[osg-users] I am back
hello community, I am back :) ... this time from macedonia .. have you missed me?? -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
thanks J-S .. What has happened in the last couple of months ? nick On Mon, Apr 18, 2011 at 5:46 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Nick, I am back :) ... this time from macedonia .. have you missed me?? Welcome back! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
heh :) . ok Nick On Tue, Apr 19, 2011 at 4:35 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Nick, thanks J-S .. What has happened in the last couple of months ? Well, the usual, a few dev releases, lots of submissions, the project moving forward at a steady pace :-) I'll let you have a look at the archives for more details :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
Hi dimi christop, I mean Macedonia ... for sure for sure http://maps.yahoo.com/#mvt=mlat=41.906056lon=21.817207zoom=8q1=macedonia nick On Wed, Apr 20, 2011 at 9:50 AM, dimi christop dimi_chris...@yahoo.comwrote: Macedonia is in Greece, you probably mean Former Yugoslav Republic of Macedonia.. -- *From:* Trajce Nikolov Nick trajce.nikolov...@gmail.com *To:* osg-users@lists.openscenegraph.org *Sent:* Mon, April 18, 2011 5:58:56 PM *Subject:* [osg-users] I am back hello community, I am back :) ... this time from macedonia .. have you missed me?? -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
cool On Wed, Apr 20, 2011 at 11:08 PM, dimi christop dimi_chris...@yahoo.comwrote: Interestingly if you tyoe FYROM (Former Yugoslav Republic of Macedonia) in the Get Map Direction from field it shows the same place. http://maps.yahoo.com/#mvt=mlat=41.659997lon=21.685371zoom=8q1=FYROM Be careful what you hear there. These people refer to them as ancestors of the Great Alexander :) If you decide to hop over to Athens (its nearby) let me know and I will show you around on our Realtime OSG powered Dome. http://www.openscenegraph.org/projects/osg/wiki/Screenshots/FHW -- *From:* Trajce Nikolov Nick trajce.nikolov...@gmail.com *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org *Sent:* Wed, April 20, 2011 5:33:16 PM *Subject:* Re: [osg-users] I am back Hi dimi christop, I mean Macedonia ... for sure for sure http://maps.yahoo.com/#mvt=mlat=41.906056lon=21.817207zoom=8q1=macedonia nick On Wed, Apr 20, 2011 at 9:50 AM, dimi christop dimi_chris...@yahoo.comwrote: Macedonia is in Greece, you probably mean Former Yugoslav Republic of Macedonia.. -- *From:* Trajce Nikolov Nick trajce.nikolov...@gmail.com *To:* osg-users@lists.openscenegraph.org *Sent:* Mon, April 18, 2011 5:58:56 PM *Subject:* [osg-users] I am back hello community, I am back :) ... this time from macedonia .. have you missed me?? -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom NodeVistor injected in the DatabasePager
Hi Community, I am working with txp database and using shaders per nodes in the scene so I come with a need to inject a NodeVisitor when a portion of a database is paged in. Any hints for this? Robert? Thanks a bunch, Cheers, -- 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] Custom NodeVistor injected in the DatabasePager
Thanks Robert. That is exactly what I was looking Nick On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On 1 March 2013 10:36, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: I am working with txp database and using shaders per nodes in the scene so I come with a need to inject a NodeVisitor when a portion of a database is paged in. Any hints for this? Robert? The easist way to manage doing special operations on the loading scene graph is to use an osgDB::Registry::ReadFileCallback that allows to you to interecept the read call do the read operation then post process the loaded scene graph before you pass it back. This works for all read operations including the database pager. Robert. ___ 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] Custom NodeVistor injected in the DatabasePager
Hi Robert, I took a look at this. Here is the ReadFileCallback method I am interested in: virtual ReaderWriter::ReadResult readNode(const std::string filename, const Options* options); What I was expecting here was access the osg::Node that was loaded, so I can apply a NodeVisitor prior to attaching it to the scene Any hint? Thanks On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On 1 March 2013 10:36, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: I am working with txp database and using shaders per nodes in the scene so I come with a need to inject a NodeVisitor when a portion of a database is paged in. Any hints for this? Robert? The easist way to manage doing special operations on the loading scene graph is to use an osgDB::Registry::ReadFileCallback that allows to you to interecept the read call do the read operation then post process the loaded scene graph before you pass it back. This works for all read operations including the database pager. Robert. ___ 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] Custom NodeVistor injected in the DatabasePager
Hi Robert, was thinking more about this. Is the responsibility to load the model on the callback? If so, then I got the idea Please let me know Thanks Nick On Thu, Mar 7, 2013 at 11:39 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Robert, I took a look at this. Here is the ReadFileCallback method I am interested in: virtual ReaderWriter::ReadResult readNode(const std::string filename, const Options* options); What I was expecting here was access the osg::Node that was loaded, so I can apply a NodeVisitor prior to attaching it to the scene Any hint? Thanks On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On 1 March 2013 10:36, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: I am working with txp database and using shaders per nodes in the scene so I come with a need to inject a NodeVisitor when a portion of a database is paged in. Any hints for this? Robert? The easist way to manage doing special operations on the loading scene graph is to use an osgDB::Registry::ReadFileCallback that allows to you to interecept the read call do the read operation then post process the loaded scene graph before you pass it back. This works for all read operations including the database pager. Robert. ___ 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] Custom NodeVistor injected in the DatabasePager
Thanks ! Nick On Fri, Mar 8, 2013 at 12:05 AM, Robert Osfield robert.osfi...@gmail.comwrote: On 7 March 2013 22:56, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Robert, was thinking more about this. Is the responsibility to load the model on the callback? If so, then I got the idea Please let me know Yep, it's the responsibility of the ReadFileCallback to do the reading - typically you just call the underlying Registry read methods to load the file, have a look at the default implementation of the ReadFileCallback to see how it's done. Robert. ___ 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] disabling state
Hi community, I have a graph with some node where I have set a shader with override. What is the way down in the subgraph to disable this shader? Thanks 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] disabling state
The answer is to set an empty osg::Program with osg::StateAttribute::PROTECTED. Thanks Wojtek Nick On Fri, Mar 8, 2013 at 12:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have a graph with some node where I have set a shader with override. What is the way down in the subgraph to disable this shader? Thanks Nick -- 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
[osg-users] osgconv --compressed-dxt5
hi community, what has happened to osgconv? I remember it was working in the older versions well. Now it says something like rgb plugin can not export compressed images. osgconv was the way how to optimize openflight with huge rgb textures into something like osg with dxt. Any hints? Thanks 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] Problem with fullscreen hiding dialog window
There should be a flag for your Dialog to set it always on top or something like this Nick On Wed, Mar 13, 2013 at 11:19 AM, David Sellin davse...@student.liu.sewrote: Hi, I run my osg program in fullscreen mode by setting traits width height to the same as desktop, x and y position to 0 and disabling window decoration. This prevents my windows file input dialog to show (it opens behind the osg window and I need to alt+tab to it). It shows at top level when running in a smaller osg window that doesn't cover the the whole desktop. Can I set the osg window options to have full screen specifications without the program going into fullscreen mode? Just having the window floating on top. I use http://msdn.microsoft.com/en-us/library/windows/desktop/bb776913%28v=vs.85%29.aspxto open the file dialog on Windows 7 x64 and OSG version 3.1.3. Maybe there are better approaches to do this? Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53075#53075 ___ 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] Problem with fullscreen hiding dialog window
What do you use for your Dialog code? Can you pass the code snippet of the dialog creation? On Wed, Mar 13, 2013 at 3:17 PM, David Sellin davse...@student.liu.sewrote: It doesn't seem to be a flag for that, not that I can see. But I don't have any experince of the windows api. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53080#53080 ___ 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] Light lobes
Hi Community, I have done this before but it seams I forgot all of it now :-). Here is the story: I have GLSL code for pixel based lighting and my LightSource is attached to a matrixtrasnform which has updatecallback to update the position and orientation based on the camera view matrix (the pseudo code would look like this): osg::Matrixd mx = _camera-getInverseViewMatrix(); mxt (MatrixTransform is this)-setMatrix(mx) however, it doesnt follow the orientation, only the translation Any hints? Thanks a bunch 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] Problem with fullscreen hiding dialog window
(); } } } } } } } // Unhook the event handler. pfd-Unadvise(dwCookie); } pfde-Release(); } pfd-Release(); } return hr; } Function call: Code: if (SUCCEEDED(basicFileOpen(foundPath, FILE_TYPE_MODELS))) { std::string path; for each(char x in foundPath) { path += x; } std::cout File path: path std::endl; } [/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53084#53084 ___ 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] Light lobes
nevermind. I looked up in the archove (years ago :-) ...) and I find it. Ping me if you came across similar problem. I will provide hints Nick p.s. How useful is this list !!! On Wed, Mar 13, 2013 at 3:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I have done this before but it seams I forgot all of it now :-). Here is the story: I have GLSL code for pixel based lighting and my LightSource is attached to a matrixtrasnform which has updatecallback to update the position and orientation based on the camera view matrix (the pseudo code would look like this): osg::Matrixd mx = _camera-getInverseViewMatrix(); mxt (MatrixTransform is this)-setMatrix(mx) however, it doesnt follow the orientation, only the translation Any hints? Thanks a bunch Nick -- 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] Light lobes
just for the record. with some code samples including light lobes combination with shadow map (thanks to wojtek) https://groups.google.com/forum/?fromgroups=#!topic/osg-users/M_sGi1Ayj68 Nick On Wed, Mar 13, 2013 at 4:49 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: nevermind. I looked up in the archove (years ago :-) ...) and I find it. Ping me if you came across similar problem. I will provide hints Nick p.s. How useful is this list !!! On Wed, Mar 13, 2013 at 3:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I have done this before but it seams I forgot all of it now :-). Here is the story: I have GLSL code for pixel based lighting and my LightSource is attached to a matrixtrasnform which has updatecallback to update the position and orientation based on the camera view matrix (the pseudo code would look like this): osg::Matrixd mx = _camera-getInverseViewMatrix(); mxt (MatrixTransform is this)-setMatrix(mx) however, it doesnt follow the orientation, only the translation Any hints? Thanks a bunch Nick -- trajce nikolov nick -- 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] Custom mouse hanlder interferes with TrackballManipulator
what is the problem? Nick On Thu, Mar 14, 2013 at 9:35 PM, Daniel Peraza danielper...@gmail.comwrote: I'd really appreciate somehelp on this because I'm working on my degree thesis and this is the last thing I need to solve. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53113#53113 ___ 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] Custom mouse hanlder interferes with TrackballManipulator
yes, I am on the list. Do you have the link handy? Recently I was into CameraManipulators so I might give some hints Nick On Thu, Mar 14, 2013 at 10:00 PM, Daniel Peraza danielper...@gmail.comwrote: I described the problem in a previous post under the same thread, maybe you are reading this through the email list system, please just locate the thread at the forums. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53115#53115 ___ 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] Retrieving Z-Near Far per-frame
Hi Randal, it is easy . somewhere in the loop, probably after the frame all you have to do is to get the projection matrix like while (!viewer.done()) { viewer.frame(); viewer.getCamera()-getProjectionMatrixAsFrustum(arguments ) On Sun, Mar 24, 2013 at 4:41 AM, Randall Hand randall.h...@gmail.comwrote: Is there (I'm sure there is) a way to retrieve the autocalculated ZNear ZFar from the scene graph on a per-frame basis? I figure it's somewhere in a traversal structure, but I'm not exactly sure where or how to get to it. Can someone enlighten me? __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] BW or grayscale vision based on camera.
