Re: [osg-users] VirtualProgram - making programmable pipeline lessfixed
Hi Wojtek, On Mon, May 11, 2009 at 10:06 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add changes that Robert made and maybe will create more advanced example. I've made more changes this morning :-) First up I've moved the State::getAttributeVec() into the public section along with the associated typedefs. This is now checked into svn/trunk. Just in case you want to compile against other versions of OSG, the version numbers are also updated in svn/trunk so now read 2.9.5 in prep for the next dev release. Changed file is attached. Once you are happy with this example how do you feel about it being included as an OSG example? It could then live on as a test bed for this type of functionality in prep for introducing something similar for doing shader composite into the core OSG later down the line. Robert. #includeosg/Shader #includeosg/Program #includeosg/State #includeosg/Notify #includecassert #includeVirtualProgram.h using namespace osg; #define MERGE_SHADERS 0 namespace osgExt { osg::Shader * VirtualProgram::getShader ( const std::string shaderSemantic, osg::Shader::Type type ) { ShaderMap::key_type key( shaderSemantic, type ); return _shaderMap[ key ].get(); } osg::Shader * VirtualProgram::setShader ( const std::string shaderSemantic, osg::Shader * shader ) { if( shader-getType() == osg::Shader::UNDEFINED ) return NULL; ShaderMap::key_type key( shaderSemantic, shader-getType() ); ref_ptr osg::ShadershaderNew = shader; ref_ptr osg::Shader shaderCurrent = _shaderMap[ key ]; //shaderNew-setName( shaderSemantic ); if( shaderCurrent != shaderNew ) { #if 0 if( shaderCurrent.valid() ) Program::removeShader( shaderCurrent.get() ); if( shaderNew.valid() ) Program::addShader( shaderNew.get() ); #endif shaderCurrent = shaderNew; } return shaderCurrent; } void VirtualProgram::apply( osg::State state ) const { State::AttributeVec *av = state.getAttributeVec(this); std::ostream os = osg::notify( osg::INFO ); os VirtualProgram cumulate Begin std::endl; ShaderMap shaderMap; for( State::AttributeVec::iterator i = av-begin(); i != av-end(); ++i ) { const osg::StateAttribute * sa = i-first; const VirtualProgram * effect = dynamic_cast const VirtualProgram *( sa ); if( effect ( effect-_mask _mask ) ) { os VirtualProgram cumulate [ effect-getName() ] apply std::endl; for( ShaderMap::const_iterator i = effect-_shaderMap.begin(); i != effect-_shaderMap.end(); ++i ) shaderMap[ i-first ] = i-second; } else { os VirtualProgram cumulate ( effect from other space or not an effect ) ignore std::endl; continue; // ignore osg::Programs } } for( ShaderMap::const_iterator i = this-_shaderMap.begin(); i != this-_shaderMap.end(); ++i ) shaderMap[ i-first ] = i-second; os VirtualProgram cumulate End std::endl; if( shaderMap.size() ) { ShaderList sl; for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i ) sl.push_back( i-second ); osg::ref_ptr osg::Program program = _programMap[ sl ]; if( !program.valid() ) { program = new osg::Program; #if !MERGE_SHADERS for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i ) program-addShader( i-get() ); #else std::string strFragment; std::string strVertex; for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i ) { if( i-get()-getType() == osg::Shader::FRAGMENT ) strFragment += i-get()-getShaderSource(); else strVertex += i-get()-getShaderSource(); } if( strFragment.length() 0 ) { program-addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) ); } if( strVertex.length() 0 ) { program-addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) ); } #endif } #if !MERGE_SHADERS assert( program-getNumShaders() == sl.size() ); #endif program-apply( state ); } else { Program::apply( state );
Re: [osg-users] txp database issue
HI Steve, I'm afraid I can't give you an answers, I don't have your txp database to test against, and I haven't ever seen this problem first hand. Perhaps others in the community will have seen something similar and may be able to help. What I can say is that it'd be very useful for others if you provide more information about your OSG version/OS/Graphics Card/Compiler version/Compile build type. Robert. On Mon, May 11, 2009 at 9:54 PM, Stephan Posch spo...@gmail.com wrote: Hey everyone, I've been running into an issue with txp databases. The problem is that after running for a while the LODs start switching in and out rapidly like the pager can't choose which ones to use. Even when staying still in the scene the LODs continue to switch. It drops framerate down to around 6.0 Hz and the statistics show somewhere between 100-150 ms times for GPU operations (update/draw/cull all look normal). I can't really say what exactly triggers it because the timing of it seems to be somewhat random. Though it does seem to occur when externally referenced models in the DB have been paged out/in multiple times. In addition, the highest LOD textures eventually lose all data and go all white. Any insight would be helpful and much appreciated! Thanks, Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11853#11853 ___ 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 a city's image data?
Hi Forest; You can download elevation Dem files and textures from http://seamless.usgs.gov/index.php easily. Or http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.html Regards. 2009/5/12 forest fores...@163.com hi all I want to use vpb to build a terrain and I have got the digital elevation data from ftp://ftp.glcf.umiacs.umd.edu/glcf/SRTM/Degree_Tiles/ Now I want to find some corresponding texture image data for free, where can I get them? Thanks in advance. best regards forest ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web 3D opensource solution by Google ?
On Mon, May 11, 2009 at 9:22 PM, Paul Martz pma...@skew-matrix.com wrote: This is interesting if, for no other reason, the fact that the work is taking place just a few kilometers away from where I live and work. This is the SketchUp office in Boulder, Colorado, if I understand correctly. Ooo that's where I might of ended up working then ;-) A few years back I had a peculiar invite from google's HR for me to apply for a job, but without any actual job description never followed it up, too happy living somewhere as beautiful as the Trossachs, but hey Boulder ain't too far from the mountains so perhaps it wouldn't been too much of hardship :-) Given the long history of failed 3D web standards, I don't envy anyone working on this project. Nothing worse than working on something that has a proven track record of non-acceptance in the developer community. I hope they can overcome the shadow of the past. Looks like interesting stuff so far. 3D web has always been hyped as the next best thing... never to take off. It's interesting that they have gone for a lower level API centric approach rather than a something based on a database format. But if it's so low level then why not just role your own plugin... If one did expose something as powerful as the OSG with JavaScript it would be an interesting comparison. Both API centric, but one with lots of art part support, threading, lots of high level effects etc, but relatively big and complex with it and the other well... none of those things. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget's Window's _index problem
Hello Fajran, Great start with trying to fix a bug you found, but wrong/deprecated/unknwn submission protocol version ;-) Read: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol In short: 1.subscribe to osg-submissions ML 2. Send whole files (no diffs) to osg-submissions cheers Mattias On 5/11/09, Fajran Iman Rusadi faj...@gmail.com wrote: On Mon, May 11, 2009 at 13:12, Fajran Iman Rusadi faj...@gmail.com wrote: After I investigated further, seems WindowManager tries to assign an _index to Window. This index should corresponds with the index in the Group's _children. The problem arises when I delete any Window but the last one, because the Window's _index is disrupted since I found no _index rearrangement (cmiiw). I made a small patch for this problem. Hopefully it addresses the problem correctly. At least in my case, the problem is gone. -- Iang- http://fajran.web.id y!m: fajran ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constructing geometry using position, normal and uv coord arrays
Hi, Christian Sam wrote: Hi, okay, now i think i understand you. first step: construct the roof in conjunction with a normalarray that defines normals for as much as complete faces as possible. for the remaining ones, construct further primitives, which overlap the faces where the right normals weren't defined till yet. [Image: http://www.spatiality.at/osg/roof2.jpg ] was this the way you meant? For the first line/row in your picture I would actually just make a single primitive with GL_TRIANGLES instead of triangle strip (there are no shared vertices here anyway). There is also no need to draw the two faces (top and bottom of the figure) if no normals are defined yet. jp Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11828#11828 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constructing geometry using position, normal and uv coord arrays
Hi, Christian Sam wrote: Hi J.P. Thank you for taking the time in helping me. i have two questions regarding your recommendations. I think most people would nowadays advise to just specify normals per vertex and not try to use normals per face (slow path). - does this mean: if a normals-indexarray hasn't the same amount of entries like the vertex-indexarray (like in the case i'm planning to do) the rendering will be done with glBegin/glEnd calls instead of the faster alternatives (displaylists, indexed arrays, etc.) - i have never heard the phrase slow path, but this does not sounds good ;-) does this mean the consequences mentioned above? yes and yes, graphics cards are good at eating attributes per vertex. If you do a search for slow path here http://news.gmane.org/gmane.comp.graphics.openscenegraph.user you'll find some discussions. jp E.g. primitive 1 = vertex_array_shared + normal_array1 + drawelements primitive 2 = vertex_array_shared + normal_array2 + drawelements i' m a opengl/osg beginner, so i hope i got you right - you mean that instead of defining one primitive (triangle_strip, drawElements) that defines a roof-geometry, i define several primitives (triangle_strip, drawElements) with same vertices and indices, but different assigned normalarrays) for the same roof-geometry. (there would still be a need of normals array 3, for the normals of vertex 4 and 5, pointing north) this will result in two exact overlying, seperate triangle_strips so no difference will be noticed, [Image: http://www.spatiality.at/osg/roof.jpg ] but wouldn't their faces z-fighting? Best regards, christian sam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11814#11814 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget's Window's _index problem
On Tue, May 12, 2009 at 08:42, Mattias Helsing helsin...@gmail.com wrote: Hello Fajran, Great start with trying to fix a bug you found, but wrong/deprecated/unknwn submission protocol version ;-) Read: sorry for that. I didn't know that. I'll resubmit this following the procedure :-) thanks! -- Iang- http://fajran.web.id y!m: fajran ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web 3D opensource solution by Google ?
