Re: [osg-users] Render to texture problem
I thought that the texture must be in RGBA to be used in a shader. The callback was just for debugging, so I didn't think so much about the format. Now I have changed to RGBA format in the callback too. I have also set the viewer to singlethreaded, using this command: viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); Unfortunately, the texture is still gray. Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 08:22 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi, any reason why you have RGBA texture, but RGB in callback? jp Engvall Åsa wrote: Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture becomes all gray. My scene graph looks like this: RTT camera root | | \/ world The main viewer looks at the root and the shader program is applied to the root stateset. Below is a code snippet. I would be very grateful if somebody could point out what I'm doing wrong. Thanks in advance, Åsa Engvall // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, texture-osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, texture-osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the root's stateset. osg::StateSet* state = root-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram, state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, state-texture, osg::StateAttribute::ON); // Create a camera that renders the scene to a texture. osg::Camera* RTTcamera = new osg::Camera; RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); RTTcamera-setClearColor(osg::Vec4(1,1,1,1)); RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RTTcamera-setViewport(0, 0, traits-width, traits-height); RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR) RTTcamera-; setRenderOrder(osg::Camera::PRE_RENDER); RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJ RTTcamera-ECT); attach(osg::Camera::COLOR_BUFFER, texture); RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, RTTcamera-textureImage); setPostDrawCallback(new RTTcamera-ScreenShotCallback(traits-width, traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE)); -- -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
Hi, is your RTT camera the child of anything? I'm just guessing without having an example to run. jp Engvall Åsa wrote: I thought that the texture must be in RGBA to be used in a shader. The callback was just for debugging, so I didn't think so much about the format. Now I have changed to RGBA format in the callback too. I have also set the viewer to singlethreaded, using this command: viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); Unfortunately, the texture is still gray. Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 08:22 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi, any reason why you have RGBA texture, but RGB in callback? jp Engvall Åsa wrote: Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture becomes all gray. My scene graph looks like this: RTT camera root | | \/ world The main viewer looks at the root and the shader program is applied to the root stateset. Below is a code snippet. I would be very grateful if somebody could point out what I'm doing wrong. Thanks in advance, Åsa Engvall // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, texture-osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, texture-osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the root's stateset. osg::StateSet* state = root-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram, state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, state-texture, osg::StateAttribute::ON); // Create a camera that renders the scene to a texture. osg::Camera* RTTcamera = new osg::Camera; RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); RTTcamera-setClearColor(osg::Vec4(1,1,1,1)); RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RTTcamera-setViewport(0, 0, traits-width, traits-height); RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR) RTTcamera-; setRenderOrder(osg::Camera::PRE_RENDER); RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJ RTTcamera-ECT); attach(osg::Camera::COLOR_BUFFER, texture); RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, RTTcamera-textureImage); setPostDrawCallback(new RTTcamera-ScreenShotCallback(traits-width, traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE)); -- -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
No, it isn't. Should it be? I tried to draw the scenegraph in my first message, but it's not easy just using text. If you want more code, please tell me. Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 09:42 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi, is your RTT camera the child of anything? I'm just guessing without having an example to run. jp Engvall Åsa wrote: I thought that the texture must be in RGBA to be used in a shader. The callback was just for debugging, so I didn't think so much about the format. Now I have changed to RGBA format in the callback too. I have also set the viewer to singlethreaded, using this command: viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); Unfortunately, the texture is still gray. Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 08:22 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi, any reason why you have RGBA texture, but RGB in callback? jp Engvall Åsa wrote: Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture becomes all gray. My scene graph looks like this: RTT camera root | | \/ world The main viewer looks at the root and the shader program is applied to the root stateset. Below is a code snippet. I would be very grateful if somebody could point out what I'm doing wrong. Thanks in advance, Åsa Engvall // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, texture-osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, texture-osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, textureImage-GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the root's stateset. osg::StateSet* state = root-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram, state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, state-texture, osg::StateAttribute::ON); // Create a camera that renders the scene to a texture. osg::Camera* RTTcamera = new osg::Camera; RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); RTTcamera-setClearColor(osg::Vec4(1,1,1,1)); RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RTTcamera-setViewport(0, 0, traits-width, traits-height); RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR RTTcamera-) ; setRenderOrder(osg::Camera::PRE_RENDER); RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB RTTcamera-J ECT); attach(osg::Camera::COLOR_BUFFER, texture); RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, RTTcamera-textureImage); setPostDrawCallback(new RTTcamera-ScreenShotCallback(traits-width, traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE)); - - -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for
Re: [osg-users] Loose texture in ive after display the node
Hi, the texture used in your model has the unRefImageDataAfterApply flag set. The apply occurs in the first frame. You can turn off this flag in the Texture attribute. Eric ZAREMBA wrote: Hi, I have a strange problem during .IVE saving. As you can see in the following, I just open an .IVE file, display it and save it. After this tree operation, the new .IVE file has loosing his texture I have the problem with the file join to the email (and a lot of others). But I have some other .IVE files which work correctly without any problem I suppose that the error comes from the .IVE file structure? Can you help me? During my test, I had a file which was saved properly. But, if it was included via a ProxyNode, it was embedded into the root ive and lost its textures. Context: Windows XP SP3 NVidia 7600GT or ATI FireGL 5100V OSG 2.6 Visual Studio 2005 SP1 Qt 4.3 even if it is not used in the example below. #include osgViewer/Viewer #include osgDB/ReadFile #include osgDB/WriteFile #include osgGA/TrackballManipulator int main(int argc, char *argv[]) { osg::ArgumentParser args( argc, argv ); osgViewer::Viewer viewer( args ); viewer.realize(); osg::ref_ptrosg::Node pNode = osgDB::readNodeFile( "Data/BufferStop.ive" ); if( !pNode ) osg::notify( osg::ALWAYS ) "Cannot read the file\n"; viewer.setSceneData( pNode.get() ); viewer.setCameraManipulator( new osgGA::TrackballManipulator ); // If we write the node before show it, the result is Ok. if( !osgDB::writeNodeFile( *pNode, "../HopBefore.ive" ) ) { osg::notify( osg::ALWAYS ) "Failed\n"; return 1; } while( !viewer.done() ) viewer.frame(); // Since we displayed the node, we loose the texture at saving. if( !osgDB::writeNodeFile( *pNode, "../HopAfter.ive" ) ) { osg::notify( osg::ALWAYS ) "Failed\n"; return 1; } return 0; } Best regards, Eric Z. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Character animation in OSG
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Alberto Luaces wrote: El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió: Well, I was referring to dedicated bones, not the principal ones from the skeleton. Think of an arm whose biceps changes its shape when bending: you might put a special bone to reflect the growth. Therefore you get the effect of a deforming body without affecting IK, etc. I've seen places where this is done so. However I admit that this could be the poor man approach, useful when one has memory or cpu constraints. I see your point, however, I think doing skinning is more expensive than just a simple interpolation between morph targets, due to more data being processed. You save a bit on implementation time, but the skinning math at runtime is not free. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJFAf9n11XseNj94gRAi/hAJ0c17f1VDQoYchSmjLG3M3DQy16xwCg5ijh noRAjNvRgfnzv1X+Se2TgVA= =tGL4 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
The camera has to be somewhere in the scenegraph under the root. Something like this: Root /\ RTTCamera Node1 \/ World Set the uniforms that you currently set at the Root in Node1 instead and they will not be used when rendering with the RTTCamera. /Andreas 2008/11/7 Engvall Åsa [EMAIL PROTECTED] No, it isn't. Should it be? I tried to draw the scenegraph in my first message, but it's not easy just using text. If you want more code, please tell me. Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 09:42 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi, is your RTT camera the child of anything? I'm just guessing without having an example to run. jp Engvall Åsa wrote: I thought that the texture must be in RGBA to be used in a shader. The callback was just for debugging, so I didn't think so much about the format. Now I have changed to RGBA format in the callback too. I have also set the viewer to singlethreaded, using this command: viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); Unfortunately, the texture is still gray. Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 08:22 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi, any reason why you have RGBA texture, but RGB in callback? jp Engvall Åsa wrote: Hi! I want to render the scene to a texture and use the texture in a shader. The texture image is saved to file by a postdraw callback, so I can look at it. I'm doing something wrong because the texture becomes all gray. My scene graph looks like this: RTT camera root | | \/ world The main viewer looks at the root and the shader program is applied to the root stateset. Below is a code snippet. I would be very grateful if somebody could point out what I'm doing wrong. Thanks in advance, Åsa Engvall // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, texture-osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, texture-osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, textureImage-GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the root's stateset. osg::StateSet* state = root-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram, state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, state-texture, osg::StateAttribute::ON); // Create a camera that renders the scene to a texture. osg::Camera* RTTcamera = new osg::Camera; RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); RTTcamera-setClearColor(osg::Vec4(1,1,1,1)); RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RTTcamera-setViewport(0, 0, traits-width, traits-height); RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR RTTcamera-) ; setRenderOrder(osg::Camera::PRE_RENDER); RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB RTTcamera-J ECT); attach(osg::Camera::COLOR_BUFFER, texture); RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, RTTcamera-textureImage); setPostDrawCallback(new RTTcamera-ScreenShotCallback(traits-width, traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE)); - - -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Hi Robert, I use XCode 2.4.1 with projects generated using CMake 2.6 (patch 2). I didn't compile in release mode, I'll give a try. I haven't tested any previous version, generally I build under Windows and I took the last version from the Osg website. On the mailing list I read of people using 2.6 under Mac system, I'll check for this version too. Thanks Andrea Robert Osfield ha scritto: Hi Andrea, I'm not a OSX expert, but for those that are you don't provide quite enough info to know what might be up. I presume using doing an XCode build, but you don't mentioned this explicitly. Did the XCode projects come from the manually maintained ones or CMake generated ones? Does the release build compile fine? Have you tested previous version of the OSG in this configuration? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVTK
