Re: [osg-users] OSG and OpenGL ES 2.0
Just an advice. Do not try to start by learning gles in a emulator. It's tricky and it's not real. There are more differences and incompabilities that people can think about. Some of them can be very puzzling and difficult to find inside Osg. El 07/04/2011 17:39, "Ankur Gandhi" escribió: > Hi Christian, > > Thanks for your input and source code that you shared. I had tried your program however my application crashes with segmentation fault. when i check backtrace, it shows crashing point at the drivers (i am using intel i915 display). > > actually I am pretty new to OpenGL & OpenGL ES too. so concept of Shader is new to me. So i think i need to go through shader first! :-) Also, i used OpenGL emulation for OSG build. now i think i will try by installing OpenGL ES library and perform build for actual GLES2. > > I will update you soon regarding my activities. > > Thanks again for help! > > Regards/Ankur > > > > Christian wrote: >> Hi, >> >> just one addition to my previous post: Normally you wouldn't define an extra vertex attribute array for the vertex color/normal as I did in this test code. Just use >> >> void Geometry::setColorArray(Array* array); >> void Geometry::setNormalArray(Array* array); >> >> and access the vertex color/normal in the vertex shader via "osg_Color" and "osg_Normal" (OSG will do the mapping for you). >> >> Cheers, >> Christian > > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38291#38291 > > > > > > ___ > 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] Strange Transparent effect [image provided]
Hi, On 07/04/11 21:25, Nan WANG wrote: http://forum.openscenegraph.org/viewtopic.php?t=7144&highlight=transparent+depth this should be solution? Transparent bin would sort geometries (child nodes), but his would mean you would have to split your model into lots of parts which might not be possible. Maybe check osgoit (order independent transparency) example. jp Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38307#38307 ___ 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] OpenSceneGraph-2.8.4-rc3 now tagged
On 4/7/2011 8:18 PM, Wang Rui wrote: > Hi Chris, > Built fine on Windows XP and Visual Studio 2005/2008. But my osgmovie > and ffmpeg plugin still shows the same issue. Could it be related with > the version of the ffmpeg library? I'm using the 0.5 built by MSYS. > Anyway, nobody else reported the same problem, so this may properly be > my own mistake and it shouldn't stop the step of the new release. :-) > Thanks for the great efforts and I'm now looking forward to the coming > soon 2.8.4. It's an issue that was the same in 2.8.3, so we're not trying to fix it in 2.8.4. Once 2.8.4 is out, if someone wants to try to fix it, that can be in 2.8.5 (along with other fixes people have asked to contribute). > Cheers, > Wang Rui -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "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
Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged
Hi Chris, Built fine on Windows XP and Visual Studio 2005/2008. But my osgmovie and ffmpeg plugin still shows the same issue. Could it be related with the version of the ffmpeg library? I'm using the 0.5 built by MSYS. Anyway, nobody else reported the same problem, so this may properly be my own mistake and it shouldn't stop the step of the new release. :-) Thanks for the great efforts and I'm now looking forward to the coming soon 2.8.4. Cheers, Wang Rui 2011/4/7 Chris 'Xenon' Hanson : > http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3 > > This is intended to be the final 2.8.4. It now builds successfully on > VS2010, and the > ffmpeg changes Robert put in have been tested on Windows. > > We need testing on all platforms to call this one done. Please test and let > us know your > results. This won't get out until people step up and test. > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. > Contracting. > "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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG plugin for browsers
Hi everybody, nice to see again interest on this topic The following link is old, I' ve moved stuff on different repos: "latest" windows stuff is available as a bazaar checkout at http://rvn05.plx.cineca.it:12000/files/virtualrome/bazaar_repo/BrowserEmbed/test_merge/ This is a (quite confused and uncleaned) mix of our own osg "application" (specialized manipulators, node visitors and event handlers) + some experiments on wrapping mainly under windows with different approaches. Under Windows (and Linux) I have tried the "out of process" tecnique: The browser plugin is kept minimal and it just spawn another process where all the OSG code lives, under windows the plugin process pass the window id to the osg app that in turns subclass it and