Re: [osg-users] CEGUI
Le mardi 03 juillet 2007 à 10:14 +0200, [EMAIL PROTECTED] a écrit : Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ Hi, if you want to see an example of CEGUI integration on top of OSG, you can probably have look in delta3d, at least in the dtGUI component: http://www.delta3d.org/api/namespacedt_g_u_i.html Pierre. Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90449 66004 PERPIGNAN tél: 04 68 56 80 18 fax: 04 68 55 03 86 email: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] CEGUI
Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
By the way, sure CEGUI is not recommendable but is there another good possibility you would recommend to build GUIs in OSG ? Manu. 2007/7/3, Robert Osfield [EMAIL PROTECTED]: Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
On Tue, 2007-07-03 at 12:43 +0200, Emmanuel Roche wrote: By the way, sure CEGUI is not recommendable but is there another good possibility you would recommend to build GUIs in OSG ? I'm working on one myself. :) Just need time... time... who ever has enough? At any rate, if you don't use CEGUI there really isn't much else. Hopefully I can have the osgHUD NodeKit working in the coming months. Manu. 2007/7/3, Robert Osfield [EMAIL PROTECTED]: Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI
Hi, Jeremy: i don't know if this can be of interest to you, but if it can help you... The book DirectX 9 User Interfaces: Design and Implementation is the only reference i have found that explain how to do a GUI with DirectX from ground up. You can avoid the directX things, the book has some (short) comments about the pitfalls to avoid when designing a GUI. The GUI developed in the book seems quite similar than the one that ships with DirectX (coincidence?), but there will not be many issues doing that with OSG. Of course, i have nothing to do with the author or the publisher. This is not 'propaganda', just knowledge interchange. :) I haven't found any other reference about the topic of designing GUIs. Have you? Cheers. 2007/7/3, Jeremy L. Moles [EMAIL PROTECTED]: On Tue, 2007-07-03 at 12:43 +0200, Emmanuel Roche wrote: By the way, sure CEGUI is not recommendable but is there another good possibility you would recommend to build GUIs in OSG ? I'm working on one myself. :) Just need time... time... who ever has enough? At any rate, if you don't use CEGUI there really isn't much else. Hopefully I can have the osgHUD NodeKit working in the coming months. Manu. 2007/7/3, Robert Osfield [EMAIL PROTECTED]: Hi Guy, The osgcegui example was my abortive attempt at getting CEGUI to work in a well that integrates well with the OSG. I say abortive because CEGUI really is a bit brain dead when it comes to managing multiple graphics contexts and multi-threading, its can't do it at all and doesn't look like it'll ever do it without a major rewrite. Some OSG users have got CEGUI to work with the OSG, and there are some suggestions in the osg-users archives about this. Personally I was unimpressed with CEGUI, its just not well designed or implemented library, its makes too many assumptions and restrictions on its usage to make it particularly useful beyond single window, single threaded games. I certainly wouldn't recommend it. Robert. On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I tried to run the osgcegui example, and no GUI was rendered. All the GUI creation code was taken from CEGUI example (which works). I didn't get any errors from CEGUI or OSG. I also tried to set the renderGUI function as post callback of the camera with no better results. any ideas? is it something with the Zbuffer? or Z position of the GUI? thanks, Guy. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] CEGUI shows up when rendering text
Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
Hi Anders, I remenber having such a problem with CEGUI and multitexturing, here is my drawImplementation which works fine now : void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State*state = renderInfo.getState(); if (state-getContextID() != _activeContextID) { return; } state-setActiveTextureUnit(0); state-setClientActiveTextureUnit(0); CEGUI::System::getSingleton().renderGUI(); state-checkGLErrors(CEGUIDrawable::drawImplementation); } But my problem was just CEGUI textures going all white when looking to a multitextured object, so maybe you have a new one. :) Good luck ! On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
