Re: [osg-users] Quat * Vec3 proposals - request for comments/help
> Alternatively you could drop osg::Vec3::operator*( > osg::Quat ) altogether and have osg::Vec3::apply( osg::Quat > ) or osg::Vec3::rotate( osg::Quat ). Woops. Of course I meant that it was osg::Quat::operator*( osg ::Vec3 ) that could be dropped. Sorry. Paul Fotheringham. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quat * Vec3 proposals - request for comments/help
--- On Tue, 21/4/09, J.P. Delport wrote: > From: J.P. Delport > Subject: [osg-users] Quat * Vec3 proposals - request for comments/help > To: "osg users" > Date: Tuesday, 21 April, 2009, 1:36 PM > Hi all, > > it's been known for a while [1] that there are > inconsistencies with the way OSG handles Quat * Vec3. In > short: Quat * Vec3 is written in code as a post-multiply, > but the result of the operation is as if a pre-multiply was > performed. The attached test app also shows the problem > (more on it later). > > [1] > http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/21003 > and > http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/33099 > > What doesn't work? > There are many examples that can be constructed of where a > mathematical expression usings quats and vectors would not > provide the expected results. See also [1]. The easiest one > I could come up with is this: > > ((q1 * q2) * v) != (q1 * (q2 * v)) > > Why are there not more complaints? Well I curse this all the time, but not for the same reason. For me it's q1 * q2 that's annoying as I see it as the opposite of what I expect from the mathematics of applying a quaternion to a vector but then therein lies the problem. Using operator* for matrix multiplications is fine as that mirrors precisely what you are doing with the matrices mathematically. Using operator* for quaternion multiplication is a loose analogy since you are actually doing q*v*q' mathematically when applying q to v. If you have two rotations, q1 followed by q2 then you would get q2*q1*v*q1'*q2' mathematically and so I expect the interpretation of operator* to allow me to write q2*q1*v in code. Of course that's just my interpretation and what I'm effectively saying within that interpretation is that it's quat * quat that is wrong but there's no way in the world you can swap that now! :) Alternatively you could drop osg::Vec3::operator*( osg::Quat ) altogether and have osg::Vec3::apply( osg::Quat ) or osg::Vec3::rotate( osg::Quat ). I've used math libraries that do it this way (and where vec::operator*( quat ) is just that i.e. the mathematical multiplication rather than the full blown rotation. I guess it depends on whether you value the brevity of operator* over the underlying mathematics. If operator* is still going to be used for applying a quaternion to a vector then I support the idea of making the multiplication orders consistent between quat/quat and vec/quat as per your proposal. Making it consistent with OSG's row-major matrix multiplication is probably easier for coders who are not concerned with the details of the maths (and as I noted above it's not a workable solution to swap it now anyway). Whatever happens I second the comment of Tanguy Fautre who asked for it to be documented clearly somewhere. :) Anyway I hope you don't mind me chipping in. It certainly is interesting that there hasn't been more discussion. Maybe people just do what works and leave it. ;) Paul Fotheringham. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning message during VPB configure
Robert, I got the latest VPB from SVN and it built after I made the changes to the files I mentioned below. I am using CMake 2.6-patch 2 on FC10 x86_64. I only have OSG 2.80 installed. I think all the issues I was having prior to this message was that I had installed FC9 and then upgraded through FC10 betas. I finally last Thursday wiped my system and installed FC10 fresh and OSG built. The only issue I had was the Policy issue. Michael On Sat, 2009-05-02 at 08:58 +0100, Robert Osfield wrote: > Hi Michael, > > What version of Cmake are you using? > > I'm using CMake 2.6.2 and don't see any warning. > > W.r.t you follow up email, it looks like VPB isn't finding the correct > OSG version. Do you have multiple versions of the OSG installed? > Which version of the VPB are you