Re: [osg-users] Transparency on geode and shared stateSet
Hi, I'm the original poster, and the problem I had is that I cannot use a material, because it will modify the state set, that is common for a lot of other geodes... But thanks for the answers, maybe i'll have some kind of revelation with your help. Can't it be interesting for OSG to have a setTransparency() method on a node ? using material or something else, but working in each case... Thanks. Regards, Vincent. 2009/6/9 Jason Daly jd...@ist.ucf.edu Andrew Cunningham wrote: Adjusting the material color alpha will work for some geometries but I have other geometries where each vertex has a BIND_PER_VERTEX color ( think of a contour plot of a value), so I would still need to adjust the alpha of each vertex color. Actually you don't (unless you need a different alpha for each vertex). Normally, the material's settings will override the color array values. However, if you set the Material's color mode to some value other than NONE, the material color for that element (AMBIENT, DIFFUSE, AMBIENT_AND_DIFFUSE, SPECULAR, or EMISSION) will be replaced by the vertex color. Unless you doing something fancy, you can typically set the color mode to AMBIENT_AND_DIFFUSE, which lets you make use of your vertex colors, but vary the alpha as you need to. Look in the red book, or the glColorMaterial man page for more info. --J ___ 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] ArgumentParser issues on Windows?
Hi Butler; It is well known problem :) I think your OSG system only compiled in release mode and you are trying to build this example in debug mode, so program throw bad_alloc exception. Try to build your example same build type as your OSG system. If it is released mode you build your example in released mode or vice versa. Regards. 2009/6/9 Butler, Lee Mr CIV USA USAMC lee.but...@us.army.mil The following code works on Linux/Mac but not Windows. Is there something I should realize about ArgumentParser and ApplicationUsage? Maybe it's some Windows/VS2008 thing I've missed? - #include osg/ArgumentParser #include string int main(int argc, char * argv[]) { std::string name(Fred); osg::ArgumentParser arguments(argc, argv); osg::ApplicationUsage *au; au = arguments.getApplicationUsage(); // the next two lines cause runtime errors on Window au-setApplicationName(name); std::string cmdLineName = arguments.getApplicationName(); return 0; } - The au-setApplicationName(name) line gives the error: Unhandled exception at 0x76bc42eb foo.exe MicrosoftC++ exception: std::bad_alloc at memory location 0x0018f37c.. commenting that line out results in the next line producing: arguments.getApplicationName() causes Unhandled Exception at 0xHexAddress in foo.exe 0xC005: Access violation reading location 0xccc0. This is setup as a Windows Console App in VS2008. I can set a breakpoint on the first line and see that argv[0] and argc are set reasonably. Stepping forward I note that the constructor for ApplicationUsage doesn't initialize _applicationName. Visual Studio debugger notes Bad Ptr on au-_applicationName before the call to: au-setApplicationName(name) Odd since _applicationName is declared: std::string _applicationName; Lee ___ 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] Downloading Binaries
Ok Christopher, I have almost the same system as you. Make sure that you are linking to the correct OpenGL library. To do so, in the building directory, execute ccmake . Then press t to go to advaced options and search for the following parameters: OPENGL_INCLUDE_DIR OPENGL_gl_LIBRARY OPENGL_glu_LIBRARY Mine are set to the following values respectively: /usr/include/w32api /usr/lib/w32api/libopengl32.a /usr/lib/w32api/libglu32.a Regards, Alberto El Lunes 08 Junio 2009ES 20:00:54 Christopher Wang escribió: Hi, Good question, I have windows XP. I'm using CYGWIN 1.5.25 GCC 3.4.4 and LibGlut 2.4.0 ... Thank you! Cheers, Christopher ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Ray tracing
Hi Roland, When you say the program is jerking I presume you mean that the intersection traversals are taking long enough that they are breaking frame. The solution for faster intersection traversals is to use osg::KdTree's attached the the geometry leaves. You can hint to the OSG to build KdTree's automatically for you on loaded new models be doing: osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES); Before you load your models. You can also build the KdTree's by hand. The other approach would be to run the intersection traversal multi-threaded. Robert. On Mon, Jun 8, 2009 at 5:23 PM, Roland Leitnerroland.leit...@eads.net wrote: Hi osg community, my problem is as follows: I will generate a time of flight camera with many rays in osg. Each ray measures the distance between the camera origin point and the terrain in the camera coordinate frame. Camera point and camera coordinate frame are moving with time. I have tried it with los and it is working well for one ray. Using more rays, the program is jerking. Now I have read, that it is possible and better to use raytracing instead, but I have not found any example code. Has anyone an example code for me!?! Regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13709#13709 ___ 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] CPU usage
Try Windows Performance Analysis Tools They use the kernel already in place hooks to collect statistics. http://msdn.microsoft.com/en-us/performance/cc825801.aspx http://blogs.msdn.com/pigscanfly/archive/2008/03/02/using-the-windows-sample-profiler-with-xperf.aspx http://msdn.microsoft.com/en-us/library/cc305215.aspx Hope it helps. Ciao! mario Cory Riddell wrote: I had my cpu monitor open while running osgviewer. I just noticed that after closing the cpu monitor, my vsync'd framerate immediately jumped to 60 (the monitor native rate). So, it seems that Heisenberg has struck again. I can't measure the thing with out radically changing it. Or perhaps I'm just not using the right tools. Does anybody have any suggestions for decent Windows performance analysis tools? I was using SysInternal's ProcessExplorer. Cory Cory Riddell wrote: Hi Robert, On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote: Does anybody see less than 100% CPU utilization when running osgviewer cow.osg on an ATI card? I had just been accepting that as normal. 100% CPU is not normal at all. Yikes! I think there must be something seriously wrong with my system then. I updated my video drivers to the latest this morning and enabled vsync. Enabling vsync sent my framerate from 1200 fps to 15 fps! Vsync on or off made no difference on the cpu load- I always have 100% utilization on one core. I have a FireGL V7700 with 512 MB of RAM. I'm running the 8.603 drivers on quad core XP Pro machine. My one-and-only monitor is a 24 Dell panel at 1920x1200. I turned vsync back off. With it on, my cow looked like it was being rotated by a stepper motor. If you or anybody else has troubleshooting suggestions, I would be very happy to hear them. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ing. Mario Valle Data Analysis and Visualization Group| http://www.cscs.ch/~mvalle Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ImageStream with different sized images
Hi Jason, Changing the size of an image will require creation of a new texture object, something that is not ideal as it could cause a stall in rendering. Would it be possible to use a different texture for the first image? Would it be possible to resize the image to the size of the movie? Another thing you could try is to set the size of the texture to 640x480 prior to the first frame that it's rendered. Robert. On Mon, Jun 8, 2009 at 6:39 PM, Jason Beveragejasonbever...@gmail.com wrote: Hi everyone, I'm thinking about how to implement an ImageStream that could display different images based on the status of the image. For example, displaying a Buffering image when data is being downloaded from Internet. I'm using the setImage() function to alter the data of the underlying image, and the issue I'm running into is that it resizes the image frames the size of the first frame I send to the ImageStream. For example, if I set a 256x256 image that says Loading... while the movie data is being download from the Internet, once the frames start coming in at say 640x480, they are all resized to 256x256 b/c that was the initial size of the image. I've looked at the osgimagesequence example and it does the same thing, all the images are resized to size of the first image. Is there a way to avoid this resize or am I going about this in a crazy way? :) Thanks, Jason ___ 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] building 2.8.1 with dcmtk