Il giorno 12/mag/09, alle ore 05:11, Chris 'Xenon' Hanson ha scritto: BTW, I'm interested in the OSG browser integration too, for some back-burner projects of mine. Weren't there some smart Italians that had solved this already? Yep. Look here: http://3d.cineca.it/storage/demo_vrome_ajax/osg4web.html The project is called OSG4Web and I think that Luigi Calori who follows this list has already spoke about it in the last months. Have a look at the link, it's really a VERY GOOD work. Marco Gualdrini___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VirtualProgram - making programmable pipelinelessfixed
Thanks, Robert, Well, I am happy with this simple example. I don't think I want change much here. Of course I will modify VirtualProgram to use State::getAttributeVec() directly. I will also replace all effect words to virtualProgram (VirtualProgram started as Effect class it was later refactored to VirtualProgram). I am sure you may want to add some formal modifications as well. I thought about creating more elaborate example but maybe we could do both. We may start with this one and later this week I will post more advanced one ? What do you think ? Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 8:12 AM Subject: Re: [osg-users] VirtualProgram - making programmable pipelinelessfixed Hi Wojtek, On Mon, May 11, 2009 at 10:06 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add changes that Robert made and maybe will create more advanced example. I've made more changes this morning :-) First up I've moved the State::getAttributeVec() into the public section along with the associated typedefs. This is now checked into svn/trunk. Just in case you want to compile against other versions of OSG, the version numbers are also updated in svn/trunk so now read 2.9.5 in prep for the next dev release. Changed file is attached. Once you are happy with this example how do you feel about it being included as an OSG example? It could then live on as a test bed for this type of functionality in prep for introducing something similar for doing shader composite into the core OSG later down the line. 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] VirtualProgram - making programmable pipelinelessfixed
Hi Wojtek, On Tue, May 12, 2009 at 9:19 AM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Thanks, Robert, Well, I am happy with this simple example. I don't think I want change much here. Of course I will modify VirtualProgram to use State::getAttributeVec() directly. I will also replace all effect words to virtualProgram (VirtualProgram started as Effect class it was later refactored to VirtualProgram). I am sure you may want to add some formal modifications as well. I thought about creating more elaborate example but maybe we could do both. We may start with this one and later this week I will post more advanced one ? What do you think ? Start simple and build more complex things as they start consolidating. When you're ready just send me the version you'd like integrated. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geodes VS Shaders
Thus, the question remains... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11876#11876 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo Problem
Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? ___ 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 a city's image data?
See also http://www.vterrain.org/Imagery/sources.html forest wrote: hi all I want to use vpb to build a terrain and I have got the digital elevation data from ftp://ftp.glcf.umiacs.umd.edu/glcf/SRTM/Degree_Tiles/ Now I want to find some corresponding texture image data for free, where can I get them? Thanks in advance. best regards forest ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geodes VS Shaders
On Tue, May 12, 2009 at 9:43 AM, Maxime BOUCHER m.boucher...@gmail.com wrote: Thus, the question remains... If I understood your email I might have been able to answer it. Please review the examples that use TexGenNode by doing a search of the OSG sources, this will help you much more than me trying to understand what you mean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
iam Sorry iam Olfat : i had an account on OSG but i cannot remember it. any way my graphic card is Nvidia 96-- GT and my glasses Nvidia 3d Vision. --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geodes VS Shaders
Well, thanks anyway and I apologize if I bothered you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11883#11883 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geodes VS Shaders
Hi, don't be discouraged to ask again. Just try to rephrase your question to help people understand exactly what you mean/want. If the examples don't do exactly what you want, describe how your situation is different. jp Maxime BOUCHER wrote: Well, thanks anyway and I apologize if I bothered you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11883#11883 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Hi Olfat, The errors you are getting are due to lack of QUAD_BUFFER stereo support in the driver. This is pretty poor considering that you've got the NVidia 3D glasses. Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party apps, as they do for games. I would be worth contacting NVidia about it as frankly selling hardware but not supporting quad buffer stereo in the drivers is just plain incompetent/fraudulent. Robert. On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Also i wanted to clarify that when i tried to use the command line : osgviewer cow.osg --stereo QUAD_BUFFER it gives me the following : Warning: Could not find plugin to read objects from file QUAD_BUFFER. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. 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] Positioning PrecipitationEffect
Hi Robert, I'm assuming nothing has happened on this front after the last message? I'm seeing the same effect here on a terrain database which is about 80kmx80km. If I get far away from the center of the bounding box (note: not the origin of the model) the rain becomes patchy and then disappears. I'm looking through the code, but it's a little unclear to me what it's supposed to do. You wouldn't happen to have a link to a high level description, paper or similar that the implementation is based on would you? As our database is in the GB range I'm afraid I'm not able to attach it. Thank you! Cheers, Rick PS. I'm having trouble locating Jason's attachment. On the forums his mail shows up, but no attachment, and in the mailing list archive I am unable to find the email with the attachment. Your reply to that email is here (http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg23436.html), but the mail with the attachment doesn't show. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11890#11890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OGR plugin : Build failed, under VS 2005
Hi Robert, Which OGR Version does the plugin use? Or does it need the OGR Frame work installed. /adrian 2009/5/11 Robert Osfield robert.osfi...@gmail.com Hi Adrian, I haven't head of build errors with the ogr plugin before. Could you be specific about which version of the OSG and OGR you are using and the error you see. Perhaps other Windows users who've built the OGR can suggest what might be wrong. Robert. On Mon, May 11, 2009 at 8:14 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, There are some build bugs under VS 2005, OGR plugin. How can i fix it, or what should i install to build correctly? missing CPL_STDCALL #ifndef CPL_STDCALL #if defined(_MSC_VER) !defined(CPL_DISABLE_STDCALL) # define CPL_STDCALL __stdcall #else # define CPL_STDCALL #endif #endif MISSING CPL ... class ReaderWriterOGR : public osgDB::ReaderWriter { public: ReaderWriterOGR() { supportsExtension(ogr,OGR file reader); supportsOption(useRandomColorByFeature, Assign a random color to each feature.); supportsOption(addGroupPerFeature, Places each feature in a seperate group.); -- oldHandler = CPLSetErrorHandler(CPLOSGErrorHandler); } virtual ~ReaderWriterOGR() { --CPLSetErrorHandler(oldHandler); } /regards Adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] txp database issue
Hi Robert, I definitely understand not being able to see the issue. I can see the issue and I'm having trouble figuring it out, so it may be a long shot getting anything here, but it's always worth a try! The best way to describe it is that it looks like all 3 LODs just start paging nonstop...almost like it is changing LODs every frame. In any case here is the other information I forgot last post: 1) DB is txp archived version 2.2 2) Culture is externally referenced 3) OSG version 2.8/XP/295GTX/VS2008/Release RelWithDebInfo Thank you! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11893#11893 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Hi, I'm a student of informatic engineering at Politecnico di Torino, in Italy. I'm working to my thesis and I need a collada importer for OSG that supports animations. What's the state of your work? I'd like to collaborate, if you want, to realize this part. Please contact me here. Thanks, daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11892#11892 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web 3D opensource solution by Google ?
