I asked Oleg Komogortsev, an eye-tracking researcher at Texas State
University: " here is what we use at the moment http://www.gazegroup.org/ ,
the quality of the results will depend on your camera hardware. But this is
the best in my opinion at the moment."
I briefly looked it up, and their GPL s
Hi J-S - I'll add presentations and photos shortly. Marc's volume fire
rendering software was created as part of his work with NIST (National
Institute of Standards Technology).
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sébastien Guay wrote:
Hi all
Hi,
I'm sorry about that, but the texture upload it wasn't the problem. That's the
problem working in the GPU, something is wrong but you don't have a way to
determine what's wrong :P The problem was that in the GPU i had a vec3 array of
8 values, and I was setting it like
Code:
osg::Uniform
Rick Pingry wrote on Friday, August 07, 2009 4:52 PM:
> Is there a way already to force the viewer to load
> a specific library based on some environment variable or better yet a
command
> line parameter? would that be sufficient?
Yes, osgviewer supports '-l libname' (that's a lower-case L) to lo
Thanks Paul,
I ended up just creating a second dll to handle the csg extension, so I am
doing ok now, but I like your idea. I don't know about anyone else, but I know
I like using the standard OSG viewer with my models, and I think it is a good
idea to NOT have to modify the OSG code to load a
Hi all,
It was great meeting all of you at the BOF. Great presentations all
around, and very encouraging to see such an active community in China.
I've started a page on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2009
Perhaps people can post their presentations
Kudos to Hansoo Kim and Wang Rui for making the long trip from east
Asia to New Orleans to attend the OSG BOF. I don't recall anyone from
east Asia at past BOFs so maybe this was a first. Certainly Wang Rui's
presentation on the growth/acceptance of OSG in China was impressive. I
was astonished
A while ago, I added the ability to store extension aliases in a text
file, and load that text file (and register the aliases within) with a
single function call to Registry. If you search Registry.cpp for
addFileExtensionAlias, you should see this.
Personally, I'd like to extend this so that
Hi Pau,
Thanks Ulrich, but I think this set one parameter for each vertex, and I really
need 32 values for each vertex (that's what I'm using multitexcoord) Finally I
think I have this problem solved, I had some problems with the glew
initialization. Now I'm having other problems uploading a
The XXXd.dll is the debug version, it will be used by the debug build of osg.
Don't know why you don't have the release version.
As a test I think you should just be able to copy the debug dll to
osgdb_jpeg.dll (although this might depend on how forgiving your compiler is)
Cheers,
Martin
--
Hi,
I have osgdb_jpegd.dll and it directory is currently set
I have used other image plugin for *.rgb,*.bmp , it was working correctly for
them
I have seen tht for *.rgb file it was using two dll i.e osgdb_rgbd.dll and
osgdb_rgb.dll and it required both these dll.
same case i fi
Great time in BOF, Happy to meet many OSG users (especially over 2000
friends in China) :D
Maybe I have to trip 26hrs again to return, but it's no matter.
I hope that I'm there in 2010.
Hansoo Kim.
Konkuk Univ., Korea.
Wang Rui 쓴 글:
Hi,
I'm in Seattle now, and will be back to China in 1-2 day
Hi,
I should add that the RTT Texture is attached to one of two osg::Cameras in the
scene.
Thank you!
Cheers,
Steven
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15983#15983
___
osg-users mail
Hi,
using OSG 2.2
I'm currently rendering to a texture using a FBO with an attached texture:
Code:
_texture = new osg::Texture2D();
_texture->setTextureSize((int)_camera->getViewport()->width(),(int)_camera->getViewport()->height());
_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D:
Hi,
Thanks Ulrich, but I think this set one parameter for each vertex, and I really
need 32 values for each vertex (that's what I'm using multitexcoord) Finally I
think I have this problem solved, I had some problems with the glew
initialization. Now I'm having other problems uploading a textur
Hi J.P.,
Finally I can figure out a way so I don't need the signed int. Anyway, I think
my really problem is that by some reason, the texture is not uploading
correctly to the GPU :S
In my OGL code I have:
Code:
glGenTextures(1, &(this->triTableTex));
glActiveTexture(GL_TEXTUR
Hi,
thanks for the replies.. I'd just like to state that the aim of my request is
to get the basic swig prototypes/bindings in place, to ensure their
correctness. I think that process could be automated, somewhat.
