[osg-users] OSG+VS2010+Windows7-64bit problem

2013-04-02 Thread ncutjwz
I can build osg using vs2010+x64 configure sucessfully, but when run the 
osgviewerMFC.exe and open cow.osg file, it failed. The view cannot be 
initilized. It failed at the following code line :
traits-inheritedWindowData = windata;
Any help will be appreciated.
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Re: [osg-users] Merging geometry data

2013-04-02 Thread Robert Osfield
Hi Kirill,

This version of your scene graph is clearly GPU limited, so batching
everything into a single geometry certainly avoids CPU bottlenecks, but...
it probably not ideal as it's far from a balanced scene graph, and the
batching is now far too coarse grained.

Ideally you should have your scene graph so it forms a balanced quad tree,
with the leaves on the quad tree providing the geometry, be it instanced,
shared or just merged as you've done here but at a far more fine grained
way.  So rather than one geometry with 6million vertices you should perhaps
aim for 10,000 vertices per Geometry all ground grouped spatially so that
we you build a quad tree above it it's balanced.  This combination will
leads with good culling performance and reduce chances of cache misses on
the GPU causing big stalls.

With very specific types of scene graph usage like yours it may well be
best to create the scene graph structure yourself as trying to use general
purpose off the shelf optimizers to try and fix your scene graph won't ever
be as good as optimizers written specific for your specific usage case.

Robert.
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[osg-users] Problem with OSG 3 Cookbook topic: Starting rendering loops in separate threads

2013-04-02 Thread Adrián López
Hello!

I'm mixing Qt and OSG in my app and found that great topic in the OSG 3 
Cookbook that is Starting rendering loops in separate threads.

My app has this layout:

|-|
|..1..|.2|
|..|...|
|..|...|
|..|...|
|..|...|
|-|

1 is a QTreeWidget and 2 is a custom widget that inherits from QWidget and 
wraps an osgViewer::Viewer.

When I add an item to the QTreeWidget, a #2 widget is created with its own osg 
viewer.
For now, it works fine. I can change between the widgets and interact with them.

The problem came when I tried to add a rendering thread for each #2 widget, I 
got an error when adding a new item in the QTreeWidget:


 
 ASSERT failure in QCoreApplication::sendEvent: Cannot send events to objects 
 owned by a different thread. Current thread 5c2da018. Receiver '' (of type 
 'QTreeView') was created in thread 5c30e7b0, file 
 kernel\qcoreapplication.cpp, line 469
 Invalid parameter passed to C runtime function.
 Invalid parameter passed to C runtime function.
 QObject::killTimers: timers cannot be stopped from another thread
 


What can I do to amend this? I have thought of using a single global viewer 
(and only one rendering thread) and switch nodes, so when I choose an item in 
the QTreeWidget, I will hide the previous one and show/render the selected one. 
Would this work?

Or maybe starting/stopping the rendering threads whenever I choose an item in 
the tree?

Thanks for your time!

Adrián.

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi,

I went through this tutorial and got stuck when invoking the make command to 
build OSG. It errors out with the message 

ANDROID_NDK-NOTFOUND\ndk-build ...

I'm supposing that there was a step omitted in the tutorial that tells the 
cmake configure utility on where to find the android ndk (i.e. defining the 
path to find ndk-build).

Is this correct or am I missing something? I would like to try and get this to 
work.

Thanks for any help in advance...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Jan Ciger
Hello,

Quoting from the documentation on the Wiki:

CMake building script will search the Ndk (With the original name as it is
in google releases) in $HOME or $HOME/android_development.Otherwise you can
set manually it's location with the environment variable: ANDROID_NDK.

I.e in cygwin bash (it doesn't work very well without bash in Windows,
don't waste your time trying to compile without cygwin):

export ANDROID_NDK=C:/Android/android-ndk-r8d

Regards,

Jan



On Tue, Apr 2, 2013 at 3:46 PM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:

 Hi,

 I went through this tutorial and got stuck when invoking the make
 command to build OSG. It errors out with the message

 ANDROID_NDK-NOTFOUND\ndk-build ...

 I'm supposing that there was a step omitted in the tutorial that tells the
 cmake configure utility on where to find the android ndk (i.e. defining the
 path to find ndk-build).

 Is this correct or am I missing something? I would like to try and get
 this to work.

 Thanks for any help in advance...

 Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi Jan,

So are you saying that Cygwin is the best way to compile OSG for Android on 
Windows? I don't think the tutorial in this thread uses Cygwin which makes this 
all the more confusing...

I'll try setting the ANDROID_NDK environment variable to the path where it 
resides and issue the make command again.

Thanks for your help.

