Re: [osg-users] Better debug visualization in Visual Studio

2010-10-15 Thread Torben Dannhauer
Hi Dženan ,

thanks for this hint, I will try it in VS2008 and report if it works too :)


Thank you!

Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32769#32769





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Save texture changes via fragment shader

2010-10-15 Thread J.P. Delport

Hi,

On 14/10/10 17:26, Aitor Ardanza wrote:

Sorry for my explanation, but my level of English is not very good ...

I would need two textures, an original model and a modified one, which are 
applied to the model.


I assume you have the original texture (O) loaded from file.

Prerender RTT camera can take the original and modify it as you please 
to get a new texture (M). How you set up the RTT camera depends on what 
you want to do. If you modify per pixel values, a view aligned quad with 
output size the same as the input texture is the default way to do it.


Now you have 2 textures (O) and (M). For the next stage of rendering, 
e.g. osg main camera, these two textures are treated exactly the same. 
You can apply either one or both using multitexturing (see osg multi 
texture example) to any geometry you want.


If you want to save (M) as an image, do so in the RTT render callback.

If you applied (M) to your mesh/geometry and want to save the complete 
model (mesh+texture). Save that part of the scene graph to .osg or 
whatever format supports what you want.


HTH
jp





Thanks for your patience!

Cheers,
Aitor

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32759#32759





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-15 Thread Robert Osfield
Hi Thomas,

On Thu, Oct 14, 2010 at 9:26 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 Robert, i'll take a look at the new code, but I assume this can be used to
 solve my problem of not wanting the object released if the image
 demensions are different to the texture dimensions?

I don't recall fully understanding your original email so can't give
you an answer without digging it back up and having a think.  Given
this the best I could as is maybe ;-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Stencil buffer and FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

2010-10-15 Thread J.P. Delport

Hi Fred,

we've also encountered cases (float formats) where we need to call:

void setInternalTextureFormat(GLint internalFormat);

after allocateImage in the case of using Images to read back data. If 
you look at allocateImage code, you'll see why.


Can you check if this works for you without modification to Texture2D.cpp?

rgds
jp

On 14/10/10 17:55, Fred Smith wrote:

This looks like an OSG bug to me. The code is in osg\Texture2D.cpp,
in Texture2D::apply.

With PACKED_DEPTH_STENCIL_BUFFER, internalFormat should be
GL_DEPTH24_STENCIL8_EXT, format should be GL_DEPTH_STENCIL_EXT and
type GL_UNSIGNED_INT_24_8_EXT.

The current OSG 2.8 code makes this GL_DEPTH_STENCIL_EXT,
GL_DEPTH_STENCIL_EXT and GL_UNSIGNED_BYTE. This is incorrect, hence
the driver returns GL_INVALID_ENUM.

To make the osgpackeddepthstencil sample work as desired, with the
code modification mentionned at the beginning of this thread,
Texture2D.cpp can be modified this way:


Code: if (_internalFormat == 6408) // GL_RGBA glTexImage2D(
GL_TEXTURE_2D, 0, _internalFormat, _textureWidth, _textureHeight,
_borderWidth, _sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE, 0); else glTexImage2D(
GL_TEXTURE_2D, 0, 0x88F0, // GL_DEPTH24_STENCIL8_EXT, _textureWidth,
_textureHeight, _borderWidth, 0x84F9, // GL_DEPTH_STENCIL_EXT,
0x84FA, // GL_UNSIGNED_INT_24_8_EXT, 0);


Of course the code above is just a dirty modification just for
testing purposes, but it does work.

-- Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32762#32762





___ osg-users mailing
list osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-15 Thread Mikhail I. Izmestev

 Hi Thomas,

15.10.2010 0:26, Thomas Hogarth wrote:

Hi Robert, Mikhail

Mikhail thanks for pointing me to this as a solution to my subload problems.

Robert, i'll take a look at the new code, but I assume this can be used to
solve my problem of not wanting the object released if the image demensions
are different to the texture dimensions?

