Re: [osg-users] Freetype plugin doesn't appear in project list (OSG 2.4.0, Cmake 2.4.8, Vista, Vis C++ express)
Paul, Mattias, Your PS suggest that you have old cache entries. Not really sure how this could happen. The install sequence was as clean as it could get - almost literally format drive, install OS, install compiler, install CMake, unzip OSG and 3rdParty stuff, generate build files with CMake, build OSG Find3rdPartyDependencies.cmake... searches for zlib before zlib1 and libpng before libpng13. Not sure why it didn't find zlib1 and libpng13 then. (Sounds like a similar issue to the freetype bit not really finding freetype235, otherwise _freetype2 and _ft2build would have been set). All slightly wierd CMake behaviour , but all fixed now through manually pointing _freetype and _ft2build. Maybe something to do with non-standard 3rdParty location? Thanks for help, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cuda Sample
Hi Ariel, I don't know of any published OSG/Cuda examples, I'd love to see one though :-) As how to tackle it I can't help as I haven't read the Cuda docs, I'd suggest starting with OpenGL/Cuda integration examples and then see how these might be mapped across to OSG constructs. Robert. On Sun, May 4, 2008 at 10:57 AM, Ariel Hutterer [EMAIL PROTECTED] wrote: Hi: I try to run cuda from osg. I looking for a sample how to do this. Specificly i want to Bind the FBO and textures with cuda. Some one can help me? Or if some body can help me to share arrays between cuda-shaders-osg. Thanks Ariel ___ 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] Halfedge Mesh Data-Structure
Hi Janick, On Mon, May 5, 2008 at 9:36 AM, Janick Martinez [EMAIL PROTECTED] wrote: Hi, Deriving your own class from osg::Drawable, you can have any internal draw implementation with your own datastructures. See the osgteapot example. -- mew That seems to be a nice way to do the rendering, thank you! But what about interaction considerations? How would I, for example, allow a user to specify points on the mesh by just clicking on the surface? Is a ray - triangle intersection test also possible the same way? The OpenGL rendering is done via overriding the Drawable::drawImplementation(..) as illustrated by the osgteapot example. To do CPU based interaction you'll such as intersection testing you'll need to implement the Drawable::accept(AttributeFunctor) and accept(PrimitiveFunctor) methods. Have a look at src/osg/ShapeDrawable.cpp and src/osg/Geometry.cpp to see how they implement these methods. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aircraft Getting Invisible ?
Hi Umit, I'd guess that you are probably coming across a near plane clipping issue, rather than a culling issue. Unfortunately its easy to confuse clipping with culling when you just see disappearing, but its too very different mechanisms at play so its important to work out whether it is clipping or culling that is at play. The way to know is study how the object disappears - does it slowly get eaten away or does it just pop out of existance - the former will be near plane clipping down on the GPU, the later most likely culling. Both clipping and culling problems can be caused by incorrect bounding volume computations - if your plane was a custom drawable or you'd just a shader to modify its geometry then this might be a candidate. If you are using standard osg::Geometry then its very unlikely that culling as at fault as the OSG's native codes for computing bounding volumes and doing cull testing are very well established and tested. My guess is that most likely you have an issue with near plane clipping, and if you have a very large model extents this can be very common - as the far plane will be pushed out so far. The OSG does have support for cluster culling, and this will be used by default in geocentric databases built by VPB, this will cull out tiles beyond the horizon line and pull in the max far distance, but it doesn't solve all the potential problems as the furtherest tile can still be a long way out. If you want to pull it in further you could manually control it but then you'll need to make sure you use glFog/osg::Fog on the terrain to make sure that you can only see up to a set maximum distanace. If you use this trick then disabling the compute of near far will be required. You should be able to enable the far clipping plane as well. The other thing you can do is to reduce the NearFarRatio by setting setNearFarRatio to something lower than it's default of 0.0005f ( see src/osg/CullSettings.cpp's setDefaults() method where it's set.) Robert. Robert. 2008/5/5 ümit uzun [EMAIL PROTECTED]: Hi all, I have an aircraft. I resize it and add scene on the earth but it get invisible when I resized much smaller like that, float size = 0.0005f / mAircraftModel.get( )-getBound( ).radius( ); mAircraftTransform-setDataVariance( osg::Object::STATIC ); mAircraftTransform-setMatrix( osg::Matrix::scale( size, size, size ) * osg::Matrix::rotate( osg::DegreesToRadians( 90.0f ), 1.0f, 0.0f, 0.0f ) * osg::Matrix::rotate( osg::DegreesToRadians( -90.0f ), 0.0f, 0.0f, 1.0f ) * osg::Matrix::rotate( osg::DegreesToRadians( 5.0f ), 1.0f, 0.0f, 0.0f ) ); Earth size is, float size = 2000.0f / mTerrainModel.get( )-getBound( ).radius( ); mTerrainTransform-setDataVariance( osg::Object::STATIC ); mTerrainTransform-setMatrix( osg::Matrix::scale( size, size, size ) ); What can I do for protect the aircraft visibility? Thanks so much! ÜMİT UZUN _ Şimdi aileye katılmanın tam zamanı - Yeni nesil Ücretsiz Windows Live Hizmetlerini şimdi edinin! http://get.live.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
Re: [osg-users] osgviewerQT shows garbage when viewer is destroyed and re-created
Hi Mathieu, I've tried your windows.ive and the suggested mods to osgviewerQT and it works fine even for running 6 viewers consecutively using osgviewerQT windows.ive, but if I add --QOSGWidget I get a crash on the second run. FYI, I'm running under Linux. What command line are you using? Robert. On Mon, May 5, 2008 at 5:18 PM, Mathieu Champlon [EMAIL PROTECTED] wrote: Hello, I'm facing a problem with the osg Qt integration on several different Windows configurations (using NVidia GF 8600 cards, on both XP and Vista), with osg 2.2.0 and osg 2.4.0. As a (short) example is better than a (long) explanation, here is how to reproduce it : 1. apply the following changes to examples/osgviewerQT/osgviewerQT.cpp (basically the goal is to run the application twice) : 36c36 int main( int argc, char **argv ) --- int run( int argc, char **argv ) 57a58,63 } int main( int argc, char **argv ) { run( argc, argv ); run( argc, argv ); 2. run examples/osgviewerQT on windows.ive (from the attached windows.zip) 3. notice the scene showing up : several window frames floating in the air 4. close the window 5. notice the trashed 'cubist' scene showing up the second time, indeed quite different from the first time I can send the texture used in the .ive if needed, can it be a problem with the way it has been created ? Any suggestion on how to investigate further ? Thanks ! MAT. ___ 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] Problem with Producer::Rendersurface : transparent pictures
Hi Sebastien, What size is changing Window size? Model size? Viewport size??? The length of a piece of string? Robert. On Mon, May 5, 2008 at 5:27 PM, Sébastien Laigre [EMAIL PROTECTED] wrote: Hi ! In order to do rasterization, I create a Producer::RenderSurface and a osg::SceneView. The problem is that its size is changing very often (maybe 10 times/second). If I let the size constant, images are corrects but as soon as the size changes, images are correct on the bottom-left corner and the alpha channel is equal to zero else. Sizes of the RenderSurface and SceneView are the same. Have you got any idea of where it can com from ? How can I fix it ? Thank in advance. Sebastien ___ 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] Load all 6 images from cubemap dds.
Hi Joakim and Roland, On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] wrote: Joakim, I sent in a submission last year for loading complete cubemaps from DDS files. That submission affects important parts of the osg core and therefore Robert put it on the stack, which in practice means that it won't be merged soon. This is a good reminder. Now we have stable release out of the way its not a bad time to start considering changes that might require more widespread changes. Roland could you have have a go at migrating your changes to 2.4/SVN and then resubmit. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Copy constructor for Vec3 or Quat
On Wednesday 07 May 2008 10:43, Serge Lages wrote: I was just wondering if it's intended that the Vec3 or Quat classes don't have a copy constructor of the form : Vec3f( const Vec3f vec3 ) Can I add them or is there any reason for that . There is a default one. You only need to reimplement that if you need something different than the default ... Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Copy constructor for Vec3 or Quat
Hi Robert, I was just wondering if it's intended that the Vec3 or Quat classes don't have a copy constructor of the form : Vec3f( const Vec3f vec3 ) Can I add them or is there any reason for that . Thanks ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Arrays in OpenSceneGraph
Hi Daniel, osg::Array's all map to OpenGL so have to be contiguous, std::vector fits the bill, std::list wouldn't. Regardless of this OpenGL mapping doing a std::list of tens of thousands of small objects would be really inefficient memory and computation wise - it's only random inserts/deletes that you'd gain anything and this isn't a common usage model for OSG users. In your case you need to work out what operations you need to do and how to best map them to manipulation of a std::vector. Creating a new Array might even be the most efficient thing to do. Robert. On Tue, May 6, 2008 at 10:11 AM, Daniel Moos [EMAIL PROTECTED] wrote: Hello I have a little question about the osg::Array in OpenSceneGraph. In our project we must delete some triangles and normales from an geometry. For that we use iterators and the erase() function. Now we have a big performance problem. To delete 12'000 triangles with its normales, we have 70'000ms. If i first copy the hole triangles to a std::list, delete the triangles and then copy them back to the osg::DrawElementsUInt structure we only have 100ms. The std::vector work with linear time and the std::list with constant time, which is much faster. Now my question. Why use the osg::Array a std::vector and not a std::list? I'm shure there is a good reason... But I haven't got a clue. Thanks Have a nice day Daniel Moos ___ 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] Cuda Sample
Thanks ---Original Message--- From: Robert Osfield Date: 5/7/2008 9:19:54 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Cuda Sample Hi Ariel, I don't know of any published OSG/Cuda examples, I'd love to see one though :-) As how to tackle it I can't help as I haven't read the Cuda docs, I'd suggest starting with OpenGL/Cuda integration examples and then see how these might be mapped across to OSG constructs. Robert. On Sun, May 4, 2008 at 10:57 AM, Ariel Hutterer [EMAIL PROTECTED] wrote: Hi: I try to run cuda from osg. I looking for a sample how to do this. Specificly i want to Bind the FBO and textures with cuda. Some one can help me? Or if some body can help me to share arrays between cuda-shaders-osg. Thanks Ariel ___ 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.orgfaint_grain.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TextureCubeMap wrapping ?
