Re: [osg-users] osgText::readFontFile returns NULL on valid argument
Hi jesper, You could in the start of your program call osgDB::Registry::instance()-getLibraryPathList().push_front(your dlls path). In that case it doesn't depend on environment settings. Guy. Thank you for your answers. I have actually found out that the problem is that my program can't find the osgdb_freetype.dll plugin, even though it is in the osgPlugins-2.6.1 directory in the private assembly I have created for OSG distribution. I'm currently messing about a bit with the manifests to try and get it to find it. Apparently it doesn't use it if I just add it to the manifest along with the osg48-osg.dll and other dll's, but if I place it in the same directory as my application it works just fine. I don't want to have to add OSG to the path of the computer as I want to preserve backwards compatability when my program gets ported to a newer OSG version. BTW: have anybody tried creating an OSG shared assembly? Jesper D. Thomsen From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cole, Charles E. (LARC-B702)[RAYTHEON TECHNICAL SERVICES COMPANY] [charles.e.c...@nasa.gov] Sent: Wednesday, March 18, 2009 1:54 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgText::readFontFile returns NULL on valid argument Hi Jesper, My first inclination is that the path is incorrect, or at least doesn't match with where the font file actually is. With the code snippet you listed, I believe that the file (and path) that you list must be relative to your project's compiled executable. That would be the first thing that I'd check, and Paul's tip on adding the OSG_NOTIFY_LEVEL can help if you can run your executable from a DOS window. Another means of checking is to place the font file in the same directory as your executable and change the readFontFile parameter to just arial.ttf. If that works, then that confirms that it's a path issue. Hope that helps. Chuck From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jesper D. Thomsen Sent: Wednesday, March 18, 2009 7:57 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgText::readFontFile returns NULL on valid argument Hi all, I have a rather strange problem. I'm using osgText in my project, but I'm getting null as return from this method: osgText::Font* t_font = osgText::readFontFile(fonts/arial.ttf); The strange part is that when I compile and run the osgText and osgHud examples, it works just fine (so it isn't the font-file which is missing). It only happens in my own program. So far I have tested it on both Vista and XP machines in the office, and this doesn't seem to affect the problem. However, my program works just fine on a single XP machine, but not on any of the other machines. I have tried in both debug and release modes, and tried both copying the executable and building it on different machines, and so far it is consistent in that the deciding factor is which machining is running the program and not which machine it was built on. I'm using OSG 2.6.1 in Visual Studio 2005 sp1 on a Vista machine (but have tested on XP also). Since the osg examples work just fine on the same machine, I guess it is something I have done in either the project settings or somewhere in the code, but I'm running out of ideas. If anybody have tried something like this, or knows what could cause this, I would very much appreciate it. regards, and thanks in advance. Jesper D. Thomsen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
Hi Steven, Two things, first, in the code you entered there are 5 values you set in vec4... so maybe it's a mistake in the email, and maybe in the shader code. Second, to have alpha values between 0-1 you don't need MRT. Guy. danielh wrote: Try attaching a texture to the COLOR_BUFFER0 instead of an image directly. That's what worked for me. Thats what this code is doing. I've written to COLOR_BUFFER0 and whenever I change the shader alpha value to something other than 1 all color values come back incorrect. This will be read correctly: Code: gl_FragColor = vec4(1,2,3,4, 1); But this will be read incorrectly: Code: gl_FragColor = vec4(1,2,3,4, .5); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8707#8707 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] distant nodes in orthographic projection turn black
Hi Peter, I had something similar in my program. For me it happened when the object where VERY FAR from the camera in the orthographic projection. There were some distances that the objects disappeared and at even greater distances it reappeared. I think it have to be something with the computation of the near far planes. I made a patch for this which work for me, at the same geometry that I wanted to put in the problematic distance I added another primitive that was as twice that distance. That primitive had zero alpha and I use alpha blending. I need the alpha blending anyhow, but you could just put very small primitive (point?) that you icon will hide anyway. What I don't get is if that's an orthographic projection, why does your icons get smaller when you zoom out? Hope it helps, Guy. : Re: [osg-users] distant nodes in orthographic projection turn black It's not erratic, it's pretty strongly correlated to the projection matrix settings (determining the zoom level), camera distance and size of the icon. I looked at the icon model, from inspecting the .osg file (converted from .ive with osgconv) it appears that the relevant state settings are: GL_CULL_FACE ON GL_LIGHTING ON GL_NORMALIZE ON Material { DataVariance STATIC ColorMode OFF ambientColor 1 0 0 1 diffuseColor 1 0 0 1 specularColor 0 0 0 1 emissionColor 0 0 0 1 shininess 0 } From what I can tell from reading the OpenGL documentation and looking at the OSG code, this means it should ignore any per-vertex colors and just use the material settings, correct? Does it still need a color array? The normals looks fine: NormalBinding PER_VERTEX NormalArray Vec3Array 6 { 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 } The original .ive file was produced using OSGExp with 3D Studio Max 2008 (the plugin is still using OSG 1.2, though.)I don't have much control over whether it outputs materials or per-vertex colors, unless I go and noodle around with the nodes in code after loading them. I suppose I could modify a file by hand to see if it makes a difference. Another thing I noticed is that all the icons go black just before the camera zooms far enough that the icons are too small to render -- although in that case, it isn't very noticeable because the icons are already only a few pixels across on screen. Also, I forgot to mention in my previous email but I'm using Open Scene Graph 2.6.1. Thanks, - Peter Robert Osfield wrote: Hi Peter, Irratic changes of lighting + colour of objects in the scene as your move the camera is typically due missing normals or colour arrays on the geometry in the scene that is behaving oddly, as these missing arrays will mean that their settings will be inherited from geometries that just happen to be rendered before them. Have a look at the problem geometry to see if that it have any normal or colour arrays, and if they don't add them in. Robert. _ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader aliasing
Hi Andres, If there are different geometries you could use uniforms else you could use attributes to set the class id. If you plan to use different map textures on the same geometry (the more general solution) than use Robert's advice :-) Can you describe what are distx and disty? Your filter seems to smooth the texture neighborhood with a slight emphasis of the value in texcoord. Generally smoothing does remove aliasing, but for indexing how does it help? Suppose you get a 1.23 value, what path in the shader r u planning to use?!? And what ever path you eventually use, u draw adjacent pixels with distinct shader paths, so you will still have aliasing in the resulting image. Hmm... I ment to help but now I'm not sure I really do :-) Guy. Hi all, We are drawing textured terrain tiles, and want to write a shader that uses different code paths for different types of terrain. Water surfaces, for instance, are to be drawn differently than forested surfaces. To do this we have a texture with different discrete values for different classes of terrain as a basis for selecting code path. In the shader, it is obviously not possible to simply use an if statement, and select code path depending on values in the classification texture, since that would introduce aliasing. To reduce aliasing I tried to reduce the frequency by filtering the texture like this: vec2 distx = dFdx(texcoord); vec2 disty = dFdy(texcoord); float r = texture2D(classmap,texcoord-distx) + texture2D(classmap,texcoord+distx) + texture2D(classmap,texcoord-disty) + texture2D(classmap,texcoord+disty) + texture2D(classmap,texcoord-distx-disty) + texture2D(classmap,texcoord+distx+disty) + texture2D(classmap,texcoord-distx+disty) + texture2D(classmap,texcoord+distx-disty) + texture2D(classmap,texcoord)*2.0; r = r/10.0; ...and using the value r as basis for the final fragment color. (In this case, the classmap only contains two values (0 and 1) and aliasing could be removed by using mipmap filtering etc of the classmap texture, but we will extend this into using more classes, and then normal texture filtering can't be used. I hope this illustrates the aliasing problem anyway.) This filter is probably too simple, but am I on the correct path? Is it possible to create a filter that reduces the aliasing to an acceptable level, and if so, what should it look like? I can't be the first one that wants to use terrain class maps like this, how is it generally done? We're using OSG 2.6.1, RHEL 5.1 and GTX280. Regards; Anders Wallerman, Saab AB, Sweden ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] question about qt example