Thanks Luc ! Mathieu 2008/11/7 Frauciel Luc [EMAIL PROTECTED]: Hi, osgVTK is lost in osg archives. With the zip and the instructions found in the differents mails in attachment, you should make it work. It worked for me. Luc Luc FRAUCIEL - BRGM Unité Calcul, 3D et réalité virtuelle Service Systèmes et Technologies de l'Information 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France Tél. 02 38 64 35 65 Fax 02 38 64 39 70 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Mathieu MARACHE Envoyé : jeudi 6 novembre 2008 11:45 À : OpenSceneGraph Users Objet : [osg-users] osgVTK Hi, I'm looking for the osgVTK nodekit that was available some years ago. If anyone still has it around or any information on where to find informations on using VTK in an OpenSceneGraph Node that would be great ! -- Mathieu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ** Pensez à l'environnement avant d'imprimer ce message Think Environment before printing Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du (des) destinataire(s) désigné (s) comme tel(s). En cas de réception par erreur, le signaler à son expéditeur et ne pas en divulguer le contenu. L'absence de virus a été vérifiée à l'émission, il convient néanmoins de s'assurer de l'absence de contamination à sa réception. The contents of this email and any attachments areconfidential. They are intended for the named recipient (s) only. If you have received this email in error please notifythe system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. ** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Explanation for OSGDEMS --levels
Hi Mark, --levels controls which LOD levels the source data contributes too. You'd typically use this for datasets where inserting high res data such as aerial photography into a low res background such as nasa blue marble. Robert. On Fri, Nov 7, 2008 at 12:38 AM, Mark Yantek [EMAIL PROTECTED] wrote: User of OSG, OSGDEM has an argument called –levels begin_level end_level and I'm not sure what it does exactly. Could some please give me a better explanation of its function? Thanks -Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
Thank you J P and Andreas! Now it works. It isn't obvious to me why the RTT camera must be under the viewer. I just thought of the viewer as a camera which looks at the scene. Is the viewer more like something that collects the pictures from all cameras and make them visible to the user? Trying to learn more... Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport Skickat: den 7 november 2008 13:47 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem I just read quickly, but it seems your camera is still not under the viewer, try viewer.setSceneData(root); jp Engvall Åsa wrote: Hi again! Now I have changed my scenegraph according to your drawing, and put the RTT camera under a root node, but it still doesn't work. This time I attach all the code in my application, hope anybody has time to have a look at it. Åsa // Create group nodes. osg::Group* root = new osg::Group; osg::Group* worldParent = new osg::Group; osg::Group* world = new osg::Group; root-addChild(worldParent); worldParent-addChild(world); // Create a sphere object. osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10); osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere); sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1)); osg::Geode* object = new osg::Geode(); object-addDrawable(sphereDrawable); // Create a transform node for the sphere object. osg::PositionAttitudeTransform* objectTransform = new osg::PositionAttitudeTransform; objectTransform-addChild(object); world-addChild(objectTransform); // Create a viewer that looks at the world. osgViewer::Viewer viewer; viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); viewer.setSceneData(worldParent); // Create a graphics window. osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 100; traits-y = 100; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; // Create main camera. osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osg::ref_ptrosg::Camera camera = viewer.getCamera(); camera-setGraphicsContext(gc.get()); camera-setViewport(new osg::Viewport(0, 0, traits-width, camera-traits-height)); GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT; camera-setDrawBuffer(buffer); camera-setReadBuffer(buffer); camera-setClearColor(osg::Vec4(1,1,1,1)); // Camera callback for capturing the image. osg::Image* image = new osg::Image; camera-setPostDrawCallback(new ScreenShotCallback(traits-width, traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE)); // Create shader objects. osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX); osg::Shader* motionBlurFragmentShader = new osg::Shader(osg::Shader::FRAGMENT); motionBlurVertexShader-loadShaderSourceFromFile (H:/My Documents/Visual Studio 2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert); motionBlurFragmentShader-loadShaderSourceFromFile (H:/My Documents/Visual Studio 2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag); // Add shader objects to a program. osg::Program* motionBlurProgram = new osg::Program; motionBlurProgram-addShader(motionBlurVertexShader); motionBlurProgram-addShader(motionBlurFragmentShader); // Define uniforms that will be passed to the shader. osg::Uniform* numberOfTimeStepsU = new osg::Uniform(numberOfTimeSteps, int(10)); osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, float(0.01)); osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02)); osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0); osg::Uniform* prevModelViewMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewMatrix); osg::Uniform* prevModelViewProjectionMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewProjectionMatrix); // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, texture-osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, texture-osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the world parent's stateset. osg::StateSet* state = worldParent-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram,
Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux
Hi, yes, it uses FBO, I confirmed using DEBUG notify level. That is part of the reason why I'm stumped by the X errors. Hardware supports FBO, we are running lots of other FBO algo's requiring 512MB memory without problems. jp Robert Osfield wrote: Hi J.P, I haven't tried the example yet, but if the camera is allocating X11 resources it sounds like its using a pbuffer rather than an FBO. Are you using FBOs? Does you hardware/drivers support FBO? Robert. On Fri, Nov 7, 2008 at 12:40 PM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, a colleague of mine is trying to implement an image processing algorithm that requires many RTT cameras (+-150). His algorithm runs on his Windows machine, but fails under Linux (I'm quite sad about it :) with some of the following errors: --8-- Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100 BadAlloc (insufficient resources for operation) Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160 BadDrawable (invalid Pixmap or Window parameter) Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 --8-- We've narrowed the problem down to just camera creation and frame rendering. Texture sizes do not seem to influence the error. I've made a small test application (attached) that creates the errors. On my Linux laptop the errors start appearing at around 220 cameras. On another Linux machine we can get about 10 more. On Windows we've been able to test up to 3000 (the apps starts up too slowly if we add more). Does anyone have any ideas about why and where the cameras are creating X resources? Art (if you are around), does osgPPU use osg::Camera? Maybe we can move to osgPPU if not. Any pointers to help us debug are welcome. regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Thank you Everyone!
Just wanted to say thank you to all who've helped me. I really appreciate your time assistance. Thanks so much! -- Sincerely, Allen Senior Software Engineer ITT-CAS, Inc 111 Research Blvd Madison, AL 35758 Ps 34:5 I sought the Lord, and he heard me; and he delivered me from all my fears ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] what kind of path should a referenced texture be written out with
Hi, If an IVE file is written out with the noTexturesInIVEFile option, it references textures using an absolute path. Is this correct? I wondered what will happen when the application is run on a different machine with a different directory structure. So I changed the directory name where the model lives (which would make the absolute path to textures fail) but it loaded the textures just fine. Does OSG strip the path and look in the directory of the IVE file first? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need explanation about a strange behaviour with RenderBin
Hi Sukender, However, the first problem still exists and *exists on others configs* (!): changing from OPAQUE_BIN to DEFAULT_BIN removes a strange behaviour. You mentioned earlier in the thread that your objects did not have a color array. This is exactly what would happen when that's the case, because the color array from some other drawables will bleed into any other drawable which does not have a color array. And the colors will change depending on what is culled in the current frame, which is why the color of your objects seem to change like that at seemingly random moments. So just give your objects a color array of size 1, white color, and BIND_OVERALL. Even if your objects use materials for their colors, they need a color array. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] what kind of path should a referenced texture be written out with
Hi Brett, On Fri, Nov 7, 2008 at 1:51 PM, brettwiesner [EMAIL PROTECTED] wrote: If an IVE file is written out with the noTexturesInIVEFile option, it references textures using an absolute path. Is this correct? I didn't write this bit of code so I'd have to look up the code to see what processing it does to answer this question... off the top of my head I'd say that it probably is what the author intended, but it's something that might be done as a relative path by default with an option for absolute. I wondered what will happen when the application is run on a different machine with a different directory structure. So I changed the directory name where the model lives (which would make the absolute path to textures fail) but it loaded the textures just fine. Does OSG strip the path and look in the directory of the IVE file first? The OSG has a search scheme where if the file isn't first found the list of file search paths are checked, with the original path being stripped away. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux
Hi J.P., Thats a really strange behaviour. Could it be that you ran into driver issues. I mean maybe linux gpu drivers doesn't work well with so much fbo's hanging around. osgPPU doesn't use cameras. It require a camera attachment only to get the output (RTT) texture out of the camera. However in the current version even that is not required, because you can just provide the pipeline with any texture by UnitTexture class. Hence if you ahve a texture or many textures, you can use osgPPU to run the computations on it. Best regards, art Art (if you are around), does osgPPU use osg::Camera? Maybe we can move to osgPPU if not. Any pointers to help us debug are welcome. regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
Hi Asa, On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote: It isn't obvious to me why the RTT camera must be under the viewer. I just thought of the viewer as a camera which looks at the scene. Is the viewer more like something that collects the pictures from all cameras and make them visible to the user? It's the viewer that drivers the rendering as part of the viewer.renderingTraversals() called from the viewer.frame() method. The viewer can only render what it knows about it, Camera's don't go off rendering by themselves. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux
Hi J.P, I haven't tried the example yet, but if the camera is allocating X11 resources it sounds like its using a pbuffer rather than an FBO. Are you using FBOs? Does you hardware/drivers support FBO? Robert. On Fri, Nov 7, 2008 at 12:40 PM, J.P. Delport [EMAIL PROTECTED] wrote: Hi all, a colleague of mine is trying to implement an image processing algorithm that requires many RTT cameras (+-150). His algorithm runs on his Windows machine, but fails under Linux (I'm quite sad about it :) with some of the following errors: --8-- Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100 BadAlloc (insufficient resources for operation) Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160 BadDrawable (invalid Pixmap or Window parameter) Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 --8-- We've narrowed the problem down to just camera creation and frame rendering. Texture sizes do not seem to influence the error. I've made a small test application (attached) that creates the errors. On my Linux laptop the errors start appearing at around 220 cameras. On another Linux machine we can get about 10 more. On Windows we've been able to test up to 3000 (the apps starts up too slowly if we add more). Does anyone have any ideas about why and where the cameras are creating X resources? Art (if you are around), does osgPPU use osg::Camera? Maybe we can move to osgPPU if not. Any pointers to help us debug are welcome. regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem - resolved
OK, that sounds logical. Thank you, bye for now! Åsa -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield Skickat: den 7 november 2008 14:22 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Render to texture problem Hi Asa, On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote: It isn't obvious to me why the RTT camera must be under the viewer. I just thought of the viewer as a camera which looks at the scene. Is the viewer more like something that collects the pictures from all cameras and make them visible to the user? It's the viewer that drivers the rendering as part of the viewer.renderingTraversals() called from the viewer.frame() method. The viewer can only render what it knows about it, Camera's don't go off rendering by themselves. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLT Writer Duplicate Node Names?
