)); camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024)); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrix(osg::Matrix::identity()); camera-setClearMask(GL_DEPTH_BUFFER_BIT); camera-setRenderOrder(osg::Camera::POST_RENDER); camera-setAllowEventFocus(false); osg::Geode* geode = new osg::Geode(); // turn lighting off for the text and disable depth test to ensure it's always ontop. osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF); geode-addDrawable(createAxes()); m_rotation = new osg::MatrixTransform(); m_rotation-setMatrix(osg::Matrix::identity()); m_rotation-addChild(geode); osg::MatrixTransform *scale = new osg::MatrixTransform(); scale-setMatrix(osg::Matrix::scale(osg::Vec3(100.0f, 100.0f, 100.0f))); scale-addChild(m_rotation.get()); osg::MatrixTransform *translate = new osg::MatrixTransform(); translate-setMatrix(osg::Matrix::translate(osg::Vec3(100.0f, 100.0f, 0.0f))); translate-addChild(scale); camera-addChild(translate); addChild(camera); setUpdateCallback(new AxesNodeCallback); } OsgAxes::~OsgAxes() { } osg::Geometry * OsgAxes::createAxes() { osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array; vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f)); vertices-push_back(osg::Vec3(0.5f, 0.0f, 0.0f)); vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f)); vertices-push_back(osg::Vec3(0.0f, 0.5f, 0.0f)); vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f)); vertices-push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); geom-setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; normals-push_back(osg::Vec3(0.0f,0.0f,1.0f)); geom-setNormalArray(normals); geom-setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array; colors-push_back(osg::Vec4(1.0f,0.0,0.0f,1.0f)); colors-push_back(osg::Vec4(0.0f,1.0,0.0f,1.0f)); colors-push_back(osg::Vec4(0.0f,0.0,1.0f,1.0f)); geom-setColorArray(colors); geom-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE); geom-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,6)); osg::StateSet* stateset = geom-getOrCreateStateSet(); osg::LineWidth *lw = new osg::LineWidth(2.0f); stateset-setAttribute(lw); return geom; } void OsgAxes::updateCurrentRotation() { osg::Matrix mat(m_trackball.getRotation().inverse()); m_rotation-setMatrix(mat); } --- End Code ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQtWidget Quadbuffer Stereo Alpha Problems
Hi Scott, does it works with osgviewer ? something like osgviewer --stereo QUAD_BUFFER cow.osg should display the cow in stereo without any error... Also I can't remember it exactly, but I think you have to re-init the context or something like this when switching to quadbuffer stereo... When switching in other stereo mode it is not necessary... Maybe others can be more helpful... Pierre. Le lundi 28 septembre 2009 à 17:42 -0500, Scott Senften a écrit : HI all, I'm having two difficulties with osgviewerQtWidget on linux, and I was hoping someone else may have already seen this and can give me some insight as to my troubles. In main.cpp, I added the following lines to turn on quadbuffer stereo. QPointertestMainWin myMainWindow = new testMainWin; #if DO_OUTBOARD_WINDOW QPointertestOutboardWin mySecondaryWindow = new testOutboardWin; #endif /* added these 3 lines */ osg::DisplaySettings* ds = osg::DisplaySettings::instance(); ds-setStereo( true ); ds-setStereoMode( osg::DisplaySettings::QUAD_BUFFER ); // The .ui file uses the Promoted widget, CompositeViewerQOSG osg::ref_ptrCompositeViewerQOSG compositeViewer = myMainWindow-ui.osgGraphicsArea; osg::ref_ptrViewQOSG view1 = new ViewQOSG( myMainWindow-ui.graphicsView1 ); view1-setObjectName(ViewQOSG 1); When I do so, I get the following warning/error Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) quadbuffer stereo is anabled on the system and I have other OGL apps that work as expected. It appears that the context is valid but I haven't been able to retrieve the visual it thinks it's using to see if it's picked an appropriate one. ANAGLYPHIC stereo works as expected. My other issue is trying to get a visual with alpha. Similarly... QPointertestMainWin myMainWindow = new testMainWin; #if DO_OUTBOARD_WINDOW QPointertestOutboardWin mySecondaryWindow = new testOutboardWin; #endif /* added these two lines */ osg::DisplaySettings* ds = osg::DisplaySettings::instance(); ds-setMinimumNumAlphaBits( 1 ); // The .ui file uses the Promoted widget, CompositeViewerQOSG osg::ref_ptrCompositeViewerQOSG compositeViewer = myMainWindow-ui.osgGraphicsArea; osg::ref_ptrViewQOSG view1 = new ViewQOSG( myMainWindow-ui.graphicsView1 ); view1-setObjectName(ViewQOSG 1); This gives me X Error: BadMatch (invalid parameter attributes) 8 Extension:143 (Uknown extension) Minor opcode: 5 (Unknown request) Resource id: 0x6400026 Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test failed, requires valid graphics context. Segmentation fault which I'm assuming is because the context is either invalid or not current. If anyone has seen these problems and has some insight, I'd be grateful for your experience. Thanks Scott ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenCTM ?
Hi All, has anybody heard or tested OpenCTM ? A file format and a software library for compressed 3D triangle meshes. http://openctm.sourceforge.net/?page=performance Cheers, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quicktime and movie size
Hi Serge, Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit : Thank you Stephan, we've confirmed with our customer that it's a codec problem and not in our side, so it's OK. As a side note, the QuickTime plugin is really working like a charm compared to the other solutions like FFmpeg, it's a real pleasure. Can you share a little bit more about the QuickTime Plugin ? Do you have some recommendation for using it ? What is the *best* codec to use ? Does it work well with mpg format (mpgv for vidéo, mpga for audio) ? On which plate-form are you using it ? I think it is not available on Linux ? Thanks, Pierre. On Tue, Sep 8, 2009 at 12:15 AM, Stephan Huber ratzf...@digitalmind.de wrote: Hi Serge, Serge Lages schrieb: Thanks for your reply, it seems to be an export problem instead of a problem on the plugin side. But it's still weird that the size on the QuickTime player and in the plugin is different. I think it has something to do with the codec. DVCPro is convenient for editing movies/ capturing from video-cameras. I'd use Foto JPEG or MP4 for OSG. Safari shows the same error: if you open the movie with it, it will display at 1920x1080, so it's not isolated to the quicktime-plugin. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Building a Simple Viewer
Hi David, Le jeudi 30 juillet 2009 à 13:03 +, David Goering a écrit : Hey, Yes I built and Installed OpenSceneGraph. When I enter in osgversion in a Command Prompt it shows: OpenSceneGraph Library 2.9.6 as I said I am pretty sure I followed the Install Instructions from the skewed Matrix Forum to set up your system to build OpenSceneGraph applications thuroughly. So I am pretty sure it is installed... any other ideas? :? - try using osgviewer with any 3d model, like osgviewer cow.osg - try the examples applications if you choose to build it in the cmake config process. They should be in share\openscenegraph\bin Pierre. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15646#15646 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-2.8.2 release candidate report
Hi all I'm just starting a new thread to make it more clear... I've compiled and test the OpenSceneGraph-2.8.2-rc4. Compilation is ok. Running few tests was ok too. using osgmovie with xine reading an mpeg movie makes a segfault... export OSG_NOTIFY_LEVEL=DEBUG osgmovie -l osgdb_xine.so --window 50 50 800 600 /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x9504de0 0xb7f4fa98 CullSettings::readEnvironmentalVariables() DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() itr='/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib' FindFileInPath() : trying /mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgdb_xine.so ... itr='/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2' FindFileInPath() : trying /mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2/osgdb_xine.so ... FindFileInPath() : USING /mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2/osgdb_xine.so Opened DynamicLibrary osgdb_xine.so GraphicsContext::registerGraphicsContext 0x9553280 GraphicsContext::getWindowingSystemInterface() 0x9504de0 0xb7f4fa98 GraphicsContext::createNewContextID() creating contextID=0 Updating the MaxNumberOfGraphicsContexts to 1 View::setUpViewOnSingleScreen - GraphicsWindow has been created successfully. FindFileInPath(/home/pbo/imerir/projets/AragoMassane/Sequence01.mpg): returning /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg ReaderWriterXine::readImage /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg XineImageStream::open() : Could not ready movie file. XineImageStream::close() Closing stream Disposing stream Closing audio driver Closing video driver Erreur de segmentation This Video is MPEG2 720x576 25.000 fps encoded. I've tried other video: same result... If you need, you can download the movie on dl.free.fr at: http://dl.free.fr/qUKS6UDpg Anyone else has had trouble with osgmovie ? I'll try with OpenSceneGraph-2.9.5 to see if ffmpeg handles it correctly. Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean: Change of contact details