then start the viewer. The main reason for doing that derive from our first attempt of osg4web in VirtualRome.org project that was living in the same FFox process and was affected by browser crashes on repeated reload. Under Linux, we have a simpler experiment using Firebreath and Gtk Plug / Socket to allow external process. the linux stuff is a Bazaar branch at lp:osg4weblinux We have also an example on OSX but it can not use out of process. We would be really happy to share ideas, suggestion and code, as this is really a though field... Our short term plan is to: consolidate the repo and build structure, possibly migrating to social coding platform (bzr, github. suggestion welcome) separate our Application specific code from the (possibly) general plugin stuff use FireBreath for all the platforms to provide browser independence and minimal javascript wrapping see weather out of process is really useful for stability even with current browser architecture: longer term: setup consistent deployment across browser (we have experimented firefox only embedding inside extension, as found in define javascript helpers and html test pages see if rendering abstraction could be implemented within FireBreath We' ll post as soon as we have better code, any suggestion or contribution welcome P.S All the code is currently HIGHlY experimental (read messy). As we do not have cleanly separated the application code from plugin code, the license is to be considered GPL , as soon as we will succeed in cleaning we' ll put the correct license and copyright disclaimer on top of all source files. We are open to release the code that is perceived as useful with the same license as OSG. the Authors are Luigi Calori Carlo Camporesi Bruno Fanini Guido Baldassarri Lorenzo Lodi Best regards Luigi On 07/04/2011 17.13, Chris 'Xenon' Hanson wrote: On 4/7/2011 3:30 AM, Thibault Genessay wrote: Hi folks, I have been looking for quite a long time for a way to integrate OpenSceneGraph applications in web browsers. Several plugins seem to have emerged in the past years: - osg4web (project created on Google code, nothing to download) The code is available at cvs -d :pserver: anonym...@cvs.cineca.it/cvsroot/unigrids co projects/osg/cineca/web/osg4web_r2 I haven't tried checking it out myself. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem .asc file seems to build terrain backwards?
Hi, I've come to the conclusion that osgdem is the culprit for "backwardizing" the resulting 3d ive model for what once was my ".asc" file. I've tried a number of conversions to different projections and osgdem refuses to display the correct orientation of any of my non-geocentric attempts. I've also tried a number of viewers for the original .asc and resulting geoTiff files, and they display them correctly, so I cannot fault the files. However I still cannot get one of them to display correctly without specifying geocentricity. So one would think if a viewer could do it so could I. I will still tinker... at least doing things with so many parameter changes to inputs for conversions has made me slightly wiser about what it going on under the hood. For now... La Jolla is north of Los Angeles... I hope I can find the errors of my ways... I would love to find what osgdem may want in order to generate my supposedly good data correctly in an ive model. Cheers to you all, tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38310#38310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] showwebgl
Hi, I have done a little web service to let people upload their model and share them with an url. http://showwebgl.com The design is crappy but should be better soon :) Dont hesitate to report bug or send feedback. It's done with osg and osgjs. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG plugin for browsers
On 4/7/2011 5:30 AM, Thibault Genessay wrote: > Other people have thought of alternatives to display 3D content: > - osgjs - which re-implements the OSG in Javascript. Although the API > is very close to the C++ one, it is not a way to embed an OSG app in a > browser > - webGL. If I am not mistaken, this leaves out the OSG entirely, and > only aims at displaying 3D models. Kind of a new VRML thing. > Just to clarify, WebGL consists of Javascript bindings for OpenGL, which are used by osgjs for rendering. So if you already have a C++ program, you would need to port it to javascript in order to use such libraries. Possibly you could emit opengl calls from the C++ server side and execute them in the client with WebGL, but that would be pretty bandwidth intensive and subject to lag. Broadly speaking, if the goal is to execute native code using OSG in the browser, you're going to run up against all the security, hardware architecture etc problems that plague all such efforts. My preference would be for a solution that transmits the scene graph to the browser to be rendered using something like osgjs and the server sends scene graph updates, but that is somewhat complex and difficult to do transparently as osg lacks the necessary "value changed" hooks to record the changes that occur in the scene graph from frame to frame. -- Peter Amstutz Senior Software Engineer Technology Solutions Experts Natick, MA 02131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange Transparent effect [image provided]
