Re: [osg-users] OSG Uniform Array Setup [SEC=UNCLASSIFIED]

2010-07-27 Thread Henry Delattre
Hi Paul,

You should have a look at this thread, which explains the special case of 
arrays. You should find your solution.
http://forum.openscenegraph.org/viewtopic.php?t=5457

Thank you!

Cheers,
Henry

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Re: [osg-users] OSG on IPhone

2010-07-27 Thread Stephan Huber
Hi Florian,

Am 23.07.10 18:25, schrieb Florian Kolbe:
 Hi,
   I am very delighted to see that the porting is making progress, and I would 
 like to contribute. Here are my experiences so far:
 
 I did the following to get the code:
 
 
 Code:
 git clone http://github.com/stmh/osg.git
 cd osg
 git branch -a
 git checkout remotes/origin/iphone

i am by no means a git expert, I used the tutorial at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the
source.

This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone


 2. The XCode Project is referencing files from osgIntrospection which are all 
 missing?

I removed them, as osgIntrospection is deprecated.

 3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get 
 compile errors apparently because struct stat64 is unknown. There is some 
 logic whether to #define stat64 stat but it seems to fail? (using 10.4)

Yes, my test builds for the simulator went fine. Don't know, what the
problem is. What system are you using for development, what
xcode-version etc.?

The mentioned code compiles cleanly on my end.

 4. Project tries to build freetype Plugin. 
 
 Code:
 osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h:19:0 
 Ft2build.h: No such file or directory in 
 /Users/fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h
 
 
 The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there 
 and 3rdparty/include/freetype2 also, but there seems to be a problem with 
 wrong case? The file in the repository is: ft2build.h (but include-Statement 
 says: Ft2build.h).

I did a file-wide search, and all includes are referring to
ft2build.h, I can't reproduce your problem on my end.

 A. Is there a publically available issue tracker for OSG and/or OSG on iOS ?

Not yet. Just use this list for reporting bugs and issues, as the demand
for an iphone-port is relative low.

 B. Should we open a List (in terms of forum structure) specifically for iOS 
 support?

If the traffic increases perhaps yes.

 C. How is the process for submitting code changes to the iOS branch? 

As I am currently maintaining this fork alone, feel free to send them to
me (as whole files, see the osg-submissions-protocol on the website).

I haven't wrapped my head around git and github enough, but there's a
good chance that you can fork the osg repository, apply the patches and
send them back to me to integrate them into the repository in an
automated way. Perhaps someone with more knowledge can shed some light here.

I am currently busy with other projects, and I am doing the work on the
iphone-part only in my spare-time, so I am making less progress as I
want on this end.

cheers,

Stephan
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[osg-users] osgText::Text and screen

2010-07-27 Thread Peter Wraae Marino
Hi osgUsers,

I'm trying to create a gui and would like to have my coordinates system 0, 0
at the upper, left of the screen. To do this I decided to create a matrix
that has an ortho view as follows:

osg::Matrix::ortho2D( 0, viewW, viewH, 0)
where viewH is bottom and top has zero

This works great when drawing my gui stuff.. but when I use osgText::Text as
follows:

m_rText = new osgText::Text;
m_rText-setAxisAlignment( osgText::Text::SCREEN );

the text is at the correct position, but is upside down. I've searched the
osgText if it was possible to set the drawing direction, but couldn't find
anything.

is there a way to solve this?

I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW,
0, viewH ), because this would mean that all my gui components would have to
compensate for the viewH and reverse direction.

any suggestions?,

Peter Wraae Marino


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Re: [osg-users] setUseVertexBufferObjects(true) has no effect

2010-07-27 Thread Fred Smith
Robert, OK, this works fine with the osg::Geometry I'm using now.
Paul, thanks, I'll have a look.

Cheers,
Fred

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Re: [osg-users] TriangleFunctor/TriangleIndexFunctor with Vertex Attributes?

2010-07-27 Thread Robert Osfield
Hi Rob,

If you want to access the vertex attribute data (such as colours,
normals, tex coords)  then you are probably best to do a
dynamic_castGeometry* on the drawable and then access the data that
way.  If the drawable isn't a geometry then you'll need to use a cast
to whatever object it is.

Robert.