Le jeudi 23 juillet 2009 à 09:03 +0100, Kim Bale a écrit : Hi Pierre, Hi Kim, Yes I've known about this for a while, in fact even before 2.3 the FFT support was supposed to be pretty good. It's definitely something I intend to chase up. I had seen it was good already, but because they say it is even better... Unfortunately at the moment I'm trying to polish off the end of my thesis and don't have much time for fun things, which is why it's all gone a bit quiet on the osgOcean front. However, J-S is still submitting the odd fix and changes as he's using it. I didn't want to push you... You have done a really good job with osgOcean. I which, I could have the time to at least look at it in detail... but I'm despairing about time. I'll get back on it as soon as this blasted thing is submitted :) Keep up the good work! kind regards, Pierre. Regards, Kim. 2009/7/22 Pierre BOURDIN bour...@imerir.com Hi Kim, I just see CUDA Toolkit and SDK v2.3 was Released... They say in the advert: This release includes new support for double-precision FFTs, significant performance improvements for single-precisions FFTs... Could it be interesting for osgOcean to add support for CUDA FFTs ? Cheers, Pierre. 2009/7/22 Kim Bale kcb...@googlemail.com: Hi all, My old email address is soon to become defunct so I'm slowly trying to filter my email address change through to my new one. I know some of you like to contact me via email in relation to osgOcean so if you would like to get in touch with me in the future please use: kcb...@googlemail.com I will of course still be reachable via osg-users. Cheers. Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer in stereo mode
Hi Eric, Le jeudi 23 juillet 2009 à 09:55 +, Eric Pouliquen a écrit : Sorry, but is my question very silly ? I don't think it is, but people are probably busy... I'm sorry if it's a very newbie question... but I tried accessing the cameras during hours and didn't reach any result... :( Thanks a lot if someone can help me on this stupid problem. Did you look at the osgstereoimage examples ? Most of the code related to stereo is in the DisplaySettings class, but there is code related to stereo also in the SceneView class (computeLeftEyeViewImplementation, computeRightEyeProjectionImplementation etc...) and the graphic context is setup in View::setUpViewAcrossAllScreens. If you don't find what you're looking for, try reformulating your question... Robert should be back next week, maybe he can give you the solution... Hope it helps, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CDash site now under openscenegraph.org
Well done J-S and J-L ! I'll try it... It would be nice to have many different build tests when Robert will come back ;-) Cheers, Pierre. Le jeudi 23 juillet 2009 à 09:38 -0400, Jean-Sébastien Guay a écrit : Hi all, Some of you may have noticed that nightly builds have not been showing up on the public CDash dashboard recently. http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph That's because the public CDash build dashboard has a build limit which we exceeded recently. See this thread: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/47349/focus=47356 As a result, I was investigating other options and Jose Luis Hidalgo, the web site maintainer for openscenegraph.org, offered to install our own dashboard on the site. This is now accessible here: http://cdash.openscenegraph.org/index.php?project=OpenSceneGraph You'll see an experimental build I just submitted to test that it was working. I've attached the modified CTestConfig.cmake file that you will need to put in your osg sources to make your nightly builds submit to that dashboard from now on. When Robert comes back from training he'll be able to commit that into the trunk, but for now if you want to submit nightly builds, you'll need to replace the file manually with the one attached. Unfortunately, nothing was carried over from the old dashboard to this new one. So if you had made a profile and claimed sites before, you'll have to do it over again. I guess we could have asked the cdash.org people to dump the database and send it to us, but I don't think build history is critical. If someone (or Robert) disagrees we can always make the demand and import the data later. So, let's start submitting builds again people! :-) J-S pièce jointe document texte brut (CTestConfig.cmake) ## This file should be placed in the root directory of your project. ## Then modify the CMakeLists.txt file in the root directory of your ## project to incorporate the testing dashboard. ## # The following are required to uses Dart and the Cdash dashboard ## ENABLE_TESTING() ## INCLUDE(Dart) set(CTEST_PROJECT_NAME OpenSceneGraph) set(CTEST_NIGHTLY_START_TIME 00:00:00 CET) set(CTEST_DROP_METHOD http) set(CTEST_DROP_SITE cdash.openscenegraph.org) set(CTEST_DROP_LOCATION /submit.php?project=OpenSceneGraph) set(CTEST_DROP_SITE_CDASH TRUE) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Proximity trigger ?
Hi all, is there something that looks like a proximity trigger in OpenSceneGraph ? I mean, something that can start an action when the user (the camera) goes close or in contact with some particular object ? I know it exists in Delta3D but I don't remember having seen it in OSG... Regards, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGExp0.9.6 and Max 2010
Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGExp0.9.6 and Max 2010
Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit : Hello Pierre, Hi Martin, Did you try the exporter from worldviz ? http://www.worldviz.com/download/index.php?id=9 Or the exporter from sourceforge ? http://sourceforge.net/projects/osgmaxexp/files/ There is also another one shipped with Delta3D maybe... Pierre. when I install the 3DS Max 8 and the plug in, then I see a list with supported versions and the 2010 is in the list. But I doesn't have the SDK installed. May be this is the problem... I try to install the SDK. Cheers, Martin Original-Nachricht Datum: Wed, 22 Jul 2009 14:22:36 +0200 Von: Pierre Bourdin (gmail) bour...@imerir.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit : Hello, have everybody use the osg export plug in for 3DS Max 2010? I have installed Max 2010 and the plug in installer print the message 3D Max isn't installed (I have the german version and this is a approximate translation). Have other useres the same problem? Also is it a bug of the plug in installer? Could be that the binary version plugin is not made for 3DS Max 2010... You could try to rebuild it from source may be ? As far as I remember, you just need the Max SDK... Cheers, Martin Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged
Le mercredi 22 juillet 2009 à 09:11 -0400, Jean-Sébastien Guay a écrit : Hi Paul, Right, that is what I originally suspected. So is there any point to the debug packages *in their current form*? Yes, they allow you to compile your own project in debug mode. They don't allow you to debug into the OSG itself, but otherwise they're required to get your own apps to compile and run in debug mode at all. As 2.8.2 is probably released pretty soon it might be a good point in time to fix this? I'm not sure what the pdb files were not included (or the debug info was not embedded into the DLLs), but I would expect someone interested in debugging into OSG would have no problem compiling OSG themselves... If they want to debug into it, it's probable that they'll need to make a fix somewhere... And compiling OSG is pretty painless nowadays. But yes, we could either embed debug info or provide the pdb files (perhaps as a separate download for people who need it). Is there any way to test for a given dll if there is debug information in it, e.g. with some MSVC tool? The only way I've seen is when debugging the app in Visual Studio it will say in the output window dll name (no debug information) or something like that. Then if you want to load the pdb file manually if you have it, you can go to the Modules window, right-click on the DLL and click Load Symbols. Same thing when you're stopped at a breakpoint, in the Call Stack window you can right-click on the grayed out lines and click Load Symbols. Nice, I didn't know about this possibility. Thanks J-S for sharing the info. Pierre. I don't know of a standalone tool that will tell you if a DLL contains debug info. J-S Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unit tests
Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit : Hi Pierre, Hi Vincent, sorry I didn't see you post... Are you talking about googleTest, unittest++ or cppunit ? I'm talking about cppunit. Vincent. Pierre. 2009/7/19 Pierre BOURDIN bour...@imerir.com Bonjour Vincent, 2009/7/17 Vincent Bourdier vincent.bourd...@gmail.com: Hi, thanks for the answers !! Philip, changing the option works, but the linker make a lot of warnings : http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx that is very annoying... So I don't know if I will keep this one or not... unittest++ seems good, and cppunit too (if anyone have feedback on the last one ...) I've note use it myselff, but I know Delta3D is using it. So if you want some examples, look at it. They use it with cmake so it should be easy to adapt to your project hopefully. Don't know exactly what to choose... See you later if I found the good one, still earing if you have any advices. Thanks. Regards, Vincent. Cheers, Pierre. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Clamping line to terrain
Hi CG, you can maybe have a look at the osggis project http://wush.net/trac/osggis It does this quite well. I've used it for tracing the river aver the terrain for example... http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane Hope it helps, Pierre. Le jeudi 02 juillet 2009 à 05:51 +, Cheng Guan a écrit : Hi, I'm trying to implement a 3D line which can follow the terrain's height (terrain hugging) but the resultant line is not smooth (see attached), I'm using Bresenham line algorithm to generate and intersector to clamp the line, are there any ways to smooth the line and yet can follow the terrain's height? Thank you! Cheers, CG[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14795#14795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to run the example osgViewerQt
Hi Gopal, you just need to pass a model to draw, like : osgViewerQT cow.osg You can open any model supported by OpenSceneGraph... Pierre. Le lundi 29 juin 2009 à 06:47 +, gopal goenka a écrit : Hi, I am a newbie in osg. I am trying to run the osgViewerQT example in QT4.4 on the linux platform but i am getting error such as undefined refferences to osg/srgumentparser please help n tell me how to run the example Thank you! Cheers, gopal -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14628#14628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Best video format for a fullscreen video rendering ?