http://forum.openscenegraph.org/viewtopic.php?t=7144&highlight=transparent+depth this should be solution? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38307#38307 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange Transparent effect [image provided]
OK thanks alot leader.. I will check it... thx robertosfield wrote: > Hi Nan, > > The artificat you are seeing is the very common issue seen with > transparent meshes that are not depth sorted from front to back. > There are various different techniques to address this issue. I'd > recommend you do a search on the archives as this topic has been > discussed many many times. > > Robert. > > On Thu, Apr 7, 2011 at 6:38 PM, Nan WANG <> wrote: > > > Hi, everyone~ > > > > I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have > > got something strange, here is the picture. > > > > [Image: http://i56.tinypic.com/wvcv87.jpg ] > > > > some dark gray levels disappear... > > > > I just put the generated osg::Geometry object into transparent with > > function and give an alpha value in fragment shader(constant, e.g. 0.5). > > > > sset->setmode(GL_BLEND)... > > > > > > Anybody can help me to solve this problem? > > > > the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this > > > > ... > > > > Thank you! > > > > Cheers, > > Nan > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=38300#38300 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38305#38305 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged
Hi Jason, On Thu, Apr 7, 2011 at 7:39 PM, Jason Daly wrote: > I do have to finesse osgmovie into using the ffmpeg plugin for loading and > playing .mov and .avi files (possibly others, but that's what I tested). I > either have to LD_PRELOAD osgdb_ffmpeg.so, or specify -e ffmpeg on the > command line. I expect this is known behavior, but I just wanted to make > sure. This is known behaviour. We need to provide some form of audio support for videos when reading from ffmpeg so I haven't made it the default movie plugin yet. Robert . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange Transparent effect [image provided]
Hello , there's no alpha clip... Chris 'Xenon' Hanson wrote: > On 4/7/2011 11:38 AM, Nan WANG wrote: > > > I just put the generated osg::Geometry object into transparent with > > function and give an alpha value in fragment shader(constant, e.g. 0.5). > > sset->setmode(GL_BLEND)... > > > > You're not using Alpha Clip are you? > > -- > Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/ > Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. > Contracting. > "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38304#38304 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged
On 04/06/2011 10:43 PM, Chris 'Xenon' Hanson wrote: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3 This is intended to be the final 2.8.4. It now builds successfully on VS2010, and the ffmpeg changes Robert put in have been tested on Windows. We need testing on all platforms to call this one done. Please test and let us know your results. This won't get out until people step up and test. RHEL 6 looks good, including ffmpeg. I do have to finesse osgmovie into using the ffmpeg plugin for loading and playing .mov and .avi files (possibly others, but that's what I tested). I either have to LD_PRELOAD osgdb_ffmpeg.so, or specify -e ffmpeg on the command line. I expect this is known behavior, but I just wanted to make sure. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange Transparent effect [image provided]
Hi Nan, The artificat you are seeing is the very common issue seen with transparent meshes that are not depth sorted from front to back. There are various different techniques to address this issue. I'd recommend you do a search on the archives as this topic has been discussed many many times. Robert. On Thu, Apr 7, 2011 at 6:38 PM, Nan WANG wrote: > Hi, everyone~ > > I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have > got something strange, here is the picture. > > [Image: http://i56.tinypic.com/wvcv87.jpg ] > > some dark gray levels disappear... > > I just put the generated osg::Geometry object into transparent with function > and give an alpha value in fragment shader(constant, e.g. 0.5). > > sset->setmode(GL_BLEND)... > > > Anybody can help me to solve this problem? > > the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this > > ... > > Thank you! > > Cheers, > Nan > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38300#38300 > > > > > > ___ > 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] Strange Transparent effect [image provided]