Hi Vincent, osg::TextureCubeMap does work just fine, the osgvertexprogram, osgprerendercubemap and osgdistortion examples illustrate this. As to what is up with your problem I can't say. The best I can recommend is go search OpenGL docs on texture cube maps so you understand how they work then the OSG constructs will make more sense. Robert. On Tue, May 6, 2008 at 3:49 PM, Vincent Bourdier [EMAIL PROTECTED] wrote: Hi robert, Thanks for this answer, I'll try later and look on other way... Just a last question to be sure : I just want to put a texture depending on face (and not on geometry) (6 face for cube or similar objects for example)... TextureCubeMap doesn't work, so have you any idea (with OSG or OpenGl) on how to do something similar ? thanks a lot, Regards, Vincent 2008/5/6 Robert Osfield [EMAIL PROTECTED]: Hi Vincent, I'm not sure how other people could help you here - its very much a question that doesn't have enough information about the problem to know what an appropriate answer might be. Texture coordinate generation in OpenGL is an awkward topic, and the best I can recommend is that you dive into books or online texts that discuss it. The OSG for the most part basically just does a direct pass through of settings you make on OSG objects when pass the values to OpenGL so OpenGL docs should serve you well. Robert. On Tue, Apr 29, 2008 at 9:51 AM, Vincent Bourdier [EMAIL PROTECTED] wrote: Hi, With some new tests, I've something different as you can see in the attached file I use this code osg::TextureCubeMap* texcube = new osg::TextureCubeMap(); osg::Image* white = createWhiteImage(_x,_y); texcube-setImage(osg::TextureCubeMap::POSITIVE_X, white); texcube-setImage(osg::TextureCubeMap::NEGATIVE_X, white); texcube-setImage(osg::TextureCubeMap::POSITIVE_Y, white); texcube-setImage(osg::TextureCubeMap::NEGATIVE_Y, white); texcube-setImage(osg::TextureCubeMap::POSITIVE_Z, _texGrad.get()); texcube-setImage(osg::TextureCubeMap::NEGATIVE_Z, white); osg::TexGen *tg = new osg::TexGen; tg-setMode(osg::TexGen::OBJECT_LINEAR); geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, tg, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texcube, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); Any idea of how to obtain a good mapping ? In the picture we can see 6 face or the TextureCubeMap, but how to put it a the good size ? Have you already used TextureCubeMap ? or how can you did the mapping on a face of a geode ? Thanks a lot, Regard. Vincent. 2008/4/25 Vincent Bourdier [EMAIL PROTECTED]: Hi all, Attempting to put a texture on a geode, (a texture computed in real time) I've used osg::TextureCubeMap, which look good to do this with my data... but I have problems with the correct mapping: In the attached file you can see 1. the texture 2. the node with this texture As you can see, it looks like nothing ... I use this code to obtain this result : osg::TextureCubeMap* texcube = new osg::TextureCubeMap(); texcube-setImage(osg::TextureCubeMap::POSITIVE_X, _texGrad.get()); texcube-setImage(osg::TextureCubeMap::NEGATIVE_X, _texGrad.get()); texcube-setImage(osg::TextureCubeMap::POSITIVE_Y, _texGrad.get()); texcube-setImage(osg::TextureCubeMap::NEGATIVE_Y, _texGrad.get()); texcube-setImage(osg::TextureCubeMap::POSITIVE_Z, _texGrad.get()); texcube-setImage(osg::TextureCubeMap::NEGATIVE_Z, _texGrad.get()); osg::TexMat* texmat = new osg::TexMat; texmat-setScaleByTextureRectangleSize(true); geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texcube, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); Wrapping seems to do nothing... TextureRectangle depends of the geometry vertices ans edges... If you have any idea, I'll be happy to hear you. Thanks. Regards, Vincent. ___ 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
Re: [osg-users] laser scanner file
Robert Osfield wrote: Hi Fabio, On Tue, May 6, 2008 at 3:32 PM, fabio riot [EMAIL PROTECTED] wrote: About your advice...(how to render 1200 triangles file,ply) Once I break the model into smaller geometry (for example N=200 geometry blocks with 6 triangles), have I to create a scene with one geode for each geometry? or only one geode containing all N geometry? I thought the first solution was the best...but trying both I'haven't noticed difference in frame rate Your biggest bottleneck will be the GPU, which is down to granularity and the way that you pass your data. The exact way you hang the Geometries off the scene graph won't matter too much right now as you aren't CPU limited, later on once you have the GPU side working efficient you might see CPU overhead being an issue, then we can look at optimizing the scene graph structure, but right now don't worry about it. W.r.t Granularity try various tests with different number of triangles in each geometry, look for the sweet spot. W.r.t how you pass the data, VBO's will most likely be the best way. Also you need to reduce the amount of memory you using - use compressed versions of colours, share vertices as much as possible - use osg::DrawElementUShort. beside with smaller geometry I'have noticed an improvement in rendering performance using VBO or IM (about 5 fps (N=200) versus 1fps (N=1)), but the best solution seem to be DL (fps 15 in all case N=1 or N=220). For larger dataset (30.000.000 triangles) the program is able to view the object, only using IM (switching off DL and VBO) What do you mean by IM? I guess he means immediate mode Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render To Texture 3D Solved, but another question
Hi Hesicong, On Tue, May 6, 2008 at 3:59 PM, hesicong2006 [EMAIL PROTECTED] wrote: Hi, Robert, I finally found out Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int level, unsigned int face, bool mipMapGeneration) function, the fourth parameter face set the Z level of 3D texture. By setting difference face( Z order), I can successfully write to 3D texture. Yes the face both refers to the texture cube map face and the z level of a 3D texture. I'll add a doxygen doc into include/osg/Camera to explain the parameters better. Are you happy with things now? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem zooming using mouse middle scroll in trackballmanipulator
On Tue, May 6, 2008 at 6:05 PM, Srikanth Bemineni [EMAIL PROTECTED] wrote: Hi, Can somebody please reply to the below question. Is there a CJM or Postscript output support in Openscenegraph No, its a scene graph for doing 3D rendering. If you want hard copy output then you'll need to take a screen image snapshot then pass this image data to a tool that provides the hard copy output support. BTW, when asking a new questions about a different topic please use a new thread as this makes it much easier for people to follow. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Copy constructor for Vec3 or Quat
On Wednesday 07 May 2008 11:12, Serge Lages wrote: Off course you're right. Let's explain a bit my problem : I would like to use the any class from the Boost library ( http://www.boost.org/doc/libs/1_35_0/doc/html/any.html), but it doesn't work with Vec3 or Quat types (but it works with Matrix for example). I have this compile error : error LNK2019: unresolved external symbol public: __thiscall osg::Vec3d::Vec3d(class osg::Vec3d const ) That's why I was thinking that it has something to do with the fact that Matrix implement its copy constructor and not the Vec3 or Quat classes. I've made some tests and actually it only works with classes implementing explicitly their copy constructors. So should it be possible to add copy constructors to these classes ? :) Ok, not sure, but I expect this a bug in the c++ compiler. Anyway, may be Robert will accept a workaround patch for that ... Greetings and good luck on windows :) Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem zooming using mouse middle scroll in trackballmanipulator
Hi Srikanth, The osgGA camera manipulators don't currently check the scroll wheel at all. They are all open source so if you need this feature just dive into the implementation and add them and then send me the changes so we can get it merged with SVN. Robert. On Mon, May 5, 2008 at 11:46 PM, Srikanth Bemineni [EMAIL PROTECTED] wrote: I am experimenting with the osgQTviewer.I am not able to zoom in when the mouse wheel is scrolled.I am using trackballmanipulator.I am not able to find a good documentation about camera manipulators.Even the Reference doc doesn't mention the explanation of manipulators. AdapterWidget::AdapterWidget( ViewerQT *source ,QWidget * parent, const char * name, const QGLWidget * shareWidget, WindowFlags f): #if USE_QT4 QGLWidget(parent, shareWidget, f) #else QGLWidget(parent, name, shareWidget, f) #endif { m_source = source; resize( 800 ,600 ); /* To Remove this */ /* * // create the window to draw to. * */ osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 200; traits-y = 200; traits-width = 800; traits-height = 600; traits-windowDecoration = true; traits-doubleBuffer = true; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); _gw = new osgViewer::GraphicsWindowEmbedded(traits.get()); #if USE_QT4 setFocusPolicy(Qt::ClickFocus); #else setFocusPolicy(QWidget::ClickFocus); #endif } .. ... all the other event handling ... void AdapterWidget::mouseMoveEvent( QMouseEvent* event ) { _gw-getEventQueue()-mouseMotion(event-x(), event-y()); } void AdapterWidget::wheelEvent( QWheelEvent *event ) { //m_source-wheelEvent( event ); if( event-delta() 0 ) _gw-getEventQueue()-mouseScroll(osgGA::GUIEventAdapter::SCROLL_UP ); else _gw-getEventQueue()-mouseScroll(osgGA::GUIEventAdapter::SCROLL_DOWN ); } ViewerQT:: ViewerQT(QWidget * parent, const char * name, const QGLWidget * shareWidget , WindowFlags f ): AdapterWidget( this , parent, name, shareWidget, f ) { znear = 1.0f; zfar = 1.0f; getCamera()-setViewport(new osg::Viewport(0,0,width(),height())); //getCamera()-setProjectionMatrixAsPerspective(30.0f, static_castdouble(width())/static_castdouble(height()), 1.0f, 1.0f); getCamera()-setGraphicsContext(getGraphicsWindow()); /* To Remove*/ osg::ref_ptrosgGA::StateSetManipulator statesetManipulator = new osgGA::StateSetManipulator(getCamera()-getStateSet()); addEventHandler(statesetManipulator.get()); /*to remove end*/ addEventHandler(new PickHandler()); setThreadingModel(osgViewer::Viewer::SingleThreaded); connect(_timer, SIGNAL(timeout()), this, SLOT(updateGL())); _timer.start(10); _manipulator = new osgGA::TrackballManipulator; setCameraManipulator(_manipulator); coutMinimum distance _manipulator-getMinimumDistance()endl; coutHomepostion compute_manipulator-getAutoComputeHomePosition()endl; //_manipulator-setAutoComputeHomePosition(false); _manipulator-setMinimumDistance(1000); osg::Vec3d eye; osg::Vec3d center; osg::Vec3d up; _manipulator-getHomePosition( eye , center , up ); coutx y z eye.x()eye.y()eye.z()endl; coutx y z center.x()center.y()center.z()endl; coutx y z up.x()up.y()up.z()endl; } void ViewerQT:: VwheelEvent( QWheelEvent *event ) { coutevent-delta()endl; if( event-delta() 0 ) { znear = znear + 120.0f; } else { if( (znear - 120) = 1.0 ) { znear = znear - 120; } } } void ViewerQT:: paintGL() { osg::Vec3d eye; osg::Vec3d center; osg::Vec3d up; _manipulator-getHomePosition( eye , center , up ); couteye x y z eye.x() eye.y() eye.z()endl; coutcenter x y z center.x() center.y() center.z()endl; coutup x y z up.x() up.y() up.z()endl; frame(); } and this is how I am creating the Viewer window. I tried to move the perspective view. I tried to translate the camera matrix. I tried to set the home positon but none of the above things seems to work in moving the camera or zooming.I am new to opengl and open scene graph any guide would be really helpful. Thank You -- With Regards Srikanth Bemineni Geotrace Technologies 281-497-8440 extn 228 ___ 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] Robert, collada dae2 maybe?
On Tue, May 6, 2008 at 6:38 PM, [EMAIL PROTECTED] wrote: Was waiting to see if Steve had any anomalies show up on his end. Sorry, I know I said I'd look at this over the weekend but I didn't get a chance. I'll definitely test this sometime this week. Robert, I would move forward with merging Garrett's patch into the OSG trunk. If I have changes to contribute it'll be easier if we're both working off the trunk rather than emailing patches back and forth. I'm just trying to get through my inbox right now, once this is done I'll review submissions and most hopefully will be able to get most of them merged today. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Fog (was: Aircraft Getting Invisible ?)
Robert Osfield wrote on Wednesday 07 May 2008: 2008/5/5 ümit uzun [EMAIL PROTECTED]: I have an aircraft. I resize it and add scene on the earth but it get invisible when I resized much smaller like that, you'll need to make sure you use glFog/osg::Fog on the terrain to make sure that you can only see up to a set maximum distanace. Hi Ümit, if you manage to get this osg::Fog working for you, would you post your solution ? Because it's something I'd need too for zSim. Robert, there is no example about osg::Fog, only help are the include files ... tough. Can you point to some simple implementation, for a small (some meters) model in a BIG scenery (several km), and with a fog starting at say 10km, fully opaque at 20km ? Thanks bye-bye Zoltán -- Zoltan http://sourceforge.net/projects/zsim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SDL osgViewer
Hi Zoltan, I have used SDL for joytstick support in OSG for a number of years - one can simply set SDL to poll for the events and let the osgViewer create all windows. Present3D is an example of this in action. In your own app you could probably just do all mouse, keyboard and joystick handling in your own code, polling for events on each new frame. If you want to reuse the osgGA event handlers/camera manipulators then you'll need to adapt the events into osgGA ones, the osgviewerSDL example will show you how to do this. If you don't need the off the shelf event support you just just have you own event handling and set the master camera's view matrix on each new frame as required. Robert. On Tue, May 6, 2008 at 11:34 AM, Zoltán [EMAIL PROTECTED] wrote: Hello, I have an OSG application that uses joysticks, and I use SDL for those. But I also need a mouse and keyboard and use (today) OSG for that. Sometimes it's a bit messy to do this, because when there is no joystick connected I fall back to the mouse, and the interface is very different (one is a SDL_JOYSTICk and the other an osgEventHandler). I'd like to handle mouse and joystick from the same interface, so either make both of them through SDL or both of them an osgEventHandler. Wouldn't it be more coherent to use SDL for all input ? But then, I need to create the window with SDL, and embed the osgViewer inside this window. Is this a reliable way to do things ? Because if I create the window with OSG, SDL doesn't see the mouse and keyboard. Or, is there a way to make an osgEventHandler from a SDL_JOYSTICK interface ? There is an osgviewerSDL in the examples (v2.3.4) but this is for an embedded OSG viewer inside an SDL window... would those work with a joystick ? Any suggestions ? cheers Zoltán PS: the application in question is a flight simulator: http://sourceforge.net/projects/zsim -- Zoltan ___ 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] Color Transformations
Hi Weng, glColorMask/osg::Camera::setColorMask is not the appropriate tool to use to make a grayscale image, it just enable/disables the writing to the different colour changes. For greyscale you'll need to use a ColorMatrix, however, this uses part of the OpenGL pipeline that isn't generally implemented in all modes/hardware/drivers, you'll need to read up on OpenGL specs to learn these caveates. The other way to do is would be to write a shader that applies a convert to greyscale in the fragment program, or to do a multipass approach where you render to FBO, then have a second pass that does the conversion. Robert. On Tue, May 6, 2008 at 8:17 PM, Weng Heng Sze Tho [EMAIL PROTECTED] wrote: I would like to know how to implement color transformations (e.g. change to grayscale view). I tried using osg::Camera::setColorMask(true, true, true, true) function but that doesn't seem to work. So I'm wondering if I am using the function correctlyor is this the correct function to call? Thanks in advance Real people. Real questions. Real answers. Share what you know. ___ 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] CTDB and OSG
Hi Sergey, I know of no plugins closed or open source to load CTDB files. If you have to load from this format then you most likely will need to roll your sleeves up and implement it. Robert. On Tue, May 6, 2008 at 8:57 PM, Leontyev, Sergey [EMAIL PROTECTED] wrote: Can OSG load CTDB (Compact Terrain Database). Does anyone have a plugin? Thanks! Sergey ___ 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] UFO manipulator
Hi Bob, osgviewer in 2.x simply doesn't register the UFOManipulator (press 'h' to get an onscreen listing on manipulators that are registered by default). For your own viewers you can add UFOManipilator - just have a look at the code in osgviewer to see how its done. Robert. On Wed, May 7, 2008 at 1:51 AM, Bob Huebert [EMAIL PROTECTED] wrote: Can anyone say what's up with the UFO manipulator? While in osgviewer I should be able to press '5' to select UFO mode. This doesn't have any effect. Other manipulation modes are fine. tia -bob ___ 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] update example
It would be usefull i think if anyone would post some examples / doc on how to update textures images and geometry using osg in real time, since I (and probably others) have had problems with this. I can't still figure this out and therefore had to stop using osg for now. Erlend ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] filling colors into drawn Objects
HI Srikanth, Please split your separate questions into separate posts. Robert. On Wed, May 7, 2008 at 2:22 AM, Srikanth Bemineni [EMAIL PROTECTED] wrote: Hi How do we fill color in a drawn object.Here I am trying to draw a circle and also I want to fill it with yellow color. 1.What do you mean by actually setting this array ? setTexCoordArray(0, texcoords); 2.What are these values or co-ordinates ? (*texcoords)[j].set( 40.50f, 40.0f ); Even the tutorial doesn't have proper explanation for this 3.Can we support CGM(Computer Graphic Metadatafile) or Postscript importing of the screen ? 4.I am trying to antalias or draw smooth lines but the opengl is not drawing the lines smoothly even if I have set Stateset ? osg::StateSet* StateSet = new osg::StateSet(); osg::ref_ptrosg::Hint antialias = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST); StateSet-setAttributeAndModes(antialias.get(), osg::StateAttribute::ON); what Am I doing wrong here ? Srikanth Bemieni /*/ //degree to radian conversion const float DEG2RAD = 3.14159/180; osg::Geode* circle = new osg::Geode; osg::Geometry* circleGeom = new osg::Geometry; //circle geometery circle-addDrawable( circleGeom ); osg::Vec3Array* circleArray = new osg::Vec3Array; //To calculate circle points //here it is every 30 degrees 12 point circle or polygon what ever int radius = 1000; for (int i=0; i 360; i = i + 30 ) { float degInRad = i*DEG2RAD; circleArray-push_back( osg::Vec3(cos(degInRad)*radius,0,sin(degInRad)*radius ) ); } circleGeom-setVertexArray( circleArray ); //attaching the points osg::DrawElementsUInt* circleelementobj = new osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP, 0 ); osg::Vec4Array* ccolors = new osg::Vec4Array; osg::TemplateIndexArray unsigned int, osg::Array::UIntArrayType,4,4 *colorIndexArray; colorIndexArray =new osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4; osg::Vec2Array* texcoords = new osg::Vec2Array(360/30); for( int j=0 ; j 360/30 ; j++ ) { circleelementobj-push_back( j ); ccolors-push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f) ); //index 0 redi (*texcoords)[j].set( 40.50f, 40.0f ); //I really didn't get what to do just copied from the tutorial } circleelementobj-push_back( 0 ); for( int k = 0 ; k 360 /30 ; k++ ) { colorIndexArray-push_back(0); } ccolors-push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f) ); //index 0 red circleGeom-addPrimitiveSet( circleelementobj ); circleGeom-setColorArray(ccolors); circleGeom-setColorIndices(colorIndexArray); circleGeom-setColorBinding(osg::Geometry::BIND_PER_VERTEX); circleGeom-setTexCoordArray(0, texcoords); osg::PositionAttitudeTransform* circleXForm = new osg::PositionAttitudeTransform(); circleXForm-setPosition(osg::Vec3( 4000 ,0, 4100 )); root-addChild(circleXForm); circleXForm-addChild( circle ); /*/ -- With Regards Srikanth Bemineni Geotrace Technologies 281-497-8440 extn 228 ___ 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] osg::Fog (was: Aircraft Getting Invisible ?)
