Re: [osg-users] Camera returns NULL viewport on Windows but not Linux
Thanks for the reply but it didn't fix anything ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41958#41958 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Determining whether a node is active in UpdateVisitor.
Hi Mark, I don't know if this is optimal or not, but one thing you could do is use the NodeVisitor::getNodePath() method. You can look through the path to find any switch nodes, and use the Switch::getChildValue(const Node*) method to see if the next node in the list is on or off. This is of course assuming that this is what you meant by active. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41956#41956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera returns NULL viewport on Windows but not Linux
On Tue, 2011-08-09 at 22:05 +0200, Paul Leopard wrote: > I have some code I have inherited that was developed on Linux. I am trying to > get a Windows version of it to run but there is an inconsistency that I am > unable to explain. Perhaps someone here has seen this issue before ... > > Anyway, the problem is that on Windows (OSG v2.9.9 and v3.0.0) I get a NULL > viewport pointer with the following (pseudocode) call to getViewport() : > > Code: > osg::ArgumentParser arguments(&argc,argv); > osgViewer::Viewer viewer(arguments); > viewer.addEventHandler(...); > osg::Group* root = new osg::Group; > root->addChild( ... ); > viewer.frame(); Try viewer.realize() here instead; not sure it'll change anything, but it's worth a shot. > osg::Camera* camera = viewer.getCamera(); > assert(camera!=NULL); // Ok > osg::Viewport* pViewPort = camera->getViewport(); > assert(pViewPort !=NULL); // FAILS! NULL POINTER > > > > > On Linux the pointer is valid, on Windows it is always NULL. Am I missing > something here or has anyone else had this issue? > > > Thanks! > Paul > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=41955#41955 > > > > > > ___ > 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] Camera returns NULL viewport on Windows but not Linux
I have some code I have inherited that was developed on Linux. I am trying to get a Windows version of it to run but there is an inconsistency that I am unable to explain. Perhaps someone here has seen this issue before ... Anyway, the problem is that on Windows (OSG v2.9.9 and v3.0.0) I get a NULL viewport pointer with the following (pseudocode) call to getViewport() : Code: osg::ArgumentParser arguments(&argc,argv); osgViewer::Viewer viewer(arguments); viewer.addEventHandler(...); osg::Group* root = new osg::Group; root->addChild( ... ); viewer.frame(); osg::Camera* camera = viewer.getCamera(); assert(camera!=NULL); // Ok osg::Viewport* pViewPort = camera->getViewport(); assert(pViewPort !=NULL); // FAILS! NULL POINTER On Linux the pointer is valid, on Windows it is always NULL. Am I missing something here or has anyone else had this issue? Thanks! Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41955#41955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Determining whether a node is active in UpdateVisitor.
Is there some mechanism to determine whether or not a node being traversed during an update traversal is active or not? I know I could change the TraversalMode in UpdateVisitor to traverse only active children, but what if I want to traverse all children and only take action if a particular type of node is active? I can't find anything in NodeVisitor that would let me do this. Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
In response to David's post (which I didn't see until now), it's fairly straightforward to back-transform a pixel into world coordinates. I've posted on this in the past, email me offline and I'll send you more info about it. Sanat, one thing I learned in the GIS classes years ago is that you must be very careful to have all of your GIS data in the same projection/ellipsoid/units, or they won't mix well. If your buildings are too large, then perhaps they were modeled in feet and your Earth is modeled in meters, for example. If you don't have any meta data for the models to tell your application what coordinate system and units the model uses, there is no magic software trick to handle that situation. So you have two solutions: Either manually put all your models (Earth and buildings) into the same coordinate system and units, or manually ensure that each model contains the necessary metadata so that your application can transform them as needed into a common coordinate system and units. -Paul On 8/9/2011 10:24 AM, Sanat Talmaki wrote: Hi David, I guess I am replying to a rather old