using? > > Robert. > > On Fri, May 1, 2009 at 8:39 PM, Michael W. Hall wrote: > > I get the following warning during the generate of ccmake for VPB: > > > > CMake Warning (dev) at src/vpb/CMakeLists.txt:38 (ADD_LIBRARY): > > Policy CMP0003 should be set before this line. Add code such as > > > > if(COMMAND cmake_policy) > > cmake_policy(SET CMP0003 NEW) > > endif(COMMAND cmake_policy) > > > > as early as possible but after the most recent call to > > cmake_minimum_required or cmake_policy(VERSION). This warning > > appears > > because target "vpb" links to some libraries for which the linker > > must > > search: > > > > -lpthread > > > > and other libraries with known full path: > > > > /usr/local/lib64/libosg.so > > > > CMake is adding directories in the second list to the linker search > > path in > > case they are needed to find libraries from the first list (for > > backwards > > compatibility with CMake 2.4). Set policy CMP0003 to OLD or NEW to > > enable. > > > > Could someone tell me how to fix this? My OSG is build and working. I > > am running 2.8.0 > > > > Thanks, > > Michael > > > > > > ___ > > 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] problems with osgFX Effects
I have a Nvidia Geforce 7900 GS with the last drivers (182.50) and I use Windows XP.I have OSG 2.8.0 (and I'm using visual c++ 2008) thanks for answering, I will try it NeoM -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11248#11248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadows: Application crashing at viewer.renderingTraversals()
Sorry all the psychics are on vacation at this time __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Sent: Saturday, May 02, 2009 9:39 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Shadows: Application crashing at viewer.renderingTraversals() Bump... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11231#11231 ___ 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] Shadows: Application crashing at viewer.renderingTraversals()
On Sat, May 2, 2009 at 2:39 PM, Paul wrote: > Bump... Bang. Stack trace required. Bump. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and 3ds max exporter
hi tomhog, send me a pm with your email address so i send you the current state of the exporter. cheers boto Virtual Reality Chat (VRC), a free 3D chat application. http://www.vr-fun.net -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11242#11242 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problems with osgFX Effects
Hi NeoM, I haven't heard of problems with osgfxbrowser like this before. What OS/Hardware/drivers are you using? What OSG version are you using? Have you tried updating your OpenGL drivers. Have you tried any other hardware/OS combinations? Robert. On Sat, May 2, 2009 at 3:31 PM, NeoM wrote: > > I've tried the osgfxbrowser example, and it works fine if I compile it in > debug mode, but when i use release mode the only effect that works is scribe, > when I select the other effects the model disappears and I get this warning: > > >> Warning: osgFX::Validator: could not find any techniques compatible with the >> current OpenGL context > > > I've been using osg for a while and it works perfect in both debug and > release modes. > > PD: I've tried to use the osgFX:Cartoon effect in my project and it happens > the same,it only works in debug mode > > Thanks, NeoM.[/quote] > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=11232#11232 > > > > > > ___ > 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] Set view direction
HI Martin, It all depends upon what you want for you app. The camera manipulators have support for setting the home position, perhaps this is sufficient. I can't make this decision for you, it's your app, you know what effect you are after. Robert. On Sat, May 2, 2009 at 4:15 PM, Martin Beckett wrote: > So to switch to a view I should just derive from TrackBallManipulator and add > functions to modify the rotations matrix and then call home()? > > I tried this but it needed changes to MatrixManipulator I posted in > submission - to allow calculatehomeposition to change _up. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=11236#11236 > > > > > > ___ > 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] [beginner question] How to render from custom camera?