So at what point did you store the _activeContextID member attribute? as it is only valid during a current Draw phase. On 6/15/07, Serge Lages [EMAIL PROTECTED] wrote: Hi Anders, I remenber having such a problem with CEGUI and multitexturing, here is my drawImplementation which works fine now : void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State*state = renderInfo.getState(); if (state-getContextID() != _activeContextID) { return; } state-setActiveTextureUnit(0); state-setClientActiveTextureUnit(0); CEGUI::System::getSingleton().renderGUI(); state-checkGLErrors(CEGUIDrawable::drawImplementation); } But my problem was just CEGUI textures going all white when looking to a multitextured object, so maybe you have a new one. :) Good luck ! On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
Works now, it was the setClientActiveTextureUnit that did the trick! Thanks. /Anders On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: So at what point did you store the _activeContextID member attribute? as it is only valid during a current Draw phase. On 6/15/07, Serge Lages [EMAIL PROTECTED] wrote: Hi Anders, I remenber having such a problem with CEGUI and multitexturing, here is my drawImplementation which works fine now : void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State*state = renderInfo.getState(); if (state-getContextID() != _activeContextID) { return; } state-setActiveTextureUnit(0); state-setClientActiveTextureUnit(0); CEGUI::System::getSingleton().renderGUI(); state-checkGLErrors(CEGUIDrawable::drawImplementation); } But my problem was just CEGUI textures going all white when looking to a multitextured object, so maybe you have a new one. :) Good luck ! On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb
Re: [osg-users] CEGUI CompositeViewer
Hi Robert Nothing happens, behaviour is the same in any threading model. I include two screenshots, in order than you can see what I mean with the texture problem. Thanks for your unvaluable help, Rafa El Wednesday 06 June 2007 18:46:27 Robert Osfield escribió: HI Rafael, I would have thought a CompositeViewer with one view/one window will behave the same as Viewer with one window. Viewer supports a wide range of threading models, so I guess there is chance this might be a deviation. Try setting both to SingleThreaded and see what happens. Robert. On 6/6/07, Rafael Martinez [EMAIL PROTECTED] wrote: Hi all, I have been trying to get CEGUI working in windows during the last days. The results are that, after many tests Serge help, it works in my multiple monitor display when: I set an osgViewer, I make ,before creating the CEGUIDrawable, viewer.setUpViewOnSingleScreen(0); viewer.realize(); viewer.renderingTraversals(); I remove in the original osgcegui example glPushAttrib and glPopAttrib functions This works, but however, when I use a CompositeViewer, the CEGUI window texture is lost (This also happens in a single display machine). Can someone explain the differences between an osgViewer and an osgMultipleViewer with just one view ??? I Include the main() of my CEGUI application in order than you can see what I mean. In the code below, when undefining COMPLEX it works, in the other case don't. Thanks in advance, Rafa. - The code --- int main( int argc, char **argv ) { #define COMPLEX osg::setNotifyLevel (osg::INFO); #ifdef COMPLEX osgViewer::CompositeViewer viewer; osgViewer::View* view = new osgViewer::View; view-setUpViewOnSingleScreen(0); viewer.addView(view); #else osgViewer::Viewer viewer; viewer.setUpViewOnSingleScreen(0); #endif viewer.realize(); viewer.renderingTraversals(); osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(../data/cow.osg); osg::ref_ptrosg::Group group = new osg::Group; group-addChild(loadedModel.get()); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable(); geode-addDrawable(cd.get()); geode-setCullingActive(false); group-addChild(geode.get()); cd-loadScheme(../data/CEGUI/schemes/TaharezLookSkin.scheme); cd-loadLayout(../data/CEGUI/layouts/TabControlDemo.layout); #ifdef COMPLEX view-setSceneData(group.get()); view-setCameraManipulator(new osgGA::TrackballManipulator()); #else viewer.setSceneData(group.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); #endif while( !viewer.done() ) viewer.frame(); } - -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F attachment: CEGUI-single.jpgattachment: CEGUI-Multiple.jpg___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI CompositeViewer