Hia all, I want to show small video with sound and if possible subtitles in an OSG application. I guess the best way is now to use ffmpeg plugin like in osgmovie... I think, for the sound it needs some external tool like SDL to play the audio part. Have you got any feedback about the compression format to use ? Is there somebody working on integration of Qt Phonon in OpenSceneGraph ? Thanks, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged
Hi all, also builds fine on Debian GNU/Linux testing (squeeze) gcc version 4.3.3 (Debian 4.3.3-10) I've run some of the samples and everything is fine. Pierre. Le lundi 22 juin 2009 à 12:56 -0600, Paul Martz a écrit : Jean-Sébastien Guay wrote: Hi Robert, Builds fine on Windows Vista, VC++ 2005 SP1. Quick testing of some osg apps and examples reveals no major problems (see below). Also tested a compile with our framework and it went fine, but there too I only had time to test a few of our examples - no in depth testing yet. I'll try to get to it in the next few days. Also builds fine using VS9 (2008) Express. Runs fine with some limited testing of my dev work. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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?
Le dimanche 21 juin 2009 à 15:40 +0100, Kim C Bale a écrit : Hi Pierre, I won't have many time next week, but if I can, I'll try to witch the 2 cards, just to see if it's working well with the 4600 on debian 32 bits... If you could that would be brilliant, but I realise it's a big ask. Well I've only made half of the work, putting the 4600 on my machine... (I didn't test the 3450 in the other machine). The bad news is that the bug is still there. I've upgraded the drivers to 185.18.14 (last one) just in case it could change something, but alas nothing's better. I wonder how numerous we are having this bug ? So far if we are only 2, you don't have to worry that much. Good question, I think it was more than two though.. Well until I can find a common element there's not much I can do about it. I'm really curious to know if other Linux 32bits users have the problem ? Well it's good to hear you got it working on one machine! :) Yes it is and pretty well !! Kim. Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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?
Hi Kim, J-S, I've run the osgOcean_debug and got the dump. http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean#osgocean-1.0-debug I've made an archive including a screenshot the tiles that were created and the debug file. I've made 2 runs, one with libfftss libfftw3f but it does not change anything about the problem... Ah, and I've made some tests on another machine, with a diiferent Graphic card (Quadro 4600): the waves are working well, but I've a trouble when diving underwater... When I reach the water surface, the view is flickering until I'm completely underwater... Has someone else experience the same effect ? Hoping it will be helpful. Pierre. Le jeudi 18 juin 2009 à 19:30 +0100, Kim C Bale a écrit : Roman, Pierre, Thank you for testing, the pictures were very helpful. Firstly Roman, do you get the same result as Pierre does? Images at the bottom here: http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean This is pretty much my first time programming for multiple platforms so I'm rather at a loss as to what could be causing it. My only thought is that perhaps your compilers are doing something that the .net compiler isn't. If you could tell me which compiler you use that might be shed some light on it. What I've done is created a version of the library and dumps a load of variables to file. This should at least point to the general area of the fault. So if you could find the time to download the version of osgOcean found here: http://osgocean.googlecode.com/svn/branches/osgOcean-1.0-debug/ Run it and fly around for a about 10 seconds. Then send me the file called osgOcean_debug.txt that it dumps out I would be extremely grateful. Thanks guys. Kim. From: Pierre Bourdin (gmail) [mailto:bour...@imerir.com] Sent: Thu 18/06/2009 16:54 To: osg-users@lists.openscenegraph.org Cc: Kim C Bale Subject: Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present? Hi Kim, I'm sorry to tell it is the same for me... I've compiled osgocean from svn trunk and tag 1.0 with fftss-3.0-20071031.tar.gz linked with OpenSceneGraph Library 2.9.4 I've just made a simple run/shutdown log: http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean If you need more informations, tell me how I could help. Cheers, Pierre. Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit : Hi, I've tried with FFTSS, FFTW3 and FFTWF and got patchy ocean on osg svn trunk on Fedora 11 on GTX285 180.60 drivers Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14162#14162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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?
Hi Kim, I'm sorry to tell it is the same for me... I've compiled osgocean from svn trunk and tag 1.0 with fftss-3.0-20071031.tar.gz linked with OpenSceneGraph Library 2.9.4 I've just made a simple run/shutdown log: http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean If you need more informations, tell me how I could help. Cheers, Pierre. Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit : Hi, I've tried with FFTSS, FFTW3 and FFTWF and got patchy ocean on osg svn trunk on Fedora 11 on GTX285 180.60 drivers Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14162#14162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is the osgOcean Linux bug still present?