Even though the automatically generated bindings would be unwieldy for end
use
No, other than running the demo.
I once did something to automatically find pupil position/size for an opthalmic
system but it didn't do gaze direction.
One thing that was very useful (if you can control the environment) was to use
an IR LED which reflects off the cornea and an IR sensitive camer
Hi Robert,
>From our SVN log I've extracted a unified diff of the modifications I've
had to make on our branch of OSG (i.e. a stabilized trunk snapshot taken
around OSG 2.9.3). This should give a fair idea of the places where I
found a potentially dangerous getenv(). See attached file.
Be careful
Robert Osfield wrote:
> HI Chris,
> OK, I understand better where you coming from now - making a template
> of Vec to enable easier implementation of the various implementations.
> I chose not to use templates in the first place to avoid the compiler
> doing too much work on such a commonly used cl
Hi Martin,
Thanks for the pointer. Have you use TrackEye yourself?
Robert.
On Fri, Aug 7, 2009 at 4:32 PM, Martin Beckett wrote:
> It's fairly easy to do in OpenCV using Haar trackers.
> OpenCV also handles all the webcam stuff for you fairly painlessly.
>
> See http://www.codeproject.com/KB/cp
HI Chris,
OK, I understand better where you coming from now - making a template
of Vec to enable easier implementation of the various implementations.
I chose not to use templates in the first place to avoid the compiler
doing too much work on such a commonly used class and to enable easier
speci
Do you have a osgdb_jpeg.dll file? Is it in a directory on your path ?
Did you build OSG from source?
You may need the 3rd party add-ons (especially if on windows) this contains the
low level jpeg library needed the plugin.
Martin
ps. You should probably post in the 'general' forum - this is m
Sorry forgot to add, OpenCV is C/C++, cross platfom is BSD licensed and works
well with OSG.
The documentation isn't bad and it's used by a lot of vision courses so quite a
few tutorials out there. There is a good intro book from O'Reilly
Martin
--
Read this topic online here:
Hello Peter,
that got cmake to build it, but now when trying to compile, it gives tons of
errors and fails
compiler is vs08 sp1 32 bit
Are you sure about that? This:
C:\Program Files\Microsoft Visual Studio 9.0\VC\
in your log suggests you're using VC9.
Perhaps you have mixed-up inclu
It's fairly easy to do in OpenCV using Haar trackers.
OpenCV also handles all the webcam stuff for you fairly painlessly.
See http://www.codeproject.com/KB/cpp/TrackEye.aspx for example.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15968#15968
Brian R Hill wrote:
> Andrew,
> You could implement it as an ortho projection (look at HUD examples) and
> draw text and lines as geometry based on current scale and position.
You can create a custom drawable that does anything at all you want when its
code is called.
> Brian
--
Chris 'Xenon
J.P. Delport wrote:
> I'm no expert, but what I do know is that tr1::function and tr1::bind
> are much easier to understand than the original variants. I've once made
> a little test app for myself that I attach.
I agree. However, I can't rely on tr1 in my build at this time. Likewise with
boos
Robert Osfield wrote:
> Well I have no clue what you are specifically thinking of changing so
> I can't say anything about it either one way or the other. The
> osg::Array classes already use templates, and are already extensible,
> so I don't what you're trying to address.
Well, I'm not aiming
Ok, wise advise, just since this is a grid (Rendered once) per frame, I will
need to resize the grid lines/thicknesses/spacing on every frame (as I zoom/pan
my scene).