Hello all. Does the FLT writer create duplicate node names for nodes with multiple transforms as parents? We're having trouble sharing a single model inside of multiple transforms scattered about. Some older OpenFlight software we are interfacing to does not like this. Any thoughts guys? Thank you, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pragma warnings disabled in headers
2008/11/7 Robert Osfield [EMAIL PROTECTED] Hi Peter, On Fri, Nov 7, 2008 at 12:11 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote: there is no push/pop for the warning in the header file which will make these warnings disabled in my own code too. I would like to catch this warnings in my own code and I shouldn't be forced to enabling them. the only reason I see for having them grouped here in the header is a convience method so osg doesn't have to disable them all places that gives these warnings? is this correct? or is there a better reason? The warnings that are disabled are ones that were deemed to be not useful and a hindrance to spotting actual useful warnings. The placement in the header is to avoid all OSG code have it's own localise pragma - all of which are platform specific. With the OSG I try to keep platform specific hacks self contained rather than distributed out across all code. If you really must have the warnings that perhaps one could add a CMake variable for configuring whether to disable these warnings or not. This would need to be a VS specific variable. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org I agree with Peter, arbitrarily turning off peoples warnings isn't good practice. Of course it's the sort of thing people can waste hours arguing about, but some of the those warnings are useful if not important: eg 4996 // 'x': was declared deprecated If somebody is going to make the effort of deprecating stuff, people should know about it. Still there's an easy solution, include the osg headers in your precompiled header and surround them with push/pop... Saves mucking around with osgs config. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pragma warnings disabled in headers
On Fri, Nov 7, 2008 at 3:42 PM, Simon Hammett [EMAIL PROTECTED] wrote: I agree with Peter, arbitrarily turning off peoples warnings isn't good practice. The OSG generally doesn't disable warnings, warning disabling is only done on VS as it's had a history of producing lots of warnings on correct code. It's a number of years since I've used Windows. I do occassionally up the warning levels on the OSG via's our Cmake's options for this, this can help you spot some useful mistakes, but it also flags lots of warnings that mislead more than they inform so you have to enable them with an eye to what the warnings really mean - I do occassionally see fixes to warnings that while well meaning actually break code. If it's possible to get VS to disable warnings via compiler options rather than in source #pragma then this would be the best solution, it's what we have under gcc. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pragma warnings disabled in headers
Hi Peter, On Fri, Nov 7, 2008 at 12:11 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote: there is no push/pop for the warning in the header file which will make these warnings disabled in my own code too. I would like to catch this warnings in my own code and I shouldn't be forced to enabling them. the only reason I see for having them grouped here in the header is a convience method so osg doesn't have to disable them all places that gives these warnings? is this correct? or is there a better reason? The warnings that are disabled are ones that were deemed to be not useful and a hindrance to spotting actual useful warnings. The placement in the header is to avoid all OSG code have it's own localise pragma - all of which are platform specific. With the OSG I try to keep platform specific hacks self contained rather than distributed out across all code. If you really must have the warnings that perhaps one could add a CMake variable for configuring whether to disable these warnings or not. This would need to be a VS specific variable. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLT Writer Duplicate Node Names?
Duplicate names are really a no no in OpenFlight files, so the exporter should not really be writing duplicate node names as this breaks spec Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Friday, November 07, 2008 10:41 AM To: [EMAIL PROTECTED] Subject: [osg-users] FLT Writer Duplicate Node Names? Hello all. Does the FLT writer create duplicate node names for nodes with multiple transforms as parents? We're having trouble sharing a single model inside of multiple transforms scattered about. Some older OpenFlight software we are interfacing to does not like this. Any thoughts guys? Thank you, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pragma warnings disabled in headers
2008/11/7 Robert Osfield [EMAIL PROTECTED] On Fri, Nov 7, 2008 at 3:42 PM, Simon Hammett [EMAIL PROTECTED] wrote: I agree with Peter, arbitrarily turning off peoples warnings isn't good practice. The OSG generally doesn't disable warnings, warning disabling is only done on VS as it's had a history of producing lots of warnings on correct code. It's a number of years since I've used Windows. I do occassionally up the warning levels on the OSG via's our Cmake's options for this, this can help you spot some useful mistakes, but it also flags lots of warnings that mislead more than they inform so you have to enable them with an eye to what the warnings really mean - I do occassionally see fixes to warnings that while well meaning actually break code. If it's possible to get VS to disable warnings via compiler options rather than in source #pragma then this would be the best solution, it's what we have under gcc. It is possible to disable via the command line. I'll have a look into modifying the cmake stuff, I've got a couple of things to submit as well, so I'll post to submissions once I'm done. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] exemple bullet + osg
Hello, I am trying to compile the example that uses bullet + OSG, it on the page http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but I am using version 2.6 of OSG and osgProducer isn't used and some methods aren't suported, I don't know how to convert to version 2.6 of OSG, can someone help me? Adonai Novos endereços, o Yahoo! que você conhece. Crie um email novo com a sua cara @ymail.com ou @rocketmail.com. http://br.new.mail.yahoo.com/addresses___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
I just read quickly, but it seems your camera is still not under the viewer, try viewer.setSceneData(root); jp Engvall Åsa wrote: Hi again! Now I have changed my scenegraph according to your drawing, and put the RTT camera under a root node, but it still doesn't work. This time I attach all the code in my application, hope anybody has time to have a look at it. Åsa // Create group nodes. osg::Group* root = new osg::Group; osg::Group* worldParent = new osg::Group; osg::Group* world = new osg::Group; root-addChild(worldParent); worldParent-addChild(world); // Create a sphere object. osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10); osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere); sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1)); osg::Geode* object = new osg::Geode(); object-addDrawable(sphereDrawable); // Create a transform node for the sphere object. osg::PositionAttitudeTransform* objectTransform = new osg::PositionAttitudeTransform; objectTransform-addChild(object); world-addChild(objectTransform); // Create a viewer that looks at the world. osgViewer::Viewer viewer; viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); viewer.setSceneData(worldParent); // Create a graphics window. osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 100; traits-y = 100; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; // Create main camera. osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osg::ref_ptrosg::Camera camera = viewer.getCamera(); camera-setGraphicsContext(gc.get()); camera-setViewport(new osg::Viewport(0, 0, traits-width, traits-height)); GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT; camera-setDrawBuffer(buffer); camera-setReadBuffer(buffer); camera-setClearColor(osg::Vec4(1,1,1,1)); // Camera callback for capturing the image. osg::Image* image = new osg::Image; camera-setPostDrawCallback(new ScreenShotCallback(traits-width, traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE)); // Create shader objects. osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX); osg::Shader* motionBlurFragmentShader = new osg::Shader(osg::Shader::FRAGMENT); motionBlurVertexShader-loadShaderSourceFromFile (H:/My Documents/Visual Studio 2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert); motionBlurFragmentShader-loadShaderSourceFromFile (H:/My Documents/Visual Studio 2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag); // Add shader objects to a program. osg::Program* motionBlurProgram = new osg::Program; motionBlurProgram-addShader(motionBlurVertexShader); motionBlurProgram-addShader(motionBlurFragmentShader); // Define uniforms that will be passed to the shader. osg::Uniform* numberOfTimeStepsU = new osg::Uniform(numberOfTimeSteps, int(10)); osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, float(0.01)); osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02)); osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0); osg::Uniform* prevModelViewMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewMatrix); osg::Uniform* prevModelViewProjectionMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewProjectionMatrix); // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the world parent's stateset. osg::StateSet* state = worldParent-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON); state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); // Create a camera that renders the scene to a texture. osg::Camera* RTTcamera = new osg::Camera; RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // View matrix is set manually. RTTcamera-setClearColor(osg::Vec4(1,1,1,1)); RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RTTcamera-setViewport(0, 0, traits-width, traits-height); RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER); RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture); root-addChild(RTTcamera);
[osg-users] pragma warnings disabled in headers
Hi Users (Robert), I noticed that the include file export has the following #if defined(_MSC_VER) #pragma warning( disable : 4244 ) #pragma warning( disable : 4251 ) #pragma warning( disable : 4267 ) #pragma warning( disable : 4275 ) #pragma warning( disable : 4290 ) #pragma warning( disable : 4786 ) #pragma warning( disable : 4305 ) #pragma warning( disable : 4996 ) #endif there is no push/pop for the warning in the header file which will make these warnings disabled in my own code too. I would like to catch this warnings in my own code and I shouldn't be forced to enabling them. the only reason I see for having them grouped here in the header is a convience method so osg doesn't have to disable them all places that gives these warnings? is this correct? or is there a better reason? -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] exemple bullet + osg