On 4/7/2011 11:38 AM, Nan WANG wrote: > I just put the generated osg::Geometry object into transparent with function > and give an alpha value in fragment shader(constant, e.g. 0.5). > sset->setmode(GL_BLEND)... You're not using Alpha Clip are you? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "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] Strange Transparent effect [image provided]
Hi, everyone~ I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have got something strange, here is the picture. [Image: http://i56.tinypic.com/wvcv87.jpg ] some dark gray levels disappear... I just put the generated osg::Geometry object into transparent with function and give an alpha value in fragment shader(constant, e.g. 0.5). sset->setmode(GL_BLEND)... Anybody can help me to solve this problem? the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38300#38300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] State changes causing huge drop in framerate
hybr, I am not running a debug build. Just create a scene graph with 100 geometries, and attach a texture attribute to the stateset of each geometry. Now compare the framerate with the same scene graph, no stateset created, but a draw callback set up inside which you call renderInfo.getState()->applyTextureAttribute(0, texture). Making me believe the state 'diff' engine of OSG is very slow. I disable display lists and enable VBOs on each geometry otherwise drawImplementation or the draw callback is not called. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38299#38299 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OBJ reader and Ns / shininess
Hi, We have a fairly large array of legacy shapes that we're loading with our OSG application in the OBJ/MTL format, and I think the OSG reader may not be handling the shininess value correctly. It has been noticed that the built-in OBJ exporter (v0.97b by guruware) in 3ds Max 2011 outputs its shininess value in its native range (0-100), and this value is then scaled (by a large amount) within the OSG OBJ reader. The reader is expecting the OBJ (well, actually the accompanying MTL file) to have an Ns (shininess) range of [0 ... 1000], so it scales the value to the [0 ... 128] range. I think the OSG OBJ reader should just clamp the Ns value from [0 ... 128], since it's simply an exponent to the specular lighting equation. I also think the OBJ exporter in Max should probably support the full [0 ... 1000] range of the OBJ format, and we've filed a support ticket with Autodesk, who have confirmed this as a bug (along with another weird behavior or two with the OBJ exporter). Sources: The OBJ/MTL formats are old Wavefront technologies, and there does not appear to be a current definitive format specification. The best sources I've found are: Material Library File (.mtl) specification from wotsit.org (an actual Alias|Wavefront document from 1995). Ns is simply called a specular exponent here. I haven't found further detail in other documents I've found: http://www.wotsit.org/list.asp?fc=2 The web page listed as a source in src/osgPlugins/obj/ReaderWriterOBJ.cpp (where the conversion takes place), which doesn't exist anymore, but can be dug up via the internet time machine. This page says Ns is *clamped* to [0 ... 128]: http://replay.waybackmachine.org/20071214191634/http://java3d.j3d.org/utilities/loaders/obj/sun.html (time machine version from Dec 17th, 2007, nearest to the commit date of Dec 10th, for revision 7651 where the code was introduced) If anyone is familiar with this issue, or could illuminate my thinking it would be greatly appreciated. Thanks, Baker Searles -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38298#38298 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and OpenGL ES 2.0
Hi Christian, Thanks for your input and source code that you shared. I had tried your program however my application crashes with segmentation fault. when i check backtrace, it shows crashing point at the drivers (i am using intel i915 display). actually I am pretty new to OpenGL & OpenGL ES too. so concept of Shader is new to me. So i think i need to go through shader first! :-) Also, i used OpenGL emulation for OSG build. now i think i will try by installing OpenGL ES library and perform build for actual GLES2. I will update you soon regarding my activities. Thanks again for help! Regards/Ankur Christian wrote: > Hi, > > just one addition to my previous post: Normally you wouldn't define an extra > vertex attribute array for the vertex color/normal as I did in this test > code. Just use > > void Geometry::setColorArray(Array* array); > void Geometry::setNormalArray(Array* array); > > and access the vertex color/normal in the vertex shader via "osg_Color" and > "osg_Normal" (OSG will do the mapping for you). > > Cheers, > Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38291#38291 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged
On 4/7/2011 6:47 AM, Vincent Bourdier wrote: > Hi Chris > Thanks for this release, I just build it on WinXP and VS2010. > No errors, and the version number in the DLL file name is set :-) > Just to be sure, is it expected that the DLL file name number is the same for > OSG 2.8.3 > and 2.8.4 ? Well, it was intended that way. 2.8.4 was intended to be "2.8.4 builds on VS2010" and would have been binary-identical when building on VS2008 (and everything else 2.8.3 built on previously). Robert threw in some changed to make it build with a newer version of ffmpeg. I can't speculate about whether that changed the signature of the binary API or not honestly, but I suspect it may have. So now, we probably will need to bump the so/DLL version number? Once the version number is bumped or the API signature changes, it is no longer a drop-in-binary-without-recompiling-apps replacement for 2.8.3 as we had originally hoped. Can anyone with more experience in these matters comment? > Thanks, > Regards, > Vincent. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "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
Re: [osg-users] OSG plugin for browsers
On 4/7/2011 3:30 AM, Thibault Genessay wrote: > Hi folks, > I have been looking for quite a long time for a way to integrate > OpenSceneGraph applications in web browsers. Several plugins seem to > have emerged in the past years: > - osg4web (project created on Google code, nothing to download) The code is available at cvs -d :pserver: anonym...@cvs.cineca.it/cvsroot/unigrids co projects/osg/cineca/web/osg4web_r2 I haven't tried checking it out myself. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "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
Re: [osg-users] sphere of constant pixel size
On Thu, Apr 7, 2011 at 12:47 AM, Chris 'Xenon' Hanson wrote: > On 4/6/2011 9:51 PM, Jayesh Chaudhary wrote: > > its been long time since I used OSG and trying to get back to it. > > What would be the preferred way to have OSG drawing sphere of constant > pixel size? Also > > Autotransform. > > Thanks Chris. After looking into osg source my memory came back and I realized auto transform too. > > OSG used to have an example of 3D Axes with rotated text. I am not able > to find it. > > I can't recall which this is, but maybe osgText? > I was mentioning autotransform example. Thanks again for your help. Appreciate it. > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. > Contracting. >"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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg issue
Michael Hall writes: > I have compiled ash on my laptop. It is running Ubuntu 10.10 X64. OSG > compiles and installs. When I run osgversion from my home dir I get an error > about an undefined symbol. If I go to/use/local/lib64 and > run osgversion, it works. Can someone tell me what is missing? Usually it > installs and runs no problem. > Some tools for diagnose the problem: * At each directory, type "which osgversion" * The same with "ldd $(which osgversion)" * Are you typing "./osgversion" or "osgversion" instead? -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged
Hi, Fyi: I built and tested on Mac OSX Snow Leopard and the ffmpeg plugin is working ok. Thanks for all the hard work! Raymond On 4/7/2011 4:43 AM, Chris 'Xenon' Hanson wrote: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3 This is intended to be the final 2.8.4. It now builds successfully on VS2010, and the ffmpeg changes Robert put in have been tested on Windows. We need testing on all platforms to call this one done. Please test and let us know your results. This won't get out until people step up and test. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged
Hi Chris Thanks for this release, I just build it on WinXP and VS2010. No errors, and the version number in the DLL file name is set :-) Just to be sure, is it expected that the DLL file name number is the same for OSG 2.8.3 and 2.8.4 ? Thanks, Regards, Vincent. Le 07/04/2011 04:43, Chris 'Xenon' Hanson a écrit : http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3 This is intended to be the final 2.8.4. It now builds successfully on VS2010, and the ffmpeg changes Robert put in have been tested on Windows. We need testing on all platforms to call this one done. Please test and let us know your results. This won't get out until people step up and test. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osg issue