Hi John, The CMakeCache.txt will contain both ITK and DCMTK if they are present on your system. The dicom plugin will build against DCMTK if all the required component are available. DCMTK_FOUND will be set to TRUE if it's found all the components. Looking at your email it looks like it can't find the headers, so have a look into this. With the ITK causing build problems it does sound like it's broken in someway w.r.t the compiler set you are using. Unless you need it you might as well just uninstall it. Robert. On Mon, Jun 8, 2009 at 7:26 PM, John Kelsoke...@nist.gov wrote: On Sat, 6 Jun 2009, Robert Osfield wrote: Hi John, Try removing your OpenSceneGraph/CMakeCache.text file and the re-run ./configure to see if that kicks CMake into properly checking all the dependencies. Also try disabling the aggressive warnings to see if that prevents gcc spitting out errors when compiling against ITK. Robert. Hi, I did both cmakes in empty directories, so there was no cache file to erase. All other cmakes mentioned in this email were also run in empty directories. Both times I got the same errors in InsightToolkit. I reran the cmake that uses just DCMTK_DIR with an added OSG_USE_AGGRESSIVE_WARNINGS=OFF and it built successfully. OK! I admit that this is a bit of a surprise, at least to me, as I wasn't expecting compiler warnings to have an effect on compiler errors. I reran cmake again without DCMTK_DIR and with OSG_USE_AGGRESSIVE_WARNINGS=OFF and it also built successfully, so I'm not sure it DCMTK is ever used. So I ran cmake one more time, in a clean directory, with both DCMTK_DIR and OSG_USE_AGGRESSIVE_WARNINGS=OFF, and got the below in my CMake\* files. CMakeCache.txt finds DCMTK, but the dicom plugin still refers to InsightToolkit. Does this help resolve what's going on? Did I perhaps not install the DCMTK components that he dicom plugin needs? Thanks again, John find . -name CMake\* | xargs grep -i dcmtk ./CMakeCache.txt://Root of DCMTK source tree (optional). ./CMakeCache.txt:DCMTK_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x ./CMakeCache.txt:DCMTK_ROOT_INCLUDE_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/config/include ./CMakeCache.txt:DCMTK_config_INCLUDE_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/config/include/dcmtk/config ./CMakeCache.txt:DCMTK_dcmdata_INCLUDE_DIR:PATH=DCMTK_dcmdata_INCLUDE_DIR-NOTFOUND ./CMakeCache.txt:DCMTK_dcmdata_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmdata/libsrc/libdcmdata.a ./CMakeCache.txt:DCMTK_dcmimgle_INCLUDE_DIR:PATH=DCMTK_dcmimgle_INCLUDE_DIR-NOTFOUND ./CMakeCache.txt:DCMTK_dcmimgle_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmimgle/libsrc/libdcmimgle.a ./CMakeCache.txt:DCMTK_dcmnet_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmnet/libsrc/libdcmnet.a ./CMakeCache.txt:DCMTK_imagedb_LIBRARY:FILEPATH=DCMTK_imagedb_LIBRARY-NOTFOUND ./CMakeCache.txt:DCMTK_ofstd_INCLUDE_DIR:PATH=DCMTK_ofstd_INCLUDE_DIR-NOTFOUND ./CMakeCache.txt:DCMTK_ofstd_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/ofstd/libsrc/libofstd.a ./CMakeCache.txt://Advanced flag for variable: DCMTK_DIR ./CMakeCache.txt:DCMTK_DIR-ADVANCED:INTERNAL=1 find . -name CMake\* | xargs grep -i insighttoolkit ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Review ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Patented ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Utilities/vxl/core ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Utilities/vxl/vcl ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Utilities ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Utilities/DICOMParser ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Utilities/NrrdIO ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Utilities/MetaIO ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/SpatialObject ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Numerics/NeuralNetworks ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Numerics/Statistics ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Numerics/FEM ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/IO ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/Numerics ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake: /usr/include/InsightToolkit/gdcm/src
Re: [osg-users] 2.8.1 Image::readPixels and packing.
Hi Andrew, On Mon, Jun 8, 2009 at 11:49 PM, Andrew Cunninghamo...@a-cunningham.com wrote: Image::readPixels() resets the packing of it's Image to 1. It should either take a packing parameter or respect the existing packing by passing _packing to allocateImage Why? Is this just some personal preference about how you'd like it to work? Or do you think you have seen a bug? If so you really do need to specify how others can reproduce it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency on geode and shared stateSet
Hi Vincent, On Tue, Jun 9, 2009 at 7:17 AM, Vincent Bourdiervincent.bourd...@gmail.com wrote: Can't it be interesting for OSG to have a setTransparency() method on a node ? using material or something else, but working in each case... The OSG's state handling is done with StateSet, you can multiple parent paths to allow you to decorate the subgraphs with different state. Trying to embed low state management like transparency in nodes would be an utter mess to implement and to maintain for developers and end users. Just create your scene graph appropriately and you will be able to do what you require without any modifications to the scene graph. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency on geode and shared stateSet
Hi Robert, I am aware of the mess this is to implement... but I need it, and I cannot create my scene graph appropriately because it it generated by some exporter (osgExp) so I have to work with graphs I cannot control. I just was asking if there is an other solution I didn't tried, but I see there are no miracles, I need to dig into the issue more longer to make the better code I can. Thanks for help. Regards, Vincent. 2009/6/9 Robert Osfield robert.osfi...@gmail.com Hi Vincent, On Tue, Jun 9, 2009 at 7:17 AM, Vincent Bourdiervincent.bourd...@gmail.com wrote: Can't it be interesting for OSG to have a setTransparency() method on a node ? using material or something else, but working in each case... The OSG's state handling is done with StateSet, you can multiple parent paths to allow you to decorate the subgraphs with different state. Trying to embed low state management like transparency in nodes would be an utter mess to implement and to maintain for developers and end users. Just create your scene graph appropriately and you will be able to do what you require without any modifications to the scene graph. 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] Texture coords
Shaitan wrote: Hi all, Sorry for not providing much information about the interest of changing text coords. Im working on animating avatar impostors for which im using a billboard with a texture (sprite) of an avatar. With OSG its easy to implement a special kind of billboard for managing sprite animations depending of the point of view of the camera, but using setTexCoordArray is slow (perhaps, as you pointed out, im using compiled lists). At this moment i prefer not to use GLSL, as im already using other shaders on the nodes, but this is a possibility if i find out that there is *NOT* an efficient alternative. Thans for your help. J. P.S. The method tha Ulrich sugested works pretty well!! :-D Hi, Just an idea: have you taken a look at TexGen, I use it in projective texture mapping to automatically compute the texcoords, maybe you could use it too. Good luck Max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13755#13755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Segmentation Faults while file accessing (models) because of multiple threads?
