Re: [osg-users] [osgOcean] osgOcean - Render to Texture Camera
On Wed, 11 Jul 2018 at 23:39, Rob Ewbank wrote: > > Thanks Robert, I have been looking through the code and have merged two > branches, one which has been changed to work with OSG 3.4.1 and the master. > > Osgocean seems to do a few weird tricks with shaders and rendering that cause > issues in places such as transparency, when it works, its really nice. > > Do you know if the author kbale has been around these parts lately? I haven't seen him post for quite a few years. I believe osgOcean was related to a university research project, folk move on. > This should prob be in another post, but anyway. When using the primitives > such as sphere, box etc in OSG 3.6 they don't respond to changing position, > size etc. Works fine in 3.4. In 3.6 the osg::ShapeDrawable is now implemented as an osg::Geometry, broadly it should work the same, if there is a usage case that it isn't working the same could you create a small test example (such as modifying an existing OSG example) to illustrate the problem, it could well be a bug that we can fix once we know what might be amiss. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean - Render to Texture Camera
Thanks Robert, I have been looking through the code and have merged two branches, one which has been changed to work with OSG 3.4.1 and the master. Osgocean seems to do a few weird tricks with shaders and rendering that cause issues in places such as transparency, when it works, its really nice. Do you know if the author kbale has been around these parts lately? This should prob be in another post, but anyway. When using the primitives such as sphere, box etc in OSG 3.6 they don't respond to changing position, size etc. Works fine in 3.4. Love the framework, I'll post some pics of some of the stuff we're using it for. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74316#74316 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean - Render to Texture Camera
Hi Rob, I am afraid that osgOcean is a 3rd party NodeKit that was written a long time ago and as far as I'm aware has seen active development or widespread use across the OSG community, so the chances of having others that have the knowledge to help will be quite low. I don't know if the original authors are still active, they would be the best ones to ask. It might be that if you want to use osgOcean you'll need to work how it works and maintain it yourself. Best of luck, Robert. On Fri, 6 Jul 2018 at 13:44, Rob Ewbank wrote: > > Hi, > > I'm building an interactive projection mapping using osgOcean to simulate the > sea, for this I need to render to texture. The RTT camera I'm using works > fine on other scenes, however, when using osgOcean, it does not render > properly: see attached images. > > I've tried setting the render order to pre, nested and post, none of these > work. When using a slave camera rather than main I get the results in images, > without that it's even worse. > > Changing glare on the scene seems to have a big impact on the result and I've > tried turning on / off all other features, such as reflection, refraction, > etc. with no luck. > > What steps should I take in order to successfully render this scene to > texture? > > > Thank you! > > Cheers, > Rob > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=74256#74256 > > > > > Attachments: > http://forum.openscenegraph.org//files/ocean_rtt_glare_130.png > http://forum.openscenegraph.org//files/ocean_rtt_no_glare_110.png > > > ___ > 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] [osgOcean] osgOcean - Render to Texture Camera
Hi, I'm building an interactive projection mapping using osgOcean to simulate the sea, for this I need to render to texture. The RTT camera I'm using works fine on other scenes, however, when using osgOcean, it does not render properly: see attached images. I've tried setting the render order to pre, nested and post, none of these work. When using a slave camera rather than main I get the results in images, without that it's even worse. Changing glare on the scene seems to have a big impact on the result and I've tried turning on / off all other features, such as reflection, refraction, etc. with no luck. What steps should I take in order to successfully render this scene to texture? Thank you! Cheers, Rob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74256#74256 Attachments: http://forum.openscenegraph.org//files/ocean_rtt_glare_130.png http://forum.openscenegraph.org//files/ocean_rtt_no_glare_110.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] osgOcean and Stereo view.
Hi, I'm looking to run an osgOcean based application in a Stereo mode (split or anaglyphic). Doesn't work because multiple rendering pass, I think...Someone have suggestions about this problem? Have you tried stereo mode with osgOcean? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71024#71024 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgOcean
Hi, Rambabu. In the osgOcean example use both osgViewer::Viewer and osgViewer::View. You need use osgViewer::Viewer only. oceanExample: // // Set up the viewer // //osg::ref_ptr viewer; //osgViewer::View* view = 0; osgViewer::Viewer* viewer = new osgViewer::Viewer; //viewer = singleViewer; //view = singleViewer; viewer->setUpViewOnSingleScreen(0); //this function tell osg work with one screen //view->setUpViewOnSingleScreen(0); // Otherwise, a window with a single view. //view->setUpViewInWindow( 0, 0, 1600, 900, 0 ); viewer->getCamera()->setViewport(new osg::Viewport(0, 0, 1920, 1080)); then you need: viewer->realize(); return viewer->run(); I hope it helps. Good Luck! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69514#69514 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgOcean
Hi,In osgocean ocean output part is limited to particular size how to get the full screen ocean part,Where i have to change the code. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69513#69513 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
"Rambabu Repaka" writes: > Hi,Can anyone have the source code of latest version of osg ocean (except osg > ocean 1.0). Hi Rambabu, inspecting the available forks in github, there is one that seems to be updated at least to OSG 3.4.0, though I have not personally tried it: https://github.com/repagh/osgocean -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi,Can anyone have the source code of latest version of osg ocean (except osg ocean 1.0). ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69467#69467 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Geocentric Support
Hi all, What are the changes needed to support geocentric coordinates? I want to add ships using latitude, longitude and hope to see them at a much further distance than now. Thank you! Cheers, CG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66618#66618 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Would it be possible to get the patches so the software compiles against OpenSceneGraph 3.4.0, rather than reinventing the wheel. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65813#65813 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Hi, Just to reply to my own last message. I have now managed to get it working properly. The mistakes were my own... Thanks jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65313#65313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Hi Fabrizio, I'd be interested to see your patches to get osgOcean working with osg 3.4.0. I'm just in the process of trying to get it working. I've changed a few things and got it to compile at least, but there's quite a few glitches, garbled statesets etc. I've had slightly more success with version 1.1 than with the current trunk version. Best regards Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65310#65310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Dear Robert, first of all thank you very much for taking your precious time to answer and give your advice: we appreciate very much. Looks like there's not too much interest in osgOcean progress in this period. Or maybe for other people it works nicely as it is. Our environment, as I've explained to you a few days ago, is a complex application scenario with terrestrial, above and underwater articulated vehicles, all interactive or driven by internal simulations or external telemetries, all fully dynamic with a few scenario's options preconfigured. And for sure our own powerful bugs (they come for free but s... don't tell anybody or people will ask only for those). For what regards opening a github, well, in this moment we don't have the means to give the right assistance to people who may download ocean from our repository and consequently might need to have explanations on topics and usage of the whole, which is far beyond our current knowledge and time availability. Let's say that, for now, everybody can read we have some patches to compile osgOcean with 3.4.0 and that we've found some bugs on the code which affects overall stability. If anyone has similar troubles can try to contact us. In the mean time we'll wait to see what happens. For what regards OSG we're still in the process of modifying stuff so we need more time. But thank you very much for indicating the way to proceed. I'm at your disposal for any question. Best regards, Cheers! Fabrizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65280#65280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Hi Fabrizio, For changes to the core OSG just send them along to the osg-submissions mailing list. The best way to post them are as whole modified files. I don't know what the current development status of osgOcean is so can't comment on the best way to progress with this. One route might be to create a github repository and let others pull the changes from there. Robert. On 30 September 2015 at 15:33, Fabrizio Sciarrawrote: > Hi, > > we are an Italian software company working with OSG and osgOcean in > simulation scenarios. > We currently have some minor/major changes to c++ code and shaders to take > into account several aspects in osgOcean we had troubles with. > We would like to give back to the community by submitting our code, and > some of you has already found messages posted on various forum topics by > one of our employee, Paradox (dr. Dario Maggiari). > > We understand this has to be taken into account via an evaluation process > and we're ready to afford the evaluation and discussion on that. > > Now, how to submit these code changes? > > Thank you! > > Cheers, > Fabrizio > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=65260#65260 > > > > > > ___ > 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] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Hi, we are an Italian software company working with OSG and osgOcean in simulation scenarios. We currently have some minor/major changes to c++ code and shaders to take into account several aspects in osgOcean we had troubles with. We would like to give back to the community by submitting our code, and some of you has already found messages posted on various forum topics by one of our employee, Paradox (dr. Dario Maggiari). We understand this has to be taken into account via an evaluation process and we're ready to afford the evaluation and discussion on that. Now, how to submit these code changes? Thank you! Cheers, Fabrizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65260#65260 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Cylinder underwater problem with dimensions 2000.
Hi, I have tried the osgOcean example also and in effect this problem seems to happen here also. After a lot of movement underwater I can see the plane behind. Rotating left or right disappears. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64232#64232 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Cylinder/Skydome flicker when using CompositeView
Hi, ...same problem here...have you found some workaround or solution? Bye. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64221#64221 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Cylinder underwater problem with dimensions 2000.
