Re: [osg-users] 2.8.4 RC1 tagged
Hi, OSG, example and most of the plugins compil well (I do not have all the required dependencies for all plugins) on VS2010 on win XP pro I'll try the RC2 now Vincent. Le 28/03/2011 22:29, Chris 'Xenon' Hanson a écrit : On 3/28/2011 2:27 PM, Paul Martz wrote: I'm just the svn commit monkey. Thanks should go to Chris. :-) I do even less. All I've had to do so far is TALK. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
There is one research group at our university waiting for any new official release. They ask me from time to time about it. However, they are not apparently reading mailing list too often as they are busy with their own things. I guess that number of people would welcome the new release if someone would do it. Is there any feature they specifically want in a new release, or are they just wanting the 3.0 stable release? If I remember correctly, it was mostly related to CMake scripts. Probably those responsible for finding the libraries on the disk. These should not be difficult to include in 2.8.4. I sent them email and will be back with the response soon. John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using Vertex Attributes
hybr wrote: Hi Fred You can check if issue is somehow related to bounds calculation by using setCullingActive(false) on your node or geometry. Cheers, Sergey The issue is not related to bounds calculation. My bounding box is calculated correctly. Adding dummy geometries around my object has no effect. OSG refuses to handle my object with a NULL vertex array. Could it be a bug in the trunk? Nobody knows where the problem is here... Robert? Anybody using OSG using in a GL3 context which would implicitly require such a setup? Seems like the repro I've posted clearly shows the problem off, I'd be happy if somebody could give it a go. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37984#37984 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Buffer Objects status?
Juan Hernando wrote: I'll be very busy until next Friday so I can't answer to you properly. A quick answer is that I just replicated what I saw inside the OSG code for other textures. If you're sure that the binding is not needed, removte it. I'll try to come back to this issue later and check whether it works for me or not. Cheers, Juan No worries. Things work fine without the additional binding so far. I'm going to leave this commented out. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37985#37985 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi Mukend, On Mon, Mar 28, 2011 at 7:51 PM, Mukund Keshav osgfo...@tevs.eu wrote: Thanks a lot for the reply. So this would be fine right? This is rendered in the same viewport by default right? I can't recall if osgVewer will create a viewport for you, personally I'd do things explictly and create the viewport the whole size of the window and assign this. Follow the osgcamera examples. PS: If i were to do anaglyphs, how could i specify the settings? For analyphs you'd use the two slave cameras and for each one assign a StateSet to the slave Camera that changes the color write mask using the osg::ColorMask state attribute. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Alpha blending not working on IOS
Hi Thomas, Am 28.03.11 22:40, schrieb Thomas Hogarth: Has anyone used alpha blending on IOS successfully? I could have sworn I have in the past but I've been at this for about two hours now with no luck. I had alpha blending working on IOS, but I used vertex-colors, not materials, and everything worked as expected. If I find some spare time, I can test this code again. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Nomals effecting color in line Primitives
Hi David, On Tue, Mar 29, 2011 at 1:51 AM, David Glenn david.e.glenn@navy.mil wrote: The staff here has run into an interesting problem! It seems that if you draw a long line with many vector points in, that the only way that I can properly control the color is to define the node array as a double, then use a number other than zero. It can be 0.0001 or -0.0001 but not 0. I know that my feeble mind can’t figure it out :| and you all, full of wisdom, would Know why - Right? ;) ... It's hard to guess what might be wrong as you don't provide enough information about the nature of line and how it is presently coloured or light. I don't know what you mean be number other than zero, are you talking vertices, normals or colours here? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences
Hi Sanat, On Tue, Mar 29, 2011 at 2:13 AM, Sanat Talmaki sanat.sch...@gmail.com wrote: Hi Robert, Thanks for your suggestion. I tried saving the files out as .ive and they look perfect when viewed with osgviewer. I was just curious to know, what might be the reason for this behavior ? Since I don't have the data like you have I can't say for sure. As before my best guess is precision issues. Are the coordinates of the model very large i.e. in the hundreds of thousands or millions? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC1 tagged
On Mon, Mar 28, 2011 at 9:29 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: On 3/28/2011 2:27 PM, Paul Martz wrote: I'm just the svn commit monkey. Thanks should go to Chris. :-) I do even less. All I've had to do so far is TALK. Working to your strengths, good good :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi Torben I'm sorry. I couldn't get your question. According to my knowledge, the cigi event processsors(classes) are event queues. so we just have to process and discard the data. I incorpaorated the example code from DumyIG example which is bundled with CIGI. Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37991#37991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi Vijeesh, Your guess was right, I asked if the cigi event processor can be discarded after procession or if we have to store them. So what would be the next stept I have to do to help you? Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37992#37992 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Interest in new releases of 2.8.x?
Is there any feature they specifically want in a new release, or are they just wanting the 3.0 stable release? If I remember correctly, it was mostly related to CMake scripts. Probably those responsible for finding the libraries on the disk. These should not be difficult to include in 2.8.4. I sent them email and will be back with the response soon. Ok. They have problems with 2.8.3 CMake scripts and other issues in VS2010. That is exactly what you are going to fix. So, your release should be very welcomed :-) . John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
Hi, I've compiled 2.8.4-RC2 on my winXP and VS2010. No errors. Good job :-) Vincent. Le 29/03/2011 05:18, Wang Rui a écrit : Hi Paul and Chris, I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built fine in both debug and release configurations. But when I tested the ffmpeg plugin with: # osgmovie sample.mov.ffmpeg It printed media information about the file correctly but didn't play it (with only a black screen). I'm not sure if this is a plugin issue or my own mistake at present. The latest version just works well, with the same environment and dependence. Thanks, Wang Rui 2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com: On 3/28/2011 3:50 PM, Paul Martz wrote: I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2 Please, everyone who cares about this, grab and build this so we can have confidence it's done properly and solid and can call it complete. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] Using Vertex Attributes
I can get my square if vertices reside in attribute slot number 0, not 6. But in this case, my shader needs to be: Code: // vertex shader #version 150 uniform mat4 osg_ModelViewProjectionMatrix; in vec3 in_vertex; void main(void) { gl_Position = osg_ModelViewProjectionMatrix * gl_Vertex; // gl_Vertex here, not 'in_vertex' } My understanding is that gl_Vertex automatically maps to attribute index 0 with GL 2.x. What I do not understand, however, is why replacing 'gl_Vertex' with 'in_vertex' does not work - it should do exactly the same. My aim being to work with a GL3 context, I'm now going to test this code with OSG_GL3_AVAILABLE. There, I should not be able to use gl_Vertex at all, so I expect in_vertex to work. If it doesn't, I'll really, really be puzzled. Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37994#37994 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using Vertex Attributes
Hi Fred, As i understand you set your vertex array in osg to vertexattrib slot 0, setup vertexattrib binding for shader program to slot 0 for in_vertex. What result you have when use in_vertex in shader instead of gl_Vertex, exactly? Did you convert your in_vertex to vec4 with w=1.0 in shader? Shader compiler complains about something or it just dont draw anything? Cheers, Sergey. 29.03.2011, 13:06, Fred Smith osgfo...@tevs.eu: I can get my square if vertices reside in attribute slot number 0, not 6. But in this case, my shader needs to be: Code: // vertex shader #version 150 uniform mat4 osg_ModelViewProjectionMatrix; in vec3 in_vertex; void main(void) { gl_Position = osg_ModelViewProjectionMatrix * gl_Vertex; // gl_Vertex here, not 'in_vertex' } My understanding is that gl_Vertex automatically maps to attribute index 0 with GL 2.x. What I do not understand, however, is why replacing 'gl_Vertex' with 'in_vertex' does not work - it should do exactly the same. My aim being to work with a GL3 context, I'm now going to test this code with OSG_GL3_AVAILABLE. There, I should not be able to use gl_Vertex at all, so I expect in_vertex to work. If it doesn't, I'll really, really be puzzled. Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37994#37994 ___ 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] Alpha blending not working on IOS