Hi out there We render our OSG application with a render machine with multiple pipes (GPU). We use Equalizer (a parallel rendering api) to do this. Every pipe has its own viewer with its own OSG scene graph. We do now have the problem, that if we try to load models (all the scene graphs do this at more or less the same time), we end up in a lot of segmentation faults. Debugging leads into the following function in Registry.cpp on line 809: Code: struct concrete_wrapper: basic_type_wrapper. Could this be a threading issue? Is there a way to handle this safe? we use OSG 2.8.1 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13758#13758 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] car lights
Hi, I realize a simulation of a Highway and when I press a key on the keyboard it changes from day to night. But I can not have a very realistic rendering at the lights of my car, for now just using multi-texturing. I want to have a light source for each light, but I know that thez number of light source is limited. Are there sub modules OpenSceneGraph lights for my effects? Or has someone already thought about it? ... Thank you very much! Cheers, giavelli -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13756#13756 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] nVidia 185.5 Windows Drivers issues
Anybody else having issues with the 185.85 drivers for vista 32bit? I just had to roll mine back to 182.5 as they seem to have buggered up FBO support. I get an 'out of memory' ogl error and a INVALID_FRAMEBUFFER_OPERATION_EXT when I run osgPrerender Had the exact same problem a while back with an earlier driver set, I wouldn't mind so much but it takes an age to reinstall them. Running an 8800GTS 512mb. Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] texturedShadow problem
Hi all, I'm working on inserting the shadow capability to our app. for learning purpose i created a small and simple program. if i don't add camera to the scene - i do see the shadow, but when I add a camera to the scene - i don't . I'm sure i'm missing something and/or doing something wrong but I don’t know what :( I attached cpp with my code... PLEASE HELP:) Thanks a lot! Cheers, Hadas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13760#13760 // ShadowTest.cpp : Defines the entry point for the console application. // #include stdafx.h #include conio.h #include ctype.h #include osg/ArgumentParser #include osg/Group #include osg/Geode #include osg/Geometry #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osgViewer/Viewer #include osg/CameraNode #include osgShadow/ShadowedScene #include osgShadow/ShadowMap #include osgShadow/ShadowTexture #include osg/LightSource #include osg/Material static int ReceivesShadowTraversalMask = 0x1; static int CastsShadowTraversalMask = 0x2; int _tmain(int argc, char* argv[]) { // // application standard initialization // // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()-setDescription( arguments.getApplicationName()+ ,,,); arguments.getApplicationUsage()-addCommandLineOption( -h or --help,Display this information); arguments.getApplicationUsage()-setCommandLineUsage( arguments.getApplicationName()+ [options] filename ...); // construct the viewer. osgViewer::Viewer viewer(arguments); // if user request help write it out to cout. if (arguments.read(-h) || arguments.read(--help)) { return 1; } // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occurred when parsing the program arguments. if (arguments.errors()) { return 1; } // // scene objects osg::Group* root = new osg::Group; osg::Node* modelNode = NULL; std::string FilePathName = C:\\OSG\\OpenSceneGraph-Data\\cessna.osg; modelNode = (osg::Group*)osgDB::readNodeFile((std::string)FilePathName); osg::Node * m2 = (osg::Group*)osgDB::readNodeFile(C:\\OSG\\OpenSceneGraph-Data\\cow.osg); osg::Matrix mat; mat.setTrans(osg::Vec3(0,0,15)); osg::MatrixTransform *ModelTransform = new osg::MatrixTransform(); ModelTransform-setMatrix(mat); ModelTransform-addChild(m2); root-addChild(ModelTransform); root-addChild(modelNode); // //shadow osgShadow::ShadowedScene * shadowedScene = new osgShadow::ShadowedScene; //osgShadow::ShadowMap * sm = new osgShadow::ShadowMap; //shadowedScene-setShadowTechnique(sm); osgShadow::ShadowTexture * st = new osgShadow::ShadowTexture; shadowedScene-setShadowTechnique(st); osg::Material * mtrl = new osg::Material; mtrl-setColorMode(osg::Material::DIFFUSE); mtrl-setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1)); mtrl-setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); mtrl-setShininess(osg::Material::FRONT_AND_BACK, 64); root-getOrCreateStateSet()-setAttributeAndModes(mtrl, osg::StateAttribute::ON); m2-setNodeMask(CastsShadowTraversalMask); modelNode-setNodeMask(ReceivesShadowTraversalMask); shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask); // light source osg::Vec3 lightPosition(0,0,30); osg::LightSource* ls = new osg::LightSource; ls-getLight()-setPosition(osg::Vec4(lightPosition,1)); ls-getLight()-setAmbient(osg::Vec4(0.2,0.2,0.2,1.0)); ls-getLight()-setDiffuse(osg::Vec4(0.6,0.6,0.6,1.0)); //shadowedScene-setReceivesShadowTraversalMask(1); //shadowedScene-setCastsShadowTraversalMask(1); // camera osg::Camera * camera_node = NULL; /**/ camera_node = new osg::Camera; // inherit the main cameras view camera_node-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera_node-setViewMatrix(osg::Matrix::identity());
Re: [osg-users] Transparency on geode and shared stateSet
You could implement the full fixed function pipeline (the parts you need) in a custom shader with the addition of manually controlling transparency based on a uniform. Actually, a fragment shader may be all you need... which is probably a lot easier than a fixed function pixel shader. I've been tempted to do this before myself as fading in/out a model for LOD or otherwise is a real pain. -Paul Vincent Bourdier wrote: Hi Robert, I am aware of the mess this is to implement... but I need it, and I cannot create my scene graph appropriately because it it generated by some exporter (osgExp) so I have to work with graphs I cannot control. I just was asking if there is an other solution I didn't tried, but I see there are no miracles, I need to dig into the issue more longer to make the better code I can. Thanks for help. Regards, Vincent. 2009/6/9 Robert Osfield robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com Hi Vincent, On Tue, Jun 9, 2009 at 7:17 AM, Vincent Bourdiervincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote: Can't it be interesting for OSG to have a setTransparency() method on a node ? using material or something else, but working in each case... The OSG's state handling is done with StateSet, you can multiple parent paths to allow you to decorate the subgraphs with different state. Trying to embed low state management like transparency in nodes would be an utter mess to implement and to maintain for developers and end users. Just create your scene graph appropriately and you will be able to do what you require without any modifications to the scene graph. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] change the current state set in real time for a multipass renderer