Hi, I'm looking into a problem inside underwater scene: normally I use those parameters for underwater cylinder: CylinderHeight=4000.0 CylinderRadius=2000.0 I'm using osgHimmel as sky /but I can see the same problem with the original osgOcean sky dome) and the camera setup for near-far is: Near-Far Mode: osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR Near-Far value: 0.0009 If I attach a camera to an object inside position (0, 3000, -20)-(0,-3000,-20) all works fine. For all values greater then above I can see the sky behind in some camera setup. I've made a video which make a camera rotation at (0, 3500, -20) position. You can see the problem. I've tried some other configuration about Near-Far mode and value without success. In others, seems to be impossible to set a greater value for CylinderRadius because in this case the same problem come for low distance also! In practice, it's impossible to move object over 2000 units from 0 without this problem. For example, cylinder at 20.000 and object in 0 show the sky behind underwater. Can you tell me some way to look? Can you see the video here: https://vid.me/NAeB Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64222#64222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Cylinder/Skydome flicker when using CompositeView
Hi, I've done some more poking around and I've found out a few things. If I disable the cylinder completely by simply not adding the _oceanCylinderMT child to the _oceanTransform group in OceanScene.cpp, then the flashing stops. The flashing occurs over the water. The effect is seemingly random, but the color that is shown seems to be the _aboveWaterFogColor, which is odd because the cylinder uses the _underWaterWaterFogColor. I set the above to pure green and the under to pure red and the color that flashes is green. The problem goes away if I reduce my cylinder/skydome size. My application requires a far viewing distance so I've set the respective sizes to 30,000. When I bump the size back down to 1,900 (as is set in the ocean example), the flashing doesn't occur. However, I'd like the flexibility to set my viewing distance to be much farther than 1,900. Thank you! Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63162#63162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Cylinder/Skydome flicker when using CompositeView
Hi, I'm using osgOcean in a multi-view, multi-graphics card configuration and I'm encountering a problem with the ocean's cylinder and skydome causing flickering effects. Setup My setup is that I have 6 cameras all looking into the same scene. They all have the same position but different orientations and frustums. They all render to different screens and they're all on their own graphics card. I've disabled most advanced rendering effects such as: Refractions God rays Silt Underwater DOF Glare Distortion I have the latest bits from the osgOcean repository and have no problem compiling them. I'm using FFTSS 3.0. Main Problem My problem is that with multiple views and one ocean, I'm seeing that the skydome and the cylinder tend to move around as if they're on a different screen. For example, when I'm viewing the ocean at an angle (some degree of roll), I tend to see one view's cylinder geometry appear on another view's scene. This produces a brief one-frame flicker effect that is very distracting. With the skydome, I imagine a similar problem is happening (due to how they're both updated per view) but it just seems to flicker in and out of visibility. Attempted Solution I figured this was a threading issue where one thread would use the values of another thread's operations. With that in mind, I added multiple CameraTrackCallbacks to the ocean scene, each referencing the main camera of one of the views. In operator(), I would check the stored Camera pointer against the camera obtained through cv-getRenderStage()-getCamera() to see if the pointers were equal. If so, I would continue to update the cylinder position. If not, I would continue to traverse. This seemed to work great for the skydome (no more flickering!) but not as well for the cylinder. Example code for adding a new CameraTrackCallback for the skydome: Code: void attachCamera(osg::Camera* camera) { osg::MatrixTransform* transform = new osg::MatrixTransform; transform-setDataVariance(osg::Object::DYNAMIC); transform-setMatrix(osg::Matrixf::translate(osg::Vec3f(0.f, 0.f, 0.f))); transform-setCullCallback(new CameraTrackCallback(camera)); transform-addChild(m_skyDome.get()); m_oceanScene-addChild(transform); m_oceanScene-addCamera(camera); } Side Problem (with solution!) A problem I did find a solution to was just using osgOcean with a Composite Viewer set to ThreadPerContext or ThreadPerCamera. In OceanScene.cpp's CameraTrackCallback::createOrReuseMatrix, I tended to get deletions on allocated matrices that were already deleted within moments of running my app. I threw in a mutex that would scope lock within the function which fixed this but not the flicker. Question Has anyone else encountered this issue? Maybe I'm setting up my ocean wrong. I'm using a modified version of the Scene in the oceanExample project to set up the OceanScene. Thank you! Cheers, Ben[/list] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63144#63144 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Compilation under linux
Looks like a missing include. Try adding an #include fstream to the top of that file. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62672#62672 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Compilation under linux
Hey, tanks for the replies. Perhaps I did something wrong in my compilation? some dependencies? I'd followed exactly what they say in the project's wiki http://code.google.com/p/osgocean/wiki/Usage_Instructions This is the error: $ make Scanning dependencies of target osgOcean [ 5%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/Cylinder.cpp.o [ 11%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o In file included from /media/DiscoD/linux/MyApp1/osg/include/osgDB/Output:20:0, from /media/DiscoD/linux/MyApp1/osg/include/osgDB/DotOsgWrapper:21, from /media/DiscoD/linux/MyApp1/osg/include/osgDB/Registry:26, from ../../../src/osgOcean/DistortionSurface.cpp:20: /media/DiscoD/linux/MyApp1/osg/include/osgDB/fstream:31:42: error: invalid use of incomplete type ‘std::fstream {aka class std::basic_fstreamchar}’ class OSGDB_EXPORT fstream : public std::fstream ... Thank you! Cheers, Guido -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57240#57240 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Enabling reflection and others effects for particles.
Hi, I'm looking to a workaround to enable the reflection (end/or refraction) for osgParticles particles! I've tried to set the mask for the geode which contains the emitter without results. There is a simple way to achieve that? My goal, is to generates particles with one or more emitters visible to the reflection of ocean and hide the particles to the main cull camera (the particles aren't visible in the air). Can you suggest me a way? Many thanks! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61798#61798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Wake effects?
Hi, I'm bringing back this thread up also after 2 years. Did anyone get any success about the wake effect? I'm working around foam+shoreline without any interesting results at moment Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61431#61431 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
Dear all, This is a slightly delayed response, I have to admit I am longer actively following this mailing list. A few years I posted my work on river rendering as a submission for the osgOcean project. Unfortunately I do not have the time to maintain this project but maybe I can at least respond to some issues. MCA4213 wrote: I have just tested osgRiver(from alphapixel com) and the river is not displyed correctly I have to speculate but there might be compatability issues due to the fact that I last tested the project back in June 2010. Since then new versions of osg, opengl and drivers have been released and either of these might cause issues. Perhaps reverting to a previous environment might shed some light on the exact problems. Chris Hanson wrote: Just to be clear, AlphaPixel has no affiliation with osgRiver. I just snagged a copy when it was posted years ago, and when it disappeared from mailing-list archives, I made my copy available to anyone who wants it. It does appears that the original download location is no longer working, thanks for making your copy available. kcbale wrote: I can answer your first question. osgRiver was never integrated into the trunk because I felt that the way it had been combined in its current state needed some work and sadly I simply haven't had time to work on it. I haven't gone over the code for a long time but I seem to remember thinking that it might be more appropriate for osgRiver to exist as a separate nodekit rather than amalgamated into osgOcean since although they share a lot of effects and are both water based, the problems they are trying to solve are quite different. I have to agree that this has always been a difficult issue. Much of the water shader code is shared between osgOcean and osgRiver but the water surface is represented and animated in an entirely different way. This creates compatability issues, especially on transition areas between ocean and river. Perhaps some blending scheme could be investigated but this is not a trivial problem to solve and unfortunately I do not have the time to do this. Because osgRiver hasn't been maintained for over three years I don't think it should be considered as a ready to use library in its current form. However, anyone interested in river rendering in osg could definitely use it as a starting point. Anyone interested in a high level overview on the techniques used in osgRiver could glance over the poster: graphics . tudelft . nl / ~ruben / PosterI3D2010 . pdf Kind regards, Quintijn Hendrickx -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56780#56780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Error linking osgOcean
Hi, I'm trying to compile osgOcean lib and examples under windows with mingw32. The library compile fine but I have a link fail for exe example. The error is the next: Linking CXX executable ../../bin/oceanExample.exe CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj):Scene.cpp:(.text+0xb34): undefined reference to `osgOcean::Cylinder::setColor(osg::Vec4f const)' CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj):Scene.cpp:(.text$_ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE[__ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE]+0x4a): undefined reference to `osgOcean::Cylinder::setColor(osg::Vec4f const)' c:/msys/1.0/mingw32/bin/../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/bin/ld.exe: CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj): bad reloc address 0x4a in section `.text$_ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE[__ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE]' collect2.exe: error: ld returned 1 exit status make[2]: *** [bin/oceanExample.exe] Error 1 make[1]: *** [src/oceanExample/CMakeFiles/oceanExample.dir/all] Error 2 make: *** [all] Error 2 I've tried various CMake mod without success, I have enabled the DYNAMIC base option also without success. Any ideas? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60239#60239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Error linking osgOcean
See patches in my repo: https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-osgocean-svn Regards, Alexey. 10 июля 2014 г., в 19:08, Dario Minieri para...@cheapnet.it написал(а): Hi, I'm trying to compile osgOcean lib and examples under windows with mingw32. The library compile fine but I have a link fail for exe example. The error is the next: Linking CXX executable ../../bin/oceanExample.exe CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj):Scene.cpp:(.text+0xb34): undefined reference to `osgOcean::Cylinder::setColor(osg::Vec4f const)' CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj):Scene.cpp:(.text$_ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE[__ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE]+0x4a): undefined reference to `osgOcean::Cylinder::setColor(osg::Vec4f const)' c:/msys/1.0/mingw32/bin/../lib/gcc/i686-w64-mingw32/4.8.2/../../../../i686-w64-mingw32/bin/ld.exe: CMakeFiles/oceanExample.dir/objects.a(Scene.cpp.obj): bad reloc address 0x4a in section `.text$_ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE[__ZN8osgOcean10OceanScene16setUnderwaterFogEfRKN3osg5Vec4fE]' collect2.exe: error: ld returned 1 exit status make[2]: *** [bin/oceanExample.exe] Error 1 make[1]: *** [src/oceanExample/CMakeFiles/oceanExample.dir/all] Error 2 make: *** [all] Error 2 I've tried various CMake mod without success, I have enabled the DYNAMIC base option also without success. Any ideas? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60239#60239 ___ 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