post, but I'll try my luck anyway: Adding to your post on getting the size of the terrain, I had a similar question in mind. For a given terrain model (built using osgeart/vpb etc), is there a way to ensure that models loaded on the terrain conform to the scale of the terrain. If I loaded a building model onto a terrain, unless I knows the size of the terrain and the dimensions/scaling it is conforming to, my building model may be unrealistically big/small not representing reality. I was searching along these lines and came across your post and just wanted to check if you had found any tool that helps you do this (getting terrain size) Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41951#41951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExampleGLES1 crashed
Hi Jorge, I got the issue; application is not able to load data; its plugin problem, Thanks for the help, Bye Anurag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
Hi David, I guess I am replying to a rather old post, but I'll try my luck anyway: Adding to your post on getting the size of the terrain, I had a similar question in mind. For a given terrain model (built using osgeart/vpb etc), is there a way to ensure that models loaded on the terrain conform to the scale of the terrain. If I loaded a building model onto a terrain, unless I knows the size of the terrain and the dimensions/scaling it is conforming to, my building model may be unrealistically big/small not representing reality. I was searching along these lines and came across your post and just wanted to check if you had found any tool that helps you do this (getting terrain size) Thanks Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41951#41951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash on startup on Win7 x64
Hi, Its not about using osgVisual, the 3rdparty is designated to OSG in general. It is only compiled, packed and provided by osgVisual. Glad to hear it works now. :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41950#41950 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple Shaders
Stephen, That example is in the main distro; you need to enable the examples in CMake to see it. The source is here http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgvirtualprogram Yes, yours is a case for shader composition. PrecipitationEffect is self-contained so you would need to modify it to make it work in a composition framework. BTW here is a write-up on the shader composition approach we use in osgEarth. Like I said, we started with VirtualProgram and extended it to support user function injection. http://osgearth.org/wiki/OeDevelShaderComposition Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Aug 9, 2011 at 10:03 AM, wrote: > > > Glenn, > Thanks for the response. Do you know where I can find the > osgvirtualprogram example? > The program I have worked on has recently moved from osg 2.2 to 2.8.3 (dark > ages, I know). I do not see osgvirtualprogram in the osg examples > directories for 2.2, 2.8.2, or 2.8.3. > > I am adding precipitation effects (and dust effects) to a project that > currently uses shaders produce a rendered scene that represents sensor > returns - the render target is read back by the main program, > where the data is consumed. For the app/channel that has the sensor, the > program/shader is added to a node near the top of the tree. I have added > the precip effect program/shader to a node slightly below this one - at the > same level as the top terrain and entities node. The sensor shader > basically does range calculation, applies some error, and does some > processing for alpha fragments. For the visual channel, that has no higher > shaders, this works fine. However, for the sensor channel, the precip > particles don't get seen by sensor shader. > > My implementation of rain/snow is based on a slightly modified > osgPrecipitationEffect. Perhaps shader is not the way to go for the precip > effect, but I thought it would provide the best efficiency. Nevertheless, > I can definitely see the need in the near future to have multiple, > accumulated, non-overriding effects. Currently, I would like to be able to > have the results from osgPrecipitationEffect like shader be seen by the > higher sensor shader. > > Any thoughts? > > Stephen Haithcock > General Dynamics Land Systems > 38500 Mound Rd. > Sterling Heights, MI 48310 > MZ 436-40-15 > (586) 825-8573 > > > > > Glenn Waldron > om>To > Sent by: osg-users@lists.openscenegraph.org > osg-users-bounces cc > @lists.opensceneg > raph.org Subject > Re: [osg-users] Multiple Shaders > > 08/05/2011 05:35 > PM > > > Please respond