understood! Thank you! Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13762#13762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency on geode and shared stateSet
Hi Paul, Shader can be a solution, but a shader is a part of the StateSet, and i'm looking at the best way to avoid using them. But i'll keep that in mind. Thanks. Regards, Vincent. 2009/6/9 Paul Speed psp...@progeeks.com You could implement the full fixed function pipeline (the parts you need) in a custom shader with the addition of manually controlling transparency based on a uniform. Actually, a fragment shader may be all you need... which is probably a lot easier than a fixed function pixel shader. I've been tempted to do this before myself as fading in/out a model for LOD or otherwise is a real pain. -Paul Vincent Bourdier wrote: Hi Robert, I am aware of the mess this is to implement... but I need it, and I cannot create my scene graph appropriately because it it generated by some exporter (osgExp) so I have to work with graphs I cannot control. I just was asking if there is an other solution I didn't tried, but I see there are no miracles, I need to dig into the issue more longer to make the better code I can. Thanks for help. Regards, Vincent. 2009/6/9 Robert Osfield robert.osfi...@gmail.com mailto: robert.osfi...@gmail.com Hi Vincent, On Tue, Jun 9, 2009 at 7:17 AM, Vincent Bourdiervincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote: Can't it be interesting for OSG to have a setTransparency() method on a node ? using material or something else, but working in each case... The OSG's state handling is done with StateSet, you can multiple parent paths to allow you to decorate the subgraphs with different state. Trying to embed low state management like transparency in nodes would be an utter mess to implement and to maintain for developers and end users. Just create your scene graph appropriately and you will be able to do what you require without any modifications to the scene graph. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] Segmentation Faults while file accessing (models) because of multiple threads?
Hi Jonas, When running on a multi-pipe machine I would recommend used osgViewer to do the multi-thread and multi-window work, it's designed to do this and will provide the best performance. Equalizer will be more suited for cluster work. Now I don't use Equaliizer, let alone use it the way you are using, and even then it's not something I would recommend, but if you really must use it this way then you will have to do the debugging work, if wish assistance from the community you need to provide far more information about the nature of the crash, a single line of code is practically meaningless. Try a stack trace. Robert. On Tue, Jun 9, 2009 at 9:55 AM, Jonas Waltiwal...@bfh.ch wrote: Hi out there We render our OSG application with a render machine with multiple pipes (GPU). We use Equalizer (a parallel rendering api) to do this. Every pipe has its own viewer with its own OSG scene graph. We do now have the problem, that if we try to load models (all the scene graphs do this at more or less the same time), we end up in a lot of segmentation faults. Debugging leads into the following function in Registry.cpp on line 809: Code: struct concrete_wrapper: basic_type_wrapper. Could this be a threading issue? Is there a way to handle this safe? we use OSG 2.8.1 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13758#13758 ___ 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] car lights
Hi Giavelli, As far I know, the best ways to overcome light source number limitation are either : - Do /n/ multipass rendering with additive blending as many time you need to render your /n*MAX_LIGHT_NUM /lights Be careful to framebuffer precision. or - Do all your light computations with full precision in shaders passing all your light data (positions, orientations, etc ...) as parameters. Regards, Pascal. giavelli maxime wrote: Hi, I realize a simulation of a Highway and when I press a key on the keyboard it changes from day to night. But I can not have a very realistic rendering at the lights of my car, for now just using multi-texturing. I want to have a light source for each light, but I know that thez number of light source is limited. Are there sub modules OpenSceneGraph lights for my effects? Or has someone already thought about it? ... Thank you very much! Cheers, giavelli -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13756#13756 ___ 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] Transparency on geode and shared stateSet
Hi Vincent, On Tue, Jun 9, 2009 at 10:39 AM, Vincent Bourdiervincent.bourd...@gmail.com wrote: Shader can be a solution, but a shader is a part of the StateSet, and i'm looking at the best way to avoid using them. But i'll keep that in mind. StateSet's control state in the OSG, you can't not use them, there isn't a magic button you can press to do some clever mind reading to the right thing for your particular application.Whatever solution you go for it will involve StateSet's so strop trying to look for a solution that doesn't and won't ever exist. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Forward declared classes and ref_ptrs
Hi all, to reduce compile time dependencies, I prefer using forward delcarations instead of #includes, where possible. This doesn't seem to work with osg::ref_ptr, which needs complete type informations. Is there a workaround to use ref_ptrs and as few include-files as possible? Greetings, Colin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Segmentation Faults while file accessing (models) because of multiple threads?