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi, Nice, I've seen now the mod, I'll try them as soon Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57512#57512 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi, Looking the patch, I've seen that this is the same mod that I've tried but doesn't looks good to me...I'm using the trunk version, so the patch is different because some stuffs are moved in Technique file, but the mod is the same and I'm not really able to tone down (mean: add a lower reflection intensity) the reflection. Playing with fresnel mul and reflection mul don't move to me along a right final effect. Have you tried some other parameters combination? Have you a snapshot to see your result? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57513#57513 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Thanks I'll check out the effect and merge it. Kim. On 15 November 2013 00:33, Tisham Dhar tisham.d...@aerometrex.com.auwrote: Hi, I have successfully implemented a changing reflection intensity by adding 1) Multiplier to env_map 2) Creating a uniform corresponding to the multiplier in the shader 3) Setting this uniform via stateset and creating a corresponding variable in FFTOceanSurface. SVN diff to release tag attached. Cheers, whatnick. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57225#57225 Attachments: http://forum.openscenegraph.org//files/refelection_var_diff_551.txt ___ 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] [osgOcean] Compilation under linux
Hi, new to this forum and osgocean, I'd just downloaded and tried to compile to see how this works. But I had some building problems: These are the files I'd downloaded dependencies: fftw-3.3.3.tar.gz OpenSceneGraph-3.0.1 osgOcean-Source-1.0.1.rar osgOcean-Resources-1.0.1.rar everything decompressed and it's now look like this: ls -l /media/DiscoD/linux/MyApp1 drwxr-xr-x 1 gmilitel users4096 30.10.2007 10:46 fftss-3.0/ drwxr-xr-x 1 gmilitel users4096 01.08.2011 18:40 osg/ drwxr-xr-x 1 gmilitel users4096 01.11.2013 12:55 osgOcean/ cd osgOcean mkdir build ccmake .. Page 1 of 1 CMAKE_BUILD_TYPE Release CMAKE_INSTALL_PREFIX /media/DiscoD/linux/MyApp1/osgOcean FFTSS_INCLUDE_DIRFFTSS_INCLUDE_DIR-NOTFOUND FFTSS_LIBRARYFFTSS_LIBRARY-NOTFOUND FFTW3-3_INCLUDE_DIR /media/DiscoD/linux/MyApp1/fftw-3.3.3/include FFTW3-3_LIBRARY /media/DiscoD/linux/MyApp1/fftw-3.3.3/lib/libfftw3.so OPENTHREADS_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/OpenThreads OPENTHREADS_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so OPENTHREADS_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so OSGDB_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgDB OSGDB_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so OSGDB_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so OSGGA_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgGA OSGGA_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so OSGGA_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so OSGTEXT_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgText OSGTEXT_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so OSGTEXT_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so OSGUTIL_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgUtil OSGUTIL_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so OSGUTIL_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so OSGVIEWER_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgViewer OSGVIEWER_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so OSGVIEWER_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so OSG_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include OSG_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so OSG_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so USE_FFTSSOFF
Re: [osg-users] [osgOcean] Compilation under linux
Hi Guido, I'm afraid I haven't compiled osgOcean under linux before as I only develop on a windows box, perhaps some of the more linux-savvy OSG users can be of assistance. I'm pretty sure it's been used under linux before. Sorry I can't be of more help. Kim. On 1 November 2013 19:52, Guido Militello gmili...@gmail.com wrote: Hi, new to this forum and osgocean, I'd just downloaded and tried to compile to see how this works. But I had some building problems: These are the files I'd downloaded dependencies: fftw-3.3.3.tar.gz OpenSceneGraph-3.0.1 osgOcean-Source-1.0.1.rar osgOcean-Resources-1.0.1.rar everything decompressed and it's now look like this: ls -l /media/DiscoD/linux/MyApp1 drwxr-xr-x 1 gmilitel users4096 30.10.2007 10:46 fftss-3.0/ drwxr-xr-x 1 gmilitel users4096 01.08.2011 18:40 osg/ drwxr-xr-x 1 gmilitel users4096 01.11.2013 12:55 osgOcean/ cd osgOcean mkdir build ccmake .. Page 1 of 1 CMAKE_BUILD_TYPE Release CMAKE_INSTALL_PREFIX /media/DiscoD/linux/MyApp1/osgOcean FFTSS_INCLUDE_DIRFFTSS_INCLUDE_DIR-NOTFOUND FFTSS_LIBRARYFFTSS_LIBRARY-NOTFOUND FFTW3-3_INCLUDE_DIR /media/DiscoD/linux/MyApp1/fftw-3.3.3/include FFTW3-3_LIBRARY /media/DiscoD/linux/MyApp1/fftw-3.3.3/lib/libfftw3.so OPENTHREADS_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/OpenThreads OPENTHREADS_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so OPENTHREADS_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so OSGDB_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgDB OSGDB_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so OSGDB_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so OSGGA_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgGA OSGGA_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so OSGGA_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so OSGTEXT_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgText OSGTEXT_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so OSGTEXT_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so OSGUTIL_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgUtil OSGUTIL_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so OSGUTIL_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so OSGVIEWER_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include/osgViewer OSGVIEWER_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so OSGVIEWER_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so OSG_INCLUDE_DIR /media/DiscoD/linux/MyApp1/osg/include OSG_LIBRARY /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so OSG_LIBRARY_DEBUG /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so USE_FFTSSOFF USE_FFTW3ON USE_FFTW3F OFF CMAKE_BUILD_TYPE: Choose the type of build, options are: None(CMAKE_CXX_FLAGS or CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel. Press [enter] to edit option CMake Version 2.8.12 Press [c] to configure Press [h] for help Press [q] to quit without generating Press [t] to toggle advanced mode (Currently Off) $ make [gmilitel-@gmilitel-lnx build]$ make [ 5%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/Cylinder.cpp.o [ 11%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o In file included from /media/DiscoD/linux/MyApp1/osg/include/osgDB/Output:20:0, from /media/DiscoD/linux/MyApp1/osg/include/osgDB/DotOsgWrapper:21, from /media/DiscoD/linux/MyApp1/osg/include/osgDB/Registry:26, from ../../../src/osgOcean/DistortionSurface.cpp:20: /media/DiscoD/linux/MyApp1/osg/include/osgDB/fstream:31:42: error: invalid use of incomplete type ‘std::fstream {aka class std::basic_fstreamchar}’ class OSGDB_EXPORT fstream : public std::fstream ^ In file included from /usr/include/c++/4.8.2/ios:38:0, from /usr/include/c++/4.8.2/ostream:38, from /media/DiscoD/linux/MyApp1/osg/include/osg/Notify:20, from /media/DiscoD/linux/MyApp1/osg/include/osg/Object:20, from /media/DiscoD/linux/MyApp1/osg/include/osg/Node:18, from /media/DiscoD/linux/MyApp1/osg/include/osg/Geode:17, from ../../../include/osgOcean/DistortionSurface:20, from ../../../src/osgOcean/DistortionSurface.cpp:19: /usr/include/c++/4.8.2/iosfwd:117:11: error: declaration of ‘std::fstream {aka class std::basic_fstreamchar}’ class basic_fstream;
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi, I have successfully implemented a changing reflection intensity by adding 1) Multiplier to env_map 2) Creating a uniform corresponding to the multiplier in the shader 3) Setting this uniform via stateset and creating a corresponding variable in FFTOceanSurface. SVN diff to release tag attached. Cheers, whatnick. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57225#57225 Attachments: http://forum.openscenegraph.org//files/refelection_var_diff_551.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi, In effect, I see the env_color computation in the fragment shader. I'm able to multiply this one by a tiny constant 1 (like 0.2) to obtain the result desired, but the problem is that the total final tone change drastically. I don't know if I've made right operation, but I'm trying to re-calibrate the total tone using wave and bottom top color and come another problem: changing those values at runtime I receive a double corruption from FFTOceanSurface like this: Code: *** glibc detected *** bin/Demo: double free or corruption (!prev): 0x06fab330 *** === Backtrace: = /lib/x86_64-linux-gnu/libc.so.6(+0x7eb96)[0x7f0ac5ab8b96] /usr/local/lib/libosgOcean.so(_ZNSt12_Destroy_auxILb0EE9__destroyIPSt6vectorIN8osgOcean9OceanTileESaIS4_vT_S8_+0x52)[0x7f0ac126d602] /usr/local/lib/libosgOcean.so(_ZN8osgOcean15FFTOceanSurface10computeSeaEj+0x142)[0x7f0ac126b782] /usr/local/lib/libosgOcean.so(_ZN8osgOcean15FFTOceanSurface5buildEv+0x40)[0x7f0ac126c970] /usr/local/lib/libosgOcean.so(_ZN8osgOcean15FFTOceanSurface18getSurfaceHeightAtEffPN3osg5Vec3fE+0x145)[0x7f0ac12676d5] Parameters for wave and top color are thought to runtime change? I need to perform some operation to achieve the runtime modification? Best Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56573#56573 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi, I'm looking to modify the amount of reflections intensity inside ocean. I'm using last trunk rev 258. I'm stuck into this piece of code inside OceanScene: Code: _reflectionMatrix = osg::Matrixf( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 2 * _oceanScene-getOceanSurfaceHeight(), 1 ); osg::ref_ptrosg::Texture2D reflectionTexture = _oceanScene-createTexture2D( _oceanScene-_reflectionTexSize, GL_RGBA ); // clip everything below water line _reflectionCamera = _oceanScene-renderToTexturePass( reflectionTexture.get() ); _reflectionCamera-setClearColor( osg::Vec4( 0.0, 0.0, 0.0, 0.0 ) ); _reflectionCamera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); _reflectionCamera-setCullMask( _oceanScene-_reflectionSceneMask ); _reflectionCamera-setCullCallback( new CameraCullCallback(_oceanScene.get()) ); _reflectionCamera-getOrCreateStateSet()-setMode( GL_CLIP_PLANE0+0, osg::StateAttribute::ON ); _reflectionCamera-getOrCreateStateSet()-setMode( GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE ); _surfaceStateSet-setTextureAttributeAndModes( _oceanScene-_reflectionUnit, reflectionTexture.get(), osg::StateAttribute::ON ); I think that I should operate on texture properties, maybe the shader but right now I'm not able to see a significative change on intensity reflection effect...Someone can suggest to me a way? Thank you! Cheers, Dario[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56514#56514 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.
Hi Dario, I would take a look inside the surface fragment shader and then tone down the mix function that blends the reflection texture with the surface. It should be pretty simple. Regards, Kim. On 27 September 2013 17:37, Dario Minieri para...@cheapnet.it wrote: Hi, I'm looking to modify the amount of reflections intensity inside ocean. I'm using last trunk rev 258. I'm stuck into this piece of code inside OceanScene: Code: _reflectionMatrix = osg::Matrixf( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 2 * _oceanScene-getOceanSurfaceHeight(), 1 ); osg::ref_ptrosg::Texture2D reflectionTexture = _oceanScene-createTexture2D( _oceanScene-_reflectionTexSize, GL_RGBA ); // clip everything below water line _reflectionCamera = _oceanScene-renderToTexturePass( reflectionTexture.get() ); _reflectionCamera-setClearColor( osg::Vec4( 0.0, 0.0, 0.0, 0.0 ) ); _reflectionCamera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); _reflectionCamera-setCullMask( _oceanScene-_reflectionSceneMask ); _reflectionCamera-setCullCallback( new CameraCullCallback(_oceanScene.get()) ); _reflectionCamera-getOrCreateStateSet()-setMode( GL_CLIP_PLANE0+0, osg::StateAttribute::ON ); _reflectionCamera-getOrCreateStateSet()-setMode( GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE ); _surfaceStateSet-setTextureAttributeAndModes( _oceanScene-_reflectionUnit, reflectionTexture.get(), osg::StateAttribute::ON ); I think that I should operate on texture properties, maybe the shader but right now I'm not able to see a significative change on intensity reflection effect...Someone can suggest to me a way? Thank you! Cheers, Dario[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56514#56514 ___ 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] [osgOcean] Some questions about osgRiver ???