On Mon, Jul 26, 2010 at 11:07 PM, Rob Radtke r...@stellarscience.com wrote:
 Thank you Robert for the detailed explanation of TriangleFunctor and
 TriangleIndexFunctor.  Those classes have proven to be very useful to me.
  I'm curious to know if there is a good way to use those classes in a manner
 that allows you to also access attributes for each vertex.  In particular,
 I'm interested in accessing texture coordinate and/or color attributes (for
 v1, v2 and v3) inside of my 'operator()(const int v1, const int v2, const
 int v3)' implementation.

 I have had some limited success using a custom ConstAttributeFunctor
 subclass to accumlate attributes inside of a ' NodeVisitor::apply(
 osg::Geode)' override, but I'm struggling with devising the best plan for
 mapping each vertex back to the appropriate attribute.  My current solution
 is very messy and I doublt it's very robust.  Is there a prescribed way to
 do this?

 Thanks,
 Rob Radtke

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: 12 March 2010 10:57
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Need help to understand this code snippet
 withaccept
 and operator

 Hi Fred,

 The TriangleIndexFunctor is a template helper class for making it
 easier to access the triangles held in osg::Drawable.  The actual
 geometry primitives held within different osg::Drawable subclasses
 could be of any type and any arrangement, so casting osg::Drawable to
 osg::Geometry etc. and then accessing the primitives directly and then
 working out how to interpret the triangles from this is rather
 complex, tedious and prone to poor performance unless you are very
 careful.

 To address the tight coupling of accessors to implementations, the
 osg::Drawable has an accept(osg::Drawable::PrimitiveFunctor) method
 exists to allow a subclass from osg::Drawable to pass details on the
 geometry primitives that it has to the functor in a generic way - thus
 hiding the local implementation details of that Drawable and enabling
 your own custom PrimitiveFunctor to work with a wide range of Drawable
 without needing to know the implementation details.  While this
 achieves good decoupling the PrimitiveFunctor still has to handle all
 the different types of primitives - polygons, tri strips, quads, qaud
 strips, lines etc, which is still pretty complicated to implement.

 To address the complexity of handling all the different types of
 primitives the TriangleIndexFunctor template class exists to decompose
 all the descriptions of generic primitives into the simple triangles
 marked by their corner indices.  For you the app developer all you
 then need to do is create you little functor that implements the void
 operator()(const int v1, const int v2, const int v3) method as per the
 example, and then pass the resulting templated class to the drawable
 to get all the triangle information.  The use of templates also
 ensures good performance.

 If it wasn't for PrimtiiveFunctor and
 TriangleFunctor/TriangleIndexFunctor accessing geometry would be very
 tedious and error prone task - lots of casts, switch statements and
 book keeping.  These helper classes might seem a bit convoluted at
 first look, they really make life much easier.  Go have a search
 through the OSG code base, there are plenty of examples of
 TriangleFunctor/TriangleIndexFunctor in action - especially in
 src/osgUtil.

 Cheers,
 Robert.



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Re: [osg-users] osgText::Text and screen

2010-07-27 Thread Robert Osfield
Hi Peter,

If you are using an orthographic projection then you will just need to
align the text to the XY plane, which is the default, there is no need
to set the AxisAlignment to SCREEN.   It's likely upside down as
you've inverted the coordinates w.r.t OpenGL.

Robert.

On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
marino.pe...@gmail.com wrote:
 Hi osgUsers,
 I'm trying to create a gui and would like to have my coordinates system 0, 0
 at the upper, left of the screen. To do this I decided to create a matrix
 that has an ortho view as follows:
 osg::Matrix::ortho2D( 0, viewW, viewH, 0)
 where viewH is bottom and top has zero
 This works great when drawing my gui stuff.. but when I use osgText::Text as
 follows:
 m_rText = new osgText::Text;
 m_rText-setAxisAlignment( osgText::Text::SCREEN );
 the text is at the correct position, but is upside down. I've searched the
 osgText if it was possible to set the drawing direction, but couldn't find
 anything.
 is there a way to solve this?
 I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW,
 0, viewH ), because this would mean that all my gui components would have to
 compensate for the viewH and reverse direction.
 any suggestions?,
 Peter Wraae Marino

 --
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 Power Tumbling: http://www.powertumbling.dk
 OSG-Help: http://osghelp.com

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Re: [osg-users] osgText::Text and screen

2010-07-27 Thread Peter Wraae Marino
Hi Robert,

I've removed the AxisAlignment... the text is the same.
the reason for it being upside down is because of my
ortho matrix.. I've set bottom to the pixel height of the view and top to
zero.
this way I get a coordinate system for the gui that is in the upper, left

regards,
Peter

On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Peter,

 If you are using an orthographic projection then you will just need to
 align the text to the XY plane, which is the default, there is no need
 to set the AxisAlignment to SCREEN.   It's likely upside down as
 you've inverted the coordinates w.r.t OpenGL.