I have compiled ash on my laptop. It is running Ubuntu 10.10 X64. OSG compiles and installs. When I run osgversion from my home dir I get an error about an undefined symbol. If I go to/use/local/lib64 and run osgversion, it works. Can someone tell me what is missing? Usually it installs and runs no problem. Sent from Yahoo! Mail on Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG plugin for browsers
Hi Serge, On Thu, Apr 7, 2011 at 11:38 AM, Serge Lages wrote: > Hi, > Did you looked at Google Native Client : > http://code.google.com/chrome/nativeclient/ Looks like Google is always one step ahead ... Has anybody tried it with an OSG-based project ? However I think using it would lock us into Chrome, which was something I wanted to avoid in the first place. Decisions, decisions. Thank you for the pointer Thibault > Cheers, > On Thu, Apr 7, 2011 at 11:30 AM, Thibault Genessay > wrote: >> >> Hi folks, >> >> I have been looking for quite a long time for a way to integrate >> OpenSceneGraph applications in web browsers. Several plugins seem to >> have emerged in the past years: >> - osg4web (project created on Google code, nothing to download) >> - gvsig3d >> (http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html). >> Very promising, but I can't find any source code, if any is to be >> published some day. >> - The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where >> this one originates from, so I didn't install it >> >> Other people have thought of alternatives to display 3D content: >> - osgjs - which re-implements the OSG in Javascript. Although the API >> is very close to the C++ one, it is not a way to embed an OSG app in a >> browser >> - webGL. If I am not mistaken, this leaves out the OSG entirely, and >> only aims at displaying 3D models. Kind of a new VRML thing. >> >> I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD >> or GPL). This very smart software (at least, according to the videos >> on the website) let you build plugins that are compatible with all >> major browsers by relying on either ActiveX (for IE) or the NPAPI >> (other browsers). BUT: it only works on Windows platforms. >> >> I have also tried to develop my own plugins for Firefox and Safari. >> Both are so huge and so complicated (e.g. lack of accurate >> documentation of Firefox) that I never managed to build something >> convincing. Plus you have to focus on each browser's specifics instead >> of focusing on the OSG/Javascript interaction. >> >> >> At this point, and because I somehow need to have users being able to >> view OSG content on the web in a robust and predictable manner, I am >> leaning towards FireBreath. Not having to care about the browsers' >> internals is such a huge benefit that I can accept its Windows-only >> nature. However, if any people on this list have experience on >> developing cross-browser, cross-platform plugins, I'd welcome all >> input, suggestions, trout slaps for being such an MS-ass. >> >> It is quite evident that the ideal plugin would be: >> - available for all platforms (even smartphones) >> - for all browsers >> - in all languages (UI language: e.g. English, French) >> - in-line with the current OSG development >> - fully open-source, of course >> - built just like a native OSG executable >> >> I am very willingful to share my work on this plugin, but I feel like >> going alone is not a good option. My needs are quite basic, but my >> experience with browser plugins is small and I certainly miss out >> important features. Plus the task of making it right takes certainly >> more than a decision of a single person. I think the long-term success >> of a browser plugin needs some planification. >> >> Any comments, suggestions, etc. are very welcome >> >> Cheers, >> >> Thibault >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > -- > Serge Lages > http://www.tharsis-software.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] OSG plugin for browsers
Hi, Did you looked at Google Native Client : http://code.google.com/chrome/nativeclient/ Cheers, On Thu, Apr 7, 2011 at 11:30 AM, Thibault Genessay wrote: > Hi folks, > > I have been looking for quite a long time for a way to integrate > OpenSceneGraph applications in web browsers. Several plugins seem to > have emerged in the past years: > - osg4web (project created on Google code, nothing to download) > - gvsig3d ( > http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html > ). > Very promising, but I can't find any source code, if any is to be > published some day. > - The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where > this one originates from, so I didn't install it > > Other people have thought of alternatives to display 3D content: > - osgjs - which re-implements the OSG in Javascript. Although