Hi, I have just tested osgRiver(from alphapixel.com) and the river is not displyed correctly, the water is on the right corner of the river.3DS but only 1 segment of 9 is displayed (-15 to 0). I had tried to change the code of osgRiver in RiverGraph::MergeRiverFromPoints(vectorRiverControlPoint points) at : RiverControlPoint next2 = curvePoint (changed to :(points[i-1] * 0.4 + points[i] * 0.6)) ; and now I have 3 segments from 9 that are displayed, I had done some other modifications but it did not resolve the problem. So my questions are: 1) Why the osgRiver does not be integrated in the osgOcean trunk? 2) Has someone have another version of the RiverGraph.cpp to make differance ? Any other suggestions would be welcome. Thank you! Cheers, Mohammed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56516#56516 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
Just to be clear, AlphaPixel has no affiliation with osgRiver. I just snagged a copy when it was posted years ago, and when it disappeared from mailing-list archives, I made my copy available to anyone who wants it. It seems like there is renewed interest in it, so I would love to see some of these new folks pick it up, perhaps integrate it back into osgOcean, and support it there. Perhaps Kim Bale, osgOcean's creator [cc'ed here], could weigh in on the matter? On Fri, Sep 27, 2013 at 11:14 AM, Mohammed Djeralfia osgfo...@tevs.euwrote: Hi, I have just tested osgRiver(from alphapixel.com) and the river is not displyed correctly, the water is on the right corner of the river.3DS but only 1 segment of 9 is displayed (-15 to 0). I had tried to change the code of osgRiver in RiverGraph::MergeRiverFromPoints(vectorRiverControlPoint points) at : RiverControlPoint next2 = curvePoint (changed to :(points[i-1] * 0.4 + points[i] * 0.6)) ; and now I have 3 segments from 9 that are displayed, I had done some other modifications but it did not resolve the problem. So my questions are: 1) Why the osgRiver does not be integrated in the osgOcean trunk? 2) Has someone have another version of the RiverGraph.cpp to make differance ? Any other suggestions would be welcome. Thank you! Cheers, Mohammed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56516#56516 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
Hi Mohammed, I can answer your first question. osgRiver was never integrated into the trunk because I felt that the way it had been combined in its current state needed some work and sadly I simply haven't had time to work on it. I haven't gone over the code for a long time but I seem to remember thinking that it might be more appropriate for osgRiver to exist as a separate nodekit rather than amalgamated into osgOcean since although they share a lot of effects and are both water based, the problems they are trying to solve are quite different. Kim. On 27 September 2013 18:14, Mohammed Djeralfia osgfo...@tevs.eu wrote: Hi, I have just tested osgRiver(from alphapixel.com) and the river is not displyed correctly, the water is on the right corner of the river.3DS but only 1 segment of 9 is displayed (-15 to 0). I had tried to change the code of osgRiver in RiverGraph::MergeRiverFromPoints(vectorRiverControlPoint points) at : RiverControlPoint next2 = curvePoint (changed to :(points[i-1] * 0.4 + points[i] * 0.6)) ; and now I have 3 segments from 9 that are displayed, I had done some other modifications but it did not resolve the problem. So my questions are: 1) Why the osgRiver does not be integrated in the osgOcean trunk? 2) Has someone have another version of the RiverGraph.cpp to make differance ? Any other suggestions would be welcome. Thank you! Cheers, Mohammed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56516#56516 ___ 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
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
Hi, Thanks for the answers, so unfortunately there is no trace for its creator, so I must make some others efforts to find the problem and correct it. In my case I think that to create a realistic 3D environement, the integration of the forest,building,roads,rivers, ocean and skys are very important, so : 1-for the forest and building I use osg+osgEarth directly(projected map), 2-for the roads I did not find a solution yet, 3-for the sea I use osgOcean, 4-for the sky I am trying with Silverlight(the demo), 5-for the river I need to find something to do that and it is the importance of the osgRiver (creation of continuous segment, a good direction of the water...) So I hope that its creator take it again and reanimate it. I will thanks again Mr Chris Hanson to share this copy with us: THANK YOU VERY MUCH. Thank you! Cheers, Mohammed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56522#56522 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
3 -for the sea I use osgOcean, Nothing against osgOcean. I have used it as well in a project, but switched over to Triton (check it out, same coming from sundog-soft as SilverLining ) Nick On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.com wrote: 4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
and if you are really after fully opensource you can look for osgEphemeris, a work I think done by Don Burns years ago, but that was my initial step before figuring out SilverLining as well Nick On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: 3 -for the sea I use osgOcean, Nothing against osgOcean. I have used it as well in a project, but switched over to Triton (check it out, same coming from sundog-soft as SilverLining ) Nick On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.comwrote: 4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
Traitor ;) K. On 27 September 2013 20:00, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: 3 -for the sea I use osgOcean, Nothing against osgOcean. I have used it as well in a project, but switched over to Triton (check it out, same coming from sundog-soft as SilverLining ) Nick On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.comwrote: 4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ 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
Re: [osg-users] [osgOcean] Some questions about osgRiver ???
hahaha .. come on all the option :-) Nick On Fri, Sep 27, 2013 at 9:08 PM, Kim Bale kcb...@googlemail.com wrote: Traitor ;) K. On 27 September 2013 20:00, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: 3 -for the sea I use osgOcean, Nothing against osgOcean. I have used it as well in a project, but switched over to Triton (check it out, same coming from sundog-soft as SilverLining ) Nick On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.comwrote: 4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ 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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean Project : How does shader work?
Relevant links to be found here http://lmgtfy.com/?q=fft+ocean+simulation 2013/9/4 WillScott scott200...@hotmail.com Hi everybody, Recently , I have read the open source code provided by osgOcean project. And FFTOceanSurface class is really hard to understand , especially in the shader technique in osgOcean. I want to konw if anyone has the algorithms materials-mainly about mathmatic theory- concerning this techinque? Sincerely yours, ZhangMi, Schools of Remote Sensing and Information Engineering, Wuhan University, Hubei, China ___ 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
Re: [osg-users] osgOcean Project : How does shader work?
More information here. http://forum.openscenegraph.org/viewtopic.php?t=12328 I don't really have much more information on the ocean shader itself, some papers are referenced within the fragment code and the rest is fairly standard stuff. K. On 4 September 2013 09:50, Christian Buchner christian.buch...@gmail.comwrote: Relevant links to be found here http://lmgtfy.com/?q=fft+ocean+simulation 2013/9/4 WillScott scott200...@hotmail.com Hi everybody, Recently , I have read the open source code provided by osgOcean project. And FFTOceanSurface class is really hard to understand , especially in the shader technique in osgOcean. I want to konw if anyone has the algorithms materials-mainly about mathmatic theory- concerning this techinque? Sincerely yours, ZhangMi, Schools of Remote Sensing and Information Engineering, Wuhan University, Hubei, China ___ 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
Re: [osg-users] osgOcean Project : How does shader work?
Thanks a lot! Anyway , yours prompt reply is encourage to me. ZhangMi Date: Wed, 4 Sep 2013 09:55:46 +0100 From: kcb...@googlemail.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgOcean Project : How does shader work? More information here. http://forum.openscenegraph.org/viewtopic.php?t=12328 I don't really have much more information on the ocean shader itself, some papers are referenced within the fragment code and the rest is fairly standard stuff. K. On 4 September 2013 09:50, Christian Buchner christian.buch...@gmail.com wrote: Relevant links to be found here http://lmgtfy.com/?q=fft+ocean+simulation 2013/9/4 WillScott scott200...@hotmail.com Hi everybody, Recently , I have read the open source code provided by osgOcean project. And FFTOceanSurface class is really hard to understand , especially in the shader technique in osgOcean. I want to konw if anyone has the algorithms materials-mainly about mathmatic theory- concerning this techinque? Sincerely yours, ZhangMi, Schools of Remote Sensing and Information Engineering, Wuhan University, Hubei, China ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean Project : How does shader work?
Hi everybody, Recently , I have read the open source code provided by osgOcean project. And FFTOceanSurface class is really hard to understand , especially in the shader technique in osgOcean. I want to konw if anyone has the algorithms materials-mainly about mathmatic theory- concerning this techinque? Sincerely yours, ZhangMi, Schools of Remote Sensing and Information Engineering, Wuhan University, Hubei, China ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...
Hi, Mha, this is strange, because the snapshot showed above are oceanExample related with no alteration of code and options (different settings are changed in realtime using the feature of the example). I'm looking into refraction code and, in effect, this is drastically changed between two version: in rev208 the refraction is made by a dedicated camera pass render, in last rev258 not. I don't know if this problem can be a videocard problem...If you execute the oceanExample you can notice the same behaviour or it works for you? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54635#54635 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...
Hi, Using last dev osg release (3.1.7) and trunk osgOcean revision (I'm using the suggested tags version) works Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54636#54636 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...
Hi Dario, it should work with the latest from trunk I think. It's been a while since I used osgOcean but somehow it worked for me. Just fyi Nick On Fri, Jun 14, 2013 at 5:43 PM, Dario Minieri para...@cheapnet.it wrote: Hi, I'm using still now OsgOcean rev 208. I'm update to the last rev 258. Refraction seems don't work. I have a scene with refraction enabled, withe rev208 I can see the refraction, not with the rev258. Someone has reported this issue? I'm looking now around the refracition code, but is a bit expansive... Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54620#54620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...
maybe you post a code snippet of your settings if someone can look at Nick On Sat, Jun 15, 2013 at 7:19 PM, Dario Minieri para...@cheapnet.it wrote: Hi, Hummmmaybe is my fault in somewhat, but I make two snapshot of oceanExample and the refraction seems to me don't works. I've tested others my scenes and the result is the same. snap_no_refraction1.jpg shows the example scene without refraction and, in effect, apart the rev208 artifacts, the refraction is not visible. snap_with_refraction1.jpg shows the example scene with refraction, and, the rev 258 is the same as above (no refraction in any cases), rev 208 shows the refraction of the island above water dynamic line. There are some parameters or others changes to make which are changed and I forgot? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54633#54633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Refraction Map issue: isn't visible...
Hi, I'm using still now OsgOcean rev 208. I'm update to the last rev 258. Refraction seems don't work. I have a scene with refraction enabled, withe rev208 I can see the refraction, not with the rev258. Someone has reported this issue? I'm looking now around the refracition code, but is a bit expansive... Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54620#54620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.
