[osg-users] picking node and arraging to it proper location
Hi, I'm working on problem in which user develop simple shape like building , hut , table etc. by arranging basic shape like cylinder,cube,hemisphere etc. using mouse . Thus my application allow user to design there own shape from basic model using mouse . I'm facing problem in picking node , arranging and transfer that node according to my requirement . If there is some example related to this kindly let me know? ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22054#22054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PBOs for images and textures
Hi J.P. First of all, I haven't tried anything yet. It seems to me more than a minor change so I didn't want to start messig up OSG code with my own gibrish :) Second, I've looked at the screen capture examples, but it's not a generic solution (no offense, it's only my opinion). Third, about gaining performance, what is the format of RTT you are using? I remember I once implemented DMA access to textures in an OpenGL application. For RGB images it was slower than the glReadPixel, but for RGBA images it was faster. I assume it depends on the driver. I wonder if I should try and code the DMA access to the draw callback after you already have done it. I trust you did a good job and if it didn't gain performance I doubt I could do something better. Currently the read-back is THE slowest section of my application. Thanks for the answer, if I'll have time I'll try it also and share the results with the forum. Guy. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Monday, January 04, 2010 9:20 AM To: OpenSceneGraph Users Subject: Re: [osg-users] PBOs for images and textures Hi, I've been fiddling with some of this at the end of last year for fast GPU to CPU. You could insert your code into the draw callback. Have you tried it? How is the performance? I could not make anything faster than the default readimage. You could also look at osgscreencapture for examples. jp Guy wrote: Hi all, I was wondering why when there is an image attached to an FBO camera buffer, the data transfer is made by glReadImage from the READ_BUFFER and not by glMapBuffer after copying the READ_BUFFER to PBO? The same question goes in the other direction for updating textures with glTexSubImage. Wouldn't that be faster (using the DMA)? Is there a scenario which it wouldn't be better that I miss. If it is the best way I don't mind trying to help doing so, but I guess I'd need help designing it. My initial approach is: 1. Add PBO object to image. (could be null) 2. Change image readpixels function to the following: If( PBO ) { Copy pixels from READ_BUFFER to PBO Get PBO address Memcopy(data, address) } Else OldImageReadPixels 3. When attaching image to camera buffer automatically allocate PBO to that image. That way there will be no change in render stage or any other part of OSG. For textures there can be something similar. The Texture has PBO object, the function apply will check for the PBO if exists then copy data to the PBO address, then bind it and use glTexSumImage and in similar way change the copyTex to copy to the PBO and then from it's mapped address to a CPU address. In textures maybe part of it could be implemented in subload callback. Is it the correct path? Does it already exists and I missed it? If so I'm sorry for the noise... :) Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node::Description intoageneralized propertymechanism?
Ulrich Hertlein wrote on 2009-12-31: I have coded up a proposal for a general-purpose property system for osg::Object and would like to present it for comments and discussion. Looks very cool! For data that is not derived from osg::Referenced (like floats, int, strings) instead of using a variant class I've created the following template class: template typename T class Property : public Referenced { public: //... void set(const T data) { _data = data; } const T get() const { return _data; } T get() { return _data; } private: T _data; }; Data is stored like this: osg::Propertyint* ip = new osg::Propertyint(42); obj-setProperty(my.int, ip); and retrieved like this: osg::Propertyint* ip0 = dynamic_castosg::Propertyint (obj- getProperty(my.int)); ip0-get() == 42; The assignment and comparison syntax is a little odd; I think adding operator=(), operator==(), etc. to osg::Property would be better, so you could do *obj-getPropertyint(my.int) = 42; if (*obj-getPropertyint(my.int) == 42) { ...} Thanks for the hard work, I'm looking forward to seeing this in OSG :) -- 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] Node::Description into ageneralized propertymechanism?