Hi robert I do agree with you, that for this topology, the multithreaded osgviewer would be the better approach. Our solution works fine on a multicluster topology but it would be nice to use the same application on an multipipe environment by just changing the Equalizers config file. That was the idea behind. On the other hand, it could also be possible, to have 4 clusters with 2 pipes each. In that case our application would crash the same way at the moment. I will post a stack trace here, maybe someone sees imediately what I do wrong... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13768#13768 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forward declared classes and ref_ptrs
Hi Colin, to reduce compile time dependencies, I prefer using forward delcarations instead of #includes, where possible. This doesn't seem to work with osg::ref_ptr, which needs complete type informations. Is there a workaround to use ref_ptrs and as few include-files as possible? This should work: namespace osg { template typename T class ref_ptr; }; Greetings, Daniel -- Daniel Trstenjak Tel : +49 (0)7071-9457-264 science + computing ag FAX : +49 (0)7071-9457-511 Hagellocher Weg 73 mailto: daniel.trsten...@science-computing.de D-72070 Tübingen WWW : http://www.science-computing.de/ -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forward declared classes and ref_ptrs
This should work: namespace osg { template typename T class ref_ptr; }; This seems to work as long you don't use the ref_ptr member inside of the header, and as long you don't use any of c++ default generated code (constructor, assignment operator) which uses the ref_ptr member. Greetings, Daniel -- Daniel Trstenjak Tel : +49 (0)7071-9457-264 science + computing ag FAX : +49 (0)7071-9457-511 Hagellocher Weg 73 mailto: daniel.trsten...@science-computing.de D-72070 Tübingen WWW : http://www.science-computing.de/ -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Ray tracing
Hello All: Also, just a question. Is this a custom graph or are you using the SceneGraph with static terrain objects,... etc. I had a custom scene graph and intersections were killing me but when I realized that the Intersect visitor sets a ACTIVE_CHILDREN for the traversal I used this knowledge to only intersect what I needed. For instance i only did leaves that were not culled with respect to the culling type used when doing terrain intersection and if you have custom objects you can do the same for that as well. Once I made sure that only active children were being addressed this helped considerably. Take care Garrett On Jun 9, 2009, at 3:48 AM, Robert Osfield wrote: Hi Roland, When you say the program is jerking I presume you mean that the intersection traversals are taking long enough that they are breaking frame. The solution for faster intersection traversals is to use osg::KdTree's attached the the geometry leaves. You can hint to the OSG to build KdTree's automatically for you on loaded new models be doing: osgDB::Registry::instance()- setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES); Before you load your models. You can also build the KdTree's by hand. The other approach would be to run the intersection traversal multi- threaded. Robert. On Mon, Jun 8, 2009 at 5:23 PM, Roland Leitnerroland.leit...@eads.net wrote: Hi osg community, my problem is as follows: I will generate a time of flight camera with many rays in osg. Each ray measures the distance between the camera origin point and the terrain in the camera coordinate frame. Camera point and camera coordinate frame are moving with time. I have tried it with los and it is working well for one ray. Using more rays, the program is jerking. Now I have read, that it is possible and better to use raytracing instead, but I have not found any example code. Has anyone an example code for me!?! Regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13709#13709 ___ 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] [osgOcean] problem with ocean surface in svn
Hi Kim, I just ran into the same problem on our SuSE boxes. Will you take a look at that? Or do you have any pointers for me where to look? As osgOcean works perfectly fine under windows the best guess is to look for differences in the FFTW library, right? Has anyone got osgOcean running successfully under Linux? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13772#13772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forward declared classes and ref_ptrs
I can only forward-declare ref-ptr members if I write the implementation of the class destructor in the cpp file. Try if that helps Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13773#13773 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] problem with ocean surface in svn
Hi Martin, I've got a new release due imminently (fixing final bugs) which gets rid of the FFTW dependency. I should be able to test that theory after that. I believe Robert got osgOcean working on his linux box whatever flavour that is. And it runs on a Debian distribution in my lab here. I do hope the problem resides with FFTW as it's going to be hard bug to fix without a suitable linux installation. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Scheffler Sent: 09 June 2009 13:25 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Kim, I just ran into the same problem on our SuSE boxes. Will you take a look at that? Or do you have any pointers for me where to look? As osgOcean works perfectly fine under windows the best guess is to look for differences in the FFTW library, right? Has anyone got osgOcean running successfully under Linux? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13772#13772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] [osgOcean] problem with ocean surface in svn
Allright! Keep up the good work! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13775#13775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Load PlugIn Library in OsgDB::Registry
Hello All, Is there something wrong in OsgDB::Registry::LoadLibrary(std::string libname) when i load the .curl plugin in debug , it is shown that the .curl plugin con't be found.However,it works well in release mode. when i open osgDb_curld.dll in depends_22, msvcr80d.dll con't be found.The ThirdParty depencies in svn dotn't have osgDb_curld.dll file in its child folder Bin,I move msvcm80d.dllmsvcp80d.dllmsvcr80d.dllMicrosoft..manifeVC80.DebugCRTst files to thirdPary/Bin ,however it doesn't work! my osg version is osg 2.6,ide Vs2005! Take Care Please!___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load PlugIn Library in OsgDB::Registry
Hi Croperli; Look at the http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3 Troubleshooting the Build Did osgdb_curl.dll fail to link? OSG creates several libraries during a build. One of the libraries, osgdb_curl.dll, has a special dependency on Windows. During the OSG build, if this library fails to link, and the link error indicates that wldap32.lib can’t be found, you’ll need to manually configure Visual Studio’s library search path and possibly install the missing library. Note that the compile works fine, or fails, depending on the compiler you are using. Currently, this is only an issue for some editions of VS8. All VS9 installations appear to include this library. Adding wldap32.dll is more art than science. If the file is already installed on your system, you can find it by doing a file search in C:\Program Files. Then, you simply add the directory to the library search path as described below. If you don’t have wldap32.dll already installed, download and install MS Windows SDK for MS Server 2008http://msdn.microsoft.com/en-us/windows/bb980924.aspx(do a web search to find it). After this is installed, enter the VS IDE options. In Projects and Solutions VC++ Directories, select Library files from the Show Directories For menu, then add this directory to the list: C:\Program Files\Microsoft SDKs\Windows\v6.1\Lib Regards. 2009/6/9 crope...@sohu.com Hello All, Is there something wrong in OsgDB::Registry::LoadLibrary(std::string libname) when i load the .curl plugin in debug , it is shown that the .curl plugin con't be found.However,it works well in release mode. when i open osgDb_curld.dll in depends_22, msvcr80d.dll con't be found.The ThirdParty depencies in svn dotn't have osgDb_curld.dll file in its child folder Bin,I move msvcm80d.dll msvcp80d.dll msvcr80d.dll Microsoft..manifeVC80.DebugCRTst files to thirdPary/Bin ,however it doesn't work! my osg version is osg 2.6,ide Vs2005! Take Care Please! -- 寻找童趣 好游戏让你停不下来 http://goto.mail.sohu.com/goto.php?code=ecard_jiaozhu 抽奖换礼,好运有你! http://goto.mail.sohu.com/goto.php?code=090601jifen ___ 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] Cygwin Compile Question OSG 2.8.1