I guess I have enough to go digging now though, certainly you've given me some
good ideas,
Thank you,
Andrew
-
Andrew,
I would recommend converting your glBegin/glEnd code to use native osg
drawing constructs (geode,geometry,primitives,...). Check out the
osggeometry example.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-ma
Ok, so I could use a HUD and attach behind my scene - clever, I like it :-)
Now the question is, how do I get access to just glBegin/glEnd?
I was thinking of creating a class that inherits ShapeDrawable and just
rendering my lines (I have found some legacy code that calculates the lines and
sub
Hi VR-experts,
There is a project proposal that I'm looking into that will require
real-time eye tracking using standard PC webcams. A quick search of
the web suggests that there are solutions out there, including some
open source ones, but as to how good they or how suitable they are for
use in
Hi Tanguy,
On Fri, Aug 7, 2009 at 3:14 PM, Tanguy
Fautre wrote:
> I had the chance to test your patch. As expected, it fixes the problem.
> The debugger shows the singleton is only initialized well after DllMain
> has been called. No deadlock to report.
Great, a good first step then.
> As you st
Hi Yvon,
On Fri, Aug 7, 2009 at 3:02 PM, Yvon Halbwachs wrote:
> Yes I agree that the z-buffer depth value makes more sense for the
> isosurface technique since it defines a single position. I only meant that I
> modified the shaders for the isosurface technique (volume_iso.frag and
> volume_tf_is
Hi Robert,
I had the chance to test your patch. As expected, it fixes the problem.
The debugger shows the singleton is only initialized well after DllMain
has been called. No deadlock to report.
As you stated, we need to fix all the getenv() that can be called from
constructing a global singleton
Yes I agree that the z-buffer depth value makes more sense for the
isosurface technique since it defines a single position. I only meant
that I modified the shaders for the isosurface technique
(volume_iso.frag and volume_tf_iso.frag).
Yvon
Robert Osfield wrote:
Hi Yvon,
Good to hear you've
Andrew,
You could implement it as an ortho projection (look at HUD examples) and
draw text and lines as geometry based on current scale and position.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistak
Edit:
Perhaps another way of asking this question - I know how to render my grid
using OpenGL calls, I would basically use glBegin(GL_LINES) / glEnd and draw
the lines at the appropriate spacing and thickness.
So the question is - is there a way to directly push something onto the GL
renderi
Hi there,
A simple question, would anyone know how I could implement an infinite grid in
OSG?
This is an image showing what I am trying to achieve.
[Image: http://i137.photobucket.com/albums/q217/andyb1979/InfiniteGrid.png ]
Ideally as the user zooms in/out I would like the grid to subdivide
Hi Yvon,
Good to hear you've got it working.
> Maybe this should be integrated in the next release of OSG? I can send you
> the code of each shaders if you are interested.
Possibly. It's not clear to me which depth you are computing, as each
fragment can have only one depth, for a volume what d
Hi Robert, Thank you, for your reply. i am tring some other method now
(integrating image processing alogothms in my code) i hope this will help me.
thanks again for suggesting me the third party implementations.
regards,K.Kiruba.
--- On Wed, 8/5/09, Robert Osfield wrote:
From: Robert O
Hi Maxime,
On 7/08/09 12:02 PM, Maxime BOUCHER wrote:
Ulrich Hertlein wrote:
Hi Maxime, I'm extremely irritated by what you write and maybe I'm not the only
one.
I am very sorry, please apologize. Maybe could you tell me why so that I won't
do it
again.
No need to apologize. (I meant 'ir
Hi Art and J.P., thanks for the quick replies. :)
art wrote:
> Is it possible that you provide me with a simple test case implementation to
> test it. Because then maybe I would be able to find an answer how to correct
> it.
>
I'll probably put some simple test case together at the beginning
Hi there,
I have a rather strange problem that I would like to tackle using OSG, I wonder
if anyone could offer some advice on whether it is possible or not?