to > OpenSceneGraph > Users > openscenegraph.or >g> > > > > > > > Stephen, > > You need some kind of shader composition. Personally, I prefer the > VirtualProgram approach taken in the osgvirtualprogram example. IIRC, > Robert did not consider this flexible enough to be a general-purpose shader > comp solution, so it's not in the core OSG. However it suited our needs > quite well so we adopted and extended it for use in the osgEarth project. > > > http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ShaderComposition > > > Glenn Waldron / Pelican Mapping / @glennwaldron > > > On Thu, Aug 4, 2011 at 10:19 AM, Stephen Haith wrote: > Very timely thread - I am looking at doing the same thing. > > How can you apply a shader effect to the entire scene, AND another effect > to only a part of the tree? > > Thanks, > > Stephen > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=41851#41851 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > This is an e-mail from General Dynamics Land Systems. It is for the > intended recipient only and may contain confidential and privileged > information. No one else may read, print, store, copy, forward or act in > reliance on it or its attachments. If you are not the intended recipient, > please return this message to the sender and delete the message and any > attachments from your computer. Your cooperation is appreciated. > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > __
Re: [osg-users] Multiple Shaders
Glenn, Thanks for the response. Do you know where I can find the osgvirtualprogram example? The program I have worked on has recently moved from osg 2.2 to 2.8.3 (dark ages, I know). I do not see osgvirtualprogram in the osg examples directories for 2.2, 2.8.2, or 2.8.3. I am adding precipitation effects (and dust effects) to a project that currently uses shaders produce a rendered scene that represents sensor returns - the render target is read back by the main program, where the data is consumed. For the app/channel that has the sensor, the program/shader is added to a node near the top of the tree. I have added the precip effect program/shader to a node slightly below this one - at the same level as the top terrain and entities node. The sensor shader basically does range calculation, applies some error, and does some processing for alpha fragments. For the visual channel, that has no higher shaders, this works fine. However, for the sensor channel, the precip particles don't get seen by sensor shader. My implementation of rain/snow is based on a slightly modified osgPrecipitationEffect. Perhaps shader is not the way to go for the precip effect, but I thought it would provide the best efficiency. Nevertheless, I can definitely see the need in the near future to have multiple, accumulated, non-overriding effects. Currently, I would like to be able to have the results from osgPrecipitationEffect like shader be seen by the higher sensor shader. Any thoughts? Stephen Haithcock General Dynamics Land Systems 38500 Mound Rd. Sterling Heights, MI 48310 MZ 436-40-15 (586) 825-8573 Glenn Waldron To Sent by: osg-users@lists.openscenegraph.org osg-users-bounces cc @lists.opensceneg raph.org Subject Re: [osg-users] Multiple Shaders 08/05/2011 05:35 PM Please respond to OpenSceneGraph Users Stephen, You need some kind of shader composition. Personally, I prefer the VirtualProgram approach taken in the osgvirtualprogram example. IIRC, Robert did not consider this flexible enough to be a general-purpose shader comp solution, so it's not in the core OSG. However it suited our needs quite well so we adopted and extended it for use in the osgEarth project. http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ShaderComposition Glenn Waldron / Pelican Mapping / @glennwaldron On Thu, Aug 4, 2011 at 10:19 AM, Stephen Haith wrote: Very timely thread - I am looking at doing the same thing. How can you apply a shader effect to the entire scene, AND another effect to only a part of the tree? Thanks, Stephen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41851#41851 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This is an e-mail from General Dynamics Land Systems. It is for the intended recipient only and may contain confidential and privileged information. No one else may read, print, store, copy, forward or act in reliance on it or its attachments. If you are not the intended recipient, please return this message to the sender and delete the message and any attachments from your computer. Your cooperation is appreciated. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Video playback on Mac via Imagestream.