Hi, Thanks for all the help guys!! I have ccmake 2.6 patch 4 and for those values I got OPENGL_INCLUDE_DIR /usr/include OPENGL_gl_LIBRARY/usr/lib/w32api/libopengl32.a OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a I'm sure I missing some stupid step, hope you guys can help out! ... Thank you! Cheers, Christopher -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13778#13778 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture coords
Hi, Hi, Just an idea: have you taken a look at TexGen, I use it in projective texture mapping to automatically compute the texcoords, maybe you could use it too. I saw this feature, but i dont know exactly how could i apply it on this case... Perhaps it would worth having a look to it... Thanks! J. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13779#13779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin Compile Question OSG 2.8.1
Hi, Grr, fixed it and still have an issue... ... Thank you! Cheers, Christopher -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13780#13780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency on geode and shared stateSet
Hi Vincent, I'm the original poster, and the problem I had is that I cannot use a material, because it will modify the state set, that is common for a lot of other geodes... You can clone the stateset and then each geode will have a unique one which you can modify. Or you can put the transparency in a material that will be in the Drawable's stateset instead of the Geode's. That way all other parts of the state will be inherited from the shared stateset, but you can give each drawable a different material. 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] Transparency on geode and shared stateSet
Hi Jean Sebastien, Thanks for the advice, I forgot the stateSet of the drawables ! Not sure this will be the solution, but it can helps a lot. Thanks everyone for your help. Regards, Vincent. 2009/6/9 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Vincent, I'm the original poster, and the problem I had is that I cannot use a material, because it will modify the state set, that is common for a lot of other geodes... You can clone the stateset and then each geode will have a unique one which you can modify. Or you can put the transparency in a material that will be in the Drawable's stateset instead of the Geode's. That way all other parts of the state will be inherited from the shared stateset, but you can give each drawable a different material. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple render targets / cameras
Mike Wozniewski wrote: It's probably osgViewer::CompositeViewer that you want, not osgViewer::Viewer. There's an example in the source. That way you create two different osgViewer::Views, and each can have it's own manipulator. I'm not sure why you'd need a CompositeViewer if both cameras are supposed to be in the same position orientation. Am I missing something? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin Compile Question OSG 2.8.1
You'd better write what the fix was in order to help others in the future :) Regards, Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multidisplay FBO performance
I have a multiple display system with an NVIDIA 8800 GT (driver version 181.20) that has performance problems when I use FBOs (see attached test case, modified from osgviewer.cpp). My draw times jump from about 7 milliseconds to 14, and my GPU times jump from less than 1ms to 7ms. The problem goes away when I switch from Multiple display performance mode to Single display performance mode in the NVIDIA Control Panel, so this looks like a driver bug, but I was wondering if anyone was aware of this problem and any ways around it (I didn't find any discussion of such a bug via google)? I'm running on Windows MSVC 2005 using OSG svn rev 10273. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com gen2pass.cpp Description: gen2pass.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin Compile Question OSG 2.8.1
Alberto Luaces wrote: You'd better write what the fix was in order to help others in the future :) Regards, Alberto ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Sorry, what I meant was I changed it to point to OpenGL, and its still not working. I am still getting the same errors. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13788#13788 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Moving Line of sight
Hi all, I am working with a line of sight ray with start and end point in the world coordinate system. I meassure the distance between the start point of this ray and the first intersection with the scene, e.g. terrain. If the ray is fixed, everything is working well. Now I want to add the ray to a moving node, furthermore the direction of the ray should also move with respect to the nodes coordinate frame. How can I implement such a ray? Thx, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13787#13787 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Layer Opacity using TexEnvCombine
Hi Jason, You're exactly right, if texture 1 has transparency, then I want texture 0 to show through no matter what. Doing something like the following on unit 0 works great in that case, but I also want to add in another scaling factor that will scale the alpha value of the texture from 0 to 1 to essentially act as a slider for the opacity. I'll keep hacking along, but I might need to just stick with shaders. osg::TexEnvCombine* tec = new osg::TexEnvCombine; tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE1); tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setSource1_RGB(osg::TexEnvCombine::TEXTURE0); tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setSource2_RGB(osg::TexEnvCombine::TEXTURE1); tec-setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA); tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); csn-getOrCreateStateSet()-setTextureAttribute(0, tec); Thanks! Jason On Mon, Jun 8, 2009 at 8:23 PM, Jason Daly jd...@ist.ucf.edu wrote: Jason Beverage wrote: Hi all, I'm trying to figure out a way to modify layer opacity using TexEnvCombine that takes into account the underlying alpha channel of a texture. Do you mean if unit 1's texture has transparency, you want that to show through to unit 0's texture? The osgFX::MultiTextureControl does very close to what I'm looking to do, but doesn't take into account the fact that the underlying texture may contain transparency (like a road overlay). From my understanding of texenvcombine, I can either use a constant color or SRC_ALPHA as an operand, but not a combination of both. It sounds like you need three parameters combined (2 texture colors and a user-defined parameter), so your only hope is the INTERPOLATE mode for the alpha values (INTERPOLATE is the only combiner operation that takes three parameters). Try this: tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE0); tec-setSource1_RGB(osg::TexEnvCombine::TEXTURE1); tec-setCombine_RGB(osg::TexEnvCombine::MODULATE); tec-setConstantColor(osg::Vec4(1.0, 1.0, 1.0, userDefinedAlpha)); tec-setSource0_Alpha(osg::TexEnvCombine::TEXTURE0); tec-setSource1_Alpha(osg::TexEnvCombine::TEXTURE1); tec-setSource2_Alpha(osg::TexEnvCombine::CONSTANT); tec-setCombine_Alpha(osg::TexEnvCombine::INTERPOLATE); I just made this up, so I have no idea if it will work or not. It might not be the only possibility, either, but it's all I can think of right now. --J ___ 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] Camera Placement Question: Geocentric reference