Hi Real -- The code you quoted is rather odd in that it doesn't set the View matrix. I can only assume that some further Camera configuration must be done elsewhere. I'm also not sure why that Camera node would be placed as a child under a Transform node, because the Camera reference frame is set to ABSOLUTE_RF, which basically causes it to ignore the effects of any parent transformations. Perhaps this custom Camera classis taking the accumulated transform from its parents and incorporating it into a View matrix that it sets every frame? This is just speculation. Not sure why your own code wouldn't work. If, as I suspect, more Camera configuration is done on your AR Camera elsewhere, and you have failed to do similar configuration to your Camera (such as set the View matrix), then I would expect to encounter some problems. Regarding the documentation, this has been discussed before. Search the archives. In summary, someone who wants good docs needs to step forward and fund it. I would gladly take on such a client. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Real Name Sent: Saturday, May 02, 2009 9:00 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [beginner question] How to render from custom camera? Hi everybody, I am using osgART for an AR project I'm currently working on, which joins osg and ARTookit -- but since my question is rather regarded to osg, I'm asking you folks... In osgART the developers seem to create a custom camera they place inside the scenegraph, under a transform node which continuously gets updated regarding to ARToolkit tracking results. Well, I'm using a CompositeViewer to create two views in seperate render windows rendering the same scene. Only one view is showing the scene updated from AR tracking, the other one is supposed to show the scene from a position I want to be able to modify in my code. For consistency reasons I really want to create the camera for my second view the same way osgART does in the first view, this looks pretty straight forward in their code: Code: osg::Camera* Calibration::createCamera() const { osg::Camera* cam = new osg::Camera(); cam->setRenderOrder(osg::Camera::NESTED_RENDER); cam->setProjectionMatrix(_projection); cam->setReferenceFrame(osg::Transform::ABSOLUTE_RF); cam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); return cam; } In the example code which is provided the so created camera simply gets added to the scene graph in some position (below this AR-transform node I mentioned above) and that's it. (Question aside: What happens to the default camera in this case? And: Can I get rid of it/replace it?) If I do this the exactly same way my view seems to continue to render from the default camera created within the view instance. Do you have an idea what I am missing there? I debugged into osgART and couldn't find some view.addSlave() or something similar. Unfortunately I'm a little overstrained by the tremendous extent of osg, the available guides seem to be scattered about several websites, wikis, tutorials, etc. while the actual (doxygen) documentation is very sketchy and little illuminating. as you might know this makes it very difficult for beginners to get into it. I found examples using osgProducer::Viewer, or Producer::Camera, slave cameras and many funny things I wonder why there have to be so many different ways of implementing, but I really would like to keep my way of creating this cam consistent to the way it is done in osgART -- there really has to be a very simple way to do this in a clean way but I cannot find it. Thanks for reading through all of this, and thanks in advance for your help. PS: A few weeks ago I tried to replace the default viewer camera by the custom camera to not have a camera that is not needed anyway but I failed finding a way to do this. Is this possible anyway? PPS: What is it about this default camera anyway? It looks kind of weird to me that the default camera is not part of the scenegraph, after all it's a node like everyone else. Or did I get something wrong here? Maybe someone can point me to a place where this whole osg-architecture is explained in detail so this is clarified once and for all IN A COMPACT WAY? (If I had enough time, I would enjoy reading into everything I can find but unfortunately I haven't...) Every time I debug into osg::Viewer I wonder how this all works together... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11233#11233 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _
Re: [osg-users] .osg file format specification?
You should search the archives, this has been asked before. There is no spec, it is a text dump of fields in OSG classes. To see what info is read and written, examine the source code in src/osgPlugins/osg. The best way to create a plugin as you describe would be to build a scene graph, then call osgDB::writeNodeFile and let the existing code create the .osg file for you. I have created a similar plugin for PolyTrans. And I also believe someone has written such a plugin for Maya, so you might want to do a search of the Web or this mailing list before you undertake development. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of OSG Newbie Sent: Saturday, May 02, 2009 9:06 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] .osg file format specification? Hi, Where can I find for file specification for .osg file? I would like to write an exporter for Maya that exports mesh, texture, shader and animation in .osg format. Dose .osg support shader and animation export? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11234#11234 ___ 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] osgAnimation supported files
robertosfield wrote: > Hi Robert? > > Could please change your forum account so it's different from Robert, > perhaps you're full name so that people on the mailing list and forum > can see straight away that it's not another Robert so such as myself > or one of the many others. > > Robert (Osfield). > > > On Tue, Apr 28, 2009 at 2:41 PM, Robert <> wrote: > > > Hi, > > > > I just wanted to know which files are supported by osgAnimation. ".osg" > > only? > > > > Thank you. > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=10977#10977 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > C > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum Done. And thanks Cedric, thats what I wanted to know. Robert (Risco) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11237#11237 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] .osg file format specification?
Hi, Where can I find for file specification for .osg file? I would like to write an exporter for Maya that exports mesh, texture, shader and animation in .osg format. Dose .osg support shader and animation export? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11234#11234 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [beginner question] How to render from custom camera?