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Adonai S. Canêz wrote: Hello, I am trying to compile the example that uses bullet + OSG, it on the page http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but I am using version 2.6 of OSG and osgProducer isn't used and some methods aren't suported, I don't know how to convert to version 2.6 of OSG, can someone help me? Let me have a look, it is my tutorial. I will update it to current OSG and let you know. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJFHdjn11XseNj94gRAlkoAKCC02I/q0aRvSAqKggBLsA59Pe9twCgqQ21 j3aZynLSIpum1h5ygnaA1NM= =Vgj+ -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Hi Andrea, I'm not a OSX expert, but for those that are you don't provide quite enough info to know what might be up. I presume using doing an XCode build, but you don't mentioned this explicitly. Did the XCode projects come from the manually maintained ones or CMake generated ones? Does the release build compile fine? Have you tested previous version of the OSG in this configuration? Robert. On Fri, Nov 7, 2008 at 10:37 AM, Andrea Negri [EMAIL PROTECTED] wrote: Hi folks, I tried to build OSG 2.7.4 on my Mac (OSX 10.4.11 PPC, XCode 2.4.1) and I have some errors (undefined symbols): Building target libOsgText.dylib of project OpenSceneGraph with configuration Debug Ld /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib normal ppc cd /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build /usr/bin/g++-4.0 -o /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib -L/Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug -F/Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug -filelist /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/osgTextd.LinkFileList -arch ppc -Wl,-single_module -compatibility_version 49.0.0 -current_version 2.7.4 -install_name /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libosgTextd.dylib -Wl,-Y,1455 -dynamiclib -mmacosx-version-min=10.4 -dynamiclib -headerpad_max_install_names /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libosgDBd.dylib /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libosgd.dylib /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libOpenThreadsd.dylib -framework AGL -framework OpenGL /usr/lib/libm.dylib -lpthread -framework Carbon -framework AGL -framework OpenGL -isysroot /Developer/SDKs/MacOSX10.4u.sdk ld: Undefined symbols: _acl_copy_ext_native referenced from CarbonCore expected to be defined in libSystem _acl_copy_int_native referenced from CarbonCore expected to be defined in libSystem _task_name_for_pid referenced from CarbonCore expected to be defined in libSystem /usr/bin/libtool: internal link edit command failed Any clues from mac users here? Thanks in advance Andrea Negri ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture problem
Hi again! Now I have changed my scenegraph according to your drawing, and put the RTT camera under a root node, but it still doesn't work. This time I attach all the code in my application, hope anybody has time to have a look at it. Åsa // Create group nodes. osg::Group* root = new osg::Group; osg::Group* worldParent = new osg::Group; osg::Group* world = new osg::Group; root-addChild(worldParent); worldParent-addChild(world); // Create a sphere object. osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10); osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere); sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1)); osg::Geode* object = new osg::Geode(); object-addDrawable(sphereDrawable); // Create a transform node for the sphere object. osg::PositionAttitudeTransform* objectTransform = new osg::PositionAttitudeTransform; objectTransform-addChild(object); world-addChild(objectTransform); // Create a viewer that looks at the world. osgViewer::Viewer viewer; viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); viewer.setSceneData(worldParent); // Create a graphics window. osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 100; traits-y = 100; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; // Create main camera. osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osg::ref_ptrosg::Camera camera = viewer.getCamera(); camera-setGraphicsContext(gc.get()); camera-setViewport(new osg::Viewport(0, 0, traits-width, traits-height)); GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT; camera-setDrawBuffer(buffer); camera-setReadBuffer(buffer); camera-setClearColor(osg::Vec4(1,1,1,1)); // Camera callback for capturing the image. osg::Image* image = new osg::Image; camera-setPostDrawCallback(new ScreenShotCallback(traits-width, traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE)); // Create shader objects. osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX); osg::Shader* motionBlurFragmentShader = new osg::Shader(osg::Shader::FRAGMENT); motionBlurVertexShader-loadShaderSourceFromFile (H:/My Documents/Visual Studio 2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert); motionBlurFragmentShader-loadShaderSourceFromFile (H:/My Documents/Visual Studio 2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag); // Add shader objects to a program. osg::Program* motionBlurProgram = new osg::Program; motionBlurProgram-addShader(motionBlurVertexShader); motionBlurProgram-addShader(motionBlurFragmentShader); // Define uniforms that will be passed to the shader. osg::Uniform* numberOfTimeStepsU = new osg::Uniform(numberOfTimeSteps, int(10)); osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, float(0.01)); osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02)); osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0); osg::Uniform* prevModelViewMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewMatrix); osg::Uniform* prevModelViewProjectionMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewProjectionMatrix); // Create a scene texture. osg::Texture2D* texture = new osg::Texture2D; texture-setResizeNonPowerOfTwoHint(false); texture-setTextureSize(traits-width, traits-height); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); osg::Image* textureImage = new osg::Image; textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, GL_UNSIGNED_BYTE); texture-setImage(0, textureImage); // Add program and uniforms to the world parent's stateset. osg::StateSet* state = worldParent-getOrCreateStateSet(); state-addUniform(numberOfTimeStepsU); state-addUniform(timeConstantU); state-addUniform(frameTimeU); state-addUniform(sceneTextureU); state-addUniform(prevModelViewMatrixU); state-addUniform(prevModelViewProjectionMatrixU); state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON); state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); // Create a camera that renders the scene to a texture. osg::Camera* RTTcamera = new osg::Camera; RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // View matrix is set manually. RTTcamera-setClearColor(osg::Vec4(1,1,1,1)); RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RTTcamera-setViewport(0, 0, traits-width, traits-height); RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER); RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture); root-addChild(RTTcamera); RTTcamera-addChild(world); RTTcamera-attach(osg::Camera::COLOR_BUFFER, textureImage); RTTcamera-setPostDrawCallback(new ScreenShotCallback(traits-width,
Re: [osg-users] osgPPU vs RTT
Hi Patrick. I am not familar with MPV, however let my try to help you ;) To let the ppu pipeline be applied for the complete scene, you have to provide it with a texture containing your scene as input. If you use the standard way, scene-osgPPU::Processor-osgPPU::Unit..., and attach a camera which views on your scene to the processor, then the camera output (which should be an RTT) will be provided into the pipeline. How is MPV handling scene rendering? Does it use osg's camera or does it render directly to some texture without camera intervention? If the second is true, then you can use UnitTexture as a root unit of your pipeline to provide your rendering texture into the pipeline. Best regards, Art --- Patrick Castonguay [EMAIL PROTECTED] schrieb am Do, 6.11.2008: Von: Patrick Castonguay [EMAIL PROTECTED] Betreff: [osg-users] osgPPU vs RTT An: osg-users@lists.openscenegraph.org Datum: Donnerstag, 6. November 2008, 20:38 Hi, I am trying to get osgPPU to work with the MPV project (a CIGI compliant IG)... I am having a little bit of a hard time figuring out how to get the two to talk to each other. As MPV is very modular and based on a plugin stucture, what I have to work with (so far) is the root node of the scene. The examples all have their own viewer that are used by PPU but I would like to stay away from that and just insert the pipeline to affect the intire scene (the displaying of the scene is handled by an other plugin inside MPV). Anybody have an idea of how could I attach a PPU pipeline to the scene? My other option is to not use osgPPU and start doing my own RTT, a little like Åsa Engvall is intending to do... Patrick Castonguay H: 613 435 2235 C: 613 325 1341 Technology Innovation Management (TIM) Student - Modeling and Simulation stream Carleton University, Ottawa, ON___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need explanation about a strange behaviour with RenderBin
On Fri, Nov 7, 2008 at 12:14 AM, Sukender [EMAIL PROTECTED] wrote: Hi again Robert, I confirm that the strange behavior still exist while compiling against the rev 9119 (branch osgWidget-dev). I don't have any further suggests beyond my earlier suggestion that some vertex data such as normals, texcoord or colour arrays aren't assigned to geometries that they should be. Write you model out to .osg and have a look through them. If you have lighting on then you'll need a normal array, if you are use default osg::Material you'll need at a colour array with at least one overall colour, if you are doing texturing then you'll need texture coords. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] infinite block with CullThreadPerCameraDrawThreadPerContext
Hi Csaba, I have finally cleared through my inbox to looking closely at this issue and the suggested bug fix. I believe your suggested change is safe in normal execution for CullThreadPerCameraDrawThreadPerContext and DrawThreadPerContext, as the the _startRenderingBarrier barrier being joined will be holding back the graphics threads, and calling the reset of the block before joing this barrier will only release the graphics threads to join this barrier - they can't go one to next frame till the main thread joins the barrier. WIth your patch applied all the OSG example still run fine even when I set OSG_THREADING to CullThreadPerCameraDrawThreadPerContext, but then these run OK before anyway... so it's no 100% confirmation of a fix, but it's also close as I can get without ever having reproduced the hang myself. Such is the way with threading bugs... My thanks for your perseverance on this. The fix is now checked into svn and will be part of 2.7.5 dev release. I also fixed the type of ThreadSafeQueue as well. Cheers, Robert. On Fri, Oct 17, 2008 at 4:02 PM, Csaba Halász [EMAIL PROTECTED] wrote: On Thu, Oct 16, 2008 at 2:42 PM, Robert Osfield [EMAIL PROTECTED] wrote: HI Csaba, I suspect the particular problem you are seeing is not directly driver related, but is an OSG bug, differences in drivers might change the timing slightly which leads to the problem not becoming visible, but may well still be lurking. Hi Robert, Huh, took me two days, but I think I have traced this to a race condition. Apparently the _endDynamicDrawBlock was already reached by a graphics thread before the viewer got a chance to reset it. So then that draw thread was released (and subsequently blocked on the sceneview queue) and the viewer has gone to infinite wait on the _endDynamicDrawBlock later. This simpe patch (that doesn't even hint at how difficult it is to trace such bugs) seems to fix the issue here: Index: src/osgViewer/ViewerBase.cpp === --- src/osgViewer/ViewerBase.cpp(revision 9034) +++ src/osgViewer/ViewerBase.cpp(working copy) @@ -674,14 +674,14 @@ bool doneMakeCurrentInThisThread = false; -// dispatch the the rendering threads -if (_startRenderingBarrier.valid()) _startRenderingBarrier-block(); - if (_endDynamicDrawBlock.valid()) { _endDynamicDrawBlock-reset(); } +// dispatch the the rendering threads +if (_startRenderingBarrier.valid()) _startRenderingBarrier-block(); + // reset any double buffer graphics objects for(Cameras::iterator camItr = cameras.begin(); camItr != cameras.end(); I am not even sure why the _endDynamicDrawBlock has to be reset. Comments? -- Csaba ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] exemple bullet + osg
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, Adonai S. Canêz wrote: Hello, I am trying to compile the example that uses bullet + OSG, it on the page http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but I am using version 2.6 of OSG and osgProducer isn't used and some methods aren't suported, I don't know how to convert to version 2.6 of OSG, can someone help me? I have uploaded an updated example using osgViewer instead of osgProducer. Enjoy, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJFH8Cn11XseNj94gRAgLhAKCqVsxvyE0ySNLAYvdnFhXq8m0O1ACeJMkx pU53rq+c9XsnBshmzCEhb4U= =iFe5 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLT Writer Duplicate Node Names?