Hi kcbale I've fixed the problem implementing a simple setLightColor with no stateSet dirty: i've updated the uniform value only. This work. Right now, I look around another issue on the last ocean revision (258). Your ideas are really appreciated: http://forum.openscenegraph.org/viewtopic.php?t=12313 many thanks again bye! kcbale wrote: Hey Dario, Ah Ok i understand. I'll check over the code tomorrow, it does sound like it might need some minor changes to accommodate your needs. Regards, Kim. Sent from my iPhone On 13 Jun 2013, at 22:45, Dario Minieri wrote: Hi kcbale The light is a uniform and it is used to compute the wave top/bottom color. Because the setLightColor set a statSetDirty, ocean is instructed tu reload all stuffs. This cause a freeze at any time this reload is called. I'm planning to setup directly the uniform without dirty the stateSet...I'm try some ideas tomorrow... kcbale wrote: Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, Dario Minieri wrote: Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54600#54600 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54621#54621 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] setLightColor and dynamic sun problems.
Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.
Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, Dario Minieri para...@cheapnet.it wrote: Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ 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
Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.
Hi kcbale The light is a uniform and it is used to compute the wave top/bottom color. Because the setLightColor set a statSetDirty, ocean is instructed tu reload all stuffs. This cause a freeze at any time this reload is called. I'm planning to setup directly the uniform without dirty the stateSet...I'm try some ideas tomorrow... kcbale wrote: Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, Dario Minieri wrote: Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54600#54600 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.
Hey Dario, Ah Ok i understand. I'll check over the code tomorrow, it does sound like it might need some minor changes to accommodate your needs. Regards, Kim. Sent from my iPhone On 13 Jun 2013, at 22:45, Dario Minieri para...@cheapnet.it wrote: Hi kcbale The light is a uniform and it is used to compute the wave top/bottom color. Because the setLightColor set a statSetDirty, ocean is instructed tu reload all stuffs. This cause a freeze at any time this reload is called. I'm planning to setup directly the uniform without dirty the stateSet...I'm try some ideas tomorrow... kcbale wrote: Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, Dario Minieri wrote: Hi, I'm implementing a simple sun walk into skydome, calculating the light color during day. I'm using osgocean. To setup the ocean scene accordingly with the light color variation, I have to set the light color in osgocean itself via setLightColor. This works but setLightColor dirty the shader anytime and I see a latch into the scene when this happens. You can suggest to me a workaround to avoid the latch? Obviously I don't sets the ocean light color any microsecond, I update the light any 5 secs. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54595#54595 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54600#54600 ___ 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
Re: [osg-users] [osgOcean] Wake effects?
Hi, I'm bringing back this thread up. Did anyone get any success about this wake effect ? Thanks for any hint, Jean-Charles -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50543#50543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean: setting main camera to RTT
Hi Janna, On 19 September 2012 16:57, Janna Terde brja...@gmail.com wrote: Seems to be working if I disable some effects such as glare and some underwater effects (I did not look exactly which ones are causing the problem). I haven't used osgOcean for a little while but I recall an issue with the osgOcean effects using render to texture and this conflicting with effects that contain them due to the way that osgOcean was setting up things, I vaguely recall that it might check for camera names so and have some handling of this, so have a look at the sources of osgOcean to see if you can understand how it's put together. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean: setting main camera to RTT
Hi, Seems to be working if I disable some effects such as glare and some underwater effects (I did not look exactly which ones are causing the problem). Cheers, Janna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50198#50198 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] osgOcean: setting main camera to RTT
Hi, I am trying to implement a monochrome camera in my application, which is using osg::Ocean. However I've encountered a problem related to osg::Ocean. What I am trying to do: take the main camera and set it to use Frame Buffer Object and render into texture. Then I am adding a slave camera which will render a screen quad with the texture coming from the main camera and use my shader to create monochrome effect. Everything works except setting main camera to use FBO and render into texture does nothing at all. If i remove osg:Ocean from the scene everything works. I've tried this in osg::Ocean example too. Code: viewer.setSceneData( root ); osgViewer::ViewerBase::Views views; viewer.getViews(views); osgViewer::View* view = views[0]; osg::Camera* mainCamera = view-getCamera(); mainCamerasetRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); viewer.realize(); Again if I have osg::Ocean inside of the scene setting FBO for main camera does not seems to do anything and everything works fine without osg::Ocean. I assume it has to do something with the way osg::Ocean does it's passes. However I wonder if there is some way I can achieve my goal? Thank you! Cheers, Janna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50178#50178 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean and delta3d collision detection
Thanks for your relying! I have visited the www.delta3d.org,somebody asked the same question and received some advice,but it didn't help. I'll try some other methods.Anyway,many thanks! 2012/9/1 Kim Bale kcb...@googlemail.com Hi, I've not had any experience with Delta3D and osgOcean. However, I know that is has been used a fair bit with Delta3D since the wrapper was developed. Have you tried the Delta3D forum? They may be more forthcoming. Regards, Kim. On 1 September 2012 16:11, 杨洋 yangshi...@gmail.com wrote: Hi, Does anybody use osgOcean in delta3d program?I used osgOcean to create an ocean in my delta3d program,but there's a big problem--when I setting collision mesh to the dtCore:Object that is just a “plane” loaded from .osg file; then I drop a physics_crate (with all the appropriate sets) but it goes through,Has anyone seen something similar? Appreciate your help! ___ 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
[osg-users] osgOcean and delta3d collision detection
Hi, Does anybody use osgOcean in delta3d program?I used osgOcean to create an ocean in my delta3d program,but there's a big problem--when I setting collision mesh to the dtCore:Object that is just a “plane” loaded from .osg file; then I drop a physics_crate (with all the appropriate sets) but it goes through,Has anyone seen something similar? Appreciate your help! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean and delta3d collision detection
Hi, I've not had any experience with Delta3D and osgOcean. However, I know that is has been used a fair bit with Delta3D since the wrapper was developed. Have you tried the Delta3D forum? They may be more forthcoming. Regards, Kim. On 1 September 2012 16:11, 杨洋 yangshi...@gmail.com wrote: Hi, Does anybody use osgOcean in delta3d program?I used osgOcean to create an ocean in my delta3d program,but there's a big problem--when I setting collision mesh to the dtCore:Object that is just a “plane” loaded from .osg file; then I drop a physics_crate (with all the appropriate sets) but it goes through,Has anyone seen something similar? Appreciate your help! ___ 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
Re: [osg-users] [osgOcean] simple osgOcean code crushed
Hi Ruigang, It's quite hard to diagnose the issues you're having from the description. However, if you are programming with Visual Studio or in windows you will need to have the appropriate version of the DLL (Debug/Release) to match the build type that the program was built with. I.e. Debug program build with the debug osgocean dll. This is also the same for 64/32 bit builds, you can't mix them. FFTSS is a static lib so you shouldn't need to copy a DLL. I haven't tried to compile osgocean and it's dependencies as 64bit though. I'm not sure if fftss supports 64bit archs. Sorry I can't be of more help. K. On 31 August 2012 18:31, Ruigang Yang ruigangy...@hotmail.com wrote: Hi, Kim, thank you for the quick reply. I suspect the DLL mismatch issue. So I copied the ocean example progrma with the dll together. it runs fine. then I copied that dll to my current project. Then I will have that crush issue. I even tried to rename that dll to make sure that the program is indeed using the dll I put in there. that is also positive: my program immediately complained about missing dlls. So what else can I check? do I need to put the fftss dll somewhere? I only compiled a 64bit release version of the dll too. Do I need to compile a debug version since I am running debug mode? Thank you! Cheers, Ruigang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49711#49711 ___ 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] [osgOcean] simple osgOcean code crushed
Hi, I have received some existing code that uses osgOcean. it has the following code segment: Code: osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface = new osgOcean::FFTOceanSurface(64, 256, 64, osg::Vec2f(1.1f,1.1f), 12.0f, 1000.0f, 0.8f, 1e-8, true, 2.5, 10.f, 256 ); oceanSurface-setWaveTopColor(osg::Vec3f( 0.6, 0.7, 0.7)); osg::ref_ptrosgOcean::OceanScene oceanScene = new osgOcean::OceanScene(oceanSurface.get()); osg::ref_ptrosg::Node scenetest = osgDB::readNodeFile(cessna.osg); oceanScene-addChild(scenetest); It will crush in the call addChild() with the error: unhandled exception at 0x in ...exe: 0xc05: access violationg reading location 0xf. Bascially, I can't add any child node to oceneScene. Is there something missed in my code? I am able to compile and run the osgsample program. But it was unable to find some of the ive files. I am new to OSG. any help is greatly appreciated. Thank you! Cheers, Ruigang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49707#49707 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] simple osgOcean code crushed
Hi Ruigang, Are you sure you haven't got a DLL mismatch? It can often cause strange behaviour such as this. I haven't experienced this problem at all with osgOcean. Regards, Kim. On 31 August 2012 15:15, Ruigang Yang ruigangy...@hotmail.com wrote: Hi, I have received some existing code that uses osgOcean. it has the following code segment: Code: osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface = new osgOcean::FFTOceanSurface(64, 256, 64, osg::Vec2f(1.1f,1.1f), 12.0f, 1000.0f, 0.8f, 1e-8, true, 2.5, 10.f, 256 ); oceanSurface-setWaveTopColor(osg::Vec3f( 0.6, 0.7, 0.7)); osg::ref_ptrosgOcean::OceanScene oceanScene = new osgOcean::OceanScene(oceanSurface.get()); osg::ref_ptrosg::Node scenetest = osgDB::readNodeFile(cessna.osg); oceanScene-addChild(scenetest); It will crush in the call addChild() with the error: unhandled exception at 0x in ...exe: 0xc05: access violationg reading location 0xf. Bascially, I can't add any child node to oceneScene. Is there something missed in my code? I am able to compile and run the osgsample program. But it was unable to find some of the ive files. I am new to OSG. any help is greatly appreciated. Thank you! Cheers, Ruigang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49707#49707 ___ 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
Re: [osg-users] [osgOcean] simple osgOcean code crushed
Hi, Kim, thank you for the quick reply. I suspect the DLL mismatch issue. So I copied the ocean example progrma with the dll together. it runs fine. then I copied that dll to my current project. Then I will have that crush issue. I even tried to rename that dll to make sure that the program is indeed using the dll I put in there. that is also positive: my program immediately complained about missing dlls. So what else can I check? do I need to put the fftss dll somewhere? I only compiled a 64bit release version of the dll too. Do I need to compile a debug version since I am running debug mode? Thank you! Cheers, Ruigang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49711#49711 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean: Update cubemap often not working?
Hi folks, Reading my post it's even hard for me to tell what I'm asking. I'll try to simplify the question with this reply. I'm trying to make the cubemap used in osgOcean (and the example osgOcean application) dynamic by attaching the faces of the cubemap to cameras as FBOs (see osgprerendercubemap example). The problem is that I only see the effects of the first frame rendered to the FBO and nothing after, so they are not really dynamic. I've attached (to the original message) my example source code which calls glCear in a draw callback for each camera. Any insight would be helpful. ... Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48119#48119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean: Update cubemap often not working?