Tom
In your case this would be a small hack. After release of texture 
object, you can reuse it using new generateTextureObject method.

For example:
code
osg::Texture::TextureObject* 
TextureSubloadCallback::generateTextureObject(const osg::Texture2D 
texture, osg::State state) const

{
  const osg::Image *image = texture.getImage();
  if(image  image-data())
  {
texture.setNumMipmapLevels(1);
int width = image-s();
int height = image-t();
texture.setTextureSize(width, height);

return osg::Texture::generateTextureObject(texture, 
state.getContextID(),GL_TEXTURE_2D,
  
texture.getNumMipmapLevels(),texture.getInternalFormat(),width,height,1,texture.getBorderWidth());

  }
  else
return 
osg::Texture2D::SubloadCallback::generateTextureObject(texture, state);

}
/code

After that in load method you can check what texture object is already 
allocated and use subload instead load.


Mikhail.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Reading/writing float data into an image

2010-10-15 Thread Mahendra G.R
Hello guys,

I'm trying to write and then read back float data from an image but for some
reason only the last written data seems correct


code:

dirImage-allocateImage((int) vertices.size(), (int)vertices.size(),
(int)vertices.size(), GL_RGB, GL_FLOAT);

for ( unsigned int i = 0; i  vertices.size(); i++)
  {
  osg::Vec3 pos = vertices[i];
  (float )dirImage-data(i)[0] = pos.x();
  (float )dirImage-data(i)[1] = pos.y();
  (float )dirImage-data(i)[2] = pos.z();

  std::coutactual.x ispos.x()std::endl;
  std::coutactual.y ispos.y()std::endl;
  std::coutactual.z ispos.z()std::endl;

  std::coutpos.x is(float )dirImage-data(i)[0]std::endl;
  std::coutpos.y is(float )dirImage-data(i)[1]std::endl;
  std::coutpos.z is(float )dirImage-data(i)[2]std::endl;


  }

can anybody point out the mistake, sorry if its too silly.

-- 
http://www.mahendragr.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Reading/writing float data into an image

2010-10-15 Thread Laurens Voerman

Hi Mahendra ,
osgimage::data() returns an (unsigned char *) so the array indexing only 
steps one byte. use


((float *)dirImage-data(i))[0] = pos.x();//same effect
((float *)dirImage-data(i))[1] = pos.y();//different effect
((float *)dirImage-data(i))[2] = pos.z();

Laurens.

On 10/15/2010 10:55 AM, Mahendra G.R wrote:

Hello guys,

I'm trying to write and then read back float data from an image but for
some reason only the last written data seems correct


code:

dirImage-allocateImage((int) vertices.size(), (int)vertices.size(),
(int)vertices.size(), GL_RGB, GL_FLOAT);

for ( unsigned int i = 0; i  vertices.size(); i++)
   {
   osg::Vec3 pos = vertices[i];
   (float )dirImage-data(i)[0] = pos.x();
   (float )dirImage-data(i)[1] = pos.y();
   (float )dirImage-data(i)[2] = pos.z();

   std::coutactual.x ispos.x()std::endl;
   std::coutactual.y ispos.y()std::endl;
   std::coutactual.z ispos.z()std::endl;

   std::coutpos.x is(float )dirImage-data(i)[0]std::endl;
   std::coutpos.y is(float )dirImage-data(i)[1]std::endl;
   std::coutpos.z is(float )dirImage-data(i)[2]std::endl;


   }

can anybody point out the mistake, sorry if its too silly.

--
http://www.mahendragr.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] Threading issues with osgText

2010-10-15 Thread Björn Blissing
Hi Robert et al,

I have already set DYNAMIC data variance to both the osgText::Text and the 
osg::Geode which holds the text. Crashes anyway.

I have tried to replicate the error in a more simple environment than our 
production software. But no luck with getting crashes with the simple one. :/

The problem with debugging these type of threading issues are that the crashes 
aren't deterministic, sometimes we can add hundreds of texts to the scene 
before it crashes and sometimes it crashes when adding the first text to the 
scene. 

