Re: [osg-users] [osgPlugins] OBJ plugin loader places model at wrong position and with wrong attitude

2011-02-06 Thread Robert Osfield
Hi Robert,

On Sat, Feb 5, 2011 at 7:37 PM, Robert Pardridge bobbyucsd...@yahoo.com wrote:
 how exactly do you modify the options string with c++ code?

 osgDB::ReaderWriter::Options* options = 
 osgDB::Registry::instance()-getOptions();

Might I suggest you look at the header for Options?

When you do you'll find a Options::setOptionString(const std::string)
method ;-)

Robert.
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Re: [osg-users] difference between osg Producer and OpenProducer

2011-02-06 Thread Robert Osfield
Hi Mike,

On Sat, Feb 5, 2011 at 9:07 PM, Mike Hatcher mike.hatche...@yahoo.com wrote:
 What is the difference between the producer functionality provided in osg and 
 the OpenProducer software from http://www.andesengineering.com/

The OSG doesn't provide producer functionality, it provides viewer
functionality.   OpenProducer (typically just known as Producer in OSG
circles) also provides viewer functionality.

There is also the osgProducer library from the OSG-1.x era that
integrates Producer and the OSG.  The osgProducer::Viewer and
osgViewer::Viewer are roughly equivalent and you should be able to
port from osgProducer::Viewer to osgViewer::Viewer quite easily.

osgViewer library provides a CompositeViewer class (made up of
multiple independent Views) and Viewer class (single View on the the
scene), whereas osgProducer+Producer are only capable of providing a
single View.   Providing composite viewer functionality with
osgProducer/Producer is very awkward indeed and was always a
nightmare.

osgViewer uses osg::Camera for both viewer and scene graph based
Camera's and you can use them interchangeably and dynamically.
osgProducer/Producer has it's own Camera classes and only can handle
viewer level Cameras, you can't use in scene graph osg::Cameras
interchangeable with Producer Cameras.

There is lots more low level differences besides, but given I know
nothing about why you are asking and how much detail you need it's not
really appropriate to go write an essay that isn't needed.

 Is there any reason to use OpenProducer over the existing osg capabilities?

Producer is less flexibility, has less features and provides poorer
integration with the OpenSceneGraph than the native osgViewer
libraries that are available since OpenSceneGraph-2.0.  osgViewer was
written to address the short comings of Producer + OSG.

The reason to use Producer would be that you have an application
written on top of Producer from the OSG-1.x era, and you want to port
it to the latest OSG-2.x without rewritting the viewer + windowing
functionality.   I would suggest this should just be kept as an
interim step though as you'll find it easier to work with osgViewer in
the medium to long term.

 Robert.
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[osg-users] Bug in GLObjectsVisitor::apply(osg::Geode node)

2011-02-06 Thread Felix Nawothnig
Hello.

I was getting GL_INVALID_OPERATION on a glDrawArrays() call in
Drawable::compileGLObjects() / Geometry::drawImplementation(). I
traced it down to GLObjectsVisitor::apply(osg::Geode node) which
does:

   apply(*drawable);
   if (drawable-getStateSet())
   {
   apply(*(drawable-getStateSet()));
   }

... so because the drawable is drawn before it's stateset was applied
an invalid vertex program was used (which caused the
GL_INVALID_OPERATION error). Changing the order there fixed the
problem for me.

I checked trunk - the problem is still there.

Cheers,

Felix
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[osg-users] LineSegmentIntersector which objects are returned?

2011-02-06 Thread Heiko Thiel
Hi,

I have a simple question to LineSegmentIntersector: Which objects can be 
intersect with the test ray?

I ask because I have following problem: I have following osg tree:

- Geode -Field
 - Node (Model loaded from disc) - Contains Name obj1 by Model (so not set 
by my - don't want to presume that the name is everytime same)
 - Geode (single quad of the ground of terrain) - Name: Ground
   - Geometry (4 vertices)

If I do now a klick I got following names returned: obj1, obj1, obj, ..., 
Ground (Model is a Firetree - many intersections). But never the name Field. 
So the problem is: I can't assume that the Model has name obj1. That is why I 
think I must additional geode around it with an extra class, so I can check 
with dynamic_cast if the test ray had found an interesting object or not. But 
this don't work, if I dont get the Field-Geode returned.

How to handle this problem? (osgPick-Demo is to simple to see a solution :( )

Thank you!

