Re: [osg-users] Qt resouce and osgDB::readImageFile

2014-09-22 Thread Andre Normann
Hi Heiko,

I solved the problem this way:

1. Create an own subclass of osgDB::ReadFileCallback and override the
readImage method.
2. Check inside the readImage() method, if the filename starts with :/ or
qrc:///
3. If the filename is a Qt resource, then load the image into a QImage and
convert it to an osg::Image.
4. Call osgDB::Registry::instance()-setReadFileCallback() with a new
instance of your own osgDB::ReadFileCallback from step 1.

Now you should be able to load Qt resources by calling
osgDB::readImageFile(:/Test/Test.jpg) etc.


Best regards,
André


2014-09-11 16:51 GMT+02:00 Heiko Thiel osgfo...@tevs.eu:

 Hi,

 I currently bind files wich our application need as resource. But is there
 a way, that osg automatically use the resource system (accept filepathes
 starting with qrc:/). Or how I can load a file from a qrc with something
 like readImageFile, where a filepathes is accepted, but I don't see an
 alternate with a stream?

 Thank you!

 Cheers,
 Heiko

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[osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-22 Thread Maxim Kuzmin
Hi,

I have .osgt file with valid 3d-model. It has one animation for all elements of 
the scene. As I saw in OSG examples (nathan.osg and bignathan.osg) it is 
possible to create a file with some separate animations. But as far as I know, 
3dsmax and Blender can make animations in one timeline only, i.e. one animation 
per scene.
So the question is - what 3d-editor was used to create nathan.osg and 
bignathan.osg? In other words, what 3d-editor may be used for creation of one 
scene with some separate animations?

Thank you!

Cheers,
Maxim

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Re: [osg-users] OsgVolume. Rendering of multiple intersected volumes

2014-09-22 Thread Robert Osfield
HI Jesus,

osgVolume doesn't yet support multiple over-lapping volumes.

To handle multiple intersecting volumes one will have to have the osgVolume
rendering back end and shaders handle both volumes at the same time where
the volumes overlap and separately handle the areas where only one volume
has influence.

Robert.

On 22 September 2014 10:29, Jesús Zarzoso jesus.zarz...@mirage-tech.com
wrote:

 Hello.

 We are using osgVolume in our latest project. It is working perfectly as
 long as we don´t  try to render more than one volume in the same view, and
 those volumes intersect with each other. In this case, we are having what
 it looks as depth problems. Please look at the attached images.
 First of all, is this case supported by the OsgVolume library?

 We are using the MultipassTechnique, so, at the root of the graph, there
 is a VolumeScene node. Then, some levels below, each volume is created as
 an individual Volume node, with its corresponding VolumeTile, ImageLayer
 and their Locators. We have tried also using a unique Volume node and
 creating multiple VolumeTiles, but with the same result.

 Regarding the properties set to the layers, we are using this code:

   osgVolume::AlphaFuncProperty* ap = new
 osgVolume::AlphaFuncProperty(0.02f);

   osgVolume::SampleDensityProperty* sd = new
 osgVolume::SampleDensityProperty(0.001);

   osgVolume::SampleDensityWhenMovingProperty* sdwm = new
  osgVolume::SampleDensityWhenMovingProperty(0.002);



 The OSG version is the  Developer Release 3.3.2.on Windows 7 64 bit.

 Any clue why this is happening?

 Thank you.
 Jesús.

 --
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 Mirage Technologies S.L
 http://www.mirage-tech.com

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Re: [osg-users] OsgVolume. Rendering of multiple intersected volumes

2014-09-22 Thread Jesús Zarzoso
Hello Robert.

Thanks for your quick reply!

We´ll try to solve this problem ourselves then.

Regards.
Jesús.


2014-09-22 11:37 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:

 HI Jesus,

 osgVolume doesn't yet support multiple over-lapping volumes.

 To handle multiple intersecting volumes one will have to have the
 osgVolume rendering back end and shaders handle both volumes at the same
 time where the volumes overlap and separately handle the areas where only
 one volume has influence.

 Robert.

 On 22 September 2014 10:29, Jesús Zarzoso jesus.zarz...@mirage-tech.com
 wrote:

 Hello.