Hi, ThomasTry setting BlendFunc to stateset also. I think you'll want something like osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA);Cheers,Sergey.29.03.2011, 00:40, "Thomas Hogarth" thomas.hoga...@gmail.com:Hi AllThis may be a slightly dumb question but I can't seem to get alpha blending to work on IOS. I've just finished porting my windows code (which works fine) over to IOS but now my Hud Objects alpha doesn't seem to work. The code I use to enable alpha blending on my hud objects is osg::BlendEquation* blendEquation = new osg::BlendEquation(osg::BlendEquation::FUNC_ADD); m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); //tell to sort the mesh before displaying it m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);// just added this now as a test but still no luck I then set the alpha via a material which is already applied to the stateset with m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha); But no matter what I set m_alpha to I can always see the hud objects (even if i set it to zero). I checked the format of my eaglLayer and it iskEAGLColorFormatRGBA8 as it should be. Has anyone used alpha blending on IOS successfully? I could havesworn I have in the past but I've been at this for about two hours now with no luck. Thanks for any helpTom ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using Vertex Attributes
hybr wrote: As i understand you set your vertex array in osg to vertexattrib slot 0, setup vertexattrib binding for shader program to slot 0 for in_vertex. What result you have when use in_vertex in shader instead of gl_Vertex, exactly? Did you convert your in_vertex to vec4 with w=1.0 in shader? Shader compiler complains about something or it just dont draw anything? Yes, I do vec4(in_vertex, 1.0) otherwise the compiler would barf. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37997#37997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Alpha blending not working on IOS
Hi Stephan Problem solved, I created a .osg file in 3DS Max with a transparent material and that worked. The only difference I could see between that files stateset and my hud objects stateset was that Lighting was enabled. So I re enabled lighting on my hud object and now the alpha blending is working as expected. Must be some kind of optimisation made by the ios drivers, to not use the material info if lighting is disabled, which is why your vertex colour metod worked. Now the question is do I keep using materials for this or should I switch to vertex colours to improve performance. Anyhow, for anyone else with the problem of alpha blending not working on IOS when using a material, make sure you have lighting enabled. Cheers Tom On 29 March 2011 08:53, Stephan Huber ratzf...@digitalmind.de wrote: Hi Thomas, Am 28.03.11 22:40, schrieb Thomas Hogarth: Has anyone used alpha blending on IOS successfully? I could have sworn I have in the past but I've been at this for about two hours now with no luck. I had alpha blending working on IOS, but I used vertex-colors, not materials, and everything worked as expected. If I find some spare time, I can test this code again. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Alpha blending not working on IOS
Hi Sergey Thanks for the tip, I did try that but still no luck, turned out to be that lighting was disabled. I just sent another message with a bit more info. Thanks again Tom PS I'll quickly test if it was a combination of the two. On 29 March 2011 10:32, Sergey Polischuk pol...@yandex.ru wrote: Hi, Thomas Try setting BlendFunc to stateset also. I think you'll want something like osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA); Cheers, Sergey. 29.03.2011, 00:40, Thomas Hogarth thomas.hoga...@gmail.com: Hi All This may be a slightly dumb question but I can't seem to get alpha blending to work on IOS. I've just finished porting my windows code (which works fine) over to IOS but now my Hud Objects alpha doesn't seem to work. The code I use to enable alpha blending on my hud objects is osg::BlendEquation* blendEquation = new osg::BlendEquation(osg:: BlendEquation::FUNC_ADD); m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute:: OVERRIDE|osg::StateAttribute::ON); //tell to sort the mesh before displaying it m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg:: StateAttribute::OVERRIDE); m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg:: StateAttribute::OVERRIDE);// just added this now as a test but still no luck I then set the alpha via a material which is already applied to the stateset with m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha); But no matter what I set m_alpha to I can always see the hud objects (even if i set it to zero). I checked the format of my eaglLayer and it is kEAGLColorFormatRGBA8 as it should be. Has anyone used alpha blending on IOS successfully? I could have sworn I have in the past but I've been at this for about two hours now with no luck. Thanks for any help Tom ___ 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] Alpha blending not working on IOS
Just to confirm It was only the Lighting issue, although Sergey's tip is still a good one Tom On 29 March 2011 10:35, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Sergey Thanks for the tip, I did try that but still no luck, turned out to be that lighting was disabled. I just sent another message with a bit more info. Thanks again Tom PS I'll quickly test if it was a combination of the two. On 29 March 2011 10:32, Sergey Polischuk pol...@yandex.ru wrote: Hi, Thomas Try setting BlendFunc to stateset also. I think you'll want something like osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA); Cheers, Sergey. 29.03.2011, 00:40, Thomas Hogarth thomas.hoga...@gmail.com: Hi All This may be a slightly dumb question but I can't seem to get alpha blending to work on IOS. I've just finished porting my windows code (which works fine) over to IOS but now my Hud Objects alpha doesn't seem to work. The code I use to enable alpha blending on my hud objects is osg::BlendEquation* blendEquation = new osg::BlendEquation(osg:: BlendEquation::FUNC_ADD); m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute:: OVERRIDE|osg::StateAttribute::ON); //tell to sort the mesh before displaying it m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg:: StateAttribute::OVERRIDE); m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg:: StateAttribute::OVERRIDE);// just added this now as a test but still no luck I then set the alpha via a material which is already applied to the stateset with m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha); But no matter what I set m_alpha to I can always see the hud objects (even if i set it to zero). I checked the format of my eaglLayer and it is kEAGLColorFormatRGBA8 as it should be. Has anyone used alpha blending on IOS successfully? I could have sworn I have in the past but I've been at this for about two hours now with no luck. Thanks for any help Tom ___ 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] osgjs
Hi, I wanted to share improvement done on osgjs the last few months. It has been used for a firefox demo you can watch https://demos.mozilla.org/en-US/#globetweeter or http://plopbyte.com:2048/globetweeter/ if the previous server is overloaded. If you are interested by the project look on the http://osgjs.org blog Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi Torban I implemented dataIO_extLinkCIGI::readTO_OBJvalues() with the code to receive cigi packet and decode it. So on each dataIO_eventCallback, The viewcontrol data is available as a structure. Now I need to map it to the particular slots as you did for VCL from where the camera is controlled, I guess. So I need to know how to map the structure to slots. ... Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38003#38003 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi Robert, Thanks a lot. Will proceed as suggested by you. Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38004#38004 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using Vertex Attributes
Things are extremely weird. Using in_vertex does actually work, I had misspecified the binding location. So the following line works // both gl_Vertex and vec4(in_vertex,1.0) work here gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex,1.0); Actually this works even if I do NOT call program-addBindAttribLocation(std::string(in_vertex), 0); which is really puzzling me. Weird!?! I tried building OSG with OSG_GL3_AVAILABLE. Things build fine but I just can't get any rendering at all. First GL 3.x, isn't actually used under Windows, it is still a GL 1.x context that is created at runtime. You have to modify the source code to force the GL 3.x context creation (traits-glContextVersion = string(3.2)). The context is then created fine but after that nothing on the screen when running my modified sample. I always get an error when calling glUseProgram even though the program linked fine. Still blocked... any help appreciated... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38005#38005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
Hi all, I just notice little thing that can be important : Until 2.8.3 the generated lib file were named with a version number (osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib files are just named osg.dll, osgAnimation.dll, etc... Is this a real choice, a VS2010 consequence, or something forgotten ? Thanks. Regards, Vincent. Le 29/03/2011 05:18, Wang Rui a écrit : Hi Paul and Chris, I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built fine in both debug and release configurations. But when I tested the ffmpeg plugin with: # osgmovie sample.mov.ffmpeg It printed media information about the file correctly but didn't play it (with only a black screen). I'm not sure if this is a plugin issue or my own mistake at present. The latest version just works well, with the same environment and dependence. Thanks, Wang Rui 2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com: On 3/28/2011 3:50 PM, Paul Martz wrote: I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2 Please, everyone who cares about this, grab and build this so we can have confidence it's done properly and solid and can call it complete. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] Camera control in osgvisual