Hello Ben, I have the same question as well. I personally using the AdapterWidget with Qt. The only diffrence i found is that AdapterWidget is derived from GLWidget and the other from QWidget. The former one is more concrete than the latter one i guess, GLwidget is using the OpenGL framework. Whereas the QWidget is using something that i did not understand much. I even put seveeral cout statement to see which one is running by default. But i did not get any output even though i think that adapter widget is running if you run it without any flag. Did you encounter that particular issue? I wanted to see how the arguments are passed to the function concerned. I hope that some one will put more light into that matter. Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] My own main loop witout viewer.run()
Yeah, quesion 40Can I use OSG within an existing Renderer engine just is what I need. Thanks for helping. And I need another advice: as I understand whole OSG architecture, I must to render my dynamic scene in such way (in addition to question #40): 1) set callbacks functions to each Geode which will reset position and rotation (any graphical properties) of it's Geode 2) call sceneViewer-update () where this callback functions will be called 3) end infinite cycle with: sceneViewer-cull (); sceneViewer-draw (); Did I got the point? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8747#8747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg plugin
Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Draw a triangle with front and back faces
Hi Raqin, To enable/disabe modes in OSG you use: stateset-setMode(GLenum, osg::StateAttribute::ON/OFF); In you case you probably want to disable back face culling. stateset-setMode(GL_CULL_FACE, osg::StateAttribute::OFF); Robert. 2009/3/18 Ruqin Zhang ruzh...@gmail.com Yes, the openGL code enabled the back face culling. I think I didn't do this in osg, my bad. Where should I look for back face culling in osg? Something in example? Thanks! Ruqin 2009/3/18 Robert Osfield robert.osfi...@gmail.com Hi Ruqin, I'm not going to review your code as it's pointless, it's not seeing the wood from the trees. Answer the question I asked, is it back face culling that you are talking about?? In your OpenGL app did you enable/disable back face culling? Robert. 2009/3/18 Ruqin Zhang ruzh...@gmail.com Sorry about the confusion. Here is the openGL code that works: *triangle t;* *const float* pFltArrayN = t.getNormal();* *const float* pFltArray1 = t.getVert1();* *const float* pFltArray2 = t.getVert2();* *const float* pFltArray3 = t.getVert3();* *glNormal3fv(pFltArrayN);* *glVertex3fv(pFltArray1);* *glVertex3fv(pFltArray2);* *glVertex3fv(pFltArray3);* ** *a[0] = -pFltArrayN[0];* *a[1] = -pFltArrayN[1];* *a[2] = -pFltArrayN[2];* *glNormal3fv(a);* *glVertex3fv(pFltArray3);* *glVertex3fv(pFltArray2);* *glVertex3fv(pFltArray1);* I tried to do the same thing in osg, here is my code: *osg::ref_ptrosg::Material material = new osg::Material(); material-setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4f(0.00f,0.00f,0.00f,0.00f)); osg::ref_ptrosg::PolygonMode polymode = new osg::PolygonMode(); polymode-setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::FILL); osg::ref_ptrosg::StateSet stateset = new osg::StateSet(); stateset-setAttributeAndModes(material.get(),osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset-setAttributeAndModes(polymode.get(),osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset-setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); * *for(int j = 0; j mesh-getNumTriangles(); j ++)* *{* *osg::DrawElementsUInt* frontTriElement = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,0);* *frontTriElement-push_back(mesh-getTri(j).getVert1Index());* *frontTriElement-push_back(mesh-getTri(j).getVert2Index());* *frontTriElement-push_back(mesh-getTri(j).getVert3Index());* *meshGeometry-addPrimitiveSet(frontTriElement);* *osg::Vec3f normalVec(mesh-getTri(j).getNormalVec3().x, mesh-getTri(j).getNormalVec3().y,* * mesh-getTri(j).getNormalVec3().z);* *normalArray-push_back(normalVec);* *osg::DrawElementsUInt* backTriElement = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,0);* *backTriElement-push_back(mesh-getTri(j).getVert3Index());* *backTriElement-push_back(mesh-getTri(j).getVert2Index());* *backTriElement-push_back(mesh-getTri(j).getVert1Index());* *meshGeometry-addPrimitiveSet(backTriElement);* *normalArray-push_back(-normalVec);* *}* *meshGeometry-setStateSet(stateset.get());* *meshGeometry-setVertexArray(vertexArray.get());* *meshGeometry-setNormalArray(normalArray.get());* *meshGeometry-setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);* While seems this doesn't work. Any problem or mistake? Thanks a lot! Ruqin 2009/3/18 Robert Osfield robert.osfi...@gmail.com Hi Ruqin, 2009/3/18 Ruqin Zhang ruzh...@gmail.com Thanks Robert. Alright, here is the deal. I'm trying to draw a 3D triangular mesh with osg. For some mesh, the calculated normal points to the inside. So, I want to draw both the front and back faces, which have opposite normals. Then you can render the mesh visible. Is there an example of this? Thanks! Are you talking about two face lighting of back face culling here?? Originally your email sounded like you were talking about lighting at back face culling has nothing to do with normals, but this new emails sounds like you might be refering to back face culling... 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
Re: [osg-users] how to force databasepager before drawing
HI Fabien, See the osgautocapture for example of how to do this. Robert. On Wed, Mar 18, 2009 at 5:34 PM, Fabien Dachicourt d...@spaceyes.fr wrote: Hi all, To make a snapshot i would need to wait for all pagedlod loading before drawing, The databasepager getRequestsInProgress() works well during real time rendering, and returns false when everything is loaded, but how could i wait for all pagedlod loading without drawing ? I tried an update/cull loop, but it sometimes locks with remaining file requests (FileRequestListSize 0). Is there anything to do to force the databasepager to handle all requests before drawing ? Thanks for any help Fabien ___ 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] getDistanceToViewPoint not implemented in osgUtil::IntersectionVisitor
Hi Jason, This change would be appropriate. Although we might want to review the eye point management, and perhaps eye + view points as potentially they aren't the same. An stack for eye/viewpoint point might be need as well to cope with internal camera nodes. Robert. 2009/3/18 Jason Beverage jasonbever...@gmail.com Hi Robert, I'm using LOD's in one of my apps to control the distance at which models first begin to appear and noticed that the IntersectionVisitor will still hit these nodes even if they are not visible. I tried setting the LODSelectionMode to USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION but it still selected invisible nodes. After looking through the code I noticed that the getDistanceToViewPoint function is used by the LOD class but is not implemented by the IntersectionVisitor, so will always have the value of 0. I made a small class deriving from IntersectionVisitor that just returned getDistanceToEyePoint (which is overriden by IntersectionVisitor) and things seemed to behave more appropriately. class MyIntersectionVisitor : public osgUtil::IntersectionVisitor { public: MyIntersectionVisitor(osgUtil::Intersector* intersector=0, osgUtil::IntersectionVisitor::ReadCallback* readCallback=0) :IntersectionVisitor(intersector, readCallback) { } virtual float getDistanceToViewPoint(const osg::Vec3 pos, bool useLODScale) const { return getDistanceToEyePoint(pos, useLODScale); } }; Would this change, or something similar, be appropriate for inclusions in OSG? Thanks! Jason ___ 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] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
Hi John, This does sounds like a CMake bug. I wonder if reverting to old version of CMake might help. Robert. On Wed, Mar 18, 2009 at 8:17 PM, john casu j...@chiraldynamics.com wrote: Robert, I put debugging messages in FindFreeType.cmake, and the behavior is as expected within that cmake file, i.e. FREETYPE_INCLUDE_DIRS gets set correctly. The issue, as far as I can tell, is why cmake on os/x either isn't exporting FREETYPE_INCLUDE_DIRS, or there's a typo somewhere outside that file so that the variable isn't getting picked up. I spent a little time trying to debug this, but I'm not really getting anywhere, given that I have little cmake experience. But, everything does seem to be working as expected, so it's a little bit of a mystery. certainly, the code in Find3rdPartyDependencies.cmake doesn't seem to be traversed, and src/osgPlugins/freetype/CMakeLists.txt seems to be correct. Unfortunately, I don't have enough time, right now, to devote to debugging this in any depth. And since I do have a workaround, I'm not blocked. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8734#8734 ___ 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] OpenGL EXTENSION support
HI Sajjad, 2009/3/18 ami guru dosto.wa...@gmail.com Is there any class or interface in OSG that can query and print out the supported extensions within the OpenGL driver ? There isn't a single method that returns a list of all supported extensions, but there are various methods for getting OpenGL function pointers and checking whether a specific extension is supported. See include/osg/GLExtensions. Please note you'll need to have a valid graphics context, and for the extensions to be initialised before the functions will work as you can only do OpenGL calls from a thread with a valid graphics context. If you have happy do debug work on your app, then enable the verbose debug messages and this will output the lists of supported extensions for you. set the env var OSG_NOTIFY_LEVEL to DEBUG. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