 We are using osgVolume in our latest project. It is working perfectly as
 long as we don´t  try to render more than one volume in the same view, and
 those volumes intersect with each other. In this case, we are having what
 it looks as depth problems. Please look at the attached images.
 First of all, is this case supported by the OsgVolume library?

 We are using the MultipassTechnique, so, at the root of the graph, there
 is a VolumeScene node. Then, some levels below, each volume is created as
 an individual Volume node, with its corresponding VolumeTile, ImageLayer
 and their Locators. We have tried also using a unique Volume node and
 creating multiple VolumeTiles, but with the same result.

 Regarding the properties set to the layers, we are using this code:

   osgVolume::AlphaFuncProperty* ap = new
 osgVolume::AlphaFuncProperty(0.02f);

   osgVolume::SampleDensityProperty* sd = new
 osgVolume::SampleDensityProperty(0.001);

   osgVolume::SampleDensityWhenMovingProperty* sdwm = new
  osgVolume::SampleDensityWhenMovingProperty(0.002);



 The OSG version is the  Developer Release 3.3.2.on Windows 7 64 bit.

 Any clue why this is happening?

 Thank you.
 Jesús.

 --
 Jesús Zarzoso jesus.zarz...@mirage-tech.com
 Mirage Technologies S.L
 http://www.mirage-tech.com

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Re: [osg-users] [3rdparty] Animated 3d-models for OSG

2014-09-22 Thread Sergey Kurdakov
Hi Maxim,

I do not work with animations much for quite a while, so take this with
grain of salt,

Either fbx or collada files could have multiple animations.
As they are text files ( as well as osgt itself ) - it is possible just do
some cut an paste work with text editor.

when being converted to osg - those animations will be preserved.

Otherwise such packages as Motion Builder  allow to put several animations.

Regards
Sergey

On Mon, Sep 22, 2014 at 12:54 PM, Maxim Kuzmin maxri...@mail.ru wrote:

 Hi,

 I have .osgt file with valid 3d-model. It has one animation for all
 elements of the scene. As I saw in OSG examples (nathan.osg and
 bignathan.osg) it is possible to create a file with some separate
 animations. But as far as I know, 3dsmax and Blender can make animations in
 one timeline only, i.e. one animation per scene.
 So the question is - what 3d-editor was used to create nathan.osg and
 bignathan.osg? In other words, what 3d-editor may be used for creation of
 one scene with some separate animations?

 Thank you!

 Cheers,
 Maxim

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 http://forum.openscenegraph.org/viewtopic.php?p=61102#61102





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[osg-users] [build] Problem with version 3.2.1 and Qt 4.8

2014-09-22 Thread Andrés Barrionuevo
Hi,

I've downloaded the new version (3.2.1) and built it with support for Qt 4.8.

When I tried to use the libs in my app (which worked fine with version 3.0.1) I 
got two errors.

First one, from QGraphicsWindowQt:


Code:
GraphicsWindowQt:24:21: fatal error: QGLWidget: No such file or directory



I solved this changing the include QGLWidget to QtOpenGL/QGLWidget.

Second one and still there, it happened when running the app:


Code:
QPixmap: Must construct a QApplication before a QPaintDevice



In my code where I use OSG, there's no call to QPixmap. I use other things from 
Qt, like QPolygon and QDialog, but no explicitly call to QPixmap.

And as I said, this worked fine with version 3.0.1.

The app crashes when doing this call:


Code:
camera-setViewport(new osgQt::GraphicsWindowQt( traits.get() ) )



Any help will be appreciated.
... 

Thanks and cheers!
Andrés[/i]

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[osg-users] [build] Debug build apps crash at startup

2014-09-22 Thread Paul Leopard
I built OSG 3.2.0 (windows) from the command line in release and debug modes as 
follows:

Code:

cd %OSG%
mkdir debug_build
cd debug_build
cmake ../ -DCMAKE_BUILD_TYPE=Debug -DCMAKE_INSTALL_PREFIX=../ -G NMake 
Makefiles
nmake
nmake install
cd ..
mkdir release_build
cd release_build
cmake ../ -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../ -G NMake 
Makefiles
nmake
nmake install




Apps compiled using release mode work fine. Apps build in debug mode crash at 
startup with the following error dialog :

[Image: 
http://i1363.photobucket.com/albums/r720/pleopard777/Work%20Stuff/Capture_zps8c0a3d67.jpg
 ]

Setting a break point at the first line of a program doesn't help any ...