The exporter dumps the Node name to the FLT record name, just as the importer does the inverse operation. I don't believe there is any code to check for and avoid duplicate node names. I'd think it would be up to the application to specify unique Node names, as the exporter has no other way to know what text should be written to the FLT record name. I can see how it might be useful to have a I don't care what you name it, just make sure it's unique mode. Currently, this doesn't exist. You are welcome to add it. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Friday, November 07, 2008 8:41 AM To: [EMAIL PROTECTED] Subject: [osg-users] FLT Writer Duplicate Node Names? Hello all. Does the FLT writer create duplicate node names for nodes with multiple transforms as parents? We're having trouble sharing a single model inside of multiple transforms scattered about. Some older OpenFlight software we are interfacing to does not like this. Any thoughts guys? Thank you, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-2.7.5 dev release tagged.
Hi All, After completing a bit of marathon submissions purge I've just tagged the 2.7.5 developer release, here's the link to the release page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases * OpenSceneGraph-2.7.5, released on 7th November 2008. OpenSceneGraph-2.7.5, changes include: o vnc plugin and associated osgvnc example that provide VNC support utilising the LibVNCServer library. o Wide character filenames support under Windows virtue of new osgDB::fopen() and osgDB::ifstream/ofstream classes. o requestWarpPointer support under OSX/Carbon. o improvements to osgvolume example, including support for convert RGB source data into luminance data and control rescale of the data ranges of source data. o Various bug and build fixes. source package : OpenSceneGraph-2.7.5.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.7.5 OpenSceneGraph Thanks to all the contributors who've put time in on improving the OSG, Robert. -- ChangeLog since 2.7.4: 2008-11-07 17:40 + [r9131] robert: * From Csaba Halasz, fix for hang when running in CullThreadPerCameraDrawThreadPerContext threading model. 2008-11-07 17:23 + [r9130] robert: * Fixed typo 2008-11-07 17:07 + [r9129] robert: * Fixed build under gcc 4.3.2 2008-11-07 16:26 + [r9128] robert: * Updated ChangeLog and version number for 2.7.5 release 2008-11-07 16:14 + [r9127] robert: * Removed fstream for wrapper due to problems with wrapping. 2008-11-07 16:03 + [r9126] robert: * Removed due to problems with build 2008-11-07 15:38 + [r9125] robert: * Updated wrappers 2008-11-07 15:08 + [r9124] robert: * From Michael Platings, Converted std::fstream/ifstream/ofstream to osgDB::fstream/ifstream/ofstream and fopen to osgDB::fopen to facilitate support for wide character filenames using UT8 encoding. 2008-11-07 15:01 + [r9123] robert: * Converted tabs to four spaces 2008-11-07 13:18 + [r9122] robert: * From Tim Moore, removed redundent forward declartion of BoundingBox and BoundingSphere 2008-11-07 10:23 + [r9120] robert: * From Martins Innus, Here is a fix to add requestWarpPointer for OS X. It seems to work for me, I just took what osgProducer had. These are updated files to 2.7.3 2008-11-06 16:48 + [r9118] robert: * Changed to using stdio.h. 2008-11-06 14:56 + [r9117] robert: * Updated wrappers 2008-11-06 14:46 + [r9116] robert: * Fixed constness of getTexture/getRenderBuffer() const and added non cost version. 2008-11-06 14:29 + [r9115] robert: * From Michael Platings, I've added functions to get the texture, renderbuffer and other properties from a FrameBufferAttachment. 2008-11-06 14:17 + [r9114] robert: * From Kyle Centers, removed redundent check to _currentContext.valid(). 2008-11-06 14:04 + [r9113] robert: * From Csaba Halasz, adding missing export directives 2008-11-06 13:57 + [r9112] robert: * From Thomas Wedner, use osgViewer::CompositeViewer with several views. All views share parts of their scene graphs. Within these common part some nodes have event handlers which use the action adapter argument to the event handler to determinate which view received the event. Here is the problem, osgViewer::CompositeViewer::eventTraversal sets the action adapter field in the EventVisitor always to the last view which received an event, instead of using the view which actually received the event, so determination of the correct view does not work. I looked at the code a bit, and moved the code for setting the action adapter to a IMO better place 2008-11-06 13:40 + [r9109-9111] robert: * From Ulrich Hertleinm cmake 2.6 is having trouble on Mac OS X because example/CMakeLists.txt addes subdirectory osgviewerGLUT twice. I took the liberty to remove the second occurrence. * Fixed IntersectionVisitor::accept(Camera) handling of relative Cameras. * From Chris Denham, added transform to cube to test picking fixes 2008-11-05 16:06 + [r9106] robert: * Removed redundent static ImageStream pointer 2008-11-05 15:59 + [r9105] robert: * Added --no-rescale, --rescale (default) and --shift-min-to-zero command line options for controlling how the pixel data is managed. 2008-11-05 15:04 + [r9102-9103] robert: * Added --replace-rgb-with-luminance option * Added support for different pixel formats and datatypes in copyImage() method 2008-11-05 11:56
Re: [osg-users] Loose texture in ive after display the node
Hi Linoel, If you use unRefImageDataAfterApply then the image is discarded as soon as the image data to download to OpenGL, which helps reduce memory consumption significantly so is great for real-time sims. However, if you discard the image data then you can't later use to it write out to disk. If you want to write out data you can't use this feature. Robert. On Fri, Nov 7, 2008 at 8:49 AM, Lionel Lagarde [EMAIL PROTECTED] wrote: Hi, the texture used in your model has the unRefImageDataAfterApply flag set. The apply occurs in the first frame. You can turn off this flag in the Texture attribute. Eric ZAREMBA wrote: Hi, I have a strange problem during .IVE saving. As you can see in the following, I just open an .IVE file, display it and save it. After this tree operation, the new .IVE file has loosing his texture… I have the problem with the file join to the email (and a lot of others…). But I have some other .IVE files which work correctly without any problem… I suppose that the error comes from the .IVE file structure? Can you help me? During my test, I had a file which was saved properly. But, if it was included via a ProxyNode, it was embedded into the root ive and lost its textures. Context: Windows XP SP3 NVidia 7600GT or ATI FireGL 5100V OSG 2.6 Visual Studio 2005 SP1 Qt 4.3 even if it is not used in the example below. #include osgViewer/Viewer #include osgDB/ReadFile #include osgDB/WriteFile #include osgGA/TrackballManipulator int main(int argc, char *argv[]) { osg::ArgumentParser args( argc, argv ); osgViewer::Viewer viewer( args ); viewer.realize(); osg::ref_ptrosg::Node pNode = osgDB::readNodeFile( Data/BufferStop.ive ); if( !pNode ) osg::notify( osg::ALWAYS ) Cannot read the file\n; viewer.setSceneData( pNode.get() ); viewer.setCameraManipulator( new osgGA::TrackballManipulator ); // If we write the node before show it, the result is Ok. if( !osgDB::writeNodeFile( *pNode, ../HopBefore.ive ) ) { osg::notify( osg::ALWAYS ) Failed\n; return 1; } while( !viewer.done() ) viewer.frame(); // Since we displayed the node, we loose the texture at saving. if( !osgDB::writeNodeFile( *pNode, ../HopAfter.ive ) ) { osg::notify( osg::ALWAYS ) Failed\n; return 1; } return 0; } Best regards, Eric Z. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Many RTT cameras, strange out of memory errors on Linux
Hi all, a colleague of mine is trying to implement an image processing algorithm that requires many RTT cameras (+-150). His algorithm runs on his Windows machine, but fails under Linux (I'm quite sad about it :) with some of the following errors: --8-- Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100 BadAlloc (insufficient resources for operation) Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160 BadDrawable (invalid Pixmap or Window parameter) Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 --8-- We've narrowed the problem down to just camera creation and frame rendering. Texture sizes do not seem to influence the error. I've made a small test application (attached) that creates the errors. On my Linux laptop the errors start appearing at around 220 cameras. On another Linux machine we can get about 10 more. On Windows we've been able to test up to 3000 (the apps starts up too slowly if we add more). Does anyone have any ideas about why and where the cameras are creating X resources? Art (if you are around), does osgPPU use osg::Camera? Maybe we can move to osgPPU if not. Any pointers to help us debug are welcome. regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. osg_many_cams.tgz Description: application/compressed-tar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Hi folks, I tried to build OSG 2.7.4 on my Mac (OSX 10.4.11 PPC, XCode 2.4.1) and I have some errors (undefined symbols): Building target “libOsgText.dylib” of project “OpenSceneGraph” with configuration “Debug” Ld /Users/andreanegri/Developement/OSG-2.7.4/ OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/ libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib normal ppc cd /Users/andreanegri/Developement/OSG-2.7.4/ OpenSceneGraph-2.7.4_build /usr/bin/g++-4.0 -o /Users/andreanegri/Developement/OSG-2.7.4/ OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/ libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib -L/Users/ andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/ Debug -F/Users/andreanegri/Developement/OSG-2.7.4/ OpenSceneGraph-2.7.4_build/lib/Debug -filelist /Users/andreanegri/ Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/ OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/ osgTextd.LinkFileList -arch ppc -Wl,-single_module - compatibility_version 49.0.0 -current_version 2.7.4 -install_name / Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/ lib/Debug/libosgTextd.dylib -Wl,-Y,1455 -dynamiclib -mmacosx-version- min=10.4 -dynamiclib -headerpad_max_install_names /Users/andreanegri/ Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/ libosgDBd.dylib /Users/andreanegri/Developement/OSG-2.7.4/ OpenSceneGraph-2.7.4_build/lib/Debug/libosgd.dylib /Users/andreanegri/ Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/ libOpenThreadsd.dylib -framework AGL -framework OpenGL /usr/lib/ libm.dylib -lpthread -framework Carbon -framework AGL -framework OpenGL -isysroot /Developer/SDKs/MacOSX10.4u.sdk ld: Undefined symbols: _acl_copy_ext_native referenced from CarbonCore expected to be defined in libSystem _acl_copy_int_native referenced from CarbonCore expected to be defined in libSystem _task_name_for_pid referenced from CarbonCore expected to be defined in libSystem /usr/bin/libtool: internal link edit command failed Any clues from mac users here? Thanks in advance Andrea Negri___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A Windows binary version of OSG 2.6.x available?