Have a look at the osgprerender example . it is the slower path but should work ... you can do it through an image as attachment to the camera and then bind this image to a texture. This way you get control of the texels .. so you can grey them out Nick On Mon, Mar 25, 2013 at 4:54 PM, Dario Minieri para...@cheapnet.it wrote: Hi, Robert, thanks for your reply. I'm following the shaders way and this works...unfortunatly, I've ocean plugin also to make bw and in this case is more difficult because I've no control over ocean shaders chain...I need to glow ocean shaders chain with mine...hummm Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53288#53288 ___ 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] lightmap generated from lightcone geometry
You can also do it in shaders so you get real lighting but then you are limited (ehm ... well, there are papers for this to have it done proper) to 8 lights I think. Ping me on email, I can send you some sample shaders for cone lighting or how you call it Nick On Thu, Apr 4, 2013 at 2:04 PM, Sergey Polischuk pol...@yandex.ru wrote: Hi you can do this in a way similar to shadows for this you can use prebaked texture of light cone shape in section perpendicular to axis knowing cone angle and position you can set up transformation matrix to calculate texture coords to mentioned prebaked light spot texture (kind of projective texturing) when drawing geometry i dont know if it is doable with osg::TexMat, osg::TexGen and fixed pipeline blending, but surely doable with shaders and uniforms Cheers. 02.04.2013, 09:59, Daniel Schmid daniel.sch...@swiss-simtec.ch: Hi all I have a number of modeled lightcones that simulate the illumination area of spotlights in my scene. These lightcones allow me to render lightshafts very nicely. Now I want to render the impact of the light on the lit geometry, known as lightmap. imagine a street lamp and the floor area beeing lit. I couldn't find any good documentation about rendering lightmaps. An important note, some lights may move, so rendering is on a per frame basis, no pre-baked lightmap. Anybody has some more experience? Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53406#53406 ___ 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] Save optimized scene (Big loading time, openflight)
Hi Sergey, I found the ive format to perform the best with combination of using S3TC textures. Try using this: osgconv --compressed-dxt5 master.flt master.ive ... You will see big difference in loading and rendering time Cheers, Nick On Fri, Apr 5, 2013 at 10:44 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hello Sergey, Can you elaborate what you mean by fixed to flt? Does this mean that you need OpenFlight as target format? I found OpenFlight terribly slow to load and rolled my own converter to make it paged, optimized etc., but you'll need to stick to osgb for this, as the flt-format simply does not support all features. Also I guess the OpenFlight exporter is not fully fledged, so it is more aiming to translate as much information from the scenegraph as possible, instead of being optimized towards writing a performance-optimzed flt. Another hint that I can give you, is to look which options are supported by the importer/exporter, there might be some room for optimization/faster loading. In general: If you have structured databases (e.g. more the one flight, a master, possibly some externals) optimizing per element can give you some advantages. cheers Sebastian 2 robertosfield. No, release build. robertosfield wrote: HI Sergey, Are you doing your tests with a debug build? Robert. 2 ledocc (David Callu) Thanks, will try but i am kinda fixed with OpenFlight. Hi Sergey I'm not familiarized with OpenFlight loader, But you could use osgconv to convert your model from flt to osgb. Then use the osgb version in your application. This way, you use an optimized scene and read the native osg format when you load the model that will speed up the read process. HTH David Can anybody, please, give me some advice on optimizing AND saving scenegraphs? I found out that different options of optimizations are only usefull with some others. Also I'm starting to think that some sorts of optimizations cannot be saved. Is it true? What should I read on using osgUtil::Optimizer or maybe somebody can explain it to me? :) -- Read this topic online here: http://forum.openscenegraph.**org/viewtopic.php?p=53411#**53411http://forum.openscenegraph.org/viewtopic.php?p=53411#53411 __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] osgAndroidExample
Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? What is the assets folder for? I am running Ubuntu 64 with Eclipse and the Android NDK/SDK. Thanks for any hints that will help Cheers, 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] osgAndroidExample
Hi Jan, Jorge, first of all, thanks for the support in timely fashion ! Jan, also, thanks for the details in your email, you really talk as to a child - yes I am doing these baby steps in Android development now so it is highly appreciated. Let me answer Jorge first: - I am working with the trunk (as always) - HTC Wildfire S - The options from here http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 - I have tried both, same behavior Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.comwrote: If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. Regards, Jan ___ 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] osgAndroidExample
HI all, just for the sake of documenting for future readers. I had a look at Ogre3D some config files (which builds and runs ok btw) and I found this CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have built the ogre3d sample with the armeabi-v6 with VFP and it runs well in the emulator and the device Also, by googling about disabling neon I found it was discussed by Jorge and other folks here http://forum.openscenegraph.org/viewtopic.php?t=8959start=15 You can clarify Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, first of all, thanks for the support in timely fashion ! Jan, also, thanks for the details in your email, you really talk as to a child - yes I am doing these baby steps in Android development now so it is highly appreciated. Let me answer Jorge first: - I am working with the trunk (as always) - HTC Wildfire S - The options from here http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 - I have tried both, same behavior Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list
Re: [osg-users] osgAndroidExample
HI me again, this is for Jan. I have built everything with armeabi-v7a and I am seeing another armeabi-v7a with NEON which lead me to think that my build is actually without neon. Is this correct? Nick On Thu, Apr 11, 2013 at 10:54 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: HI all, just for the sake of documenting for future readers. I had a look at Ogre3D some config files (which builds and runs ok btw) and I found this CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have built the ogre3d sample with the armeabi-v6 with VFP and it runs well in the emulator and the device Also, by googling about disabling neon I found it was discussed by Jorge and other folks here http://forum.openscenegraph.org/viewtopic.php?t=8959start=15 You can clarify Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, first of all, thanks for the support in timely fashion ! Jan, also, thanks for the details in your email, you really talk as to a child - yes I am doing these baby steps in Android development now so it is highly appreciated. Let me answer Jorge first: - I am working with the trunk (as always) - HTC Wildfire S - The options from here http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 - I have tried both, same behavior Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you
Re: [osg-users] osgAndroidExample
Hi Jan, Well, I don't want to sound too harsh, but if *you* don't have time to actually read the documentation and go through the tutorials, why do you think people on the list should have time to support you? Especially as the question above is really a FAQ issue that was addressed on the list in the past. Also basic things like actually checking why it crashed in the log and finding the stack trace are well documented in the Android SDK/NDK documentation. We have our own jobs to do as well, you know. Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. So far you get me by only two emails insights into area which is new to me and I am thankful. And I am willing to share it with all the new comers since there are some undocumented stuff or it is not clear where the specs and docs are located and this knowledge is spread among the highlanders from the community who have spent the time ( which I don't have at the moment and that was the reason for me to address the community ) and money and again, it has some commercal value as well. I think as a freelance contractor I have the understanding for all you wanned to address. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Cheers, Nick On Thu, Apr 11, 2013 at 11:38 AM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, ... Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 (the doc you are using already) in -DANDROID_ABI select only armeabi (remove the other ABI) Make sure to disable the optimizations: -DANDROID_OPTIM_NEON -DANDROID_OPTIM_ARM32 These things are an optional part of the ARM spec and not every chip manufacturer decides to include them in their CPUs. If you try to run code using these instructions on a CPU that doesn't support it, Linux kernel will kill your process with an invalid instruction signal - typically either SIGBUS or SIGILL = app crashes without any messages. You should check the log viewer in Eclipse (don't forget to disable any filters!) and look for a crash there. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Well, I don't want to sound too harsh, but if *you* don't have time to actually read the documentation and go through the tutorials, why do you think people on the list should have time to support you? Especially as the question above is really a FAQ issue that was addressed on the list in the past. Also basic things like actually checking why it crashed in the log and finding the stack trace are well documented in the Android SDK/NDK documentation. We have our own jobs to do as well, you know. Best regards, Jan ___ 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] osgAndroidExample
HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ 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] osgAndroidExample
It is compiled. There are no issues with the build. The compiled osg is under [cmake_install_prefix]/obj/local/armeabi Available Android targets: -- id: 1 or android-17 Name: Android 4.2.2 Type: Platform API level: 17 Revision: 2 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA, WXGA800-7in, WXGA800, WVGA854, WSVGA ABIs : armeabi-v7a -- id: 2 or Google Inc.:Google APIs:17 Name: Google APIs Type: Add-On Vendor: Google Inc. Revision: 2 Description: Android + Google APIs Based on Android 4.2.2 (API level 17) Libraries: * com.google.android.media.effects (effects.jar) Collection of video effects * com.android.future.usb.accessory (usb.jar) API for USB Accessories * com.google.android.maps (maps.jar) API for Google Maps Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432, QVGA, WVGA800 (default), WXGA800 ABIs : armeabi-v7a So it is build with this abi. However, the targets supported by the sdk are these: On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ 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] osgAndroidExample
Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. ehm ... long way to go I guess :/ Nick On Thu, Apr 11, 2013 at 3:36 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: BTW every NDK has every ABI 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com ¿Orly? I think we are lossing the topic... One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a, x86,mirps... Other thing are the targets... FROM the SDK that are Virtual machines that you have created... That info seems to be info from the targets of your SDK nothing more... heck i don't know how you have printed them xD 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com It is compiled. There are no issues with the build. The compiled osg is under [cmake_install_prefix]/obj/local/armeabi Available Android targets: -- id: 1 or android-17 Name: Android 4.2.2 Type: Platform API level: 17 Revision: 2 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA, WXGA800-7in, WXGA800, WVGA854, WSVGA ABIs : armeabi-v7a -- id: 2 or Google Inc.:Google APIs:17 Name: Google APIs Type: Add-On Vendor: Google Inc. Revision: 2 Description: Android + Google APIs Based on Android 4.2.2 (API level 17) Libraries: * com.google.android.media.effects (effects.jar) Collection of video effects * com.android.future.usb.accessory (usb.jar) API for USB Accessories * com.google.android.maps (maps.jar) API for Google Maps Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432, QVGA, WVGA800 (default), WXGA800 ABIs : armeabi-v7a So it is build with this abi. However, the targets supported by the sdk are these: On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ 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
Re: [osg-users] osgAndroidExample
Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? Thanks again a bunch Nick On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ 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] osgAndroidExample
Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? Nick On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? Thanks again a bunch Nick On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ 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] osgAndroidExample