Hi John I'm catching up with the list and just saw this. I'm not a mac user but I recently made a submission in the Find3rdPartyDependencies.cmake and freetype area that is in the osg-2.8 branch (not 2.8.0). As I understand you have 2.8.0? If you want to try it out I've attached the file Mattias On 3/19/09, Robert Osfield robert.osfi...@gmail.com wrote: Hi John, This does sounds like a CMake bug. I wonder if reverting to old version of CMake might help. Robert. On Wed, Mar 18, 2009 at 8:17 PM, john casu j...@chiraldynamics.com wrote: Robert, I put debugging messages in FindFreeType.cmake, and the behavior is as expected within that cmake file, i.e. FREETYPE_INCLUDE_DIRS gets set correctly. The issue, as far as I can tell, is why cmake on os/x either isn't exporting FREETYPE_INCLUDE_DIRS, or there's a typo somewhere outside that file so that the variable isn't getting picked up. I spent a little time trying to debug this, but I'm not really getting anywhere, given that I have little cmake experience. But, everything does seem to be working as expected, so it's a little bit of a mystery. certainly, the code in Find3rdPartyDependencies.cmake doesn't seem to be traversed, and src/osgPlugins/freetype/CMakeLists.txt seems to be correct. Unfortunately, I don't have enough time, right now, to devote to debugging this in any depth. And since I do have a workaround, I'm not blocked. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8734#8734 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Find3rdPartyDependencies.cmake Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: OpenGL EXTENSION support
Hi Sajjad, I don't have to time to teach you everything you need to know to do your job, you'll need to go look at online docs on OpenGL, and looks through the OSG examples and online docs, and review the OSG archives. Robert. 2009/3/19 ami guru dosto.wa...@gmail.com Hello Robert, Thanks for the hint. But i did not understand the idea of Current OpenGL context And the class that you specified requires a context id to instantiate GL2Extensions object. Any more reference into that matter would be of great help Regards Sajjad -- Forwarded message -- From: Robert Osfield robert.osfi...@gmail.com Date: 2009/3/19 Subject: Re: [osg-users] OpenGL EXTENSION support To: OpenSceneGraph Users osg-users@lists.openscenegraph.org HI Sajjad, 2009/3/18 ami guru dosto.wa...@gmail.com Is there any class or interface in OSG that can query and print out the supported extensions within the OpenGL driver ? There isn't a single method that returns a list of all supported extensions, but there are various methods for getting OpenGL function pointers and checking whether a specific extension is supported. See include/osg/GLExtensions. Please note you'll need to have a valid graphics context, and for the extensions to be initialised before the functions will work as you can only do OpenGL calls from a thread with a valid graphics context. If you have happy do debug work on your app, then enable the verbose debug messages and this will output the lists of supported extensions for you. set the env var OSG_NOTIFY_LEVEL to DEBUG. 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: creating widget for Qt
Hello Ivan, What is the difference betwen the AdapterWidget and QOSGWidget. I found one to be the subclass of GLWidget and the other is QWidget. Which one is better ? Any explanation? Regards Sajjad -- Forwarded message -- From: Iván Cuevas okd...@gmail.com Date: 2009/3/19 Subject: Re: [osg-users] creating widget for Qt To: osg-users@lists.openscenegraph.org Hi Sajjad, The warnigs are because I'm rendering in a QWidget out of the paint event. These warnings doesn't appear if you render in a QGLWidget, but the CompositeViewer framework with multiple OSG views in different widgets and multi-threaded does no render properly (at least for me [Crying or Very sad] ) Recently I moved to Qt 4.5.0 and I had a new problem with undesired repaint event when the OSG widget lost the focus. For example when a modal dialog is shown, my QWidget embbeding the osg::View is repainted with the background color and the content are removed until the osg widget recovers the focus and is repainted again. I solved this problem using QWidget::setUpdatesEnabled(false) but still I have the problem of the warnings. I think is not the same situation than yours because you are extending from AdapterWidget, but tell if you discover something ;) Regards, Iván -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8755#8755 ___ 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] DoomLike manipulator
Hi guys, I was looking for an osg manipulator fitted for walkthrough in architectural environments. I found that the best ones were UFO, Drive and Flight. Though, I was not really convinced by any of them as there is no direct control on the speed but only on the acceleration. Thus, it is hard to change quickly the direction of the movement. Based on the UFO maipulator, I've implemented a manipulator closer to the ones used in 3rd person games. I think it's documented enough and coded in a simple way and so easy to review. So if some of you find it promising and useful, we could improve it and eventually submit it, so as to integrate it in the osg Core. Waiting for your suggestions. Note: you may need to edit DoomLikeManipulator.cpp:16 #include ../inc/DoomLikeManipulator.h to get it compile. -- Loïc Simon /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSGGA_DOOM_LIKE_MANIPULATOR_DEF #define OSGGA_DOOM_LIKE_MANIPULATOR_DEF 1 #include iostream #include osgGA/MatrixManipulator #include osg/Node #include osg/Matrix /** \class osgGA::DoomLikeManipulator \brief A DoomLike manipulator driven with keybindings. The DoomLikeManipulator is better suited for applications that employ architectural walk-throughs. The camera control is fone via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes : the horizontal and the free. In the free one the translation direction is exactly aligned with the view direction and thus can span the whole set of direction. In the other, the moving direction is constrained to remain horizontal. Note : horizontal mode is not implemented yet!! Unlike most of the other manipulators, the user controls directly the speed of the camera and not its acceleration. As a result, the user can achieve fast moves and yet change quickly the direction of the movement. The DoomLike Manipulator allows the following movements with the listed Key combinations: \param SpaceBar Reset the view to the home position. \param Shift/SpaceBar Reset the up vector to the vertical. \param UpArrow Run forward. \param DownArrowRun backward. \param LeftArrowStep to the left. \param RightArrow Step to the right. \param Shift/UpArrowMove up. \param Shift/DownArrow Move down. \param Shift/Enter Switch between horizontal and free mode. \param DragMouseRotate the moving and looking direction. */ namespace osgGA { class OSGGA_EXPORT DoomLikeManipulator : public osgGA::MatrixManipulator { public: /** Default constructor */ DoomLikeManipulator(); /** return className \return returns constant DoomLike */ virtual const char* className() const; /** Set the current position with a matrix \param matrix A viewpoint matrix. */ virtual void setByMatrix( const osg::Matrixd matrix ) ; /** Set the current position with the inverse matrix \param invmat The inverse of a viewpoint matrix */ virtual void setByInverseMatrix( const osg::Matrixd invmat); /** Get the current viewmatrix */ virtual osg::Matrixd getMatrix() const; /** Get the current inverse view matrix */ virtual osg::Matrixd getInverseMatrix() const ; /** Set the subgraph this manipulator is driving the eye through. \param node root of subgraph */ virtual void setNode(osg::Node* node); /** Get the root node of the subgraph this manipulator is driving the eye through (const)*/ virtual const osg::Node* getNode() const; /** Get the root node of the subgraph this manipulator is driving the eye through */ virtual osg::Node* getNode(); /** Computes the home position based on the extents and scale of the scene graph rooted at node */ virtual void computeHomePosition(); /** Sets the viewpoint matrix to the home position */ virtual void home(const osgGA::GUIEventAdapter, osgGA::GUIActionAdapter) ; void home(double); virtual void init(const GUIEventAdapter ,GUIActionAdapter); /** Handles incoming osgGA events */ bool handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter aa); /** Reports
Re: [osg-users] creating widget for Qt
Hi Sajjad, The warnigs are because I'm rendering in a QWidget out of the paint event. These warnings doesn't appear if you render in a QGLWidget, but the CompositeViewer framework with multiple OSG views in different widgets and multi-threaded does no render properly (at least for me [Crying or Very sad] ) Recently I moved to Qt 4.5.0 and I had a new problem with undesired repaint event when the OSG widget lost the focus. For example when a modal dialog is shown, my QWidget embbeding the osg::View is repainted with the background color and the content are removed until the osg widget recovers the focus and is repainted again. I solved this problem using QWidget::setUpdatesEnabled(false) but still I have the problem of the warnings. I think is not the same situation than yours because you are extending from AdapterWidget, but tell if you discover something ;) Regards, Iván -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8755#8755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Hi Simon, I coded a kind of human-view code which is typically what you want, but in a form that may not fit exactly what you need. It is a matrix getter, that is to say a class that only update the view matrix (inputs are grabbed from another class). Think about it as a delegate manipulator if you wish. Code is short, so you may take and adapt it. That should be very easy. Also feel free to send improvements and/or create a pure OSG manipulator based on all or part of it. Doc: http://pvle.sourceforge.net/Doc/Html/classHumanMatrixGetter.html Header: http://pvle.sourceforge.net/Doc/Html/HumanMatrixGetter_8h-source.html CPP: http://pvle.sourceforge.net/Doc/Html/HumanMatrixGetter_8cpp-source.html Hope it helps. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 12:07:27 +0100, Simon Loic simon1l...@gmail.com a écrit: Hi guys, I was looking for an osg manipulator fitted for walkthrough in architectural environments. I found that the best ones were UFO, Drive and Flight. Though, I was not really convinced by any of them as there is no direct control on the speed but only on the acceleration. Thus, it is hard to change quickly the direction of the movement. Based on the UFO maipulator, I've implemented a manipulator closer to the ones used in 3rd person games. I think it's documented enough and coded in a simple way and so easy to review. So if some of you find it promising and useful, we could improve it and eventually submit it, so as to integrate it in the osg Core. Waiting for your suggestions. Note: you may need to edit DoomLikeManipulator.cpp:16 #include ../inc/DoomLikeManipulator.h to get it compile. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: OpenGL EXTENSION support
