Re: [osg-users] OSG on IPhone
Hi Robert Missed your previous messages, just spotted them on the forum. 1) #include TargetConditionals.h Yes, TargetConditionals.h does appear to be on all version of OSX, and my OSX project is still building so looks safe (that's after fixing Q3). http://www.opensource.apple.com/source/CarbonHeaders/CarbonHeaders-18.1/TargetConditionals.h 2) The OSG's existing XCode projects and deprecated, with CMake being the route we've been planning to the way to generate XCode projects. I haven't looked yet, but have been looking for an excuse to learn a bit more about CMake. I'll see what I can find out. 3) In src/osgDB/FileUtils.cpp you've added an #import Foundation/Foundation.h My bad, got left behind from some testing stuff, it's not actually required (the random one floating around line 230). Yes a compiler option is required to get XCode to treat the file as Objective C++, also the #define COMPILE_COCOA_VERSION is needed. 4) In include/osg/GL you've added a glReadBuffer implementation This was required to get the WindowCaptureCallback to compile and was just done as a quick fix. Although looking at it now, that line has #defines to stop it being used on GLES, so i'll take another look. 5) You have your own version ReaderWriterImageIO.cpp in: Another temp fix, I seem to think the proper version is depending on Carbon at the moment for some of the file Opening stuff. I don't think it would be too much hassle to get it working however. I was just a bit to keen to see some results :). I'll try have a peek this weekend and report my results. I'd also wanted to ask your thoughts on adding other inputs to osgGA. Mutli touch is going to be very common in the future so I feel it would be a useful feature, but what about things like accelerometers and GPS coords? Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece
Hi, Well, now I don't understand the different between your loader/saver and your .modifyterrain and your pseudo loader/saver I suppose your what-elevation-should-I-put-here LOADER callback is for modifying terrain on the fly during visualization What ist your callback SAVER for?= creating terrain with VPB? I think the problem is divided in to seperate aspects: a) building an interface to OSG / VPB to modify terrain elevation b) more or less sophisticated algorithms to determine what the desired elevation of a specifiy coordinate should be ( maybe only lifting/sinking, mybe smoothing like osgTDS does) Is your available code now compatible with osg 2.9.5, oder is it any old styled (you mentioned something abould a code which hast to be adapted) The background of my project: I develope a visualization for flight simulators, focused on research simulators. I am allowed to publish the whole project as open source, so when I'm finished, i will post it as a new nodekit. The porject is different from flightgear, because it is focused on the aspects of a flightsimulator, not a game ( framerate,, lights must be specific, multichannel projection with softedge blending, HAT/HOT/Collision query interface,etc.etc.etc.) The data like airports and orthophoto is of course commercial und won't be posted in any way, but maybe screenshots... The terrain modification is requiered because the airports need to be settled at flat terrain. so my problem consist of two aspects; a) interface to osg/VPB to control elevation b) algorithm to determine my desired algorithm. Just setting the elevation to a constant value is NOT enough because surface is curved and would cause an elevation error of about 4m on a 10km long airport. Because my project is academic, I have no budget for developement work, but I would like to participate work packages to create an open source solution of my problem. If you introduce me in your solution of the elevation modifikation, I'll try to implement a solution for the question how height area must be. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21364#21364 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BuGLe (was: OpenGL capture/logging in OSG)
Hi Paul, Paul Martz writes: Please tell me about your experience with BuGLe. Well, I haven't tested it that much, but I wrote the link because I thought it was worth of considering since it's a new, open and active project along the lines of GLIntercept. The last update from the latter is from 2005, according its homepage, although I think that you said that you developed some extensions to it, is it correct? Was it easy for you to build? What platform do you use it on? I built and ran it on Linux without problems. On its page, there are instructions for building it with mingw under Windows. Nevertheless, it should be possible to build it with any other compiler, since what it does is creating an opengl32.dll that intercepts OpenGL calls. It should work on any other system that supports LD_PRELOAD. How does it handle multiple threads/contexts? I didn't try it, but the documentation takes into account multiple contexts. How easy/hard is it to add support for new extensions or features? Should be easy since all the program is written with modularisation in mind, see the chapter of the documentation regarding that topic: http://www.opengl.org/sdk/tools/BuGLe/documentation/extending.php#extending-guidelines-oglcontexts Sorry if it sounded like I was proposing a complete solution to you, I was only pointing this program in case you never heard of it before :) Regards, Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Playing video in YUY2 pixel format.