Marco Gualdrini wrote: Yep. Look here: http://3d.cineca.it/storage/demo_vrome_ajax/osg4web.html The project is called OSG4Web and I think that Luigi Calori who follows this list has already spoke about it in the last months. Have a look at the link, it's really a VERY GOOD work. See! Smart Italians! ;) Thanks! Marco Gualdrini -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OGR plugin : Build failed, under VS 2005
On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, Which OGR Version does the plugin use? Or does it need the OGR Frame work installed. I've alway got OGR as part of GDAL, the current version of GDAL I have is 1.5.2. I haven't heared of OGR Frame work before so can't comment on this. You haven't specified either the version or the error you are getting. There really isn't much we can do on your behalf without more info about how/where you got OGR from. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] txp database issue
Hi Stephan, It's a few years since I looked at the plugin, but what I do recall is there is quite a complex system built into it for managing LOD selection so that neighboring tiles and the boundary geometry (also LOD'd) are managed in a way as to prevent holes appearing. Perhaps this code is somewhere at fault. Another thing you could look into is changed the the expiry scheme in the DatabasePager. It changed between 2.6 and 2.8. In theory this scheme should result in less expiry, but perhaps with this txp database it doesn't function well. I'm only clutching at straws though, the best I can do is point you in roughly the directions I would look into if I had the database and app in front of me. Robert. On Tue, May 12, 2009 at 1:02 PM, Stephan Posch spo...@gmail.com wrote: Hi Robert, I definitely understand not being able to see the issue. I can see the issue and I'm having trouble figuring it out, so it may be a long shot getting anything here, but it's always worth a try! The best way to describe it is that it looks like all 3 LODs just start paging nonstop...almost like it is changing LODs every frame. In any case here is the other information I forgot last post: 1) DB is txp archived version 2.2 2) Culture is externally referenced 3) OSG version 2.8/XP/295GTX/VS2008/Release RelWithDebInfo Thank you! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11893#11893 ___ 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] Stereo Problem
Hi Olfat, As far as I understand the NVidia 3D Vision system, it does not require a stereo capable application. Stereo images are produced by the driver itself. Your problem is due to the fact that, by now, the NVidia 3D Vision system works only with MS DirectX, not openGL. jcl olfat ibrahim wrote: iam Sorry iam Olfat : i had an account on OSG but i cannot remember it. any way my graphic card is Nvidia 96-- GT and my glasses Nvidia 3d Vision. -- Jean-Christophe Lombardo Espace Immersif DREAM / INRIA 2004 route des Lucioles - BP93 - 06902 Sophia Antipolis Cedex - France http://www.inria.fr/sophia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Hello i got into Nvidia website and downloaded the last driver version for my glasses. the glassess still not filling my application but it is now give only the following error. Warning: Could not find plugin to read objects from file QUAD_BUFFER. u saing that it is not working with openGL so any one have any recommendations for me. thanks --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 6:27 AM Hi Olfat, The errors you are getting are due to lack of QUAD_BUFFER stereo support in the driver. This is pretty poor considering that you've got the NVidia 3D glasses. Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party apps, as they do for games. I would be worth contacting NVidia about it as frankly selling hardware but not supporting quad buffer stereo in the drivers is just plain incompetent/fraudulent. Robert. On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Also i wanted to clarify that when i tried to use the command line : osgviewer cow.osg --stereo QUAD_BUFFER it gives me the following : Warning: Could not find plugin to read objects from file QUAD_BUFFER. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. 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] txp database issue
Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
FYI QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX cards, they do not support this on consumer cards Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, May 12, 2009 6:27 AM To: olfat_ibra...@yahoo.com; OpenSceneGraph Users Subject: Re: [osg-users] Stereo Problem Hi Olfat, The errors you are getting are due to lack of QUAD_BUFFER stereo support in the driver. This is pretty poor considering that you've got the NVidia 3D glasses. Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party apps, as they do for games. I would be worth contacting NVidia about it as frankly selling hardware but not supporting quad buffer stereo in the drivers is just plain incompetent/fraudulent. Robert. On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Also i wanted to clarify that when i tried to use the command line : osgviewer cow.osg --stereo QUAD_BUFFER it gives me the following : Warning: Could not find plugin to read objects from file QUAD_BUFFER. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bugfix osgDB cross-DLL allocation problem
Hi Hartmut, it will have bindings to two different C runtimes. Intermediate manifests are forcibly linked into your binaries. What? I thought the runtime version issues only affected the C++ runtime, not the C runtime? At least with VC++ 2005, pure-C libraries had no issues with runtime versions... We have not moved to VC++ 2008 yet, but this development might make us consider waiting to see if the situation will be better in the next version and just skipping this one... So I resorted finally to the solution Christian was suggesting earlier - shipping the VisualStudio 2008 SP1 redistributable (adding ~4MByte to an normally 5MByte installer) with my application. Its the only way to get all redirected manifests to point to the one and true VC runtime. Oh, and if you do so don't put the redist manifests and DLLs in the binary directory as they will break everything again. So finally Microsoft managed to let us C++ developer feel like C# or Java developers - don't forget that runtime of yours. Or just include a note in the documentation that the runtime must be installed, or make a check to make sure it has already been installed before... Why bundle the runtime in each version when it just needs to be installed once (or upgraded when a new SP comes out)? And it's possible that the user has had to install it before for another application. I'm not saying this is not a problem, but there are solutions that don't force you to bloat your installer. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] Positioning PrecipitationEffect
Hi Rick, I wasn't able to track down what was going on with the precipitation effect and I'm still seeing the same issues. The issue I was seeing is that the preciptation effect seems to be a fixed size and always be positioned in the center of the model. So, you can see your whole terrain database with no rain, zoom into a very small spot in the center of the model and it starts raining, then stops when you leave that area. I tried to position the precipitation effect using a MatrixTransform but didn't have much luck. Thanks, Jason On Tue, May 12, 2009 at 7:45 AM, Rick Appleton rick.apple...@altenpts.nlwrote: Hi Robert, I'm assuming nothing has happened on this front after the last message? I'm seeing the same effect here on a terrain database which is about 80kmx80km. If I get far away from the center of the bounding box (note: not the origin of the model) the rain becomes patchy and then disappears. I'm looking through the code, but it's a little unclear to me what it's supposed to do. You wouldn't happen to have a link to a high level description, paper or similar that the implementation is based on would you? As our database is in the GB range I'm afraid I'm not able to attach it. Thank you! Cheers, Rick PS. I'm having trouble locating Jason's attachment. On the forums his mail shows up, but no attachment, and in the mailing list archive I am unable to find the email with the attachment. Your reply to that email is here ( http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg23436.html), but the mail with the attachment doesn't show. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11890#11890 ___ 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] [forum] New picture album on the forum
Hi folks, Couple of days ago we have discussed about having a nice opportunity to show screenshots or videos from different demos using OSG. This opportunity do already exists and can be found on the Wiki-page of the OSG project. However, I have also decided to put such a possibility to the forum. From now there exists a picture album on our forum page. This album is separated in 6 categories: - NodeKits (screenshots from different nodekits) - Applications (apps using osg) - Simulators (osg is commonly used in simulators, hence here an extra category for them) - Games (if osg is used in games, then place screenshots here) - Demos (just any type of demo related to osg) - OSG Examples ( category with screenshots of different osg examples, so that users know what they expected to see in the osg example) If you are an author of any interesting project (nodekit, app, game, ...), so I can create a subcategory for you in those main categories. Then you can place your screenshots there. Youtube/Google Video support does not exists, however will be later also implemented, so that even screen capture videos can be placed to be accassible by the public. The album can be found by clicking on the Album in the last line on the header (right to the OpenSceneGraph-Logo). Here the link again: http://forum.openscenegraph.org/album.php Feel free to put new content and to ask me (username: art) or Roland (username: rosme) for additional categories. Sincerely, your forum team :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11906#11906 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
HI Olfat, On Tue, May 12, 2009 at 1:49 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello i got into Nvidia website and downloaded the last driver version for my glasses. the glassess still not filling my application but it is now give only the following error. Warning: Could not find plugin to read objects from file QUAD_BUFFER. u saing that it is not working with openGL so any one have any recommendations for me. Exactly what command line are you using now? It sounds like you might have an error on the command line. Please have a look back over my earlier email. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Hi Daniele, my version of the Collada plugin can currently do the following -load and display animations of nodes (positions/orientations etc.) -only linear interpolation -loading of morph geometry -animation of morph geometry -loading of skinned mesh geometry, but bind matrices are still wrong -saving of morph geometry, but materials do not work properly -usage of up_axis so the scene always has z up -usage of internal geometry -some fixes to prevent crashes on .dae files containing tangents and binormals -some support for grouped animations and animationclips it still has a lot of loose ends. That's why it was not submitted yet. Some code is a bit too elaborate and should make better use of methods. cheers, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11907#11907 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using hints
Hi, I am looking for the correct procedure to draw a ShapeDrawable cylinder that produces the body but does not attempt to draw the top or the bottom of the cylinder. I know it involves Hints, but I have not figured it out. I have a kind of magnifying glass effect and I want to use two cylinders to represent the inner and outer radius of the effect just using flat color on the cylinders that barely stick up from a HeightField. I'm using a Texture Matrix to move the data underneath this / \ ______ Keith - Original Message - From: Stephan Posch spo...@gmail.com To: osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 7:51 AM Subject: Re: [osg-users] txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ 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] _CRT_SECURE_NO_WARNINGS and osg
Hi all, I just have a curious question about the deprecated function from the STL : I use ptm = localtime ( rawtime ); for example in a project without osg and I get the following warning : 1Z:\projets\EasyMonitoring\LicenseManager\trunk\include\Output.h(42) : warning C4996: 'localtime': This function or variable may be unsafe. Consider using localtime_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. But if I include and osg File : #include osg/Array No warning ... I didn't found the _CRT_SECURE_NO_WARNINGS in osg sources, so I don't understand how this is defined ? or where ? I use Visual Studio 2005 and osg 2.6.1. Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using hints
Hi, Geode* geode = new Geode; Cylinder* cylinder = new Cylinder; TessellationHints* toplessBottomLess = new TessellationHints; toplessBottomLess-setCreateTop(false); toplessBottomLess-setCreateBottom(false); geode-addDrawable(new ShapeDrawable(cylinder, toplessBottomLess)); Good luck with the magnifying glass, Can 2009/5/12 Keith Steffen keith.stef...@csptexas.com Hi, I am looking for the correct procedure to draw a ShapeDrawable cylinder that produces the body but does not attempt to draw the top or the bottom of the cylinder. I know it involves Hints, but I have not figured it out. I have a kind of magnifying glass effect and I want to use two cylinders to represent the inner and outer radius of the effect just using flat color on the cylinders that barely stick up from a HeightField. I'm using a Texture Matrix to move the data underneath this / \ ______ Keith - Original Message - From: Stephan Posch spo...@gmail.com To: osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 7:51 AM Subject: Re: [osg-users] txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ 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] Stereo Problem
i used exactly the line : osgviewerd cow.osg --stereo QUAD_BUFFER but it give me the previous worning and when the window opend the shutter did not sence it at all should i change the shutter or what ? --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 9:23 AM HI Olfat, On Tue, May 12, 2009 at 1:49 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote: Hello i got into Nvidia website and downloaded the last driver version for my glasses. the glassess still not filling my application but it is now give only the following error. Warning: Could not find plugin to read objects from file QUAD_BUFFER. u saing that it is not working with openGL so any one have any recommendations for me. Exactly what command line are you using now? It sounds like you might have an error on the command line. Please have a look back over my earlier email. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Looking for moderators !