 Robert.

 On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
 marino.pe...@gmail.com wrote:
  Hi osgUsers,
  I'm trying to create a gui and would like to have my coordinates system
 0, 0
  at the upper, left of the screen. To do this I decided to create a matrix
  that has an ortho view as follows:
  osg::Matrix::ortho2D( 0, viewW, viewH, 0)
  where viewH is bottom and top has zero
  This works great when drawing my gui stuff.. but when I use osgText::Text
 as
  follows:
  m_rText = new osgText::Text;
  m_rText-setAxisAlignment( osgText::Text::SCREEN );
  the text is at the correct position, but is upside down. I've searched
 the
  osgText if it was possible to set the drawing direction, but couldn't
 find
  anything.
  is there a way to solve this?
  I would really like to avoid having to use a osg::Matrix::ortho2D( 0,
 viewW,
  0, viewH ), because this would mean that all my gui components would have
 to
  compensate for the viewH and reverse direction.
  any suggestions?,
  Peter Wraae Marino
 
  --
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  Power Tumbling: http://www.powertumbling.dk
  OSG-Help: http://osghelp.com
 
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[osg-users] setAmbientIntensity without setTwoSided

2010-07-27 Thread PCJohn

Hi,

I want to set ambientIntensity. There is a class for it - osg::LightModel.
However, I do not want to do anything with TwoSided, LocalViewer or 
ControlColor settings. They must be inherited from the state above in 
the scene graph. How to achieve that?


Thx,
John
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Re: [osg-users] osgText::Text and screen

2010-07-27 Thread Robert Osfield
Hi Peter,

Try flipping the view matrix.

Robert.

On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino
marino.pe...@gmail.com wrote:
 Hi Robert,
 I've removed the AxisAlignment... the text is the same.
 the reason for it being upside down is because of my
 ortho matrix.. I've set bottom to the pixel height of the view and top to
 zero.
 this way I get a coordinate system for the gui that is in the upper, left
 regards,
 Peter
 On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Peter,

 If you are using an orthographic projection then you will just need to
 align the text to the XY plane, which is the default, there is no need
 to set the AxisAlignment to SCREEN.   It's likely upside down as
 you've inverted the coordinates w.r.t OpenGL.

 Robert.

 On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
 marino.pe...@gmail.com wrote:
  Hi osgUsers,
  I'm trying to create a gui and would like to have my coordinates system
  0, 0
  at the upper, left of the screen. To do this I decided to create a
  matrix
  that has an ortho view as follows:
  osg::Matrix::ortho2D( 0, viewW, viewH, 0)
  where viewH is bottom and top has zero
  This works great when drawing my gui stuff.. but when I use
  osgText::Text as
  follows:
  m_rText = new osgText::Text;
  m_rText-setAxisAlignment( osgText::Text::SCREEN );
  the text is at the correct position, but is upside down. I've searched
  the
  osgText if it was possible to set the drawing direction, but couldn't
  find
  anything.
  is there a way to solve this?
  I would really like to avoid having to use a osg::Matrix::ortho2D( 0,
  viewW,
  0, viewH ), because this would mean that all my gui components would
  have to
  compensate for the viewH and reverse direction.
  any suggestions?,
  Peter Wraae Marino
 
  --
  Bellinge Gymnasterne: http://www.bellingegymnasterne.dk
  Power Tumbling: http://www.powertumbling.dk
  OSG-Help: http://osghelp.com
 
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Re: [osg-users] osgText::Text and screen

2010-07-27 Thread Peter Wraae Marino
Hi Robert,

yep..  did that .. .did a -1 scaling on the y-axis... works like a charm
now.

thanks,
Peter

On Tue, Jul 27, 2010 at 1:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Peter,

 Try flipping the view matrix.

 Robert.

 On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino
 marino.pe...@gmail.com wrote:
  Hi Robert,
  I've removed the AxisAlignment... the text is the same.
  the reason for it being upside down is because of my
  ortho matrix.. I've set bottom to the pixel height of the view and top to
  zero.
  this way I get a coordinate system for the gui that is in the upper, left
  regards,
  Peter
  On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  Hi Peter,
 
  If you are using an orthographic projection then you will just need to
  align the text to the XY plane, which is the default, there is no need
  to set the AxisAlignment to SCREEN.   It's likely upside down as
  you've inverted the coordinates w.r.t OpenGL.
 