Hi Rafael, I'm afraid I can't think of what might be up. Perhaps the implementation of the CEGUI is a bit sensitive to where its set up. In past I have dabbled with CEGUI, but came away thinking that it really wasn't ready for handling the needs of graphics toolkit like the OSG, it doesn't have a concept of multiple graphics context, nor multi-threading, the constructor order with its setup is really awkward for the types of set up the OSG uses too - i.e. allow you to construct your scene, then the viewer then create and destroy graphics context throughout the life of the app. CEGUI when I looked at it fell along way short of being able to support this flexibility and scalability. If you only ever want one window and run single threaded then CEGUI might come back on as possibility, but other look elsewhere. Robert. On 6/7/07, Rafael Martinez [EMAIL PROTECTED] wrote: Hi Robert Nothing happens, behaviour is the same in any threading model. I include two screenshots, in order than you can see what I mean with the texture problem. Thanks for your unvaluable help, Rafa El Wednesday 06 June 2007 18:46:27 Robert Osfield escribió: HI Rafael, I would have thought a CompositeViewer with one view/one window will behave the same as Viewer with one window. Viewer supports a wide range of threading models, so I guess there is chance this might be a deviation. Try setting both to SingleThreaded and see what happens. Robert. On 6/6/07, Rafael Martinez [EMAIL PROTECTED] wrote: Hi all, I have been trying to get CEGUI working in windows during the last days. The results are that, after many tests Serge help, it works in my multiple monitor display when: I set an osgViewer, I make ,before creating the CEGUIDrawable, viewer.setUpViewOnSingleScreen(0); viewer.realize(); viewer.renderingTraversals(); I remove in the original osgcegui example glPushAttrib and glPopAttrib functions This works, but however, when I use a CompositeViewer, the CEGUI window texture is lost (This also happens in a single display machine). Can someone explain the differences between an osgViewer and an osgMultipleViewer with just one view ??? I Include the main() of my CEGUI application in order than you can see what I mean. In the code below, when undefining COMPLEX it works, in the other case don't. Thanks in advance, Rafa. - The code --- int main( int argc, char **argv ) { #define COMPLEX osg::setNotifyLevel (osg::INFO); #ifdef COMPLEX osgViewer::CompositeViewer viewer; osgViewer::View* view = new osgViewer::View; view-setUpViewOnSingleScreen(0); viewer.addView(view); #else osgViewer::Viewer viewer; viewer.setUpViewOnSingleScreen(0); #endif viewer.realize(); viewer.renderingTraversals(); osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(../data/cow.osg); osg::ref_ptrosg::Group group = new osg::Group; group-addChild(loadedModel.get()); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable(); geode-addDrawable(cd.get()); geode-setCullingActive(false); group-addChild(geode.get()); cd-loadScheme(../data/CEGUI/schemes/TaharezLookSkin.scheme); cd-loadLayout(../data/CEGUI/layouts/TabControlDemo.layout); #ifdef COMPLEX view-setSceneData(group.get()); view-setCameraManipulator(new osgGA::TrackballManipulator()); #else viewer.setSceneData(group.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); #endif while( !viewer.done() ) viewer.frame(); } - -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net
Re: [osg-users] CEGUI CompositeViewer
Yes, I agree with you Robert. Do you have any suggestion in order to replace CEGUI ?? Regards, Rafa. El Thursday 07 June 2007 10:37:09 Robert Osfield escribió: Hi Rafael, I'm afraid I can't think of what might be up. Perhaps the implementation of the CEGUI is a bit sensitive to where its set up. In past I have dabbled with CEGUI, but came away thinking that it really wasn't ready for handling the needs of graphics toolkit like the OSG, it doesn't have a concept of multiple graphics context, nor multi-threading, the constructor order with its setup is really awkward for the types of set up the OSG uses too - i.e. allow you to construct your scene, then the viewer then create and destroy graphics context throughout the life of the