Hi Kim, i've just tried with an updated OSG to 2.9.4 and it's still the same... Pierre. Le mardi 16 juin 2009 à 19:50 +0100, Kim C Bale a écrit : Hi all, I know it's only been out one day, but I was wondering if those linux users (it only seemed to occur on certain linux distributions) that experienced the patchy ocean surface bug with the previous version have managed to test the library and noticed if they still have the same issue? It sounded like a pretty nasty bug and I'd like to sort it if it's still present. Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping
Hi Chris, you could be interested by the work of Kevin Boulanger http://www.kevinboulanger.net/grass.html For a parallax sample using GLSL there are probably a lot of samples on ATI or Nvidia developper site, but maybe you'll find some interesting demo on ozone3d: http://www.ozone3d.net/demos_projects/index.php?lang=2 Pierre. Le jeudi 28 mai 2009 à 13:54 -0600, Chris 'Xenon' Hanson a écrit : I've tried posting this a couple of times, and it disappears. It went through yesterday as a reply to a test post, so I'm going to try again with the proper subject. I'm looking to add extra visual realism to surfaces using shaders. Grass, gravel and dirt are some of the obvious candidates, but there could be others. I am hoping to use a type of Parallax Mapping. I have a few algorithms of basic Parallax Mapping, but they fall apart at glancing angles close to the ground (where the user viewpoint will frequently be). Tatarchuk's Parallax Occlusion Mapping: http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf http://ati.amd.com/developer/gdc/Tatarchuk-ParallaxOcclusionMapping-FINAL_Print.pdf http://ati.amd.com/developer/gdc/2006/GDC06-Tatarchuk-Parallax_Occlusion_Mapping.pdf Seems to solve many of the issues. The GDC 06 paper with the allegedly improved algorithm only talks about HLSL and DirectX. I'm interested in checking this algorithm out to see how it performs (I'm designing shaders in RenderMonkey) but I've had a hard time finding working GLSL source for anything newer than the original Parallax Shader from 04 and earlier. I don't want to write and debug an implementation from scratch just to find out it doesn't do the job, so I was hoping to find a working implementation somewhere, but am not finding one. Anyone seen one? It looks like a heck of a technique and could really be used to great purpose in landscapes, and well, just about anything with surface detail. Anyone know where to find something like this? Also, I'm interested in other sources of canned shaders. I'm not trying to do cutting-edge research, I'm just trying to apply the best available technology to a visualization problem to give the best results without reinventing the wheel. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping
I think I got it with the sources when I tried... You should probably contact the webmaster of the ozone web site. Pierre. Le vendredi 29 mai 2009 à 11:28 +0200, Christian Buchner a écrit : For a parallax sample using GLSL there are probably a lot of samples on ATI or Nvidia developper site, but maybe you'll find some interesting demo on ozone3d: n Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES] but when you go to the detail page and download the demo ( ParallaxMapping_Demo.zip ) there is no source code to be seen. I am also looking for this rendering technique to make some realistic rendering of coins with an embossed imprint. Christian Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Le mercredi 20 mai 2009 à 14:18 +0200, Jan Ciger a écrit : -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jason Daly wrote: Pierre Bourdin (gmail) wrote: Quad stereo is working well on my thinkpad T42p with a FireGL. That's not too surprising. The FireGL is AMD/ATi's pro workstation card, so one would expect the features to be similar to Nvidia's QuadroFX. Well, not every FireGL and Quadro has stereo output, only certain models. However, T42p was a decent machine, I had T41p with a FireGL T2 (which didn't have stereo) myself and was happy with it, minus the crappy Linux drivers for the graphic card. I was happy to have the stereo with my notebook, even if it is eating all the battery, heating the office... It's working ;-) But yes the drivers is crappy, and they have stopped updating it if I've well seen... If the stereo is working on OSX, it might be an interesting alternative... Pierre. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKE/Unn11XseNj94gRAjHZAJ9MOTgr2r5ax7Wv/BNkH/VJKsCBmgCgsl09 XuaFKzuMnNGIQUGW6AHI38M= =KY8Y -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged
Hi Robert, I just finished compilation on Debian testing, without any trouble... Everything seems to work perfectly. I'll do some more tests this afternoon... Pierre. cmake --version cmake version 2.6-patch 4 gcc version 4.3.3 (Debian 4.3.3-3) /proc/driver/nvidia/version NVRM version: NVIDIA UNIX x86 Kernel Module 180.51 Thu Apr 16 19:02:15 PDT 2009 GCC version: gcc version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25) /proc/driver/nvidia/cards/0 Model: Quadro FX 3450/4000 SDI IRQ: 18 Video BIOS: 05.41.02.43.05 Card Type: PCI-E DMA Size:39 bits DMA Mask:0x7f Bus Location:05.00.0 ___ glxinfo |grep version server glx version string: 1.4 client glx version string: 1.4 GLX version: 1.3 OpenGL version string: 2.1.2 NVIDIA 180.51 Distributor ID: Debian Description:Debian GNU/Linux testing (squeeze) Release:testing Codename: squeeze Le mardi 19 mai 2009 à 09:43 +0100, Robert Osfield a écrit : Hi All, Any results from testing of OSG-2.8.1-rc5 yet? I'm ready to tag 2.8.1, so am now just waiting for feedback from testing. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged
Yep, i've just start a windows build... I'll tell you later. Do you need some special test ? Pierre. Le mardi 19 mai 2009 à 14:21 +0100, Robert Osfield a écrit : Hi All, Thanks for the testing. So far we have 3 confirmations for linux distro's, one for OSX, none for Window or other systems yet. If you are currently doing a build and test and it hasn't completed yet please tell me so I know what I might be able to do the final tag of 2.8.1. So far things look good for the release this afternoon. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FirstPersonManipulator
I've just made an osgViewer with a FirstPersonManipulator... I've tested with a terrain... The Manipulator is shouting: you are lost in space! What kind of model you suggest to use it ? I had no time for a more complete test, so maybe I missed something obvious ?...? At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5 without any problem... Pierre. Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit : Hi, I don't think it would make sense anyway to review a code where very few people find interest. So I totally understand your position. Anyway, from what I've seen on this ML, users are quite active and I think they just didn't paid attention. So let's wait for feedback. Cheers. Loïc On Tue, May 19, 2009 at 4:56 PM, Robert Osfield robert.osfi...@gmail.com wrote: On Tue, May 19, 2009 at 3:43 PM, Simon Loic simon1l...@gmail.com wrote: Hi Robert, I'm not sure if the code is clean enough to fulfill OSG standards. Yet I was expecting some feedbacks about the manipulator (stability on different machines, missing features, weird behaviours, ...) before to release a submission. If you feel it's clean enough I guess you can check it in. Yet, as we don't get any feedback, maybe it's not worth it. I was hoping to have feedback from others before diving in with a review myself. I have plenty on my plate so having to do all the review work myself is something I'd rather not do. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Quad stereo is working well on my thinkpad T42p with a FireGL. I've used it with Openscenegraph may times and it works well. It is very convenient to make a nice demo with a 3D DepthQ projector... It just miss a modern shader support... If you want to use it for active stereo, you need an adapter to synchronize the IR emitter... I now some notebook have quadro card too, so I guess it is also working. Pierre. Le mardi 12 mai 2009 à 08:56 -0400, Tomlinson, Gordon a écrit : FYI QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX cards, they do not support this on consumer cards Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, May 12, 2009 6:27 AM To: olfat_ibra...@yahoo.com; OpenSceneGraph Users Subject: Re: [osg-users] Stereo Problem Hi Olfat, The errors you are getting are due to lack of QUAD_BUFFER stereo support in the driver. This is pretty poor considering that you've got the NVidia 3D glasses. Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party apps, as they do for games. I would be worth contacting NVidia about it as frankly selling hardware but not supporting quad buffer stereo in the drivers is just plain incompetent/fraudulent. Robert. On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Also i wanted to clarify that when i tried to use the command line : osgviewer cow.osg --stereo QUAD_BUFFER it gives me the following : Warning: Could not find plugin to read objects from file QUAD_BUFFER. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com
Re: [osg-users] FirstPersonManipulator
Well it's just one line to add to osgviewer... keyswitchManipulator-addMatrixManipulator( '5', FPS, new osgGA::FirstPersonManipulator() ); Pierre. Le mardi 19 mai 2009 à 11:46 -0500, Alejandro Aguilar Sierra a écrit : Yeah, it would be better to have a complete, working, example, to test its basics. -- A. On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail) pierre.bour...@imerir.com wrote: I've just made an osgViewer with a FirstPersonManipulator... I've tested with a terrain... The Manipulator is shouting: you are lost in space! What kind of model you suggest to use it ? I had no time for a more complete test, so maybe I missed something obvious ?...? At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5 without any problem... Pierre. Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit : Hi, I don't think it would make sense anyway to review a code where very few people find interest. So I totally understand your position. Anyway, from what I've seen on this ML, users are quite active and I think they just didn't paid attention. So let's wait for feedback. Cheers. Loïc On Tue, May 19, 2009 at 4:56 PM, Robert Osfield robert.osfi...@gmail.com wrote: On Tue, May 19, 2009 at 3:43 PM, Simon Loic simon1l...@gmail.com wrote: Hi Robert, I'm not sure if the code is clean enough to fulfill OSG standards. Yet I was expecting some feedbacks about the manipulator (stability on different machines, missing features, weird behaviours, ...) before to release a submission. If you feel it's clean enough I guess you can check it in. Yet, as we don't get any feedback, maybe it's not worth it. I was hoping to have feedback from others before diving in with a review myself. I have plenty on my plate so having to do all the review work myself is something I'd rather not do. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remote execution and OSG