Hi Vijeesh, here is some explanation how the SLOT mechanism works currently: it is a list of SLOT classes. A slot class contains the following members: * string name * double value * string sValue (string value) * enum direction: TO_OBJ | FROM_OBJ * enum type: STRING | DOUBLE If a software module wants to store some values which are directed TO the visual Objects ( e.g. object3_LAT), it searches in this list for the slot with the corresponding name, type and direction and stores the value in it. The object updater for example reads on every update in this slot list for a slot with the appropriate name and read the value to apply it to its own object. This has the the following implications: * Supposed to be very slow if lot's of variables are used: if someone searches in the list, he has to perform many string comparisons. * Only strings and doubles can be stored but no complex data structures ( e.g. cigi containers) My approach with the slots was only a first shot. I would be very glad if we could discuss this, maybe also with other users in the forum. It would be great to construct a more sophisticated and usefull architecture to manage the data of the IG. After that I would implement this solution asap, but currently I have no idea in which direction we should proceed. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38007#38007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using Vertex Attributes
Hi, Fred About things working without vertex attrib binding to program - this may be driver specific thing, iirc on nvidia drivers i've had samplers in shaders defaulted to 0 texture unit without correct uniform being set for program. 29.03.2011, 16:14, Fred Smith osgfo...@tevs.eu: Things are extremely weird. Using in_vertex does actually work, I had misspecified the binding location. So the following line works // both gl_Vertex and vec4(in_vertex,1.0) work here gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex,1.0); Actually this works even if I do NOT call program-addBindAttribLocation(std::string(in_vertex), 0); which is really puzzling me. Weird!?! I tried building OSG with OSG_GL3_AVAILABLE. Things build fine but I just can't get any rendering at all. First GL 3.x, isn't actually used under Windows, it is still a GL 1.x context that is created at runtime. You have to modify the source code to force the GL 3.x context creation (traits-glContextVersion = string(3.2)). The context is then created fine but after that nothing on the screen when running my modified sample. I always get an error when calling glUseProgram even though the program linked fine. Still blocked... any help appreciated... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38005#38005 ___ 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] Add ancillary data file to an archive
Eduardo Poyart wrote on 2011-03-28: But I can't add an osg::Object to an osg::Group... I want my data to be saved with the scene, so I made it derive from osg::Node and added it to my root group. Unless there is another way? You can add it as user data (see osg::Object::setUserData()) if it is an osg::Object. It looks like user data is serialized. On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield robert.osfi...@gmail.com wrote: On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote: I did it with the serializers. The document on the Wiki helped a lot. I would be lost without it. The only funny thing is that I had to make my class derive from Node and add it to the scene graph, even though it's not graphics related at all! I don't know the specifics of your case, but serializers work for any object subclassed from osg::Object so there isn't any need to subclass from osg::Node. So if you hadsome custom user data you could subclass from osg::Object and then provide the serializers for this subclass and in theory the serilizers should then output your object. -- 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] osgjs
Hi Cedric, Really funny app. Good Idea, Good Job. See you David 2011/3/29 Cedric Pinson cedric.pin...@plopbyte.com Hi, I wanted to share improvement done on osgjs the last few months. It has been used for a firefox demo you can watch https://demos.mozilla.org/en-US/#globetweeter or http://plopbyte.com:2048/globetweeter/ if the previous server is overloaded. If you are interested by the project look on the http://osgjs.org blog Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com ___ 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] VRML plugin working in iPhone / iOS?
Has anyone had success getting the VRML plugin to work in iPhone / iOS? I see that it requires OpenVRML which from their website has depends on Boost and some other optional libraries like libpng libjpeg. Also, has anyone have any luck with these other formats? DAE OBJ FBX 3DS Thanks, Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38009#38009 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
On 3/28/2011 9:18 PM, Wang Rui wrote: Hi Paul and Chris, I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built fine in both debug and release configurations. But when I tested the ffmpeg plugin with: # osgmovie sample.mov.ffmpeg It printed media information about the file correctly but didn't play it (with only a black screen). I'm not sure if this is a plugin issue or my own mistake at present. Is this a new problem introduced with RC2 or did it also occur with RC1? Did it occur with 2.8.3? Please check, thanks. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
The LIB files have never contained the shared object version number. Those are encoded in the DLL file names. -Paul On 3/29/2011 6:35 AM, Vincent Bourdier wrote: Hi all, I just notice little thing that can be important : Until 2.8.3 the generated lib file were named with a version number (osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib files are just named osg.dll, osgAnimation.dll, etc... Is this a real choice, a VS2010 consequence, or something forgotten ? Thanks. Regards, Vincent. Le 29/03/2011 05:18, Wang Rui a écrit : Hi Paul and Chris, I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built fine in both debug and release configurations. But when I tested the ffmpeg plugin with: # osgmovie sample.mov.ffmpeg It printed media information about the file correctly but didn't play it (with only a black screen). I'm not sure if this is a plugin issue or my own mistake at present. The latest version just works well, with the same environment and dependence. Thanks, Wang Rui 2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com: On 3/28/2011 3:50 PM, Paul Martz wrote: I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2 Please, everyone who cares about this, grab and build this so we can have confidence it's done properly and solid and can call it complete. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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 -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
Sorry, ignore previous post. I misread your email. Did you inadvertently disable OSG_MSVC_VERSIONED_DLL in CMake? It still defaults to on in 2.8.4, so the only way you could be missing the shared object version numbers in the DLL names is if you explicitly disabled it. -Paul On 3/29/2011 6:35 AM, Vincent Bourdier wrote: Hi all, I just notice little thing that can be important : Until 2.8.3 the generated lib file were named with a version number (osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib files are just named osg.dll, osgAnimation.dll, etc... Is this a real choice, a VS2010 consequence, or something forgotten ? Thanks. Regards, Vincent. Le 29/03/2011 05:18, Wang Rui a écrit : Hi Paul and Chris, I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built fine in both debug and release configurations. But when I tested the ffmpeg plugin with: # osgmovie sample.mov.ffmpeg It printed media information about the file correctly but didn't play it (with only a black screen). I'm not sure if this is a plugin issue or my own mistake at present. The latest version just works well, with the same environment and dependence. Thanks, Wang Rui 2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com: On 3/28/2011 3:50 PM, Paul Martz wrote: I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2 Please, everyone who cares about this, grab and build this so we can have confidence it's done properly and solid and can call it complete. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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 -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] compositeviewer and addeventhandler?
Hi, everyone: I have created a scene with 'osgViewer::CompositeViewer viewer' as root viewer. in CompositeViewer I add two 'osgViewer::View' one for each eye. My question is can I addEventHandler for my root viewer which is CompositeViewer? as I know we can addEvenntHandler for a osgViewer::View ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38015#38015 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML plugin working in iPhone / iOS?
hi Ryan Has anyone had success getting the VRML plugin to work in iPhone / iOS? Also, has anyone have any luck with these other formats? DAE OBJ FBX 3DS Some of those formats are fine others i'm not sure about. DAE, if you can find the dependencies built for IOS then no probs as I think you build OpenCollada yourself OBJ, this plugin has no dependancies so should be fine (I think i've used it in fact and just built fine on my machine) FBX, i'm pretty sure this is a no show as you have to use prebuilt libs, which at the moment don't include IOS 3DS, again no dependancies so should be fine (just built fine on my machine) For features like skinning etc which you might be using DAE or FBX for, I have been converting them to osgb to avoid having to build the plugins on every platform. Works fine for me. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML plugin working in iPhone / iOS?