Hi everybody, I am using osgART for an AR project I'm currently working on, which joins osg and ARTookit -- but since my question is rather regarded to osg, I'm asking you folks... In osgART the developers seem to create a custom camera they place inside the scenegraph, under a transform node which continuously gets updated regarding to ARToolkit tracking results. Well, I'm using a CompositeViewer to create two views in seperate render windows rendering the same scene. Only one view is showing the scene updated from AR tracking, the other one is supposed to show the scene from a position I want to be able to modify in my code. For consistency reasons I really want to create the camera for my second view the same way osgART does in the first view, this looks pretty straight forward in their code: Code: osg::Camera* Calibration::createCamera() const { osg::Camera* cam = new osg::Camera(); cam->setRenderOrder(osg::Camera::NESTED_RENDER); cam->setProjectionMatrix(_projection); cam->setReferenceFrame(osg::Transform::ABSOLUTE_RF); cam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); return cam; } In the example code which is provided the so created camera simply gets added to the scene graph in some position (below this AR-transform node I mentioned above) and that's it. (Question aside: What happens to the default camera in this case? And: Can I get rid of it/replace it?) If I do this the exactly same way my view seems to continue to render from the default camera created within the view instance. Do you have an idea what I am missing there? I debugged into osgART and couldn't find some view.addSlave() or something similar. Unfortunately I'm a little overstrained by the tremendous extent of osg, the available guides seem to be scattered about several websites, wikis, tutorials, etc. while the actual (doxygen) documentation is very sketchy and little illuminating. as you might know this makes it very difficult for beginners to get into it. I found examples using osgProducer::Viewer, or Producer::Camera, slave cameras and many funny things I wonder why there have to be so many different ways of implementing, but I really would like to keep my way of creating this cam consistent to the way it is done in osgART -- there really has to be a very simple way to do this in a clean way but I cannot find it. Thanks for reading through all of this, and thanks in advance for your help. PS: A few weeks ago I tried to replace the default viewer camera by the custom camera to not have a camera that is not needed anyway but I failed finding a way to do this. Is this possible anyway? PPS: What is it about this default camera anyway? It looks kind of weird to me that the default camera is not part of the scenegraph, after all it's a node like everyone else. Or did I get something wrong here? Maybe someone can point me to a place where this whole osg-architecture is explained in detail so this is clarified once and for all IN A COMPACT WAY? (If I had enough time, I would enjoy reading into everything I can find but unfortunately I haven't...) Every time I debug into osg::Viewer I wonder how this all works together... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11233#11233 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problems with osgFX Effects
I've tried the osgfxbrowser example, and it works fine if I compile it in debug mode, but when i use release mode the only effect that works is scribe, when I select the other effects the model disappears and I get this warning: > Warning: osgFX::Validator: could not find any techniques compatible with the > current OpenGL context I've been using osg for a while and it works perfect in both debug and release modes. PD: I've tried to use the osgFX:Cartoon effect in my project and it happens the same,it only works in debug mode Thanks, NeoM.[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11232#11232 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Set view direction
So to switch to a view I should just derive from TrackBallManipulator and add functions to modify the rotations matrix and then call home()? I tried this but it needed changes to MatrixManipulator I posted in submission - to allow calculatehomeposition to change _up. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11236#11236 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] preDrawCallback?
I don't think GDI is buffer-savvy, so there's no way to tell it to draw into the "back" buffer. (10 years ago, when HP made their own graphics cards, we developed a solution for mixing GDI/Xlib with OpenGL, and it was quite flexible. No one else ever implemented such a scheme. As a result, GDI/Xlib rendering into an OpenGL window is unsupported and will produce undefined results.) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Friday, May 01, 2009 6:25 PM To: OpenSceneGraph Users Subject: [osg-users] preDrawCallback? If I want to draw something in the client area of the window OSG is rendering into (via Windows GDI calls), would I do this in a preDrawCallback? (after setting an appropriate ClearMask in the camera) I want to have a gradient background and I'm thinking that I could do this easily with the GradientFill() function. I realize I could accomplish the same thing using methods from the osgHud example, but I'm thinking that a GDI call would be faster. Cory ___ 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] Shadows: Application crashing at viewer.renderingTraversals()
Bump... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11231#11231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What's the mime type of .ive file?