Hi all, Sorry for the slow reply, I got put on a different project for a week. I'm going to give the quicktime plugin another try then, I couldn't find any good documentation on it anywhere so probably got a little confused and made an error. I will let you know how I get on. Cheers, Elliott -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41947#41947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Join my network on LinkedIn
LinkedIn Alberto Jaspe requested to add you as a connection on LinkedIn: -- I'd like to add you to my professional network on LinkedIn. Accept invitation from Alberto Jaspe http://www.linkedin.com/e/-qywqtf-gr4st7sj-4r/ki9l5dc0WBU2jCm_-ENl0WSMUV6C2kw9fBND0WJWSkAnjfMIiTR/blk/I108461582_125/6lColZJrmZznQNdhjRQnOpBtn9QfmhBt71BoSd1p65Lr6lOfPkOclYOe3kNdzgUc359bQINlkFxtkcUbPoUcPwTdP8Me3cLrCBxbOYWrSlI/EML_comm_afe/ View profile of Alberto Jaspe http://www.linkedin.com/e/-qywqtf-gr4st7sj-4r/rsn/5890444/LXPj/ -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART
Hi Sergey, thank you, now its working perfectly cheers, ParticlePeter Hi, Peter This is because osg tries to compute bound of drawable based on vertices it uses. So if your restart index behind memory allocated for vertices storage osg will go out of array bound when computing bounds of drawable, thats where your access violation comes from. You can try to avoid this with setting initial bound yourself and\or setting your own computeBoundCallback on drawable. Another way is to add additional vertex to vertex array and use it index as restart index to make osg bound computation happy. Cheers, Sergey. 07.08.2011, 00:26, "Peter Wrobel": Hi J-S, Yes, thank you, that did the trick, now it works. And to answer my question above, it has to be glEnableClientState, otherwise its not working. I have one more issue now. Sergey, I am getting a Access Violation Exception directly after calling viewer.run inside osg::Vec3f line 84, if I use the the default restart index of USHRT_MAX. To debug this, I added a method to set the index, and got wired results. I created an 18 Elements TriStrip, code is bellow. When I set the restart index between 0 and 18 (18 is not a typo ), everything is fine. When I set it to 19 and higher I get this in the console: Code: CullVisitor::apply(Geode&) detected NaN, depth=-1.IND, center=(-2 0 -7.942e+037), matrix={ 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN } If I set the index between 1000 and 2000 it works right ( ! ), and if I set it to 5000 and above I get the Access Violation Exception again. Do you have any idea what's going on ? Is this related to not creating an StateAttribute ? TestCode, uses the class posted by hybr: Code: #include "DrawElementsUShortRestart.h" #include #include #include osg::ref_ptr< osg::Node> createDrawElements() { osg::Geometry * geom = new osg::Geometry() ; osg::Vec3Array * vrts = new osg::Vec3Array() ; geom -> setVertexArray( vrts ) ; unsigned int numVrts = 18 ; // Create Vertex Positions for TriStripe for( unsigned int i = 0 ; i< numVrts / 2 ; ++i ) { vrts -> push_back( osg::Vec3( i , 1.f , 0.f ) ) ; vrts -> push_back( osg::Vec3( i ,-1.f , 0.f ) ) ; } // Create a PrimitiveRestart DrawElements DrawElementsUShortRestart * drawElems = new DrawElementsUShortRestart() ; // This is set to false by default in the constructors initializer list drawElems -> enableRestart( true ) ; // Added this method to the DrawElementsUShortRestart Class drawElems -> setRestartIndex( 1000 ) ; // Try also 20 and USHRT_MAX for( unsigned int i = 0 ; i< numVrts ; ++i ) { if ( i == 9 ) drawElems -> push_back( 1000 ) ; // Try also 20 and USHRT_MAX drawElems -> push_back( i ) ; } geom -> addPrimitiveSet( drawElems ) ; geom -> getOrCreateStateSet() -> setMode( GL_LIGHTING , osg::StateAttribute::OFF ) ; geom -> getOrCreateStateSet() -> setAttributeAndModes( new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE ) ) ; osg::ref_ptr< osg::Geode> geode = new osg::Geode() ; geode -> addDrawable( geom ) ; return geode.release() ; } Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41911#41911 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 & 3.0.1 view dependent shadow clipping plane
anyone can try the attached code please? Just to see if the bug comes from my compilation (even if i didn't change a think..) my code or something. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41944#41944 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin
Hi, Am 08.08.11 18:22, schrieb Guido Lucci Baldassari: > Does anyone know how I can obtain the path of @loader_path at runtime > (a better solution than getenv(PWD))? Thanks in advance you can try one of the NSBundle-methods: NSBundle* bundle = [NSBundle bundleForClass: [self class]]; std::string plugin_path( [ [bundle builtInPlugInsPath] cString]); This will give you the path to the PlugIns-folder inside your bundle. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org