Thanks, Tom. Any thoughts on VRML and OpenVRML dependencies? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38018#38018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
On 3/28/2011 9:18 PM, Wang Rui wrote: Hi Paul and Chris, I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built fine in both debug and release configurations. But when I tested the ffmpeg plugin with: # osgmovie sample.mov.ffmpeg It printed media information about the file correctly but didn't play it (with only a black screen). I'm not sure if this is a plugin issue or my own mistake at present. The latest version just works well, with the same environment and dependence. We don't have any way to test with ffmpeg here. This was Robert's commit, so maybe he can help you troubleshoot it? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
Yow, yall jumped right on the 2.8.4 thing! If it hasn't happened already, may I request a backport of fixes to the .3ds writer plugin from 2.9.x to 2.8.4? cheers -- mew On Mon, Mar 28, 2011 at 4:50 PM, Paul Martz pma...@skew-matrix.com wrote: I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2 -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
On 3/29/2011 10:16 AM, Michael Weiblen wrote: Yow, yall jumped right on the 2.8.4 thing! If it hasn't happened already, may I request a backport of fixes to the .3ds writer plugin from 2.9.x to 2.8.4? That would be 2.8.5. 2.8.4 isn't supposed to be new features/fixes, it's just getting it to build properly. cheers -- mew -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
gotcha -- mew On Tue, Mar 29, 2011 at 11:20 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: On 3/29/2011 10:16 AM, Michael Weiblen wrote: Yow, yall jumped right on the 2.8.4 thing! If it hasn't happened already, may I request a backport of fixes to the .3ds writer plugin from 2.9.x to 2.8.4? That would be 2.8.5. 2.8.4 isn't supposed to be new features/fixes, it's just getting it to build properly. cheers -- mew -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
curious: is there like a pre-alpha MSVS 2010 available (perhaps some developers w/ special access) that we could be testing with? -- mew On Tue, Mar 29, 2011 at 11:20 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: On 3/29/2011 10:16 AM, Michael Weiblen wrote: Yow, yall jumped right on the 2.8.4 thing! If it hasn't happened already, may I request a backport of fixes to the .3ds writer plugin from 2.9.x to 2.8.4? That would be 2.8.5. 2.8.4 isn't supposed to be new features/fixes, it's just getting it to build properly. cheers -- mew -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.4 VS2010 build problem DLL versioning
On 3/29/2011 9:21 AM, Vincent Bourdier wrote: OSG_MSVC_VERSIONED_DLL is still cheked in Cmake, but the DLL file have no version... See my CMakeCache in attached file We've confirmed this here, but don't know what to make of it. This is Ryan Pavlik's patch set: I've made fixes required to build the OSG 2.8 branch using Visual Studio 2010. I have forked the Github mirror of the OSG subversion repository, and made the changes based on the latest 2.8 branch. The changes for this fix are available for review here: https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...fix-vc10 -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University I've copied him on this message, maybe he knows what's up with it. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.4 RC2 tagged
On 3/29/2011 10:37 AM, Michael Weiblen wrote: curious: is there like a pre-alpha MSVS 2010 available (perhaps some developers w/ special access) that we could be testing with? If you're referring to some successor to Visual Studio 2010, I haven't yet heard of one, but I admit I'm not always the first to know. -- mew -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
Paul Martz wrote: I believe you have a version problem on your hand. Do you have multiple versions of OSG on your system? It is true that I've tried multiple versions of OSG. I began by building 2.8.3 from source myself. After getting these errors I decided to try 2.9.9 which was built by a friend and seems to work for him. I mistakenly posted the output from when I was using OSG 2.9.9 despite saying I was using OSG 2.8.3, sorry about that. I try to make sure to never mix OSG versions. When I decide to use 2.9.9 I make sure to move OSG 2.8.3 to another directory, update my CMake to link against 2.9.9, completely rebuild my baseline, and make sure LD_LIBRARY_PATH only points to the 2.9.9 lib directory. To ensure that I'm not mixing versions I went through those steps to ensure I'm using 2.9.9. When I ran my application before adding the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following output... Code: Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt. RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x184d2f00x7fa8aa532a50 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 Adding parent0x1831e20 DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP Render::Render() 0x1a46680 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 Adding parent0x1831e20 ShaderComposer::ShaderComposer() 0x1a48210 CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 ShaderComposer::ShaderComposer() 0x1a4a1a0 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 _availableQueue.size()=2 GraphicsContext::registerGraphicsContext 0x1a9e500 ShaderComposer::ShaderComposer() 0x1a9d100 GraphicsContext::createNewContextID() creating contextID=0 Updating the MaxNumberOfGraphicsContexts to 1 Adding parent0x1831e20 itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9' FindFileInPath() : trying /work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/lib/' FindFileInPath() : trying /usr/lib/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/lib64/' FindFileInPath() : trying /usr/lib64/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/local/lib/' FindFileInPath() : trying /usr/local/lib/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/local/lib64/' FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9' FindFileInPath() : trying /work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/lib/' FindFileInPath() : trying /usr/lib/osgdb_openflight.so ... itr='/usr/lib64/' FindFileInPath() : trying /usr/lib64/osgdb_openflight.so ... itr='/usr/local/lib/' FindFileInPath() : trying /usr/local/lib/osgdb_openflight.so ... itr='/usr/local/lib64/' FindFileInPath() : trying /usr/local/lib64/osgdb_openflight.so ... Warning: dynamic library 'osgPlugins-2.9.9/osgdb_openflight.so' does not exist (or isn't readable): osgPlugins-2.9.9/osgdb_openflight.so: cannot open shared object file: No such file or directory DynamicLibrary::failed loading osgPlugins-2.9.9/osgdb_openflight.so Once I added the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following output when I ran my application... Code: RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x1a283700x7fddc763aa50 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 CullSettings::readEnvironmentalVariables() Adding parent0x1a0ce20 Adding parent0x1a0ce20 DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP Render::Render() 0x1c217f0 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Adding parent0x1a0ce20 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Adding parent0x1a0ce20 Adding parent0x1a0ce20 ShaderComposer::ShaderComposer() 0x1c23380 CullSettings::readEnvironmentalVariables() Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 ShaderComposer::ShaderComposer() 0x1c25310 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 _availableQueue.size()=2 GraphicsContext::registerGraphicsContext 0x1c79670 ShaderComposer::ShaderComposer() 0x1c78270 GraphicsContext::createNewContextID() creating
Re: [osg-users] Add ancillary data file to an archive
I see. That's an alternative. The only thing is if I have more than one I have to serialize my collection class as well. The way I did it so far, by making my data items as osg::Nodes, I could add all of them to the root group and I didn't need to serialize the collection. But I'll think about the alternative. Thanks, much helpful! Eduardo On Tue, Mar 29, 2011 at 6:31 AM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: Eduardo Poyart wrote on 2011-03-28: But I can't add an osg::Object to an osg::Group... I want my data to be saved with the scene, so I made it derive from osg::Node and added it to my root group. Unless there is another way? You can add it as user data (see osg::Object::setUserData()) if it is an osg::Object. It looks like user data is serialized. On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield robert.osfi...@gmail.com wrote: On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote: I did it with the serializers. The document on the Wiki helped a lot. I would be lost without it. The only funny thing is that I had to make my class derive from Node and add it to the scene graph, even though it's not graphics related at all! I don't know the specifics of your case, but serializers work for any object subclassed from osg::Object so there isn't any need to subclass from osg::Node. So if you hadsome custom user data you could subclass from osg::Object and then provide the serializers for this subclass and in theory the serilizers should then output your object. -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.4 VS2010 build problem DLL versioning
On 3/29/2011 10:44 AM, Chris 'Xenon' Hanson wrote: On 3/29/2011 9:21 AM, Vincent Bourdier wrote: OSG_MSVC_VERSIONED_DLL is still cheked in Cmake, but the DLL file have no version... See my CMakeCache in attached file We've confirmed this here, but don't know what to make of it. This is Ryan Pavlik's patch set: I've made fixes required to build the OSG 2.8 branch using Visual Studio 2010. I have forked the Github mirror of the OSG subversion repository, and made the changes based on the latest 2.8 branch. The changes for this fix are available for review here: https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...fix-vc10 Paul did some digging, and thinks that maybe this trunk patch: http://www.openscenegraph.org/projects/osg/changeset/11904 Might have been the fix for this. This appears to have been the work of Sukender and Wang Rui. I've copied them on this. Maybe they can tell us if this is the magic fairy dust we need in order to make 2.8.x build properly on VS2010. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