On Wed, May 7, 2008 at 10:27 AM, Zoltán [EMAIL PROTECTED] wrote: there is no example about osg::Fog, only help are the include files ... tough. Can you point to some simple implementation, for a small (some meters) model in a BIG scenery (several km), and with a fog starting at say 10km, fully opaque at 20km ? osg::Fog just wraps up glFog, so for docs have a look at OpenGL docs on glFog. The osgParticule::PrecipitationEffect also uses osg::Fog so have a look at this implementtion. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update example
El Miércoles 07 Mayo 2008ES 11:53:38 [EMAIL PROTECTED] escribió: It would be usefull i think if anyone would post some examples / doc on how to update textures images and geometry using osg in real time, since I (and probably others) have had problems with this. I can't still figure this out and therefore had to stop using osg for now. Erlend Texture images: osgmovie Geometry: osgCal (http://osgcal.sourceforge.net/) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreads in OSG
Hi Renan 2008/5/6 Renan Mendes [EMAIL PROTECTED]: Hi, everyone. I've tried creating another thread in my application using the windows API (CreateThread, etc), but it seems that this thread has become a main thread, here it's probably misuse of multithreading. i.e, my program is not working as a multithreaded application. In my case, this means that I'm not even displaying the OSG default screen - all I have is the prompt display, printing some information I wanted. Does OSG have support for multithreading? yes it is, but only to render the scene. When you have multi camera or multi graphics context, you can render them in multithreaded operations. HTH David Callu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update example
Hi Erland, The osgprerender example has a waving flag that is animated via an update callback. Robert. On Wed, May 7, 2008 at 10:53 AM, [EMAIL PROTECTED] wrote: It would be usefull i think if anyone would post some examples / doc on how to update textures images and geometry using osg in real time, since I (and probably others) have had problems with this. I can't still figure this out and therefore had to stop using osg for now. Erlend ___ 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] Data of fresh textures - Bug/Features
Hi Art, If you want a specific image in osg::Texture then just attach an osg::Image containing black pixels. W.r.t call glTexImage?D with a null pointer, this just allocates the memory, as far as I'm aware there is no formal rules about initialization of it, and as such its undefined so getting random data is prefectly valid. The intention of this null pointer support in glTexImage is purely for allocation, its intended that it'd be followed up with glTexSubImage calls to set it, if you don't have this in your own code and are getting random results it down to a bug in your code. Robert. On Wed, May 7, 2008 at 12:17 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, I think I've found an improvement or a possible bug for the textures in osg. If one do allocate empty textures (not from images) then the texture is created with glTexImageXD call and with 0 as pixel pointer. As per OpenGL 1.1 specification the texture is allocated but the data in the texture is not defined. On some machines this is not an issue, since the freshly allocated texture do contain just 0 for every pixel. However on some setups the texture do contain random data. For my case I do need to assume that the fresh allocated textures do contain 0 as values. Hence I need something like cleanup function, which do bring the texture in a defined state after it was allocated. Therefor I would like to write a patch for the texture classes which do fill the texture with some defined value (default 0) during the allocation if user whish this. Any comments, ideas or suggestions? Best regards, Art E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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] MultiThreads in OSG
Hi Renan, Multi-threading is big topic, and yes the OSG does support multi-threading out of the box, but it there are constraints in how you need to manage the threading. Search through the archives on this topic to get a flavour. Personally I'd recommend using OpenThreads over native Windowing, as not only is it more portable, it'll integrate better with OSG apps. I also have to recommend taking small steps at learning about threading. Threading is one of the most awkward topics in computing, there are lots of issues that you don't see in single threading apps. Robert. On Tue, May 6, 2008 at 8:41 PM, Renan Mendes [EMAIL PROTECTED] wrote: Hi, everyone. I've tried creating another thread in my application using the windows API (CreateThread, etc), but it seems that this thread has become a main thread, i.e, my program is not working as a multithreaded application. In my case, this means that I'm not even displaying the OSG default screen - all I have is the prompt display, printing some information I wanted. Does OSG have support for multithreading? Or my problem is probably misuse of multithreading? Thanks, Renan M Z Mendes ___ 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] Performance decrease with 2.4.0
Hi Chris, There isn't any major changes to rendering in 2.4.0, so you should get pretty well the same performance profile from 2.4.0. Perhaps it's an issue as simply as build options - are you compiling under Release build under 2.4? Robert. On Tue, May 6, 2008 at 8:59 PM, DC Fennell [EMAIL PROTECTED] wrote: Hi everybody, Our application is loading IVEs and DDS textures. With OSG 2.4.0, the load times seem to have been increased significantly and the framerate in our scenes has decreased around 10%. It's quite difficult to figure out what exactly has caused this based on the changes from 2.2.0 to 2.4.0. Does anyone have any possible explanations for this behavior? Thanks Chris ___ 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] Copy constructor for Vec3 or Quat
Off course you're right. Let's explain a bit my problem : I would like to use the any class from the Boost library ( http://www.boost.org/doc/libs/1_35_0/doc/html/any.html), but it doesn't work with Vec3 or Quat types (but it works with Matrix for example). I have this compile error : error LNK2019: unresolved external symbol public: __thiscall osg::Vec3d::Vec3d(class osg::Vec3d const ) That's why I was thinking that it has something to do with the fact that Matrix implement its copy constructor and not the Vec3 or Quat classes. I've made some tests and actually it only works with classes implementing explicitly their copy constructors. So should it be possible to add copy constructors to these classes ? :) Cordially, On Wed, May 7, 2008 at 10:52 AM, Mathias Fröhlich [EMAIL PROTECTED] wrote: On Wednesday 07 May 2008 10:43, Serge Lages wrote: I was just wondering if it's intended that the Vec3 or Quat classes don't have a copy constructor of the form : Vec3f( const Vec3f vec3 ) Can I add them or is there any reason for that . There is a default one. You only need to reimplement that if you need something different than the default ... Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] laser scanner file
Hi Fabio, On Tue, May 6, 2008 at 3:32 PM, fabio riot [EMAIL PROTECTED] wrote: About your advice...(how to render 1200 triangles file,ply) Once I break the model into smaller geometry (for example N=200 geometry blocks with 6 triangles), have I to create a scene with one geode for each geometry? or only one geode containing all N geometry? I thought the first solution was the best...but trying both I'haven't noticed difference in frame rate Your biggest bottleneck will be the GPU, which is down to granularity and the way that you pass your data. The exact way you hang the Geometries off the scene graph won't matter too much right now as you aren't CPU limited, later on once you have the GPU side working efficient you might see CPU overhead being an issue, then we can look at optimizing the scene graph structure, but right now don't worry about it. W.r.t Granularity try various tests with different number of triangles in each geometry, look for the sweet spot. W.r.t how you pass the data, VBO's will most likely be the best way. Also you need to reduce the amount of memory you using - use compressed versions of colours, share vertices as much as possible - use osg::DrawElementUShort. beside with smaller geometry I'have noticed an improvement in rendering performance using VBO or IM (about 5 fps (N=200) versus 1fps (N=1)), but the best solution seem to be DL (fps 15 in all case N=1 or N=220). For larger dataset (30.000.000 triangles) the program is able to view the object, only using IM (switching off DL and VBO) What do you mean by IM? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Back online but hundreds of posts to go...
Hi Paul, I must admit not having given the FAQ much attention in the last year. It would be good to start updating it/reorganising it. I'm fully open to suggestions on how to improve it and assistance with improving it. I'd suggest kicking out a separate thread for this. Robert. It seems that a percentage of the posts on the lists can be considered straight items from the FAQ on the website. I recently did a bit of editing on the FAQ as it isn't really the most readable piece on the site. Particularly, I updated some stuff that seemed to reference OSG versions when Producer was still used, deleted/replaced broken URLs and fixed some wording and spelling. However, I stil think it can be improved and hopefully make more people consult it before posting to the list. Things I had in mind: - Structure the items in a few sections (e.g. Introduction/Overview, Building/Installation, File formats, General development, Linux-specific, Windows-specific, etc) - Update the list of file formats to include information on read/write support of all plugins - osgViewer seems to be responsible for a fair amount of posts, perhaps it deserves its own section in the FAQ? Now, I don't have enough knowledge of every piece of OSG to edit all the entries, but I'd be happy to continue improving the FAQ. I didn't see an easy way for structuring, as currently an automatically generated overview of the questions is used. Any tips there? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performing non-rendering actions between renderbins
Hi Jason, What do types of operations are you looking to do? Robert. On Mon, Apr 28, 2008 at 9:58 PM, Jason Baurick [EMAIL PROTECTED] wrote: Hi, I recently started working with OSG and I have what is hopefully a simple question. I have a composite viewer with two views, I want to perform an action on the buffers in each view between the opaque rendering and the transparent rendering, each view needs to perform a different action. Currently to make this work I added two nodes to my scene graph, culled out one for each view and then stuck them in a renderbin between the opaque and transparent bins. So I guess what I'm asking is if there is a simpler way to do this? I tried setting up camera callbacks, but this happens at the wrong point, my next thought would be to overload the draw traversal. Any suggestions would be welcomed, thank you in advance. -- --Jason Baurick ___ 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] Changing texture coordinates of built-in shape drawables
Hi, I would like to achieve a multitexture effect on built-in shape drawable objects (Box, Capsules and so forth). My question is how to get and/or change the texture coordinates of these objects? Waiting for your reply. Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Data of fresh textures - Bug/Features
Hi Robert, If you want a specific image in osg::Texture then just attach an osg::Image containing black pixels. Of course I could do this, however I do not want to for several reasons: - long upload time - the image is not needed at all, I am interested only in an empty texture - using more system memory to holding the image data W.r.t call glTexImage?D with a null pointer, this just allocates the memory, as far as I'm aware there is no formal rules about initialization of it, and as such its undefined so getting random data is prefectly valid. Yes, it is. It is in deed valid. The intention of this null pointer support in glTexImage is purely for allocation, its intended that it'd be followed up with glTexSubImage calls to set it, if you don't have this in your own code and are getting random results it down to a bug in your code. Even if I would have this in my code, uploading data to the texture is not so straight forward with osg, because of all that context and state things (I have to proivde a state for applyTexImage2D_subload, but where do I get it from during the creating of that texture) I completly understand, that getting random values is a valid behaviour in respect to specifications. However I also want to have something like a clear method on a texture, to allow filling the texture with some predefined value during the apply. Of course this would stay completely orthogonal to existing texture behaviour. My idea was to do following as soon as user request clear on the next apply: - if user hardware supports FBOs then create a temporary fbo, setup clear color with glClearColor and call glClear. This will write predefined value into that texture pretty efficient (of course don't forget to bring the gl pipeline in the previous state back) - if hardware do not support fbo, then do this in the image way, hence create temporary an array holding the default color value and upload it to the texture. This would be slower however will also work. Cheers, Art Robert. On Wed, May 7, 2008 at 12:17 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, I think I've found an improvement or a possible bug for the textures in osg. If one do allocate empty textures (not from images) then the texture is created with glTexImageXD call and with 0 as pixel pointer. As per OpenGL 1.1 specification the texture is allocated but the data in the texture is not defined. On some machines this is not an issue, since the freshly allocated texture do contain just 0 for every pixel. However on some setups the texture do contain random data. For my case I do need to assume that the fresh allocated textures do contain 0 as values. Hence I need something like cleanup function, which do bring the texture in a defined state after it was allocated. Therefor I would like to write a patch for the texture classes which do fill the texture with some defined value (default 0) during the allocation if user whish this. Any comments, ideas or suggestions? Best regards, Art E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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 E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load all 6 images from cubemap dds.