Hi all, maybe the first thing to do is test with some easy application, like xclock or something else to be sure your X forwarding is working... I've just tested yesterday, with ssh -X and it was working for me... But it's extremely low... Pierre. Le jeudi 14 mai 2009 à 21:45 +0100, Simon Hammett a écrit : No idea, sry. It's getting on for 15 years since I did any xlib programming. You could have a poke around in: src\osgViewer\GraphicsWindowX11.cpp and work backwards from there. 2009/5/14 paul1...@yahoo.com: Already tried xhost +.. No help.. What is so special about osgkeyboardmouse, osgcompositeviewer, osgsidebyside, osgtexture3D, osgslice, and osgwindows that would cause them not to work but other do? osgviewer --window seems to work fine.. Does this have something to do with the GraphicsContext? Paul P. - Original Message From: Simon Hammett s.d.hamm...@googlemail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, May 14, 2009 2:58:09 PM Subject: Re: [osg-users] Remote execution and OSG Don't you have to grant access on your machine to remote connections? IIRC, try 'xhost +' on your machine before starting the program on the remote machine. 2009/5/14 paul1...@yahoo.com: Yes, I am using Redhat Linux with OSG 2.9.3. Using ssh -Y didn't help... Also, as I pointed out in my last e-mail, I get this X11 connection refused, however, the application still runs but FULL SCREEN instead of in a window... Paul P. - Original Message From: Thrall, Bryan bryan.thr...@flightsafety.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, May 14, 2009 1:35:45 PM Subject: Re: [osg-users] Remote execution and OSG paul1...@yahoo.com wrote on Thursday, May 14, 2009 12:28 PM: I need to be able to run my OSG program remotely (from a different machine that where the display location). I'm using ssh to login to the remote location and have my setenv DISPLAY set back to my original computer (I've set xhost + on the server machine). When I do this, on SOME OSG examples, I'm getting: Xlib: connection to :0.0 refused by server Xlib: No protocol specified Error: Unable to open display :0.0. Error: unable to create graphics window I haven't narrowed down when I get this but it seems that I get it only when I run applications that create their own windows. I do not see this when running osgviewer in full screen mode nor with many of the other OSG examples. However, I do see this problem with osgkeyboardmouse, osgcompositeviewer, osgsidebyside, osgtexture3D, osgslice, and osgwindows. In these cases, instead of opening up a window as I think these are supposed to do, it runs full screen. Any idea what is going on here? Not sure what's wrong with your DISPLAY, but 'ssh -Y' will tunnel the X connection through ssh and set up the DISPLAY correctly (usually to something like 'localhost:10.0') without you having to mess with it. You don't say, but I'm assuming you're running Linux or something like that; OSG compiled for Windows doesn't do X forwarding :) -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB stuff
Hi, I can confirm it works well with many textures... Here's screenshot of some terrain build with 2 textures: http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane The only problem I have is with Shapefile, but I'm using osggis for that... If you know how to use them with osgdem ? I'm interested... For the --terrain option, it works also very well, but I have to disable GL_ARB extension with my ATI otherwise it crashes. Pierre Le vendredi 15 mai 2009 à 09:08 +0200, J.P. Delport a écrit : Hi, Mao wrote: Hi! Recently, our project is planning to migrate from mini to VPB. However, we encounter with several questions. 1. In the example of osgDEM, I infer that osgDEM processes tiff format only. But tiff uses 32-bit offset which limits its size to 4G bytes. Most of our data are ERDAS img file or rrd file, which are huge in size. Yesterday, we processed an img file of size 20G bytes, and gdal_translate it to a 21G bytes tiff. That confused me. How can VPB handle extra bytes? osgdem/virtualplanetbuilder can read all files that gdal can read, so have a look here: http://www.gdal.org/formats_list.html You can use the gdal tools to split your large data into multiple smaller geotiffs 2GB if you want. 2. Another thing is that, texture files we got sometimes are in pieces, and we should use gdal_merge.py to merge them into one big tiff. According to the source code, VPB can handle only one texture file. Can we use multiple texture files? It is better in pieces :) Smaller files, easier to handle. VPB can handle multiple texture files, you can even pass a directory name and it would use all the files in the directory. See here too: http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD 3. The last question is when applied with “--Terrain” or “—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate both texture and DEM data into one output file? And it seems that osg::HeightField does not provide height = getHieghtAt(terrain.x, terrain.y) method. Hi, --terrain works for me. You can have DEM layer + multiple texture layers. I can't answer about height_field. jp Thank you very much for listening! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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, an interesting approach for a distributed rendering system is FlowVR... http://flowvr.sourceforge.net/ I know openscenegraph has been used with Delta3D team with CIGI Image Generator: http://cigi.sourceforge.net/ To not only advertise for concurrent project ;-) Pierre. Le vendredi 15 mai 2009 à 10:56 +0100, Robert Osfield a écrit : Hi Joe? Jie, could you please sign with your first name so I know which one to use when addressing you rather than having to do a best guess, thanks, On Fri, May 15, 2009 at 10:41 AM, Joe L liujie...@gmail.com wrote: In our plan, the TDW will have around 30 displays. OK, you'll definitely need a cluster for this. Do you mean that : If I would like to use OSG, I will have to additionally do the task management, network synchronization, and distributed rendering? The OSG doesn't provide this cluster manage functionality, it's focused on rendering on a single image system, albeit with capabilities of doing multi-thread, multi-screen output. The two options you have right now are to go with a distributed GL implementation such as Chromium, or a distribution application implementation such as facilitated by libs like Equalizer. There is a third possible solution would require mods to the core OSG, or at least subclasses from it, and is something I've been wondering about for a while. The approach would be to do a distributed render graph, where you do a cull traversal (or several cull traversal) on the master for the whole view frustum that gives you a list of drawables, modelview+projection matrices and state inheritance graph, then you broad cast this list to slaves on the cluster. These then traverse this rendering graph and cull out what leaves aren't in their local view frustum. On each slave you'd cache the state and geometry and update this only when the master changes their value, to avoid having to dispatch all this data on each new frame. The distributed render graph proposal above sits between the low level distributed GL approach and the high level distributed application approach like done with Equalizer. The distributed GL approach requires more network and CPU bandwidth, most doesn't require any application modifications to do the cluster, while the distributed application approach minimizes network bandwidth but does require you to design your application with the cluster in mind. The later approach is more work, but provides better scalability. The distributed render graph approach has the potentially of scaling reasonable well, while at the same time need little more than a cluster specific cluster configuration being used in the viewer, so once you have this inbuilt capability it's would be easy to move from a single desktop display to a cluster by just changing a viewer configuration file. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB stuff
Hi Robert, is it the expected comportement ? log machine=DELL-VOSTRO-02 running task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task Error: :0.0 no Pbuffer support in GLX available. libGL error: drmGetMagic failed libGL error: reverting to (slow) indirect rendering Warning: detected OpenGL error 'invalid enumerant' at DestinationTile::createStateSet() machine=DELL-VOSTRO-02 completed /log Building a terrain with 2.8 release on linux 32 bits ubuntu... I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this afternoon. Pierre. Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit : HI Pierre, On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail) pierre.bour...@imerir.com wrote: For the --terrain option, it works also very well, but I have to disable GL_ARB extension with my ATI otherwise it crashes. Could you try the OSG-2.8 or svn/trunk version of the OSG as there is crash fix that prevents problems with rendering VPB --terrain databases. The case of the crash was an bug in the set up of the VBO's, the ATI driver crashes if you put a VBO inside a display list. It was a bug putting the VBO's inside a display list so once this was fixed the crash went away. The ATI driver is still a bit buggy, but at least it's now working well with VPB terrain databases. Robert. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB stuff