robertosfield wrote: I believe few users have as many problems with getting models to load under unix as you have... I suspect you are trying to make things more complicated than they really should be, seemingly trying you best to break the OSG, rather than just let it gone with what it's designed to do. Well that came across a little harsh. I have no doubt that my troubles stem from me doing something incorrectly due to my ignorance (extremely little experience with OSG). So we both agree the problem is my fault, hopefully together we can find the cause? I didn't think my setup was overly complicated and I thought I was staying out of OSG's way. These are the steps I went through to get where I am now... 1.) Downloaded the OSG 2.8.3 source code. 2.) Used the CMake GUI to generate a make file for OSG. 3.) Ran make to build the OSG libraries and executables. 4.) Copied the OSG libraries, headers, and executables into a pretty standard ThirdParty directory in my project (that directory's structure was described in my first post). 5.) In my projects CMake I specify where that OSG ThirdParty directory is and I specify that my project depends on OSG (the CMake statements that do this were also in my first post). 6.) Used CMake to generate a make file for my project. 7.) Built my project without error using make. 8.) Ran my application and OSG said it couldn't find the FLT plugin. 9.) Tried adding OSG's lib directory to LD_LIBRARY_PATH but that just caused my application to crash. I view those steps as being pretty standard and simplistic but clearly I'm doing something wrong. hopefully something sticks out as being obviously incorrect. robertosfield wrote: We can only guess what this might be as you explanation of what you have done doesn't provide enough useful information. I tried my best to explain everything I thought was relevant. Perhaps I am omitting something because I don't believe it to be useful. If you could tell me what type of information would make it easier for you to figure out where I'm going wrong then I'd be more than happy to give you that information. I'm more than happy to go into extreme detail...I'd even provide you with a simplified version of my codebase if that would help. robertosfield wrote: If Paul is correct and you are getting a crash because you've linked your application to OSG-2.8.3 and then at runtime forcing the loading of the osgPlugins-2.9.9/osdb_openflight.so I was very hopeful that was the case but it just doesn't seem to be. I just built my application against OSG 2.9.9 and my LD_LIBRARY_PATH pointed to OSG 2.9.9's lib directory and I still crash. It appears as though this is not the cause of my problem. robertosfield wrote: All you should have to do is set the LD_LIBRARY_PATH to path to the libraries, and let the OSG at runtime append the osgPlugins-version so that it can find the appropriate plugin. That is what I think I'm doing. I'm setting LD_LIBRARY_PATH to point to /work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib/ Of course inside OpenSceneGraph-2.9.9/lib there is an osgPlugins-2.9.9 directory which contains the OpenFlight plugin. I can only assume that OSG is looking in that directory. robertosfield wrote: Now if you aren't finding the plugins if you use this approach then it suggests that you have placed the osgPlugins-version directory into the library directory as it should be. OSG only says it can't find the plugin when I do NOT set LD_LIBRARY_PATH. When I do set LD_LIBRARY_PATH my application simply crashes, OSG doesn't tell me if it found the plugin or not. Again my osgPlugins directory is in /work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib/osgPlugins-2.9.9 and I'm setting LD_LIBRARY_PATH to be /work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib robertosfield wrote: Now the OSG does have a proper install script and if you use it will place all the libraries and plugins in all the correct directories, perhaps you've bypassed this completely and are copying stuff around by hand and screwing things up. As I said we can only guess. It is my understanding that make install copies the OSG files from the build into system level directories (perhaps it can be configured to copy those files anywhere). I have not run make install, only make. I'm hoping to keep OSG on a level that is local to my project (as opposed to a system level). I'd like to take my project's source code and third party dependencies and check them into SVN. Then a developer can checkout that repository to a local directory and build it without having to make any system level changes...everything is kept local to that checkout folder. I have to assume that OSG can function if it isn't placed wherever make install places it but since I'm copying stuff around by hand I'll run make install and try to make sure that I'm
Re: [osg-users] Node Nomals effecting color in line Primitives
robertosfield wrote: Hi David, On Tue, Mar 29, 2011 at 1:51 AM, David Glenn wrote: The staff here has run into an interesting problem! It seems that if you draw a long line with many vector points in, that the only way that I can properly control the color is to define the node array as a double, then use a number other than zero. It can be 0.0001 or -0.0001 but not 0. I know that my feeble mind can’t figure it out :| and you all, full of wisdom, would Know why - Right? ;) ... It's hard to guess what might be wrong as you don't provide enough information about the nature of line and how it is presently coloured or light. I don't know what you mean be number other than zero, are you talking vertices, normals or colours here? Robert. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Well, security has been a real pain lately, (it takes an act of congress to drag out a snippet code for you to see) so I just have to explain it the best I can. I have a line trail that I make as the object moves along the screen. The line is determined by the user but can have 100 to 200 points that make it up that can be many kilometers long. Every cycle I add a new length to the line and tale one away. I do this by adjusting the vertex array that I added to the geometry at the start. After I make the changes to that, I call the dirty bit to refresh that. I also have a color array that I have set to a color. I grab that array and reset the color for that array (at the 0 point where I first set it) and I call a dirty bit on that. I also do the same for the Normal array but I use a saved setting of the normal (the normal never gets changed) and I call a dirty bit on that. All this changes the position of the line and the line snakes happily along the path of the object. The problem was that the color had issues changing! If a changed the color to black( 0.0,0.0,0.0,1.0) or white (1.0,1.0,1.0,1.0) it’s OK, but if I do a gray (0.6,0.6,0.6,1.0) I would get a white. If a force the normal array to be a double and use something like (0.01f,0.01,1.0f) and the color is set to gray I would get that color. D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38030#38030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
You should be able to see in your Notify output, it's clear that OSG isn't including your OSG bin directory in its search path. If I recall from your OP, that path is something like: ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/bin If this directory is not in your PATH, then it's odd that *any* OSG executables even run, such as osgversion. You should add it, of course, as you would add any package's binary directory to your PATH. (This is *nix 101, and not specific to OSG.) If that directory is already in your PATH, then it's mysterious that OSG doesn't include it in its search. You could set a breakpoint in osgDB::findLibraryFile to see why it's missing this directory, or just look at the source. -Paul On 3/29/2011 11:03 AM, Ed LaFave wrote: Paul Martz wrote: I believe you have a version problem on your hand. Do you have multiple versions of OSG on your system? It is true that I've tried multiple versions of OSG. I began by building 2.8.3 from source myself. After getting these errors I decided to try 2.9.9 which was built by a friend and seems to work for him. I mistakenly posted the output from when I was using OSG 2.9.9 despite saying I was using OSG 2.8.3, sorry about that. I try to make sure to never mix OSG versions. When I decide to use 2.9.9 I make sure to move OSG 2.8.3 to another directory, update my CMake to link against 2.9.9, completely rebuild my baseline, and make sure LD_LIBRARY_PATH only points to the 2.9.9 lib directory. To ensure that I'm not mixing versions I went through those steps to ensure I'm using 2.9.9. When I ran my application before adding the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following output... Code: Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt. RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x184d2f00x7fa8aa532a50 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 Adding parent0x1831e20 DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP Render::Render() 0x1a46680 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 Adding parent0x1831e20 ShaderComposer::ShaderComposer() 0x1a48210 CullSettings::readEnvironmentalVariables() Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 ShaderComposer::ShaderComposer() 0x1a4a1a0 Adding parent0x1831e20 Adding parent0x1831e20 Adding parent0x1831e20 _availableQueue.size()=2 GraphicsContext::registerGraphicsContext 0x1a9e500 ShaderComposer::ShaderComposer() 0x1a9d100 GraphicsContext::createNewContextID() creating contextID=0 Updating the MaxNumberOfGraphicsContexts to 1 Adding parent0x1831e20 itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9' FindFileInPath() : trying /work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/lib/' FindFileInPath() : trying /usr/lib/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/lib64/' FindFileInPath() : trying /usr/lib64/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/local/lib/' FindFileInPath() : trying /usr/local/lib/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/local/lib64/' FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9' FindFileInPath() : trying /work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgdb_openflight.so ... itr='/usr/lib/' FindFileInPath() : trying /usr/lib/osgdb_openflight.so ... itr='/usr/lib64/' FindFileInPath() : trying /usr/lib64/osgdb_openflight.so ... itr='/usr/local/lib/' FindFileInPath() : trying /usr/local/lib/osgdb_openflight.so ... itr='/usr/local/lib64/' FindFileInPath() : trying /usr/local/lib64/osgdb_openflight.so ... Warning: dynamic library 'osgPlugins-2.9.9/osgdb_openflight.so' does not exist (or isn't readable): osgPlugins-2.9.9/osgdb_openflight.so: cannot open shared object file: No such file or directory DynamicLibrary::failed loading osgPlugins-2.9.9/osgdb_openflight.so Once I added the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following output when I ran my application... Code: RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x1a283700x7fddc763aa50 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 Adding parent0x1a0ce20 CullSettings::readEnvironmentalVariables() Adding parent0x1a0ce20 Adding parent0x1a0ce20 DatabasePager::addDatabaseThread()