OK, will take a look at it this evening. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: woensdag 7 mei 2008 10:51 To: OpenSceneGraph Users Subject: Re: [osg-users] Load all 6 images from cubemap dds. Hi Joakim and Roland, On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] wrote: Joakim, I sent in a submission last year for loading complete cubemaps from DDS files. That submission affects important parts of the osg core and therefore Robert put it on the stack, which in practice means that it won't be merged soon. This is a good reminder. Now we have stable release out of the way its not a bad time to start considering changes that might require more widespread changes. Roland could you have have a go at migrating your changes to 2.4/SVN and then resubmit. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RE : Re: osg::Fog (was: Aircraft Getting Invisible ?)
Hi, As Robert mentions osg::Fog is just a wrapper for OpenGL glFog command. I am currently writing a set of OSG tutorials included with some codes for beginners. I have covered the osg::Fog class in my tutorials. Right now, I have written all the source codes. I just need to finish the writing up and find out how to publish it on the official website and this will be a huge boon to every OSG newcomer. Hope that will help. Regards, Franclin. Robert Osfield [EMAIL PROTECTED] a écrit : On Wed, May 7, 2008 at 10:27 AM, Zoltán wrote: there is no example about osg::Fog, only help are the include files ... tough. Can you point to some simple implementation, for a small (some meters) model in a BIG scenery (several km), and with a fog starting at say 10km, fully opaque at 20km ? osg::Fog just wraps up glFog, so for docs have a look at OpenGL docs on glFog. The osgParticule::PrecipitationEffect also uses osg::Fog so have a look at this implementtion. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG tutorials available
Franclin, Do you mean the tutorials in the Wiki? Please feel free to update/attach the sources in the Wiki to work with OSG 2.4. -- Roland From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin Foping Sent: woensdag 7 mei 2008 12:17 To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG tutorials available Hi, I am currently compiling some OSG tutorials for newbies. I think to be through next week. However, I would like to know how I can publish them on the official website so that every user can use them? Waiting for your answer. Regards, Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG tutorials available
Hi, I am currently compiling some OSG tutorials for newbies. I think to be through next week. However, I would like to know how I can publish them on the official website so that every user can use them? Waiting for your answer. Regards, Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT shows garbage when viewer is destroyed and re-created
Hello, Thanks for your reply ! I am indeed running osgviewerQT windows.ive. If I add --QOSGWidget I get this error message right away : Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable to create OpenGL rendering context. Reason: The pixel format is invalid. Followed by a crash (_gw is 0 in QOSGWidget::resizeEvent due to the failure to initialize properly). I'm using Qt 4 by the way, I forgot to mention it. And also I have loads of .ive working fine, this one is among the 3 or 4 which exhibit the issue. It looks like the common trait might have to do with transparency. I also tried the same test procedure with examples/osgwindows and it works fine. Moreover I just tested on a Windows XP with an (old FireGL V3100) ATI graphics card and everything works perfectly. Do you have any suggestion ? Should I just wait and hope for the next NVidia drivers ? :) Thanks ! MAT. Robert Osfield wrote: Hi Mathieu, I've tried your windows.ive and the suggested mods to osgviewerQT and it works fine even for running 6 viewers consecutively using osgviewerQT windows.ive, but if I add --QOSGWidget I get a crash on the second run. FYI, I'm running under Linux. What command line are you using? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Changing texture coordinates of built-in shape drawables
Hi Franclin, You can't modify the texture coordinates of ShapeDrawable, as explain yesterday, ShapeDrawable is just a simple class for enabling rendering shape primitives, its not meant as a general purpose rendering tool. Please build geometries using osg::Geometry as per the osggeometry example for general purpose rendering. Robert. On Wed, May 7, 2008 at 11:00 AM, Franclin Foping [EMAIL PROTECTED] wrote: Hi, I would like to achieve a multitexture effect on built-in shape drawable objects (Box, Capsules and so forth). My question is how to get and/or change the texture coordinates of these objects? Waiting for your reply. Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ 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] Data of fresh textures - Bug/Features
Hi Art, I don't think the OSG has itself issues here, rather its what you are doing at you end is introducing problems that don't exist otherwise. For instance normally users will use FBO as an attachment to an osg::Camera, and the OSG rendering backend with do the glClear as specified by the osg::Camera settings. If you have custom code that uses FBO's and needs to do a glCear then you'll need to add this call yourself such as via subclassing of osg::FrameBufferObject, or by create a RenderStage for the FBO as part of the rendering backend. Robert. On Wed, May 7, 2008 at 11:04 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi Robert, If you want a specific image in osg::Texture then just attach an osg::Image containing black pixels. Of course I could do this, however I do not want to for several reasons: - long upload time - the image is not needed at all, I am interested only in an empty texture - using more system memory to holding the image data W.r.t call glTexImage?D with a null pointer, this just allocates the memory, as far as I'm aware there is no formal rules about initialization of it, and as such its undefined so getting random data is prefectly valid. Yes, it is. It is in deed valid. The intention of this null pointer support in glTexImage is purely for allocation, its intended that it'd be followed up with glTexSubImage calls to set it, if you don't have this in your own code and are getting random results it down to a bug in your code. Even if I would have this in my code, uploading data to the texture is not so straight forward with osg, because of all that context and state things (I have to proivde a state for applyTexImage2D_subload, but where do I get it from during the creating of that texture) I completly understand, that getting random values is a valid behaviour in respect to specifications. However I also want to have something like a clear method on a texture, to allow filling the texture with some predefined value during the apply. Of course this would stay completely orthogonal to existing texture behaviour. My idea was to do following as soon as user request clear on the next apply: - if user hardware supports FBOs then create a temporary fbo, setup clear color with glClearColor and call glClear. This will write predefined value into that texture pretty efficient (of course don't forget to bring the gl pipeline in the previous state back) - if hardware do not support fbo, then do this in the image way, hence create temporary an array holding the default color value and upload it to the texture. This would be slower however will also work. Cheers, Art Robert. On Wed, May 7, 2008 at 12:17 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi folks, I think I've found an improvement or a possible bug for the textures in osg. If one do allocate empty textures (not from images) then the texture is created with glTexImageXD call and with 0 as pixel pointer. As per OpenGL 1.1 specification the texture is allocated but the data in the texture is not defined. On some machines this is not an issue, since the freshly allocated texture do contain just 0 for every pixel. However on some setups the texture do contain random data. For my case I do need to assume that the fresh allocated textures do contain 0 as values. Hence I need something like cleanup function, which do bring the texture in a defined state after it was allocated. Therefor I would like to write a patch for the texture classes which do fill the texture with some defined value (default 0) during the allocation if user whish this. Any comments, ideas or suggestions? Best regards, Art E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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 E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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] osgviewerQT shows garbage when viewer is destroyed and re-created
Hi Mathieu, The error with -QOSGWidget looks to be a bug in this code, but its a totally different path that the default path which uses GraphicsWindowEmbedded to adapt the Viewer. QOSGWidget is the most flexible path for integration and long term I'd like this to be the default route under Qt. My own time is rather stretched out so I can't address all these things at once. The issues you are seeing with the default path is very unlikely to be related to transparency, most likely is issues with display lists or texture objects being reused inappropriately. In theory the viewer should be release OpenGL objects when the context is destroyed, but with GraphicsWindowEmbedded not all the standard functionality for managing OpenGL objects is available, so perhaps this step is not being executed appropriately. One thing you could try is a viewer-getSceneData()-releaseGLObjects(); osg::GLObjects::discardAllDeletedGLObjects(0); In between the viewer allocations. Robert. On Wed, May 7, 2008 at 11:59 AM, Mathieu Champlon [EMAIL PROTECTED] wrote: Hello, Thanks for your reply ! I am indeed running osgviewerQT windows.ive. If I add --QOSGWidget I get this error message right away : Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable to create OpenGL rendering context. Reason: The pixel format is invalid. Followed by a crash (_gw is 0 in QOSGWidget::resizeEvent due to the failure to initialize properly). I'm using Qt 4 by the way, I forgot to mention it. And also I have loads of .ive working fine, this one is among the 3 or 4 which exhibit the issue. It looks like the common trait might have to do with transparency. I also tried the same test procedure with examples/osgwindows and it works fine. Moreover I just tested on a Windows XP with an (old FireGL V3100) ATI graphics card and everything works perfectly. Do you have any suggestion ? Should I just wait and hope for the next NVidia drivers ? :) Thanks ! MAT. Robert Osfield wrote: Hi Mathieu, I've tried your windows.ive and the suggested mods to osgviewerQT and it works fine even for running 6 viewers consecutively using osgviewerQT windows.ive, but if I add --QOSGWidget I get a crash on the second run. FYI, I'm running under Linux. What command line are you using? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Changing texture coordinates of built-in shape drawables
in general, don't use shape drawables if performance is important. shape drawables render in immediate mode: the slowest form of rendering on modern gfx hardware. this is a topic paul and i discuss in our course in detail. bob ps - shameless plug: next osg course: june 11-13, boulder colorado On May 7, 2008, at 7:02 AM, Robert Osfield wrote: Hi Franclin, You can't modify the texture coordinates of ShapeDrawable, as explain yesterday, ShapeDrawable is just a simple class for enabling rendering shape primitives, its not meant as a general purpose rendering tool. Please build geometries using osg::Geometry as per the osggeometry example for general purpose rendering. Robert. On Wed, May 7, 2008 at 11:00 AM, Franclin Foping [EMAIL PROTECTED] wrote: Hi, I would like to achieve a multitexture effect on built-in shape drawable objects (Box, Capsules and so forth). My question is how to get and/or change the texture coordinates of these objects? Waiting for your reply. Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ 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] How to get the Handle for C# displays
Ernest, Here's a code snippet. This is C++/CLI but you will get the idea. Grab the Handle property from your .NET control and pass it to the Traits of your new graphics context: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004540.html HTH -gw On Tue, May 6, 2008 at 9:52 PM, Ernest Abbott [EMAIL PROTECTED] wrote: I'm very very new to OSG. I'm writing in C# and have a limited understanding of C++. I am, as vehicle of learning OSG, converting a sample OSG C++ program to C#. I want to be able to display my rendered image in an area within my windows Form. I realise that I need to get the handle for the render object, which is easily done. But I can't see where/how I can let OSG know what this handle is. ie How can I pass the handle to OSG so that it renders within my window control? A bit of sample code would be of a great help. regards Ernest Abbott -- Messenger's gone Mobile! Get it now!http://clk.atdmt.com/UKM/go/msnnkmgl001001ukm/direct/01/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to change shape?
Here is my code for explain. Geode* NewGeode1 = Geode; ShapeDrawable* pShapeDrawable = ShapeDrawable; Geode-addDrawable(pShapeDrawable); // 1. Box : This works well pxgLink-m_rpShapeDrawable-setShape(new Box(Vec3(0.0, 0.0, 0.0), width, depth, height)); // 2. Sphere : This doesn't work! The shape do not be changed from BOX to SPHERE pxgLink-m_rpShapeDrawable-setShape(new Sphere(Vec3(0.0, 0.0, 0.0), radius)); What should I do? Jeongseok Lee MS Candidate Robotics Laboratory School of Mechanical Aerospace Engineering Seoul National University Tel : +82-2-880-7149 Cell : +82-10-8958-3791 E-mail : mailto:[EMAIL PROTECTED] [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to change shape?