2009/5/2 xyc508 : > Hello,all > > Who can tell that What's the mime type of .ive file? Nobody. There isn't one. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB cURL dependency
Hi Paul, You are write, the FIND_PACKAGE(CURL) isn't required. Now removed and checked into svn/trunk. Robert. On Sat, May 2, 2009 at 2:26 AM, Paul Martz wrote: > Hi Robert -- I'm curious about the cURL dependency in VPB's CMakeLists.txt > file. Was this left in from old development? VPB seems to build and link > fine with this dependency removed. > > Paul Martz > Skew Matrix Software LLC > http://www.skew-matrix.com > +1 303 859 9466 > > ___ > 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] Set view direction
Hi Martin, You can't both set the view matrix by hand and have a camera manipulator running, you have to do one or other, otherwise the camera manipulator will just overwrite your view matrix settings. Robert. On Fri, May 1, 2009 at 11:10 PM, Martin Beckett wrote: > I am trying to switch the current view to show th emodel from top/front/side > etc. > I'm trying both getCamer()->setViewMatrix() and trackballmanipulator > setRotation() but I can't seem to work out the correct angle and X/Y/Z_AXIS > > Martin > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=11213#11213 > > > > > > ___ > 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] preDrawCallback?
Hi Cory, OpenGL calls used to fill a background colour will be the faster way to accomplish a gradient background and it'll be a portable solution. Robert. On Sat, May 2, 2009 at 1:24 AM, Cory Riddell wrote: > If I want to draw something in the client area of the window OSG is > rendering into (via Windows GDI calls), would I do this in a > preDrawCallback? (after setting an appropriate ClearMask in the camera) > > I want to have a gradient background and I'm thinking that I could do > this easily with the GradientFill() function. I realize I could > accomplish the same thing using methods from the osgHud example, but I'm > thinking that a GDI call would be faster. > > Cory > ___ > 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] Linker error with VirtualPlanetBuilder
Hi Michael, It does sound like there has been a mix up w.r.t which version of BoundingSphere has been built with the OSG i.e. BoundingSphere is typedef'd to BoundingSpheref and BoundingSphered, these are typesdefs against the templated BoundingSphereImp class. Or perhaps you wrappers are assuming one or other. Robert, On Fri, May 1, 2009 at 10:52 PM, Day, Michael (Mike) (CIV) wrote: > Howdy, > > > > When building both VirtualPlanetBuilder and some custom PyOSG bindings > against OSG 2.8.0 I get the following linker error (among others): > > > > 1>TaskManager.obj : error LNK2001: unresolved external symbol "public: > virtual class osg::BoundingSphereImpl __thiscall > osg::Group::computeBound(void)const " > (?computebo...@group@osg@@ube?av?$boundingspherei...@vvec3d@osg@@@2...@xz) > > > > The “Vec3d” portion of the error is, in fact, correct. There is no such > symbol in all of the OSG libs. There is, however, a > > > > osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz > > > > (note that it’s a Vec3f). > > > > Is this a difference between OSG 2.6.x and 2.8.0? Is there a solution? > We’ve been able to build our PyOSG bindings against OSG 2.6 successfully > without this issue in the past. > > > > Thanks, > > > > Michael Day > > > > > > ___ > 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] Warning message during VPB configure
Hi Michael, What version of Cmake are you using? I'm using CMake 2.6.2 and don't see any warning. W.r.t you follow up email, it looks like VPB isn't finding the correct OSG version. Do you have multiple versions of the OSG installed? Which version of the VPB are you using? Robert. On Fri, May 1, 2009 at 8:39 PM, Michael W. Hall wrote: > I get the following warning during the generate of ccmake for VPB: > > CMake Warning (dev) at src/vpb/CMakeLists.txt:38 (ADD_LIBRARY): > Policy CMP0003 should be set before this line. Add code such as > > if(COMMAND cmake_policy) > cmake_policy(SET CMP0003 NEW) > endif(COMMAND cmake_policy) > > as early as possible but after the most recent call to > cmake_minimum_required or cmake_policy(VERSION). This warning > appears > because target "vpb" links to some libraries for which the linker > must > search: > > -lpthread > > and other libraries with known full path: > > /usr/local/lib64/libosg.so > > CMake is adding directories in the second list to the linker search > path in > case they are needed to find libraries from the first list (for > backwards > compatibility with CMake 2.4). Set policy CMP0003 to OLD or NEW to > enable. > > Could someone tell me how to fix this? My OSG is build and working. I > am running 2.8.0 > > Thanks, > Michael > > > ___ > 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