I setup the 3rd party dir (OSG_3RDPARTY_DIR) pointing to my 
3rdParty_VC9sp1_x86_x64_V7 created by unzipping the dependencies from 
http://www.openscenegraph.org/index.php/download-section/dependencies

Any ideas?

Thanks,
Paul
[/code][/quote]


things are more like they are now than they have ever been before

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[osg-users] osgViewerQT example question

2014-09-22 Thread Nick Modly
Hi,

I'm looking at extending the osgViewerQT example by being able to add items to 
the QGraphicsView (by setting a QGraphicsScene and adding items to that). These 
items include some QT controls that need to be embedded in the window with 
transparency enabled.

When I simply create the scene and add the controls (using a 
GraphicsProxyWidget), the view begins flickering black and white and the log 
prints QGLContext::makeCurrent(): Failed. over and over. It seems like QT and 
OSG are fighting over the context. I've heard that you can get around this by 
subclassing the QGraphicsScene and doing your OSG rendering in the 
drawBackground() method, storing and retrieving the context before/after, but 
I'm not exactly sure what that means - calling frame() there?

Thank you!

Cheers,
Nick

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Re: [osg-users] [build] Debug build apps crash at startup

2014-09-22 Thread Sebastian Messerschmidt

Hi Paul,

Googeling indicates that error is most likely produced by a missing 
runtime dependency. [1]
Try to check it with the dependency walker or check if you have the 
correct dlls copied.


Cheers
Sebastian

[1] http://lmgtfy.com/?q=application+unable+to+start+0x0007b+error+code

I built OSG 3.2.0 (windows) from the command line in release and debug modes as 
follows:

Code:

cd %OSG%
mkdir debug_build
cd debug_build
cmake ../ -DCMAKE_BUILD_TYPE=Debug -DCMAKE_INSTALL_PREFIX=../ -G NMake 
Makefiles
nmake
nmake install
cd ..
mkdir release_build
cd release_build
cmake ../ -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../ -G NMake 
Makefiles
nmake
nmake install




Apps compiled using release mode work fine. Apps build in debug mode crash at 
startup with the following error dialog :

[Image: 
http://i1363.photobucket.com/albums/r720/pleopard777/Work%20Stuff/Capture_zps8c0a3d67.jpg
 ]

Setting a break point at the first line of a program doesn't help any ...

I setup the 3rd party dir (OSG_3RDPARTY_DIR) pointing to my 
3rdParty_VC9sp1_x86_x64_V7 created by unzipping the dependencies from 
http://www.openscenegraph.org/index.php/download-section/dependencies

Any ideas?

Thanks,
Paul
[/code][/quote]


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Re: [osg-users] [build] Problem with version 3.2.1 and Qt 4.8

2014-09-22 Thread Tianlan Shao
Hi Andres,
I would guess that there might be some mistakes when you build your
program, e.g. mix debug and release build.

see also:
http://www.qtcentre.org/threads/10959-QWidget-Must-construct-a-QApplication-before-a-QPaintDevice?p=263303#post263303

best,
Shao

On Mon, Sep 22, 2014 at 2:56 PM, Andrés Barrionuevo abarrionu...@gmx.com
wrote:

 Hi,

 I've downloaded the new version (3.2.1) and built it with support for Qt
 4.8.

 When I tried to use the libs in my app (which worked fine with version
 3.0.1) I got two errors.

 First one, from QGraphicsWindowQt:


 Code:
 GraphicsWindowQt:24:21: fatal error: QGLWidget: No such file or directory



 I solved this changing the include QGLWidget to QtOpenGL/QGLWidget.

 Second one and still there, it happened when running the app:


 Code:
 QPixmap: Must construct a QApplication before a QPaintDevice



 In my code where I use OSG, there's no call to QPixmap. I use other things
 from Qt, like QPolygon and QDialog, but no explicitly call to QPixmap.

 And as I said, this worked fine with version 3.0.1.

 The app crashes when doing this call:


 Code:
 camera-setViewport(new osgQt::GraphicsWindowQt( traits.get() ) )



 Any help will be appreciated.
 ...

 Thanks and cheers!
 Andrés[/i]

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