Hi Simon, On Thu, Nov 6, 2008 at 1:02 PM, Simon Hammett [EMAIL PROTECTED] wrote: If you want binaries you need to specify which compiler you are using. I've got 2.7.1 built for vc.Net 2003 but it's a 200Mb zip, without the examples. Free to anybody who can provide me somewhere to upload it if anybody else is using such an old version of vc. You can uploaded data to the server via WebDAV: http://www.openscenegraph.org/projects/osg/wiki/WebDAV If you place the data in the suggested files directory I can move the data to downloads directory. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLT Writer Duplicate Node Names?
The exporter writes an external reference record when it encounters a ProxyNode. The importer should do the inverse operation. I searched for the error text you mentioned, but could not find any code in OSG that displays that error, so I can't really help you with that. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Friday, November 07, 2008 11:42 AM To: [EMAIL PROTECTED] Subject: Re: [osg-users] FLT Writer Duplicate Node Names? Paul, Is there a way that I can place multiple instances of an external .flt file into another .flt file? I'm trying to use ProxyNode, but still getting these errors: Non primary record found as child. op=19 Non primary record found as child. op=19 Non primary record found as child. op=20 Non primary record found as child. op=20 Thanks, John _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, November 07, 2008 12:51 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] FLT Writer Duplicate Node Names? The exporter dumps the Node name to the FLT record name, just as the importer does the inverse operation. I don't believe there is any code to check for and avoid duplicate node names. I'd think it would be up to the application to specify unique Node names, as the exporter has no other way to know what text should be written to the FLT record name. I can see how it might be useful to have a I don't care what you name it, just make sure it's unique mode. Currently, this doesn't exist. You are welcome to add it. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Friday, November 07, 2008 8:41 AM To: [EMAIL PROTECTED] Subject: [osg-users] FLT Writer Duplicate Node Names? Hello all. Does the FLT writer create duplicate node names for nodes with multiple transforms as parents? We're having trouble sharing a single model inside of multiple transforms scattered about. Some older OpenFlight software we are interfacing to does not like this. Any thoughts guys? Thank you, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLT Writer Duplicate Node Names?
Paul, Is there a way that I can place multiple instances of an external .flt file into another .flt file? I'm trying to use ProxyNode, but still getting these errors: Non primary record found as child. op=19 Non primary record found as child. op=19 Non primary record found as child. op=20 Non primary record found as child. op=20 Thanks, John From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, November 07, 2008 12:51 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] FLT Writer Duplicate Node Names? The exporter dumps the Node name to the FLT record name, just as the importer does the inverse operation. I don't believe there is any code to check for and avoid duplicate node names. I'd think it would be up to the application to specify unique Node names, as the exporter has no other way to know what text should be written to the FLT record name. I can see how it might be useful to have a I don't care what you name it, just make sure it's unique mode. Currently, this doesn't exist. You are welcome to add it. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Friday, November 07, 2008 8:41 AM To: [EMAIL PROTECTED] Subject: [osg-users] FLT Writer Duplicate Node Names? Hello all. Does the FLT writer create duplicate node names for nodes with multiple transforms as parents? We're having trouble sharing a single model inside of multiple transforms scattered about. Some older OpenFlight software we are interfacing to does not like this. Any thoughts guys? Thank you, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Res: exemple bullet + osg
thanks Jan, It's ok now De: Jan Ciger [EMAIL PROTECTED] Para: OpenSceneGraph Users osg-users@lists.openscenegraph.org Enviadas: Sexta-feira, 7 de Novembro de 2008 15:46:44 Assunto: Re: [osg-users] exemple bullet + osg -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, Adonai S. Canêz wrote: Hello, I am trying to compile the example that uses bullet + OSG, it on the page http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but I am using version 2.6 of OSG and osgProducer isn't used and some methods aren't suported, I don't know how to convert to version 2.6 of OSG, can someone help me? I have uploaded an updated example using osgViewer instead of osgProducer. Enjoy, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJFH8Cn11XseNj94gRAgLhAKCqVsxvyE0ySNLAYvdnFhXq8m0O1ACeJMkx pU53rq+c9XsnBshmzCEhb4U= =iFe5 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Novos endereços, o Yahoo! que você conhece. Crie um email novo com a sua cara @ymail.com ou @rocketmail.com. http://br.new.mail.yahoo.com/addresses___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Teaching an intro to graphics course
Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the industry and do something. Our thought is to take a direction slightly different from the traditional graphics course that works students through writing their own low level graphics operations through writing their own phong shader and rudimentary ray-tracer. We know we need to teach the fundamentals with vector and matrix math, etc. (a linear algebra class is already set as a pre-requisite), but our thought was that we could focus on OpenGL and teach how these concepts are important even while working on this relatively high level API. Once we have the fundamentals down and an idea of how OpenGL works, I wanted to introduce the students to OSG and how a scene graph helps. Another big goal is to teach them how to participate in an Open Source community. Ultimately I would like to have the students work on final projects that they might be able to submit to the cause. There are SOOO many great things they could learn from this effort. I hope we are not trying to shove too much into a 3 credit hour class, but I am excited to see how it goes. So, we have a few ideas about the things I think we should cover, but I would love to get some feedback from this great community about things that you would teach in this kind of course. I know I want to introduce them to the coding standards and the submission guidelines you have on the website. Are there other things we should consider on that front? (should we pre-screen the submissions before we send them off to you?). What kinds of projects would you recommend the students might be able to work on? The LWO and LWS readers are near and dear to my heart, so I was going to have them work on features there, but I am certainly open to suggestions. Thanks, -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Teaching an intro to graphics course
For me Geometry handling and generators. I've spent part of today writing a generalised extrusion function but I'd be highly surprised if this hasn't been done 10,000 times already. I couldn't find such a function in osg. If it is there, then maybe you could get your students to help with the documentation in the code and on the website. ;) Also a high level CSG library would be fantastic. I'm doing CAD stuff and it would be so much faster if I could just specify things like 'intersect a cylinder with this box' This might be relatively straight forward, if the CSG library generates meshes to feed to: http://gts.sourceforge.net/ 2008/11/7 [EMAIL PROTECTED] Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the industry and do something. Our thought is to take a direction slightly different from the traditional graphics course that works students through writing their own low level graphics operations through writing their own phong shader and rudimentary ray-tracer. We know we need to teach the fundamentals with vector and matrix math, etc. (a linear algebra class is already set as a pre-requisite), but our thought was that we could focus on OpenGL and teach how these concepts are important even while working on this relatively high level API. Once we have the fundamentals down and an idea of how OpenGL works, I wanted to introduce the students to OSG and how a scene graph helps. Another big goal is to teach them how to participate in an Open Source community. Ultimately I would like to have the students work on final projects that they might be able to submit to the cause. There are SOOO many great things they could learn from this effort. I hope we are not trying to shove too much into a 3 credit hour class, but I am excited to see how it goes. So, we have a few ideas about the things I think we should cover, but I would love to get some feedback from this great community about things that you would teach in this kind of course. I know I want to introduce them to the coding standards and the submission guidelines you have on the website. Are there other things we should consider on that front? (should we pre-screen the submissions before we send them off to you?). What kinds of projects would you recommend the students might be able to work on? The LWO and LWS readers are near and dear to my heart, so I was going to have them work on features there, but I am certainly open to suggestions. Thanks, -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A Windows binary version of OSG 2.6.x available?