Hi Jeongseok, By default the OSG uses display lists to speed up rendering, but the downside is that rendering once built into the display lists won't be updated automatically. To get ShapeDrawable to update the display list simple do drawable-dirtyDisplayList(false). Robert. On Wed, May 7, 2008 at 1:23 PM, Jeongseok Lee [EMAIL PROTECTED] wrote: Here is my code for explain. Geode* NewGeode1 = Geode; ShapeDrawable* pShapeDrawable = ShapeDrawable; Geode-addDrawable(pShapeDrawable); // 1. Box : This works well pxgLink-m_rpShapeDrawable-setShape(new Box(Vec3(0.0, 0.0, 0.0), width, depth, height)); // 2. Sphere : This doesn't work! The shape do not be changed from BOX to SPHERE pxgLink-m_rpShapeDrawable-setShape(new Sphere(Vec3(0.0, 0.0, 0.0), radius)); What should I do? Jeongseok Lee MS Candidate Robotics Laboratory School of Mechanical Aerospace Engineering Seoul National University Tel : +82-2-880-7149 Cell : +82-10-8958-3791 E-mail : [EMAIL PROTECTED] ___ 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] MultiThreads in OSG
Thanks, Robert, for the tips. My intention when using multithreading is to try and solve a problem about an input device (I don't know if you remember me posting it). Well, the thing is, I'm putting the function that gets my device's output in the FRAME loop. But it locks the normal execution of my application if I don't touch (i.e. activate) my input device. That's why I needed another thread: to get another 'route' when my device wasn't activated. I don't know if you or Paul have already suggested that I added my class as a new Event Handler to the viewer doing some modifications which I don't recall. I'll look into the archives for that message, and perhaps I'll continue that topic to get some more details abput your solution. Thanks again. Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RE : Re: OSG tutorials available
Dear Roland, Thanks a lot for your hint. I will have a go at the wiki tomorrow. If I manage to find out how to upload the sources and tutorials, I will do it. Otherwise, I will post a message here on the forum. Regards, F. Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] a écrit : Franclin, Do you mean the tutorials in the Wiki? Please feel free to update/attach the sources in the Wiki to work with OSG 2.4. -- Roland - From:[EMAIL PROTECTED][mailto:[EMAIL PROTECTED] On Behalf Of Franclin Foping Sent: woensdag 7 mei 2008 12:17 To:osg-users@lists.openscenegraph.org Subject: [osg-users] OSGtutorials available Hi, I am currently compiling some OSG tutorials fornewbies. I think to be through next week. However, I would like toknow how I can publish them on the official website so that every user can usethem? Waiting for youranswer. Regards, Franclin. __ Do You Yahoo!? Enfinir avec le spam? Yahoo! Mail vous offre la meilleure protection possiblecontre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Set userdata in Plugins
Hi Om 2008/5/6 Mike Weiblen [EMAIL PROTECTED]: You'll probably get the best and most exact answer by looking at the source code for the plugin. Probably the first reflex to have ;-) for a simple thing like .shp plugin. I have implemented this part of shp plugin. The only thing done by the .bdf loader is extracting shape attribut for each shape and store them in ShapeAttribut HTH David Callu -- mew On Mon, May 5, 2008 at 12:02 PM, om [EMAIL PROTECTED] wrote: Thanks for your reponse Paul, but I wanted to know what it does in the .dbf plugin, it would be great if somebody can tell what are the functionalities of .dbf plugin. What I understood is that it reads the dbf file and stores the data as ShapeAttribute, but is that all it does? Thanks Om Paul Martz wrote: It's like a void* in C. user data can be any pointer to a Referenced object. The data can be used any way your application wants. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of om Sent: Monday, May 05, 2008 7:44 AM To: OpenSceneGraph Users Subject: [osg-users] Set userdata in Plugins Hi, I am having some problems with the .dbf plugin. Can sombody please tell what setUserData() method (in ESRIShapeReaderWriter.cpp)does? or where the data passed to the method is used? Thanks Om ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fix for error in PrecipitationEffect.cpp
Hi Robert, I believe I found a (copy-n-paste) error in the file PrecipitationEffect.cpp (at least in 2.4.0): I think that line 353 should be if (!_particleColorUniform) Best regards, Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : Re: OSG tutorials available
See http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn For login details. -- Roland From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin Foping Sent: woensdag 7 mei 2008 14:44 To: OpenSceneGraph Users Subject: [osg-users] RE : Re: OSG tutorials available Dear Roland, Thanks a lot for your hint. I will have a go at the wiki tomorrow. If I manage to find out how to upload the sources and tutorials, I will do it. Otherwise, I will post a message here on the forum. Regards, F. Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] a écrit : Franclin, Do you mean the tutorials in the Wiki? Please feel free to update/attach the sources in the Wiki to work with OSG 2.4. -- Roland From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin Foping Sent: woensdag 7 mei 2008 12:17 To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG tutorials available Hi, I am currently compiling some OSG tutorials for newbies. I think to be through next week. However, I would like to know how I can publish them on the official website so that every user can use them? Waiting for your answer. Regards, Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] laser scanner file
IM=Immediate mode rendering 2008/5/7 Robert Osfield [EMAIL PROTECTED]: Hi Fabio, On Tue, May 6, 2008 at 3:32 PM, fabio riot [EMAIL PROTECTED] wrote: About your advice...(how to render 1200 triangles file,ply) Once I break the model into smaller geometry (for example N=200 geometry blocks with 6 triangles), have I to create a scene with one geode for each geometry? or only one geode containing all N geometry? I thought the first solution was the best...but trying both I'haven't noticed difference in frame rate Your biggest bottleneck will be the GPU, which is down to granularity and the way that you pass your data. The exact way you hang the Geometries off the scene graph won't matter too much right now as you aren't CPU limited, later on once you have the GPU side working efficient you might see CPU overhead being an issue, then we can look at optimizing the scene graph structure, but right now don't worry about it. W.r.t Granularity try various tests with different number of triangles in each geometry, look for the sweet spot. W.r.t how you pass the data, VBO's will most likely be the best way. Also you need to reduce the amount of memory you using - use compressed versions of colours, share vertices as much as possible - use osg::DrawElementUShort. beside with smaller geometry I'have noticed an improvement in rendering performance using VBO or IM (about 5 fps (N=200) versus 1fps (N=1)), but the best solution seem to be DL (fps 15 in all case N=1 or N=220). For larger dataset (30.000.000 triangles) the program is able to view the object, only using IM (switching off DL and VBO) What do you mean by IM? ___ 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] MultiThreads in OSG
Hi Renan, Would it be possible to poll the device on each new frame? The is what osgViewer does internally for keyboard and mouse events, each frame eventTraversals() is called this goes and polls for events. In your own frame loop you could do your own polling. The osgviewerSDL examples has an example of polling of events outwith of osgViewer. If you can avoid needing an extra thread to poll the events then you'll keep life simpler, as threading while perfectly doable does add its own very steep learning curve. Robert. On Wed, May 7, 2008 at 1:31 PM, Renan Mendes [EMAIL PROTECTED] wrote: Thanks, Robert, for the tips. My intention when using multithreading is to try and solve a problem about an input device (I don't know if you remember me posting it). Well, the thing is, I'm putting the function that gets my device's output in the FRAME loop. But it locks the normal execution of my application if I don't touch (i.e. activate) my input device. That's why I needed another thread: to get another 'route' when my device wasn't activated. I don't know if you or Paul have already suggested that I added my class as a new Event Handler to the viewer doing some modifications which I don't recall. I'll look into the archives for that message, and perhaps I'll continue that topic to get some more details abput your solution. Thanks again. Renan M Z Mendes ___ 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] Fix for error in PrecipitationEffect.cpp
Hi Raymond, Could you send me the complex modified file, this way I can be certain about what line you think is wrong and what it should be. Cheers, Robert. On Wed, May 7, 2008 at 1:46 PM, Raymond de Vries [EMAIL PROTECTED] wrote: Hi Robert, I believe I found a (copy-n-paste) error in the file PrecipitationEffect.cpp (at least in 2.4.0): I think that line 353 should be if (!_particleColorUniform) Best regards, Raymond ___ 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] Fix for error in PrecipitationEffect.cpp
On Wed, May 7, 2008 at 1:54 PM, Robert Osfield [EMAIL PROTECTED] wrote: Could you send me the complex modified file, Oppss... I meant to write complete modified file ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : Re: OSG tutorials available
Hi Franclin, It's good to hear that you've put together a tutorial set, this will be very useful to the community. As a first cut I'd suggest uploading pages + sources to the Community or the Documentation section of the wiki. Making the sources available via SVN hosted on the OSG server is certainly a possibitly - one we've already thought about, but not yet followed through: http://www.openscenegraph.org/projects/osgTutorial Robert. On Wed, May 7, 2008 at 1:44 PM, Franclin Foping [EMAIL PROTECTED] wrote: Dear Roland, Thanks a lot for your hint. I will have a go at the wiki tomorrow. If I manage to find out how to upload the sources and tutorials, I will do it. Otherwise, I will post a message here on the forum. Regards, F. Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] a écrit : Franclin, Do you mean the tutorials in the Wiki? Please feel free to update/attach the sources in the Wiki to work with OSG 2.4. -- Roland From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin Foping Sent: woensdag 7 mei 2008 12:17 To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG tutorials available Hi, I am currently compiling some OSG tutorials for newbies. I think to be through next week. However, I would like to know how I can publish them on the official website so that every user can use them? Waiting for your answer. Regards, Franclin. __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ 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] Fix for error in PrecipitationEffect.cpp
Hehe, it sure is complex ;-) I've attached the file with the very complex fix ;) regards Raymond btw I thought to send it via osg-submissions first, but since it's such a tiny fix I thought this channel would be fine too. Robert Osfield wrote: On Wed, May 7, 2008 at 1:54 PM, Robert Osfield [EMAIL PROTECTED] wrote: Could you send me the complex modified file, Oppss... I meant to write complete modified file ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #includeOpenThreads/ScopedLock #includeosg/Texture2D #includeosg/PointSprite #includeosgDB/FileUtils #includeosgUtil/CullVisitor #includeosgUtil/GLObjectsVisitor #include osgParticle/PrecipitationEffect #include osg/Notify #include osg/io_utils #include osg/Timer using namespace osgParticle; #define USE_LOCAL_SHADERS static float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; } static void fillSpotLightImage(unsigned char* ptr, const osg::Vec4 centerColour, const osg::Vec4 backgroudColour, unsigned int size, float power) { if (size==1) { float r = 0.5f; osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r); *ptr++ = (unsigned char)((color[0])*255.0f); *ptr++ = (unsigned char)((color[1])*255.0f); *ptr++ = (unsigned char)((color[2])*255.0f); *ptr++ = (unsigned char)((color[3])*255.0f); return; } float mid = (float(size)-1.0f)*0.5f; float div = 2.0f/float(size); for(unsigned int r=0;rsize;++r) { //unsigned char* ptr = image-data(0,r,0); for(unsigned int c=0;csize;++c) { float dx = (float(c) - mid)*div; float dy = (float(r) - mid)*div; float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power); if (r0.0f) r=0.0f; osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r); *ptr++ = (unsigned char)((color[0])*255.0f); *ptr++ = (unsigned char)((color[1])*255.0f); *ptr++ = (unsigned char)((color[2])*255.0f); *ptr++ = (unsigned char)((color[3])*255.0f); } } } static osg::Image* createSpotLightImage(const osg::Vec4 centerColour, const osg::Vec4 backgroudColour, unsigned int size, float power) { #if 0 osg::Image* image = new osg::Image; unsigned char* ptr = image-data(0,0,0); fillSpotLightImage(ptr, centerColour, backgroudColour, size, power); return image; #else osg::Image* image = new osg::Image; osg::Image::MipmapDataType mipmapData; unsigned int s = size; unsigned int totalSize = 0; unsigned i; for(i=0; s0; s=1, ++i) { if (i0) mipmapData.push_back(totalSize); totalSize += s*s*4; } unsigned char* ptr = new unsigned char[totalSize]; image-setImage(size, size, size, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, ptr, osg::Image::USE_NEW_DELETE,1); image-setMipmapLevels(mipmapData); s = size; for(i=0; s0; s=1, ++i) { fillSpotLightImage(ptr, centerColour, backgroudColour, s, power); ptr += s*s*4; } return image; #endif } PrecipitationEffect::PrecipitationEffect() { setNumChildrenRequiringUpdateTraversal(1); setUpGeometries(1024); rain(0.5); } void PrecipitationEffect::rain(float intensity) { _wind.set(0.0f,0.0f,0.0f); _particleSpeed = -2.0f + -5.0f*intensity; _particleSize = 0.01 + 0.02*intensity; _particleColor = osg::Vec4(0.6, 0.6, 0.6, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0)* intensity; _maximumParticleDensity = intensity * 8.5f; _cellSize.set(5.0f / (0.25f+intensity), 5.0f / (0.25f+intensity), 5.0f); _nearTransition = 25.f; _farTransition = 100.0f - 60.0f*sqrtf(intensity); if (!_fog) _fog = new osg::Fog; _fog-setMode(osg::Fog::EXP); _fog-setDensity(0.005f*intensity); _fog-setColor(osg::Vec4(0.5, 0.5, 0.5, 1.0)); _useFarLineSegments = false; _dirty = true; update(); } void PrecipitationEffect::snow(float intensity) { _wind.set(0.0f,0.0f,0.0f); _particleSpeed = -0.75f - 0.25f*intensity; _particleSize = 0.02f + 0.03f*intensity; _particleColor = osg::Vec4(0.85f, 0.85f, 0.85f, 1.0f) - osg::Vec4(0.1f,
Re: [osg-users] Freetype plugin doesn't appear in project list (OSG 2.4.0, Cmake 2.4.8, Vista, Vis C++ express)
Hi David, All slightly wierd CMake behaviour , but all fixed now through manually pointing _freetype and _ft2build. Maybe something to do with non-standard 3rdParty location? What is that non-standard 3rdParty location? You mentioned your dependencies are in D:/Code/3rdparty/include, but where is your OSG source tree in relation to that? I have noticed that if CMake finds the 3rdParty dir by itself (either because it's parallel ot the OSG sources, or because it's in one of the predefined searched locations like C:\Program Files\OpenSceneGraph, or because it's in a subdirectory of OSG_ROOT or some other environment variable that it searches) then things seem to work, but if you point CMake to it by modifying ACTUAL_3RDPARTY_DIR yourself, sometimes some libs will not be found correctly. Perhaps that's what's happening here? Also problems could happen if CMake finds some libs in your 3rdParty dir and some others elsewhere on your system (which should not happen except if CMake does not find your 3rdParty dir the first time you click Configure, but you have to point it to the right place). So that's certainly something to check for. As mentioned in another post yesterday, I generally stick to a structure like this: .../somedir/3rdParty .../somedir/OpenSceneGraph (contains top-level CMakeLists.txt) .../somedir/OpenSceneGraph/src (etc.) and that seems to work very well. The CMake files should be fixed so that other usage models work too if they are expected to work, but I think this is the generally-accepted known working structure. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fix for error in PrecipitationEffect.cpp
Hi Raymond Thanks for your contribution, But for Roberts sanity please http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProt ocol For the correct submission methods for OSG. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Raymond de Vries Sent: Wednesday, May 07, 2008 9:03 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Fix for error in PrecipitationEffect.cpp Hehe, it sure is complex ;-) I've attached the file with the very complex fix ;) regards Raymond btw I thought to send it via osg-submissions first, but since it's such a tiny fix I thought this channel would be fine too. Robert Osfield wrote: On Wed, May 7, 2008 at 1:54 PM, Robert Osfield [EMAIL PROTECTED] wrote: Could you send me the complex modified file, Oppss... I meant to write complete modified file ;-) ___ 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] Leaks
Hello Everybody, I get lots of memory leak reports when I use OSG within MFC framework (VS 8). Even when I run osgviewerMFC example. What do I miss? Another point is that I need to use single frame rendering instead of simulation loop (steady scenes in MFC views). Would it be ok if I simply call viewer::frame() for each incoming paint request ? Thanks a lot for the reading, Can Oguz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to change shape?