Hello dear osg-community, we are looking for moderators for the OSG forum and would like to have one or two additional moderators to include in our team. Number of users is growing almost every day (current state 340 users) and in order to obey the forum/mailing list etiquette the user's postings has sometimes to be checked by us. Moderator tasks are: - prevent spamming by taking a look into all messages posted by new users (approve or decline them), you get automatically notified on such events - take a look onto users, if they follow the rules (i.e. valid pseudonym or realname, no uncivil language, etc...) or not - inform users, if they doesn't follow the rules, and put them on the moderation queue (or remove if everything is ok) - move topics to correct subforums to sort the whole communication (actually almost not needed to not to break the mailing list threads) - discuss with other admins/moderators how we could do all things much better :) - take a look what is happening in the community to be always up to date So actually no really loaded tasks. However In order to react faster to user postings and to step in when other moderators are not available we would like to have your help. What we are looking for: - you should be able to take responsibility for your handlings - you does understand that our forum is connected to the mailing list and hence special treatments has to be made when moderating - you should have been seen on the mailing list or forum before, because we would like to know you before you get moderator account - it would be nice to have someone from the different time zone, then we currently have (me and Roland GMT+1) If you are interested, then please write me email or pm . Best regards, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11913#11913 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Hi Olfat, On Tue, May 12, 2009 at 2:49 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote: i used exactly the line : osgviewerd cow.osg --stereo QUAD_BUFFER but it give me the previous worning and when the window opend the shutter did not sence it at all I find it odd that you're getting a error relating to the parsing of QUAD_BUFFER command line string as a file name. I've tried to reproduce this error at my end with lots of different combinations but can't, the command line parser always works correctly. Others do use quad buffer stereo with the OSG successfully, but probably only with drivers that officially support it. As a sanity test, does osgviewer cow.osg work fine? Also try setting the stereo mode via the env var: set OSG_STEREO_MODE=QUAD_BUFFER osgviewer cow.osg --stereo Beyond the above there isn't anything I do to help any further. I don't have the hardware or OS to test against. If the above doesn't work go complain to Nvidia. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Thanks for your reply, can you send me the code of your upgrades? thanks, daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11915#11915 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development of Qt support as part of osgViewer
I have the same behaviour, however QOSGWidget on Qt 4.5 does work in combination with the composite viewer example (at least on my computer, QT4.5.1, OSG 2.8.0). Try: osgviewerQT --QOSGWidget cow.osg --MTCompositeViewer I have, however, problems with textured models and the composite viewer. When I add a new view after initalization (application has entered the frame loop), the new view (within an QOSGWidet) does not show the textures. It the views are added before entering the frame loop there are no problems. With the new composite viewer introduced in OSG 2.9.4 the example: osgviewerQT --QOSGWidget cow.osg --MTCompositeViewer does not work again. John Ivar Haugland On Mon, May 11, 2009 at 5:33 PM, Martin Beckett m...@mgbeckett.com wrote: Probably not the right thread - but I get continual recursive repaint with QOSGWidget on Qt4.5 when built with the default raster backend. This is on Windows XP on both a Nvidia GeForce5200 (laptop) and GeForce8500 (desktop) it runs perfectly on linux (ubuntu 8.10 and 9.04) on both. With Qt4.4 it gave a warning about recursive repaint but worked. With Qt4.5 and the OpenGL backend it works but all the Qt gui elements (outside the OSGwidget) are also redrawn at 60fps making the app slow. I have an ATI board on order to test that and I should be able to test Win7 this week. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11824#11824 ___ 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] Development of Qt support as part of osgViewer
Hi John, I have, however, problems with textured models and the composite viewer. When I add a new view after initalization (application has entered the frame loop), the new view (within an QOSGWidet) does not show the textures. It the views are added before entering the frame loop there are no problems. That's because of the unrefImageDataAfterApply setting. You're probably running the osgUtil::Optimizer on your data after loading it, and this sets this property of osg::Texture(1D, 2D, 3D) to true, which in turn frees the image data the first time the texture is uploaded to the graphics hardware. So when you create a new view (which creates a new graphics context, which requires that all textures be re-uploaded to it) the image data is not available anymore. You can either not run the optimizer, run it but disable the texture setting optimization, or run just the osgUtil::Optimizer::TextureVisitor again after running the Optimizer the first time, to re-set that property to false. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] Using hints
Hi Can, Thanks for the tip. It worked out just fine. Keith - Original Message - From: Can T. Oguz To: OpenSceneGraph Users Sent: Tuesday, May 12, 2009 8:47 AM Subject: Re: [osg-users] Using hints Hi, Geode* geode = new Geode; Cylinder* cylinder = new Cylinder; TessellationHints* toplessBottomLess = new TessellationHints; toplessBottomLess-setCreateTop(false); toplessBottomLess-setCreateBottom(false); geode-addDrawable(new ShapeDrawable(cylinder, toplessBottomLess)); Good luck with the magnifying glass, Can 2009/5/12 Keith Steffen keith.stef...@csptexas.com Hi, I am looking for the correct procedure to draw a ShapeDrawable cylinder that produces the body but does not attempt to draw the top or the bottom of the cylinder. I know it involves Hints, but I have not figured it out. I have a kind of magnifying glass effect and I want to use two cylinders to represent the inner and outer radius of the effect just using flat color on the cylinders that barely stick up from a HeightField. I'm using a Texture Matrix to move the data underneath this / \ ______ Keith - Original Message - From: Stephan Posch spo...@gmail.com To: osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 7:51 AM Subject: Re: [osg-users] txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
One final Q what is the glasses or HW type u recommend for the stereo display ? --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Tuesday, May 12, 2009, 10:05 AM Hi Olfat, On Tue, May 12, 2009 at 2:49 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote: i used exactly the line : osgviewerd cow.osg --stereo QUAD_BUFFER but it give me the previous worning and when the window opend the shutter did not sence it at all I find it odd that you're getting a error relating to the parsing of QUAD_BUFFER command line string as a file name. I've tried to reproduce this error at my end with lots of different combinations but can't, the command line parser always works correctly. Others do use quad buffer stereo with the OSG successfully, but probably only with drivers that officially support it. As a sanity test, does osgviewer cow.osg work fine? Also try setting the stereo mode via the env var: set OSG_STEREO_MODE=QUAD_BUFFER osgviewer cow.osg --stereo Beyond the above there isn't anything I do to help any further. I don't have the hardware or OS to test against. If the above doesn't work go complain to Nvidia. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering a series of nodes in precise order...