the API > is very close to the C++ one, it is not a way to embed an OSG app in a > browser > - webGL. If I am not mistaken, this leaves out the OSG entirely, and > only aims at displaying 3D models. Kind of a new VRML thing. > > I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD > or GPL). This very smart software (at least, according to the videos > on the website) let you build plugins that are compatible with all > major browsers by relying on either ActiveX (for IE) or the NPAPI > (other browsers). BUT: it only works on Windows platforms. > > I have also tried to develop my own plugins for Firefox and Safari. > Both are so huge and so complicated (e.g. lack of accurate > documentation of Firefox) that I never managed to build something > convincing. Plus you have to focus on each browser's specifics instead > of focusing on the OSG/Javascript interaction. > > > At this point, and because I somehow need to have users being able to > view OSG content on the web in a robust and predictable manner, I am > leaning towards FireBreath. Not having to care about the browsers' > internals is such a huge benefit that I can accept its Windows-only > nature. However, if any people on this list have experience on > developing cross-browser, cross-platform plugins, I'd welcome all > input, suggestions, trout slaps for being such an MS-ass. > > It is quite evident that the ideal plugin would be: > - available for all platforms (even smartphones) > - for all browsers > - in all languages (UI language: e.g. English, French) > - in-line with the current OSG development > - fully open-source, of course > - built just like a native OSG executable > > I am very willingful to share my work on this plugin, but I feel like > going alone is not a good option. My needs are quite basic, but my > experience with browser plugins is small and I certainly miss out > important features. Plus the task of making it right takes certainly > more than a decision of a single person. I think the long-term success > of a browser plugin needs some planification. > > Any comments, suggestions, etc. are very welcome > > Cheers, > > Thibault > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stop osgGA::TrackballManipulator spinning
Hello Robert, Thanks for your answer! Looks like I didn't explain my problem good enough. If I am not mistaken, setAllowThrow(bool) will disable the throw functionality completely, but it will not stop the camera if it is already orbiting around. I do want the throwing functionality of the camera. What I want is to stop the camera while it is on the move. Thanks for your time! Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38282#38282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG plugin for browsers
Hi folks, I have been looking for quite a long time for a way to integrate OpenSceneGraph applications in web browsers. Several plugins seem to have emerged in the past years: - osg4web (project created on Google code, nothing to download) - gvsig3d (http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html). Very promising, but I can't find any source code, if any is to be published some day. - The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where this one originates from, so I didn't install it Other people have thought of alternatives to display 3D content: - osgjs - which re-implements the OSG in Javascript. Although the API is very close to the C++ one, it is not a way to embed an OSG app in a browser - webGL. If I am not mistaken, this leaves out the OSG entirely, and only aims at displaying 3D models. Kind of a new VRML thing. I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD or GPL). This very smart software (at least, according to the videos on the website) let you build plugins that are compatible with all major browsers by relying on either ActiveX (for IE) or the NPAPI (other browsers). BUT: it only works on Windows platforms. I have also tried to develop my own plugins for Firefox and Safari. Both are so huge and so complicated (e.g. lack of accurate documentation of Firefox) that I never managed to build something convincing. Plus you have to focus on each browser's specifics instead of focusing on the OSG/Javascript interaction. At this point, and because I somehow need to have users being able to view OSG content on the web in a robust and predictable manner, I am leaning towards FireBreath. Not having to care about the browsers' internals is such a huge benefit that I can accept its Windows-only nature. However, if any people on this list have experience on developing cross-browser, cross-platform plugins, I'd welcome all input, suggestions, trout slaps for being such an MS-ass. It is quite evident that the ideal plugin would be: - available for all platforms (even smartphones) - for all browsers - in all languages (UI language: e.g. English, French) - in-line with the current OSG development - fully open-source, of course - built just like a native OSG executable I am very willingful to share my work on this plugin, but I feel like going alone is not a good option. My needs are quite basic, but my experience with browser plugins is small and I certainly miss out important features. Plus the task of making it right takes certainly more than a decision of a single person. I think the long-term success of a browser plugin needs some planification. Any comments, suggestions, etc. are very welcome Cheers, Thibault ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building DICOM plugin with DCMTK