2008/11/7 Robert Osfield [EMAIL PROTECTED] Hi Simon, On Thu, Nov 6, 2008 at 1:02 PM, Simon Hammett [EMAIL PROTECTED] wrote: If you want binaries you need to specify which compiler you are using. I've got 2.7.1 built for vc.Net 2003 but it's a 200Mb zip, without the examples. Free to anybody who can provide me somewhere to upload it if anybody else is using such an old version of vc. You can uploaded data to the server via WebDAV: http://www.openscenegraph.org/projects/osg/wiki/WebDAV If you place the data in the suggested files directory I can move the data to downloads directory. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Ok. I've just finished building the libs for VC 2008 as well, so I'll upload those as well when I've got write access. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mailman just kicked off 180+ members
Hi All, I just got notification from the mailman server that 180+ members have un-subscribed in just one minute. Clearly this is the server deciding to do stuff all by itself. We've seen this suspect behaviour before and in the past I've logged a support call to Dreamhost to reinstate. In the past Dreamhost have claimed that this is just mailman cleaning out no longer valid addresses, but I would expect such a process to happen incrementally because nearly 10% of the community wouldn't suddenly have invalid accounts. I have configured mailman to be lenient towards accounts that are bouncing messages, and over the last six/year months I haven't seen any of these mass un-subscribes. I am no server nor Mailman expert so I would like feedback from those who might know a little more about this stuff than I. If it is just invalid accounts being kicked off then fine, it'll save the server from dealing with all the bounces, but if it's not, and think it's likely it's not then we have users dropping off the list that wish to remain subscribed which is bad news. If you've been affected by this (i.e. you've had to just resubscribe) or know one who's had this problem could you send notifcation of this problem into the list/me. I can then try and work out some pattern and start holding Dreamhosts toes the fire to sort it out.. yet again. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Teaching an intro to graphics course
Hi Rick -- Congrats, this sounds like a great undertaking. I have somewhat similar plans you might be interested in. My intent is to set up an internship program with CU Boulder and take in two interns starting in January. While I will expect real work out of them (to be open sourced, either as an OSG contribution or a standalone project), I also intend to teach them 3D graphics. Like you, I'll focus on using the higher-level API, and only teach the low-level stuff as a means to understanding the end. Like you, I'm also afraid that this will be like drinking from a fire hose -- way too much material for a semester-long internship. Hopefully, if the interns do well through the January-April semester, I can convince them to stay on over the summer and really put to use what they've learned for solid code production. Between the curriculum Bob Kuehne and I have developed for out OSG courses, and the material I intend to create for this internship program, I hope to finally have enough material to create the long-awaited OSG Programming Guide book. On the subject of final projects suitable for a semester course... * A set of replacements for the ShapeDrawables that use Geometry as their base class. The benefit would be that code could easily access and modify the vertices, they could be exported to FLT, etc. * A new polygon decimator that can remove boundary vertices (a limitation of the existing osgUtil::Simplifier). * I've always thought it would be useful to write an export osgPlugin that dumps out an HTML document per node, with the document displaying info about that node and containing links to parent/children/siblings. This would be a great analysis tool for any OSG developer. * Finally, there are always several new OpenGL extensions that could be implemented in OSG... How about a Drawable that supports ARB_draw_instanced, for example? Let's keep in touch as our two programs progress. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, November 07, 2008 12:26 PM To: osg-users@lists.openscenegraph.org Cc: [EMAIL PROTECTED] Subject: [osg-users] Teaching an intro to graphics course Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the industry and do something. Our thought is to take a direction slightly different from the traditional graphics course that works students through writing their own low level graphics operations through writing their own phong shader and rudimentary ray-tracer. We know we need to teach the fundamentals with vector and matrix math, etc. (a linear algebra class is already set as a pre-requisite), but our thought was that we could focus on OpenGL and teach how these concepts are important even while working on this relatively high level API. Once we have the fundamentals down and an idea of how OpenGL works, I wanted to introduce the students to OSG and how a scene graph helps. Another big goal is to teach them how to participate in an Open Source community. Ultimately I would like to have the students work on final projects that they might be able to submit to the cause. There are SOOO many great things they could learn from this effort. I hope we are not trying to shove too much into a 3 credit hour class, but I am excited to see how it goes. So, we have a few ideas about the things I think we should cover, but I would love to get some feedback from this great community about things that you would teach in this kind of course. I know I want to introduce them to the coding standards and the submission guidelines you have on the website. Are there other things we should consider on that front? (should we pre-screen the submissions before we send them off to you?). What kinds of projects would you recommend the students might be able to work on? The LWO and LWS readers are near and dear to my heart, so I was going to have them work on features there, but I am certainly open to suggestions. Thanks, -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A Windows binary version of OSG 2.6.x available?
On Fri, Nov 7, 2008 at 10:55 AM, Robert Osfield [EMAIL PROTECTED] wrote: You can uploaded data to the server via WebDAV: I wonder if there is public interest in having the automated nightly builds available. -- Csaba (aka. Jester on the dashboard) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Teaching an intro to graphics course
Thanks Simon, A CSG library would be a great idea to work on. I needed one of those for some work I did with Northrop Grumman. The generalized extrusion function is cool too, maybe for a single student or as a feature of the CSG library. I didn't look too deeply, but does the gts library work with OSG? -- Rick For me Geometry handling and generators. I've spent part of today writing a generalised extrusion function but I'd be highly surprised if this hasn't been done 10,000 times already. I couldn't find such a function in osg. If it is there, then maybe you could get your students to help with the documentation in the code and on the website. ;) Also a high level CSG library would be fantastic. I'm doing CAD stuff and it would be so much faster if I could just specify things like 'intersect a cylinder with this box' This might be relatively straight forward, if the CSG library generates meshes to feed to: http://gts.sourceforge.net/ On Fri, Nov 7, 2008 at 12:26 PM, [EMAIL PROTECTED] wrote: Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the industry and do something. Our thought is to take a direction slightly different from the traditional graphics course that works students through writing their own low level graphics operations through writing their own phong shader and rudimentary ray-tracer. We know we need to teach the fundamentals with vector and matrix math, etc. (a linear algebra class is already set as a pre-requisite), but our thought was that we could focus on OpenGL and teach how these concepts are important even while working on this relatively high level API. Once we have the fundamentals down and an idea of how OpenGL works, I wanted to introduce the students to OSG and how a scene graph helps. Another big goal is to teach them how to participate in an Open Source community. Ultimately I would like to have the students work on final projects that they might be able to submit to the cause. There are SOOO many great things they could learn from this effort. I hope we are not trying to shove too much into a 3 credit hour class, but I am excited to see how it goes. So, we have a few ideas about the things I think we should cover, but I would love to get some feedback from this great community about things that you would teach in this kind of course. I know I want to introduce them to the coding standards and the submission guidelines you have on the website. Are there other things we should consider on that front? (should we pre-screen the submissions before we send them off to you?). What kinds of projects would you recommend the students might be able to work on? The LWO and LWS readers are near and dear to my heart, so I was going to have them work on features there, but I am certainly open to suggestions. Thanks, -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Teaching an intro to graphics course
Thanks Paul, Lots of great project ideas. We are looking for text book kinds of materials. Do you have recommendations in that regard, perhaps something you and Bob have already written? Like I mentioned, I would really like to start off with OpenGL and then show how OSG helps. -- Rick Hi Rick -- Congrats, this sounds like a great undertaking. I have somewhat similar plans you might be interested in. My intent is to set up an internship program with CU Boulder and take in two interns starting in January. While I will expect real work out of them (to be open sourced, either as an OSG contribution or a standalone project), I also intend to teach them 3D graphics. Like you, I'll focus on using the higher-level API, and only teach the low-level stuff as a means to understanding the end. Like you, I'm also afraid that this will be like drinking from a fire hose -- way too much material for a semester-long internship. Hopefully, if the interns do well through the January-April semester, I can convince them to stay on over the summer and really put to use what they've learned for solid code production. Between the curriculum Bob Kuehne and I have developed for out OSG courses, and the material I intend to create for this internship program, I hope to finally have enough material to create the long-awaited OSG Programming Guide book. On the subject of final projects suitable for a semester course... * A set of replacements for the ShapeDrawables that use Geometry as their base class. The benefit would be that code could easily access and modify the vertices, they could be exported to FLT, etc. * A new polygon decimator that can remove boundary vertices (a limitation of the existing osgUtil::Simplifier). * I've always thought it would be useful to write an export osgPlugin that dumps out an HTML document per node, with the document displaying info about that node and containing links to parent/children/siblings. This would be a great analysis tool for any OSG developer. * Finally, there are always several new OpenGL extensions that could be implemented in OSG... How about a Drawable that supports ARB_draw_instanced, for