Anyway, Robert, I believe it would help to have a 'SceneGraphOrderSorted' renderbin where the sorting order of the of the child nodes is just taken. Can we have such a beast? PEI VisKit used to support a similar concept. Render order of children was either unsorted and taken literally from the traversal order, or sorted, in which case VisKit sorted them by state (or depth if transparent). 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
Re: [osg-users] txp database issue
Robert, I dug up my 2.6.1 binaries and I can't reproduce the LOD craziness, though I do still see the highest LOD textures eventually go all white (which I'm guessing at this point is a texture memory issue). Anyway, I'll dig further into it as the week progresses. Thanks for your help! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11921#11921 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VirtualProgram - making programmablepipelinelessfixed
Hi Guys, I am sorry but I had unexpected interruption from VirtualProgram tasks. I am now swamped in some urgent bug fixing. I will try make promised example tomorrow. Cheers, Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 10:33 AM Subject: Re: [osg-users] VirtualProgram - making programmablepipelinelessfixed Hi Wojtek, On Tue, May 12, 2009 at 9:19 AM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Thanks, Robert, Well, I am happy with this simple example. I don't think I want change much here. Of course I will modify VirtualProgram to use State::getAttributeVec() directly. I will also replace all effect words to virtualProgram (VirtualProgram started as Effect class it was later refactored to VirtualProgram). I am sure you may want to add some formal modifications as well. I thought about creating more elaborate example but maybe we could do both. We may start with this one and later this week I will post more advanced one ? What do you think ? Start simple and build more complex things as they start consolidating. When you're ready just send me the version you'd like integrated. Cheers, 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] txp database issue
If you have suspicions that it might be related to the new expiry scheme, you can call DatabasePager::setTargetMaximumNumberOfPageLOD(0). This implies that you want to use the pervious system that was set in place. We've also seen this problem crop up, in our application and in osgViewer. I've tried tracking it down, but have not had time. I don't think it is related to the txp pluggin, but just now seeing your latest post, I could be wrong. I was finally successful in getting a database that can be released to the community. Once I do a final look through to make sure it can be released, I'll post a link to where it can be found. Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer -Original Message- From: Stephan Posch [mailto:spo...@gmail.com] Sent: Tuesday, May 12, 2009 7:52 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stupid VC warning message
Hi all, I'm using the following lines of code: osg::Texture2d *tex = new osgTexture2d(); tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT); I keep getting a VC warning message that says: warning C4482: nonstandard extension used: enum 'osg::Texture::WrapMode' used in a qualified name I cannot figure out how to remove the warning. If I remove osg, Texture, or WrapMode I get a compiler error. I don't want to turn off warnings, I just want to get rid of this particular message. What is wrong with fully qualifiying the enumeration value? Keith ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stupid VC warning message
Hi Keith You probably overlooked the error message from the compiler, which is quite clear (and not stupid at all). You should not use the enumerated type name in the qualified name, i.e. instead of tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT); write tex-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); Regards Thibault On Tue, May 12, 2009 at 5:16 PM, Keith Steffen keith.stef...@csptexas.com wrote: Hi all, I'm using the following lines of code: osg::Texture2d *tex = new osgTexture2d(); tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT); I keep getting a VC warning message that says: warning C4482: nonstandard extension used: enum 'osg::Texture::WrapMode' used in a qualified name I cannot figure out how to remove the warning. If I remove osg, Texture, or WrapMode I get a compiler error. I don't want to turn off warnings, I just want to get rid of this particular message. What is wrong with fully qualifiying the enumeration value? Keith ___ 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] Question about asPositionAttitudeTransform()
Hi Cyril, On 12/5/09 4:09 AM, Cyril Brulebois wrote: coordinates back. After a quick look, I figured I might be able to transform an MT into a Transform, and then back into a PAT using the following: | MatrixTransform *mt = new MatrixTransform(); |... { | Transform *t = mt-asTransform(); |... | Transform *pat = t-asPositionAttitudeTransform(); | assert(pat!=0); I'm getting that: | a.out: asPAT.cpp:27: int main(): Assertion `pat!=0' failed. Should I understand that those functions, mimicking dynamic_cast calls, would only work when a PAT object gets casted into a Transform one and then back to a PAT object? No that can never work. asPAT() does a dynamic_cast as you say, so you can convert a MatrixTransform to any class it's derived from but not to a class that itself is derived from MT (such as PAT). You'll need to get the information you require from the Matrix. Cheers, /uli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about asPositionAttitudeTransform()
Hi Ulrich, Ulrich Hertlein u.hertl...@sandbox.de (12/05/2009): No that can never work. asPAT() does a dynamic_cast as you say, so you can convert a MatrixTransform to any class it's derived from but not to a class that itself is derived from MT (such as PAT). You'll need to get the information you require from the Matrix. thanks for confirming; I've implemented extracting the info from the matrix (which was rather trivial by the way), but I also wanted to make sure I wasn't missing anything obvious. :) Cheers, -- Cyril Brulebois signature.asc Description: Digital signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] txp database issue
Ryan, Thanks for the hint on the max number of lods. I'll try that when I get back to this later in the week. I've been back and forth trying to determine if it is the txp plugin or not. That code hasn't really changed all that much in the past couple of years, but at the same time, there have definitely been changes made by the vendor to the DB creation tool... Thanks, Steve P. Kawicki, Ryan H wrote: If you have suspicions that it might be related to the new expiry scheme, you can call DatabasePager::setTargetMaximumNumberOfPageLOD(0). This implies that you want to use the pervious system that was set in place. We've also seen this problem crop up, in our application and in osgViewer. I've tried tracking it down, but have not had time. I don't think it is related to the txp pluggin, but just now seeing your latest post, I could be wrong. I was finally successful in getting a database that can be released to the community. Once I do a final look through to make sure it can be released, I'll post a link to where it can be found. Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer -Original Message- From: Stephan Posch [mailto:] Sent: Tuesday, May 12, 2009 7:52 AM To: Subject: Re: txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11928#11928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development of Qt support as part of osgViewer
jiha wrote: I have the same behaviour, however QOSGWidget on Qt 4.5 does work in combination with the composite viewer example (at least on my computer, QT4.5.1, OSG 2.8.0). Tests on XP, Qt4.5 (built with raster) NVidia Ge8500 182.50 driver --QOSGWidget --MTCompositeViewer 2.8 Works with texture but keys other than 's' (eg w/l/t) don't respond --QOSGWidget --CompositeViewer --QOSGWidget 2.8 Recursive repaint but keys/textures work osgviewerQT --QOSGWidget cow.osg 2.9 Recursive repaint but keys/textures work --QOSGWidget cow.osg --CompositeViewer --QOSGWidget --MTCompositeViewer 2.9 Crashes in view::requestRedraw() because getViewerBase() isn't set initially for a composite view Either we need to not call home in View::setCameraManipulator() - but we need a later hook to call it from when the scene is ready. or check getViewerBase() in View::requestRedraw() and View::requestContinuousUpdate() With these fixes --CompositeViewer still recursively repaints --MTCompositeViewer works (except t/l/w keys don't work) In both 2,.8 and 2.9 --MTCompositeViewer aspect ratio is wrong but otherwise it seems a good replacment for CompositeViewer. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11929#11929 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] txp database issue
If you do not mind me asking, what tool are you using to generate your DBs? Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer -Original Message- From: Stephan Posch [mailto:spo...@gmail.com] Sent: Tuesday, May 12, 2009 10:44 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] txp database issue Ryan, Thanks for the hint on the max number of lods. I'll try that when I get back to this later in the week. I've been back and forth trying to determine if it is the txp plugin or not. That code hasn't really changed all that much in the past couple of years, but at the same time, there have definitely been changes made by the vendor to the DB creation tool... Thanks, Steve P. Kawicki, Ryan H wrote: If you have suspicions that it might be related to the new expiry scheme, you can call DatabasePager::setTargetMaximumNumberOfPageLOD(0). This implies that you want to use the pervious system that was set in place. We've also seen this problem crop up, in our application and in osgViewer. I've tried tracking it down, but have not had time. I don't think it is related to the txp pluggin, but just now seeing your latest post, I could be wrong. I was finally successful in getting a database that can be released to the community. Once I do a final look through to make sure it can be released, I'll post a link to where it can be found. Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer -Original Message- From: Stephan Posch [mailto:] Sent: Tuesday, May 12, 2009 7:52 AM To: Subject: Re: txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11928#11928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering a series of nodes in precise order...
Hi Robert, This is ironic (so much so I initially read your email as being sarcastic) since the original scene graph, SGI Inventor, was sensitive to the ordering of nodes in the scene graph, and I always assumed that rendering as depth first traversal was the default way to do it. Getting away from being order sensitive to reorganize rendering for performance is one of the innovations of later rendering engines like OSG :-) I agree that SceneGraphOrderRenderBin would be a useful tool, it gives the user a trap door to describe rendering in a way that's closer to how it would be done in straight OpenGL. - Peter Robert Osfield wrote: HI Mathias, Wow I haven't ever thought of SceneGraphOrderRenderBin before. I have just done a quick review of RenderBin and CullVisitor and while it won't be trivial to implement (it requires mods to CullVsitor/StateGraph/RenderBin and StateSet) it should be too difficult to implement, and it would certainly make certain types of techniques far simpler to create and fast at runtime too. Leave this with me, once I completed some other work I'll have a look at the implementation. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stupid VC warning message
Hi Thibault, Your were right. I was frustrated. I have always been of the mode that fully qualifying a name was better than the opposite. But I was wrong. And I thought I was pretty good at C++. Who knew? Keith - Original Message - From: Thibault Genessay tibog...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 10:26 AM Subject: Re: [osg-users] Stupid VC warning message Hi Keith You probably overlooked the error message from the compiler, which is quite clear (and not stupid at all). You should not use the enumerated type name in the qualified name, i.e. instead of tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT); write tex-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); Regards Thibault On Tue, May 12, 2009 at 5:16 PM, Keith Steffen keith.stef...@csptexas.com wrote: Hi all, I'm using the following lines of code: osg::Texture2d *tex = new osgTexture2d(); tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT); I keep getting a VC warning message that says: warning C4482: nonstandard extension used: enum 'osg::Texture::WrapMode' used in a qualified name I cannot figure out how to remove the warning. If I remove osg, Texture, or WrapMode I get a compiler error. I don't want to turn off warnings, I just want to get rid of this particular message. What is wrong with fully qualifiying the enumeration value? Keith ___ 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] txp database issue
TerraVista, though I'm not sure what version it is off the top of my head. Kawicki, Ryan H wrote: If you do not mind me asking, what tool are you using to generate your DBs? Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer -Original Message- From: Stephan Posch [mailto:] Sent: Tuesday, May 12, 2009 10:44 AM To: Subject: Re: txp database issue Ryan, Thanks for the hint on the max number of lods. I'll try that when I get back to this later in the week. I've been back and forth trying to determine if it is the txp plugin or not. That code hasn't really changed all that much in the past couple of years, but at the same time, there have definitely been changes made by the vendor to the DB creation tool... Thanks, Steve P. Kawicki, Ryan H wrote: If you have suspicions that it might be related to the new expiry scheme, you can call DatabasePager::setTargetMaximumNumberOfPageLOD(0). This implies that you want to use the pervious system that was set in place. We've also seen this problem crop up, in our application and in osgViewer. I've tried tracking it down, but have not had time. I don't think it is related to the txp pluggin, but just now seeing your latest post, I could be wrong. I was finally successful in getting a database that can be released to the community. Once I do a final look through to make sure it can be released, I'll post a link to where it can be found. Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer -Original Message- From: Stephan Posch [mailto:] Sent: Tuesday, May 12, 2009 7:52 AM To: Subject: Re: txp database issue Robert, Thanks for the ideas. I've been thinking about the expiry scheme change as a possibility, so I'll look into that a bit more (though things have been mostly better for me since the change). Now if I can only find those 2.6 binaries I have laying around somewhere... Thanks again! Steve P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11901#11901 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11928#11928 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11933#11933 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain rendering with rendered surface textures.
