Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. 2008/12/18 Wang Rui wangra...@gmail.com Hi all, osgNV 0.6.2 has been released today, with the integration of the latest Cg 2.1 runtime, including a new resource manager, new profiles, the support of geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new buffer uniforms class (cgSetBufferParameter) and related examples. Another important feature of the new release is a preliminary integration of OSG and PhysX libraries, which makes it possible now for OSG developers to implement collidings, rigid and soft objects, cloth and clothing, fluids and many other physics simulations. PhysX is one of the most famous physics engines and also part of the nVIDIA functionalities. The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! Creation and computation of rigid actors are provided at present, as the attached image shows. The website is: http://osgnv.sourceforge.net/ You may download the latest osgNV tarball at: https://sourceforge.net/projects/osgnv/ The SVN access is also usable: *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv* Already tested on Windows XP SP2, Visual Studio 2008. You will need OpenSceneGraph, CMake, nVIDIA Cg ( http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX ( http://developer.nvidia.com/object/physx.html) if you want to see all the latest features. BUILD_PHYSX (the new physics engine support) is off by default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on GNU/Linux systems. Could anybody help me test it? Thanks for advices and suggestions. Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN version of it on SF.net if interested. It's still in design. Wang Rui 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Wang, Just needed to be sure... Looking at the OSG and Physic/collision capabilities, I am exploring all the things I'm currently reading mail archive I kept about collision detection/managment. Thanks for these details. Regards, Vincent. 2009/1/13 Wang Rui wangra...@gmail.com Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN version of it on SF.net if interested. It's still in design. Wang Rui 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. ___ 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] osgNV 0.6.2 released, with a preliminary physics support!
Hi Vincent, I'd like to add a thing to what Wang said: some physics intergration with OSG already have been done (like what Wang did for osgNV, and me for PVLE). But osgPhysics will be different in the way it's intended to be integrated in the core OSG (if and when it'll be good enough!). So if you have time, just wait for osgPhysics (or join the project!)... else you can try what's existing. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 13 Jan 2009 13:03:48 +0100, Vincent Bourdier vincent.bourd...@gmail.com a écrit: Hi Wang, Just needed to be sure... Looking at the OSG and Physic/collision capabilities, I am exploring all the things I'm currently reading mail archive I kept about collision detection/managment. Thanks for these details. Regards, Vincent. 2009/1/13 Wang Rui wangra...@gmail.com Hi Vincent, osgNV only works with nVIDIA devices because of its name. :-) Sukender and I are working on another open-source project osgPhysics now to support more kinds of physics engines in OSG, which will also replace the osgNVPhysx nodekit in a near future. You may have a look at the SVN version of it on SF.net if interested. It's still in design. Wang Rui 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent. ___ 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] osgNV 0.6.2 released, with a preliminary physics support!