Re: [osg-users] VRML plugin working in iPhone / iOS?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Ryan, On 03/29/2011 05:46 PM, Ryan Atkins wrote: Thanks, Tom. Any thoughts on VRML and OpenVRML dependencies? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38018#38018 I am quite sure OpenVRML will not work on iOS out of the box. There are lots of dependencies that would have to be ported for it to work and I am sure nobody did that. Furthermore, the renderer included in OpenVRML is pretty much standard OpenGL 2.x, it certainly does not support OpenGL ES needed on iOS and thus the code will fail to compile. However, feel free to contact authors and ask them directly. On the other hand, I would stay away from VRML as a plague - it is a long obsolete format, the plugin doesn't support every VRML feature and parsing it is very expensive. You will be far better off using one of the binary formats, especially when you are on an embedded device with limited memory and CPU power. Most likely you need to only export some meshes and materials, VRML is a a huge overkill for that. If your data are in VRML, convert them on the desktop and use only the converted files on the device. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org/ iD8DBQFNkiyyn11XseNj94gRAlzRAJ9+/BnaehGDe3tg1/HfYcz2BjLh9QCfRsds 7zP21LWpP03AiBElvM3gbTg= =fdgo -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
robertosfield wrote: Now the OSG does have a proper install script and if you use it will place all the libraries and plugins in all the correct directories I still haven't solved this problem but I am perhaps a step closer so in the interest of keeping this thread up to date I'll fill you in. I've switched back to OSG 2.8.3 and as robertosfield suggested I used the install script to have OSG automatically put the headers/binaries into the directory my application expects them to be (instead of doing this by hand). Perhaps there are countless differences between what I was doing by hand and what the install script did but the biggest difference I noticed was that the script created a lib64 folder instead of the lib directory that I was creating by hand. After running the install script I rebuilt my application. I began by running my application without setting LD_LIBRARY_PATH. Surprisingly this results in a segmentation fault (previously OSG would just say it couldn't find the plugin) and the output that is generated seems to indicate that OSG was at least able to find the OpenFlight plugin... Code: itr='/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3' FindFileInPath() : trying /work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgPlugins-2.8.3/osgdb_openflight.so ... itr='/usr/lib/' FindFileInPath() : trying /usr/lib/osgPlugins-2.8.3/osgdb_openflight.so ... itr='/usr/lib64/' FindFileInPath() : trying /usr/lib64/osgPlugins-2.8.3/osgdb_openflight.so ... itr='/usr/local/lib/' FindFileInPath() : trying /usr/local/lib/osgPlugins-2.8.3/osgdb_openflight.so ... itr='/usr/local/lib64/' FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.8.3/osgdb_openflight.so ... itr='/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3' FindFileInPath() : trying /work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgdb_openflight.so ... FindFileInPath() : USING /work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgdb_openflight.so Segmentation fault Given that OSG was able to find the plugin without me having to set LD_LIBRARY_PATH, I fully expected the same behavior if I did set LD_LIBRARY_PATH. So just to be thorough I set LD_LIBRARY_PATH to be /work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64 and when I ran my application I got the exact same behavior as I did when LD_LIBRARY_PATH wasn't set. So now it appears as though I do not have to set LD_LIBRARY_PATH but I still have to figure out why OSG crashes once it says it is using the plugin. Of course it is completely possible that the cause of this crash is my application and not OSG...I will have to verify that next. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38034#38034 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples
Hi, Thank you for your answers! What I was asking was, could osg load mdl model files into any obj or osg files with all the textures in as part of an object in the world? My guess is that it could, since osgviewer can view it anyway. Jitt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38035#38035 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
Paul Martz wrote: You should be able to see in your Notify output, it's clear that OSG isn't including your OSG bin directory in its search path. If I recall from your OP, that path is something like: ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/bin If this directory is not in your PATH, then it's odd that *any* OSG executables even run, such as osgversion. You should add it, of course, as you would add any package's binary directory to your PATH. (This is *nix 101, and not specific to OSG.) You are correct OSG's bin directory is not on my PATH but that was by intention (perhaps incorrectly so). On the Windows side I make sure my application knows where the OSG bin is because thats where the OSG dll files are. However, on the Linux side I believe the OSG bin directory only contains executables and therefore I didn't think my application would care about the bin. Just to be sure though I added the OSG bin to my PATH and my application still crashes with a segmentation fault just as it did in my last post. Interestingly enough if use the following commands Code: export LD_LIBRARY_PATH=/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/ ./osgviewer /some/path/MyOpenFlightFile.flt then I'm able to use OSG to successfully render MyOpenFlight file. Yet I get a segmentation fault when my application links to the OSG libraries and tries to programmatically load that same OpenFlight file. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38036#38036 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi Robert, Well this is the code i have written so far, im getting two windows when i specify quadBufferStereo as false. Code: int main( int argc, char **argv ) { // if not loaded assume no arguments passed in, try use default mode instead. osg::ref_ptrosg::MatrixTransform object = new osg::MatrixTransform; osg::ref_ptrosg::Node obj = osgDB::readNodeFile(cow.osg); object-addChild(obj); // = // construct the viewer. osgViewer::Viewer viewer; viewer.setUpViewInWindow(100, 100, 640, 480); // == // == // Place the object. osg::Matrix m, s; m.makeTranslate(0, 0, -4000); s.makeScale(50, 50, 50); object-setMatrix(osg::Matrix::identity()); object-setMatrix(s * m); // == osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; //traits-quadBufferStereo = true; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); // = Left eye osg::ref_ptrosg::Camera camera = new osg::Camera; osg::Matrix lookPos1; lookPos1.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), osg::Vec3f(0, 1, 0) ); camera-setViewMatrix(osg::Matrix::identity()); camera-setViewMatrix(lookPos1); camera-setViewport(0, 0, 640, 480); camera-setGraphicsContext(gc.get()); camera-setDrawBuffer(GL_BACK_LEFT); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 20); osg::ColorMask *col1 = new osg::ColorMask; col1-setRedMask(true); osg::StateSet *state1 = new osg::StateSet; state1-setAttribute(col1); camera-setStateSet(state1); // add this slave camera to the viewer, with a shift left of the projection matrix viewer.addSlave(camera.get(), osg::Matrixd::translate(params), osg::Matrixd()); // = Right eye osg::ref_ptrosg::Camera camera1 = new osg::Camera; osg::Matrix lookPos2; lookPos2.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), osg::Vec3f(0, 1, 0) ); camera1-setViewMatrix(osg::Matrix::identity()); camera1-setViewMatrix(lookPos2); camera1-setViewport(0, 0, 640, 480); camera1-setGraphicsContext(gc.get()); camera1-setDrawBuffer(GL_BACK_RIGHT); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera1-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 20); osg::ColorMask *col2 = new osg::ColorMask; col2-setRedMask(true); osg::StateSet *state2 = new osg::StateSet; state1-setAttribute(col2); camera1-setStateSet(state2); // add this slave camera to the viewer, with a shift right of the projection matrix viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), osg::Matrixd()); // === // set the scene to render viewer.setSceneData(object.get()); viewer.run(); } Here is a snapshot of the output: im not sure where i'm going wrong. The cow model appears black. http://img220.imageshack.us/i/88575177.png/ Also, im getting the following warning: detected OpenGL error , invalid operation , after RenderBin::draw(,) Could you please help? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38037#38037 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Compiling iOS / iPhone - build errors
I'm trying to build the latest source from Git for the iPhone https://github.com/openscenegraph/osg.git 'GL_COMPILE' was not declared in scope 'glNewList' was not declared in this scope 'glEndList' was not declared in this scope 'glCallList' was not declared in this scope I've followed the instructions in README.txt, but I get thousands of the above errors. I also have added the frameworks: QuartzCore, Foundation, OpenGLES, UIKit, CoreGraphics as they were added from my ccmake. In my ccmake configuration there wasn't an option to disable OSG_GLU_AVAILABLE as per the instructions. Also, I downloaded OpenFrameworks Git to get the FREETYPE libraries and set them up like this (with absolute paths, but i've truncated here): FREETYPE_INCLUDE_DIR_freetype2: openFrameworks/libs/freetype/include/freetype2 FREETYPE_INCLUDE_DIR: openFrameworks/libs/freetype/include/freetype2 FREETYPE_LIBRARY: openFrameworks/libs/freetype/lib/iphone/freetype-iphone.a Thanks, Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38038#38038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi Mukend, If you are creating your own viewer cameras and associated graphics contexts then you don't need to call any of the setUpView*() methods, otherwise you will just end up with the windows and camera it creates and the ones you create. Also when you are not using quad buffer stereo the draw/read buffers of the camera should just be set the GL_BACK. Robert. On Tue, Mar 29, 2011 at 9:06 PM, Mukund Keshav osgfo...@tevs.eu wrote: Hi Robert, Well this is the code i have written so far, im getting two windows when i specify quadBufferStereo as false. Code: int main( int argc, char **argv ) { // if not loaded assume no arguments passed in, try use default mode instead. osg::ref_ptrosg::MatrixTransform object = new osg::MatrixTransform; osg::ref_ptrosg::Node obj = osgDB::readNodeFile(cow.osg); object-addChild(obj); // = // construct the viewer. osgViewer::Viewer viewer; viewer.setUpViewInWindow(100, 100, 640, 480); // == // == // Place the object. osg::Matrix m, s; m.makeTranslate(0, 0, -4000); s.makeScale(50, 50, 50); object-setMatrix(osg::Matrix::identity()); object-setMatrix(s * m); // == osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; //traits-quadBufferStereo = true; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); // = Left eye osg::ref_ptrosg::Camera camera = new osg::Camera; osg::Matrix lookPos1; lookPos1.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), osg::Vec3f(0, 1, 0) ); camera-setViewMatrix(osg::Matrix::identity()); camera-setViewMatrix(lookPos1); camera-setViewport(0, 0, 640, 480); camera-setGraphicsContext(gc.get()); camera-setDrawBuffer(GL_BACK_LEFT); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 20); osg::ColorMask *col1 = new osg::ColorMask; col1-setRedMask(true); osg::StateSet *state1 = new osg::StateSet; state1-setAttribute(col1); camera-setStateSet(state1); // add this slave camera to the viewer, with a shift left of the projection matrix viewer.addSlave(camera.get(), osg::Matrixd::translate(params), osg::Matrixd()); // = Right eye osg::ref_ptrosg::Camera camera1 = new osg::Camera; osg::Matrix lookPos2; lookPos2.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), osg::Vec3f(0, 1, 0) ); camera1-setViewMatrix(osg::Matrix::identity()); camera1-setViewMatrix(lookPos2); camera1-setViewport(0, 0, 640, 480); camera1-setGraphicsContext(gc.get()); camera1-setDrawBuffer(GL_BACK_RIGHT); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera1-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 20); osg::ColorMask *col2 = new osg::ColorMask; col2-setRedMask(true); osg::StateSet *state2 = new osg::StateSet; state1-setAttribute(col2); camera1-setStateSet(state2); // add this slave camera to the viewer, with a shift right of the projection matrix viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), osg::Matrixd()); // === // set the scene to render viewer.setSceneData(object.get()); viewer.run(); } Here is a snapshot of the output: im not sure where i'm going wrong. The cow model appears black. http://img220.imageshack.us/i/88575177.png/ Also, im getting the following warning: detected OpenGL error , invalid operation , after RenderBin::draw(,) Could you please help? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38037#38037 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