Hi List. We have a tile based LOD-terrain that is refined incrementally upon rendering. The terrain is textured with textures to be rendered from some other tile based database. These runtime generated texture-tiles are incrementally refined as well. However the refinement of terrain and textures might be independent to some degree. The terrain is attached to one camera. How do we have to organize the texture tile rendering? - How can I make sure, that a texture gets only rendered once for a given area on a given level of detail? - How do I synchronize the rendering of the texture tiles regarding the terrain rendering? - How many cameras do I need to fill the textures? One camera per texture to be rendered? Cheers, Marcus Fritzsch ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] QT and ModularEmitter (((
Hi List. Problem QT and OSG ModularEmitter make ... ... /usr/local/include/osgParticle/ModularEmitter:89: error: expected unqualified-id before ‘double’ ... ModularEmitter, line 89 : virtual void emit(double dt); emit - preprocessor word in QT (slot, signal, emit ...) How can I make my project? ) -- Gammer Maxim TSOGU, Tyumen, Russia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visual Studio Setup Woes
I didn't see any topics about this, so I apologize if it is redundant. I'm a student who is trying to finish his masters program and I want to use OSG to allow me to more rapidly and accurately work with shaders via OpenGL. All the built-in features such as model-loading help too. Problem is, I can't get it fully installed on Windows. On OS X, I got it installed in about 30 seconds. On Windows, I've been going at it for around 6 or 7 hours with no success. Now I don't know if it's my fault or someone else's, but the tutorial for setting up OSG for Visual Studio 2005 does not work for me at several points, eventually making further progress towards installation impossible. Here is the tutorial that I am trying to use: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio I followed all the steps to the best of my ability. Here are the problems I encountered. 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in about fifty warnings (or errors, whatever it means when the property items are red and it won't let you Generate). I wasn't able to figure out why this happened, but I fixed it by simply telling CMake to Configure again, which removed the warnings. 2. When setting up a Visual Studio project to know where the paths and libraries are and such, I got error messages when attempting to compile saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio problem, and it actually doesn't break today. That error message is now gone for no reason. 3. Either way, after giving it the correct paths in the project settings and including the appropriate libraries, I got this error: 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 'osgDB/ReadFile': No such file or directory Obviously, it couldn't locate osgDB. For a while, I thought it might be the problem of not adding a d to the end of my libraries, since I compiled OSG in debug mode. While that might still be a problem, the real issue is that, for whatever reason, the include folders and files did not get compiled into the /build directory. The config files did, however. So, it appears that my include locations are all wrong. 4. Fine, I put the includes where they should be and recompiled. I now get hundreds of redefinition warnings from gl.h, which is a classic symptom of including OpenGL BEFORE windows.h. I don't have a clue as to how to proceed. I can't realistically do my development only on OS X, since my professors will want the program available on Windows. I really want to use OSG, but lately I'm spending more time trying to install it than researching my thesis topic. Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with massive open source projects like yours enough to know if I'm going after the wrong thing. Do I have to install all this stuff just so I can USE OSG, rather than develop OSG itself? I mean, I don't have to download the source for Firefox to use it. Am I going about this the wrong way? Thanks for your help. Salutations, Dwight House -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11938#11938 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio Setup Woes
If you are willing to drop back to to release 2.2 there is a Win32 binary installer available at: http://www.openscenegraph.org/projects/osg/wiki/Downloads/PreviousReleases I've built OSG on Windows successfully from source using Vista and Visual Studio 2008. The only things I set were the source and build directories in cmake. The only package I added was to build the documentation. It then takes two more clicks of the Configure button before the Generate button becomes ready. What OS/compiler are you trying to use? Lee On Tue, 2009-05-12 at 18:53 +, Dwight House wrote: I didn't see any topics about this, so I apologize if it is redundant. I'm a student who is trying to finish his masters program and I want to use OSG to allow me to more rapidly and accurately work with shaders via OpenGL. All the built-in features such as model-loading help too. Problem is, I can't get it fully installed on Windows. On OS X, I got it installed in about 30 seconds. On Windows, I've been going at it for around 6 or 7 hours with no success. Now I don't know if it's my fault or someone else's, but the tutorial for setting up OSG for Visual Studio 2005 does not work for me at several points, eventually making further progress towards installation impossible. Here is the tutorial that I am trying to use: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio I followed all the steps to the best of my ability. Here are the problems I encountered. 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in about fifty warnings (or errors, whatever it means when the property items are red and it won't let you Generate). I wasn't able to figure out why this happened, but I fixed it by simply telling CMake to Configure again, which removed the warnings. 2. When setting up a Visual Studio project to know where the paths and libraries are and such, I got error messages when attempting to compile saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio problem, and it actually doesn't break today. That error message is now gone for no reason. 3. Either way, after giving it the correct paths in the project settings and including the appropriate libraries, I got this error: 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 'osgDB/ReadFile': No such file or directory Obviously, it couldn't locate osgDB. For a while, I thought it might be the problem of not adding a d to the end of my libraries, since I compiled OSG in debug mode. While that might still be a problem, the real issue is that, for whatever reason, the include folders and files did not get compiled into the /build directory. The config files did, however. So, it appears that my include locations are all wrong. 4. Fine, I put the includes where they should be and recompiled. I now get hundreds of redefinition warnings from gl.h, which is a classic symptom of including OpenGL BEFORE windows.h. I don't have a clue as to how to proceed. I can't realistically do my development only on OS X, since my professors will want the program available on Windows. I really want to use OSG, but lately I'm spending more time trying to install it than researching my thesis topic. Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with massive open source projects like yours enough to know if I'm going after the wrong thing. Do I have to install all this stuff just so I can USE OSG, rather than develop OSG itself? I mean, I don't have to download the source for Firefox to use it. Am I going about this the wrong way? Thanks for your help. Salutations, Dwight House -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11938#11938 ___ 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] dynamic clipping node
Thanks to all. I've got this working now. Lee On Mon, 2009-05-11 at 20:17 +0100, Robert Osfield wrote: Hi Lee, Clip planes are position state, so have to be positioned in space by the osg::ClipNode, but the actually enabling of clip planes is decoupled from this and control through osg::StateSet::setMode(GL_CLIP_PLANE0+i, osg::StateAttribute::ON). You typically wouldn't decorate your scene with the ClipNode, rather you would usually place the ClipNode in your scene and positioned appropriately, then enable the individual clip planes for the subgraphs you want them to be on by just setting the modes (as above) via a StateSet that is attached to root of subgraph that you want to enable it for. Robert. On Mon, May 11, 2009 at 8:02 PM, Butler, Lee Mr CIV USA USAMC lee.but...@us.army.mil wrote: I want to turn a cutting plane on and off at various levels in the graph and update it under user control. The osgclip example was enough to show me how to add the clipping plane. Getting it turned on and off is something that somehow eludes me. I'm having trouble understanding the OSG way of doing this. Code looks like this: // load geometry, etc ... // add clip node decorate_with_clip_node(scene); // set attributes on stateset ... MyVisitor myVisitor(stateset); while (!viewer.done()) { viewer.advance(); viewer.eventTraversal(); viewer.updateTraversal(); viewer.renderingTraversals(); } When the user presses a key to toggle the clipping plane I do: clipped_subgraph-accept(myVisitor); which in turn does: if (node.getStateSet()) { node.setStateSet(NULL); } else { node.setStateSet( _stateset ); } The first time the NodeVisitor runs it claims to turn off the StateSet on the graphNode. Yet the clipping still occurs. On the second pass through, the stateset pointer is no longer valid, as if it had been freed. I've checked the reference count on the stateset after the call to node.setStateSet(NULL) and the it is still 2, so I wouldn't have anticipated it getting destroyed. Clearly I'm lost in newbie-land. I've tried searching the archives, but I haven't found the right posting and the website doesn't seem to be very stable this month. Help? Lee ___ 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] Visual Studio Setup Woes