app. CEGUI when I looked at it fell along way short of being able to support this flexibility and scalability. If you only ever want one window and run single threaded then CEGUI might come back on as possibility, but other look elsewhere. Robert. On 6/7/07, Rafael Martinez [EMAIL PROTECTED] wrote: Hi Robert Nothing happens, behaviour is the same in any threading model. I include two screenshots, in order than you can see what I mean with the texture problem. Thanks for your unvaluable help, Rafa El Wednesday 06 June 2007 18:46:27 Robert Osfield escribió: HI Rafael, I would have thought a CompositeViewer with one view/one window will behave the same as Viewer with one window. Viewer supports a wide range of threading models, so I guess there is chance this might be a deviation. Try setting both to SingleThreaded and see what happens. Robert. On 6/6/07, Rafael Martinez [EMAIL PROTECTED] wrote: Hi all, I have been trying to get CEGUI working in windows during the last days. The results are that, after many tests Serge help, it works in my multiple monitor display when: I set an osgViewer, I make ,before creating the CEGUIDrawable, viewer.setUpViewOnSingleScreen(0); viewer.realize(); viewer.renderingTraversals(); I remove in the original osgcegui example glPushAttrib and glPopAttrib functions This works, but however, when I use a CompositeViewer, the CEGUI window texture is lost (This also happens in a single display machine). Can someone explain the differences between an osgViewer and an osgMultipleViewer with just one view ??? I Include the main() of my CEGUI application in order than you can see what I mean. In the code below, when undefining COMPLEX it works, in the other case don't. Thanks in advance, Rafa. - The code --- int main( int argc, char **argv ) { #define COMPLEX osg::setNotifyLevel (osg::INFO); #ifdef COMPLEX osgViewer::CompositeViewer viewer; osgViewer::View* view = new osgViewer::View; view-setUpViewOnSingleScreen(0); viewer.addView(view); #else osgViewer::Viewer viewer; viewer.setUpViewOnSingleScreen(0); #endif viewer.realize(); viewer.renderingTraversals(); osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(../data/cow.osg); osg::ref_ptrosg::Group group = new osg::Group; group-addChild(loadedModel.get()); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable(); geode-addDrawable(cd.get()); geode-setCullingActive(false); group-addChild(geode.get()); cd-loadScheme(../data/CEGUI/schemes/TaharezLookSkin.scheme); cd-loadLayout(../data/CEGUI/layouts/TabControlDemo.layout); #ifdef COMPLEX view-setSceneData(group.get()); view-setCameraManipulator(new osgGA::TrackballManipulator()); #else viewer.setSceneData(group.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); #endif while( !viewer.done() ) viewer.frame(); } - -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071
Re: [osg-users] CEGUI CompositeViewer
On 6/7/07, Rafael Martinez [EMAIL PROTECTED] wrote: Yes, I agree with you Robert. Do you have any suggestion in order to replace CEGUI ?? The answer to that is more difficult :-) I haven't played with any better alternative. There has been discussion about integrating other tools like Cario. Also last year Marco Jez talked about an osgWidgets library that he was developing, and this would a native implementation, but last Marco has been overwhelmed by project work and unable to complete this work and get it out as open source. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI CompositeViewer
An OSG native UI library should be great yes. I also work with CEGUI and I am clearly not satisfied with it, even more when you are used to work with OSG. CEGUI really lacks of flexibility. On 6/7/07, Robert Osfield [EMAIL PROTECTED] wrote: On 6/7/07, Rafael Martinez [EMAIL PROTECTED] wrote: Yes, I agree with you Robert. Do you have any suggestion in order to replace CEGUI ?? The answer to that is more difficult :-) I haven't played with any better alternative. There has been discussion about integrating other tools like Cario. Also last year Marco Jez talked about an osgWidgets library that he was developing, and this would a native implementation, but last Marco has been overwhelmed by project work and unable to complete this work and get it out as open source. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] CEGUI CompositeViewer