Hi all, I'm having difficulty moving a camera to a specific point to look at in a geocentric coordinate reference frame. I've got a geocentric point that I want my camera to look at and the point is in x,y,z form where x,y,z are in meters. I do not understand how to translate and rotate my camera to this point. Is there a setByViewMatrix method in OSG any more? Some examples refer to it and I can't find it. If not, is there an equivalent? Or is there an easier way all the way around? Thanks for the help! Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13790#13790 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Placement Question: Geocentric reference
On 09.06.2009 17:59 Uhr, Allen Saucier wrote: I've got a geocentric point that I want my camera to look at and the point is in x,y,z form where x,y,z are in meters. I do not understand how to translate and rotate my camera to this point. Is there a setByViewMatrix method in OSG any more? Some examples refer to it and I can't find it. If not, is there an equivalent? Or is there an easier way all the way around? There is osg::Camera::setViewMatrixByLookAt() which lets you specify an eye, lookat, and up vector. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multidisplay FBO performance
Hi Bryan, I have similar setup. 8800 GTS Windows XP 32 bit driver version. Drivers 185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024 screens runs at 600 hz. When graph stats are turned on (second 's' keypress) framerate drops to 60-70 hz. When running your modified osgviewer cow.osg I see empty blue screen (I assume its ok as cow is drawn to FBO). With USE_FBO results vary depending on multithreading mode: singlethreaded is most consitent - 300-400 hz. Other modes sometimes run at 700 hz and drop to 60 hz for a second or two to get back to 700 and drop again after few more seconds. Sometimes its stable at 700 sometimes it starts at 60+ hz. All tests done only with Hz counter. Invoking graph stats usually drops framerate below 100hz. When 'Single display performance' invoked osgviewer runs on one screen in XP. I suppose you are on Vista because I saw drivers work on both screeens there. HTH, Wojtek Lewandowski - Original Message - From: Thrall, Bryan bryan.thr...@flightsafety.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, June 09, 2009 5:02 PM Subject: [osg-users] Multidisplay FBO performance I have a multiple display system with an NVIDIA 8800 GT (driver version 181.20) that has performance problems when I use FBOs (see attached test case, modified from osgviewer.cpp). My draw times jump from about 7 milliseconds to 14, and my GPU times jump from less than 1ms to 7ms. The problem goes away when I switch from Multiple display performance mode to Single display performance mode in the NVIDIA Control Panel, so this looks like a driver bug, but I was wondering if anyone was aware of this problem and any ways around it (I didn't find any discussion of such a bug via google)? I'm running on Windows MSVC 2005 using OSG svn rev 10273. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin Compile Question OSG 2.8.1
Hi Christopher, I can't help directly as I have no Cygwin/Mingw experience, but I can say there is a nightly build of both up on the OSG CDash page: http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph There aren't any errors being reported for either Cygwin so it should be possible to get things building on your machine given the right set up of Cygwin. Hopefully this should provide a little encouragement that it is possible, exactly what to tweak I'll have to defer to those who've set things up under Cygwin. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Moving Line of sight
Hi Roland, You'll need to recompute the position of the ray in world coordinates by taking the ray in local coords to the node and multiplying by the accumulated world matrix of the node in question. You can get the world matrices from any node by doing node-getWorldMatices(). Please note this might be back 0, 1 or many Matrices, depending upon the particular set up of your scene graph i.e. how many parents with transforms your node has. Robert. On Tue, Jun 9, 2009 at 4:24 PM, Roland Leitnerroland.leit...@eads.net wrote: Hi all, I am working with a line of sight ray with start and end point in the world coordinate system. I meassure the distance between the start point of this ray and the first intersection with the scene, e.g. terrain. If the ray is fixed, everything is working well. Now I want to add the ray to a moving node, furthermore the direction of the ray should also move with respect to the nodes coordinate frame. How can I implement such a ray? Thx, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13787#13787 ___ 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] Multidisplay FBO performance
Wojciech Lewandowski wrote on Tuesday, June 09, 2009 11:25 AM: I have similar setup. 8800 GTS Windows XP 32 bit driver version. Drivers 185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024 screens runs at 600 hz. When graph stats are turned on (second 's' keypress) framerate drops to 60-70 hz. When running your modified osgviewer cow.osg I see empty blue screen (I assume its ok as cow is drawn to FBO). With USE_FBO results vary depending on multithreading mode: singlethreaded is most consitent - 300-400 hz. Other modes sometimes run at 700 hz and drop to 60 hz for a second or two to get back to 700 and drop again after few more seconds. Sometimes its stable at 700 sometimes it starts at 60+ hz. All tests done only with Hz counter. Invoking graph stats usually drops framerate below 100hz. When 'Single display performance' invoked osgviewer runs on one screen in XP. I suppose you are on Vista because I saw drivers work on both screeens there. I forgot to mention that I am running with OSG_SCREEN=0 so that it only displays on one screen, even with 'Multiple display performance' set. I've only been looking at the FRAME_RATE stats. I am using Windows XP Pro 32bit. It isn't 100% clear from your description, but it doesn't sound like you're having the same behavior I am; most of the time, I am getting 14 millisecond draw times, which still gets me 60Hz, but is nowhere near 300 or 700Hz (though I a have vsync on, so I won't see those numbers directly). I didn't think to check before, but SingleThreaded does seem to help some (my test case's draw time goes from 14 to 9 milliseconds). I'll give the 185.85 driver a shot. Thanks for the help! - Original Message - From: Thrall, Bryan bryan.thr...@flightsafety.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, June 09, 2009 5:02 PM Subject: [osg-users] Multidisplay FBO performance I have a multiple display system with an NVIDIA 8800 GT (driver version 181.20) that has performance problems when I use FBOs (see attached test case, modified from osgviewer.cpp). My draw times jump from about 7 milliseconds to 14, and my GPU times jump from less than 1ms to 7ms. The problem goes away when I switch from Multiple display performance mode to Single display performance mode in the NVIDIA Control Panel, so this looks like a driver bug, but I was wondering if anyone was aware of this problem and any ways around it (I didn't find any discussion of such a bug via google)? I'm running on Windows MSVC 2005 using OSG svn rev 10273. ___ 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.or g -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency on geode and shared stateSet
Jason Daly wrote: Andrew Cunningham wrote: Adjusting the material color alpha will work for some geometries but I have other geometries where each vertex has a BIND_PER_VERTEX color ( think of a contour plot of a value), so I would still need to adjust the alpha of each vertex color. Actually you don't (unless you need a different alpha for each vertex). Normally, the material's settings will override the color array values. However, if you set the Material's color mode to some value other than NONE, the material color for that element (AMBIENT, DIFFUSE, AMBIENT_AND_DIFFUSE, SPECULAR, or EMISSION) will be replaced by the vertex color. Unless you doing something fancy, you can typically set the color mode to AMBIENT_AND_DIFFUSE, which lets you make use of your vertex colors, but vary the alpha as you need to. Look in the red book, or the glColorMaterial man page for more info. --J ___ Ahhh light comes on... thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13796#13796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.1 Image::readPixels and packing.