On 3/29/2011 1:58 PM, Ed LaFave wrote: Interestingly enough if use the following commands Code: export LD_LIBRARY_PATH=/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/ ./osgviewer /some/path/MyOpenFlightFile.flt then I'm able to use OSG to successfully render MyOpenFlight file. Yet I get a segmentation fault when my application links to the OSG libraries and tries to programmatically load that same OpenFlight file. That's a good data point. Sounds like a mismatch between the .lib files your app linked with and the .so files found at runtime. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Most of the IG industry uses CIGI to pass data from the host to the IG (and back for end of frame and mission functions stuff). I'm sure the architecture is well defined on this. For starters, you can take a look at Boeing's Multi Purpose Viewer software which is an IG test bed for the CIGI protocol. They interface it to a generic host. The Multi Purpose Viewer uses OSG on the backend for rendering. This might give you some ideas on what you can do to add CIGI into your IG stuff... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Tuesday, March 29, 2011 6:45 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Camera control in osgvisual Hi Vijeesh, here is some explanation how the SLOT mechanism works currently: it is a list of SLOT classes. A slot class contains the following members: * string name * double value * string sValue (string value) * enum direction: TO_OBJ | FROM_OBJ * enum type: STRING | DOUBLE If a software module wants to store some values which are directed TO the visual Objects ( e.g. object3_LAT), it searches in this list for the slot with the corresponding name, type and direction and stores the value in it. The object updater for example reads on every update in this slot list for a slot with the appropriate name and read the value to apply it to its own object. This has the the following implications: * Supposed to be very slow if lot's of variables are used: if someone searches in the list, he has to perform many string comparisons. * Only strings and doubles can be stored but no complex data structures ( e.g. cigi containers) My approach with the slots was only a first shot. I would be very glad if we could discuss this, maybe also with other users in the forum. It would be great to construct a more sophisticated and usefull architecture to manage the data of the IG. After that I would implement this solution asap, but currently I have no idea in which direction we should proceed. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38007#38007 ___ 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] OSG Stereoscopy (2)
Hi Mukund, camera-setDrawBuffer(GL_BACK_LEFT); ... camera1-setDrawBuffer(GL_BACK_RIGHT); I'm pretty sure you can't use GL_BACK_LEFT and GL_BACK_RIGHT if you're not in quad buffer... You need to use GL_BACK for both. That probably explains the OpenGL error. Also, if you have a scale in a matrixTransform, you need to use GL_NORMALIZE or GL_RESCALE_NORMAL in your node's stateset, otherwise you'll be using non-unit normals (the normals are also scaled by the modelview matrix). That probably explains the black cow. // right after object-setMatrix(s * m); object-getOrCreateStateSet()-setMode(GL_NORMALIZE, osg::StateAttribute::ON); Finally, for your 2 windows, well you're using setUpViewInWindow() which creates one window, and you're using osg::GraphicsContext::create() which creates another one. The viewer's main camera is rendering to the former, and your 2 slave cameras are rendering to the latter. You could just remove setUpViewInWindow(), and set the same graphics context for the viewer's main camera as the other 2 cameras (viewer.getCamera()). Note that in your current setup, you have another problem, which is that both slave cameras render to the same graphics context but by default they will both clear the color and depth buffers. If you do it as I said above, the master camera should have no scene data, but should clear the color buffer. The two slaves should have the same scene data, and should both clear only the depth buffer. Have a look at the examples to see how this is done (setClearMask(...)). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Nomals effecting color in line Primitives
Hi David, On Tue, Mar 29, 2011 at 7:39 PM, David Glenn david.e.glenn@navy.mil wrote: I have a line trail that I make as the object moves along the screen. The line is determined by the user but can have 100 to 200 points that make it up that can be many kilometers long. Are you seeing precision issues on the data? Every cycle I add a new length to the line and tale one away. I do this by adjusting the vertex array that I added to the geometry at the start. After I make the changes to that, I call the dirty bit to refresh that. I also have a color array that I have set to a color. I grab that array and reset the color for that array (at the 0 point where I first set it) and I call a dirty bit on that. I also do the same for the Normal array but I use a saved setting of the normal (the normal never gets changed) and I call a dirty bit on that. Perhaps the update is going astray. Trying perioidically outputing the line to a .osg/.osgt or .ive/.osgb file and then have a look at the data in osgviewer. Is the colour problem still aparent. I'd also suggest switching off display lists for the data, as it sounds like the data will be small enough to not cause problems with downloading every frame. Another thing you could try is try doing a fixed length vertex/normal array and use a DrawArrays setting to pick out the required length of vertices for the line. Another tweak would be to modify the vertex/normal you require at a position incremented each addition and grow the DrawArray length till it hits the maximum length of line you want in the array, then let the line wrap around by creating two DrawArrays. This approach would allow you to just update a single vertex and normal on each update. The problem was that the color had issues changing! If a changed the color to black( 0.0,0.0,0.0,1.0) or white (1.0,1.0,1.0,1.0) it’s OK, but if I do a gray (0.6,0.6,0.6,1.0) I would get a white. If a force the normal array to be a double and use something like (0.01f,0.01,1.0f) and the color is set to gray I would get that color. I really can't guess why using doubles might make a difference to the colour, it simply doesn't make sense as OpenGL will be casting everything down to floats for the graphics card anyway, and normals really don't require that level of precision. If would suspect anything then it'd be a memory error in managing the arrays, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
Hi Ed, You say you are getting a seg fault when the openflight plugin looks like it's loaded, for me this is progress, and if you are getting a seg fault then continue on this path. The next thing you should do is run your application in gdb or similar debugging tool and get a stack trace. Post this strack trace. Without a stack trace it next to impossible to guess what might be the cause. The OpenFlight plugin isn't often picked up as causing crashes so as first guess I'd say it's not the most likely place to look for the cause. The rest of osgDB is also well used by lots of other developers year in year doing what you are in theory supposed to be doing without crashes, so again this isn't the a likely hotspot for problems. The most likely place would perhaps be some code in your application that is assuming that a node pointer is always not null, or always a certain type of node, and end up derefencing a null pointer or similar error. Another avenue to look into is the issue of case in filenames, Windows filesystem is not case senstive, while unices are all case senstive, this means errors in the case of filenames can get overlooked when developing under Windows but under Linux and other OS's the files aren't located as the names aren't recognized. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi J-S, Thanks a lot! It almost worked. i made the following changes: Code: camera-addChild(object.get()); camera1-addChild(object.get()); camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); camera1-setClearMask(GL_DEPTH_BUFFER_BIT); clearing only depth buffer for the first and second camera was giving a black screen. So i just cleared the color buffer as well. Well, could you please tell how i can specify setClearMask() for the master camera? (the viewer) Also, i wasn't able to get anaglyphs. Here is the snap: http://img593.imageshack.us/f/73302341.png/ Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38045#38045 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi Robert, Thanks. i have corrected those errors as per yours and J-S' suggestions. Well lastly, there seems to be some problem with getting the anaglyphs. im trying to obtain both since i can test anaglyphs at home. Code: osg::ColorMask *col2 = new osg::ColorMask; col2-setBlueMask(true); osg::StateSet *state2 = new osg::StateSet; state1-setAttribute(col2); i have given setBlueMask(true) and setRedmask(true) respectively. Wha other settings do i need to change? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38046#38046 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Nomals effecting color in line Primitives
robertosfield wrote: Hi David, Are you seeing precision issues on the data? Not off hand the trails seem to be as stable as everything else! What should I looking for? I may be missing what ever it is! D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38047#38047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML plugin working in iPhone / iOS?