Hello Robert, Thanks for the hint. But i did not understand the idea of Current OpenGL context And the class that you specified requires a context id to instantiate GL2Extensions object. Any more reference into that matter would be of great help Regards Sajjad -- Forwarded message -- From: Robert Osfield robert.osfi...@gmail.com Date: 2009/3/19 Subject: Re: [osg-users] OpenGL EXTENSION support To: OpenSceneGraph Users osg-users@lists.openscenegraph.org HI Sajjad, 2009/3/18 ami guru dosto.wa...@gmail.com Is there any class or interface in OSG that can query and print out the supported extensions within the OpenGL driver ? There isn't a single method that returns a list of all supported extensions, but there are various methods for getting OpenGL function pointers and checking whether a specific extension is supported. See include/osg/GLExtensions. Please note you'll need to have a valid graphics context, and for the extensions to be initialised before the functions will work as you can only do OpenGL calls from a thread with a valid graphics context. If you have happy do debug work on your app, then enable the verbose debug messages and this will output the lists of supported extensions for you. set the env var OSG_NOTIFY_LEVEL to DEBUG. 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] [forum] 3rd party Qt forum
Hi all, Qt is becoming more and more popular and looks like some people are working integrating OSG in this GUI framework. What about to have a specific forum for Qt in the 3rd party section? Best regards, Iván. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8756#8756 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg plugin
HI Carlos, You'll need to install the headers for ffmpeg and the device library. Robet. 2009/3/19 Carlos Sanches ces...@gmail.com Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES /usr/lib/libavcodec.so FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_INCLUDE_DIRS-NOTFOUND FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_LIBAVDEVICE_LIBRARIES-NOTFOUND FFMPEG_LIBAVFORMAT_INCLUDE_DIR /usr/include FFMPEG_LIBAVFORMAT_LIBRARIES /usr/lib/libavformat.so FFMPEG_LIBAVUTIL_INCLUDE_DIRS /usr/include FFMPEG_LIBAVUTIL_LIBRARIES /usr/lib/libavutil.so FFMPEG_LIBSWSCALE_INCLUDE_DIRS /usr/include FFMPEG_LIBSWSCALE_LIBRARIES /usr/lib/libswscale.so FFMPEG_ROOT The options that I believe that must be wrong are: FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_ROOT What I have to do in these options ? tks 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Carlos Sanches Programação Gráfica; Tel: 55 11 3816 2888 Cel: 55 11 9650 7137 Somar Meteorologia www.somarmeteorologia.com.br ___ 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] FFmpeg plugin
I am working with windows, no problem there, but here my settings. Variable Name: FFMPEG_LIBAVCODEC_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVCODEC New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVCODEC_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avcodec-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVDEVICE New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avdevice-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVFORMAT New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avformat-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVUTIL New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avutil-49.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/libswscale New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/swscale-0.lib New Value (Enter to keep current value): Variable Name: FFMPEG_ROOT Description: Location of FFMPEG Current Value: F:/dev/ffmpeg/SDK/include New Value (Enter to keep current value): 2009/3/19 Carlos Sanches ces...@gmail.com Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES /usr/lib/libavcodec.so FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_INCLUDE_DIRS-NOTFOUND FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_LIBAVDEVICE_LIBRARIES-NOTFOUND FFMPEG_LIBAVFORMAT_INCLUDE_DIR /usr/include FFMPEG_LIBAVFORMAT_LIBRARIES /usr/lib/libavformat.so FFMPEG_LIBAVUTIL_INCLUDE_DIRS /usr/include FFMPEG_LIBAVUTIL_LIBRARIES /usr/lib/libavutil.so FFMPEG_LIBSWSCALE_INCLUDE_DIRS /usr/include FFMPEG_LIBSWSCALE_LIBRARIES /usr/lib/libswscale.so FFMPEG_ROOT The options that I believe that must be wrong are: FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_ROOT What I have to do in these options ? tks 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ 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 --
Re: [osg-users] FFmpeg plugin
Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES /usr/lib/libavcodec.so FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_INCLUDE_DIRS-NOTFOUND FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_LIBAVDEVICE_LIBRARIES-NOTFOUND FFMPEG_LIBAVFORMAT_INCLUDE_DIR /usr/include FFMPEG_LIBAVFORMAT_LIBRARIES /usr/lib/libavformat.so FFMPEG_LIBAVUTIL_INCLUDE_DIRS /usr/include FFMPEG_LIBAVUTIL_LIBRARIES /usr/lib/libavutil.so FFMPEG_LIBSWSCALE_INCLUDE_DIRS /usr/include FFMPEG_LIBSWSCALE_LIBRARIES /usr/lib/libswscale.so FFMPEG_ROOT The options that I believe that must be wrong are: FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_ROOT What I have to do in these options ? tks 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Carlos Sanches Programação Gráfica; Tel: 55 11 3816 2888 Cel: 55 11 9650 7137 Somar Meteorologia www.somarmeteorologia.com.br ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getDistanceToViewPoint not implemented in osgUtil::IntersectionVisitor
Hi Robert, I was looking through CullVisitor and trying to get my head around the difference between the eye point and the viewpoint. Is the viewpoint stack is used to deal with internal camera nodes then? Then the eye point is the main camera's position while the view point would be used for currently executing camera node. If you don't have any internal camera nodes, then would the eye point and the viewpoint be equivalent? Do you think it would make sense to just copy the implemention from CullVisitor for the viewpoint/eyepoint stack into IntersectionVisitor? Thanks! Jason 2009/3/19 Robert Osfield robert.osfi...@gmail.com Hi Jason, This change would be appropriate. Although we might want to review the eye point management, and perhaps eye + view points as potentially they aren't the same. An stack for eye/viewpoint point might be need as well to cope with internal camera nodes. Robert. 2009/3/18 Jason Beverage jasonbever...@gmail.com Hi Robert, I'm using LOD's in one of my apps to control the distance at which models first begin to appear and noticed that the IntersectionVisitor will still hit these nodes even if they are not visible. I tried setting the LODSelectionMode to USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION but it still selected invisible nodes. After looking through the code I noticed that the getDistanceToViewPoint function is used by the LOD class but is not implemented by the IntersectionVisitor, so will always have the value of 0. I made a small class deriving from IntersectionVisitor that just returned getDistanceToEyePoint (which is overriden by IntersectionVisitor) and things seemed to behave more appropriately. class MyIntersectionVisitor : public osgUtil::IntersectionVisitor { public: MyIntersectionVisitor(osgUtil::Intersector* intersector=0, osgUtil::IntersectionVisitor::ReadCallback* readCallback=0) :IntersectionVisitor(intersector, readCallback) { } virtual float getDistanceToViewPoint(const osg::Vec3 pos, bool useLODScale) const { return getDistanceToEyePoint(pos, useLODScale); } }; Would this change, or something similar, be appropriate for inclusions in OSG? Thanks! Jason ___ 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
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
Guy, Good Catch. Unfortunately that is just a typo in the post. My actual shader only writes out 4 values. I do need to pass values along the alpha channel outside of 0-1. But even if I restrict myself to values from 0-1 I still get the incorrect data passed down to the image. Any other ideas? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8768#8768 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getDistanceToViewPoint not implemented in osgUtil::IntersectionVisitor
Hi Jason, 2009/3/19 Jason Beverage jasonbever...@gmail.com Hi Robert, I was looking through CullVisitor and trying to get my head around the difference between the eye point and the viewpoint. Is the viewpoint stack is used to deal with internal camera nodes then? Then the eye point is the main camera's position while the view point would be used for currently executing camera node. If you don't have any internal camera nodes, then would the eye point and the viewpoint be equivalent? It's actually the other way around. The eye point is the local cameras eye point, while the viewpoint is the viewer's master camera's eye point, normally they coincide, but in the case of RTT effects like shadows you will generate the shadow from the light source center/direction while you'll still want LOD calculation done against the viewer's eye point. In the case of intersection testing you sometime want to use a dummy eye point, such as by setting the eye point to the end of LineSegmentIntersector, this can be done to make sure that LOD setting are selected appropriate for your needs, same goes to billboard rotations. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPhysics] How to compile the pal project??l
Thanks Sukender I will try agagin. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8770#8770 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