Call it what you like (bug, not optimal behavior, I don't care) but I would expect that in a code snippet image-setPacking(4) image-readPixels(,,,) That the readPixels call would respect the the packing that you set in previous line.However Image::readPixels resets the packing to 1 That is a problem for me as I require a packing of 4. A code inspection the shows that this is the case. .. voidallocateImage (int s, int t, int r, GLenum pixelFormat, GLenum type, int packing=1) .. void Image::readPixels(int x,int y,int width,int height, GLenum format,GLenum type) { allocateImage(width,height,1,format,type); -- 'missing' default parameter packing=1 causes 'allocateImage' to set packing to 1 glPixelStorei(GL_PACK_ALIGNMENT,_packing); glReadPixels(x,y,width,height,format,type,_data); } One solution would be to add a 'packing' parameter to readPixels. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13798#13798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.1 Image::readPixels and packing.
loopless wrote: One solution would be to add a 'packing' parameter to readPixels. A better one might be for readPixels to read the current value of packing and reset it on exit. I haven't run into problems with this but it seems wrong that a readPixels() call should silently change a value I have deliberately set. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13799#13799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki spammer
The wiki spamming still continues. Is there nobody available that can administer the wiki and remove the spammers? regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13800#13800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin Compile Question OSG 2.8.1Hi,
Hi, El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió: and for those values I got OPENGL_INCLUDE_DIR /usr/include OPENGL_gl_LIBRARY /usr/lib/w32api/libopengl32.a OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a take into account that Philip and me have /usr/include/w32api as the value for OPENGL_INCLUDE_DIR and not only /usr/include like you. Regards, Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] FreeType plugin for Win64
I am able to build and use the FT plug-in on Win32 using VS 2005. Attempts to build the required FT libraries (starting from the FT 2.3.9 distro) on Win64 are proving very difficult as the FT headers have a number of unfortunate assumptions that sizeof(unsigned long) = sizeof(void *) Has anyone built FT for Win64? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13801#13801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Layer Opacity using TexEnvCombine
Jason Beverage wrote: Hi Jason, You're exactly right, if texture 1 has transparency, then I want texture 0 to show through no matter what. Doing something like the following on unit 0 works great in that case, but I also want to add in another scaling factor that will scale the alpha value of the texture from 0 to 1 to essentially act as a slider for the opacity. I'll keep hacking along, but I might need to just stick with shaders. Yeah, at first I thought i had an easy answer to your question, but as I looked into it I realized just how many combinations you can come up with for TexEnvCombine settings. I just sent you my best guess, which is probably way off. Let me know if you figure it out... --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG BOF at SIGGRAPH 2009
Hi Paul, Hi all -- This is an official Call for Participation. With SIGGRAPH 2009 only 2 months away, it's time to start organizing the BOF. Sign us up for a time slot, please. We've done some cool new stuff this year compared to last year, so we'd like to show you all what we've been up to and hopefully get some feedback! Thanks, 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
[osg-users] Preparing student's paper work about Delta3D/OSG
I have some paper work to do about Delta3D. More precisely, about the manner that the elements are selected for rendering, in which order, etc. I figured that Delta3D is using OSG. So, I need to study in deep the way the rendering is performed(culling, elements sorting, etc.). Since Delta3D is a large game engine and OSG is really big project, I would appreciate any help for starting my research and prevention of digging in the source code. Thank you very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13786#13786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin Compile Question OSG 2.8.1
Alberto Luaces wrote: Hi, El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió: and for those values I got OPENGL_INCLUDE_DIR /usr/include OPENGL_gl_LIBRARY /usr/lib/w32api/libopengl32.a OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a take into account that Philip and me have /usr/include/w32api as the value for OPENGL_INCLUDE_DIR and not only /usr/include like you. Regards, Alberto ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Thanks for the suggestion, I have tried adding the w32api folder in the config and re-generating and the w32api/GL and re-generating. I just thought of an idea of doing a clean, deleting all my files and then doing a configuration from scratch. Perhaps I'm having a cache issue. I'll let you guys know how that goes. Thanks! Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13805#13805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] master/slave camera question
So... Let me see if I understand this... Assuming I pass no args to the app when I run it, the osgdistortion createDistortionSubgraph first creates a camera which will render the scene to a texture attached to an FBO before the main camera renders the scene. Then the hud camera is created to render the quad textured with the texture created by the previous camera? So I have two slave cameras in addition to the main camera? How would I render scene to a depth texture? Do I create a depth texture and attach it to the first camera? Assuming that I want to use the texture created by the first camera as an input to frag shader program, would I need to add a third camera which I would add the shader as is done in the osgshaders example? Wyatt On Fri, Jun 5, 2009 at 3:23 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Wyatt, On Thu, Jun 4, 2009 at 6:31 PM, Wyatt Earpwyattbsearp1...@gmail.com wrote: Ok. Thanks. Not sure I understand the concept of cameras and master/slave stuff as well as I should... I searched the forum and mailing list archives, but didn't come up with anything yet, but then again, searching on something like camera master slave produces tons of hits. Any documentation that explains the camera concept and relation to viewer? The documentation is embedded in all the discussions. 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] OSG BOF at SIGGRAPH 2009
Hi Paul, There are also publications about OSG being writing (of course, in Chinese), which will be published by Tsinghua University Press at the end of this year. I would like to share more information and samples if it could be finished in time. :) Wang Rui 2009/6/10 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Paul, Hi all -- This is an official Call for Participation. With SIGGRAPH 2009 only 2 months away, it's time to start organizing the BOF. Sign us up for a time slot, please. We've done some cool new stuff this year compared to last year, so we'd like to show you all what we've been up to and hopefully get some feedback! Thanks, 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FreeType plugin for Win64
With some fiddling of the FT headers I got the number of warnings in the FT Win64 build down to a plausible set and the osg text example works fine under Win64. If anyone is interested I can send the changed FT header file. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13807#13807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FreeType plugin for Win64
Hi Andrew, With some fiddling of the FT headers I got the number of warnings in the FT Win64 build down to a plausible set and the osg text example works fine under Win64. If anyone is interested I can send the changed FT header file. It would probably be even better to submit the changes upstream (to the FreeType project itself). FreeType probably compiles fine on Linux 64-bit, but if there are problems compiling it under Windows 64-bit, then I expect they'd like to know and especially to get the fixes for future releases. In any case, yes it would be nice to post the modifications here as a first step. 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
[osg-users] [vpb] a bug in vpb
Hi, Robert, when i set my machine's virtual memory to a lower value for some test related to vpb, thousands of image files as input, then vpb jumps into this error: //system.cpp, Line 305, void eraseFrom(System::DatasetMap datasetMap) { for(TimeIteratorMap::iterator itr = _timeIteratorMap.begin(); itr != _timeIteratorMap.end(); ++itr) { datasetMap.erase(itr-second); } } Evidently, the iterator was used incorrectly. So i changed it: void eraseFrom(System::DatasetMap datasetMap) { for(TimeIteratorMap::iterator itr = _timeIteratorMap.begin(); itr != _timeIteratorMap.end();) { itr = datasetMap.erase(itr-second); } } Then it works. My version is r973. Hope to correct it in later version. Xuex, Chen___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org