Re: [osg-users] CullingSet::computePixelSizeVector and AutoTransform
Hi, I've probably asked the questions below at the wrong time of year. Anyone have any ideas/comments? thanks jp On 06/07/2011 11:39, J.P. Delport wrote: Hi all, I'm having some issues with AutoTransform (scale to screen) and wide aspect viewports. To reproduce do something like: export OSG_WINDOW=0 0 800 600 osgautotransform Then zoom out until only Autoscale with no min, max limits is visible. Then make the aspect of the window larger/wider. You will see that the size of the text gets smaller. I've followed that AutoTransform uses CullStack-pixelSize() (to determine its scale) and that this uses CullingSet::computePixelSizeVector(). I can't quite follow the code in computePixelSizeVector, but noticed that the scaleRatio depends on both horizontal and vertical scales, but AFAIK OSG automatically adjusts the projection matrix so that only vertical scale matters. If I change: float scaleRatio = 0.7071067811f/sqrtf(scale_00.length2()+scale_10.length2()); into float scaleRatio = 0.5/sqrtf(scale_10.length2()); then the osgautotransform example behaves like I would expect, i.e. the text stays the same size no matter what the window aspect. I'm not sure this is a solution though. So my questions: - What does the output of computePixelSizeVector represent? Can I write in a matrix multiplation form? MVP*vec? - Will it work for ortho projections? thanks jp BTW, the text getting smaller for wide aspect is also present in the osgtext example for the pixel_size_on_screen line. -- 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Osgearth with c++
Hey, You were right, it was unable to find the correct dlls. I found I had not yet built the debug dlls of osgearth and was trying to run my own application in debug. Causing it to search for those debug dlls, whilst only the release dlls were available. Thanks for the help, ThaPear -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42079#42079 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Help required with OcclusionQueryNode
Hi, I guess I posted this in the wrong section previously. So sorry for the repost. My application loads a scenegraph where all children are OcclusionQueryNodes and no geometry. Based on the spatial location of the camera I load and attach the geometry to the respective OQNode and set the Queries enabled for that OQNode. So at any time only a few OQNodes of my scenegraph have children attached and queries enabled. My problem is I am only able to render the scene when all the OQNodes have children. Nothing is visible even if one OQNode has no children. Can someone help me get past this ? ... Thank you! Cheers, Revanth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42080#42080 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT-OSG problem
Hi all! I am currently working on an application, that includes - an OSGViewer window, with a scene - a QT window, where I would like to adjust parameters of the scene in the other window (in real time). Both windows are handled in a different thread. The problem is, that if I make a window of any type (QT or GTK) parallel to the OSG scene, some elements in the OSG scen just dissapear. So, my questions are: - Can anyone tell me a reason, why isn't the whole scene displayed? (I have already put together the simplest scene to exclude the most error sources) - Is there any method, to run a QT window in a separate thread parallel to an OSG window? - Is there any OSG-QT source code example for putting more (than one) OSGViewer in one QT window? How well can it be modified for my purposes? - Did I make any mistakes? Thank you very much in advance. Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42074#42074 Attachments: http://forum.openscenegraph.org//files/qtosgtar_177.gz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT-OSG problem
Hi Thomas, as far as I know Qt does not support painting in several threads. Preparation of scene data in a separate thread is no problem. But the painting process must be the GUI-Thread. - Werner - Hi all! I am currently working on an application, that includes - an OSGViewer window, with a scene - a QT window, where I would like to adjust parameters of the scene in the other window (in real time). Both windows are handled in a different thread. The problem is, that if I make a window of any type (QT or GTK) parallel to the OSG scene, some elements in the OSG scen just dissapear. So, my questions are: - Can anyone tell me a reason, why isn't the whole scene displayed? (I have already put together the simplest scene to exclude the most error sources) - Is there any method, to run a QT window in a separate thread parallel to an OSG window? - Is there any OSG-QT source code example for putting more (than one) OSGViewer in one QT window? How well can it be modified for my purposes? - Did I make any mistakes? Thank you very much in advance. Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42074#42074 Attachments: http://forum.openscenegraph.org//files/qtosgtar_177.gz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT-OSG problem