Hi Wang Rui, Thank you for the nice library :-) I checked osgNV from trunk and tried to build it under Linux/g++ 4.3.2. I managed it, however there are still two errors left: 1) include/osgNVCg/Type, line 80: The extra 'Type' specifier should be removed from the method declaration. 2) src/osgPlugins/osgNV/IO_VectorArrayParameterValue.cpp: 'cstring' header file should be included, since 'strcmp()' function is not visible to g++ without this additional include. Best Regards, Oleg Am Donnerstag 18 Dezember 2008 09:05:10 schrieb Wang Rui: Hi all, osgNV 0.6.2 has been released today, with the integration of the latest Cg 2.1 runtime, including a new resource manager, new profiles, the support of geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new buffer uniforms class (cgSetBufferParameter) and related examples. Another important feature of the new release is a preliminary integration of OSG and PhysX libraries, which makes it possible now for OSG developers to implement collidings, rigid and soft objects, cloth and clothing, fluids and many other physics simulations. PhysX is one of the most famous physics engines and also part of the nVIDIA functionalities. The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! Creation and computation of rigid actors are provided at present, as the attached image shows. The website is: http://osgnv.sourceforge.net/ You may download the latest osgNV tarball at: https://sourceforge.net/projects/osgnv/ The SVN access is also usable: *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv* Already tested on Windows XP SP2, Visual Studio 2008. You will need OpenSceneGraph, CMake, nVIDIA Cg ( http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX ( http://developer.nvidia.com/object/physx.html) if you want to see all the latest features. BUILD_PHYSX (the new physics engine support) is off by default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on GNU/Linux systems. Could anybody help me test it? Thanks for advices and suggestions. Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Oleg, Thanks. Already fixed and merged into SVN. :) Wang Rui 2008/12/26 Oleg Dedkow oded...@gmx.de Hi Wang Rui, Thank you for the nice library :-) I checked osgNV from trunk and tried to build it under Linux/g++ 4.3.2. I managed it, however there are still two errors left: 1) include/osgNVCg/Type, line 80: The extra 'Type' specifier should be removed from the method declaration. 2) src/osgPlugins/osgNV/IO_VectorArrayParameterValue.cpp: 'cstring' header file should be included, since 'strcmp()' function is not visible to g++ without this additional include. Best Regards, Oleg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi all, osgNV 0.6.2 has been released today, with the integration of the latest Cg 2.1 runtime, including a new resource manager, new profiles, the support of geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new buffer uniforms class (cgSetBufferParameter) and related examples. Another important feature of the new release is a preliminary integration of OSG and PhysX libraries, which makes it possible now for OSG developers to implement collidings, rigid and soft objects, cloth and clothing, fluids and many other physics simulations. PhysX is one of the most famous physics engines and also part of the nVIDIA functionalities. The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! Creation and computation of rigid actors are provided at present, as the attached image shows. The website is: http://osgnv.sourceforge.net/ You may download the latest osgNV tarball at: https://sourceforge.net/projects/osgnv/ The SVN access is also usable: *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv* Already tested on Windows XP SP2, Visual Studio 2008. You will need OpenSceneGraph, CMake, nVIDIA Cg ( http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX ( http://developer.nvidia.com/object/physx.html) if you want to see all the latest features. BUILD_PHYSX (the new physics engine support) is off by default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on GNU/Linux systems. Could anybody help me test it? Thanks for advices and suggestions. Cheers, Wang Rui attachment: osgnvphysxboxes.JPG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hello Wang Rui, Nice job, you seem to be progressing nicely with this! I have one small comment: The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! If you intended it to support other physics engines that PhysX, I think osgNVPhysx is probably not the best name... osgPhysics would be better, as has been suggested in the past, with concrete bindings for PhysX (which could then be in another module named osgNVPhysx if you want) and any other engine people want to implement. Other than that, good work, keep it coming! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Le Thu, 18 Dec 2008 15:08:35 +0100, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com a écrit: Hello Wang Rui, Nice job, you seem to be progressing nicely with this! I have one small comment: The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and even more physics engines (like ODE, Bullet, Newton and so on, because of its open structure in design) step by step! If you intended it to support other physics engines that PhysX, I think osgNVPhysx is probably not the best name... osgPhysics would be better, as has been suggested in the past, with concrete bindings for PhysX (which could then be in another module named osgNVPhysx if you want) and any other engine people want to implement. Other than that, good work, keep it coming! J-S Physics? If someone is about to start the osgPhysics layer, then I'm in! (For my part, I use ODE) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi J-S, Thanks! I'm just wondering to move the base classes of osgNVPhysx into another namespace, and hatch out more integrations from that, like osgODE, osgBullet, etc. Members of the base classes, which are not associated with any physics engines but support most common interfaces to them, include a singleton manager class, an abstract builder (inherit to initialize/destroy the engine), an abstract scene (manage the scene), and elements of the scene (rigid, soft bodies, joints, cloth, fluid...). I will start to create that osgPhysics namespace and try to make it open and expandable to most physics engines. Hope a simple framework be done before the Chinese spring festival :-) But it seems not part of the osgNV library any more? Cheers, Wang Rui 2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com If you intended it to support other physics engines that PhysX, I think osgNVPhysx is probably not the best name... osgPhysics would be better, as has been suggested in the past, with concrete bindings for PhysX (which could then be in another module named osgNVPhysx if you want) and any other engine people want to implement. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Sukender, The integration of OSG and PhysX is just at its beginning. And I'm also considering to make an osgPhysics library to support common functionalities and abstract interfaces for various open-source physics engines. You are always welcome to join in. BTW, I'm also interesting in the progress of your osg + audio integration. I just announced the news that osgAudio was coming some days ago, on the Chinese mirror of OpenSceneGraph (www.osgchina.org) :-) Wang Rui 2008/12/18 Sukender suky0...@free.fr Physics? If someone is about to start the osgPhysics layer, then I'm in! (For my part, I use ODE) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] osgNV 0.6.2 released, with a preliminary physics support!