example? Let's keep in touch as our two programs progress. On Fri, Nov 7, 2008 at 4:37 PM, [EMAIL PROTECTED] wrote: Thanks Simon, A CSG library would be a great idea to work on. I needed one of those for some work I did with Northrop Grumman. The generalized extrusion function is cool too, maybe for a single student or as a feature of the CSG library. I didn't look too deeply, but does the gts library work with OSG? -- Rick For me Geometry handling and generators. I've spent part of today writing a generalised extrusion function but I'd be highly surprised if this hasn't been done 10,000 times already. I couldn't find such a function in osg. If it is there, then maybe you could get your students to help with the documentation in the code and on the website. ;) Also a high level CSG library would be fantastic. I'm doing CAD stuff and it would be so much faster if I could just specify things like 'intersect a cylinder with this box' This might be relatively straight forward, if the CSG library generates meshes to feed to: http://gts.sourceforge.net/ On Fri, Nov 7, 2008 at 12:26 PM, [EMAIL PROTECTED] wrote: Hello All, I am going to be teaching my first semester as a part-time adjunct professor at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to graphics course that has not been taught before at this school. Our focus will be on juniors and seniors wanting to get out in the industry and do something. Our thought is to take a direction slightly different from the traditional graphics course that works students through writing their own low level graphics operations through writing their own phong shader and rudimentary ray-tracer. We know we need to teach the fundamentals with vector and matrix math, etc. (a linear algebra class is already set as a pre-requisite), but our thought was that we could focus on OpenGL and teach how these concepts are important even while working on this relatively high level API. Once we have the fundamentals down and an idea of how OpenGL works, I wanted to introduce the students to OSG and how a scene graph helps. Another big goal is to teach them how to participate in an Open Source community. Ultimately I would like to have the students work on final projects that they might be able to submit to the cause. There are SOOO many great things they could learn from this effort. I hope we are not trying to shove too much into a 3 credit hour class, but I am excited to see how it goes. So, we have a few ideas about the things I think we should cover, but I would love to get some feedback from this great community about things that you would teach in this kind of course. I know I want to introduce them to the coding standards and the submission guidelines you have on the
[osg-users] Tagging triangles in the BSP
Hi guys, I hear that the OSG now supports BSP tree capability. I was wondering if this included functionality for tagging metadata onto the individual triangles in the BSP tree, or even onto the individual triangles in a Geode. If so, what is the method? If not, where would be a good place for us to attach such functionality? Thanks, Drew Andrew Chen Sandia National Laboratories Intelligent Systems Principles Org. 6344 *(505) 284-9575 [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Teaching an intro to graphics course
2008/11/7 [EMAIL PROTECTED] Thanks Simon, A CSG library would be a great idea to work on. I needed one of those for some work I did with Northrop Grumman. The generalized extrusion function is cool too, maybe for a single student or as a feature of the CSG library. I didn't look too deeply, but does the gts library work with OSG? -- Rick Err, I don't think so. I only did a really quick look (read: google search) to see if there was a suitable library for my particular needs that would feed OSG, but drew a blank. Taking the output of GTS and feeding that into OSG is probably trivial, but I think writing the mesh generators that input to GTS in a nice way, with good LOD support and decent documentation would be a fair amount of work. I'm working on a CAD related library for work purposes which has an end of year deadline, so I can't afford to get bogged down with an immature project. For my needs I'm just going to write the small sub set of generators (e.g. cylinder, box, polyline/contour extruder) I need that output directly into OSG even though I'm just going to be duplicating stuff that's almost certainly been done many times before. From a style point of few, I'd like to see a CSG library that emulates boost, more than OSG. OSG needs to support a more restricted compiler environment than boost aims for; as such it has to avoid the special template tricks that boost makes extensive use of. Mind you a proper boost style template library is probably far beyond most students. From your other email: Like I mentioned, I would really like to start off with OpenGL and then show how OSG helps. Thinking back on my computing related education I think if I wanted to teach computer graphics myself I would do it the other way round to you. I would start off by playing TF2 for half an hour with them and then firing up the source:sdk and Hammer and showing them the level design and the model editors. Then go back from that to show how OSG can make those things happen and then tag on a bit of the lower level OpenGL stuff right at the end. For the really bright students it doesn't matter which way round you do it, but for the less interested boring them to death with low level details isn't going to help them. :) Good luck with the course. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Teaching an intro to graphics course
Hi Rick, We are looking for text book kinds of materials. Do you have recommendations in that regard, perhaps something you and Bob have already written? Like I mentioned, I would really like to start off with OpenGL and then show how OSG helps. Hehe, you do know that Paul wrote OpenGL Distilled, don't you? Without a doubt, one of the best OpenGL books around. Along with the Red and Orange books, every OpenGL developer should have it. For a course, I would say you only need that one, and let the really interested students get the others if they want to continue down that path. For a more general CG reference I would highly recommend Real-Time Rendering (now at 3rd edition) by Tomas Akenine-Möller, Eric Haines and Naty Hoffman. I've said it before on this list, this book is a must-have. Its breadth is astonishing (it covers almost any CG topic short of the really really advanced stuff) and when you need to go more in-depth on a given subject, it has a ton of references to point you in the right direction. (side note: on their site http://www.realtimerendering.com/ there are PowerPoint slides for a course, you could use that for inspiration if you want) Not sure you can tell all your students to buy two textbooks for a class, but those are the two I would suggest: OpenGL Distilled and Real-Time Rendering. Perhaps you can pair the students and get each pair to get the two books (one per student) so they can benefit from both without buying both. Anyways, good luck with the class. I agree with Simon: get them hooked with some nice visual results (games like TF2, Crysis, Mass Effect, etc. and perhaps some demos - see http://en.wikipedia.org/wiki/Demoscene) and then when they're really interested in the pretty pictures you can start teaching them how it's done. One really important part is showing them early what the difference is between a pre-rendered animation and real-time stuff. That way they can appreciate the amount of work that goes into making things look that good even though it's real-time, and how you need to be ingenious to develop tricks and cheats in order to make it look like you're doing things that should be impossible to do in real-time. IMHO, that's the best part of what we do. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgCairo and osgPango on Windows : some progress
Hi all, Hi Jeremy, As I mentioned a little while ago, I stopped trying to get osgCairo and osgPango working on Windows because of time constraints (it was just for a personal project, so it didn't have much priority)... Well I've gone back to it tonight, and have some progress to report. First of all, there were some things missing for it to compile as a DLL on Windows, first and foremost an Export header where the correct symbol for _dllexport and _dllimport was defined depending on whether you're compiling or using the DLL respectively. I added that, so now the libs (both osgCairo and osgPango) compile correctly as DLLs. Along the way I also added a few things I consider important to the CMake config, like the d suffix for side-by-side debug and release builds, and fields in osgPango's config to specify where to find osgCairo's includes and libs. I had to add a few libraries to get things to link, like osgDB for osgCairo and cairo, gobject and glib for osgPango (it's looking for _g_free, _g_object_ref, etc for some reason). I also had to make a few fixes to files that seem to me like they wouldn't compile without the fixes, even on Linux... Which seems weird. I updated earlier tonight from the googlecode SVN for the respective projects, but perhaps there's some code in flux. Also, the osgpangoanimation example looks for osgAnimation (which isn't in OSG yet, so there should be a CMake option to compile that example or not and fields to specify where osgAnimation is) and the osgpangoguiviewer example seems to use methods and data members in osgWidget which don't exist (or is it that they're on the osgWidget branch but not in the main OSG SVN yet?). Note that at this point I'm just getting things to compile. I haven't actually run anything yet. Status report would read as follows: osgCairo: * lib compiles100% * all examples compile100% osgPango: * lib compiles100% * 3/5 examples compile 60% I'll send all my changes tomorrow (I'm too tired to package that all up right now - it's past Midnight, and I've got swimming classes with my youngest very early tomorrow morning... :-) ). Jeremy, I seem to remember you prefer SVN diffs, contrary to OSG's standard policy, is that right? I'll send the changes in whatever format you prefer tomorrow. I'll also test some executions tomorrow, can you please give me a few command lines that would be good tests? I've seen some data in the SVN working copy, but I don't know how to use it. Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tagging triangles in the BSP
Hi Chen, The OSG core seems not to support BSP tree at the moment. I have just created an open source project named osgModeling ( http://code.google.com/p/osgmodeling/), to support NURBS and kinds of modeling methods, and the BSP tree of individual geometries (to help do boolean operations). It's still immature and has a long way to go. Advices and criticism are always appreciated. I'm working on the subdivision of polygons at present. If you have any requirements or sharable codes, I'm very glad to discuss about it. Wang Rui 2008/11/8 Chen, Andrew [EMAIL PROTECTED] Hi guys, I hear that the OSG now supports BSP tree capability. I was wondering if this included functionality for tagging metadata onto the individual triangles in the BSP tree, or even onto the individual triangles in a Geode. If so, what is the method? If not, where would be a good place for us to attach such functionality? Thanks, Drew *Andrew Chen* Sandia National Laboratories Intelligent Systems Principles Org. 6344 ((505) 284-9575 [EMAIL PROTECTED] ___ 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