Cheers,
Heiko

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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-06 Thread Cedric Pinson
Hi Thomas,

I have been able to check a bit your models, I am able to reproduce the
slow down. I am not sure at 100% but I am confident it comes from the
sampler. Why ? because there is not yet a cache enabled inside, there is
some intial code to do it, but not yet finish. So when you have a long
animation it will be slower and slower to evaluate the key. And when the
animation loop to the frame 0 it's fast as before. It explains
completely why it slowdowns during time. To fix this, we need to fix
getKeyIndexFromTime and use the _lastKeyAccess as cache. For nathan the
animation is small so it makes sense that you dont notice it.

Hopes it will help, I would like to do more but I am a bit busy right
now.

I will try to check culling time ...

Cheers,
Cedric

On Wed, 2011-02-02 at 21:53 +, Thomas Hogarth wrote:
 Hi Cedric
 
 Can you send the me files in osg, osgt, osgb. Then I will check
 those
 format before trying the fbx plugin (I dont have it installed yet)
 
 
 The link I sent you was to a rar archive containing all the formats
 you requested, I'll resend the link in a mo. Also what platform are
 you on. I can get you an FBX plugin for Windows VS 2008 or OSX XCode
 3.x if you like. I don't currently have a linux box setup but can look
 into it if you want?
 
 
 Thanks again
 Tom

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Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


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[osg-users] Extracting the texture from an ive and use it for a shader's sample2DRect uniform

2011-02-06 Thread Bawenang Rukmoko
Hi,

I am trying to extract the texture from an .ive that is read using osgDB into a 
node and will be passed as a sample2DRect uniform for the shader. So to make it 
sort, how do I do that?

The code so far:


Code:

osgDB::Registry::instance()-getDataFilePathList().push_back(resources/SmileFace);
const std::string smileyFilename = SmilingFaceDiff0.IVE;

//osgDB::Registry::instance()-getDataFilePathList().push_back(resources/SmileFace2);
//const std::string smileyFilename = SmilingFace.IVE;

osg::ref_ptrosg::Node smiley = osgDB::readNodeFile(smileyFilename);

if(smiley.valid())
{
//Set StateSet
osg::StateSet* ss = new osg::StateSet;

ss-setTextureMode(0, GL_LIGHTING, osg::StateAttribute::OFF);
ss-addUniform( new osg::Uniform( baseTexture, 0 ) ); //Umm, 
where did baseTexture come from? need to extract from the ive

smiley-setStateSet(ss);

//Set Programs
osg::ref_ptrosg::Program program = new osg::Program;

char vertexSource[]=
void main(void)\n
{\n
gl_Position = ftransform();\n
gl_TexCoord[0] = gl_MultiTexCoord0;\n
}\n;

char fragmentSource[]=
uniform sampler2DRect baseTexture;\n
\n
void main(void)\n
{\n
   gl_FragColor = texture2DRect( baseTexture, 
gl_TexCoord[0] );\n
   gl_FragColor.a = 0.05;\n
}\n;

program-setName( alpha_test );
program-addShader(new osg::Shader(osg::Shader::VERTEX,   
vertexSource));
program-addShader(new osg::Shader(osg::Shader::FRAGMENT, 
fragmentSource));


ss-setAttributeAndModes( program, osg::StateAttribute::ON );
}




Thank you!

Cheers,
Bawenang

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[osg-users] [vpb] libvpb.so.10: cannot open shared object file

2011-02-06 Thread jamil farooq
Hi,

I have successfully build and installed VPB in /usr/local/lib for ubuntu 10.01
but when i tried run osgdem it gives me the following error


 osgdem: error while loading shared libraries: libvpb.so.10: cannot open 
 shared object file: No such file or directory


libvpd.so.10 is installed in /usr/local/lib
and osgdem is installed in /usr/local/bin

what could be the possible reason for above error??


Thank you!

Cheers,
fly_hi

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Re: [osg-users] [vpb] libvpb.so.10: cannot open shared object file

2011-02-06 Thread J.P. Delport

sudo ldconfig

to make ld update its cache of installed app. Also double check 
/etc/ld.so.conf or dirs there to make sure /usr/local/lib is in die 
loader's path.


jp

On 07/02/11 08:35, jamil farooq wrote:

Hi,

I have successfully build and installed VPB in /usr/local/lib for ubuntu 10.01
but when i tried run osgdem it gives me the following error



osgdem: error while loading shared libraries: libvpb.so.10: cannot open shared 
object file: No such file or directory



libvpd.so.10 is installed in /usr/local/lib
and osgdem is installed in /usr/local/bin

what could be the possible reason for above error??


Thank you!

Cheers,
fly_hi

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