Hi Wang Rui, About physics, maybe we'll start another thread or resurrect the one that deals with it? And I guess this would not be a part of osgNV. About sound, well... for now I use osgAL and I'm beginning to work a little bit on it (I was just integrated to the developpers list, I'll commit soon my changes). Maybe this going to go slowly to osgAudio we talked about. Anyway, feel free to email me directly or open threads. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 18 Dec 2008 16:05:32 +0100, Wang Rui wangra...@gmail.com a écrit: Hi Sukender, The integration of OSG and PhysX is just at its beginning. And I'm also considering to make an osgPhysics library to support common functionalities and abstract interfaces for various open-source physics engines. You are always welcome to join in. BTW, I'm also interesting in the progress of your osg + audio integration. I just announced the news that osgAudio was coming some days ago, on the Chinese mirror of OpenSceneGraph (www.osgchina.org) :-) Wang Rui 2008/12/18 Sukender suky0...@free.fr Physics? If someone is about to start the osgPhysics layer, then I'm in! (For my part, I use ODE) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] osgNV 0.6.2 released, with a preliminary physics support!
Hi Wang Rui, I checked out from subversion and tried building on Mac OSX 10.5.6. If BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I received the following errors : [ 54%] Building CXX object src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue .o /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp: In function bool StateMatrixParameterValue_readLocalData(osg::Object, osgDB::Input)¹: /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:39: error: TEXTURE_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:40: error: TEXTURE_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:41: error: TEXTURE_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:42: error: TEXTURE_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:43: error: COLOR¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:44: error: MATRIX_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:45: error: MATRIX_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:46: error: MATRIX_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:47: error: MATRIX_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:48: error: MATRIX_4¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:49: error: MATRIX_5¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:50: error: MATRIX_6¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:51: error: MATRIX_7¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp: In function bool StateMatrixParameterValue_writeLocalData(const osg::Object, osgDB::Output)¹: /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:78: error: TEXTURE_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:80: error: TEXTURE_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:82: error: TEXTURE_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:84: error: TEXTURE_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:86: error: COLOR¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:88: error: MATRIX_0¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:90: error: MATRIX_1¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:92: error: MATRIX_2¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:94: error: MATRIX_3¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:96: error: MATRIX_4¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:98: error: MATRIX_5¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:100: error: MATRIX_6¹ is not a member of osgNV::StateMatrixParameterValue¹ /Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV alue.cpp:102: error: MATRIX_7¹ is not a member of osgNV::StateMatrixParameterValue¹ make[2]: *** [src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValu e.o] Error 1 make[1]: ***
Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!
Hi Gerrick, Ah...I'm sorry that I just have done nothing to the plugin project and leave it alone as what it's like before the 0.6.0 version. The errors have been resolved in the latest SVN version. And I will add new features (texture and buffer uniforms) ASAP. Thank you for suggestions. Wang Rui 2008/12/19 Gerrick Bivins gbiv...@objectreservoir.com Hi Wang Rui, I checked out from subversion and tried building on Mac OSX 10.5.6. If BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I received the following errors : ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org