Hello Dwight, Most of your problems seem to stem from relative inexperience with the tools/environment, which we can hopefully help you out with. It's just a matter of learning. We've all been there. Topic by topic: 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in about fifty warnings (or errors, whatever it means when the property items are red and it won't let you Generate). I wasn't able to figure out why this happened, but I fixed it by simply telling CMake to Configure again, which removed the warnings. Those are not warnings, they're just there to indicate new settings (that were not there before). CMake is telling you that you might want to customize the values there. But in your case, unless there's something in those that you specifically want to use, they're all optional so you can just ignore and click Configure again. That's mentioned in the instructions: Once your build configuration is to your liking, click Configure one last time and then click OK (Generate). But perhaps it could be made clearer that these red lines are normal and are not errors. 2. When setting up a Visual Studio project to know where the paths and libraries are and such, I got error messages when attempting to compile saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio problem, and it actually doesn't break today. That error message is now gone for no reason. That was probably caused by the fact that you were modifying the environment variables while keeping Visual Studio open. When you modify environment variables, you need to restart Visual Studio so that it can see the changes. This probably also explains why the problem magically disappeared : you probably restarted Visual Studio since then. 3. Either way, after giving it the correct paths in the project settings and including the appropriate libraries, I got this error: 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 'osgDB/ReadFile': No such file or directory Obviously, it couldn't locate osgDB. For a while, I thought it might be the problem of not adding a d to the end of my libraries, since I compiled OSG in debug mode. While that might still be a problem, the real issue is that, for whatever reason, the include folders and files did not get compiled into the /build directory. The config files did, however. So, it appears that my include locations are all wrong. Is that while compiling your own project, or compiling OSG itself? That indicates some mistake in your include path settings in your project. It has nothing to do with libraries at all. Include files are not copied into the /build directory, because that's not the install directory. You should either use the include files directly from the sources directory, which would mean that your OSG_INCLUDE_PATH directive would be: osg src path/include or make sure that CMAKE_INSTALL_PREFIX is set to some place you want to install OSG and build the INSTALL project. Then all libraries, DLLs and include files will be copied to CMAKE_INSTALL_PREFIX/lib, /bin, /include respectively, and you would set OSG_INCLUDE_PATH to CMAKE_INSTALL_PREFIX/include As I think I mention in the instructions, I prefer the latter option, building the INSTALL project. Others prefer the other option. Copying the headers into build is not a good idea, because if you ever update OSG you will have to re-do it manually, whereas any one of the two above options will prevent that manual step. 4. Fine, I put the includes where they should be and recompiled. I now get hundreds of redefinition warnings from gl.h, which is a classic symptom of including OpenGL BEFORE windows.h. In your own project, you should have the following defines at least (in project properties - C/C++ - Preprocessor definitions): Debug: WIN32;_WIN32;_DEBUG Release: WIN32;_WIN32;NDEBUG Visual Studio does not provide these by default. These will make the errors you have go away. I don't have a clue as to how to proceed. I can't realistically do my development only on OS X, since my professors will want the program available on Windows. I really want to use OSG, but lately I'm spending more time trying to install it than researching my thesis topic. Hopefully this should get you on track. Sorry about the installation instructions, if you want to spend a few minutes improving parts you find unclear, go ahead, it's a wiki so you can modify it. Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with massive open source projects like yours enough to know if I'm going after the wrong thing. Do I have to install all this stuff just so I can USE OSG, rather than develop OSG itself? I mean, I don't have to download the source for Firefox to use it. Am I going about this the wrong way? Firefox is not an API, it's an
Re: [osg-users] Visual Studio Setup Woes
Hi Dwight, I don't know whether there is tuturial about CMake but those red lines indicate some variables that are required/suggested. If you are familiar with configure scripts on linux/unix, red lines are analogous to --with-PKG=path_to_dependency or --enable-FEATURE (if I recall correctly). Warnings better be fixed. I've encountered several warnings during my first attempt because I passed path to directories containing libraries instead of full path to file. For instance, full path to jpeg library is I:\Program Files\GnuWin32\lib\jpeg.lib for me. If you see warnings or errors during configure, it's likely that generated solution file (configuration) may be broken. Aside; either compile 3rd party libraries with your Visual C run-time version or obtain them from Internet. Using another version of C run-time usually causes trouble. If you give us some screenshots or text output of warnings/error you encounter during CMake, I am sure we could resolve issue. Ismail On Tue, May 12, 2009 at 9:30 PM, Butler, Lee Mr CIV USA USAMC lee.but...@us.army.mil wrote: If you are willing to drop back to to release 2.2 there is a Win32 binary installer available at: http://www.openscenegraph.org/projects/osg/wiki/Downloads/PreviousReleases I've built OSG on Windows successfully from source using Vista and Visual Studio 2008. The only things I set were the source and build directories in cmake. The only package I added was to build the documentation. It then takes two more clicks of the Configure button before the Generate button becomes ready. What OS/compiler are you trying to use? Lee On Tue, 2009-05-12 at 18:53 +, Dwight House wrote: I didn't see any topics about this, so I apologize if it is redundant. I'm a student who is trying to finish his masters program and I want to use OSG to allow me to more rapidly and accurately work with shaders via OpenGL. All the built-in features such as model-loading help too. Problem is, I can't get it fully installed on Windows. On OS X, I got it installed in about 30 seconds. On Windows, I've been going at it for around 6 or 7 hours with no success. Now I don't know if it's my fault or someone else's, but the tutorial for setting up OSG for Visual Studio 2005 does not work for me at several points, eventually making further progress towards installation impossible. Here is the tutorial that I am trying to use: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio I followed all the steps to the best of my ability. Here are the problems I encountered. 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in about fifty warnings (or errors, whatever it means when the property items are red and it won't let you Generate). I wasn't able to figure out why this happened, but I fixed it by simply telling CMake to Configure again, which removed the warnings. 2. When setting up a Visual Studio project to know where the paths and libraries are and such, I got error messages when attempting to compile saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio problem, and it actually doesn't break today. That error message is now gone for no reason. 3. Either way, after giving it the correct paths in the project settings and including the appropriate libraries, I got this error: 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 'osgDB/ReadFile': No such file or directory Obviously, it couldn't locate osgDB. For a while, I thought it might be the problem of not adding a d to the end of my libraries, since I compiled OSG in debug mode. While that might still be a problem, the real issue is that, for whatever reason, the include folders and files did not get compiled into the /build directory. The config files did, however. So, it appears that my include locations are all wrong. 4. Fine, I put the includes where they should be and recompiled. I now get hundreds of redefinition warnings from gl.h, which is a classic symptom of including OpenGL BEFORE windows.h. I don't have a clue as to how to proceed. I can't realistically do my development only on OS X, since my professors will want the program available on Windows. I really want to use OSG, but lately I'm spending more time trying to install it than researching my thesis topic. Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with massive open source projects like yours enough to know if I'm going after the wrong thing. Do I have to install all this stuff just so I can USE OSG, rather than develop OSG itself? I mean, I don't have to download the source for Firefox to use it. Am I going about this the wrong way? Thanks for your help. Salutations, Dwight House -- Read this topic online here:
[osg-users] example of 3d Text
Hi, I'm a newbie in osg, and I was wondering if there is any working example for 3D Text. The only thing I could find is osgtext3D example (build of osg source) but that doesn't work. I tried some code modification by myself, but no luck so far. Any help is really appreciated. Alena ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] example of 3d Text
Hello Alena, I'm a newbie in osg, and I was wondering if there is any working example for 3D Text. The only thing I could find is osgtext3D example (build of osg source) but that doesn't work. I tried some code modification by myself, but no luck so far. The osgtext3d example works for me. Can you try setting OSG_NOTIFY_LEVEL=DEBUG and re-running it to see if it's perhaps just not finding the font file or something like that? You should have the OpenSceneGraph-Data installed somewhere and set OSG_FILE_PATH to that directory so that the OSG examples can find their data (this includes the font file for this example). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] example of 3d Text
osgtext3d seems to work OK for me. Can you run the (regular) osgtext example and see text? If that also fails for you, then it might be a problem with the freetype plugin. Look for osgdb_freetype.* in your OSG bin directory. You can also crank up the notify level. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alena Bacova Sent: Tuesday, May 12, 2009 2:11 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] example of 3d Text Hi, I'm a newbie in osg, and I was wondering if there is any working example for 3D Text. The only thing I could find is osgtext3D example (build of osg source) but that doesn't work. I tried some code modification by myself, but no luck so far. Any help is really appreciated. Alena ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Repost: Top 10 debugging tips
I've created the following list of debugging tips to help new OSG developers become productive faster: http://www.skew-matrix.com/bb/viewtopic.php?f=6 http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5 t=5 I hope you find it useful. Feedback appreciated. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 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
Re: [osg-users] Visual Studio Setup Woes