Hi Robert, I'm so surprised, because I received mail from you. :-) Thanks for your help. I solved the problem with your solution. Thanks! I think OSG is so cool graphic library! I am having developed some graphic library for 3d robot simulator, about for 1years. OSG is very good for this. ^^ I hope that I am good at using OSG, sooner or later. Jeongseok. -Original Message- From: Robert Osfield [mailto:[EMAIL PROTECTED] Sent: Wednesday, May 07, 2008 9:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] How to change shape? Hi Jeongseok, By default the OSG uses display lists to speed up rendering, but the downside is that rendering once built into the display lists won't be updated automatically. To get ShapeDrawable to update the display list simple do drawable-dirtyDisplayList(false). Robert. On Wed, May 7, 2008 at 1:23 PM, Jeongseok Lee [EMAIL PROTECTED] wrote: Here is my code for explain. Geode* NewGeode1 = Geode; ShapeDrawable* pShapeDrawable = ShapeDrawable; Geode-addDrawable(pShapeDrawable); // 1. Box : This works well pxgLink-m_rpShapeDrawable-setShape(new Box(Vec3(0.0, 0.0, 0.0), width, depth, height)); // 2. Sphere : This doesn't work! The shape do not be changed from BOX to SPHERE pxgLink-m_rpShapeDrawable-setShape(new Sphere(Vec3(0.0, 0.0, 0.0), radius)); What should I do? Jeongseok Lee MS Candidate Robotics Laboratory School of Mechanical Aerospace Engineering Seoul National University Tel : +82-2-880-7149 Cell : +82-10-8958-3791 E-mail : [EMAIL PROTECTED] ___ 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] MultiThreads in OSG
Hello, there is something I don't understand: you say that threading is a complex matter, and if possible better to avoid: Robert Osfield wrote on Wednesday 07 May 2008: as threading while perfectly doable does add its own very steep learning curve. yet you also said that SDL is not very good because it prevents multi-threading: Personally I wouldn't recommend SDL for windowing for serious 3d graphics applications, its just way too limiting - its really just designed for single threaded, single context apps. http://lists.openscenegraph.org/pipermail/osg-users-opens cenegraph.org/2007-August/000558.html How do I know whether my application needs multi-threading ? Or multiple contexts ? If I have to use SDL anyway (for joystick handling) would that make it automatically single-threaded ? What limitations would SDL impose if I created the window and graphical context with it, for OSG to render in it ? What I have is: viewer.realize(); while ( !viewer.done() !quit ) { [...] if (joystick) inputDev.handleJoystick(); [...] viewer.getCamera()-setViewMatrix( CameraMatrix ); viewer.frame(); } If multi-threading is complex, I'll avoid it anyway, so SDL might not limit me in this case. I'm a bit confused. Zoltán -- Zoltan http://sourceforge.net/projects/zsim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreads in OSG
Hi Zoltan, SDL is design around single threaded, single context model for doing windowing, for a general purpose and scalable scene graph like the OSG this is pretty restrictive, so I would recommend using SDL for windowing, and would suggest one use osgViewer's native windowing support as this supports multi-threading, multiple graphics context and pbuffers without any complexity being pushed on the user. SDL however is good for device support like joysticks, and its use works just fine with an osgViewer based app, just poll the events from the frame loop as I previously suggested. Robert. On Wed, May 7, 2008 at 2:36 PM, Zoltán [EMAIL PROTECTED] wrote: Hello, there is something I don't understand: you say that threading is a complex matter, and if possible better to avoid: Robert Osfield wrote on Wednesday 07 May 2008: as threading while perfectly doable does add its own very steep learning curve. yet you also said that SDL is not very good because it prevents multi-threading: Personally I wouldn't recommend SDL for windowing for serious 3d graphics applications, its just way too limiting - its really just designed for single threaded, single context apps. http://lists.openscenegraph.org/pipermail/osg-users-opens cenegraph.org/2007-August/000558.html How do I know whether my application needs multi-threading ? Or multiple contexts ? If I have to use SDL anyway (for joystick handling) would that make it automatically single-threaded ? What limitations would SDL impose if I created the window and graphical context with it, for OSG to render in it ? What I have is: viewer.realize(); while ( !viewer.done() !quit ) { [...] if (joystick) inputDev.handleJoystick(); [...] viewer.getCamera()-setViewMatrix( CameraMatrix ); viewer.frame(); } If multi-threading is complex, I'll avoid it anyway, so SDL might not limit me in this case. I'm a bit confused. Zoltán -- Zoltan http://sourceforge.net/projects/zsim ___ 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] osgForge: what's the status?
Hello Robert et al, First of all, an announcement: I have finished my Masters. My thesis was accepted unanimously and apart from some small corrections, the comments were good. I'm happy! :-) I was thinking of publishing my Masters project under the OSGPL. It's an interesting program (at least I think so) that combines basic Precomputed Radiance Transfer [Sloan2002] and a modified Shading Cache [Tole2002] using OSG for realtime rendering as well as Adian Egli's generously contributed kdtree for raytracing. You have often spoken of an osgForge site that you wanted to set up and which would allow hosting of different OSG-related projects. Will that site see the light of day anytime soon? It would be a nice place where my project could live and others could contribute to it if they find it useful. And in a more general sense, I think it would be very cool to group all the cool projects that people want to make available to others, and it would encourage others to use them and contribute to them as was done with OSG itself, but on a smaller and even more distributed scale. Otherwise I can always make a googlecode project or something, or even just open up my local SVN for read-only access, but I'd prefer to host it somewhere where potential problems with my own computer infrastructure would not affect it, and an osgForge would provide some nice visibility too. :-) If I can help make osgForge a reality, let me know. Thanks, J-S [Sloan2002] Peter-Pike Sloan, Jan Kautz and John Snyder Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments [Tole2002] Parag Tole, Fabio Pellacini, Bruce Walter and Donald P. Greenberg Interactive Global Illumination in Dynamic Scenes -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreads in OSG
Hi Zoltan, I think what Robert meant was that threading is a complex topic if you want to dive in and code it all yourself. osgViewer takes care of all this for you, so you can use it and have your application multi-threaded without having to deal with that complexity. Think of it as an abstraction layer. It's done, just *use* it and don't really worry about *how* it's done. On the other hand, SDL's graphics functionality is totally orthogonal to its input functionality. If you want to use SDL for joystick support, you can do so as described in previous posts. Just don't use its graphics and windowing functions, and let osgViewer do its work. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance decrease with 2.4.0
Hi Robert, Yes. I am using Release builds. The load times differ significantly. I have not been able to pin it down exactly. I'm curious if anyone else has experienced this. Chris. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, May 07, 2008 4:41 AM Subject: Re: [osg-users] Performance decrease with 2.4.0 Hi Chris, There isn't any major changes to rendering in 2.4.0, so you should get pretty well the same performance profile from 2.4.0. Perhaps it's an issue as simply as build options - are you compiling under Release build under 2.4? Robert. On Tue, May 6, 2008 at 8:59 PM, DC Fennell [EMAIL PROTECTED] wrote: Hi everybody, Our application is loading IVEs and DDS textures. With OSG 2.4.0, the load times seem to have been increased significantly and the framerate in our scenes has decreased around 10%. It's quite difficult to figure out what exactly has caused this based on the changes from 2.2.0 to 2.4.0. Does anyone have any possible explanations for this behavior? Thanks Chris ___ 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] osgForge: what's the status?
On Wed, 2008-05-07 at 10:07 -0400, Jean-Sébastien Guay wrote: Hello Robert et al, First of all, an announcement: I have finished my Masters. My thesis was accepted unanimously and apart from some small corrections, the comments were good. I'm happy! :-) Congratulations! I was thinking of publishing my Masters project under the OSGPL. It's an interesting program (at least I think so) that combines basic Precomputed Radiance Transfer [Sloan2002] and a modified Shading Cache [Tole2002] using OSG for realtime rendering as well as Adian Egli's generously contributed kdtree for raytracing. You have often spoken of an osgForge site that you wanted to set up and which would allow hosting of different OSG-related projects. Will that site see the light of day anytime soon? It would be a nice place where my project could live and others could contribute to it if they find it useful. And in a more general sense, I think it would be very cool to group all the cool projects that people want to make available to others, and it would encourage others to use them and contribute to them as was done with OSG itself, but on a smaller and even more distributed scale. Otherwise I can always make a googlecode project or something, or even just open up my local SVN for read-only access, but I'd prefer to host it somewhere where potential problems with my own computer infrastructure would not affect it, and an osgForge would provide some nice visibility too. :-) Don't be afraid of googlecode--it's quite awesome... If I can help make osgForge a reality, let me know. Thanks, J-S [Sloan2002] Peter-Pike Sloan, Jan Kautz and John Snyder Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments [Tole2002] Parag Tole, Fabio Pellacini, Bruce Walter and Donald P. Greenberg Interactive Global Illumination in Dynamic Scenes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple projective texture passes?
So I've got multiple projective texturing passes working, but I've run into yet another problem. When the additional passes happen, they cause flickering, which appears to be from fighting between the various cameras projecting onto the scene. I've tried using NESTED_RENDER on the cameras, increasing the camera values with a static counter, but they still fight. How would I go about removing the flicker from the different camera passes? Thanks in advance, Art Tevs wrote: Hi, if you want to have it to be extendable to n-passes, then you have to go the way you have proposed first. Create n camera's located on the same position. The subgraph scene of the camera should have your projective shader applied, so that if it get rendered then you have projected the correct texture on the scene. Afterwards you have to combine them. The easiest way would be to use the osgPPU library (use the current svn version) where you can specify a shader which do combines all the camera views into one texture. Of course this is still not a general solution, because you need to know how much cameras you have when you write your shader. Maybe the other solution would be to attach the same output texture to every camera's frame buffer object and use a shader and an adding-blend operation to write only the 1/n of the color value to that texture . After all camera passes you will get the average value out of it. Cheers, Art - Ursprüngliche Mail Von: Jason Ziglar [EMAIL PROTECTED] An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Gesendet: Montag, den 5. Mai 2008, 22:42:09 Uhr Betreff: Re: [osg-users] Multiple projective texture passes? I don't see any straightforward way to ensure that is is extensible to n-passes using that technique though. My understanding is that I can't have an array of matrices in the shader, so in order to add a single pass I'd have to go and recompile the entire program. Is there a technique for having multiple transformation matrices without hard-coding the list of matrices? Thanks in advance, Art Tevs wrote: Hi Jason, I think, you do not need multiple cameras. If you have the projective matricies of each of the captured viewcamera, then you can just combine all the projective textures in one pass. Just pass all your matricies and corresponding textures to the shader and compute the average value. If you was able to setup the environment for the one projective textures, then extending it to multiple textures is not a big issue. Cheers, Art --- Jason Ziglar [EMAIL PROTECTED] schrieb: Hi all, I'm trying to write a program which takes multiple images and projectively textures a scene with them. The images are taken at different locations within the scene, and I'd like to have the scene rendered with the result from projecting all the images onto the world geometry. I've got a shader and code base which can project a single image onto geometry, but I'm not entirely certain how to extend this to multiple images. Multiple cameras seems like the right idea, except that I don't see how to grab the correct transforms and textures for a given camera and apply them to the scene in order. Any suggestions? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: http://de.yahoo.com/set ___ 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 E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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] Leaks
Thank you very much for the detailed and quick answer. I'm checking out what was written before. Any words about the single frame rendering issue? Best Regards, Can 2008/5/7 Gordon Tomlinson [EMAIL PROTECTED]: There is a known issue/BUG with MFC, were MFC makes a call to _CrtDumpMemoryLeaks() in the destructor of the _AFX_DEBUG_STATE, followed by _CrtSetDbgFlag() which sets it to ~_CRTDBG_LEAK_CHECK_DF (therefor disabling memory leak test at *true* program exit) This destructor is called at exit (i.e. atexit()), but before statics residing in dlls and others are destroyed, resulting in many false memory leaks are reported As to fix any real memory leaks, you have the source ... also you can do a google to see how others have gotten around this issue to get at any real leaks. The MFC memory leak will not go away as Microsoft have no reason to fix it( it been there for many years) as MFC is a deprecated API as far as they are concerned also see http://www.mail-archive.com/[EMAIL PROTECTED]/msg11253.html http://www.mail-archive.com/[EMAIL PROTECTED]/msg08551.html Regards Gordon -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Can T. Oguz *Sent:* Wednesday, May 07, 2008 9:13 AM *To:* osg-users@lists.openscenegraph.org *Subject:* [osg-users] Leaks Hello Everybody, I get lots of memory leak reports when I use OSG within MFC framework (VS 8). Even when I run osgviewerMFC example. What do I miss? Another point is that I need to use single frame rendering instead of simulation loop (steady scenes in MFC views). Would it be ok if I simply call viewer::frame() for each incoming paint request ? Thanks a lot for the reading, Can Oguz ___ 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] Performing non-rendering actions between renderbins
Hi Robert, I'm implementing various sort-last compositing methods using OSG. For depth compositing you need to composite after the opaque data has been rendered but before the transparent data has been rendered. Compositing is actually done with buffer transfers Read Pixels, Texture Images, PBOs, etc... Since each view has to do different work I just added Geodes with custom drawables to the scene graph which do the required GL action. The problem with this method is I'm adding at least one node for each GPU I want to work with, in some sort-last cases multiple nodes per GPU. This is not a clean implementation in my opinion. So I am looking for other ideas on how I can insert operations in-between rendering bins. - Jason On Wed, May 7, 2008 at 2:59 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Jason, What do types of operations are you looking to do? Robert. On Mon, Apr 28, 2008 at 9:58 PM, Jason Baurick [EMAIL PROTECTED] wrote: Hi, I recently started working with OSG and I have what is hopefully a simple question. I have a composite viewer with two views, I want to perform an action on the buffers in each view between the opaque rendering and the transparent rendering, each view needs to perform a different action. Currently to make this work I added two nodes to my scene graph, culled out one for each view and then stuck them in a renderbin between the opaque and transparent bins. So I guess what I'm asking is if there is a simpler way to do this? I tried setting up camera callbacks, but this happens at the wrong point, my next thought would be to overload the draw traversal. Any suggestions would be welcomed, thank you in advance. -- --Jason Baurick ___ 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 -- --Jason Baurick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CTDB and OSG
Thanks for the help. I see... Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgForge: what's the status?