Hi Robert, Le vendredi 15 mai 2009 à 13:51 +0100, Robert Osfield a écrit : Hi Pierre, You are getting an OpenGL related error which clearly isn't good as is something you need to look at. Yep ,but the terrain is built and rendering is slow and popping but correct... What hardware + drivers are you using? I'll tell you more precisely at the end of the afternoon, cause I can't get the machine for now... But the graphic board is an integrated ATI Radeon Xpress 1150... The drivers are probably from before September 08... Sorry, I couldn't find another machine for a quick compatibility test Pierre Robert. On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail) pierre.bour...@imerir.com wrote: Hi Robert, is it the expected comportement ? log machine=DELL-VOSTRO-02 running task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task Error: :0.0 no Pbuffer support in GLX available. libGL error: drmGetMagic failed libGL error: reverting to (slow) indirect rendering Warning: detected OpenGL error 'invalid enumerant' at DestinationTile::createStateSet() machine=DELL-VOSTRO-02 completed /log Building a terrain with 2.8 release on linux 32 bits ubuntu... I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this afternoon. Pierre. Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit : HI Pierre, On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail) pierre.bour...@imerir.com wrote: For the --terrain option, it works also very well, but I have to disable GL_ARB extension with my ATI otherwise it crashes. Could you try the OSG-2.8 or svn/trunk version of the OSG as there is crash fix that prevents problems with rendering VPB --terrain databases. The case of the crash was an bug in the set up of the VBO's, the ATI driver crashes if you put a VBO inside a display list. It was a bug putting the VBO's inside a display list so once this was fixed the crash went away. The ATI driver is still a bit buggy, but at least it's now working well with VPB terrain databases. Robert. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
Le vendredi 08 mai 2009 à 19:56 +0100, Robert Osfield a écrit : Hi Kim, On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote: Hi Robert, You need to download the resource pack from the downloads sections and drop the textures into the resource directory before you hit install. I seperated them as I didn't want them to get versioned. But everyone seems to be tripping up on that one so perhaps I should include them by default. Ack... case of me not doing any background reading... Sorry about that. I get the same 'invalid operation' error on an nVidia, I just haven't located the source yet :) still working on it. If you up the OpenGL error checking in osg::State to per StateAttribute you might get a more precise location of the error. After realize you could just do the following on all the viewers graphics windows: graphicswindow-getState()-setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE); It's possible the choppy frame rate is caused by the update callback when it updates the primitives and vertices on a resolution change. If you turn on stats you can see the update callback pinging up when theres a change. I hadn't thought about this actually, on my machine it's barely noticeable. I think i may need to thread the update to prevent the frame being delayed. I had the KDE desktop compositor enabled during my earlier tests. I tested just now with the desktop compositor off and got a solid 75Hz so it does look like it's the ATI driver/KWin compositor not working smoothly. So it does look this is a non issue. Is there any chance that we'd be able to get osgOcean working on geocentric databases? It'd be very cool to be able zoom down from space to the sea. Is there are plans for following water like in rivers? Sorry for the all the awkward questions, this stuff is just too pretty not to want to put it everywhere :-) Robert. I completely agree. Congratulations, It's really nice ! Without any intention to influence you in any way, having such nice rivers would be really wonderful ;-) Thanks, Pierre. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] looking at osgOcean; some provocative ideas.
Can you tell me more about that ? Le lundi 11 mai 2009 à 09:29 +0100, Robert Osfield a écrit : SpeedTree integration with the OSG that are available commercially so one could do the forest rendering if you are prepared to dip into your pocket. I'm interested in rendering vegetation... Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Web 3D opensource solution by Google ?
Hi all, have you seen this project ? http://code.google.com/intl/fr/apis/o3d/ http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html Here's an interview about it... http://www.3d-test.com/interviews/google_O3D_1.htm What's your opinion about this project ? Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web 3D opensource solution by Google ?
Hi Robert, Le lundi 11 mai 2009 à 15:41 +0100, Robert Osfield a écrit : Hi Pierre, Thanks for the links. Just had a quick browse, it's amusing to find some OpenSceneGraph terminology turn up in their technology overview... StateSet, RenderGraph anyone, coincidence or inspiration :-) OSG is now a world wide reference ;-) Lightweight javascript scene graph will have some value for browsers. It's unlikely to scale well to complex graphics apps and data sizes. When Google announced this effort it did make think about whether a JavaScript wrapper for the OSG might just be an decent alternate solution for those who need real power and scalability. What I've seen, with OSG Firefox is really promising... Another thought I've had is for the future of Present3D to migrate to be script driven, with the scripting sitting upon a high level abstraction of the various assets you have in the scene. One could possible select JavaScript ontop of this high level abstraction, although personally I'm inclined towards Lua for it's ease of integration. In the context of browsers JavaScript is king though... Robert. Look promising too... Pierre. On Mon, May 11, 2009 at 3:01 PM, Pierre Bourdin (gmail) pierre.bour...@imerir.com wrote: Hi all, have you seen this project ? http://code.google.com/intl/fr/apis/o3d/ http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html Here's an interview about it... http://www.3d-test.com/interviews/google_O3D_1.htm What's your opinion about this project ? Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG debugging tips
Hi Paul and thank you, this is a nice help. May I suggest to put it on the wiki ? Regards, Pierre. Le samedi 18 avril 2009 à 12:10 -0600, Paul Martz a écrit : Yet more debugging tips: 5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG might be trying to well you why things are going wrong. 6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY flag (to check for simple mistakes like not having enough colors in your color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose enough, the Optimizer will display warnings if it encounters these types of issues. 7) Read the function comments in the header files for functions you use. This will help you avoid the accidental use of deprecated functions (like Geometry::setVertexIndices()) that are inefficient (but remain in OSG for compatibility reasons). Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Saturday, April 18, 2009 11:49 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG debugging tips Hi all -- It seems like there has been a rash of help me debug my code-type questions lately, so I thought I'd post a short list of debugging techniques and other aids to help people out. I hope people find this information to be useful. 1) You are a software engineer and you have the OSG source code. Use it. Step through it in a debugger. (Many of the posts I've seen lately indicate that the poster has not looked inside the OSG code at all. This is a great, free resource; learn to use it. The code doesn't lie.) 2) For simple rendering problems, use a tool like GLIntercept to capture the OpenGL calls. If you know OpenGL, this is a great way to track down why things don't render correctly. If you don't know OpenGL, buy the red book and learn it, otherwise you'll never be effective at coding OSG. 3) Here are a few ways to learn some basic OSG concepts that get covered in this email list very frequently: a) Buy/download the Quick Start Guide http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/ 767629 There is a color version, bw (which is cheaper), PDF (which is free), and a Chinese version. B) Search the mail list archives: http://groups.google.com/group/osg-users?hl=en If you're a beginner, your question has probably been discussed and answered multiple times. C) Get familiar with the OSG wiki: http://www.openscenegraph.org 4) If you really need professional help, consider purchasing a support contract from myself or Robert Osfield, or contracting with someone else on the list for support. You are more likely to get quality help if you pay for it. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting .ive model to .osg - including textures
Hi J-S, you can query the options via: osgconv --format osg It's verbose, but very useful... Pierre. Le lundi 20 avril 2009 à 10:27 -0400, Jean-Sébastien Guay a écrit : Hi all, I would like to convert an .ive to .osg including textures. I've looked through osgconv --help but didn't find anything to help me do this. When I run osgconv file.ive file.osg I just get the .osg file, the textures which were embedded in the .ive file are not extracted for the .osg file to use. In fact, viewing the .osg file does not even give warnings that textures are missing, so I guess the osgconv process just removed all references to the textures. Perhaps I've done it in the past and just forget how I did it... Perhaps it's staring me in the face. Is there a command line switch to do this? Or will I have to write a tool to do it with a visitor? Thanks in advance, J-S Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting .ive model to .osg - including textures
Le lundi 20 avril 2009 à 15:51 +0100, Robert Osfield a écrit : I receive your mail as mine was going... You are to quick answering ;-) Pierre. Try: osgconv --format osg Plugin osgPlugins-2.9.3/osgdb_osg.so { ReaderWriter : OSG Reader/Writer { features : readObject readNode writeObject writeNode extensions : .osg OpenSceneGraph Ascii file format extensions : .osgs Psuedo OpenSceneGraph file loaded, with file encoded in filename string options: OutputTextureFilesWrite out the texture images to file options: precision Set the floating point precision when writing out files } } Then: osgconv myfile.ive myfile.osg -O OutputTextureFiles Worked for me, but only if the directories that the original files came from were already created. Robert. On Mon, Apr 20, 2009 at 3:27 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, I would like to convert an .ive to .osg including textures. I've looked through osgconv --help but didn't find anything to help me do this. When I run osgconv file.ive file.osg I just get the .osg file, the textures which were embedded in the .ive file are not extracted for the .osg file to use. In fact, viewing the .osg file does not even give warnings that textures are missing, so I guess the osgconv process just removed all references to the textures. Perhaps I've done it in the past and just forget how I did it... Perhaps it's staring me in the face. Is there a command line switch to do this? Or will I have to write a tool to do it with a visitor? Thanks in advance, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] terrain database popping...