It varies from the NDK that things are build and Eclipse version (? I am sure something behind it). With the latest NDK r8e when I build the sample it says: Fatal error: invalid -march= option: `armv5te' any clue? Nick On Thu, Apr 11, 2013 at 6:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? Nick On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? Thanks again a bunch Nick On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ 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 -- 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] osgAndroidExample
Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] osgAndroidExample
Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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 -- 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] osgAndroidExample
Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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 -- trajce nikolov nick -- 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] osgAndroidExample
also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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 -- trajce nikolov nick -- trajce nikolov nick -- 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] osgAndroidExample
Hi Jan, after some reading from web I managed to set the build (and understand some of the background and terminology) to use armeabi version 5 for all the builds. So the build should be ok, just to see why is still crashing. Progress for this day :-). And thanks to you and Jorge. Cheers, Nick On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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 -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- 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] osgAndroidExample
Hi Jorge, here I found how to use add2line (just for the sake of documenting): http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android This is from logcat: 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost tid=10 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired tid=10 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10 01-02 00:30:07.085: D/libEGL(4081): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-02 00:30:07.089: D/libEGL(4081): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-02 00:30:07.101: D/libEGL(4081): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context 01-02 00:30:07.160: W/EglHelper(4081): createContext com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render notification tid=10 01-02 00:30:07.167: W/GLThread(4081): egl createSurface 01-02 00:30:07.167: W/EglHelper(4081): createSurface() tid=10 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332) 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to '/data/anr/traces.txt' when I do: arm-linux-androideabi-addr2line -C -f -e obj/local/armeabi/libosgNativeLib.so 0x40516288 ?? ??:0 Here is what I get. Sorry for my novice questions. Is this the correct thing to do? Am I missing something? Thanks a bunch Nick On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges jori...@gmail.comwrote: Let's see first Eclipse it says: Failed to resolve android-8 It's because you have to open the ADT and then download the SDK files for platform Android-8 Short explanation... in Android you have two platform versions, Native and Dalvik layer, they don't have to be the same number because it doesn't matter and until recently the numbers where not correlated. The NDK already has every platform up to date... the SDK no... why? because they are heavy. So if you have installed the SDK and the Eclipse plugin then there's an option to open the ADT repository and download the platform you are gonna use... in this case Android-8 Now second... You can use add2line (search in google) or other utilities to look for the code that is executed when the error : 01-01 11:49:13.917: I/DEBUG(1263): #00 pc 8254e1ce /data/data/osg.AndroidExample/lib/libosgNativeLib.so 01-01 11:49:13.917: I/DEBUG(1263): #01 lr 8254e285 /data/data/osg.AndroidExample/lib/libosgNativeLib.so If it is what i think then those lines will correspond to a setName/getName from the Uniforms. Please confirm it (you need to look it with your binary). 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jan, after some reading from web I managed to set the build (and understand some of the background and terminology) to use armeabi version 5 for all the builds. So the build should be ok, just to see why is still crashing. Progress for this day :-). And thanks to you and Jorge. Cheers, Nick On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034
Re: [osg-users] osgAndroidExample
Hi Jorge, is 3.1.3 working? I will give it a try as well since reading from the posts it suppose to work and there are issues with osg from trunk probably NIck On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.comwrote: Ok... now download OSG version 3.1.3, exactly THAT version, compile in armeabi and execute. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jorge, here I found how to use add2line (just for the sake of documenting): http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android This is from logcat: 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost tid=10 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired tid=10 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10 01-02 00:30:07.085: D/libEGL(4081): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-02 00:30:07.089: D/libEGL(4081): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-02 00:30:07.101: D/libEGL(4081): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context 01-02 00:30:07.160: W/EglHelper(4081): createContext com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render notification tid=10 01-02 00:30:07.167: W/GLThread(4081): egl createSurface 01-02 00:30:07.167: W/EglHelper(4081): createSurface() tid=10 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332) 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to '/data/anr/traces.txt' when I do: arm-linux-androideabi-addr2line -C -f -e obj/local/armeabi/libosgNativeLib.so 0x40516288 ?? ??:0 Here is what I get. Sorry for my novice questions. Is this the correct thing to do? Am I missing something? Thanks a bunch Nick On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Let's see first Eclipse it says: Failed to resolve android-8 It's because you have to open the ADT and then download the SDK files for platform Android-8 Short explanation... in Android you have two platform versions, Native and Dalvik layer, they don't have to be the same number because it doesn't matter and until recently the numbers where not correlated. The NDK already has every platform up to date... the SDK no... why? because they are heavy. So if you have installed the SDK and the Eclipse plugin then there's an option to open the ADT repository and download the platform you are gonna use... in this case Android-8 Now second... You can use add2line (search in google) or other utilities to look for the code that is executed when the error : 01-01 11:49:13.917: I/DEBUG(1263): #00 pc 8254e1ce /data/data/osg.AndroidExample/lib/libosgNativeLib.so 01-01 11:49:13.917: I/DEBUG(1263): #01 lr 8254e285 /data/data/osg.AndroidExample/lib/libosgNativeLib.so If it is what i think then those lines will correspond to a setName/getName from the Uniforms. Please confirm it (you need to look it with your binary). 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jan, after some reading from web I managed to set the build (and understand some of the background and terminology) to use armeabi version 5 for all the builds. So the build should be ok, just to see why is still crashing. Progress for this day :-). And thanks to you and Jorge. Cheers, Nick On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034
Re: [osg-users] osgAndroidExample
Hi Jorge, here is what I am getting when I try to build 3.1.3 Android NDK: APP_PIE is /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric second argument to `wordlist' function: ''. Stop. and this is my cmake command: On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, is 3.1.3 working? I will give it a try as well since reading from the posts it suppose to work and there are issues with osg from trunk probably NIck On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Ok... now download OSG version 3.1.3, exactly THAT version, compile in armeabi and execute. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jorge, here I found how to use add2line (just for the sake of documenting): http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android This is from logcat: 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost tid=10 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired tid=10 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10 01-02 00:30:07.085: D/libEGL(4081): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-02 00:30:07.089: D/libEGL(4081): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-02 00:30:07.101: D/libEGL(4081): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context 01-02 00:30:07.160: W/EglHelper(4081): createContext com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render notification tid=10 01-02 00:30:07.167: W/GLThread(4081): egl createSurface 01-02 00:30:07.167: W/EglHelper(4081): createSurface() tid=10 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332) 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to '/data/anr/traces.txt' when I do: arm-linux-androideabi-addr2line -C -f -e obj/local/armeabi/libosgNativeLib.so 0x40516288 ?? ??:0 Here is what I get. Sorry for my novice questions. Is this the correct thing to do? Am I missing something? Thanks a bunch Nick On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Let's see first Eclipse it says: Failed to resolve android-8 It's because you have to open the ADT and then download the SDK files for platform Android-8 Short explanation... in Android you have two platform versions, Native and Dalvik layer, they don't have to be the same number because it doesn't matter and until recently the numbers where not correlated. The NDK already has every platform up to date... the SDK no... why? because they are heavy. So if you have installed the SDK and the Eclipse plugin then there's an option to open the ADT repository and download the platform you are gonna use... in this case Android-8 Now second... You can use add2line (search in google) or other utilities to look for the code that is executed when the error : 01-01 11:49:13.917: I/DEBUG(1263): #00 pc 8254e1ce /data/data/osg.AndroidExample/lib/libosgNativeLib.so 01-01 11:49:13.917: I/DEBUG(1263): #01 lr 8254e285 /data/data/osg.AndroidExample/lib/libosgNativeLib.so If it is what i think then those lines will correspond to a setName/getName from the Uniforms. Please confirm it (you need to look it with your binary). 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jan, after some reading from web I managed to set the build (and understand some of the background and terminology) to use armeabi version 5 for all the builds. So the build should be ok, just to see why is still crashing. Progress for this day :-). And thanks to you and Jorge. Cheers, Nick On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded
Re: [osg-users] osgAndroidExample
wops .. the cmake command: cmake -DOSG_BUILD_PLATFORM_ANDROID=ON -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg' -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype' -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib' -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng' -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff' -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include' -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall . On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, here is what I am getting when I try to build 3.1.3 Android NDK: APP_PIE is /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric second argument to `wordlist' function: ''. Stop. and this is my cmake command: On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, is 3.1.3 working? I will give it a try as well since reading from the posts it suppose to work and there are issues with osg from trunk probably NIck On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Ok... now download OSG version 3.1.3, exactly THAT version, compile in armeabi and execute. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jorge, here I found how to use add2line (just for the sake of documenting): http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android This is from logcat: 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost tid=10 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired tid=10 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10 01-02 00:30:07.085: D/libEGL(4081): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-02 00:30:07.089: D/libEGL(4081): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-02 00:30:07.101: D/libEGL(4081): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context 01-02 00:30:07.160: W/EglHelper(4081): createContext com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render notification tid=10 01-02 00:30:07.167: W/GLThread(4081): egl createSurface 01-02 00:30:07.167: W/EglHelper(4081): createSurface() tid=10 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332) 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to '/data/anr/traces.txt' when I do: arm-linux-androideabi-addr2line -C -f -e obj/local/armeabi/libosgNativeLib.so 0x40516288 ?? ??:0 Here is what I get. Sorry for my novice questions. Is this the correct thing to do? Am I missing something? Thanks a bunch Nick On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Let's see first Eclipse it says: Failed to resolve android-8 It's because you have to open the ADT and then download the SDK files for platform Android-8 Short explanation... in Android you have two platform versions, Native and Dalvik layer, they don't have to be the same number because it doesn't matter and until recently the numbers where not correlated. The NDK already has every platform up to date... the SDK no... why? because they are heavy. So if you have installed the SDK and the Eclipse plugin then there's an option to open the ADT repository and download the platform you are gonna use... in this case Android-8 Now second... You can use add2line (search in google) or other utilities to look for the code that is executed when the error : 01-01 11:49:13.917: I/DEBUG(1263): #00 pc 8254e1ce /data/data/osg.AndroidExample/lib/libosgNativeLib.so 01-01 11:49:13.917: I/DEBUG(1263): #01 lr 8254e285 /data/data