Try posting this to openvrml-deve...@lists.sourceforge.net -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ryan Atkins Sent: Tuesday, March 29, 2011 8:47 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] VRML plugin working in iPhone / iOS? Thanks, Tom. Any thoughts on VRML and OpenVRML dependencies? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38018#38018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Nomals effecting color in line Primitives
Greetings Robort! I checked and I have display list set to False, VBO set to True and Data Verince is set to DYNAMIC. ... D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38048#38048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples
On 03/29/2011 03:52 PM, Jitrapon Tiachunpun wrote: Hi, Thank you for your answers! What I was asking was, could osg load mdl model files into any obj or osg files with all the textures in as part of an object in the world? Yes, definitely. In fact the .bsp loader relies on this in order to load .mdl props into Half-Life 2 maps. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling iOS / iPhone - build errors
On 03/29/2011 04:14 PM, Ryan Atkins wrote: I'm trying to build the latest source from Git for the iPhone https://github.com/openscenegraph/osg.git 'GL_COMPILE' was not declared in scope 'glNewList' was not declared in this scope 'glEndList' was not declared in this scope 'glCallList' was not declared in this scope Those functions are for display lists, which aren't available in OpenGL ES. I've followed the instructions in README.txt, but I get thousands of the above errors. I also have added the frameworks: QuartzCore, Foundation, OpenGLES, UIKit, CoreGraphics as they were added from my ccmake. In my ccmake configuration there wasn't an option to disable OSG_GLU_AVAILABLE as per the instructions. Also, I downloaded OpenFrameworks Git to get the FREETYPE libraries and set them up like this (with absolute paths, but i've truncated here): FREETYPE_INCLUDE_DIR_freetype2: openFrameworks/libs/freetype/include/freetype2 FREETYPE_INCLUDE_DIR: openFrameworks/libs/freetype/include/freetype2 FREETYPE_LIBRARY: openFrameworks/libs/freetype/lib/iphone/freetype-iphone.a I'm not the OSG iPhone expert, but I don't think those settings are your problem. It sounds like you've got CMake set up to compile for regular OpenGL and not OpenGL ES. I believe you need to turn off OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, and OSG_GL3_AVAILABLE, and turn on OSG_GLES1_AVAILABLE and/or OSG_GLES2_AVAILABLE (depending on which model iPhone you're targeting). If you've got these settings correct, then something else is going on, and you'll have to wait for more qualified help :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.
Paul Martz and robertosfield, thanks for your help. In addition to OSG my application has another third party dependency, for the sake of anonymity lets just call it PAIN_IN_THE_REAR. As the name implies PAIN_IN_THE_REAR is absolutely awful and has been a reliable source of head aches for several years now. Normally I would begin debugging any mysterious crash with an eye towards PAIN_IN_THE_REAR. However, in this case I gave PAIN_IN_THE_REAR a free pass because I had only setup the dependency on PAIN_IN_THE_REAR...I hadn't yet written any code that actually used PAIN_IN_THE_REAR. Well it turns out that just removing the dependency on PAIN_IN_THE_REAR fixed all of the problems I thought I was having with OSG. Unfortunately, I will need OSG and PAIN_IN_THE_REAR to play nice together so I will have to continue debugging this. Obviously I'm expecting my problem to be caused solely by PAIN_IN_THE_REAR but if my debugging turns up anything that might be relevant to the OSG community then I'll be sure to follow up with a post explaining what I learned.[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38051#38051 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Stereoscopy (2)
Hi Mukund, Well, could you please tell how i can specify setClearMask() for the master camera? (the viewer) viewer.getCamera()-setClearMask(GL_COLOR_BUFFER_BIT); And then you can remove the color buffer bit from camera. You just need to clear the color buffer once, at the beginning of the render (so when the viewer's main camera is traversed), and clear the depth buffer when rendering each of your slave cameras. Also, i wasn't able to get anaglyphs. Here is the snap: http://img593.imageshack.us/f/73302341.png/ I think ColorMask defaults to all components true. So by setting the red to true in one camera, and the blue to true in the other, you're not changing anything. You need to set green and blue to false in one camera, and red to false in the other (because I think red-blue anaglyph is actually red-cyan, so one eye red, the other green+blue). I think this is all setup code you could have looked at in SceneView. It might not do the anaglyph with slave cameras, but the details like this one are the same, so you would have had somewhere to start from. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling iOS / iPhone - build errors
Thanks Jason. I have OSG_GLES1_AVAILABLE set to ON. GLES2 gives me a lot more errors. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38054#38054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling iOS / iPhone - build errors
Have you tried turning OFF every GL except GLES? and also ... have you put the values to compile for GLES 1? Remember that you have to set some options besides the avaible flag. 2011/3/30 Ryan Atkins ryatk...@gmail.com Thanks Jason. I have OSG_GLES1_AVAILABLE set to ON. GLES2 gives me a lot more errors. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38054#38054 ___ 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] 2.8.4 RC2 tagged
Hi Paul and Chris, 2011/3/29 Paul Martz pma...@skew-matrix.com: Is this a new problem introduced with RC2 or did it also occur with RC1? Did it occur with 2.8.3? Please check, thanks. 2.8.3 has the same problem. And I've made some progress now. After comment the following lines in the osgmovie example: /* if (image-isImageTranslucent()) { osg::notify(osg::NOTICE)Transparent movie, enabling blending.std::endl; drawable-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON); drawable-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); } */ The movie appears and works well (in both 2.8.3 and 2.8.4-rc2). I believe that the ffmpeg plugin has already worked but the quad is totally transparent incorrectly. Hope somebody could help test it because I'm not familiar to the ffmpeg implementation personally. Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi Torben Thanks for your explanation on slots mechanism. Still I couldn't make out where the slot values are assigned to observer position and attitude. I'll look in to MPV implementation and see any better implementation. ... Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38058#38058 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org