[osg-users] OSG+VS2010+Windows7-64bit problem
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merging geometry data
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with OSG 3 Cookbook topic: Starting rendering loops in separate threads
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53410#53410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53413#53413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53413#53413 ___ 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] How to build OpenSceneGraph for Android in Windows
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53415#53415 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Bump map with 3DS Max
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53405#53405 ___ 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] [osgPlugins] Bump map with 3DS Max
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53405#53405 (http://forum.openscenegraph.org/viewtopic.php?p=53405#53405) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53417#53417 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
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 ___ 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
[osg-users] Building on Mac OSX, error on OSXAVFoundationVideo.mm
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org