Re: [osg-users] osgAndroidExample
Hi all, just again for documentation, the following link solves the ndk build error. http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see if it works since many people advice to use this version. WIll post the results. And thanks for the help so far Nick On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote: Hi Tracje, I would recommend to update to the svn-trunk and catch up with the last submissions. This bug is already fixed and commited, but you need to add the last submission not merged yet to get the things worknig. Cheers. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wops .. the cmake command: cmake -DOSG_BUILD_PLATFORM_ANDROID=ON -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg' -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype' -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib' -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng' -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff' -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include' -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall . On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, here is what I am getting when I try to build 3.1.3 Android NDK: APP_PIE is /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric second argument to `wordlist' function: ''. Stop. and this is my cmake command: On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, is 3.1.3 working? I will give it a try as well since reading from the posts it suppose to work and there are issues with osg from trunk probably NIck On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Ok... now download OSG version 3.1.3, exactly THAT version, compile in armeabi and execute. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jorge, here I found how to use add2line (just for the sake of documenting): http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android This is from logcat: 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost tid=10 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired tid=10 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10 01-02 00:30:07.085: D/libEGL(4081): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-02 00:30:07.089: D/libEGL(4081): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-02 00:30:07.101: D/libEGL(4081): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context 01-02 00:30:07.160: W/EglHelper(4081): createContext com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render notification tid=10 01-02 00:30:07.167: W/GLThread(4081): egl createSurface 01-02 00:30:07.167: W/EglHelper(4081): createSurface() tid=10 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332) 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to '/data/anr/traces.txt' when I do: arm-linux-androideabi-addr2line -C -f -e obj/local/armeabi/libosgNativeLib.so 0x40516288 ?? ??:0 Here is what I get. Sorry for my novice questions. Is this the correct thing to do? Am I missing something? Thanks a bunch Nick On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Let's see first Eclipse it says: Failed to resolve android-8 It's because you have to open the ADT and then download the SDK files for platform Android-8 Short explanation... in Android you
Re: [osg-users] osgAndroidExample
Hi all, good progress. OSG 3.1.3 works out of the box !!! So I will stick with it till all the issues from the trunk got resolved. Jan, Jorgi, Jorgi. Thanks a bunch for this mail help. As a beginner in this area it is very helpful - to make it run in two days. Without your hints I would not be able to make it run. I was dropping here on the list just about everything with my progress so other beginners can take advantage of this communication and details as well. Thanks a bunch, again Cheers, Nick On Fri, Apr 12, 2013 at 11:24 AM, Jordi Torres jtorresfa...@gmail.comwrote: Hi Nick If you were trying to build the trunk without merging the last submission from Jorge about static initalization it won't work failing when trying to load libosgNativeLib.so. You should use the version detailed in the documentation or update to the svn trunk and merge lasts submissions. Hope this helps. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi all, just again for documentation, the following link solves the ndk build error. http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see if it works since many people advice to use this version. WIll post the results. And thanks for the help so far Nick On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote: Hi Tracje, I would recommend to update to the svn-trunk and catch up with the last submissions. This bug is already fixed and commited, but you need to add the last submission not merged yet to get the things worknig. Cheers. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wops .. the cmake command: cmake -DOSG_BUILD_PLATFORM_ANDROID=ON -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg' -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype' -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib' -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng' -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff' -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include' -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall . On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, here is what I am getting when I try to build 3.1.3 Android NDK: APP_PIE is /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric second argument to `wordlist' function: ''. Stop. and this is my cmake command: On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, is 3.1.3 working? I will give it a try as well since reading from the posts it suppose to work and there are issues with osg from trunk probably NIck On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Ok... now download OSG version 3.1.3, exactly THAT version, compile in armeabi and execute. 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jorge, here I found how to use add2line (just for the sake of documenting): http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android This is from logcat: 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost tid=10 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired tid=10 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10 01-02 00:30:07.085: D/libEGL(4081): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-02 00:30:07.089: D/libEGL(4081): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-02 00:30:07.101: D/libEGL(4081): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context 01-02 00:30:07.160: W/EglHelper(4081): createContext com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render notification tid=10 01-02 00:30:07.167: W/GLThread(4081): egl createSurface 01-02 00:30:07.167: W/EglHelper(4081): createSurface() tid=10 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion
Re: [osg-users] osgAndroidExample
One last question, a silly one. Now I want to load the model. I pressed the menu button (SAMSUNG Galaxy some version) and a dialog asking me for the file address. What is the format? I guess the loading should be done from a SD card? Is this correct? Thanks Nick On Fri, Apr 12, 2013 at 11:48 AM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Fri, Apr 12, 2013 at 11:14 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi all, just again for documentation, the following link solves the ndk build error. http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see if it works since many people advice to use this version. WIll post the results. And thanks for the help so far I think it is better to add these links to the wiki. I believe anyone can do that. That is the canonical place to look for these things. Regards, Jan ___ 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] osgAndroidExample
Thanks Jan Nick On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: One last question, a silly one. Now I want to load the model. I pressed the menu button (SAMSUNG Galaxy some version) and a dialog asking me for the file address. What is the format? I guess the loading should be done from a SD card? Is this correct? Thanks Nick It should be a Unix pathname, something like /mnt/sdcard/myfile.ive if you have put the file in the root directory of your sdcard. The exact path may differ slightly - some devices use just /sdcard or even something else for the mount point. Get an app like ES Explorer or Solid Explorer, there you can usually see the path for the file you are interested in. Regards, Jan ___ 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] osgAndroidExample
Hi Jorge, I got used to it till now. Thanks. I have a question though. Is there any magic to be done in order to see textured models? I tried different models and all are displayed without textures (GLES2 sample). Most of the models are .ive (should have the texture embedded). Any clue? Nick On Fri, Apr 12, 2013 at 3:21 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: use adb shell to look for the file and know the exact path, it changes from device 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Thanks Jan Nick On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: One last question, a silly one. Now I want to load the model. I pressed the menu button (SAMSUNG Galaxy some version) and a dialog asking me for the file address. What is the format? I guess the loading should be done from a SD card? Is this correct? Thanks Nick It should be a Unix pathname, something like /mnt/sdcard/myfile.ive if you have put the file in the root directory of your sdcard. The exact path may differ slightly - some devices use just /sdcard or even something else for the mount point. Get an app like ES Explorer or Solid Explorer, there you can usually see the path for the file you are interested in. Regards, Jan ___ 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] osgAndroidExample
Hi Jan, yes, the model load correctly (UV mapped from 3ds converted into ive), nothing fancy. I am going to try it on another device as well the GLES1 sample. WIll post the findings Thanks again Nick On Fri, Apr 12, 2013 at 3:37 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, I got used to it till now. Thanks. I have a question though. Is there any magic to be done in order to see textured models? I tried different models and all are displayed without textures (GLES2 sample). Most of the models are .ive (should have the texture embedded). Any clue? First, does the model load correctly (with textures) using normal, desktop OSG? Also, make sure that the model doesn't use anything fancy - e.g. the OSG cow won't load correctly, because it uses some features (cube mapping) not available on Android. It is best to make a simple textured cube or something in Blender and export that, to make sure that there aren't any special things that the Android version doesn't support. Otherwise it should work - however, if you are using GLES2, your device may have buggy OpenGL drivers. As it is a low end device, it may not support everything. For GLES2 the code must use custom shaders and perhaps something isn't working right - many devices still have a very poor OpenGL ES 2.0 support. However, the log should be able to tell you about any OpenGL issues. Other than that, try GLES1 demo, that one has better chance to work and is closer to the normal, old school OpenGL (i.e. no shaders are required for basic things). Regards, Jan ___ 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] osgAndroidExample
The progress. The GLES1 sample does not render the model at all (it is loaded with warning: Material::apply(State) - not supported .. Maybe it is because of the model. Anyone have some simple textured model handy to share? Thanks Nick On Fri, Apr 12, 2013 at 4:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, yes, the model load correctly (UV mapped from 3ds converted into ive), nothing fancy. I am going to try it on another device as well the GLES1 sample. WIll post the findings Thanks again Nick On Fri, Apr 12, 2013 at 3:37 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, I got used to it till now. Thanks. I have a question though. Is there any magic to be done in order to see textured models? I tried different models and all are displayed without textures (GLES2 sample). Most of the models are .ive (should have the texture embedded). Any clue? First, does the model load correctly (with textures) using normal, desktop OSG? Also, make sure that the model doesn't use anything fancy - e.g. the OSG cow won't load correctly, because it uses some features (cube mapping) not available on Android. It is best to make a simple textured cube or something in Blender and export that, to make sure that there aren't any special things that the Android version doesn't support. Otherwise it should work - however, if you are using GLES2, your device may have buggy OpenGL drivers. As it is a low end device, it may not support everything. For GLES2 the code must use custom shaders and perhaps something isn't working right - many devices still have a very poor OpenGL ES 2.0 support. However, the log should be able to tell you about any OpenGL issues. Other than that, try GLES1 demo, that one has better chance to work and is closer to the normal, old school OpenGL (i.e. no shaders are required for basic things). Regards, Jan ___ 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] osgAndroidExample