Hi, If it can helps i have space on my server, so if someone wants to start something i can share my place, instanciate a vserver osgForge. If one is interested he can send me a ssh key and i will provide the space and a fresh linux distrib ready to use. Cedric Jean-Sébastien Guay wrote: Hi Jeremy, Congratulations! Thanks! Don't be afraid of googlecode--it's quite awesome... I'm sure it is, but if there's going to be an osgForge it would make sense for it to be hosted there. I can always put it on googlecode and move it when/if osgForge gets set up. J-S -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple projective texture passes?
Hi, So what you get is a z-fighting artefacts which comes from rendering pixels on the same depth position where other pixels already exists. Sometimes they are drawn, sometimes not. Hence do disable depth reading on other passes which will force to use the depth values just from the first pass if you have your depth buffer shared. Cheers, Art --- Jason Ziglar [EMAIL PROTECTED] schrieb: So I've got multiple projective texturing passes working, but I've run into yet another problem. When the additional passes happen, they cause flickering, which appears to be from fighting between the various cameras projecting onto the scene. I've tried using NESTED_RENDER on the cameras, increasing the camera values with a static counter, but they still fight. How would I go about removing the flicker from the different camera passes? Thanks in advance, Art Tevs wrote: Hi, if you want to have it to be extendable to n-passes, then you have to go the way you have proposed first. Create n camera's located on the same position. The subgraph scene of the camera should have your projective shader applied, so that if it get rendered then you have projected the correct texture on the scene. Afterwards you have to combine them. The easiest way would be to use the osgPPU library (use the current svn version) where you can specify a shader which do combines all the camera views into one texture. Of course this is still not a general solution, because you need to know how much cameras you have when you write your shader. Maybe the other solution would be to attach the same output texture to every camera's frame buffer object and use a shader and an adding-blend operation to write only the 1/n of the color value to that texture . After all camera passes you will get the average value out of it. Cheers, Art - Ursprüngliche Mail Von: Jason Ziglar [EMAIL PROTECTED] An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Gesendet: Montag, den 5. Mai 2008, 22:42:09 Uhr Betreff: Re: [osg-users] Multiple projective texture passes? I don't see any straightforward way to ensure that is is extensible to n-passes using that technique though. My understanding is that I can't have an array of matrices in the shader, so in order to add a single pass I'd have to go and recompile the entire program. Is there a technique for having multiple transformation matrices without hard-coding the list of matrices? Thanks in advance, Art Tevs wrote: Hi Jason, I think, you do not need multiple cameras. If you have the projective matricies of each of the captured viewcamera, then you can just combine all the projective textures in one pass. Just pass all your matricies and corresponding textures to the shader and compute the average value. If you was able to setup the environment for the one projective textures, then extending it to multiple textures is not a big issue. Cheers, Art --- Jason Ziglar [EMAIL PROTECTED] schrieb: Hi all, I'm trying to write a program which takes multiple images and projectively textures a scene with them. The images are taken at different locations within the scene, and I'd like to have the scene rendered with the result from projecting all the images onto the world geometry. I've got a shader and code base which can project a single image onto geometry, but I'm not entirely certain how to extend this to multiple images. Multiple cameras seems like the right idea, except that I don't see how to grab the correct transforms and textures for a given camera and apply them to the scene in order. Any suggestions? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: http://de.yahoo.com/set ___ 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 E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ 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 Lesen Sie Ihre E-Mails jetzt
Re: [osg-users] Leaks
There is a known issue/BUG with MFC, were MFC makes a call to _CrtDumpMemoryLeaks() in the destructor of the _AFX_DEBUG_STATE, followed by _CrtSetDbgFlag() which sets it to ~_CRTDBG_LEAK_CHECK_DF (therefor disabling memory leak test at *true* program exit) This destructor is called at exit (i.e. atexit()), but before statics residing in dlls and others are destroyed, resulting in many false memory leaks are reported As to fix any real memory leaks, you have the source ... also you can do a google to see how others have gotten around this issue to get at any real leaks. The MFC memory leak will not go away as Microsoft have no reason to fix it( it been there for many years) as MFC is a deprecated API as far as they are concerned also see http://www.mail-archive.com/[EMAIL PROTECTED]/msg11253.html http://www.mail-archive.com/[EMAIL PROTECTED]/msg08551.html Regards Gordon _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Can T. Oguz Sent: Wednesday, May 07, 2008 9:13 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Leaks Hello Everybody, I get lots of memory leak reports when I use OSG within MFC framework (VS 8). Even when I run osgviewerMFC example. What do I miss? Another point is that I need to use single frame rendering instead of simulation loop (steady scenes in MFC views). Would it be ok if I simply call viewer::frame() for each incoming paint request ? Thanks a lot for the reading, Can Oguz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreads in OSG
Jean-Sébastien Guay wrote on Wednesday 07 May 2008: I think what Robert meant was that threading is a complex topic if you want to dive in and code it all yourself. osgViewer takes care of all this for you, Ah OK, I understand. On the other hand, SDL's graphics functionality is totally orthogonal to its input functionality. If you want to use SDL for joystick support, you can do so as described in previous posts. Just don't use its graphics and windowing functions, and let osgViewer do its work. All the better, that's what I do today. Thanks for the explanation. Cheers Zoltán -- Zoltan http://sourceforge.net/projects/zsim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgForge: what's the status?
Hi Cedric, If it can helps i have space on my server, so if someone wants to start something i can share my place, instanciate a vserver osgForge. If one is interested he can send me a ssh key and i will provide the space and a fresh linux distrib ready to use. I was actually asking the question assuming some steps had already been taken. If that is not the case, we'll need to make and manage a server ourselves, and your offer would be interesting. Is your server at your home, or is it a bit more organized than that? I'm thinking a bare minimum would be a UPS, and perhaps some site monitoring to ensure a certain uptime. What do you think? If it's a personal server, I think it would not be a good idea to start osgForge there because we couldn't guarantee that it would be always accessible... The other part of the equation is the software to manage the projects and such. Tracs would be one option, and I think SourceForge's software infrastructure is open source as well? What do people think? And finally, who would manage the site? I can help setting it up, but I don't think I could do the day-to-day creation of accounts and projects, making sure everything works, updating software, etc. But before we go too far on this route, I'd like to know what Robert thinks. Was anything started on this? What were your plans? Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LinkedIn group growing
Hi all, The OSG group on LinkedIn.com has hit 92 members, not bad at all. LinkedIn is a pretty cool networking tool, pls feel free to join the OSG group via http://www.linkedin.com/e/gis/61724/6F710C14EBAF Joining the group basically just adds the OSG badge to your page, and makes it easier to search for other members of the same group (useful when looking for consultants or new hires) cheers -- mew -- Mike Weiblen -- Austin Texas 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] Load all 6 images from cubemap dds.
Robert Osfield wrote: Hi Joakim and Roland, On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] wrote: Joakim, I sent in a submission last year for loading complete cubemaps from DDS files. That submission affects important parts of the osg core and therefore Robert put it on the stack, which in practice means that it won't be merged soon. This is a good reminder. Now we have stable release out of the way its not a bad time to start considering changes that might require more widespread changes. Roland could you have have a go at migrating your changes to 2.4/SVN and then resubmit. On a different, but related note, does anyone have an idea how one would go about reworking the isImageTranslucent() method of osg::Image to handle S3TC images (like you find in .dds files)? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LinkedIn group growing
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Mike Weiblen wrote: Hi all, The OSG group on LinkedIn.com has hit 92 members, not bad at all. LinkedIn is a pretty cool networking tool, pls feel free to join the OSG group via http://www.linkedin.com/e/gis/61724/6F710C14EBAF Joining the group basically just adds the OSG badge to your page, and makes it easier to search for other members of the same group (useful when looking for consultants or new hires) cheers -- mew Just joined few hours ago :-p Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFIIctgn11XseNj94gRAjrzAKCw3m7N4kfU4nQguV87eBM3IXuePwCgwuzv p9JN2vd8Z3yO/Jjs6uWWo0M= =l872 -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] osgForge: what's the status?
No it's not a machine in my house :) it's a dedicated server where i use vserver for me and for other people, i dont provide tool to monitor, i just provide a vserver on a dedibox (http://www.dedibox.fr/) then you do what you want on it. You install what you want on it (linux of course) If it does not fit with what you have in mind, i understand, i just propose that if someone want to start and he is stopped by this point. Cheers Cedric Jean-Sébastien Guay wrote: Hi Cedric, If it can helps i have space on my server, so if someone wants to start something i can share my place, instanciate a vserver osgForge. If one is interested he can send me a ssh key and i will provide the space and a fresh linux distrib ready to use. I was actually asking the question assuming some steps had already been taken. If that is not the case, we'll need to make and manage a server ourselves, and your offer would be interesting. Is your server at your home, or is it a bit more organized than that? I'm thinking a bare minimum would be a UPS, and perhaps some site monitoring to ensure a certain uptime. What do you think? If it's a personal server, I think it would not be a good idea to start osgForge there because we couldn't guarantee that it would be always accessible... The other part of the equation is the software to manage the projects and such. Tracs would be one option, and I think SourceForge's software infrastructure is open source as well? What do people think? And finally, who would manage the site? I can help setting it up, but I don't think I could do the day-to-day creation of accounts and projects, making sure everything works, updating software, etc. But before we go too far on this route, I'd like to know what Robert thinks. Was anything started on this? What were your plans? Thanks, J-S -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgForge: what's the status?
Hi Robert, Congrats on completing the Master. Thanks! W.r.t osgforge, this is already up and running - VirtualPlanetBuilder, osgProducer and Present3D are the two projects of mine that are hosted, osgLua, osgPython, osgDotNet are others. What's the URL? osgforge.org gives me: __ Domain Cloaking Error We're sorry, we had a problem with our web panel when you set up cloaking for your domain osgforge.org! Please go to the DreamHost Web Panel's Domains Manage Domains area and click the [Edit] link next to osgforge.org to re-configure cloaking. Error: no domain www.osgforge.org or osgforge.org; if you recently set this up, please wait up to one hour. __ We'll need to the thumbs from UPV that its OK to host the projects as it'll be on their server (the same one that runs openscenegraph.org + SVN). Jose Luis Hidalgo our server admin will need to set up the Tracs/SVN for you, we'll need to ping Jose to ask about this. Ok, will do (when I'm ready to do it). What is the long-term vision for this? I think if we want this to become a useful community site, we should have automated tools for high-level project management, for example: 1. A person makes a request for a new project by filling in a web-based form. 2. The site manager approves the request (one click of a button, perhaps making sure the project name is valid and follows some rules) and then automated scripts create the Tracs site, SVN repo, etc. Also, what kind of access do we have? Does someone who registers a project at osgForge have shell access to the part of the server relevant to his project? Can we register SVN pre/post-commit hooks? Can we change the skin on the Tracs site? :-) Finally, are there regular backups? Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to load VRML file in OSG?
Hi all. I encounter with VRML file (*.wrl) I have to load this VRML file on OSG. How am I suppose to do? Is there good example? even simple. Thanks to everybody read my naive questions. :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Back online but hundreds of posts to go...
I did an initial restructuring in the wiki Sandbox. See http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ Let me know what you think. Paul Robert Osfield wrote: Hi Paul, I must admit not having given the FAQ much attention in the last year. It would be good to start updating it/reorganising it. I'm fully open to suggestions on how to improve it and assistance with improving it. I'd suggest kicking out a separate thread for this. Robert. It seems that a percentage of the posts on the lists can be considered straight items from the FAQ on the website. I recently did a bit of editing on the FAQ as it isn't really the most readable piece on the site. Particularly, I updated some stuff that seemed to reference OSG versions when Producer was still used, deleted/replaced broken URLs and fixed some wording and spelling. However, I stil think it can be improved and hopefully make more people consult it before posting to the list. Things I had in mind: - Structure the items in a few sections (e.g. Introduction/Overview, Building/Installation, File formats, General development, Linux-specific, Windows-specific, etc) - Update the list of file formats to include information on read/write support of all plugins - osgViewer seems to be responsible for a fair amount of posts, perhaps it deserves its own section in the FAQ? Now, I don't have enough knowledge of every piece of OSG to edit all the entries, but I'd be happy to continue improving the FAQ. I didn't see an easy way for structuring, as currently an automatically generated overview of the questions is used. Any tips there? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreads in OSG
gosh, if you used osgVRPN (or VRPN directly) you'd probably be running by now. -- mew On Wed, May 7, 2008 at 7:31 AM, Renan Mendes [EMAIL PROTECTED] wrote: Thanks, Robert, for the tips. My intention when using multithreading is to try and solve a problem about an input device (I don't know if you remember me posting it). Well, the thing is, I'm putting the function that gets my device's output in the FRAME loop. But it locks the normal execution of my application if I don't touch (i.e. activate) my input device. That's why I needed another thread: to get another 'route' when my device wasn't activated. I don't know if you or Paul have already suggested that I added my class as a new Event Handler to the viewer doing some modifications which I don't recall. I'll look into the archives for that message, and perhaps I'll continue that topic to get some more details abput your solution. Thanks again. Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas 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] Back online but hundreds of posts to go...