Hi folks, I'm not sure what I'm missing, but I'm trying to update the cubemap used in osgOcean (and the example application) with a series of cameras. The approach I've taken is derived from the osgprerendercubemap example. I'm rendering our sky model to the cubemap but, strangely it does not appear to update when the time of day is changed? I've simplified my updates to the example application so that I can post it here. In a pre-draw callback I call glClear when the camera ID and the current count match. What I expect to happen is that the clear color should iterate through all of the cameras (and cubemap panels), changing about once per second. What I see is no effect of the clear. If I call clear on all cameras at least once I get all of the panels in the cubemap with the clear color, but if the color changes during run-time, I see no change in the cubemap. Debugging, I know that this pre-render call is made for all of the cubemap cameras every frame, but after the initial pass, it appears to not have an effect, although it is still called. I appreciate any insight, thanks. ... Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48030#48030 Attachments: http://forum.openscenegraph.org//files/updatecameraandcubetexcallback_186.h http://forum.openscenegraph.org//files/drawskyaspredrawcallback_759.h http://forum.openscenegraph.org//files/updatecameraandcubetexcallback_737.cpp http://forum.openscenegraph.org//files/drawskyaspredrawcallback_110.cpp http://forum.openscenegraph.org//files/application_291.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Masked FFTOceanSurface
Hi Kim, I attached the two files to this posting. The usage is simple, just use osgDB::readImageFile(FILEPATH) to get the a mask image that will then be applied to modulate the heights in the computeSea function. The mask is white where no change is needed and black where the ocean should not be visible. Currently it has some drawbacks: -The average height and the height of the lesser LOD's treats the masking height (e.g. -100.0f) like the valid heights -It is not easy to produce a specific height distribution aside from a plain surface thats bounded by a definable shore. A river that flows down some rapids or multiple waterfalls are hard to get correctly. It would be better if the mask is supplied with specific (relative) ground heights so that e.g. 0 means no change and a mask value of e.g. 10 means the surface should on average be 10 units elevated -LOD 0 (1 Quad) currently cannot benefit from the masking, maybe by using a shader/texture that has alpha values set like the mask, this effect can still be conveyed at LOD0 Cheers, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47991#47991 Attachments: http://forum.openscenegraph.org//files/fftoceansurface_864.cpp http://forum.openscenegraph.org//files/1719_1338534512._126. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi Kim, Thanks for your response. I appreciate the paper and will give it a read. ... Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47999#47999 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Masked FFTOceanSurface
Hi Oliver, Any chance you could send me the modified files so I can run it and get a feel for it? Cheers, Kim. On 30 May 2012 13:32, Oliver Neumann z0...@yahoo.com wrote: Hi, I added a user-definable mask functionallity to FFTOceanSurface. The mask applies a height offset to the ocean tiles which allows the usage of the FFTOceanSurface as rivers and lakes on different altitudes in the same scene without having it protrude the ground (I plan to combine this with osgEarth). Its currently more of a dirty hack, but still its quite usable. In the FFTOceanSurface Header I added 2 variables and changed the ctor: Code: osg::Image *_surfMask; float _sufMaskMaxDist; public: FFTOceanSurface(unsigned int FFTGridSize = 64, unsigned int resolution = 256, unsigned int numTiles = 17, const osg::Vec2f windDirection = osg::Vec2f(1.1f, 1.1f), float windSpeed = 12.f, float depth = 1000.f, float reflectionDamping = 0.35f, float waveScale = 1e-8f, bool isChoppy = true, float choppyFactor = -2.5f, float animLoopTime = 10.f, unsigned int numFrames = 256, osg::Image *_surfMask=NULL, float _sufMaskMaxDist=100.0f ); In FFTOceanSurface.cpp I added this to the computeSea method: Before the frame loop: Code: int imgDim = 0; int imgBytesPerLine = 0; int imgBytePerPixel = 0; if(_surfMask) { imgDim =__min(_surfMask-s(),_surfMask-t()); imgBytePerPixel = _surfMask-computeNumComponents(_surfMask-getPixelFormat()); imgBytesPerLine = _surfMask-s()*imgBytePerPixel; } Within the frame loop before calling OceanTile() for level 0: Code: int sizeHeights = heights-size(); int dimHeights = (int)floor(sqrt((float)sizeHeights)+0.5f); if(_surfMask imgDim0 dimHeights0) // Apply surface mask { //Handle scaling difference between if(dimHeights = imgDim) { int imgScaling = dimHeights/imgDim; int scaledImgDim = imgDim*imgScaling; for(int y= 0; y dimHeights;y++) { int yRow = dimHeights*y; unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data())+ imgBytesPerLine * (y/imgScaling); for(int x = 0; x dimHeights;x++) { if((x scaledImgDim) (y scaledImgDim)) { float alpha =(float)*((unsigned char*)(pImgOsgLine+(x/imgScaling)*imgBytePerPixel))/255.0f; float oldVal = heights-at(yRow+x); heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha); } else { heights-at(yRow+x) = -_sufMaskMaxDist; } } } } else { int imgScaling_d1 = imgDim/dimHeights; int scaledImgDim = imgDim/imgScaling_d1; for(int y= 0; y dimHeights;y++) { int yRow = dimHeights*y; unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data()) + imgBytesPerLine * y*imgScaling_d1; for(int x = 0; x dimHeights;x++) { if((x scaledImgDim) (y scaledImgDim) ) { float alpha =(float)*((unsigned char*)(pImgOsgLine+x*imgScaling_d1*imgBytePerPixel))/255.0f; float oldVal = heights-at(yRow+x); heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha); } else { heights-at(yRow+x) = -_sufMaskMaxDist; } } } } } Greetings, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47939#47939 Attachments: http://forum.openscenegraph.org//files/ocean_masked_157.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- osgOcean - http://code.google.com/p/osgocean/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Masked FFTOceanSurface
Hi, I added a user-definable mask functionallity to FFTOceanSurface. The mask applies a height offset to the ocean tiles which allows the usage of the FFTOceanSurface as rivers and lakes on different altitudes in the same scene without having it protrude the ground (I plan to combine this with osgEarth). Its currently more of a dirty hack, but still its quite usable. In the FFTOceanSurface Header I added 2 variables and changed the ctor: Code: osg::Image *_surfMask; float _sufMaskMaxDist; public: FFTOceanSurface(unsigned int FFTGridSize = 64, unsigned int resolution = 256, unsigned int numTiles = 17, const osg::Vec2f windDirection = osg::Vec2f(1.1f, 1.1f), float windSpeed = 12.f, float depth = 1000.f, float reflectionDamping = 0.35f, float waveScale = 1e-8f, bool isChoppy = true, float choppyFactor = -2.5f, float animLoopTime = 10.f, unsigned int numFrames = 256, osg::Image *_surfMask=NULL, float _sufMaskMaxDist=100.0f ); In FFTOceanSurface.cpp I added this to the computeSea method: Before the frame loop: Code: int imgDim = 0; int imgBytesPerLine = 0; int imgBytePerPixel = 0; if(_surfMask) { imgDim =__min(_surfMask-s(),_surfMask-t()); imgBytePerPixel = _surfMask-computeNumComponents(_surfMask-getPixelFormat()); imgBytesPerLine = _surfMask-s()*imgBytePerPixel; } Within the frame loop before calling OceanTile() for level 0: Code: int sizeHeights = heights-size(); int dimHeights = (int)floor(sqrt((float)sizeHeights)+0.5f); if(_surfMask imgDim0 dimHeights0) // Apply surface mask { //Handle scaling difference between if(dimHeights = imgDim) { int imgScaling = dimHeights/imgDim; int scaledImgDim = imgDim*imgScaling; for(int y= 0; y dimHeights;y++) { int yRow = dimHeights*y; unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data())+ imgBytesPerLine * (y/imgScaling); for(int x = 0; x dimHeights;x++) { if((x scaledImgDim) (y scaledImgDim)) { float alpha =(float)*((unsigned char*)(pImgOsgLine+(x/imgScaling)*imgBytePerPixel))/255.0f; float oldVal = heights-at(yRow+x); heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha); } else { heights-at(yRow+x) = -_sufMaskMaxDist; } } } } else { int imgScaling_d1 = imgDim/dimHeights; int scaledImgDim = imgDim/imgScaling_d1; for(int y= 0; y dimHeights;y++) { int yRow = dimHeights*y; unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data()) + imgBytesPerLine * y*imgScaling_d1; for(int x = 0; x dimHeights;x++) { if((x scaledImgDim) (y scaledImgDim) ) { float alpha =(float)*((unsigned char*)(pImgOsgLine+x*imgScaling_d1*imgBytePerPixel))/255.0f; float oldVal = heights-at(yRow+x); heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha); } else { heights-at(yRow+x) = -_sufMaskMaxDist; } } } } } Greetings, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47939#47939 Attachments: http://forum.openscenegraph.org//files/ocean_masked_157.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi Kim, I too am looking for resources about some specifics on osgOcean. Generally, what is the ratio of wind speed to wave height? Is there a simple function for this? I want to be able to model certain wave heights and, as I understand it, this is driven by wind speed. Are the top/bottom wave colors derived by hand or from a publication? If a publication, which? (Same question for the lighting color) I'm trying to gain an understanding of the size of the OceanScene (tiles). Looking at the bounding sphere it starts out at roughly 12000x12000 (is that meters?) When setting the parameters for osgOcean::FFTOceanSurface (gridsize, resolution, numtiles) to values other than what is in the example results in some pretty rough artifacts. Is there a rule of thumb for setting these values? Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47838#47838 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi Brad, I've tried to document the FFTSimulation as well as possible if you look at the source, at least in the trunk you should see an explanation of units etc and the paper it was based on. http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp Here is the most up to date version of the paper, well worth a read if you're interested in understanding it fully. http://evasion.imag.fr/Membres/Fabrice.Neyret/NaturalScenes/fluids/water/waves/fluids-nuages/waves/Jonathan/articlesCG/simulating-ocean-water-01.pdf I should point out that a lot of tweaks were made to make it look aesthetically pleasing, it's not an ocean simulation more of a statistical approximation. Any further questions do get let me know. Regards, Kim. On 24 May 2012 18:12, Brad Colbert bcolb...@rscusa.com wrote: Hi Kim, I too am looking for resources about some specifics on osgOcean. Generally, what is the ratio of wind speed to wave height? Is there a simple function for this? I want to be able to model certain wave heights and, as I understand it, this is driven by wind speed. Are the top/bottom wave colors derived by hand or from a publication? If a publication, which? (Same question for the lighting color) I'm trying to gain an understanding of the size of the OceanScene (tiles). Looking at the bounding sphere it starts out at roughly 12000x12000 (is that meters?) When setting the parameters for osgOcean::FFTOceanSurface (gridsize, resolution, numtiles) to values other than what is in the example results in some pretty rough artifacts. Is there a rule of thumb for setting these values? Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47838#47838 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- osgOcean - http://code.google.com/p/osgocean/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] When build new project, can not open osgOceanD.lib
Hi Han, In visual studio 2008 I usually add library directories and bin variables on a per project basis, by right clicking on the project name in the solution explorer selecting properties and editing the linker settings. Without going through your visual studio settings it's hard to say where you've gone wrong, but I would double check the path to the library that you've specified because this appears to be a simple case of Visual Studio not being able to find the lib file. K. On 26 March 2012 04:58, Han Wang wyh891...@yahoo.com.cn wrote: Hi, I'm a chinese student. I have complied the osgOcean successfully. I can run the oceanExample, and do everything in its applicantion.cpp. But now, I meet a problem: If I make a new project, when run the code, it alway declare an error: LINK : fatal error LNK1181: 无法打开输入文件“..\..\lib\Debug\osgOceanD.lib”, (Cannot open the input file:osgOceanD.lib) My osgOceanD.lib is located in F:\OSG\osgOcean\build\lib\Debug, and I also add this path to TOOLS―Option ―Directories- Library Files. In the Windows PATH, I add F:\OSG\osgOcean\build\bin\Debug. So, I need to know how to solve this problem. Thank you! Cheers, Han Following is the test code: #include osgViewer/Viewer #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osgOcean/OceanScene #include osgOcean/FFTOceanSurface int main() { osg::ref_ptrosgViewer::Viewer viewer =new osgViewer::Viewer; viewer-setUpViewInWindow(150,150,1024,768,0);//setUpViewInWindow(150,150,1024,768,0); osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface= new osgOcean::FFTOceanSurface(64,256,17,osg::Vec2(1.1f,1.1f),12.0f,1000.0f,0.8f,1e-8,true,2.5,10.f,256); osg::ref_ptrosgOcean::OceanScene oceanScene=new osgOcean::OceanScene(oceanSurface.get()); viewer-addEventHandler(oceanSurface-getEventHandler()); viewer-addEventHandler(oceanSurface-getEventHandler()); osgGA::TrackballManipulator *tb = new osgGA::TrackballManipulator; tb-setHomePosition(osg::Vec3f(0.0,0.0f,20.0),osg::Vec3f(0.0f,20.0f,20.0f),osg::Vec3f(0,0,1)); viewer-setCameraManipulator(tb); viewer-setSceneData(oceanSurface); viewer-run(); return 0; } This code is ok when copy to applicantion.cpp, but can't be use in new any projects. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46579#46579 Attachments: http://forum.openscenegraph.org//files/ll_334.png ___ 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] [osgOcean] When build new project, can not open osgOceanD.lib
Hi, I'm a chinese student. I have complied the osgOcean successfully. I can run the oceanExample, and do everything in its applicantion.cpp. But now, I meet a problem: If I make a new project, when run the code, it alway declare an error: LINK : fatal error LNK1181: 无法打开输入文件“..\..\lib\Debug\osgOceanD.lib”, (Cannot open the input file:osgOceanD.lib) My osgOceanD.lib is located in F:\OSG\osgOcean\build\lib\Debug, and I also add this path to TOOLS—Option —Directories- Library Files. In the Windows PATH, I add F:\OSG\osgOcean\build\bin\Debug. So, I need to know how to solve this problem. Thank you! Cheers, Han Following is the test code: #include osgViewer/Viewer #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osgOcean/OceanScene #include osgOcean/FFTOceanSurface int main() { osg::ref_ptrosgViewer::Viewer viewer =new osgViewer::Viewer; viewer-setUpViewInWindow(150,150,1024,768,0);//setUpViewInWindow(150,150,1024,768,0); osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface= new osgOcean::FFTOceanSurface(64,256,17,osg::Vec2(1.1f,1.1f),12.0f,1000.0f,0.8f,1e-8,true,2.5,10.f,256); osg::ref_ptrosgOcean::OceanScene oceanScene=new osgOcean::OceanScene(oceanSurface.get()); viewer-addEventHandler(oceanSurface-getEventHandler()); viewer-addEventHandler(oceanSurface-getEventHandler()); osgGA::TrackballManipulator *tb = new osgGA::TrackballManipulator; tb-setHomePosition(osg::Vec3f(0.0,0.0f,20.0),osg::Vec3f(0.0f,20.0f,20.0f),osg::Vec3f(0,0,1)); viewer-setCameraManipulator(tb); viewer-setSceneData(oceanSurface); viewer-run(); return 0; } This code is ok when copy to applicantion.cpp, but can't be use in new any projects. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46579#46579 Attachments: http://forum.openscenegraph.org//files/ll_334.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi, Kim, Thank your for your help. I will try to read the code myself. If I meet some problems that make me confused, I'll send massage to you for help. Regards, Han kcbale wrote: Hi Han, I'm the author of the code, if you can be more specific about what you want to know maybe I can help you. There isn't any documentation, only the example program to guide your way I'm afraid. Regards, Kim. On 6 April 2012 08:02, Han Wang () wrote: Hi, I find it difficult to learn the osgOcean by reading the source code only. In addition, the document of this code is not very specific. So, I need some other guidebook or some similar documents, which can help me to understand the osgOcean quickly(No special detailed). Thank you! Cheers, Han Wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46894#46894 (http://forum.openscenegraph.org/viewtopic.php?p=46894#46894) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47061#47061 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi, I find it difficult to learn the osgOcean by reading the source code only. In addition, the document of this code is not very specific. So, I need some other guidebook or some similar documents, which can help me to understand the osgOcean quickly(No special detailed). Thank you! Cheers, Han Wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46894#46894 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?
Hi Han, I'm the author of the code, if you can be more specific about what you want to know maybe I can help you. There isn't any documentation, only the example program to guide your way I'm afraid. Regards, Kim. On 6 April 2012 08:02, Han Wang wyh891...@yahoo.com.cn wrote: Hi, I find it difficult to learn the osgOcean by reading the source code only. In addition, the document of this code is not very specific. So, I need some other guidebook or some similar documents, which can help me to understand the osgOcean quickly(No special detailed). Thank you! Cheers, Han Wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46894#46894 ___ 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
Re: [osg-users] [osgOcean] Problem: models are too bright, whitewashed.
Hi, Ok, this is a classic problem about ocean shader. We have to re-set the attributes mode with a custom or empty shader. Thank you! Cheers, bye. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46789#46789 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Problem: models are too bright, whitewashed.
Hi, Depending to the camera position, all sea models appear too bright, like whitewashed. Seems to be not a light issue or osg model material configuration, I've tried many parameters variations without luck. How I can try to fix the problem? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46763#46763 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] disabling LOD
Howdy folks, is there a way to control (or disable) the LOD in osgOcean? I am trying to simulate a camera on a UAV that is tracking ships at very large standoff distances and at very high zoom. Because of the large distance between the camera and the ocean scene, the ocean looks way too flat around the ship in the image. Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45009#45009 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] how to set path to other resources folder?
Hi Bart, osgOcean uses the osgDB registry to find paths for resources. You can add additional path to that with the following code: osgDB::Registry::instance()-getDataFilePathList().push_back( resources/boat); There is an example of this in application.cpp http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/application.cpp#303 Cheers, Kim. On 20 January 2012 01:35, bart gallet bartgal...@hotmail.com wrote: Howdy folks, Is there a way to tell osgOcean to look elsewhere for its resources folder? My applications are looking for the resources folder directly in the directory of its executable, but I have many different applications, and I would like to share just the one resources folder among them. I am using Windows 7 and Microsoft Visual Studio 2008. Any suggestions? Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44923#44923 ___ 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
Re: [osg-users] [osgOcean] how to set path to other resources folder?
Thank you Kim that solved it. Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44940#44940 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] how to set path to other resources folder?