On 12/31/2009 4:22 AM, Ulrich Hertlein wrote: Hi guys, I have coded up a proposal for a general-purpose property system for osg::Object and would like to present it for comments and discussion. I'd like to take another day or so to digest this, as I'm very interested in it. Are you planning on implementing this yourself, or are you writing it in hopes someone else will code it? -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error moving in Z-axis
Hi, Using WindowManager I can't move the geometry in Z-axis. Even setting MASC_3D on WindowManager and setProjectionMatrixAsOrtho on camera I have no problem whit others axis. Thank you! Cheers, Wagner -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22060#22060 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Build problem
Hi, I have been trying to build OpenScenGraph on RedHat Linux 5 64 bit and get the error missiing glu.h and glut.h files. They are suppose to reside in the /usr/local/include/GL directory. I have installed all the packages with RedHat and those files do not exist. I had OSG on a 32 bit version with RedHat 4 and it worked fine Has anyone seen this problem and where and how do I go about resolving this to get it installed? Thank you! Cheers, Andy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22059#22059 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build problem
On Mon, Jan 4, 2010 at 12:26 PM, Andy Garrison garrison_tho...@bah.com wrote: Hi, I have been trying to build OpenScenGraph on RedHat Linux 5 64 bit and get the error missiing glu.h and glut.h files. They are suppose to reside in the /usr/local/include/GL directory. I have installed all the packages with RedHat and those files do not exist. I had OSG on a 32 bit version with RedHat 4 and it worked fine Has anyone seen this problem and where and how do I go about resolving this to get it installed? Thank you! Cheers, Andy Hi Andy, You need to install 2 packages: % yum install mesa-libGLU-devel freeglut-devel This will give you /usr/include/GL/glu.h and /usr/include/GL/glut.h, along with the 64-bit libraries for GLU and glut in /usr/lib64. Note that the mesa libGLU package is independent of the Mesa/DRI OpenGL hardware drivers, so it won't cause any conflict with the NVIDIA or AMD/ATI proprietary drivers if you use them. -Leif ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] New ffmpeg plugin checked into svn/trunk
Hi Robert, Would there be any chance that the AudioStream class and ImageStream interface changes can be added to OSG 2.8.x? In one of our projects we had been using the QuickTime plugin without a problem. However, we have a requirement from our customer to remove the QuickTime dependency. The FFmpeg plugin looks to be the solution to our problems, though we have to keep OSG at version 2.8 (unless 2.10 or 3.0 is coming very soon). Best regards, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22062#22062 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Write to texture file for lightning
Sorry for hesitating, but the time of our project is running ;-) Someone any idea what I did wrong with the texture / image camera? Or is there a problem with the addChild hirarchy? Thanks a lot Am 03.01.10 12:05, schrieb Dominic Stalder: Hi Ulrich thanks a lot, big mistake ;-) Now the color is not black any more, but it only takes the gl clear color of the the camera. Do I have to set some view matrices? Dominic Am 03.01.10 11:50, schrieb Ulrich Hertlein: Hi Dominic, a happy new year to you too. On 2/01/10 10:00 PM, Dominic Stalder wrote: Image* image = new Image; image-allocateImage(osgViewer-width(), osgViewer-height(), 1, GL_RGBA, GL_UNSIGNED_BYTE); // creates a new camera that will render into the image and sets the rendering settings ref_ptrCamera imgCamera = new Camera; ... imgCamera-addChild(rootLighting.get()); root-addChild(imgCamera.get()); osgDB::writeImageFile(*image, /Users/xyz/tmp/test.bmp); It allocates the image with the right size (1400 x 736) and writes it to disk. But the image is all black. Did you omit some code between 'root-addChild()' and 'writeImageFile'? There should be a call to render the frame (like 'osgViewer-frame()') otherwise the Image will remain black. Does anybody see an error or what could be the problem? I also tried with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is there a problem with the hirachy: GL_U_B is fine, this will probably also give you better performance. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Max Exporter Modifications
Hi Robert, Several months ago I had modified the OSG Max Exporter to address some issues artists were running into. More about the changes can be read on the Delta3D forum post at delta3d org - Forum - Artists' Studio - OSG Exporter for 3DS Max 2010. In short, the changes allow OSG helpers to become parts of model hierarchies, prevent doubly referencing objects, and overall simplify helper assignments via the 3DS Max Schematic View and Link tool. Currently the code is accessible as a project with the Delta3D source code. With a few tweaks the project can be OSG-ready. Please let me know if would like me to send the the source you way. Cheers :) Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22064#22064 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] CMake error in FindOSG.cmake
The last two paths in OSG_SEARCH_PATHS in osgPPU's FindOSG.cmake don't properly escape backslashes, causing CMake (I'm using version 2.6) to error when trying to configure on Windows and osgPPU is not right next to OSG: C:\Program Files\OpenSceneGraph C:\Program Files (x86)\OpenSceneGraph Should be: C:\\Program Files\\OpenSceneGraph C:\\Program Files (x86)\\OpenSceneGraph Fixed FindOSG.cmake is attached. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com FindOSG.cmake Description: FindOSG.cmake ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] CMake error in FindOSG.cmake