Hi Chris, I don't have any answers as I've only built DCMTK under OSX and Linux. There is a DCMTK community that is likely to be a good place to look up an answer to these problems. I would recommend using DCMTK over ITK, as DCMTK supports Dicom features better. Robert. On Wed, Apr 6, 2011 at 6:48 PM, Chris 'Xenon' Hanson wrote: > I'm investigating osgVolume and the DICOM plugin for a client, and am having > trouble > building the DICOM plugin on Windows, VC++2008 (SVN trunk from a couple > months back: > 12159, 5:11:17 AM, Friday, February 11, 2011). I built dcmtk-3.6.0 > successfully, and then > configured all the DCMTK include and lib settings in CMake. > > For example: > DCMTK_dcmdata_INCLUDE_DIR = > C:/Data/OSGDev/Volume/dcmtk-3.6.0/dcmtk-3.6.0/dcmdata/include > > I presume all of them are necessary. I then generated the solution. > > > When I go to build ReaderWriterDICOM.cpp, it fails with: > 1>.\ReaderWriterDICOM.cpp(27) : fatal error C1083: Cannot open include file: > 'dcmtk/dcmdata/dcfilefo.h': No such file or directory > > I have the file: > C:\Data\OSGDev\Volume\dcmtk-3.6.0\dcmtk-3.6.0\dcmdata\include\dcmtk\dcmdata\dcfilefo.h > > > In the Additional Include Directories for the Plugins Dicom Project in VC++ > I see: > C:\Data\OSGDev\Volume\dcmtk-3.6.0\dcmtk-3.6.0\include > > But I don't see any include for > C:\Data\OSGDev\Volume\dcmtk-3.6.0\dcmtk-3.6.0\dcmdata\include > which should have been DCMTK_dcmdata_INCLUDE_DIR > > > Has anyone built the DICOM plugin on Windows recently? Am I missing > something dumb? > > I'm not actually married to the DICOM plugin, it just seems like that's the > only way to > get any sample volume data into osgVolume so I can test what I'm really > after. If there's > a sample dataset someone can point me to that wouldn't necessitate using the > DICOM plugin, > I'd be happy to avoid the issue altogether. > > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. > Contracting. > "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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stop osgGA::TrackballManipulator spinning
HI George, A quick grep of osgGA reveals: StandardManipulator::setAllowThrow(bool) TrackballManipulator inherits from StandardManipulator, via OrbitManipulator. Robert. On Wed, Apr 6, 2011 at 7:23 PM, George Bekos wrote: > Hello guys, > > You all know that a trackball camera manipulator, by default, will start > spinning the camera around if you release the mouse button while moving the > mouse. > I have a simple/silly question: > Is there any way to stop the spinning of the camera using code? > The only solution I can think of is to create my own class which inherits > TrackballManipulator and add a function like this: > > void TrackballManipulator::enableThrown( bool flag ) { > _thrown = flag; > } > > Is this solution fine? is there something wrong with it? Is there any better > solution? Thanks for your time guys!!! > > Cheers, > George > > PS: I am using OSG 2.9.8 > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38267#38267 > > > > > > ___ > 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] Multiple Render Targets & Multisampling
Hi, Has anyone tried to do any advanced* multisampled post effect using osg? If yes, I would like to know the "best osg path" to achieve this. *deferred rendered for example I have tried to attach a texture to a camera along with the multipleSamples and multisampleColorSamples values. This works ONLY when i have one rendertarget. In all other cases in the final compositing shader, i see only the first (and not the 2nd 3rd etc ) render target. The other render targets are not black, but they appear overwritten with the contents of the first render target. On the other hand i see the osgfpdepth example and it has a completely different approach to the subject, almost handling manually fbos and rendertargets. I tried searching on the mailing list for this subject, but almost all discussions seem to stop without a final result at about 2 years ago. Tnx for your time, Anthousis Andreadis anthou...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org