-Shayne

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Re: [osg-users] [osgPlugins] Bump map with 3DS Max

2013-04-02 Thread Farshid Lashkari
Hi Maia,

That option simply controls whether the texture map is exported or not. The
exporter does not generate any shaders to perform the normal mapping. It is
left up to the user to apply a shader that properly renders the material
within their environment.

Cheers,
Farshid


On Mon, Apr 1, 2013 at 12:40 PM, Maia Randria 
veneree.randrianari...@crulrg.ulaval.ca wrote:

 Hi,

 I applied a bump map on a model in 3DS Max. In the Max Exporter, there is
 a Bump map option to be checked or not. Is this working (after reading some
 old posts, some people said that it is not working) ? I tried to check it
 with a modeled object in 3DS Max with a bump, but I got nothing, though the
 bump is there while rendering in 3DS Max.

 Is it obsolete ? Is it better to program a shader (I found
 tutorial/examples explaining that, e.g osgFX)  ?

 Thank you!

 Cheers,
 Maia

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Re: [osg-users] [osgPlugins] Bump map with 3DS Max

2013-04-02 Thread Maia Randria
Hi Farshid,

Thank you for replying. Right, I see that the bump map is exported in the 
texture unit 1 in the osg file.
Maia


Farshid Lashkari wrote:
 Hi Maia,
 
 That option simply controls whether the texture map is exported or not. The 
 exporter does not generate any shaders to perform the normal mapping. It is 
 left up to the user to apply a shader that properly renders the material 
 within their environment.
 
 
 Cheers,
 Farshid
 
 
 
 On Mon, Apr 1, 2013 at 12:40 PM, Maia Randria  () wrote:
 
  Hi,
  
  I applied a bump map on a model in 3DS Max. In the Max Exporter, there is a 
  Bump map option to be checked or not. Is this working (after reading some 
  old posts, some people said that it is not working) ? I tried to check it 
  with a modeled object in 3DS Max with a bump, but I got nothing, though the 
  bump is there while rendering in 3DS Max.
  
  Is it obsolete ? Is it better to program a shader (I found 
  tutorial/examples explaining that, e.g osgFX)  ?
  
  Thank you!
  
  Cheers,
  Maia
  
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  (http://forum.openscenegraph.org/viewtopic.php?p=53405#53405)
  
  
  
  
  
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Jan Ciger

On 04/02/2013 06:56 PM, Shayne Tueller wrote:

Hi Jan,

So are you saying that Cygwin is the best way to compile OSG for Android on 
Windows? I don't think the tutorial in this thread uses Cygwin which makes this 
all the more confusing...

I'll try setting the ANDROID_NDK environment variable to the path where it 
resides and issue the make command again.



You need to read (and get familiar) with the Android NDK documentation 
as well. Otherwise you are going to be tearing your hair out for a good 
while.


For Windows, Cygwin 1.7 or higher is required. The NDK will not work 
with Cygwin 1.5 installations.


http://developer.android.com/tools/sdk/ndk/index.html#Reqs

The ndk_build script is a bash script, using GNU make. Neither of those 
tools are available on Windows by default, so you need to get them from 
Cygwin.


I suggest that you first try to compile some simple NDK example so that 
you are familiar with how the build works, how things integrate with the 
regular Android application code (Java) and only then start with OSG.


Regards,

Jan


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks. I will do that.

I'll most likely have more questions as I move along...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan
Ciger
Sent: Tuesday, April 02, 2013 1:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in
Windows

On 04/02/2013 06:56 PM, Shayne Tueller wrote:
 Hi Jan,

 So are you saying that Cygwin is the best way to compile OSG for
Android on Windows? I don't think the tutorial in this thread uses
Cygwin which makes this all the more confusing...

 I'll try setting the ANDROID_NDK environment variable to the path
where it resides and issue the make command again.


You need to read (and get familiar) with the Android NDK documentation
as well. Otherwise you are going to be tearing your hair out for a good
while.

For Windows, Cygwin 1.7 or higher is required. The NDK will not work
with Cygwin 1.5 installations.

http://developer.android.com/tools/sdk/ndk/index.html#Reqs

The ndk_build script is a bash script, using GNU make. Neither of those
tools are available on Windows by default, so you need to get them from
Cygwin.

I suggest that you first try to compile some simple NDK example so that
you are familiar with how the build works, how things integrate with the
regular Android application code (Java) and only then start with OSG.

Regards,

Jan


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[osg-users] Building on Mac OSX, error on OSXAVFoundationVideo.mm

2013-04-02 Thread Raymond de Vries

Hi guys,

I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the 
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the 
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error: 
unknown type name

  'AVPlayerItemVideoOutput'
AVPlayerItemVideoOutput* output;
^

These versions should have support for the avfoundation plugin, right? 
How am I supposed to build it?


Thanks a lot, regards
Raymond

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