Thanks Jan. Nick On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: The progress. The GLES1 sample does not render the model at all (it is loaded with warning: Material::apply(State) - not supported .. Maybe it is because of the model. Anyone have some simple textured model handy to share? Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive It is a simple cube with the axes marked on the sides. The error about the Material::apply() .. not supported means that the model is using some feature that doesn't work/isn't supported on Android/your OpenGL ES version. There are some significant differences between OpenGL ES and normal OpenGL - e.g. single vertex array can have only up to 64k triangles, quads are not supported, non-power of two textures are likely not supported on most devices, etc. Jan ___ 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] osgAndroidExample
Hi Jan, no textures on the cube in android. I can see it on my pc. :/ ... Any clue? Nick On Fri, Apr 12, 2013 at 4:47 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Here is the model I tried to load. Just for documenting Nick On Fri, Apr 12, 2013 at 4:40 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Thanks Jan. Nick On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: The progress. The GLES1 sample does not render the model at all (it is loaded with warning: Material::apply(State) - not supported .. Maybe it is because of the model. Anyone have some simple textured model handy to share? Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive It is a simple cube with the axes marked on the sides. The error about the Material::apply() .. not supported means that the model is using some feature that doesn't work/isn't supported on Android/your OpenGL ES version. There are some significant differences between OpenGL ES and normal OpenGL - e.g. single vertex array can have only up to 64k triangles, quads are not supported, non-power of two textures are likely not supported on most devices, etc. Jan ___ 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 -- 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] osgAndroidExample
Ofcourse it will not render textures based on the provided shader :/ (had to read the code more carefuly). All works now after triggering the GLSL shaders. Also, got rid of the Warning: Material not supported (thanks to Raymond !). For new readers having this default problems: - remove any Texture2D and TexEnv state from the statesets after you read the model (with a visitor) - change the fragment shader to read from textures. Nick On Mon, Apr 15, 2013 at 8:54 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, no textures on the cube in android. I can see it on my pc. :/ ... Any clue? Nick On Fri, Apr 12, 2013 at 4:47 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Here is the model I tried to load. Just for documenting Nick On Fri, Apr 12, 2013 at 4:40 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Thanks Jan. Nick On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: The progress. The GLES1 sample does not render the model at all (it is loaded with warning: Material::apply(State) - not supported .. Maybe it is because of the model. Anyone have some simple textured model handy to share? Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive It is a simple cube with the axes marked on the sides. The error about the Material::apply() .. not supported means that the model is using some feature that doesn't work/isn't supported on Android/your OpenGL ES version. There are some significant differences between OpenGL ES and normal OpenGL - e.g. single vertex array can have only up to 64k triangles, quads are not supported, non-power of two textures are likely not supported on most devices, etc. Jan ___ 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 -- 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
[osg-users] Blender exporter
Hi community, seams like the blender exporter can not be downloaded from their website. Anyone has it handy to share it over email? Thanks a lot ! 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] Blender exporter
Thanks Jan Nick On Mon, Apr 15, 2013 at 3:36 PM, Jan Ciger jan.ci...@gmail.com wrote: On Mon, Apr 15, 2013 at 3:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, seams like the blender exporter can not be downloaded from their website. Anyone has it handy to share it over email? I guess you are trying to download the version linked from the Blender website. That one is obsolete, use this one: https://github.com/cedricpinson/osgexport Regards, Jan ___ 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] animation on android
Hi Community, I have done the first steps with the android development (thanks to you as well). Now I am facing problem with animations. I have exported animated model from Blender and for some reason (as obvious :) ...) the model is not displayed on the android, it works ok with osganimationviewer though on pc. Is there any magic to be done to make the model appear? Only this, I know how to manage animations later Thanks a bunch! 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] animation on android
Hi Jan, I found the conversation in the archive. I do have support for osgAnimation. Here is the listing. Also, you have mentioned use of osg2. What is this plugin for? //Static plugins Macro USE_OSGPLUGIN(ive) USE_OSGPLUGIN(osg) USE_OSGPLUGIN(osg2) USE_OSGPLUGIN(terrain) USE_OSGPLUGIN(rgb) USE_OSGPLUGIN(OpenFlight) USE_OSGPLUGIN(dds) USE_OSGPLUGIN(glsl) //Static DOTOSG USE_DOTOSGWRAPPER_LIBRARY(osg) USE_DOTOSGWRAPPER_LIBRARY(osgFX) USE_DOTOSGWRAPPER_LIBRARY(osgParticle) USE_DOTOSGWRAPPER_LIBRARY(osgTerrain) USE_DOTOSGWRAPPER_LIBRARY(osgText) USE_DOTOSGWRAPPER_LIBRARY(osgViewer) USE_DOTOSGWRAPPER_LIBRARY(osgVolume) //Static serializer USE_SERIALIZER_WRAPPER_LIBRARY(osg) USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation) USE_SERIALIZER_WRAPPER_LIBRARY(osgFX) USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator) USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle) USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain) USE_SERIALIZER_WRAPPER_LIBRARY(osgText) USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume) On Tue, Apr 16, 2013 at 11:23 AM, Jan Ciger jan.ci...@gmail.com wrote: On Tue, Apr 16, 2013 at 9:52 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I have done the first steps with the android development (thanks to you as well). Now I am facing problem with animations. I have exported animated model from Blender and for some reason (as obvious :) ...) the model is not displayed on the android, it works ok with osganimationviewer though on pc. Is there any magic to be done to make the model appear? Only this, I know how to manage animations later Thanks a bunch! I haven't had particular problems with animations on Android, but make sure you actually link in support for osgAnimation - otherwise the osgAnimation-related parts are going to be ignored while loading the model. There are some macros to put in your code - search the archive, it has been discussed about a month ago. Regards, Jan ___ 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] animation on android
Hi Jan, what version of osg are you using? I am finding the later versions are not that 'user friendly' to android? All the time with some issues. And seam you went far with osg on android based on your emails Thanks Nick On Tue, Apr 16, 2013 at 11:57 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, I found the conversation in the archive. I do have support for osgAnimation. Here is the listing. Also, you have mentioned use of osg2. What is this plugin for? //Static plugins Macro USE_OSGPLUGIN(ive) USE_OSGPLUGIN(osg) USE_OSGPLUGIN(osg2) USE_OSGPLUGIN(terrain) USE_OSGPLUGIN(rgb) USE_OSGPLUGIN(OpenFlight) USE_OSGPLUGIN(dds) USE_OSGPLUGIN(glsl) //Static DOTOSG USE_DOTOSGWRAPPER_LIBRARY(osg) USE_DOTOSGWRAPPER_LIBRARY(osgFX) USE_DOTOSGWRAPPER_LIBRARY(osgParticle) USE_DOTOSGWRAPPER_LIBRARY(osgTerrain) USE_DOTOSGWRAPPER_LIBRARY(osgText) USE_DOTOSGWRAPPER_LIBRARY(osgViewer) USE_DOTOSGWRAPPER_LIBRARY(osgVolume) //Static serializer USE_SERIALIZER_WRAPPER_LIBRARY(osg) USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation) USE_SERIALIZER_WRAPPER_LIBRARY(osgFX) USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator) USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle) USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain) USE_SERIALIZER_WRAPPER_LIBRARY(osgText) USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume) On Tue, Apr 16, 2013 at 11:23 AM, Jan Ciger jan.ci...@gmail.com wrote: On Tue, Apr 16, 2013 at 9:52 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I have done the first steps with the android development (thanks to you as well). Now I am facing problem with animations. I have exported animated model from Blender and for some reason (as obvious :) ...) the model is not displayed on the android, it works ok with osganimationviewer though on pc. Is there any magic to be done to make the model appear? Only this, I know how to manage animations later Thanks a bunch! I haven't had particular problems with animations on Android, but make sure you actually link in support for osgAnimation - otherwise the osgAnimation-related parts are going to be ignored while loading the model. There are some macros to put in your code - search the archive, it has been discussed about a month ago. Regards, Jan ___ 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] animation on android
Hi Robert, I am up to date with the trunk but stucked with 3.1.3. I was experiencing crashes on android, was not able to run it, no bluish screen, no nothing :/ Thanks Nick On Tue, Apr 16, 2013 at 12:26 PM, Robert Osfield robert.osfi...@gmail.comwrote: On 16 April 2013 11:11, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: what version of osg are you using? I am finding the later versions are not that 'user friendly' to android? All the time with some issues. And seam you went far with osg on android based on your emails svn/trunk has several fixes for Android support so should be a safer bet than the last few dev releases. Robert. ___ 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] animation on android
Hi Jan, that's nice you have it working. Well, with your help I have a demo running on the phone as well :) But, the requirements just grow and I am to stress and test other features (like animation, picking etc ...) due to the project scope. That's where the benefits from the community come from. Might be a good idea to update wiki with findings so far. The one at present is very basic and brief for a very basic run. For other, we beginners have to struggle and rely on you with more experience if you are willing to share. I will wait for Jordi to submit the patch then I will try again with the trunk. And thanks for the hints so far ! Cheers, Nick On Tue, Apr 16, 2013 at 1:18 PM, Jan Ciger jan.ci...@gmail.com wrote: On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, what version of osg are you using? I am finding the later versions are not that 'user friendly' to android? All the time with some issues. And seam you went far with osg on android based on your emails I have several working demos with OSG on a tablet and phone. The version I have is trunk from 7.2.2013. The issues are unfortunately the way it is - the Android support is very young still and with the complexity of the framework, some bugs will creep in. However, with more people working on it and testing it, the faster they get solved. However, I have found that most problems I had were caused by the Android SDK/NDK issues, not really by OSG. Jan ___ 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] animation on android
Hi Jordi, thanks for the offers :) .. But at the moment I still don't feel confident to publish it officially :/ What I did I wrote just about every finding so far in my email conversation with Jan and you. Let wait then for the merge, I don't think I can do it - the mergal. I might come up with something and will email it to you and Jan for review before publishing. Also, fyi, I rather write code then doc :) but anyway, for help of very beginners in the android and osg world would be nice from me. Thanks again Nick On Tue, Apr 16, 2013 at 1:39 PM, Jordi Torres jtorresfa...@gmail.comwrote: Hi Nick, 2013/4/16 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jan, that's nice you have it working. Well, with your help I have a demo running on the phone as well :) But, the requirements just grow and I am to stress and test other features (like animation, picking etc ...) due to the project scope. That's where the benefits from the community come from. Might be a good idea to update wiki with findings so far. The one at present is very basic and brief for a very basic run. For other, we beginners have to struggle and rely on you with more experience if you are willing to share. It would be nice if you can update the Android documentation section, or write another article for beginners as you said. Just register yourself in the joomla site at openscenegraph.com and write to me (with copy to Robert) a private mail with your username, I'll give you publisher rights to update the documentation. I will wait for Jordi to submit the patch then I will try again with the trunk. And thanks for the hints so far ! The code is submitted already by Jorge, but still not merged. Anyway you can merge the code yourself and write to the thread of this submission[1] and confirm if the patch is working for you. It would be nice too ;). Thank you :). [1]http://forum.openscenegraph.org/viewtopic.php?t=11939 Cheers, Nick On Tue, Apr 16, 2013 at 1:18 PM, Jan Ciger jan.ci...@gmail.com wrote: On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, what version of osg are you using? I am finding the later versions are not that 'user friendly' to android? All the time with some issues. And seam you went far with osg on android based on your emails I have several working demos with OSG on a tablet and phone. The version I have is trunk from 7.2.2013. The issues are unfortunately the way it is - the Android support is very young still and with the complexity of the framework, some bugs will creep in. However, with more people working on it and testing it, the faster they get solved. However, I have found that most problems I had were caused by the Android SDK/NDK issues, not really by OSG. Jan ___ 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 -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com ___ 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] animation on android