  Robert.
 
  On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
  marino.pe...@gmail.com wrote:
   Hi osgUsers,
   I'm trying to create a gui and would like to have my coordinates
 system
   0, 0
   at the upper, left of the screen. To do this I decided to create a
   matrix
   that has an ortho view as follows:
   osg::Matrix::ortho2D( 0, viewW, viewH, 0)
   where viewH is bottom and top has zero
   This works great when drawing my gui stuff.. but when I use
   osgText::Text as
   follows:
   m_rText = new osgText::Text;
   m_rText-setAxisAlignment( osgText::Text::SCREEN );
   the text is at the correct position, but is upside down. I've searched
   the
   osgText if it was possible to set the drawing direction, but couldn't
   find
   anything.
   is there a way to solve this?
   I would really like to avoid having to use a osg::Matrix::ortho2D( 0,
   viewW,
   0, viewH ), because this would mean that all my gui components would
   have to
   compensate for the viewH and reverse direction.
   any suggestions?,
   Peter Wraae Marino
  
   --
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   Power Tumbling: http://www.powertumbling.dk
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[osg-users] .8 [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character

2010-07-27 Thread mao li
Hi,

Latest OSG 2.9.8 cannot load files whose name contains Chinese character. It's 
quite inconvenient for Chinese users of OSG. For example, if you try to run 
osgviewer.exe 中文file.osg, it will report error: No data loaded. OSG 2.9.6 
also has this issue. But OSG 2.8.6 works fine.

Thank you!

Cheers,
mao

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Re: [osg-users] .8 [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character

2010-07-27 Thread Wang Rui
Hi Mao,

There is no OSG 2.8.6 version. And to make Chinese path and filename
recognizable, just select a suitable locale set with the setlocale()
function, for example:

#include locale.h

int main(int argc, char** argv)
{
setlocale(LC_ALL, .936);  // Chinese
...
}

Cheers,

Wang Rui


2010/7/27 mao li limao...@hotmail.com:
 Hi,

 Latest OSG 2.9.8 cannot load files whose name contains Chinese character. 
 It's quite inconvenient for Chinese users of OSG. For example, if you try to 
 run osgviewer.exe 中文file.osg, it will report error: No data loaded. OSG 
 2.9.6 also has this issue. But OSG 2.8.6 works fine.

 Thank you!

 Cheers,
 mao

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Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character

2010-07-27 Thread mao li
Hi Rui,

Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs to 
set locale for a specific language, then it could become very hard to write 
language independent application. Say, if I want to make the application run on 
both Chinese and Japanese locale, I have to write two separated application? 
What if the file path contains both Chinese and Japanese characters? I am 
curious why OSG 2.8.2 and previous versions can work well without manually set 
the locale.

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[osg-users] [osgPlugins] FBX plugin compile error in OSG 2.9.8 SVN

2010-07-27 Thread Dario Minieri
Hi,

I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with fbx 
plugin during compilation:


Code:
[ 84%] Building CXX object 
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o
In file included from 
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:7,
 from 
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:26:
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxMaterialToOsgStateSet.h:65: 
warning: comma at end of enumerator list
In file included from 
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:26:
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h: In constructor 
'OsgFbxReader::OsgFbxReader(fbxsdk_2011_2::KFbxSdkManager, 
fbxsdk_2011_2::KFbxScene, FbxMaterialToOsgStateSet, const std::setconst 
fbxsdk_2011_2::KFbxNode*, std::lessconst fbxsdk_2011_2::KFbxNode*, 
std::allocatorconst fbxsdk_2011_2::KFbxNode* , const osgDB::Options, 
OsgFbxReader::AuthoringTool, bool, bool)':
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:37: warning: 
'OsgFbxReader::authoringTool' will be initialized after
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:30: warning:   
'bool OsgFbxReader::lightmapTextures'
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:47: warning:   
when initialized here
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In member 
function 'osgDB::ReaderWriter::ReadResult 
OsgFbxReader::readMesh(fbxsdk_2011_2::KFbxNode*, fbxsdk_2011_2::KFbxMesh*, 
std::vectorStateSetContent, std::allocatorStateSetContent , const char*)':
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:717: warning: 
suggest parentheses around assignment used as truth value
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: 
template argument for 'templateclass _Alloc class std::allocator' uses local 
type 'OsgFbxReader::readMesh(fbxsdk_2011_2::KFbxNode*, 
fbxsdk_2011_2::KFbxMesh*, std::vectorStateSetContent, 
std::allocatorStateSetContent , const char*)::PolygonRef'
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error:   
trying to instantiate 'templateclass _Alloc class std::allocator'
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: 
template argument 2 is invalid
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: 
invalid type in declaration before ';' token
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:807: error: 
request for member 'push_back' in 'polygonRefList', which is of non-class type 
'PolygonRefList'
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:840: error: 
expected initializer before 'it'
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:841: error: 'it' 
was not declared in this scope
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:841: error: 
'itEnd' was not declared in this scope
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'int 
getVertexIndex(const fbxsdk_2011_2::KFbxLayerElementTemplateT*, const 
fbxsdk_2011_2::KFbxMesh*, int, int, int) [with T = fbxsdk_2011_2::KFbxVector4]':
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:563:   
instantiated from here
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: 
enumeration value 'eNONE' not handled in switch
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: 
enumeration value 'eBY_EDGE' not handled in switch
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: 
enumeration value 'eALL_SAME' not handled in switch
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 
'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplateT*) 
[with T = fbxsdk_2011_2::KFbxVector4]':
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:697:   
instantiated from here
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: 
enumeration value 'eINDEX' not handled in switch
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 
'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplateT*) 
[with T = fbxsdk_2011_2::KFbxColor]':
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:698:   
instantiated from here
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: 
enumeration value 'eINDEX' not handled in switch
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 
'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplateT*) 
[with T = fbxsdk_2011_2::KFbxVector2]':
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:700:   
instantiated from here
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: 
enumeration value 'eINDEX' not handled in switch
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'int 
getPolygonIndex(const fbxsdk_2011_2::KFbxLayerElementTemplateT*, 

[osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Hi,

I have a quick question. I looked up online on setting camera intrinsics (5 
parameters, including radial distortion). Would I be using 
viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
 Also, can I do this (with a different matrix) before rendering each frame? 

Thank you!

Cheers,
Ricky

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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Keith Parkins

Use camera-setProjectionMatrix(intrinsic_parameter_matrix);

Not sure what you are trying to do with respect to the other question
you have.

On Tue, 27 Jul 2010, Ricky Flintoff wrote:


Hi,

I have a quick question. I looked up online on setting camera intrinsics (5 
parameters, including radial distortion). Would I be using 
viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
 Also, can I do this (with a different matrix) before rendering each frame?

Thank you!

Cheers,
Ricky

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Keith ParkinsU of R Center for Visual Science
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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Thank you! I am essentially changing the view (using setViewMatrix) before 
rendering each frame. With each new view matrix, I have a different set of 
intrinsic parameters and I was wondering if I can set those again. In essence, 
can I repeatedly change intrinsic parameters of the camera?


Keith Parkins wrote:
 Use camera-setProjectionMatrix(intrinsic_parameter_matrix);
 
 Not sure what you are trying to do with respect to the other question
 you have.
 
 On Tue, 27 Jul 2010, Ricky Flintoff wrote:
 
 
  Hi,
  
  I have a quick question. I looked up online on setting camera intrinsics (5 
  parameters, including radial distortion). Would I be using 
  viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
   Also, can I do this (with a different matrix) before rendering each frame?
  
  Thank you!
  
  Cheers,
  Ricky
  
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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Keith Parkins

After looking at this again, I am unclear as to whether you have built
the projection matrix from the intrinsic parameters. I was assuming that
you had made it by hand. To do that you would do something like this:

//-// 
// The _intrinsic variable holds the five values for the intrinsic

// matrix. The intrinsic * our pixel transform to get the projections
// matrix. The intrinsic values (itr[]) are given as five doubles
// such that: 
//

//| itr[0] itr[1] itr[2]  |
//|   0itr[3] itr[4]  |
//|   0  0  0 |
//
//| alpha_u gamma u_0  |
//|   0alpha_v v_0 |
//|   0  0  0  |
//
//-//

void 
-Camera::calcProjection() {

   double alpha_u, alpha_v;

   // calc alphas
   alpha_u = _intrinsic[0];
   double cot_theta = - _intrinsic[1]/_intrinsic[0];
   double sin_theta = sqrt(1/(1+cot_theta*cot_theta));
   alpha_v = _intrinsic[3] * sin_theta;

   double skew = _intrinsic[1];

   double u0, v0;
   u0 = _intrinsic[2]; v0 = _intrinsic[4];

   double left = -u0 / alpha_u * _near;
   double bottom = (_screen_height-v0) / alpha_v * _near;
   double right = (_screen_width - u0) / alpha_u * _near;
   double top = -v0 / alpha_v * _near;