Hi all, I have been trying to get CEGUI working in windows during the last days. The results are that, after many tests Serge help, it works in my multiple monitor display when: I set an osgViewer, I make ,before creating the CEGUIDrawable, viewer.setUpViewOnSingleScreen(0); viewer.realize(); viewer.renderingTraversals(); I remove in the original osgcegui example glPushAttrib and glPopAttrib functions This works, but however, when I use a CompositeViewer, the CEGUI window texture is lost (This also happens in a single display machine). Can someone explain the differences between an osgViewer and an osgMultipleViewer with just one view ??? I Include the main() of my CEGUI application in order than you can see what I mean. In the code below, when undefining COMPLEX it works, in the other case don't. Thanks in advance, Rafa. - The code --- int main( int argc, char **argv ) { #define COMPLEX osg::setNotifyLevel (osg::INFO); #ifdef COMPLEX osgViewer::CompositeViewer viewer; osgViewer::View* view = new osgViewer::View; view-setUpViewOnSingleScreen(0); viewer.addView(view); #else osgViewer::Viewer viewer; viewer.setUpViewOnSingleScreen(0); #endif viewer.realize(); viewer.renderingTraversals(); osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(../data/cow.osg); osg::ref_ptrosg::Group group = new osg::Group; group-addChild(loadedModel.get()); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable(); geode-addDrawable(cd.get()); geode-setCullingActive(false); group-addChild(geode.get()); cd-loadScheme(../data/CEGUI/schemes/TaharezLookSkin.scheme); cd-loadLayout(../data/CEGUI/layouts/TabControlDemo.layout); #ifdef COMPLEX view-setSceneData(group.get()); view-setCameraManipulator(new osgGA::TrackballManipulator()); #else viewer.setSceneData(group.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); #endif while( !viewer.done() ) viewer.frame(); } - -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI CompositeViewer
HI Rafael, I would have thought a CompositeViewer with one view/one window will behave the same as Viewer with one window. Viewer supports a wide range of threading models, so I guess there is chance this might be a deviation. Try setting both to SingleThreaded and see what happens. Robert. On 6/6/07, Rafael Martinez [EMAIL PROTECTED] wrote: Hi all, I have been trying to get CEGUI working in windows during the last days. The results are that, after many tests Serge help, it works in my multiple monitor display when: I set an osgViewer, I make ,before creating the CEGUIDrawable, viewer.setUpViewOnSingleScreen(0); viewer.realize(); viewer.renderingTraversals(); I remove in the original osgcegui example glPushAttrib and glPopAttrib functions This works, but however, when I use a CompositeViewer, the CEGUI window texture is lost (This also happens in a single display machine). Can someone explain the differences between an osgViewer and an osgMultipleViewer with just one view ??? I Include the main() of my CEGUI application in order than you can see what I mean. In the code below, when undefining COMPLEX it works, in the other case don't. Thanks in advance, Rafa. - The code --- int main( int argc, char **argv ) { #define COMPLEX osg::setNotifyLevel (osg::INFO); #ifdef COMPLEX osgViewer::CompositeViewer viewer; osgViewer::View* view = new osgViewer::View; view-setUpViewOnSingleScreen(0); viewer.addView(view); #else osgViewer::Viewer viewer; viewer.setUpViewOnSingleScreen(0); #endif viewer.realize(); viewer.renderingTraversals(); osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(../data/cow.osg); osg::ref_ptrosg::Group group = new osg::Group; group-addChild(loadedModel.get()); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable(); geode-addDrawable(cd.get()); geode-setCullingActive(false); group-addChild(geode.get()); cd-loadScheme(../data/CEGUI/schemes/TaharezLookSkin.scheme); cd-loadLayout(../data/CEGUI/layouts/TabControlDemo.layout); #ifdef COMPLEX view-setSceneData(group.get()); view-setCameraManipulator(new osgGA::TrackballManipulator()); #else viewer.setSceneData(group.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); #endif while( !viewer.done() ) viewer.frame(); } - -- Rafael J. Martinez Instituto de Robotica Universitat de Valencia Apdo. Correos 2085 Valencia 46071 http://www.uv.es/~rmtnez Tel: (+34) 96 354 3564 Fax: (+34) 96 354 3550 Id. GnuPG: 0xBCFC8F5F ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/