lol ..:) ... Let first wait then for something stable where I can run with models, animations, with picking. Then I will share my findings in a public document. Nick On Tue, Apr 16, 2013 at 1:57 PM, Jordi Torres jtorresfa...@gmail.comwrote: 2013/4/16 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jordi, thanks for the offers :) .. But at the moment I still don't feel confident to publish it officially :/ What I did I wrote just about every finding so far in my email conversation with Jan and you. Let wait then for the merge, I don't think I can do it - the mergal. I might come up with something and will email it to you and Jan for review before publishing. Also, fyi, I rather write code then doc :) but anyway, for help of very beginners in the android and osg world would be nice from me. Umm...Weird! You are the first developer in the world to prefer coding rather than documenting ;) hehehe Cheers Thanks again Nick On Tue, Apr 16, 2013 at 1:39 PM, Jordi Torres jtorresfa...@gmail.comwrote: Hi Nick, 2013/4/16 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jan, that's nice you have it working. Well, with your help I have a demo running on the phone as well :) But, the requirements just grow and I am to stress and test other features (like animation, picking etc ...) due to the project scope. That's where the benefits from the community come from. Might be a good idea to update wiki with findings so far. The one at present is very basic and brief for a very basic run. For other, we beginners have to struggle and rely on you with more experience if you are willing to share. It would be nice if you can update the Android documentation section, or write another article for beginners as you said. Just register yourself in the joomla site at openscenegraph.com and write to me (with copy to Robert) a private mail with your username, I'll give you publisher rights to update the documentation. I will wait for Jordi to submit the patch then I will try again with the trunk. And thanks for the hints so far ! The code is submitted already by Jorge, but still not merged. Anyway you can merge the code yourself and write to the thread of this submission[1] and confirm if the patch is working for you. It would be nice too ;). Thank you :). [1]http://forum.openscenegraph.org/viewtopic.php?t=11939 Cheers, Nick On Tue, Apr 16, 2013 at 1:18 PM, Jan Ciger jan.ci...@gmail.com wrote: On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, what version of osg are you using? I am finding the later versions are not that 'user friendly' to android? All the time with some issues. And seam you went far with osg on android based on your emails I have several working demos with OSG on a tablet and phone. The version I have is trunk from 7.2.2013. The issues are unfortunately the way it is - the Android support is very young still and with the complexity of the framework, some bugs will creep in. However, with more people working on it and testing it, the faster they get solved. However, I have found that most problems I had were caused by the Android SDK/NDK issues, not really by OSG. Jan ___ 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 -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com ___ 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 -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com ___ 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] How to build OpenSceneGraph for Android in Windows
Hi Francesco, this top was discussed heavely last week (look for osgAndroidExample in the archive). Here is a fix for that error - you have to edit a file http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653 Cheers, Nick On Thu, Apr 18, 2013 at 12:14 PM, Francesco Argese kekk...@gmail.comwrote: S2LR wrote: [...] I'm getting the following error when I run the make... Android NDK: Parsing Application.mk Android NDK: APP_PIE is C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric second argument to `wordlist' function: ''. Stop. make[2]: *** [Android-OpenSceneGraph] Error 2 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2 make: *** [all] Error 2 Any idea on what this error is referring to? [...] With r8c the procedure gives the same error while with android-ndk-r8b-windows.zip compilation starts. That ndk can be found at the following link: https://dl.google.com/android/ndk/android-ndk-r8b-windows.zip Francesco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53680#53680 ___ 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] [ANN] GullsEye
Very cool ! You might want to think of integrating Triton for your app for the ocean Nick On Thu, Apr 18, 2013 at 12:39 PM, Can T. Oguz cto...@gmail.com wrote: Hello Dear OSG-community, Happy to announce GullsEye - our 3D Port Visualization System built on OpenSceneGraph. Intro video at: http://youtu.be/y1ANByGUNqc (HD required) Best regards, Can Oguz Systems Analyst / SoftTech -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53681#53681 ___ 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] Need help with switching between manual and automatic camera movement
Hi Martin, what are you experiencing, where you see the problems? It is sort of not stated in your email. in your first code snipped in the update I would do this to have the matrices in the world space: Matrixd oldMatrix = cam-getInverseViewMatrix(); . . cam-setViewMatrix(osg::Matrixd::inverse(newMatrix)); This should setup your matrices correctly. Also once the matrixes are in world space then you can easelly transition from automatic to manual state by setting the camera manipulator by matrix. I think when you add and remove camera manipulators, it goes to your home position of the manipulator (see CameraManipulator::setHomePosition), so you have to take into account this as well. If you want to spin it around between two rotations try using quaternions (from the matrix, it is getRotate()) and slerp (quaternion method) between two different orientation. These above is just guessing since you havn't stated your problem. Maybe the best would be if you put your whole code into sample and post it here, someone might have time to look and help Nick On Thu, Apr 18, 2013 at 6:53 PM, Martin Záleta zal...@atlas.sk wrote: Hi, In my OSG application, I am trying to implement a functionality, that would allow me to switch between usual manual movement and an automatic one (such as spinning on spot), but I haven't had any success yet. My last attempt was to set an update callback to the camera, that would spin it around, such as this: Code: void CameraCallback::operator()(Node* node, NodeVisitor* nv) { Camera * cam = static_castCamera *(node); if(cam Settings::Instantiate()-getCameraMode() == CAMERA_ROTATE) { Matrixd oldMatrix = cam-getViewMatrix(); Matrixd cameraRotation; cameraRotation.makeRotate(oldMatrix.getRotate()); cameraRotation.rotate(DegreesToRadians(5.0), 0, 0, 1); Matrixd cameraTrans; cameraTrans.makeTranslate(oldMatrix.getTrans()); Matrixd newMatrix = cameraRotation * cameraTrans; cam-setViewMatrix(newMatrix); } traverse(node, nv); } ... and then I had the viewer object registered by the class that handles keyboard events and tried to update it accordingly: Code: void registerViewer(Viewer* v) { viewer = v; man = viewer-getCameraManipulator(); } bool KeyboardEventHandler::handle(const GUIEventAdapter ea, GUIActionAdapter aa) { ... case 'n': case 'N': Settings::Instantiate()-ToggleCamera(); if(Settings::Instantiate()-getCameraMode() == CAMERA_MANUAL) { viewer-setCameraManipulator(man); viewer-getCamera()-setAllowEventFocus(true); } else { viewer-setCameraManipulator(NULL); viewer-getCamera()-setAllowEventFocus(false); } break; ... } Hopefully these snippets are enough for someone to explain me, what I am doing wrong and how to do it the right way. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53691#53691 ___ 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] How to build OpenSceneGraph for Android in Windows
Hi Francesco, no idea. Others have to answer this one. I was adviced to use r8d. After that small fix it should work ok Nick On Fri, Apr 19, 2013 at 9:10 AM, Francesco Argese kekk...@gmail.com wrote: Hi Nick, is there any problem working with ndk r8b? It seems that Android example has been done using r8b version. Thank you very much, Francesco Trajce Nikolov NICK wrote: Hi Francesco, this top was discussed heavely last week (look for osgAndroidExample in the archive). Here is a fix for that error - you have to edit a file http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653( http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653 ) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53698#53698 ___ 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] txp lod problem: switching in cycles
Hi Daniel, I am running large terrain (txp) on my laptop with no problems with the latest code from the trunk (although I don't think the txp loader was touched lately). What is the version of your archive? It seam that the code in the repository works the best with 2.1 archives. Also, good practice is to use s3 texture compression (dxt3 and dxt5) when building the archive in TerraVista. If you can build a block and post it I can take a look what is happening Let me know Nick On Mon, Apr 22, 2013 at 9:02 AM, Daniel Krikun krikun.dan...@gmail.comwrote: Hello, I have a heavy application which uses osg viewer and a TXP terrain. After some time the application is running, LOD level of the terrain starts being switched higher and lower all the time in cycles, so one second I have trees and building being displayed and one second later - they disappear. Interesting, if I run just 2 instances of osgviewer.exe with a large TXP terrain, after some time, I achieve the same effect. I suspect, TXP loader detects low memory available and switches LOD down, then when some memory is freed due to this LOD switching, the loader switches the LOD up, the memory gets low and it continues in cycles. Any ideas? I'm running Windows XP, 32-bit, GTX 670. Both osg-2.9.8 and 3.0.1 exhibit this behaviour. Thanks, -- Daniel Krikun ___ 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] (no subject)
Hi Daniel, somewhere in the header of the txp archive should be something like GetVersion or such. Look in the trpage_* headers Nick On Thu, Apr 25, 2013 at 1:10 PM, Daniel Krikun krikun.dan...@gmail.comwrote: Hello Nick, How can I check what version of the txp is the format of the terrain? Mess ag e: 2 Date: Mon, 22 Ap r 20 13 09 :4 4: 5 5 +0 20 0 From : Tr ajc e Nik olov NIC K traj ce .n iko lov. ni ck @g m ail .c om To : Ope nS c eneG rap h Us ers osg - use rs@ lis ts . open sc ene gr aph .or g Su bj ect : Re: [osg - use rs] txp lod prob lem : sw itc hi ng in cyc l es Mess ag e - ID: CA O - +zi kU 6a UW pV C g uT 8M S 0qb y3 - + NkU D_ C 60 zKg sK tDZ0 G3 iS w @m ai l. gm ai l. c om Con tent - Ty pe: text/ p lai n; ch ars et= is o - 88 59 - 1 Hi Dani el, I am run nin g larg e terr ain (txp ) on my lapt op wi th no prob lem s wi th the lates t cod e fr om the trun k (alt houg h I don' t thin k the txp load er was touc hed latel y). Wha t is the vers ion of your arc hi ve ? It seam that the cod e in the repo sit ory wor ks the bes t wi th 2. 1 arc hi ves. Al so, goo d prac ti ce is to use s3 textu re com pr es sio n (dx t3 and dxt5 ) wh en bui ldi ng the arc hi ve in Te rra Vi sta . If you can bui ld a bloc k and post it I can take a look wh at is happ eni ng Let me know Nic k On Mon, Ap r 22 , 20 13 at 9: 02 AM , Dani el Krik un kri ku n. dani el@g mai l. c om wr ote: Hel lo, I have a he avy appl ic ati on wh ic h use s osg view er and a TX P terr ain . Af te r som e tim e the appl ic ati on is run nin g , LOD level of the terr ain star ts bein g sw itc he d hig h er and low er all the tim e in cyc l es, so one sec ond I have trees and bui ldi ng bein g dis pla yed and one sec ond later - they dis appe ar. Inter est ing , if I run jus t 2 ins tanc es of osg vie we r. exe wi th a larg e TX P terr ain , af ter som e tim e, I ach ieve the sam e ef f ec t. I sus pec t, TX P load er detec ts low me mor y avail abl e and sw itc he s LOD dow n, then wh en som e me mor y is fr eed due to this LOD sw itc hi ng , the load er sw itc he s the LOD up, the me mor y ge ts low and it con tin ues in cyc l es. An y idea s ? I'm run nin g Win dow s XP, 32 - bit, GT X 67 0. Both osg - 2. 9. 8 and 3. 0. 1 exh ibi t this beha viou r. Th ank s, - - Dani el Krik un __ __ _ __ _ __ __ _ __ _ __ _ __ __ _ __ _ __ _ __ __ _ __ _ __ __ _ __ _ _ osg - use rs mai li ng lis t osg - use rs@ lis ts . open sc ene gr aph .or g http: / / li sts .op ens ce neg r aph. org / li sti nf o. cg i / ___ 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] osgSim::LighPoint radius
Hi Community, I have faced a problem with the _radius from LighPoint. The showcase is to control all of the LightPoint attributes in run tim (dynamiclly change intensity, color ...these work just fine). However the radius can be changed on LightPoint re-creation,only and its can not be changed in run-time. Some hints? Thanks a bunch. 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] Exporting HeightFields in OSG