I noticed something else that is interesting... When I use the following shader code: gl_FragColor = vec4(vVertPos.xyz , 1); (where vVertPos.xyz is the calculated 3D position) I get an accurate point cloud of the 3D points that matches up with the geometry of the scene perfectly. When I use this shader code: float depth = gl_FragCoord.z / gl_FragCoord.w; gl_FragColor = vec4(vVertPos.xyz , depth); I get what looks like the same point cloud but it is scaled up in every direction. Does this ring any bells for anyone? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8772#8772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Units in an IVE File
I am having a little bit of an issue with some of my files. I have a database that is in FLT format. I can load it into my program, and it takes a while, but when I query the height at a given x,y location, I get the proper values. Now, i have taken this file and converted it using the osgconv.exe into an IVE file for better performance. This works well when loading it into my viewer, but when I try and query the height at a given x,y, the values I get back are erratic and not remotely close to what i am looking for. is there some way that the units in the ive could be getting messed up (or does it even have a notion of units) and if not, what do I need to do to make sure the number that I get returned is in Feet? Thanks. Geoff ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Units in an IVE File
Geoff wrote: I am having a little bit of an issue with some of my files. I have a database that is in FLT format. I can load it into my program, and it takes a while, but when I query the height at a given x,y location, I get the proper values. Now, i have taken this file and converted it using the osgconv.exe into an IVE file for better performance. This works well when loading it into my viewer, but when I try and query the height at a given x,y, the values I get back are erratic and not remotely close to what i am looking for. is there some way that the units in the ive could be getting messed up (or does it even have a notion of units) and if not, what do I need to do to make sure the number that I get returned is in Feet? The openflight plugin seems to support a number of options related to units and conversion (see below). Perhaps osgconv -O noUnitsConversion file.flt file.ive is what you want... Paul osgconv --formats [...] Plugin /home/paul/osg2.6/lib/osgPlugins-2.6.1/osgdb_openflight.so { ReaderWriter : FLT Reader/Writer { extensions : .fltOpenFlight format options: billboardCenter Import option options: clampToEdge Import option options: convertToFeet Import option options: convertToInches Import option options: convertToKilometers Import option options: convertToMeters Import option options: convertToNauticalMiles Import option options: dofAnimationImport option options: keepExternalReferences Import option options: lighting=ON|OFF Export option: Specifies a default enable/disable state for lighting, for Nodes in the exported scene graph that don't set it explicitly. By default, the exporter assumes lighting is enabled (GL_LIGHTING ON). Set this to either ON or OFF. Example: lighting=OFF. options: noTextureAlphaForTransparancyBinningImport option options: noUnitsConversion Import option options: preserveFaceImport option options: preserveObject Import option options: readObjectRecordDataImport option options: stripTextureFilePathExport option: If present in the Options string, the exporter strips the path from texture file names, and writes only the texture file name to the FLT Texture Palette. By default, the exporter doesn't strip the path, and the name written to the Texture Palette is taken directly from the osg::Image object referenced by the osg::Texture2D StateAttribute. options: tempDir=dir Export option: Specifies the directory to use for creation of temporary files. If not specified, the directory is taken from the file name. If the file doesn't contain a path, the current working directory is used. Applications should set this to the name of their app-specific temp directory. If the path contains spaces, use double quotes to ensure correct parsing. Examples: tempDir=/tmp, tempDir=C:\My Temp Dir. options: units=units Export option: Specifies the contents of the Units field of the OpenFliht header record. Valid values include INCHES, FEET, METERS, KILOMETERS, and NATICAL_MILES. Default is METERS. Example: units=METERS. options: validateExport option: If present in the Options string, the plugin does not write an OpenFlight file. Instead, it returns an indication of the scene graph's suitability for OpenFlight export. options: version=ver Export option: Specifies the version of the output OpenFlight file. Supported values include 15.7, 15.8, and 16.1. Default is 16.1. Example: version=15.8. } ReaderWriter : ATTR Image Attribute Reader/Writer { extensions : .attr OpenFlight texture attribute format } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
I suppose you are writing the data in a texture with gl_FragColor = vec4(..., depth). What exactly are you doing with the data that you write afterwards, or how do you actually obtain your point cloud? If for example you take the position vec4(..., depth) (which is a world space position?) and you would project it on the image plane by doing PROJECTIONMATRIX * MODELVIEWMATRIX * vec4(..., depth) then, if depth is not equals 1.0 you get a completely different projection on the screen after doing the perspective division. Remember: your world space positions are specified in the homogenous coordinate system, meaning that a world space position (x,y,z) is represented by (x,y,z,1). If you want to project a world space position on the image plane it needs to have the w component (the 4th one) set to 1, since that's where the effect of perspective foreshortening is kind of stored after multiplication with the projection matrix. The perspective division (dividing the x,y,z component by the resulting w component) then actually performs the projection. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8776#8776 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash due toosgDb::Registry::instance()
Just a note for those of us who have been bitten by double check locking issues in Java, this technique is highly dependent on the threading and data architecture in use. There are subtle issues between when a thread commits its local state and the possibility for the compiler to reorder statements. This was less of an issue on single-core boxes but comes up in multi-core where the local thread state may not be committed. I can't be sure but there may have also been some subtle statement reordering issues with respect to the compiler not knowing that your guard release _must_ be run after the instance_ = new Singleton has _fully_ executed. I don't know if these problems crop up in C++ but it certainly seems like they could depending on the threading implementation and compiler optimization strategy. Worst case for a singleton pattern is that you might get a race condition where two instances are created. There are other double-checked locking situations that are much more insidious. -Paul Paul Melis wrote: Robert Osfield wrote: 2009/3/17 Schmidt, Richard richard.schm...@eads.com mailto:richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf http://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... I just read it an it describes a pattern where you use a mutex to guard access to the singleton's _instance value, but in such a way that the mutex is only needed when _instance == NULL, i.e. class Singleton { public: static Singleton *instance (void) { // First check if (instance_ == 0) { // Ensure serialization (guard constructor acquires lock_). GuardMutex guard (lock_); // Double check. if (instance_ == 0) instance_ = new Singleton; } return instance_; // guard destructor releases lock_. } private: static Mutex lock_; static Singleton *instance_; }; This should give you thread-safe access to Singleton-instance() at all times combined with correct initialization. Quite neat actually, Paul ___ 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] Setting alpha channel in Frag Shader does not work.
So far the alpha channel is completely ignored beyond the shader. I set each vertex of the point cloud based off the r,g,b channels of the image buffer. Before I add the vertex to the point cloud the r,g,b channels of the image already seem to be scaled. I check this by logging the image values. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8777#8777 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ 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] How to know when an geode is visible bye the camera?
Hi everybody, I have to develop an OSG application with timer trigger. Each object (ie. Geode) into my scene have to launch a timer when there are displayed (ie. in front of the camera, visible, showed or whatever you call it). When the timer is done, object have to trigger a function. My problem is to know when an object is visible by the camera. Is there any way to do it with OSG? I'm a old beginner with OSG (ie. a beginner since 6 month now :P) Thank you so much for your help Adrien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8783#8783 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
Here is my shader code in its entirety. Code: //Shaders const char VertexShaderSrc[] = varying vec4 vVertPos; attribute vec4 gl_MultiTexCoord0; uniform mat4 osg_ViewMatrixInverse; uniform vec3 worldOffset; //offset from world origin void main(void) { gl_Position = ftransform(); vec4 eyeVector = gl_ModelViewMatrix * gl_Vertex; vVertPos = osg_ViewMatrixInverse * eyeVector; vVertPos.xyz = vVertPos.xyz - worldOffset; //apply offset so it is in ansRel coordinates gl_TexCoord[0] = gl_MultiTexCoord0; }; const char FragShaderSrc[] = varying vec4 vVertPos; uniform float minimumDistance; uniform float maximumDistance; uniform bool sendDepth; void main(void) { float depth = gl_FragCoord.z / gl_FragCoord.w; gl_FragDepth = depth / maximumDistance; if(abs(depth) minimumDistance || abs(depth) maximumDistance) { gl_FragColor = vec4(0,0,0, 1); } else { if(sendDepth) { gl_FragColor = vec4(depth, depth, depth, depth); } else { gl_FragColor = vec4(vVertPos.xyz , 1); } } } ; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8780#8780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to know when an geode is visible bye the camera?