I will continue to dig into this problem. Hopefully I will find the root cause 
for the crashes soon.

But thank you anyway!

/Björn

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32776#32776





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Reading/writing float data into an image

2010-10-15 Thread Mahendra G.R
Hello Laurens,

Thank you, you are correct it worked.

Best regards,

On Fri, Oct 15, 2010 at 11:23 AM, Laurens Voerman l.voer...@rug.nl wrote:

 Hi Mahendra ,
 osgimage::data() returns an (unsigned char *) so the array indexing only
 steps one byte. use

 ((float *)dirImage-data(i))[0] = pos.x();//same effect
 ((float *)dirImage-data(i))[1] = pos.y();//different effect
 ((float *)dirImage-data(i))[2] = pos.z();

 Laurens.


 On 10/15/2010 10:55 AM, Mahendra G.R wrote:

 Hello guys,

 I'm trying to write and then read back float data from an image but for
 some reason only the last written data seems correct


 code:

 dirImage-allocateImage((int) vertices.size(), (int)vertices.size(),
 (int)vertices.size(), GL_RGB, GL_FLOAT);

 for ( unsigned int i = 0; i  vertices.size(); i++)
   {
   osg::Vec3 pos = vertices[i];
   (float )dirImage-data(i)[0] = pos.x();
   (float )dirImage-data(i)[1] = pos.y();
   (float )dirImage-data(i)[2] = pos.z();

   std::coutactual.x ispos.x()std::endl;
   std::coutactual.y ispos.y()std::endl;
   std::coutactual.z ispos.z()std::endl;

   std::coutpos.x is(float )dirImage-data(i)[0]std::endl;
   std::coutpos.y is(float )dirImage-data(i)[1]std::endl;
   std::coutpos.z is(float )dirImage-data(i)[2]std::endl;


   }

 can anybody point out the mistake, sorry if its too silly.

 --
 http://www.mahendragr.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




-- 
http://www.mahendragr.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Problems about osgOcean

2010-10-15 Thread Haifeng Li
Hi forks.

I saw some pictures in the internet about osgocean and attracted by it's
amazing effects.
now I want try myself.

I have compiled it, but some problems at run time.

1 When I run it via visual studio, I get information that can not load
island.ive. But I have download the oceandata and put it into resources
directory just like osgocean wiki told.

2 When I run it from bin directory by .exe, I get information that can not
found plug-in to handle png files. But i already have gotten the libpng.lib
file and set that directory by system variable.

In both situations, the sky was not rendered.

Could somebody give me some suggestions?

Thanks for attention. Any answers will be appreciated!

-- 
Best  Regards!
Yours Lee
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems about osgOcean

2010-10-15 Thread Jean-Sébastien Guay

Hello Lee,


Hi forks.


I prefer to think of myself as a spoon. SPN! Sorry, I had to. :-)


1 When I run it via visual studio, I get information that can not load
island.ive. But I have download the oceandata and put it into resources
directory just like osgocean wiki told.


If you run in Visual Studio, the default working directory is where the 
executable is located. If you go into the oceanExample's project 
properties, Debugging section, you can set the Working Directory to 
where the resources directory is located (the base of your osgOcean 
checkout), and then islands.ive and the skydome images should be found.



2 When I run it from bin directory by .exe, I get information that can
not found plug-in to handle png files. But i already have gotten the
libpng.lib file and set that directory by system variable.


You need to have the OSG libraries and its dependencies on your system 
PATH. This means you need to put on your PATH the directory that 
contains osgXX-osg.dll and others, and the PNG plugin needs libpng13.dll 
which needs to be in your PATH as well. I generally copy the contents of 
the 3rdparty\bin directory into my OpenSceneGraph\bin directory so that 
I'm sure all OSG's dependencies will be found if OSG itself is.



In both situations, the sky was not rendered.