   _projection[0] = 2 * _near / (right - left);
   _projection[4] = 2 * _near * skew / ((right - left) * alpha_u);
   _projection[5] = 2 * _near / (top - bottom);
   _projection[8] = -(right + left)/(right - left);
   _projection[9] = -(top + bottom)/(top - bottom);
   _projection[10] = (_far + _near) / (_far - _near);
   _projection[11] = 1;
   _projection[14] = -2 * _far * _near/(_far-_near);

|}


On Tue, 27 Jul 2010, Ricky Flintoff wrote:


Hi,

I have a quick question. I looked up online on setting camera intrinsics (5 
parameters, including radial distortion). Would I be using 
viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
 Also, can I do this (with a different matrix) before rendering each frame?

Thank you!

Cheers,
Ricky

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Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character

2010-07-27 Thread Wang Rui
Hi Mao,

Making use of unicode characters is also available. Enable the CMake
option OSG_USE_UTF8_FILENAME will do that trick. I believe that you
are using a 2.8.2 version with this option enabled but not on 2.9.x
versions. Please have a look at your CMake configurations.

Wang Rui


2010/7/27 mao li limao...@hotmail.com:
 Hi Rui,

 Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs 
 to set locale for a specific language, then it could become very hard to 
 write language independent application. Say, if I want to make the 
 application run on both Chinese and Japanese locale, I have to write two 
 separated application? What if the file path contains both Chinese and 
 Japanese characters? I am curious why OSG 2.8.2 and previous versions can 
 work well without manually set the locale.

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Re: [osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?

2010-07-27 Thread Dario Minieri
Hi,

With my preliminary test the answer is no...

Thank you!

Cheers,
Dario

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[osg-users] Shadows, clouds...

2010-07-27 Thread Jose Rincon
Hi,

When I use shadowedscene with shadowmap and clouds, clouds are a little black! 
How can I delete this effect?

Thank you!!!

Cheers,
Jose

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Re: [osg-users] Shadows, clouds...

2010-07-27 Thread Jean-Sébastien Guay

Hi Jose,


When I use shadowedscene with shadowmap and clouds, clouds are a little black! 
How can I delete this effect?


Please search the archives in the future, this is a frequently asked 
question.


There are two ways to make it so that shadows are not applied to the 
clouds:


1. Customize the shader applied to them so it doesn't do the shadow test 
(or remove the shader altogether). If you don't put a shader on that 
object, it inherits the one from higher in the graph (probably the one 
ShadowMap uses). See src/osgShadow/ShadowMap.cpp in the OSG source code. 
If you just want to remove this shader, you can do:


  node-getOrCreateStateSet()-setAttributeAndModes(
  new osg::Program, osg::StateAttribute::OFF);

because a program with no shaders means the fixed pipeline.

2. Put your objects outside the shadowed scene. I.e. have a root 
osg::Group which has as children the osgShadow::ShadowedScene, and put 
your clouds under that root and not under the shadowed scene.


   root
  /\
  shadowedSceneother non-shadowed objects
|
shadowed objects

Hope this helps,

J-S
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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-07-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Since I didn't receive any input or feedback on my previous inquiry, I'm
assuming no one has used osgSim very much in an extensive setting.?.?

At any rate, I've done some further investigation. It appears that
performance is very poor when HAT inquiries are randomly called in different
portions of the code via the
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
other hand, if HAT points via hat.addPoint() are collected up and then
computed (intersections) in one place, performance improves. I'm assuming
that this is the correct usage for OSG? If this is true, I must say that
this is a major problem since HAT inquiries need to be done at different
times throughout the application due to dependencies on HAT for other
calculations.

I would like some feedback from someone in the know on osgSim so I know what
the proper usage is for maximum performance. If it is true that all HAT
points in OSG need to be consolidated for intersection calculation, then I
will attempt to refactor the code to support what OSG wants.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, July 23, 2010 10:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgSim HeightAboveTerrain performance...

All,

 

I was wanting some feedback for those who have used osgSim in querying VPB
database info such has HAT, LOS, etc., during runtime. 

 

I'm seeing some performance issues when using
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
value for a particular location in the database. At times, we need multiple
HAT values per frame which seems to bog the performance down. I would
surmise that LOS calculations are probably worse since multiple
intersections are computed.