Hi Martin, try exporting to OpenFlight (there are various 3d content creation tools like LightWave, 3D Max, Creator ) that support this format. I am not sure the obj plugin has exporting function although I think I have seen some submissions (from Cedric I think) for the obj format. The extension is flt Hope this helps, Nick On Sat, Apr 27, 2013 at 6:33 PM, Martin Záleta zal...@atlas.sk wrote: Hi, I was hoping I could export a terrain geometry represented by a procedurally generated HeightField into an .obj file or similar, so I could open it as a polygonal mesh in some modelling program or whatever, but sadly, it doesn't seem to work that way. This line Code: writeNodeFile(*terrainTileGeode, ..\\res\\export\\terrain_groundtile.obj); just returns me a rather empty object file, while other geometry I use seems to be exporting just fine. So, is there any way to export HeightFields as polygonal meshes in OSG? My aim is to import these procedural terrains in other rendering engines afterwards, so it would be rather convenient for me. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53844#53844 ___ 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] Exporting HeightFields in OSG
Hi Martin, these are just hints. Have a look at /** Accept a PrimitiveFunctor and call its methods to tell it about the internal primitives that this Drawable has.*/ virtual void accept(PrimitiveFunctor pf) const; in ShapeDrawable Maybe there is a way to traverse all the primitives, and then create Geometry from it and export the created Geometries instead of the whole HeightFiled. Just a hint that might help Nick On Sun, Apr 28, 2013 at 9:56 PM, Martin Záleta zal...@atlas.sk wrote: Hi, Sadly, exporting a HeightField geometry into .flt likewise produces just an almost empty file. I kinda suppose it's because the geometry in HeightFields isn't represented by polygonal meshes, so OSG can't really do anything to export this data straight away other that maybe except save those values into an image file like a heightmap. Still, it's just a guess though, so if there's any other way, just let me know. Thanks anyway! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53853#53853 ___ 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] osgSim::LighPoint radius
I know :) Nick On Tue, Apr 30, 2013 at 1:05 AM, Brad Colbert bcolb...@rscusa.com wrote: Nick, ** ** A shader would allow you to change most of those. ** ** -B ** ** *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce Nikolov NICK *Sent:* Sunday, April 28, 2013 7:48 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] osgSim::LighPoint radius ** ** Hi Community, ** ** I have faced a problem with the _radius from LighPoint. The showcase is to control all of the LightPoint attributes in run tim (dynamiclly change intensity, color ...these work just fine). However the radius can be changed on LightPoint re-creation,only and its can not be changed in run-time. Some hints? ** ** Thanks a bunch. ** ** Nick ** ** -- trajce nikolov nick ___ 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] OSG : Animated Maya Models on Windows
Try Blender. There is exporter for Blender directly into OSG including animations Nick On Wed, May 1, 2013 at 9:58 PM, Randall Hand randall.h...@gmail.com wrote: So, it seems Collada2.2 on Windows with Visual Studio 2012 is just a no-go.. Autodesk doesn't have an FBX that works with VS2012 yet, and the beta they have doesn't work with OSG. what's the current way of getting animated models from a tool like Maya into OpenSceneGraph? -- Randall Hand www.yeraze.com ___ 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] OSG : Animated Maya Models on Windows
Try this one https://github.com/cedricpinson/osgexport The ones on the Blender website are obsolete indeed Nick On Thu, May 2, 2013 at 5:31 AM, Randall Hand randall.h...@gmail.com wrote: Hi, Well, I can only find an OSG exporter for an older version of Blender, which I can't find any good way to import from Maya (Collada seems the usual way, but Maya does 1.5 and this older Blender only reads 1.4). ... Thank you! Cheers, Randall -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53882#53882 ___ 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] switch off mouse press events
Hi Sujan, what you are describing is the normal behavior of the Trackball CameraManipulator. There are many ways how you can change processing of mouse events. Either remove the CameraManipulator (view-getCamera()-setCameraManipulator(0)) or inherit from the one CameraMainpulator that most suit your needs and override the processing of the events (handle method). If you have some specifics about how to handle mouse and keyboard events then go for the later, I would guess Nick On Wed, May 8, 2013 at 10:05 AM, Sujan Dasmahapatra sujan.dasmahapa...@gmail.com wrote: In every example I see in the viewer that left mouse press and move cause it to rotate 3d, middle mouse press move cause it to pan, and left mouse press and move forward backward cause it zoom in and zoom out. How can I override this events. For example I dont want anything to happen on my left mouse. How can I achieve this?. Any help is highly appreciated. Thanks Sujan -- Thanks Regards Sujan ___ 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] Translate problem
-samples = ds-getNumMultiSamples(); osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setGraphicsContext( new osgQt::GraphicsWindowQt(traits.get()) ); camera-setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) ); camera-setViewport( new osg::Viewport(0, 0, traits-width, traits-height) ); camera-setProjectionMatrixAsPerspective( 30.0f, static_castdouble(traits-width)/static_castdouble(traits-height), 1.0f, 1.0f ); return camera.release(); } void ViewerWidget::paintEvent( QPaintEvent* event ) { frame(); } osgViewer::View* ViewerWidget::getView() { return view; } [/code] Please tell me why is it not moving ??.I want to implement a rotate functionality on right mouse press button, a pan function on middle mouse press function and a zoom function on wheel event. Any help is highly appreciated. Thanks Sujan -- Thanks Regards Sujan ___ 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] for PAN problem
Hi Sujan, what are you trying to do with your 'pan'? To move an object, or to move the camera (view) ? Nick On Thu, May 9, 2013 at 1:03 PM, Sujan Dasmahapatra sujan.dasmahapa...@gmail.com wrote: I am trying to pan my model pls check the code snippet below. viewer = composite view. getTransform() will return a osg::PositionAttitudeTransform list. But my object is moving in z direction as well inwards outwards. What am I doing wrong please help. Thanks Sujan void CSGraphicsView::pan( float dx, float dy ) { osg::Vec3 transform = viewer-getTransform()-getTrans().first()-getPosition(); transform += osg::Vec3(dx,dy,0.0f); viewer-getTransform()-getTrans().first()-setPosition(transform); } -- Thanks Regards Sujan ___ 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] for PAN problem
Hi Sujan, here is how I would do it: //Let load the model: osg::Node* model = osgDB:: readFile(); // Create MatrixTransform on top of it osg::MatrixTransform* mxt = new osg::MatrixTransform; // create the scene mxt-addChild(model); viewer-setSceneData(mxt); Now, having it like this, by modifying the matrix in the MatrixTransofrm, you can move the loaded object in the scene as you are doing with onPan(double dx, double dy), and don;t touch the view matrix something like: void onPan(double dx, double dy) { osg::MatrixTransform* mxt = dynamic_castosg::MatrixTransform*(viewer-getSceneData()); mxt-setMatrix(osg::Matrix::translate(1000+dx, 0, 0)) } you get the idea? Hope it helps Nick On Thu, May 9, 2013 at 3:15 PM, Sujan Dasmahapatra sujan.dasmahapa...@gmail.com wrote: Nick I want to move the object a simple pan with mouse. On Thu, May 9, 2013 at 5:32 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Sujan, what are you trying to do with your 'pan'? To move an object, or to move the camera (view) ? Nick On Thu, May 9, 2013 at 1:03 PM, Sujan Dasmahapatra sujan.dasmahapa...@gmail.com wrote: I am trying to pan my model pls check the code snippet below. viewer = composite view. getTransform() will return a osg::PositionAttitudeTransform list. But my object is moving in z direction as well inwards outwards. What am I doing wrong please help. Thanks Sujan void CSGraphicsView::pan( float dx, float dy ) { osg::Vec3 transform = viewer-getTransform()-getTrans().first()-getPosition(); transform += osg::Vec3(dx,dy,0.0f); viewer-getTransform()-getTrans().first()-setPosition(transform); } -- Thanks Regards Sujan ___ 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 -- Thanks Regards Sujan ___ 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] [build] Building OpenThreads on Windows
Hi, OpenThreads is also part of the OpenSceneGraph trunk, you can download it and it builds for many known platforms including Windows without problems Nick On Fri, May 17, 2013 at 7:49 AM, Nav Joseph nk...@tatapowersed.com wrote: How does one build OpenThreads library standalone on Windows? Downloaded OpenThreads (http://openthreads.sourceforge.net/) and it built fine with make on Linux, but when I try using make with Gnu Make for Windows, it shows this error: F:\ProgramFiles\OpenThreadsmake process_begin: CreateProcess(NULL, uname, ...) failed. f was unexpected at this time. make: *** [default] Error 255 and when I tried with MinGW, it gave errors I've attached as an image with this message (couldn't copy text in the Mingw prompt). Help please... Nav or Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54039#54039 ___ 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] [build] Building OpenThreads on Windows
But still, I would like to know how to get it built on Windows without having to build the whole of OSG It is CMake driven. Generate solution and projects and work only with the OpenThreads project On Fri, May 17, 2013 at 12:39 PM, Nav Joseph nk...@tatapowersed.com wrote: Ok thanks, using the lib that was with the osg build worked, but initially I was getting some error that it couldn't find OpenThreads_somethingwin32.lib. Now that error is no longer there. But still, I would like to know how to get it built on Windows without having to build the whole of OSG. Nav or Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54042#54042 ___ 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] How to apply textures to a model in openscenegraph?
You don't even need to use the openflight api (is it freelebly available?). Go download the OpenFlight spec from the Presagis website (it is free) and write something that will change the texture name in the openflight texture palette. If you are after using dds instead of rgb you change only the extension in the palette. I have done this several times. Nick On Fri, May 24, 2013 at 4:59 PM, Cary, Karl A. karl.a.c...@saic.com wrote: If you have a need to actually change the flt file itself to change it to use dds textures, you can write something using the openFLT API. I actually just very recently did this myself. We had several hundred models we were converting to use dds instead of rgb files. The samples given with the API and the documentation should be good enough if you go that route. Look at the egwalk example to figure out how to drill down the structure. To actually change the name you will need to use the mgGetFirstTexture, mgGetTextureSaveName, and mgGetNextTexture. That took me a while to figure out.. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lokesh kumar Sent: Thursday, May 23, 2013 6:02 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How to apply textures to a model in openscenegraph? Robert Osfield robert.osfield@... writes: Hi Lokesh, The easist thing to do would be to use osgconv to convert the files to native OSG binary format .osgb and have osgconv do the compression for you. Use osgconv --help for the options. The other alternative to to write your own osgDB::Registry::ReadFile callback that intercepts the readImage calls and changes the filename to the .dds equivalent. Robert. Thank you Robert!! I'm interested in your 2nd alternative :- using osgDB::Registry::ReadFile but, i'm Newbie in openscenegraph. can you give a short example. Regards -Lokesh ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] Experiments on Textures and Images, strange behavior.
Hi, initialize the texture and then reference it, in that order osg::ref_ptrosg::Texture2D lm = new osg::Texture2D; stateset-setTextureAttributeAndModes( 0,map); Nick On Sun, Jun 9, 2013 at 3:02 PM, Gaëtan André gaetan.an...@gmail.com wrote: Hi, I am trying to understand how texture ande Image are working //some initialized texture with contents osg::ref_ptrosg::Texture2D map //displays correctly the texture osg::StateSet* stateset = HUD_camera-getOrCreateStateSet(); stateset-setTextureAttributeAndModes( 0,map); //does not display the texture osg::ref_ptrosg::Texture2D lm = new osg::Texture2D; lm-setImage(map-getImage()); stateset-setTextureAttributeAndModes( 0,lm); Why ? Thank you! Cheers, Gaëtan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54501#54501 ___ 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] Experiments on Textures and Images, strange behavior.
ah, I missread it. from your original post the map texture was not initialized and was used later in the statest. I had to write something like: osg::ref_ptrosg::Texture2D map = new osg::Texture2D; stateset-setTextureAttributeAndModes( 0,map); if you post your code in whole then the chance to get help if higher Nick On Sun, Jun 9, 2013 at 10:29 PM, Gaëtan André gaetan.an...@gmail.comwrote: Hi, Thank you for the reply. I am not quite sure to understand your answer. Do you mean I should do this : //does not display the texture osg::StateSet* stateset = HUD_camera-getOrCreateStateSet(); osg::ref_ptrosg::Texture2D lm = new osg::Texture2D; stateset-setTextureAttributeAndModes( 0,map); lm-setImage(map-getImage()); stateset-setTextureAttributeAndModes( 0,lm); Seems quite odd to me. Cheers, Gaëtan[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54503#54503 ___ 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...