That was my mistake, found it after I posted the addition of these paths, but forgot to contact Art about it. Forward slashes also work. (Not sure why CMake is treating these as literal char strings... Seems like a bug in how CMake is parsing the file...) Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Thrall, Bryan wrote: The last two paths in OSG_SEARCH_PATHS in osgPPU's FindOSG.cmake don't properly escape backslashes, causing CMake (I'm using version 2.6) to error when trying to configure on Windows and osgPPU is not right next to OSG: C:\Program Files\OpenSceneGraph C:\Program Files (x86)\OpenSceneGraph Should be: C:\\Program Files\\OpenSceneGraph C:\\Program Files (x86)\\OpenSceneGraph Fixed FindOSG.cmake is attached. -- 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] [osgPPU] CMake error in FindOSG.cmake
Paul Martz wrote on 2010-01-04: That was my mistake, found it after I posted the addition of these paths, but forgot to contact Art about it. Forward slashes also work. (Not sure why CMake is treating these as literal char strings... Seems like a bug in how CMake is parsing the file...) Apparently, CMake allows escaping inside strings using backslash (see http://www.cmake.org/cmake/help/syntax.html), hence the need to escape the backslashes. Thrall, Bryan wrote: The last two paths in OSG_SEARCH_PATHS in osgPPU's FindOSG.cmake don't properly escape backslashes, causing CMake (I'm using version 2.6) to error when trying to configure on Windows and osgPPU is not right next to OSG: C:\Program Files\OpenSceneGraph C:\Program Files (x86)\OpenSceneGraph Should be: C:\\Program Files\\OpenSceneGraph C:\\Program Files (x86)\\OpenSceneGraph Fixed FindOSG.cmake is attached. -- 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] picking node and arraging to it proper location
Take a look at the osgpick example and osgkeyboardmouse. If you are picking an object with a size (a surface) look at line interesect visitor, there is a tutorial here http://www.openscenegraph.org/documentation/NPSTutorials/osgIntersect.htm Martin ps. it seems horribly complex but when you get it - OSG makes a lot of sense -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22069#22069 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Write to texture file for lightning
Hi, have you tried writing the image in the camera callback? Maybe have a look at osgprerender and osgscreencapture. jp Dominic Stalder wrote: Sorry for hesitating, but the time of our project is running ;-) Someone any idea what I did wrong with the texture / image camera? Or is there a problem with the addChild hirarchy? Thanks a lot Am 03.01.10 12:05, schrieb Dominic Stalder: Hi Ulrich thanks a lot, big mistake ;-) Now the color is not black any more, but it only takes the gl clear color of the the camera. Do I have to set some view matrices? Dominic Am 03.01.10 11:50, schrieb Ulrich Hertlein: Hi Dominic, a happy new year to you too. On 2/01/10 10:00 PM, Dominic Stalder wrote: Image* image = new Image; image-allocateImage(osgViewer-width(), osgViewer-height(), 1, GL_RGBA, GL_UNSIGNED_BYTE); // creates a new camera that will render into the image and sets the rendering settings ref_ptrCamera imgCamera = new Camera; ... imgCamera-addChild(rootLighting.get()); root-addChild(imgCamera.get()); osgDB::writeImageFile(*image, /Users/xyz/tmp/test.bmp); It allocates the image with the right size (1400 x 736) and writes it to disk. But the image is all black. Did you omit some code between 'root-addChild()' and 'writeImageFile'? There should be a call to render the frame (like 'osgViewer-frame()') otherwise the Image will remain black. Does anybody see an error or what could be the problem? I also tried with GL_INT instead of GL_UNSIGNED_BYTE but this didn't work too. Is there a problem with the hirachy: GL_U_B is fine, this will probably also give you better performance. Cheers, /ulrich ___ 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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] How to compile OSG examples with OSX 10.5 / XCode 3.0 binaries?
Hi, I downloaded and installed the OpenSceneGraph OSX 10.5 / XCode 3.0 binaries, but I can't find the example programs. I assume they are not included with that download. I can get the example programs by downloading the source, but I can't batch compile them using cmake. Can they be batch compiled using Xcode 3.1? Thank you! Cheers, Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22068#22068 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hello Is there are anyone who know about license problem when modifying osg for iphone? Should I open source code or object file and overall or a part related to OSG? In the case of cocos2d, there is a special license for iPhone like the below. cocos2d for iPhone was originally licensed under the GNU LGPL v3 license. But since it is impossible to distribute 3rd party dynamic libraries for the iPhone, this license extends the GNU LGPL v3 license by allowing you: a) to use cocos2d for iPhone as a static library b) to include all or part of the cocos2d for iPhone sources inside your project This means that if you do a) and/or b) you are NOT forced to release your source code under the GNU LGPL v3 license. Changhoon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22070#22070 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] CMake error in FindOSG.cmake
Hi Bryan, Thank you for the patch. Changes are submitted to svn. Hmm, I wonder why on my machine with cmake-2.6-patch4 installed I didn't get any issues with the backslash. Maybe I forgot to try to create just fresh build directory, so that cached paths were in use. Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22074#22074 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org