See above, the skydome images are in the resources folder and are PNG 
images, thus will only be found and loaded if a) you run the 
oceanExample from the correct working directory, and b) the png plugin 
can load them.


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] Save texture changes via fragment shader

2010-10-15 Thread Aitor Ardanza
Yeah, I understand it... but I can't work on a quad, because I need to compare 
the position of the picking and the vertex in the vertex shader, and depending 
on the distance between them make a new texture 

Doing on a quad, the resulting image would be the next:
[Image: http://img836.imageshack.us/img836/3308/bakeoverride.jpg ]
 painting in areas of blank. 
I need a way to find the coordinates of the texture, having an vertex area of 
the model.
With th picking, I get the position and texture coordinates...

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32781#32781





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems about osgOcean

2010-10-15 Thread Haifeng Li
Hi J-S
Thanks for your reply!

I think fork is more sharp :). Ha, I am sorry for the wrong words.

Actually, I found that the 3rd part lib I download from osg office site is
not include the libpng(d).dll file.

The libpng.dll I used is complied by the newest version download from libpng
office site. It's libpng14(d).dll. Is this way any problem?



On Fri, Oct 15, 2010 at 8:15 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hello Lee,

  Hi forks.


 I prefer to think of myself as a spoon. SPN! Sorry, I had to. :-)


  1 When I run it via visual studio, I get information that can not load
 island.ive. But I have download the oceandata and put it into resources
 directory just like osgocean wiki told.


 If you run in Visual Studio, the default working directory is where the
 executable is located. If you go into the oceanExample's project properties,
 Debugging section, you can set the Working Directory to where the resources
 directory is located (the base of your osgOcean checkout), and then
 islands.ive and the skydome images should be found.


  2 When I run it from bin directory by .exe, I get information that can
 not found plug-in to handle png files. But i already have gotten the
 libpng.lib file and set that directory by system variable.


 You need to have the OSG libraries and its dependencies on your system
 PATH. This means you need to put on your PATH the directory that contains
 osgXX-osg.dll and others, and the PNG plugin needs libpng13.dll which needs
 to be in your PATH as well. I generally copy the contents of the
 3rdparty\bin directory into my OpenSceneGraph\bin directory so that I'm sure
 all OSG's dependencies will be found if OSG itself is.


 I have checked the setting, and both osgXX-osg.dll and 3rd plugin are all
set corrected by PATH. But why the missing plug-in error disappear in
Visual Studio way, while appear in .exe double clicked from bin directory
way?


  In both situations, the sky was not rendered.


 See above, the skydome images are in the resources folder and are PNG
 images, thus will only be found and loaded if a) you run the oceanExample
 from the correct working directory, and b) the png plugin can load them.

 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


Thanks for your suggestions!

-- 
Best  Regards!
Yours Lee
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Save texture changes via fragment shader

2010-10-15 Thread J.P. Delport

OK, so we've finally arrived at your problem :)

On 15/10/10 14:31, Aitor Ardanza wrote:

Yeah, I understand it... but I can't work on a quad, because I need
to compare the position of the picking and the vertex in the vertex
shader, and depending on the distance between them make a new texture


Doing on a quad, the resulting image would be the next: [Image:
http://img836.imageshack.us/img836/3308/bakeoverride.jpg ] painting
in areas of blank. I need a way to find the coordinates of the
texture, having an vertex area of the model. With th picking, I get
the position and texture coordinates...


Check out the intersection code in osgmovie example in 
MovieEventHandler::handle.


You get back the closest 3 vertices and a texture coordinate. I'm not 
sure what else you need. It should work on a complex model and a quad.


jp



-- Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32781#32781





___ osg-users mailing
list osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Threading issues with osgText

2010-10-15 Thread Robert Osfield
Hi Björn,

If setting the DataVariance to DYNAMIC doesn't fix the crash then it
looks likely that the problem is elsewhere.  I don't have an answer to
what this might be, debugging problems like this is hard when you have
the crashing app in front of you, without this it's just a case of
educated guesses based on what caused problems in other apps
previously.