Howdy folks, Is there a way to tell osgOcean to look elsewhere for its resources folder? My applications are looking for the resources folder directly in the directory of its executable, but I have many different applications, and I would like to share just the one resources folder among them. I am using Windows 7 and Microsoft Visual Studio 2008. Any suggestions? Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44923#44923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] SkyDome with a repeating Texture2D
Hi Kim, Thanks for the reply. Well, I know it is only to showcase the osgOcean but still we need something to show the atmosphere / (at least) the sky. Currently I am using the skydome in my project because I don't know anything that's better. Now the problem is the skydome is always stretched in my project. And that makes the stars in the night scene bigger (like 5 pixels bigger) which is weird and unnatural. So I am trying to solve this by not clamping the texture from edge to edge, but repeat the same texture instead. I hope this makes sense. Thank you! Cheers, Bawenang quot;There's no place like 127.0.0.1quot; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44457#44457 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean resource path
Hi Kim, Jean-Sébastien and others, I've started to experiment again with osgOcean, and I have an issue about finding the osgOcean resources. OsgOcean/oceanExample modifies the osg file path by adding following items: resources/textures/ resources/shaders/ resources/island resources/boat This leads to following problems: - These path items are relative to the current directory. Therefore the application only find it's resources if the current directory is set to the folder containing the resources. Usually, it's not a good idea for the application to rely on a specific current directory to work correctly. - I'm using MacOSX with unix makefile to compile osgOcean. A standard make;sudo make install puts the resources in /usr/local/bin which is the not the right place for resources. When running the oceanExample after installing, it doesn't find the resources (unless you manually change the current directory to usr/local/bin). - The addResourcePaths method is repeated by copypaste across different classes. Not a real problem, but it's not elegant. To fix these issues, I propose the following modification: Remove the addResourcePaths methods (eg. not adding relative path items to the osg file path). When loading a resource, add the folder prefix in the code (for example osgDB::readImageFile(textures/sun_glare.png); instead of osgDB::readImageFile(sun_glare.png);). The user would have to add the content of the osgOcean resource folder into OpenSceneGraph-Data or add the osgOcean resource folder to the OSG_FILE_PATH environment variable. Resources would be excluded from the files to copy at install stage. Please let me know if you see other ways to fix these issues. I'm happy to submit a patch if I'm on the right track. Cheers, Jean-Claude ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] SkyDome with a repeating Texture2D
Hi Bawenang, * * I don't see a problem with that, the skydome class was only really created to dress up the example code. Regards, Kim. On 1 December 2011 11:46, Bawenang Rukmoko ben...@cs.its.ac.id wrote: Hi, First of all, I would like to ask a permission to use and modify the SkyDome used in the oceanExample and make it into a separate library. I know that it is not really a part of osgOcean library, but I reckon that the devs should be the same. So I asked the question here. Like the title above, I wanted to change the SkyDome and make it to use a repeating Texture2D instead of the TextureCubeMap. I need the SkyDome to display the starfield repeatedly, while also making the texture stretching be as natural as possible (ie. not overstretched like the current SkyDome). It still didn't work because it showed the color array of the SphereSegment geometry. The SphereSegment class is the same as the one in oceanExample. However, I've reworked the SkyDome class. This is my SkyDome class. Thank you! Cheers, Bawenang Code: SkyDome.h class OSGATMOSPHERE_EXPORT SkyDome : public SphereSegment { public: /** * Sky Dome Parameters struct * */ struct SkyDomeParams { float radius; unsigned intlongSteps; unsigned intlatSteps; std::string starfieldTexName; ///Ctor SkyDomeParams() //: radius(1) : radius(1900) , longSteps(4) , latSteps(4) , starfieldTexName() { } ///Ctor with params SkyDomeParams(float r, unsigned int longitudeStep, unsigned int latitudeStep, const std::string texName) //: radius(1) : radius(r) , longSteps(longitudeStep) , latSteps(latitudeStep) , starfieldTexName(texName) { } ///Copy Ctor SkyDomeParams(const SkyDomeParams copy) { this-radius = copy.radius; this-longSteps = copy.longSteps; this-latSteps = copy.latSteps; this-starfieldTexName = copy.starfieldTexName; } ///Assignment Op SkyDomeParams operator = (const SkyDomeParams copy) { this-radius = copy.radius; this-longSteps = copy.longSteps; this-latSteps = copy.latSteps; this-starfieldTexName = copy.starfieldTexName; return *this; } ///Dtor ~SkyDomeParams() { } }; SkyDome( void ); SkyDome( const SkyDome copy, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY ); SkyDome( float radius, unsigned int longSteps, unsigned int latSteps, const std::string starfieldTexName ); SkyDome( const SkyDomeParams skyDomeParams ); protected: ~SkyDome(void); public: void setupStateSet( ); void create( float radius, unsigned int latSteps, unsigned int longSteps, const std::string starfieldTexName ); void create( const SkyDomeParams skyDomeParams ); //++ BAWE-2028: SKYDOME /** * */ inline void setStarField( const std::string starfieldTexName ) { if (!mStarfieldTexture.valid()) { mStarfieldTexture = new osg::Texture2D; _setTextureParams( ); } _createTexture( starfieldTexName ); } void showPolyLine(bool isShowLine); //-- BAWE-2028: SKYDOME private: osg::ref_ptrosg::Program _createShader(void); void _setTextureParams( ); void _createTexture( const std::string starfieldTexName ); void _createFromParams(); SkyDomeParams mSkyDomeParams; boolmIsShowPolyLine; osg::ref_ptrosg::Texture2DmStarfieldTexture; }; Code: SkyDome.cpp SkyDome::SkyDome( void ) : mIsShowPolyLine (false) , mSkyDomeParams () { } SkyDome::SkyDome( const SkyDome copy, const osg::CopyOp copyop ): SphereSegment( copy, copyop ) { } SkyDome::SkyDome( float radius, unsigned int longSteps, unsigned int latSteps, const std::string starfieldTexName ) : mIsShowPolyLine
[osg-users] [osgOcean] SkyDome with a repeating Texture2D
Hi, First of all, I would like to ask a permission to use and modify the SkyDome used in the oceanExample and make it into a separate library. I know that it is not really a part of osgOcean library, but I reckon that the devs should be the same. So I asked the question here. Like the title above, I wanted to change the SkyDome and make it to use a repeating Texture2D instead of the TextureCubeMap. I need the SkyDome to display the starfield repeatedly, while also making the texture stretching be as natural as possible (ie. not overstretched like the current SkyDome). It still didn't work because it showed the color array of the SphereSegment geometry. The SphereSegment class is the same as the one in oceanExample. However, I've reworked the SkyDome class. This is my SkyDome class. Thank you! Cheers, Bawenang Code: SkyDome.h class OSGATMOSPHERE_EXPORT SkyDome : public SphereSegment { public: /** * Sky Dome Parameters struct * */ struct SkyDomeParams { float radius; unsigned intlongSteps; unsigned intlatSteps; std::string starfieldTexName; ///Ctor SkyDomeParams() //: radius(1) : radius(1900) , longSteps(4) , latSteps(4) , starfieldTexName() { } ///Ctor with params SkyDomeParams(float r, unsigned int longitudeStep, unsigned int latitudeStep, const std::string texName) //: radius(1) : radius(r) , longSteps(longitudeStep) , latSteps(latitudeStep) , starfieldTexName(texName) { } ///Copy Ctor SkyDomeParams(const SkyDomeParams copy) { this-radius = copy.radius; this-longSteps = copy.longSteps; this-latSteps = copy.latSteps; this-starfieldTexName = copy.starfieldTexName; } ///Assignment Op SkyDomeParams operator = (const SkyDomeParams copy) { this-radius = copy.radius; this-longSteps = copy.longSteps; this-latSteps = copy.latSteps; this-starfieldTexName = copy.starfieldTexName; return *this; } ///Dtor ~SkyDomeParams() { } }; SkyDome( void ); SkyDome( const SkyDome copy, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY ); SkyDome( float radius, unsigned int longSteps, unsigned int latSteps, const std::string starfieldTexName ); SkyDome( const SkyDomeParams skyDomeParams ); protected: ~SkyDome(void); public: void setupStateSet( ); void create( float radius, unsigned int latSteps, unsigned int longSteps, const std::string starfieldTexName ); void create( const SkyDomeParams skyDomeParams ); //++ BAWE-2028: SKYDOME /** * */ inline void setStarField( const std::string starfieldTexName ) { if (!mStarfieldTexture.valid()) { mStarfieldTexture = new osg::Texture2D; _setTextureParams( ); } _createTexture( starfieldTexName ); } void showPolyLine(bool isShowLine); //-- BAWE-2028: SKYDOME private: osg::ref_ptrosg::Program _createShader(void); void _setTextureParams( ); void _createTexture( const std::string starfieldTexName ); void _createFromParams(); SkyDomeParams mSkyDomeParams; boolmIsShowPolyLine; osg::ref_ptrosg::Texture2DmStarfieldTexture; }; Code: SkyDome.cpp SkyDome::SkyDome( void ) : mIsShowPolyLine (false) , mSkyDomeParams () { } SkyDome::SkyDome( const SkyDome copy, const osg::CopyOp copyop ): SphereSegment( copy, copyop ) { } SkyDome::SkyDome( float radius, unsigned int longSteps, unsigned int latSteps, const
Re: [osg-users] [osgOcean] osgOcean time control
Hi J-S thanks for the information. Looking at the link you provided me, the code I have downloaded from http://code.google.com/p/osgocean/downloads/list is different (and has issues like nested protected classes which MSVC is complaining about). I have osgOcean 1.0.1, released on 03/11/09 - is there a later version available somewhere else? Cheers Bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43771#43771 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean time control
I would work with the version in the trunk.. 1.0.1 is rather dated. I really do need to do a review and do a new release.. K. On 8 November 2011 16:06, bart gallet bartgal...@hotmail.com wrote: Hi J-S thanks for the information. Looking at the link you provided me, the code I have downloaded from http://code.google.com/p/osgocean/downloads/list is different (and has issues like nested protected classes which MSVC is complaining about). I have osgOcean 1.0.1, released on 03/11/09 - is there a later version available somewhere else? Cheers Bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43771#43771 ___ 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
Re: [osg-users] [osgOcean] osgOcean time control
Hi Kim, thanks for the advice Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43777#43777 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] rendering off screen ocean scenes
Hi Bart, This is a fairly specialised use case for osgOcean and wasn't really considered in the initial design. osgOcean uses a custom cull traversal within ocean scene which controls all of the prerender and postrender passes. I fear that it may be this cull traversal that is messing up your pbuffer context. Take a look at the code in OceanScene in particular the cull traversal, maybe you'll be able to figure out a solution from that. Regards, K. On 6 November 2011 01:16, bart gallet bartgal...@hotmail.com wrote: Howdy all I am using OSG for generating synthetic environments for AI agents. The one I am working on in particular flies over water, so using osgOcean seems to be the right choice here. I have two views: one that chases the vehicle and one that is taken from the vehicle's payload (pan-tilt-zoom camera). I have a third context, a pbuffer, that is assigned to a camera slaved with the pan-tilt-zoom camera, so that I can easily ship the pixelbuffer to CPU space where the AI processes the images (according to what the pan-tilt-zoom camera sees). I have an issue though: for some reason the ocean scenery is not rendered in the pbuffer but I do see it in my chase view and in my pan-tilt-zoom view (to which my off screen camera is slaved). I just get the default blueish-purpleish background (my pixel data is 33f33f33f33f33f) in the saved images. However, if instead of the ocean scene I use a terrain loaded from a terrapage database, I am actually able to render the scene in my pbuffer. Does anybody know of an issue with rendering osgOcean off-screen? Also, I had to force my pan-tilt-zoom viewer to single threaded, because otherwise it didn't work (Windows Error #170: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: The requested resource is in use.). My system: Intel Core i7 CPU Q820, 8GB, Windows 7 (service pack1) NVIDIA Quadro FX 1800M and using latest release version of OSG. Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43717#43717 ___ 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
Re: [osg-users] [osgOcean] rendering off screen ocean scenes
Hi K Thanks for the tip. I'll look into it. I noticed that when I disable all shader based features, I am able to render it off screen (more or less). It looks like most of the special effects that depends on shaders are for underwater scenes which I am not using anyways. Cheers Bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43740#43740 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] rendering off screen ocean scenes
Hi Bart, The problematic ones are The cross hatch glare on the ocean surface Depth of field and lens distortion God rays .. I think that's it. All of which use pre and post render passes. Regards, Kim. On 7 November 2011 18:30, bart gallet bartgal...@hotmail.com wrote: Hi K Thanks for the tip. I'll look into it. I noticed that when I disable all shader based features, I am able to render it off screen (more or less). It looks like most of the special effects that depends on shaders are for underwater scenes which I am not using anyways. Cheers Bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43740#43740 ___ 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