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] screen 0 does not appear to be DRI2 capable
Hi Community, I just started after a while again on Linux, installed Ubuntu 13.04 (fresh install), installed the latest NVIDIA driver did trunk co and here is what I am getting with osgviewer cow.osg. Any clue? Thanks ! libGL: screen 0 does not appear to be DRI2 capable libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/swrast_dri.so libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/swrast_dri.so libGL error: failed to load driver: swrast Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) 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] screen 0 does not appear to be DRI2 capable
Hi Robert, yes, I installed the driver manually. On the web in the forums now :) ... But thanks for the hints! Nick On Tue, Jun 25, 2013 at 6:28 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, I'm using Kubuntu 13.04 with Geforce 560Ti without any problems. I haven't installed the NVidia driver manually, rather just let Kubuntu pull it in when I installed. Do you manually install NVidia drivers? From the errors I'd suspect that software GL driver is being invoked. Which suggest something is amiss with picking up the NVidia driver. NVidia or Ubuntu forums would likely be the best place to chase up a solution. Robert. On 25 June 2013 17:08, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I just started after a while again on Linux, installed Ubuntu 13.04 (fresh install), installed the latest NVIDIA driver did trunk co and here is what I am getting with osgviewer cow.osg. Any clue? Thanks ! libGL: screen 0 does not appear to be DRI2 capable libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/swrast_dri.so libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/swrast_dri.so libGL error: failed to load driver: swrast Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) Nick -- 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] screen 0 does not appear to be DRI2 capable
Doing update and reinstalling the driver helped. Just for log Nick On Tue, Jun 25, 2013 at 6:31 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Robert, yes, I installed the driver manually. On the web in the forums now :) ... But thanks for the hints! Nick On Tue, Jun 25, 2013 at 6:28 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, I'm using Kubuntu 13.04 with Geforce 560Ti without any problems. I haven't installed the NVidia driver manually, rather just let Kubuntu pull it in when I installed. Do you manually install NVidia drivers? From the errors I'd suspect that software GL driver is being invoked. Which suggest something is amiss with picking up the NVidia driver. NVidia or Ubuntu forums would likely be the best place to chase up a solution. Robert. On 25 June 2013 17:08, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I just started after a while again on Linux, installed Ubuntu 13.04 (fresh install), installed the latest NVIDIA driver did trunk co and here is what I am getting with osgviewer cow.osg. Any clue? Thanks ! libGL: screen 0 does not appear to be DRI2 capable libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/swrast_dri.so libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/swrast_dri.so libGL error: failed to load driver: swrast Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) Nick -- 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 -- 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] Passing location-based data to a fragment shader
Hi Shahar, I read this post and found it interesting. Just out of curiosity : Each texel in the new texture, should be set based on the world location of the corresponding texel in the current geometry texture Are you trying to overlay a texture on top of txp archive and it should be georeferenced? If so, there might be a different approach Nick On Tue, Jun 25, 2013 at 3:50 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Shahar, answers below. Sebastian Messerschmidt wrote: Hi Shahar Kosti: As you don't provide any exact numbers I can only guess. But usually I'd bind one or more textures per tile of paged set. Depending on your hardware bind of 8192x8192 textures is no problem. Can you be a bit more specific on how big the set is? Also for the hidden textures - I don't really get what you mean. My best guess is, that you mean not displayed. Therefore write a custom fragment shader and bind the data-textures along with you diffuse or whatever textures to the stateset of the tile. As the fragment shader is fully programmable, it is your choice what is done with the data. cheers Sebastian Hi Sebastian, Sorry for my late reply, it took me some time to get the data. One TXP I'm currently looking at, represents a 3000 km² area with texture resolution of 5m/pixel. Some areas have better resolution, up to 10 cm/pixel. The additional metadata has similar resolution. So obviously wouldn't fit on a single texture. Okay, so the single TXP file represents the whole area? That's kinda hard, I thought you have multiple tiles representing parts of your complete data set. Anyways, First of all, your data sets need to be aligned somehow. Regarding your suggestions, could you elaborate on the bind one or more textures per tile of paged set approach? My current approach (which doesn't work), is to intercept paged nodes using a custom ReadFileCallback, which runs a NodeVisitor. The visitor finds all Geode objects and then the underlying geometries. I can bind a new texture to these geometries, but I'm not sure how to set the values correctly. You don't really need to bind at a level this deep. Usually if the terrain tile is loaded and represent a LOD you want to work with, you can simple add your data texture(s) as uniform to the stateset of the tile. Given you have a texture with the data-image called texture you can do it this way in your callback: osg::StateSet* state_set = node-getOrCreateStateSet(); osg::Uniform* sampler = new osg::Uniform(MyDataSamper, 2 /*texture unit*/); state_set-**setTextureAttribute(unit, texture ,osg::StateAttribute::ON); state_set-addUniform(sampler)**; With this you bind the texture to a sampler for your shader, at the texture unit 2. Depending on how many textures are already bound you might need to modify the unit. In the fragment shader you can now access the texture via: uniform sampler2D MyDataSampler .. .. main() { vec2 tex_coord = gl_TexCoord[0].st; vec4 data = texture2D(MyDataSampler, tex_coord); } Each texel in the new texture, should be set based on the world location of the corresponding texel in the current geometry texture. I'm not sure how to do that using the geometry vertex and texture coordinate indices. I hope this is clear enough. This is a different question. If your terrain-data already contains a base texture (like a satellite photo), the gl_TexCoord[0] might be matching already. If not you might want to use texture coordinate generation in the vertex shader to get world-space texture coordinates. It totally depends on your data. For a first try, I'd load a dummy texture for each tile and pass it to the gl_FragColor in the fragment shader to see how your coordinates are. cheers Sebastian Thanks for the help, Shahar -- Read this topic online here: http://forum.openscenegraph.**org/viewtopic.php?p=54810#**54810http://forum.openscenegraph.org/viewtopic.php?p=54810#54810 __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] osgDB::ReentrantMutex ?
Hi Community, I am upgrading the txp plugin from the latest code drop from Presagis and it seam it is really out of date (1.somthing is the osg used). Anyone can recall osgDB::ReentrantMutex and why it is not available anymore? Thanks for any hint 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] osgDB::ReentrantMutex ?
Found it, it was moved to OpenThreads Nick On Fri, Jun 28, 2013 at 1:22 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I am upgrading the txp plugin from the latest code drop from Presagis and it seam it is really out of date (1.somthing is the osg used). Anyone can recall osgDB::ReentrantMutex and why it is not available anymore? Thanks for any hint Nick -- 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
[osg-users] OPENSCENEGRAPH_MAJOR_VERSION and OSG_MAJOR_VERSION
Hi Robert, seam like this preprocessor define was renamed over the ages. I am revisiting the txp loader and found code that is compatible with older versions of the loader (osg 1.2 from the comment from while back when). The code is comming from Presagis and suppose to be the latest updates (which I don;'t agree since work was done after to support whole earth geocentric archives which is not present in the drop :/ )., Anyway, from my experience with vis-sim some companies know to stuck with acient versions of libraries and my intention here is to keep it compatible. I dont see this check in the trunk. It is for TXPNode::traverse method, there is something like: // In the time of this change Robert mentioned the next // version will be 2.0. If not then change the condition to // mach the right versions. Up to 1.2 the following statment // needs to compile. Nick #if OSG_VERSION_MAJOR = 1 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix()); #else tileMapper-pushReferenceViewPoint(cv-getReferenceViewPoint()); tileMapper-pushModelViewMatrix(cv-getModelViewMatrix(), osg::Transform::RELATIVE_RF); #endif -- 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] OPENSCENEGRAPH_MAJOR_VERSION and OSG_MAJOR_VERSION
wops, chrome sent the email too early. to continue. Any suggestions what to do with this check? OSG_MAJOR_VERSION become OPENSCENEGRAPH_MAJOR_VERSION and even it may sound stupid to support a decade old versions, one might find it useful ... Any hints? Thanks Nick On Sun, Jun 30, 2013 at 12:58 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Robert, seam like this preprocessor define was renamed over the ages. I am revisiting the txp loader and found code that is compatible with older versions of the loader (osg 1.2 from the comment from while back when). The code is comming from Presagis and suppose to be the latest updates (which I don;'t agree since work was done after to support whole earth geocentric archives which is not present in the drop :/ )., Anyway, from my experience with vis-sim some companies know to stuck with acient versions of libraries and my intention here is to keep it compatible. I dont see this check in the trunk. It is for TXPNode::traverse method, there is something like: // In the time of this change Robert mentioned the next // version will be 2.0. If not then change the condition to // mach the right versions. Up to 1.2 the following statment // needs to compile. Nick #if OSG_VERSION_MAJOR = 1 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix()); #else tileMapper-pushReferenceViewPoint(cv-getReferenceViewPoint()); tileMapper-pushModelViewMatrix(cv-getModelViewMatrix(), osg::Transform::RELATIVE_RF); #endif -- 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] OPENSCENEGRAPH_MAJOR_VERSION and OSG_MAJOR_VERSION
I did simply #ifnderf OSG_MAJOR_VERSION #define OSG_MAJOR_VERSION OPENSCENEGRAPH_MAJOR_VERSION #endif Builds ok now and should support the ancient osg releases as well Nick On Sun, Jun 30, 2013 at 1:04 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: wops, chrome sent the email too early. to continue. Any suggestions what to do with this check? OSG_MAJOR_VERSION become OPENSCENEGRAPH_MAJOR_VERSION and even it may sound stupid to support a decade old versions, one might find it useful ... Any hints? Thanks Nick On Sun, Jun 30, 2013 at 12:58 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Robert, seam like this preprocessor define was renamed over the ages. I am revisiting the txp loader and found code that is compatible with older versions of the loader (osg 1.2 from the comment from while back when). The code is comming from Presagis and suppose to be the latest updates (which I don;'t agree since work was done after to support whole earth geocentric archives which is not present in the drop :/ )., Anyway, from my experience with vis-sim some companies know to stuck with acient versions of libraries and my intention here is to keep it compatible. I dont see this check in the trunk. It is for TXPNode::traverse method, there is something like: // In the time of this change Robert mentioned the next // version will be 2.0. If not then change the condition to // mach the right versions. Up to 1.2 the following statment // needs to compile. Nick #if OSG_VERSION_MAJOR = 1 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix()); #else tileMapper-pushReferenceViewPoint(cv-getReferenceViewPoint()); tileMapper-pushModelViewMatrix(cv-getModelViewMatrix(), osg::Transform::RELATIVE_RF); #endif -- trajce nikolov nick -- 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
[osg-users] Tracking a node (loaded/unloaded) - counter part of ReadFileCallback
Hi Community, I am facing a problem maybe you give some hints. in pageable model (like TerraPage for example) I need to track a model when it is loaded (paged in) and unloaded (paged out). For the first I can make a NodeVisitor and run it in ReadFileCallback so I know when my external referenced model was paged in. How to know when it gets out? The goal is to keep a valid pointer over the lifetime of a part of the scene. Thanks for any hint or trick 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] Tracking a node (loaded/unloaded) - counter part of ReadFileCallback
Hi Robert, exactly what I need ! Thanks a bunch! Nick On Fri, Jul 19, 2013 at 6:43 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On 19 July 2013 17:11, Trajce Nikolov NICK trajce.nikolov.n...@gmail.comwrote: I am facing a problem maybe you give some hints. in pageable model (like TerraPage for example) I need to track a model when it is loaded (paged in) and unloaded (paged out). For the first I can make a NodeVisitor and run it in ReadFileCallback so I know when my external referenced model was paged in. How to know when it gets out? The goal is to keep a valid pointer over the lifetime of a part of the scene. Thanks for any hint or trick I'd look at recreate a osg::Observer subclass that you attach to the root of the subgraph that has been loaded via node-addObserver(), this observer will then get called via it's Observer::objectDeleted(void*) method. Robert. ___ 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] deferred shading in osg
Hi Community, has anyone has done some work on this and willing to share hints, snippets ? Thanks a lot! 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] deferred shading in osg
Wang, thanks for the pointers! Nick On Mon, Aug 5, 2013 at 3:41 AM, Wang Rui wangra...@gmail.com wrote: Hi Nick, You may want to have a look at the osgeffectcompositor example in the osgRecipes project, which is an initial deferred shading framework for OSG. Also there is the osgPPU project that can do the same work for you, I think. Wang Rui 2013/8/5 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Community, has anyone has done some work on this and willing to share hints, snippets ? Thanks a lot! Nick -- 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