Robert.

2010/10/15 Björn Blissing bjorn.bliss...@vti.se:
 Hi Robert et al,

 I have already set DYNAMIC data variance to both the osgText::Text and the 
 osg::Geode which holds the text. Crashes anyway.

 I have tried to replicate the error in a more simple environment than our 
 production software. But no luck with getting crashes with the simple one. :/

 The problem with debugging these type of threading issues are that the 
 crashes aren't deterministic, sometimes we can add hundreds of texts to the 
 scene before it crashes and sometimes it crashes when adding the first text 
 to the scene.

 I will continue to dig into this problem. Hopefully I will find the root 
 cause for the crashes soon.

 But thank you anyway!

 /Björn

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32776#32776





 ___
 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] use FFmpeg with Visual C++

2010-10-15 Thread Patrice Defond
Ok
I have always problem to compile FFMpeg but it isn't the topic of this forum...

I have found the release for Windows (with the link of Norman) and the plugin 
works perfectly ! 

Thanks for your help ! 

Cheers,
Patrice

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32785#32785





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems about osgOcean

2010-10-15 Thread Jean-Sébastien Guay

Hello Lee,


I think fork is more sharp :). Ha, I am sorry for the wrong words.


Hehe, it's fine, I didn't mean to make fun of your wording, it was just 
a funny slip. :-)



Actually, I found that the 3rd part lib I download from osg office site
is not include the libpng(d).dll file.


It might be that the libpng in that 3rdparty zip was compiled to be a 
static-link library (no dll required). But if you want you can use the 
3rdparty VC8 and copy the libpng13.dll from that, since libpng is a pure 
C library it doesn't matter which compiler it was compiled with.


See here :

https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1/bin/


The libpng.dll I used is complied by the newest version download from
libpng office site. It's libpng14(d).dll. Is this way any problem?


If you get another version of libpng, you will need to recompile (or at 
least relink) the OSG png loader plugin (osgdb_png(d).dll) using the lib 
file from that version. Otherwise it probably won't work, as first of 
all it will be looking for libpng13.dll, and even if you rename 
libpng14.dll to libpng13.dll (I'm not suggesting you do that, but if you 
did) the ABI is probably different which is why they changed the version 
number, so it wouldn't work anyways.


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] Stencil buffer and FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

2010-10-15 Thread Fred Smith
Hi JP,

As soon as I attach an image, OSG crashes on me. The problem arises in 
FrameBufferObject::Pimpl::Pimpl.


Code:
// This code crashes
osg::Texture2D *texture = new osg::Texture2D();
texture-setTextureSize(1024, 1024);
texture-setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
osg::Image *image = new osg::Image();
image-allocateImage(1024, 1024, 1, GL_DEPTH_STENCIL_EXT, 
GL_UNSIGNED_INT_24_8_EXT, 1);
texture-setImage(image);
rttCamera-attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, image);


The following code works, but only if I modify Texture2D.cpp


Code:
osg::Texture2D *texture = new osg::Texture2D();
texture-setTextureSize(1024, 1024);
texture-setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
rttCamera-attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, texture);


Fred

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32787#32787





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Intersecting volumes and terrain

2010-10-15 Thread Roman Grigoriev
Hi, I generate terrain using VPB and need to implement intersection lines like 
on attached picture (green lines that shows intersecton between cone and 
terrain). Could someone please give me a hint how to make it using osg?


Thank you!
Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32788#32788




Attachments: 
http://forum.openscenegraph.org//files/1_201.jpg


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] changing the up direction of the SphericalManiuplator

2010-10-15 Thread Cory Riddell


  
  
I have been using the SphericalManipulator and it works really well
for my application.

One thing I would like to do is change which direction is up. The
default is Z == up. Sometimes I want X to be up. If I understand the
code, I need to make fairly extensive modifications to the existing
manipulator. Before I start down that road, I just wanted to ask if
that sounds right. I'm hoping I'm not missing some place where I
obviously just need to apply some transformation matrix.