Adrien Mazaud wrote on Thursday, March 19, 2009 11:59 AM: I have to develop an OSG application with timer trigger. Each object (ie. Geode) into my scene have to launch a timer when there are displayed (ie. in front of the camera, visible, showed or whatever you call it). When the timer is done, object have to trigger a function. My problem is to know when an object is visible by the camera. Is there any way to do it with OSG? I'm a old beginner with OSG (ie. a beginner since 6 month now :P) Thank you so much for your help You could attach a DrawCallback to the Geode's Drawables, which would be called each time that Drawable is rendered. Make sure your callback makes the call on the Drawable to actually render it, though! Alternatively, you could add a CullCallback to the Geode, and launch the timer when the Geode is not culled (you'd want to use the same culling logic that would normally happen; see osgUtil::CullVisitor). HTH, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
For the alpha channel look here: http://forum.openscenegraph.org/viewtopic.php?t=1776 I posted the solution to my problem (similar to yours) at the end of the thread. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8785#8785 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may not suit any use of a FPS view. I personally chose Human* prefix for Doom-like view (Hence HumanManipulator or HumanViewManipulator). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ 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] DoomLike manipulator
AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March 2009 17:57 To: OpenSceneGraph Users Subject: Re: [osg-users] DoomLike manipulator Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may not suit any use of a FPS view. I personally chose Human* prefix for Doom-like view (Hence HumanManipulator or HumanViewManipulator). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- Loïc Simon ___ 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 email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg plugin
Ok , I did it . now I m trying to run de example: osgmovie -e ffmpeg this error occours Warning: dynamic library '/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so: undefined symbol: inflateInit_ Usage: ./osgmovie [options] filename ... Options: ... 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com I am working with windows, no problem there, but here my settings. Variable Name: FFMPEG_LIBAVCODEC_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVCODEC New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVCODEC_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avcodec-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVDEVICE New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avdevice-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVFORMAT New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avformat-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVUTIL New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avutil-49.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/libswscale New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/swscale-0.lib New Value (Enter to keep current value): Variable Name: FFMPEG_ROOT Description: Location of FFMPEG Current Value: F:/dev/ffmpeg/SDK/include New Value (Enter to keep current value): 2009/3/19 Carlos Sanches ces...@gmail.com Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES /usr/lib/libavcodec.so FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_INCLUDE_DIRS-NOTFOUND FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_LIBAVDEVICE_LIBRARIES-NOTFOUND FFMPEG_LIBAVFORMAT_INCLUDE_DIR /usr/include FFMPEG_LIBAVFORMAT_LIBRARIES /usr/lib/libavformat.so FFMPEG_LIBAVUTIL_INCLUDE_DIRS /usr/include FFMPEG_LIBAVUTIL_LIBRARIES /usr/lib/libavutil.so FFMPEG_LIBSWSCALE_INCLUDE_DIRS /usr/include FFMPEG_LIBSWSCALE_LIBRARIES /usr/lib/libswscale.so FFMPEG_ROOT The options that I believe that must be wrong are: FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_ROOT What I have to do in these options ? tks 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] FFmpeg plugin
my ffmpeg version FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: libavutil 49.15. 0 / 49.15. 0 libavcodec52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 built on Mar 19 2009 12:47:35, gcc: 4.2.4 (Ubuntu 4.2.4-1ubuntu3) ffmpeg: missing argument for option '-v' On Thu, Mar 19, 2009 at 3:45 PM, Carlos Sanches ces...@gmail.com wrote: Ok , I did it . now I m trying to run de example: osgmovie -e ffmpeg this error occours Warning: dynamic library '/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so: undefined symbol: inflateInit_ Usage: ./osgmovie [options] filename ... Options: ... 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com I am working with windows, no problem there, but here my settings. Variable Name: FFMPEG_LIBAVCODEC_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVCODEC New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVCODEC_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avcodec-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVDEVICE New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avdevice-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVFORMAT New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avformat-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVUTIL New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avutil-49.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/libswscale New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/swscale-0.lib New Value (Enter to keep current value): Variable Name: FFMPEG_ROOT Description: Location of FFMPEG Current Value: F:/dev/ffmpeg/SDK/include New Value (Enter to keep current value): 2009/3/19 Carlos Sanches ces...@gmail.com Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES /usr/lib/libavcodec.so FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_INCLUDE_DIRS-NOTFOUND FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_LIBAVDEVICE_LIBRARIES-NOTFOUND FFMPEG_LIBAVFORMAT_INCLUDE_DIR /usr/include FFMPEG_LIBAVFORMAT_LIBRARIES /usr/lib/libavformat.so FFMPEG_LIBAVUTIL_INCLUDE_DIRS /usr/include FFMPEG_LIBAVUTIL_LIBRARIES /usr/lib/libavutil.so FFMPEG_LIBSWSCALE_INCLUDE_DIRS /usr/include FFMPEG_LIBSWSCALE_LIBRARIES /usr/lib/libswscale.so FFMPEG_ROOT The options that I believe that must be wrong are: FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_ROOT What I have to do in these options ? tks 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName =
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
I compiled svn with cmake 2.6.3 on OSX without difficulty, in a clean directory, using all of the default settings, so I cannot confirm the existence of this bug. -Eric On Mon, Mar 16, 2009 at 9:19 PM, john casu osgfo...@tevs.eu wrote: I'm trying to build the latest svn version of OSG 2.8.0 on OS/X, and I'm having a problem when building osgdb_freetype, specifically the header file ft2build.h cannot be located: Scanning dependencies of target osgdb_freetype [ 98%] Building CXX object src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o In file included from /Users/casuj/OpenSceneGraph/OpenSceneGraph-2.8.0-svn/src/osgPlugins/freetype/FreeTypeFont.cpp:14: /Users/casuj/OpenSceneGraph/OpenSceneGraph-2.8.0-svn/src/osgPlugins/freetype/FreeTypeFont.h:19:22: error: ft2build.h: No such file or directory /Users/casuj/OpenSceneGraph/OpenSceneGraph-2.8.0-svn/src/osgPlugins/freetype/FreeTypeFont.h:20:10: error: #include expects FILENAME or FILENAME However, CMakeCache.txt shows that this file has been located: enterprise:OpenSceneGraph-2.8.0-svn casuj$ fgrep FREETYPE CMakeCache.txt CMakeCache.txt:FREETYPE_INCLUDE_DIR_freetype2:PATH=/usr/local/include/freetype2 CMakeCache.txt:FREETYPE_INCLUDE_DIR_ft2build:PATH=/usr/local/include CMakeCache.txt:FREETYPE_LIBRARY:FILEPATH=/usr/local/lib/libfreetype.dylib and the file itself does in fact exist: enterprise:OpenSceneGraph-2.8.0-svn casuj$ ls -l /usr/local/include/ft2build.h -rw-r--r-- 1 root admin 3890 Mar 5 2007 /usr/local/include/ft2build.h Can anyone shed light on how to workaround this ? Thanks, -john c. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8569#8569 ___ 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] Image Resolution in VPB
Robert, Thanks. Using -e with appropriate options did exactly what I wanted, except for a slight error on the edges of the created images. If i overlay the created image tiles from the highest resolution level on top of the original source imagery, they are pixel to pixel exact except for a 1 pixel strip all the way around the image. It appears that the edge values are an average of what the pixel value actually should be and the pixel directly adjacent to it but what should be the next tile. If you layer the attached good and bad images on top of each other in an image viewer and toggle back and forth you can see the pixels changing. The good image is just the original source imagery zoomed in. The bad image shows the vpb generated tile overlayed on the left side. I saw the corner equalization bug posts, but this seems like a different issue. This is under Redhat Enterpise Linux, x86_64, with OSG 2.8 and VPB svn of a couple days ago. Martins Robert Osfield wrote: Hi Martins, You could try to use the -e option. It takes lat/longs as input. I don't know if it'll pad though, as I suspect it won't unless the at least some of the input data covers the region. If you want to force the resolution to be the same then just use the image and height res option. I can't recall what they off the top of my head, run osgdem --help to list them all. Robert. On Mon, Mar 16, 2009 at 6:12 PM, Martins Innus min...@ccr.buffalo.edu mailto:min...@ccr.buffalo.edu wrote: Hello, I'm using VPB to generate a terrain database with 2ft resolution elevation data and 1 ft resolution imagery. What I'm trying to do is make the imagery in the highest resolution tiles have the exact same resolution as the source imagery and also still be a power of 2 for the image tiles. I've verified that if I take a small input area where the source imagery dimensions are a power of 2, I get what i want for the final model. It seems that if I could tell VPB to pad out the extents of my input data to a power of 2 that should work as well. I don't care if its black or garbage or whatever. Would the -e option do what I want if I specify extents larger than the input data? I'm about to give that a try but it takes about three days for this job to run to completion, so I figured I would ask if anyone has tried to do the same thing. Thanks for any insight. Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 inline: good_tex.jpginline: bad_tex.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.1
This seems to work, too. I haven't done what I'd call a thorough qualification, but I'm happy. thanks, andy From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, March 18, 2009 12:39 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG 2.8.1 Hi Andy, 2009/3/18 Andy Skinner andy.skin...@mathworks.commailto:andy.skin...@mathworks.com You know, I was thinking that using SVN was going to get me the latest, but I bet I'm just getting SVN from when 2.8.0 was made. I'm using the line (copied from downloads page): svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0 OpenSceneGraph Was that the wrong thing? You're just picking up on the 2.8.0 tag, which is effectively set is stone now as it maps directly to what the 2.8.0 binaries etc. were built from. The version of test against is the OSG-2.8 branch, this is what we used to source the 2.8.0 tag, and where all the patches for the ongoing 2.8.x series have been applied, and when it comes to making 2.8.1 it'll be sourced directly from the OSG-2.8. To get the OSG-2.8 branch us: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8OpenSceneGraph-2.8http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8 OpenSceneGraph 2.8 in theory should be like 2.8.0 except for a number of bug fixes that've been applied. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 3rd party Qt forum