In brief, the application I am working on must allow users to detect what parts
of a scene containing in a large CAD model are and are n
Hi,
Miika Aittala wrote:
Hi,
... where do I put the Processor and what else do I need to do in
order to make its units render AFTER the depthCamera but BEFORE the
osgViewer's camera? The main camera needs to render to an FBO too,
because its results are also further processed with another Pro
Hi Robert,
Thanks for your tips, I managed to compute correctly the depth value in
the fragment shader. I only needed access to the volume locator matrix
to compute the right position of the ray, and then use the projection
transformation matrix to compute the depth value in the range [-1,1].
Hi Mika,
Is it possible that you provide me with a simple test case implementation to
test it. Because then maybe I would be able to find an answer how to correct it.
>
> However, this causes another problem which I don't even begin to understand
> (which may or may not be related to osgPPU
Hi,
I'm using OSG-2.8.0 version.. on Visual studio-2008.
I have a problem with reading .jpg files with OpenSceneGraph (warning: "Could
not find plugin to read objects from file X.jpg"). I see a source file in
osgPlugin/jpeg but don't know how to use it
...
Thank you!
Cheers,
manish
-
Hi,
I'm implementing a more advanced SSAO algorithm using osgPPU. I need to use
the results more carefully than just multiplying them on top, so the resulting
texture is used as an input to a regular surface fragment shader during the
main rendering pass. Therefore the processing needs to happ
Oh and for reference (forgot to add)
the method to update the camera is as follows
/
void CCameraView::UpdateCameraMatrices(osg::Camera * camera)
{
// Set the projection matrix on the camera
if (this->m_bIsOrthogonal)
{
camera->setProjectionMatrixAs
Hi Robert,
Thanks for your helpful reply. I've sorted this problem by taking the
following steps
1. Removal of camera manipulators from the scene (I had a custom manipulator
that allowed you to set target/position, but event handling was done
elsewhere in my external application)
2. Creation of
Hi Ulrich,
Ulrich Hertlein wrote:
> Hi Maxime,
> I'm extremely irritated by what you write and maybe I'm not the only one.
>
I am very sorry, please apologize.
Maybe could you tell me why so that I won't do it again.
Ulrich Hertlein wrote:
>
> Why do you suspect that the Z-buffer is influen
Hi Maxime,
On 6/08/09 4:41 PM, Maxime BOUCHER wrote:
I know Z-buffer isn't very in fond of transparency, and actually, when I
capture it on
a model having transparent faces it stores strange things (a kind of luminance
image of
some textures on parts corresponding to these transparents faces).
Hi Chris,
On Fri, Aug 7, 2009 at 3:07 AM, Chris 'Xenon'
Hanson wrote:
> So, two questions:
>
> 1. Robert, are you even in support of refactoring the existing Vec* classes
> into
> manifestations of a template if it can be done transparently and cleanly with
> regard to
> existing code?
Well I
Hi Carol,
Solaris is not a platform that many users develop on these days so it
doesn't get the exposure and testing that the major platforms undergo
- we have to rely on members of the community to help support the
platforms they use as no single group/person has access to all the
platform combin
Hi,
I'm in Seattle now, and will be back to China in 1-2 days. Really glad to
meet many friends at the BOF. Hope to see you again next year, although it's
diffcult to apply for visa here. :)
Wang Rui
2009/8/6 Paul MARTZ
> OSG BOF was a success. Attendance was light, 65 people, but overall
> conf
Hi,
Chris 'Xenon' Hanson wrote:
I'm also looking for a STL expert who knows for_each, mem_fun and
bin1st better than I to tell me what I'm doing wrong on a piece of
GDAL code related to VPB. But that's a different issue. Anyone who
wants to point out my mistake, contact me privately and I'll se
Hi Pau,
Pau Moreno wrote:
Hi,
I've create an int matrix[16][256] and I need to pass it to the GPU.
So what I've done is create a osg::Image, but when I have to pass the
data to setImage, I have to do a cast to my data, because it needs an
unsigned char *.
The unsigned char * is just to get th
59 matches
Mail list logo