Haven't had a chance to review, but Thank You Very Much for moving this forward! -- mew On Wed, May 7, 2008 at 11:33 AM, Paul Melis [EMAIL PROTECTED] wrote: I did an initial restructuring in the wiki Sandbox. See http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ Let me know what you think. Paul Robert Osfield wrote: Hi Paul, I must admit not having given the FAQ much attention in the last year. It would be good to start updating it/reorganising it. I'm fully open to suggestions on how to improve it and assistance with improving it. I'd suggest kicking out a separate thread for this. Robert. It seems that a percentage of the posts on the lists can be considered straight items from the FAQ on the website. I recently did a bit of editing on the FAQ as it isn't really the most readable piece on the site. Particularly, I updated some stuff that seemed to reference OSG versions when Producer was still used, deleted/replaced broken URLs and fixed some wording and spelling. However, I stil think it can be improved and hopefully make more people consult it before posting to the list. Things I had in mind: - Structure the items in a few sections (e.g. Introduction/Overview, Building/Installation, File formats, General development, Linux-specific, Windows-specific, etc) - Update the list of file formats to include information on read/write support of all plugins - osgViewer seems to be responsible for a fair amount of posts, perhaps it deserves its own section in the FAQ? Now, I don't have enough knowledge of every piece of OSG to edit all the entries, but I'd be happy to continue improving the FAQ. I didn't see an easy way for structuring, as currently an automatically generated overview of the questions is used. Any tips there? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas 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] How to save a RTT texture?
Hi everyone, I have a 3D texture that is attached to a group of cameras, then it works OK to render scene to 3D texture. After viewer.run(), in my keyboard callback, I save the 3D texture to a dds file. But I got a whole blank 3D texture! I guess if there's some steps must take to read the texture from graphics card back to the texture? I also guess to it's the same to save a RTT 3D texture as a 2D texture. Does someone have do something like this? I need your help, thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Compile OSG with Eclipse IDE
Good morning, I need help, I am trying to compile OSG, but I can't. My IDE is Eclipse Platform Version: 3.3.2. When I try to build this project, it show the following messages: Build of configuration Debug for project OSG Internal Builder is used for build g++ -IC:\OpenSceneGraph-2.4.0\include -O0 -g3 -Wall -c -fmessage-length=0 -oosgWrappers\osg\NodeCallback.o ..\osgWrappers\osg\NodeCallback.cpp In file included from C:/OpenSceneGraph-2.4.0/include/osgIntrospection/variant_cast:19, from C:/OpenSceneGraph-2.4.0/include/osgIntrospection/InstanceCreator:19, from C:/OpenSceneGraph-2.4.0/include/osgIntrospection/Reflector:24, from C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReflectionMacros:19, from ..\osgWrappers\osg\NodeCallback.cpp:8: C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:66: error: ISO C++ forbids declaration of `wostream' with no type C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:66: error: invalid use of `::' C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:66: error: `wostream' declared as a `virtual' field C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:66: error: expected `;' before '' token C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:69: error: expected `;' before virtual C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:69: error: ISO C++ forbids declaration of `wistream' with no type C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:69: error: invalid use of `::' C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:69: error: `wistream' declared as a `virtual' field C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:69: error: expected `;' before '' token C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:72: error: expected `;' before virtual C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:121: error: ISO C++ forbids declaration of `wostream' with no type C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:121: error: invalid use of `::' C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:121: error: `wostream' declared as a `virtual' field C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:121: error: expected `;' before '' token C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:126: error: expected `;' before virtual C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:126: error: ISO C++ forbids declaration of `wistream' with no type C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:126: error: invalid use of `::' C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:126: error: `wistream' declared as a `virtual' field C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:126: error: expected `;' before '' token C:/OpenSceneGraph-2.4.0/include/osgIntrospection/ReaderWriter:132: error: expected `;' before virtual Build error occurred, build is stopped Please, somebody help me. -- Saludos, David Jurado Centro de Tecnologías de Información ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgForge: what's the status?
Hi J-S, On Wed, May 7, 2008 at 5:22 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: What's the URL? osgforge.org gives me: __ Domain Cloaking Error We're sorry, we had a problem with our web panel when you set up cloaking for your domain osgforge.org! Please go to the DreamHost Web Panel's Domains Manage Domains area and click the [Edit] link next to osgforge.org to re-configure cloaking. Error: no domain www.osgforge.org or osgforge.org; if you recently set this up, please wait up to one hour. __ Argg gotta love Dreamhost... this used to work... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem building OpenSceneGraph on CentOS
Hi I am getting this error while building a plugin.May I know what is this CURL plugin can I turn it off ?.We are trying to use Open Scene Graph to develop a sesmic processing application.I have a week to prove this has the potential to do the things. I have been trying to develop sample application in this for past four days but I am not able to get good answers or in particular no answer from the community for the problems I am facing. This is my third post to the community and let me see If I get a reply. [ 79%] Built target osgdb_png Scanning dependencies of target osgdb_tiff [ 80%] Building CXX object src/osgPlugins/tiff/CMakeFiles/osgdb_tiff.dir/ReaderWriterTIFF.o Linking CXX shared module ../../../lib/osgPlugins-2.4.0/osgdb_tiff.so [ 80%] Built target osgdb_tiff Scanning dependencies of target osgdb_curl [ 80%] Building CXX object src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o /home/sbemineni/installs/OpenSceneGraph-2.4.0/src/osgPlugins/curl/ReaderWriterCURL.cpp: In member function `virtual osgDB::ReaderWriter::ReadResult ReaderWriterCURL::readFile(ReaderWriterCURL::ObjectType, const std::string, const osgDB::ReaderWriter::Options*) const': /home/sbemineni/installs/OpenSceneGraph-2.4.0/src/osgPlugins/curl/ReaderWriterCURL.cpp:226: ` CURLINFO_HTTP_CONNECTCODE' undeclared (first use this function) /home/sbemineni/installs/OpenSceneGraph-2.4.0/src/osgPlugins/curl/ReaderWriterCURL.cpp:226: (Each undeclared identifier is reported only once for each function it appears in.) /home/sbemineni/installs/OpenSceneGraph-2.4.0/src/osgPlugins/curl/ReaderWriterCURL.cpp:230: ` CURLINFO_RESPONSE_CODE' undeclared (first use this function) /home/sbemineni/installs/OpenSceneGraph-2.4.0/src/osgPlugins/curl/ReaderWriterCURL.cpp:275: ` curl_easy_strerror' undeclared (first use this function) make[2]: *** [src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o] Error 1 make[1]: *** [src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/all] Error 2 make: *** [all] Error 2 -- With Regards Srikanth Bemineni Geotrace Technologies 281-497-8440 extn 228 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Filling colors into a Drawn object
Hi, As requested by Robert, I am splitting my questions into multiple mails. How do we fill colors in a drawn object.Here I am trying to draw a circle and also I want to fill it with yellow color. /*/ //degree to radian conversion const float DEG2RAD = 3.14159/180; osg::Geode* circle = new osg::Geode; osg::Geometry* circleGeom = new osg::Geometry; //circle geometery circle-addDrawable( circleGeom ); osg::Vec3Array* circleArray = new osg::Vec3Array; //To calculate circle points //here it is every 30 degrees 12 point circle or polygon what ever int radius = 1000; for (int i=0; i 360; i = i + 30 ) { float degInRad = i*DEG2RAD; circleArray-push_back( osg::Vec3(cos(degInRad)*radius,0,sin(degInRad)*radius ) ); } circleGeom-setVertexArray( circleArray ); //attaching the points osg::DrawElementsUInt* circleelementobj = new osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP, 0 ); osg::Vec4Array* ccolors = new osg::Vec4Array; osg::TemplateIndexArray unsigned int, osg::Array::UIntArrayType,4,4 *colorIndexArray; colorIndexArray =new osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4; osg::Vec2Array* texcoords = new osg::Vec2Array(360/30); for( int j=0 ; j 360/30 ; j++ ) { circleelementobj-push_back( j ); ccolors-push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f) ); //index 0 redi (*texcoords)[j].set( 40.50f, 40.0f ); //I really didn't get what to do just copied from the tutorial } circleelementobj-push_back( 0 ); for( int k = 0 ; k 360 /30 ; k++ ) { colorIndexArray-push_back(0); } ccolors-push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f) ); //index 0 red circleGeom-addPrimitiveSet( circleelementobj ); circleGeom-setColorArray(ccolors); circleGeom-setColorIndices(colorIndexArray); circleGeom-setColorBinding(osg::Geometry::BIND_PER_VERTEX); circleGeom-setTexCoordArray(0, texcoords); osg::PositionAttitudeTransform* circleXForm = new osg::PositionAttitudeTransform(); circleXForm-setPosition(osg::Vec3( 4000 ,0, 4100 )); root-addChild(circleXForm); circleXForm-addChild( circle ); /*/ -- With Regards Srikanth Bemineni Geotrace Technologies 281-497-8440 extn 228 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using OSG NodeKits
Hi, everyone. I'm new to OSG and would like to know how to use the available nodekits, specially osgVRPN. I've learned from Mike Weiblen that osgVRPN supports my SpaceNavigator, an input device, but I don't know what are the necessary steps for that to work. Can anyone explain to me what to do? Please, don't feel bad in explaining details that seem rather obvious to you. Thanks in advance, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Filling colors into a Drawn object
Hi, How do we fill colors in a drawn object.Here I am trying to draw a circle and also I want to fill it with yellow color. The only way to fill a circle is to build polygons. One polygon would be enough, since the circle shape is convex. With other words, change the primitive set on this line: (could be POLYGON, not sure, check the src) osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP, 0 ); If you want an edge on your circle, you can use your line loop in addition to the poly. Texture coordinates. Well, they pretty much depend on you texture. If you don't use a texture, don't set up the texture array. -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] UFO manipulator
Thanks Robert welcome back. -bob On Wed, 7 May 2008, Robert Osfield wrote: Hi Bob, osgviewer in 2.x simply doesn't register the UFOManipulator (press 'h' to get an onscreen listing on manipulators that are registered by default). For your own viewers you can add UFOManipilator - just have a look at the code in osgviewer to see how its done. Robert. On Wed, May 7, 2008 at 1:51 AM, Bob Huebert [EMAIL PROTECTED] wrote: Can anyone say what's up with the UFO manipulator? While in osgviewer I should be able to press '5' to select UFO mode. This doesn't have any effect. Other manipulation modes are fine. tia -bob ___ 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] osgviewerQT shows garbage when viewer is destroyed and re-created
Hi Robert, I quickly hacked the --QOSGWidget mode in order to work around the invalid pixel format error (forcing traits-setInheritedWindowPixelFormat = true;) and the result is the same : trashed scene on the second run. I tried adding the piece of code you suggested but it does not change anything. By the way the crash you were experiencing running with --QOSGWidget is actually due to osg::ArgumentParser modifying argv, thus on the second run argc remains unchanged but all arguments have actually been eaten up from argv. I am now using this code to run the application twice : int main( int argc, char **argv ) { char** tmp = (char**)malloc( argc * sizeof( char*) ); memcpy( tmp, argv, argc * sizeof( char* ) ); run( argc, argv ); run( argc, tmp ); } MAT. Robert Osfield wrote: Hi Mathieu, The error with -QOSGWidget looks to be a bug in this code, but its a totally different path that the default path which uses GraphicsWindowEmbedded to adapt the Viewer. QOSGWidget is the most flexible path for integration and long term I'd like this to be the default route under Qt. My own time is rather stretched out so I can't address all these things at once. The issues you are seeing with the default path is very unlikely to be related to transparency, most likely is issues with display lists or texture objects being reused inappropriately. In theory the viewer should be release OpenGL objects when the context is destroyed, but with GraphicsWindowEmbedded not all the standard functionality for managing OpenGL objects is available, so perhaps this step is not being executed appropriately. One thing you could try is a viewer-getSceneData()-releaseGLObjects(); osg::GLObjects::discardAllDeletedGLObjects(0); In between the viewer allocations. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)
Hi, as a datapoint, here is my recipe for building OSG 2.4.0 on VS2005sp1/WinXPsp2 that I use for the win32 binary installer. Motivated by my own dreadful memory, my goal is to make the whole process as foolproof and turnkey as possible... 1) svn checkout https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/osgbuilds/tags/osg2.4.0_vs80sp1_setup_2008-04-28 (or trunk if you want my raw development) That is my SVN build configuration that points to all the necessary components via svn:external references to other project's tags. If you were to checkout using the --ignore-externals flags, you'd see that tree is actually only ~98KB, thanks to the magic of svn:external. But when checked-out with externals enabled, all the subsystems get pulled into the correct locations relative to each other. (fyi, this is why I really like using SVN to distribute the 3rdParty prebuilts, rather than having to coordinate the unpacking of .zip snapshots. Once you embrace svn:external, .zip snapshots are just a pain :-) 2) edit SETENV.bat to your liking You should review and decide if/what needs adjusting. Note that Release v. Debug is specified here. 3) run x1000_CMAKE.bat That sets my preference overrides for some CMake defaults then runs CMake (in non-GUI mode) to create the VS projects. You should review and decide if/what needs adjusting. 4) run x3000_VSIDE.bat That launches VisualStudio 2005, with the OSG envars initialized for ease of debugging, using the just-generated project files. 5) build as usual. Following these steps, I get no errors or significant warnings. Any tweaks are preserved in the three .bat scripts mentioned. My goal is (and in my experience) it Just Works. cheers -- mew PS Yep, I will capture this is a README -- Mike Weiblen -- Austin Texas 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] Strange polygon flickering
Hi, I have a scene that contains a large terrain database and some vehicles. The scene is being viewed from a very high altitude using very small horizontal and vertical FOVs so that the camera is zoomed in on the truck. I've noticed that if I have the truck pictured in the attachment so that its wheels are on the terrain, I get a strange flickering of polygons (imagine going back and forth between images truck1.jpg and truck2.jpg.) If I raise the truck about 5 meters off the ground, then the flickering goes away. However, having a truck float five meters off the ground isn't terribly realistic. Any clues as to what is going on? Thanks, Brian inline: truck2.jpginline: truck1.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org