Hi Ivan, I've looked into the messages of the last week. There were only 5 Topics about Qt and only 3 of them were written by forum users, the rest was written by mailing list users. Hence, I am not sure if there is now enough interest to open a new subforum (mails from list users wouldn't be filtered correctly, because they do not use the subject prefixes). Having too much subforums will end up in an complex/unclear forum with too much cetegories. The 3rdParty catgeory was created for the NodeKits which are created for the OSG. As far as I know, there is no such nodekit which handles the Qt integration. There is only couple of example doing this. Maybe we could create a category named GUI, Widget, or something similar, so that it covers also Qt. What do you think? Or what other are also think about this? Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8797#8797 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes : the horizontal and the free. In the free one the translation direction is exactly aligned with the view direction and thus can span the whole set of direction. In the other, the moving direction is constrained to remain horizontal. Note : horizontal mode is not implemented yet!! Taking into account what you said, Sukender, we should call it FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE. What do you think about this? On Thu, Mar 19, 2009 at 7:12 PM, Michael Platings mplati...@pixelpower.comwrote: AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March 2009 17:57 To: OpenSceneGraph Users Subject: Re: [osg-users] DoomLike manipulator Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may not suit any use of a FPS view. I personally chose Human* prefix for Doom-like view (Hence HumanManipulator or HumanViewManipulator). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- Loïc Simon ___ 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 email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email__ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Yes... But in a space ship! ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 19:12:55 +0100, Michael Platings mplati...@pixelpower.com a écrit: AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March 2009 17:57 To: OpenSceneGraph Users Subject: Re: [osg-users] DoomLike manipulator Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may not suit any use of a FPS view. I personally chose Human* prefix for Doom-like view (Hence HumanManipulator or HumanViewManipulator). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- Loïc Simon ___ 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 email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ 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] DoomLike manipulator
Hi Michael, Havig both modes sounds a good idea. In that case, FirstPersonManipulator seems fine for me. Just be sure to: - allow the user to set which vector is considered to be up - allow the user to set the minimum angle between dir and up (or else you got rounding errors that cause ugly artifacts). Based on experiments, I personnaly used 0.008 (radians; as you can see in the source code I told about), but it may depend on how your camera is set. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 21:08:45 +0100, Simon Loic simon1l...@gmail.com a écrit: Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes : the horizontal and the free. In the free one the translation direction is exactly aligned with the view direction and thus can span the whole set of direction. In the other, the moving direction is constrained to remain horizontal. Note : horizontal mode is not implemented yet!! Taking into account what you said, Sukender, we should call it FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE. What do you think about this? On Thu, Mar 19, 2009 at 7:12 PM, Michael Platings mplati...@pixelpower.comwrote: AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March 2009 17:57 To: OpenSceneGraph Users Subject: Re: [osg-users] DoomLike manipulator Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may not suit any use of a FPS view. I personally chose Human* prefix for Doom-like view (Hence HumanManipulator or HumanViewManipulator). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- Loïc Simon ___ 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 email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email__ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email
Re: [osg-users] DoomLike manipulator
Simon Loic wrote: Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes : the horizontal and the free. In the free one the translation direction is exactly aligned with the view direction and thus can span the whole set of direction. In the other, the moving direction is constrained to remain horizontal. Note : horizontal mode is not implemented yet!! Taking into account what you said, Sukender, we should call it FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE. What do you think about this? I wouldn't call it DOOMLIKE for two reasons. First, DOOM's mouse controls didn't work this way (the Y-axis on the mouse was used for forward/backward motion, since you couldn't look up/down in DOOM). Second, I don't think it should be named based on whatever game happened to use it in the first place. If someone hasn't played that particular game, that name won't mean anything to them. How about GENERAL and GROUNDED instead? By the way, does this manipulator include collision and terrain following (specifically in what I'm suggesting calling the GROUNDED mode)? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
And about the modes, I would prefer FREE and HORIZONTAL :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 21:38:16 +0100, Sukender suky0...@free.fr a écrit: Hi Michael, Havig both modes sounds a good idea. In that case, FirstPersonManipulator seems fine for me. Just be sure to: - allow the user to set which vector is considered to be up - allow the user to set the minimum angle between dir and up (or else you got rounding errors that cause ugly artifacts). Based on experiments, I personnaly used 0.008 (radians; as you can see in the source code I told about), but it may depend on how your camera is set. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 21:08:45 +0100, Simon Loic simon1l...@gmail.com a écrit: Glad to see that this manipulator generates interest. Concerning the name, the manipulator is designed as explained in the header : The camera control is done via keyboard arrows concerning the position and via mouse draging concerning the orientation. There are two modes : the horizontal and the free. In the free one the translation direction is exactly aligned with the view direction and thus can span the whole set of direction. In the other, the moving direction is constrained to remain horizontal. Note : horizontal mode is not implemented yet!! Taking into account what you said, Sukender, we should call it FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE. What do you think about this? On Thu, Mar 19, 2009 at 7:12 PM, Michael Platings mplati...@pixelpower.comwrote: AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March 2009 17:57 To: OpenSceneGraph Users Subject: Re: [osg-users] DoomLike manipulator Hi all, IMHO, FirstPersonManipulator should suit any first person cameras ; and a doom-like one is only a subset of a FPS manipulator. Think about Descent game, where you could go in any direction in space (no gravity to say where is the up direction). Doom-like has a fixed up vector that may not suit any use of a FPS view. I personally chose Human* prefix for Doom-like view (Hence HumanManipulator or HumanViewManipulator). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: HI Loic, The manipulator certainly isn't pointless - as the fact that others have written something similar shows it's a common need, so getting something like it checked into the core OSG makes sense. I would suggest finding a more generic name rather than DoomLikeManipulator. Perhaps FirstPersonManipulator? I'm open to suggestions. Robert. 2009/3/19 Simon Loic simon1l...@gmail.com Thanks guys, indeed the wasd manipulator does pretty much the same things as mine. Although I'm not interested in changing my manipulator. I was just pointing out that this kind of manipulators are missing in the osg core. Basically if the wasd manipulator had been integrated in osgGA, I wouldn't have coded an equivalent from scratch. So I was expecting some motivated comments on the manipulator I propose, before to go through osg-submissions. Anyway if for any reason you think that this is pointless, I'll just forget about it. 2009/3/19 David Spilling david.spill...@gmail.com Hi, FYI, there was a posting of a (presumably similar) WASD type manipulater by Viggo Løvli back in August 08 - seach the archives for How to write a camera manipulator... David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap h.org -- Loïc Simon ___ 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 email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email__ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are
Re: [osg-users] DoomLike manipulator
Sukender wrote: And about the modes, I would prefer FREE and HORIZONTAL :) My preference would be GROUNDED (as in, you stay on the ground) rather than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional motion. I'm indifferent on FREE vs. GENERAL. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DrawElements* memory management
Hi Robert -- I have a question about how the DrawElements* family of PrimitiveSets handles the pointer to the indices. In OpenGL, data is bound/copied at call time, so if I were writing a plain ol' OpenGL app and calling glDrawElements, I'd pass in a pointer to my index data, and when the call returns, I'd know the indices had been copied and I could safely delete the array of indices. In OSG it's a bit different. Even after I create the DrawElements PrimitiveSet, I need to hang on to the index data memory, as the memory will be accessed during subsequent rendering and/or write operations. Unlike other OSG objects, the index array isn't reference counted internally. Indeed, the interface looks a lot like the glDrawElements call in that the index data parameter is a plain pointer, but it does not act like glDrawElements as it doesn't immediately copy the index data. This forces my app to keep the data around and ensure it isn't deleted. This is cumbersome in modular programming situations. Imagine I have a NodeVisitor that converts DrawArrays to DrawElements and therefore allocates memory to hold the index data. The processed scene graph could have a life that extends far beyond the scope of the NodeVisitor, so it doesn't make sense to keep the addresses stored in the NodeVisitor (where the memory was allocated). So who should keep track of the index data memory addresses? Who should own deleting that memory? This isn't the first time I've encountered this situation, and I thought perhaps you had encountered it as well and maybe had a good solution that I was not aware of. If so, please let me know. Thanks in advance. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DrawElements* memory management
Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of course, I had to post and show my ignorance first before I figured that out. :-/ Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Thursday, March 19, 2009 2:35 PM To: 'OpenSceneGraph Users' Subject: [osg-users] DrawElements* memory management Hi Robert -- I have a question about how the DrawElements* family of PrimitiveSets handles the pointer to the indices. In OpenGL, data is bound/copied at call time, so if I were writing a plain ol' OpenGL app and calling glDrawElements, I'd pass in a pointer to my index data, and when the call returns, I'd know the indices had been copied and I could safely delete the array of indices. In OSG it's a bit different. Even after I create the DrawElements PrimitiveSet, I need to hang on to the index data memory, as the memory will be accessed during subsequent rendering and/or write operations. Unlike other OSG objects, the index array isn't reference counted internally. Indeed, the interface looks a lot like the glDrawElements call in that the index data parameter is a plain pointer, but it does not act like glDrawElements as it doesn't immediately copy the index data. This forces my app to keep the data around and ensure it isn't deleted. This is cumbersome in modular programming situations. Imagine I have a NodeVisitor that converts DrawArrays to DrawElements and therefore allocates memory to hold the index data. The processed scene graph could have a life that extends far beyond the scope of the NodeVisitor, so it doesn't make sense to keep the addresses stored in the NodeVisitor (where the memory was allocated). So who should keep track of the index data memory addresses? Who should own deleting that memory? This isn't the first time I've encountered this situation, and I thought perhaps you had encountered it as well and maybe had a good solution that I was not aware of. If so, please let me know. Thanks in advance. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DrawElements* memory management
Paul Martz wrote: Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of course, I had to post and show my ignorance first before I figured that out. :-/ Good. For a minute there, I thought I was missing something. :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode you can give it a try and decide which name best fits. In my concern I clearly incline towars grounded as the implementation I was about to propose allows step over small obstacles like stairs. If you have remarks on the implementation so far, go ahead... to sukender : I didn't exacly get your remarks while I'm sure they are founded. Anyway I think that when I wil have finished to code both mode, things will become clearer for me and for you. Get you informed as soon as the manipulator is ready. Havig both modes sounds a good idea. In that case, FirstPersonManipulator seems fine for me. Just be sure to: - allow the user to set which vector is considered to be up - allow the user to set the minimum angle between dir and up (or else you got rounding errors that cause ugly artifacts). Based on experiments, I personnaly used 0.008 (radians; as you can see in the source code I told about), but it may depend on how your camera is set. On Thu, Mar 19, 2009 at 9:42 PM, Jason Daly jd...@ist.ucf.edu wrote: Sukender wrote: And about the modes, I would prefer FREE and HORIZONTAL :) My preference would be GROUNDED (as in, you stay on the ground) rather than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional motion. I'm indifferent on FREE vs. GENERAL. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
Hi Simon, I thought the manipulator could behave like a flying human (= Horizontal mode for movement, but nothing to keep on floor). Or is it a thrird mode? 1. FREE (= Descent, go any way, up vector changes). 2. FREE_UP_FIXED (= Flying human, up vector is fixed, but camera moves anywhere) 3. GROUNDED (up vector is fixed, and view stays on the floor, or whatever) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 19 Mar 2009 23:06:16 +0100, Simon Loic simon1l...@gmail.com a écrit: Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode you can give it a try and decide which name best fits. In my concern I clearly incline towars grounded as the implementation I was about to propose allows step over small obstacles like stairs. If you have remarks on the implementation so far, go ahead... to sukender : I didn't exacly get your remarks while I'm sure they are founded. Anyway I think that when I wil have finished to code both mode, things will become clearer for me and for you. Get you informed as soon as the manipulator is ready. Havig both modes sounds a good idea. In that case, FirstPersonManipulator seems fine for me. Just be sure to: - allow the user to set which vector is considered to be up - allow the user to set the minimum angle between dir and up (or else you got rounding errors that cause ugly artifacts). Based on experiments, I personnaly used 0.008 (radians; as you can see in the source code I told about), but it may depend on how your camera is set. On Thu, Mar 19, 2009 at 9:42 PM, Jason Daly jd...@ist.ucf.edu wrote: Sukender wrote: And about the modes, I would prefer FREE and HORIZONTAL :) My preference would be GROUNDED (as in, you stay on the ground) rather than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional motion. I'm indifferent on FREE vs. GENERAL. --J ___ 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] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
I don't know what the specific build issue is as I believe the local FindFreeType.cmake module should be searched for first, but I thought I would share some history. Originally there was no FindFreeType.cmake module in CMake. I wrote the original one for OpenSceneGraph and then submitted it to CMake. Quickly after, the KDE people got mad at me because they had their own FindFreetype.cmake module they were planning to submit which was not completely compatible with ours. Mine was better because it didn't rely on running freetype-config (bad for cross-compiling), and got the capitalization of FreeType correct. But because KDE is bigger than OpenSceneGraph, we lost. There was a promise that they would take the better elements of mine (e.g. no dependency on freetype-config) and duplicate variables to allow our stuff to still work, but it could be that those variables have since been removed. (I was told our variables would be considered deprecated.) -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreadingcrash due toosgDb::Registry::instance()
Thanks for the pointer Paul. The points you raise do apply to C++ as well, and it seems the consensus is that it is not possible to implement the double-checked locking pattern in portable C++ safely. See Scott Meyer's and Andrei Alexandrescu's paper here http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf If Scott Meyer's says it can't be done, I tend to believe him :-) From Scott's paper: In many cases, initializing a singleton resource during single-threaded program startup (e.g., prior to executing main) is the simplest way to offer fast, thread-safe singleton access. So the best thing to do is to advertise in large bold letters somewhere in the doco (and FAQ) that if you are going to use multithreading, all instances need to be accessed before threading starts. Anthony -Original Message- From: Paul Speed [mailto:psp...@progeeks.com] Sent: Friday, 20 March 2009 2:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Multithreadingcrash due toosgDb::Registry::instance() Just a note for those of us who have been bitten by double check locking issues in Java, this technique is highly dependent on the threading and data architecture in use. There are subtle issues between when a thread commits its local state and the possibility for the compiler to reorder statements. This was less of an issue on single-core boxes but comes up in multi-core where the local thread state may not be committed. I can't be sure but there may have also been some subtle statement reordering issues with respect to the compiler not knowing that your guard release _must_ be run after the instance_ = new Singleton has _fully_ executed. I don't know if these problems crop up in C++ but it certainly seems like they could depending on the threading implementation and compiler optimization strategy. Worst case for a singleton pattern is that you might get a race condition where two instances are created. There are other double-checked locking situations that are much more insidious. -Paul Paul Melis wrote: Robert Osfield wrote: 2009/3/17 Schmidt, Richard richard.schm...@eads.com mailto:richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf http://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... I just read it an it describes a pattern where you use a mutex to guard access to the singleton's _instance value, but in such a way that the mutex is only needed when _instance == NULL, i.e. class Singleton { public: static Singleton *instance (void) { // First check if (instance_ == 0) { // Ensure serialization (guard constructor acquires lock_). GuardMutex guard (lock_); // Double check. if (instance_ == 0) instance_ = new Singleton; } return instance_; // guard destructor releases lock_. } private: static Mutex lock_; static Singleton *instance_; }; This should give you thread-safe access to Singleton-instance() at all times combined with correct initialization. Quite neat actually, Paul ___ 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-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
fyi.. the command I used to grab the svn release was: svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph I'm pretty certain it's the latest, as installing it creates a /usr/local/lib/osgPlugins-2.9.1 directory. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8815#8815 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenCL: democracy for GPU computing?
http://www.behardware.com/articles/744-1/opencl-democracy-for-gpu-computing.html thoughts? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Unreckognized Commands
So, I went back to cmake and I realized that I didn't have a dynamic or static library assigned. So I assigned the file libcollada15dom21.lib to the COLLADA_DYNAMIC_LIBRARY variable. Everything compiled fine. But when I went to use osgconv, it tells me that it couldn't find the file libcollada15dom21.dll. So obviously, I assigned the wrong file in cmake. Earlier on, I assigned a different file for the dynamic library: libcollada15dom21-d.dll But VS C++ 08 didn't even let it compile. So I think I only have one option left: libcollada15dom21.dll. Finding that file, and assigning it to the COLLADA_DYNAMIC_LIBRARY. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8817#8817 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Unreckognized Commands
You need to link the .lib in the cmake file but then the corresponding .dll needs to be on the path. You normally set environment variables in windows in control panel-system-advanced-environment -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8819#8819 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org