Here is the tutorial that I am trying to use: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi sualStudio I'm not familiar with that tutorial. I didn't look at it too closely, but it is possibly outdated. I wrote my own recently, and it is here: http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3 Perhaps you'll find it helpful. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 I followed all the steps to the best of my ability. Here are the problems I encountered. 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in about fifty warnings (or errors, whatever it means when the property items are red and it won't let you Generate). I wasn't able to figure out why this happened, but I fixed it by simply telling CMake to Configure again, which removed the warnings. 2. When setting up a Visual Studio project to know where the paths and libraries are and such, I got error messages when attempting to compile saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio problem, and it actually doesn't break today. That error message is now gone for no reason. 3. Either way, after giving it the correct paths in the project settings and including the appropriate libraries, I got this error: 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 1'osgDB/ReadFile': No such file or directory Obviously, it couldn't locate osgDB. For a while, I thought it might be the problem of not adding a d to the end of my libraries, since I compiled OSG in debug mode. While that might still be a problem, the real issue is that, for whatever reason, the include folders and files did not get compiled into the /build directory. The config files did, however. So, it appears that my include locations are all wrong. 4. Fine, I put the includes where they should be and recompiled. I now get hundreds of redefinition warnings from gl.h, which is a classic symptom of including OpenGL BEFORE windows.h. I don't have a clue as to how to proceed. I can't realistically do my development only on OS X, since my professors will want the program available on Windows. I really want to use OSG, but lately I'm spending more time trying to install it than researching my thesis topic. Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with massive open source projects like yours enough to know if I'm going after the wrong thing. Do I have to install all this stuff just so I can USE OSG, rather than develop OSG itself? I mean, I don't have to download the source for Firefox to use it. Am I going about this the wrong way? Thanks for your help. Salutations, Dwight House -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11938#11938 ___ 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] Repost: Top 10 debugging tips
Many, (most?) osg users are using windozes. So redirecting osg::notify messages should be in that list. (Plz somebody give me a job developing for *ix.!) 2009/5/12 Paul Martz pma...@skew-matrix.com: I've created the following list of debugging tips to help new OSG developers become productive faster: http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5 I hope you find it useful. Feedback appreciated. 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 -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Robert, Olfat, Robert Osfield wrote: Hi Olfat, The errors you are getting are due to lack of QUAD_BUFFER stereo support in the driver. This is pretty poor considering that you've got the NVidia 3D glasses. Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party apps, as they do for games. I would be worth contacting NVidia about it as frankly selling hardware but not supporting quad buffer stereo in the drivers is just plain incompetent/fraudulent. Robert. That is completely normal - QUAD_BUFFER works and is supported only on certain (not all!) cards from the Quadro line, not on any GeForces. This thing with the Nvidia 3D glasses is the same hack as what they were doing before with the consumer stereo driver which was creating the stereo image automatically in the driver and drove the glasses using the DCC pin of the VGA connector. However, right now there is no OpenGL support for this new version of the driver, only DirectX as it is marketed towards games, so it will not work with OSG at all. I guess they are trying to prevent cannibalization of the sales of their overpriced Quadros by cheaper GeForces :( Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKChBpn11XseNj94gRAllOAKDCuYwsliKCDW0vKB9FNnH/c5/nbQCfdatQ FkLSKOrnpjSroGXDDSJVrS4= =JumX -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] Stereo Problem
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 olfat ibrahim wrote: One final Q what is the glasses or HW type u recommend for the stereo display ? You will need an Nvidia Quadro card and regular stereo glasses (e.g. Crystal Eyes). I am not sure whether the cheap consumer glasses work with Quadros. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKChDOn11XseNj94gRAgpcAJ9yhJocuZgcAoIdCxN16v2Le4de9wCePjx/ Vg8fWFvpW+k4kq75S8Q4mKw= =Xg1l -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] _CRT_SECURE_NO_WARNINGS and osg
Vincent Bourdier wrote: I didn't found the _CRT_SECURE_NO_WARNINGS in osg sources, so I don't understand how this is defined ? or where ? This is a Microsoft Visual C++ warning/define, not an OSG one. http://msdn.microsoft.com/en-us/library/8ef0s5kh(VS.80).aspx Regards, Vincent. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] _CRT_SECURE_NO_WARNINGS and osg
_CRT_SECURE_NO_WARNINGS is set by default in OSG built for VS (at least with 2.8 an vs2008), check properties - c++ -preprocessor setttings Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11952#11952 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio Setup Woes
Thank you all for your prompt replies. For now, I'm going to try Paul Martz's tutorial. However, as I suspected, one can develop using the precompiled binaries. My only problem is that I don't know how to do that. At least not with a project this large. One library maybe, but OSG is huge. Is there some layman computer scientist's tutorial on how to use them (precompiled binaries) with Visual Studio, even if it's not related to OSG? I'm not familiar with Linux programming at all. Only general languages and some medium difficultly-level Windows programming. Parallaxin', Dwight -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11953#11953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio Setup Woes
Helo Dwight, However, as I suspected, one can develop using the precompiled binaries. My only problem is that I don't know how to do that. At least not with a project this large. One library maybe, but OSG is huge. Well, there are two parts to your question: how do I use OSG (i.e. what settings do I have to use in my project to be able to compile something using OSG) and how do I use OSG (i.e. how do I learn the API and use it to make something). - The first part is actually the same as for any other library. 1. Set the include paths to point to the OSG include directory. 2. Set the library path to point to the OSG lib directory. 3. Add the necessary libraries to the linker settings. 4. Make sure your path contains the necessary directories so that dynamic libraries are found at run time. That's also the same thing you'd do on Linux or Mac OS X. C++ development is more or less the same on any platform, it's just the tools that change. For 1, you'll find that in the project settings under C/C++ - General - Additional Include Directories. For 2, you'll find that in the project settings under Linker - General - Additional Library Directories. For 3, you'll find that in the project settings under Linker - Input - Additional Dependencies. Now, the hard part is figuring out what libraries you need. The basic set would likely be osg.lib, osgUtil.lib, osgDB.lib, osgViewer.lib, osgGA.lib, osgText.lib (add a 'd' to each in your Debug project's settings). After that, if you get any linker errors, examine the error and you'll figure out which library you need to add (for example, if it says it has an unresolved symbol osgAnimation::Something::doSomething(), you need osgAnimation.lib). For 4, you have a few options. You can add your OSG install's bin directory to your system PATH variable. Or in your project settings under Debugging - Environment, you can put PATH=$(OSG_BIN_PATH) (and make sure Merge Environment is set to Yes) and that will add the OSG bin path to your PATH when you run your app under the Visual Studio debugger (but leave the system PATH untouched, which is useful in case some other app needs another version of OSG for example). Or you can put the OSG DLLs directly in the same directory as your application's executable (search the archives if you want to do this, there are a few gotchas for this method to work well). Number 4 under Linux is a separate environment variable called LD_LIBRARY_PATH, but on Windows it's all just the PATH. It's used for both executables and dynamic libraries. I generally set up the settings for both the debug and release configurations right at the start so that I know I can readily switch from one to the other without problems. The only things that change between the two - apart from default settings that VS sets differently - are the 'd' suffix to library names and _DEBUG instead of NDEBUG in the debug configuration. I also normally start with a copy of OSG_sources/applications/osgviewer/osgviewer.cpp , and if that compiles and runs in both debug and release, I know I've got the include and linker settings right. From there I modify the code and add new files as I see fit for my project. If you need any more in-depth info about what libraries are, what such and such a setting does, etc, just Google it and you'll find out. A big part of learning your tools is experimenting and finding out things by doing. - The second part, how do I learn to use the OSG API, is a very common question here. I'll give you some useful links while I discuss this... First, you can search the archives (I like to use http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user but there are other sources) to see what was suggested in other discussions. Search for documentation or learning and you'll probably get interesting results. Second, there's the OSG Quick Start Guide which you can download as a PDF for free (or buy a nice quality book for a good price) at http://www.osgbooks.com/ . The best source of info for how to use a given feature of OSG is the examples. There are a large number of them, so it's a good thing you downloaded the OSG source (even if you end up using the precompiled binaries for your project) because then you can search for a given class name or keyword in the sources and find many examples that show how to use that class or do a given thing. Also, you can browse the OSG wiki to find some examples, some documentation and some general info, but just as the how-to you tried initially was slightly outdated, some pages on the wiki might be outdated at various levels too (though most of it is accurate). Please let us know if anything is unclear or seems to be out of sync with current versions of OSG. Of course, to use all that you'll need to have an idea of what you want to do, and at least some knowledge of computer graphics. For this
Re: [osg-users] Repost: Top 10 debugging tips
Hi Simon, Paul et al, Yesterday I've posted to osg-submissions notification redirection interface. For windows you could redirect messages to debug output with single line of code. osg::setNotifyHandler(new osg::WinDebugNotifyHandler) You can define custom notification sinks by implementing osg::NotifyHandler interface: class MyNotifyHandler : public osg::NotifyHandler { void notify(osg::NotifySeverity severity, const char *message) { printf(severity %d: %s, severity, message); } } Apart from visual studio debugger output I use DebugView http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx all the time, it is a little tool from SysInternals (now Microsoft) that shows debug messages from all applications. Very handy when You try to solve problems with released application at target system and no debugger is available. Regards, Maciej 2009/5/13 Simon Hammett s.d.hamm...@googlemail.com Many, (most?) osg users are using windozes. So redirecting osg::notify messages should be in that list. (Plz somebody give me a job developing for *ix.!) 2009/5/12 Paul Martz pma...@skew-matrix.com: I've created the following list of debugging tips to help new OSG developers become productive faster: http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5 I hope you find it useful. Feedback appreciated. 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 -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Maciej Krol ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org