Hi all, what could be interesting to would be the integration of automatic vegetation placement like the work done in Delta3D: http://www.movesinstitute.org/~wdwells/4181/index.html I'll be glad if can give any help on that part... So far I've never succeed in adding a vector layer mapped to an osgTerrain using osgdem (I can open each separately but not combine both). But it was done easily with osggis... I have juste started to look at it and it looks also impressive... http://wush.net/trac/osggis Regards, Pierre. Le vendredi 17 avril 2009 à 10:40 -0500, Alejandro Aguilar Sierra a écrit : Hi Stefan, I played with libmini some time ago. I didn't studied the code deeply, but I think some things are already in OSG, like the viewer. I don't have too much time right now, but with the proper insight, I may try to do it. Regards, -- A. On Thu, Apr 16, 2009 at 4:32 AM, Stefan Roettger ste...@stereofx.org wrote: On Apr 15, 2009, at 11:44 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: I think it would be good to fold libmini (or something equivalent) into OSG. That way you can use the databases built with VPB. I don't know much about VTP but using VPB databases are nice... Yes. I have been thinking for almost 2 years now about folding libMini into OSG, but so far did not have the necessary time to do it. So it got delayed and delayed... If someone is volunteering though, I'd be happy to give the necessary insight into libMini. Cheers, Stefan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Windows binary download
HI all, I agree with all of you, it is probably more convenient to have ZIP files, but the one that is not able to open a TAR.GZ archive will probably not be able to use Openscenegraph... I just wanted to point out, about those binaries for windows, that some of the TAR.GZ are corrupted... at least the x86-vc90sp1-Debug It is not a big issue since user can just pick up individual packages instead of the All_Debug package... But it's better to fix it. I've just tried the MSVC09 download at http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/ Pierre. Le jeudi 02 avril 2009 à 10:02 +0200, Mattias Helsing a écrit : Hi Martin, Jose-Luis Hidalgo On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett m...@mgbeckett.com wrote: A user on general pointed out that the windows binary links on http://www.openscenegraph.org/projects/osg/wiki/Downloads point to the directory not the file and they can't access them. I noticed. I can't browse the download section either. I suppose Jose-Luis is securing the server (which is a good thing). If we can't access the folder we should provide some other way to browse the packages. It also seems that windows binaries are packed as .tar.gz - could we make them .zip? Windows users that are downloading binaries are unlikely to have cygwin/ming tools installed. It is possible. But we agreed early in the packaging support development to go with tar.gz across all platforms since few modern archiving tools for windows doesn't support tar.gz. I recommend http://www.7-zip.org/ That said - windows has inbuilt support for zip archives so I can see where you are coming from. On the other hand if you are doing development of any kind you'll need some archiving tool sooner or later and 7-zip is pretty good (open, support for many formats, simple (gui and usage), small footprint). It's all I need (right now at least). Mattias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9579#9579 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Windows binary download
Hi Mattias, I've just checked this morning this file: http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz Using tar on my Linux Debian gave me some errors... I've just tried again and have not any error now ! Everything's fine. Thanks for all the work you've done, Pierre. Le vendredi 03 avril 2009 à 17:08 +0200, Mattias Helsing a écrit : Hi Pierre, On Fri, Apr 3, 2009 at 10:14 AM, Pierre Bourdin (gmail) pierre.bour...@imerir.com wrote: HI all, I agree with all of you, it is probably more convenient to have ZIP files, but the one that is not able to open a TAR.GZ archive will probably not be able to use Openscenegraph... I just wanted to point out, about those binaries for windows, that some of the TAR.GZ are corrupted... at least the x86-vc90sp1-Debug It is not a big issue since user can just pick up individual packages instead of the All_Debug package... But it's better to fix it. I've just tried the MSVC09 download at http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/ There *was* a problem with the openscenegraph-all-2.8.0-debug.tar.gz but I beleive I fixed it. I just downloaded it and unpacked it using some version of winzip (am on other computer) without problems. What package are you having problems with and what archive tool are you using? Mattias Pierre. Le jeudi 02 avril 2009 à 10:02 +0200, Mattias Helsing a écrit : Hi Martin, Jose-Luis Hidalgo On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett m...@mgbeckett.com wrote: A user on general pointed out that the windows binary links on http://www.openscenegraph.org/projects/osg/wiki/Downloads point to the directory not the file and they can't access them. I noticed. I can't browse the download section either. I suppose Jose-Luis is securing the server (which is a good thing). If we can't access the folder we should provide some other way to browse the packages. It also seems that windows binaries are packed as .tar.gz - could we make them .zip? Windows users that are downloading binaries are unlikely to have cygwin/ming tools installed. It is possible. But we agreed early in the packaging support development to go with tar.gz across all platforms since few modern archiving tools for windows doesn't support tar.gz. I recommend http://www.7-zip.org/ That said - windows has inbuilt support for zip archives so I can see where you are coming from. On the other hand if you are doing development of any kind you'll need some archiving tool sooner or later and 7-zip is pretty good (open, support for many formats, simple (gui and usage), small footprint). It's all I need (right now at least). Mattias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9579#9579 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Hi, thanks for your help we've done the conversion with one file (not the biggest), but now when I try loading the data in IVE it makes a segfault ?! I've also successfully converted the IVE to osg, but it make the same segfault... I'm using OpenSceneGraph Library 2.6.1 with openthreads-version-number 2.3.0 Below is the log in the console setting OSG_NOTIFY_LEVEL=DEBUG. Maybe blocking the optimisations as suggested by Marcin Prus could help ? If you have any idea, for the conversion or for viewing the object ? We just would like to view the full object in a low resolution, and zoom to some part of the object in full resolution... It seems to me that building an LOD hierarchy, would be best way to do it... But is it the best in our case (we have a single big cylindrical object) to use simple LOD or do we need to build a pagedLOD or something different ? Any advice is welcome, Pierre. /mnt/s2/2$ export OSG_NOTIFY_LEVEL=DEBUG osgviewer /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x96a1530 0xb792f740 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() DriveManipulator::_height set to ==1.5 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() itr='/mnt/s2/2/ext/lib' FindFileInPath() : trying /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so ... FindFileInPath() : USING /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so Opened DynamicLibrary osgPlugins-2.6.1/osgdb_ive.so FindFileInPath(/mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive): returning /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive ive::DataInputStream.setLoadExternalReferenceFiles()=1 Stats before: Object Type #Unique #Instanced StateSet0 0 Group 1 1 Transform 0 0 LOD 0 0 Switch 0 0 Geode 1 1 Drawable1 1 Geometry1 1 Vertices5376293 5376293 Primitives 1076368510763685 Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES Optimizer::optimize() doing COMBINE_ADJACENT_LODS Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS Optimizer::optimize() doing SHARE_DUPLICATE_STATE Num of StateSet=0 Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS ** RemoveStaticTransformsVisitor *** Pass 0 Optimizer::optimize() doing CHECK_GEOMETRY Optimizer::optimize() doing MERGE_GEOMETRY MERGE_GEOMETRY took 1.40896 Optimizer::optimize() doing REMOVE_REDUNDANT_NODES Stats after: Object Type #Unique #Instanced StateSet0 0 Group 1 1 Transform 0 0 LOD 0 0 Switch 0 0 Geode 1 1 Drawable1 1 Geometry1 1 Vertices5376293 5376293 Primitives 1076368510763685 View::setSceneData() Reusing exisitng scene0x96a23c0 Erreur de segmentation Le vendredi 27 février 2009 à 11:04 +, Robert Osfield a écrit : Hi Cramp, It could be that the tri stripper is bluking at such a large dataset. Try disable the tri stripping via: osgconv myfile.obj myfile.osg -O noTriStripPolygons You can query the options via: osgconv --format obj Plugin osgPlugins-2.9.0/osgdb_obj.so { ReaderWriter : Wavefront OBJ Reader { extensions : .objAlias Wavefront OBJ format options: AMBIENT=unit Set texture unit for ambient texture options: BUMP=unit Set texture unit for bumpmap texture options: DIFFUSE=unit Set texture unit for diffuse texture options: DISPLACEMENT=unit Set texture unit for displacement texture options: OPACITY=unit Set texture unit for opacity/dissolve texture options: REFLECTION=unit Set texture unit for reflection texture options: SPECULAR=unit Set texture unit for specular texture options: SPECULAR_EXPONENT=unitSet texture unit for specular exponent texture options: noRotation Do not do the default rotate about X axis options: noTesselateLargePolygonsDo not do the default tesselation of large polygons options: noTriStripPolygons Do not do the default tri stripping of polygons } }
Re: [osg-users] Memory management in OSG
Le vendredi 19 décembre 2008 à 13:43 +, Simon Hammett a écrit : 2008/12/19 Pierre Bourdin (gmail) pierre.bour...@imerir.com: Hi, valgrind is very powerfull if you're on an Linux/Unix environnement, if you are using MSVC you can use this: add this bloc at the beginning of each file you want to trace (after all includes): #ifdef _WIN32 # ifdef _MSC_VER # ifdef _DEBUG # include crtdbg.h # undef THIS_FILE static char THIS_FILE[] = __FILE__; # define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) # define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) # define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) # define new new(_NORMAL_BLOCK, __FILE__, __LINE__) # define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__) # endif /* _DEBUG */ # endif /* _MSC_VER */ #endif /* _WIN32 */ Doesn't crtDbg.h do what you want? #define _CRTDBG_MAP_ALLOC #define _CRTDBG_MAP_ALLOC_NEW #include crtDbg.h Yes it does except I don't know if it allows to go back to the allocated bloc when it finds some memory leaks... By the way, just putting before the # include crtdbg.h #define _CRTDBG_MAP_ALLOC #define _CRTDBG_MAP_ALLOC_NEW #include crtDbg.h in stead of after the # include crtdbg.h # define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) # define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) # define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) # define new new(_NORMAL_BLOCK, __FILE__, __LINE__) # define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__) makes a link error on msvc 2008, complaining operator new is already defined... So there's maybe something else missing ? Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Memory management in OSG
Le vendredi 19 décembre 2008 à 10:31 -0500, Jean-Sébastien Guay a écrit : Hello Pierre, valgrind is very powerfull if you're on an Linux/Unix environnement, if you are using MSVC you can use this: ... when you stop debugging you program, it make a memory leaks report in the msvc output console... Does this work well with ref_ptrs? i.e. will it spit out hundreds of false positives for things that are ref counted and do not actually leak? What I'd really like is to compare the state of memory (preferably with where the memory was allocated) at two points of the program's run. If I can just get a dump of that, and then diff the two, I could see what leaks between when the first file is opened and when the second one is. The project we're working on currently does not run on Linux though it will eventually, so valgrind is not an alternative right now. Thanks, J-S I'm afraid you will have some false positive, but I've not tested... I understand pretty well what you would like to do, but I don't know if ti's possible... Maybe using the _CRTDBG_DELAY_FREE_MEM_DF (Keep freed memory blocks in the heap's linked list, assign them the _FREE_BLOCK type, and fill them with the byte value 0xDD. OFF: Do not keep freed blocks in the heap's linked list. ) The best way is probably to log every allocation and deletion to a file using a macro to override the normal new, delete, malloc or free... Then you will have a complete liste of allocated and liberated bloc... Maybe it can be of any help ? http://www.codeproject.com/KB/cpp/MLFDef.aspx Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: bour...@imerir.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer osgCool
Hi, if you're interested in creating particles, you can have a look at Delta3D which is based on Openscenegraph: www.delta3d.org There is a tool for creating particule effects in their utilities (IHM is based on fltk). Pierre. Le jeudi 27 novembre 2008 à 13:46 -0200, Renan Mendes a écrit : My mistake, I thought it was an example but it is only an argument for the application. Either way, I really wanted to learn how that particular particle effect was generated... How can I do it? Thanks, Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgcon and textures ?
Hi, I'm trying to convert an ive file that contains some textures to a collada file, but the textures are not exported at all ? Did I miss an option ? I've also tried to convert it to osg file with the same result... (I'm using openscenegraph 2.6.1) I was supposing the best way to exchange with someone working with sketchup would be collada ? Do you see a better solution ? Is there any plugin to read/write google sketchup file ? Thanks, Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linux Dev. Env. Poll
Debian lenny/sid vim g++ Kdevelop Regards, Pierre. Le mercredi 26 novembre 2008 à 14:36 +0200, Can T. Oguz a écrit : Dear OSG Users, May I Ask which linux distribution and development environment you chose to work on ? Thank you for your time, Can ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo : Meaning of field sequential, I-visor
Le vendredi 14 novembre 2008 à 13:20 +, David Spilling a écrit : Jan, Thanks for the very informative reply. Unfortunately, what they do not tell you in their sales pitch is that you need at least one of the high-end Quadros (about 800 USD+ investment for the cheapest one) to have this to work - the lower end stuff doesn't support stereo ... We have it on a Quadro (Quadro FX 2500M); hence just running quad_buffer should work? David Yes it's working out of shell with osgviewer, setting it in stereo mode: OSG_STEREO=ON OSG_STEREO_MODE=QUAD_BUFFER You may also need to activate de quad buffer rendering of your quadro in the advance settings (or stereo rendering may be, can't remember the exact name...) Pierre. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org