 

My question is, is how efficient is the osgSim HAT function? Is the process
of retrieving HAT a slow one? If so, is there a way to improve performance
if one or more HAT requests are issued on a per frame basis?

 

Thanks in advance,

-Shayne



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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Hi,

Oh wow! Thank you very very much!

Thank you!

Cheers,
Ricky

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[osg-users] StandardShadowMap on ATI

2010-07-27 Thread Bradley Baker Searles
Hi,

  I have been working for a while on compatibility issues with nVidia and ATI 
in our OpenSceneGraph application.  Aside from a fair number of GLSL shader 
source issues, one of the last remaining problems was that textured objects 
were not casting shadows (please see first attached screenshot).

  After a little detective work, it seems that the empty osg Program attached 
to the StateSet belonging to the _camera in StandardShadowMap::ViewData::init() 
is causing the problem:


 
 // optimization attributes 
 osg::Program* program = new osg::Program;
 stateset-setAttribute( program, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::ON );
 stateset-setMode
 ( GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF );
 stateset-setMode
 ( GL_BLEND, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF );
 
 #if 0 // fixed pipeline seems faster (at least on my 7800)
 program-addShader( new osg::Shader( osg::Shader::FRAGMENT,
 uniform sampler2D texture;   
 \n
 void main(void)  
 \n
 {
 \n
  gl_FragColor = texture2D( texture, gl_TexCoord[0].xy ); 
 \n
 }
 \n
 ) ); // program-addShader Fragment
 
 program-addShader( new osg::Shader( osg::Shader::VERTEX,
 void main(void)  
 \n
 {
 \n
gl_Position = ftransform();   
 \n
gl_TexCoord[0] = gl_MultiTexCoord0;   
 \n
 }
 \n
 ) ); // program-addShader Vertex
 #endif
 


  The setting of the fragment and vertex shaders to the stateset are #if 0'd 
out, but the osg Program setting is not.

  Anyway, if I skip adding the empty program, things seem fine.  Oddly, if I 
keep the empty program and skip the AlphaFunc above it that allows texture 
alpha to affect the depth buffer render, it casts shadows properly (well, 
without the alpha penetration of course).

  Everything works fine with nVidia drivers, even with the empty program.

  My scene has a mixture of shader programs depending on how the objects are 
setup, but they all include the shadow shader source (except the flat shaded 
objects like the force arrows shown below).

  So it seems to be an easy fix, but I was curious if anyone else had run into 
this problem?  I did many searches on the forum and came up empty.

  And if anyone has deeper illumination into how the empty program could affect 
the statesets (seems like a bug to me since nVidia works fine), or if there is 
a more appropriate fix I'm not thinking of, I'd appreciate the feedback.

Thanks-
Baker Searles


Hardware Versions:
nVidia GTS 250
ATI Radeon HD4670

Software Versions:
OSG @ 2.8.3
ATI Display Drivers @ 10.7
nVidia Display Drivers @ 258.96

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Attachments: 
http://forum.openscenegraph.org//files/ati_emptyglslprogram_noalphafunc_163.jpg
http://forum.openscenegraph.org//files/ati_noemptyglslprogram_192.jpg
http://forum.openscenegraph.org//files/ati_emptyglslprogram_debughud_103.jpg
http://forum.openscenegraph.org//files/ati_emptyglslprogram_167.jpg


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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Hi,

Sorry! I have a couple of more questions. Whats _near and _far? Also, is there 
any reference for these equations?

Thank you again for your tremendous help. 

Cheers,
Ricky

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[osg-users] Texture2DArray and invalid enumerant error

2010-07-27 Thread Glenn Waldron
Hi,
I'm using the Texture2DArray class with a VBO geometry and a shader program.
I get a non-stop stream of this message:

  Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
0x8c1a

(..where 0x8c1a = TEXTURE_2D_ARRAY_EXT)

The Texture2DArray (and associated sampler2Darray) is working correctly and
my scene renders properly.

But I'm having no luck tracking down cause of the message ... any ideas?

OSG SVN trunk, Win7/VS9, GTS 250.

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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-07-27 Thread Christiansen, Brad
Hi,

I am not using this functionality at the moment but I do plan on doing so in 
the relatively near future. As such, please keep posting any findings you make. 
If it looks like some modifications to the code could help performance I would 
be willing to chip in some effort.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller, 
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 28 July 2010 2:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Since I didn't receive any input or feedback on my previous inquiry, I'm 
assuming no one has used osgSim very much in an extensive setting.?.?