I actually want my entire scene to go sideways, not just orbit up
and down on my screen rather than right and left. For example, if I
were modeling a pencil (coaxial the z axis), I sometimes want it
standing on end, and sometimes lying on its side on my screen.

I think I'm asking a question that has been asked before:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg33695.html

Cory


  

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Intersecting volumes and terrain

2010-10-15 Thread Christiansen, Brad
Hi,

I haven't done this myself, but I believe the PolytopeIntersector will give you 
a list of points you are after. You need to define the planes that make up your 
volume and then use an IntersectionVisitor with the PolytopeIntersector to 
intersect agains your terrain. From there you can retrieve the intersection 
points. I know something similar is done in the osgSim::OverlayNode though I 
think its usage is more complex than yours.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev
Sent: Saturday, 16 October 2010 1:32 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Intersecting volumes and terrain

Hi, I generate terrain using VPB and need to implement intersection lines like 
on attached picture (green lines that shows intersecton between cone and 
terrain). Could someone please give me a hint how to make it using osg?


Thank you!
Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32788#32788




Attachments: 
http://forum.openscenegraph.org//files/1_201.jpg


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



DISCLAIMER:---
This e-mail transmission and any documents, files and previous e-mail messages
attached to it are private and confidential. They may contain proprietary or 
copyright
material or information that is subject to legal professional privilege. They 
are for
the use of the intended recipient only.  Any unauthorised viewing, use, 
disclosure,
copying, alteration, storage or distribution of, or reliance on, this message is
strictly prohibited. No part may be reproduced, adapted or transmitted without 
the
written permission of the owner. If you have received this transmission in 
error, or
are not an authorised recipient, please immediately notify the sender by return 
email,
delete this message and all copies from your e-mail system, and destroy any 
printed
copies. Receipt by anyone other than the intended recipient should not be 
deemed a
waiver of any privilege or protection. Thales Australia does not warrant or 
represent
that this e-mail or any documents, files and previous e-mail messages attached 
are
error or virus free.
--

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgDB::readNodeFile fails for IVE files, works in osgviewer

2010-10-15 Thread Daniel Barber
Hi,

I am in the process of porting a program using OSG developed in Windows to 
Linux (Ubuntu 10.04), and I am not able to get the program to load my IVE files 
that were generated in Windows.  However, the osgviewer program is able to open 
the files without problem, but my program won't.  Every time I try using 
osgDB::readNodeFile with the relative path and absolute path to the file name, 
I get NULL returned.  I'm using the latest source download of OSG 2.8.3 and 
running on an Intel Quad Core PC with 4 GB of RAM and an NVIDIA Graphics Card.

Is there some extra step I need to take to make sure the IVE plugin is loaded 
properly?  I converted the IVE to an OSG file and that works, but I don't want 
to have to convert all my files if I can avoid it.

Thank you!

Cheers,
Daniel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32792#32792





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgDB::readNodeFile fails for IVE files, works in osgviewer

2010-10-15 Thread Ulrich Hertlein
Hi Daniel,

On 16/10/10 12:18 , Daniel Barber wrote:
 (Ubuntu 10.04), and I am not able to get the program to load my IVE files 
 that were
 generated in Windows.  However, the osgviewer program is able to open the 
 files without
 problem, but my program won't.  Every time I try using osgDB::readNodeFile 
 with the
 relative path and absolute path to the file name, I get NULL returned.
 ...
 Is there some extra step I need to take to make sure the IVE plugin is loaded 
 properly?
 I converted the IVE to an OSG file and that works, but I don't want to have 
 to convert
 all my files if I can avoid it.

Nothing necessary except calling osgDB::readNodeFile().
I'd suspect a different environment (LD_LIBRARY_PATH, OSG_FILE_PATH, etc).

What do the logs say?  Does it find the plugin?

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org