Hello, I'm trying to play a video whose pixel format is YUY2...I'm using an ImageStream to play the video but when I set its data to point to the current frame's data my program crashes. I suppose it is because I'm not using the correct pixelFormat when I first created the ImageStream. My question is: among the pixel formats supported by OSG, which one (if any) is supposed to be used to handle YUY2 format? Thanks in advance. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VPB] Usage question
Le Fri, 11 Dec 2009 17:20:14 +0100, Chris 'Xenon' Hanson xe...@alphapixel.com a écrit: On 12/11/2009 7:54 AM, Sukender wrote: Hi all, I've got model tiles (urban zone, files such as .osg/ive, .3ds ...) which need to be visualized using pagedLODs. Can VPB do with models what it does with terrain? That is to say, can VPB help me in a way or another to: - Create less detailed version of the tiles? (Am I a bit optimistic?) - Arrange tiles under LODs/pagedLODs into a master file? - Deform tiles according to coordinates system? (I guess so, using OGR?) If answers are no, do you have an idea on how to acheive this goal? The answers, in my experience are no, no and no. ;) Can you clarify what your tiles are exactly? Are they a ground surface and building on top of them? Exactly! I can separate ground from other models of course. I can have DEM instead of terrain mesh too. If so, I don't expect VPB would ever be able to do #1 for you. Creating lower LODs of arbitrary geometry is sort of beyond its scope. Do you know anything that could help simplifying meshs/generatie lower LODs? #2 would be nice, but isn't done at this time. My experience is that the usual work-around is to install callbacks on the PagedLOD load so that when a new VPB-created terrain tile is loaded, your callback is invoked and can locate, load and attach any cultural decorations like buildings and such. I'm not sure I understand. Can you precise how you do this? What do you mean by a new VPB-created terrain tile is loaded? #3: OGR is probably way too slow to do this. There might be a way to translate your model in advance into the same coordinate system VPB builds your data into (often geographic lat/lon) and then employ a technique similar to osgTerrain::Locator to then transform those coordinates into 3D space so that they come deformed the same way the terrain tiles do. I believe it's the Locator that performs the Earth-curvature process. Well I'd like to do offline processing, so OGR might be enough... or is it so slow that even offline processing would be too long? Thank you. -- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to name the viewer window???
Hi, I came upon this post while searching for a way to do exactly the same thing. Now that I've found a solution, I thought I would post it for the benefit of everyone on this forum: // create the windows and start the required threads. viewer.realize(); // add a caption to the viewer window osgViewer::Viewer::Windows ViewerWindow; viewer.getWindows(ViewerWindow); if (!ViewerWindow.empty()) { ViewerWindow.front()-setWindowName( MyCaption ); } // Get windows handle for viewer window and set the viewer window icon hWnd = FindWindow(NULL, _T(MyCaption ); HANDLE hIcon = LoadImage(0, MyIcon.ico, IMAGE_ICON, 0, 0, LR_LOADFROMFILE); if( hIcon hWnd ) { SendMessage(hWnd, WM_SETICON, ICON_SMALL, (LPARAM)hIcon); } Cheers, Kevin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21372#21372 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparent skydome
Dominic Stalder wrote: Hi there I found out, that it makes a difference if the texture file is loaded in the OSG file it self or in the application. If I load it in the application the transparency works. After you load it into your application and get the results you want, then dump your scene graph out as a .osg file and compare it to the original model to find out what the difference is. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] QOSGWidget display problem
Hi everybody, I'm trying to run the osgViewerQt example since the compilation is done. When i launch the AdapterWidget version it works nicely but when i launch the QOSGWidget version the cow loaded is blinking. Has anyone already have this problem? Do you know where it comes from? note : when i stop the program i have the following error message : Code: Using QOSGWidget - QWidget + osgViewer creating the graphics context. Windows Error #6: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: The handle is invalid. Windows Error #6: [Screen #0] GraphicsWindowWin32::releaseContextImplementation( ) - Unable to release current OpenGL rendering context. Reason: The handle is in valid. Windows Error #1400: [Screen #0] GraphicsWindowWin32::unregisterWindowProcedure( ) - Unable to unregister window procedure. Reason: Invalid window handle. Thank you by advance! Cheers, François Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21375#21375 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?
Just for the search function :) If you get errors like this: error C2039: 'glBegin' : is not a member of '`global namespace'' error C3861: 'glBegin': identifier not found error C2039: 'glEnd' : is not a member of '`global namespace'' error C3861: 'glEnd': identifier not found turn off everything but GL3 with the gl available options to fix it. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21376#21376 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?
I believe this is already in a post somewhere, so the search function should be covered. :-) It'd be nice if selecting the OSG_GL3_AVAILABLE CMake variable would automatically re-set all the FFP-type variables, but currently it does not do so, and you have to do this manually. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Peter Bear wrote: Just for the search function :) If you get errors like this: error C2039: 'glBegin' : is not a member of '`global namespace'' error C3861: 'glBegin': identifier not found error C2039: 'glEnd' : is not a member of '`global namespace'' error C3861: 'glEnd': identifier not found turn off everything but GL3 with the gl available options to fix it. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21376#21376 ___ 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] QOSGWidget display problem
I have the same problem on Windows for 2.8 and 2.9.6 The only solution I have found is to rebuild Qt with experimental OpenGL rendering support - but that makes all the dialogs too slow to be usable. Otherwise AdaptorWidget works well, sorry I am at a client next week so I can't investigate further. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21378#21378 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org