At any rate, I've done some further investigation. It appears that performance 
is very poor when HAT inquiries are randomly called in different portions of 
the code via the
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the other 
hand, if HAT points via hat.addPoint() are collected up and then computed 
(intersections) in one place, performance improves. I'm assuming that this is 
the correct usage for OSG? If this is true, I must say that this is a major 
problem since HAT inquiries need to be done at different times throughout the 
application due to dependencies on HAT for other calculations.

I would like some feedback from someone in the know on osgSim so I know what 
the proper usage is for maximum performance. If it is true that all HAT points 
in OSG need to be consolidated for intersection calculation, then I will 
attempt to refactor the code to support what OSG wants.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,Shayne 
R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, July 23, 2010 10:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgSim HeightAboveTerrain performance...

All,

 

I was wanting some feedback for those who have used osgSim in querying VPB 
database info such has HAT, LOS, etc., during runtime. 

 

I'm seeing some performance issues when using
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT value 
for a particular location in the database. At times, we need multiple HAT 
values per frame which seems to bog the performance down. I would surmise that 
LOS calculations are probably worse since multiple intersections are computed.

 

My question is, is how efficient is the osgSim HAT function? Is the process of 
retrieving HAT a slow one? If so, is there a way to improve performance if one 
or more HAT requests are issued on a per frame basis?

 

Thanks in advance,

-Shayne




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Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character

2010-07-27 Thread mao li
Hi Rui,

Thanks for your reply. 

But even when I enabled  OSG_USE_UTF8_FILENAME and rebuilt it, it still doesn't 
work. I double checked the CMake options I used for OSG 2.8.2, and I found 
OSG_USE_UTF8_FILENAME is not enabled(this is the default value). So I guess 
this is not a build option issue, but seems a source code bug.


Wang Rui wrote:
 Hi Mao,
 
 Making use of unicode characters is also available. Enable the CMake
 option OSG_USE_UTF8_FILENAME will do that trick. I believe that you
 are using a 2.8.2 version with this option enabled but not on 2.9.x
 versions. Please have a look at your CMake configurations.
 
 Wang Rui
 
 
 2010/7/27 mao li :
 
  Hi Rui,
  
  Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs 
  to set locale for a specific language, then it could become very hard to 
  write language independent application. Say, if I want to make the 
  application run on both Chinese and Japanese locale, I have to write two 
  separated application? What if the file path contains both Chinese and 
  Japanese characters? I am curious why OSG 2.8.2 and previous versions can 
  work well without manually set the locale.
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=30316#30316
  
  
  
  
  
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30333#30333





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Re: [osg-users] osgViewerMFC example (linking errors)

2010-07-27 Thread Cory Riddell
On 7/26/2010 10:59 AM, Sanat Talmaki wrote:
 I have linked all libs from the osg visual studio package as well as the 3rd 
 party dependencies. 
 -Do I need to set any other libs I;m guessing the linker error is from some 
 lib I've not set.

 I've set the following settings for my project:
 Use of MFC: Use MFC in a Shared DLL
 Character Set: Not Set
 Common Language Runtime Support: Common Language Runtime Support (/clr)


 The error I'm still getting is:


 Code:
 1Linking...
 1msvcrt.lib(crtexe.obj) : error LNK2001: unresolved external symbol _main
 1C:\Projects\OSG_examples\Release\OSG_examples.exe : fatal error LNK1120: 1 
 unresolved externals
 1Build log was saved at 
 file://c:\Projects\OSG_examples\Release\BuildLog.htm
 1OSG_examples - 2 error(s), 0 warning(s)
 == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==

   

If it is looking for a main(), then I think you might be linking for a
console application rather than a windows application. Look in your
linker settings and see what subsystem you have selected.

Cory
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Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character

2010-07-27 Thread Wang Rui
Hi Mao,

I tried rolling back to 2.8.2 and see if osgviewer could read Chinese
filenames without locale set or unicode configurations. But it simply
shouted 'No data load', as I wish. :)
I'm just curious if you missed some importatnt information, for
example, are you using a modified version of osgviewer?

Wang Rui


2010/7/28 mao li limao...@hotmail.com:
 Hi Rui,

 Thanks for your reply.

 But even when I enabled  OSG_USE_UTF8_FILENAME and rebuilt it, it still 
 doesn't work. I double checked the CMake options I used for OSG 2.8.2, and I 
 found OSG_USE_UTF8_FILENAME is not enabled(this is the default value). So I 
 guess this is not a build option issue, but seems a source code bug.


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