Hi Thomas, I think a bit more information would be useful. Werner is correct about Qt paint events in that all QWidgets must be created in the QApplication thread and cannot be moved to any other threads. If you're trying to use osg to render into a Qt-based window, this will be an issue. However, it sounds like you have a completely separate osgViewer window. In this case, you are doing exactly what we do in the project I work on - and it works fine. Your description that some elements disappear isn't enough information for me to get an idea of what is happening. Are these elements QWidgets, or something else? I'm afraid where I am at the moment I don't have the tools to open your attached code, if you post some relevant code snippets in a message or just describe your application in more detail I may be able to help though. If you do Qt stuff in Qt gui windows, and have a scene graph of all non-qt stuff rendered in an osgViewer window, you should be totally fine - you just need to handle how you're updating your scene based on gui input in a threadsafe way. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42082#42082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT-OSG problem
I'm currently working on a better qt render thread integration that solves all these problems. It is already possible to open render windows from the render thread (using a qt blocking queued connection). Resize, minimize, close etc are communicated using signal-slot connections. The only requirement is that the render thread is a QThread. I am currently cleaning stuff up and searching for a weird bug, when that is done I will submit the stuff. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42083#42083 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Image Serialization
Hello everyone; this is probably a question only a few people could possibly, answer (Robert, Wang), but here goes: I have created a derived osg::Image class (osgCairo::Image), and this has worked just fine for the last few years. However, I want to add strong serialization support for my nodekits, and I'm finding customizing an Images behavior in the serialization code is quite difficult. Images are treated as special kinds of Objects, so any custom behavior you might add confuses the base serializers, and there doesn't appear to be any way to avoid this. My question is: should the serialization backend be modified to support osg::Image subclasses, or should programmers be encouraged NOT to derive from osg::Image directly and instead create contains-a objects instead? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Image Serialization
On Tue, 2011-08-16 at 12:42 -0400, Jeremy Moles wrote: Hello everyone; this is probably a question only a few people could possibly, answer (Robert, Wang), but here goes: I have created a derived osg::Image class (osgCairo::Image), and this has worked just fine for the last few years. However, I want to add strong serialization support for my nodekits, and I'm finding customizing an Images behavior in the serialization code is quite difficult. Images are treated as special kinds of Objects, so any custom behavior you might add confuses the base serializers, and there doesn't appear to be any way to avoid this. My question is: should the serialization backend be modified to support osg::Image subclasses, or should programmers be encouraged NOT to derive from osg::Image directly and instead create contains-a objects instead? As an addendum, this may simply be a misuse on my part. Perhaps if someone is deriving from osg::Image, that person should also consider creating a custom image type and, thus, writing an osgPlugin for their image type to do the various kinds of extra stuff they need to do. For example, in osgCairo, though I may actually be using PNG data, I could create a .cairo file type which will force my custom loader instead of the default loader (which will allow me to do things like pre-multiply the alpha, which Cairo expects internally). Just thinking out loud here. :) ___ 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::Image Serialization
Hi Jeremy, I would have though it would be appropriate to support subclassing of osg::Image in the serializers. I'll defer to Rui to answer the specifics of how we might go about this. Robert. On Tue, Aug 16, 2011 at 5:42 PM, Jeremy Moles jer...@emperorlinux.com wrote: Hello everyone; this is probably a question only a few people could possibly, answer (Robert, Wang), but here goes: I have created a derived osg::Image class (osgCairo::Image), and this has worked just fine for the last few years. However, I want to add strong serialization support for my nodekits, and I'm finding customizing an Images behavior in the serialization code is quite difficult. Images are treated as special kinds of Objects, so any custom behavior you might add confuses the base serializers, and there doesn't appear to be any way to avoid this. My question is: should the serialization backend be modified to support osg::Image subclasses, or should programmers be encouraged NOT to derive from osg::Image directly and instead create contains-a objects instead? ___ 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] [build] CMake fails to build for iOS from trunk
Hi, I am attempting to build OSG for iOS 4.3 using the latest source from trunk. My build environment is CMake 2.8.5 on Mac OS X 10.7 Lion, with all OSG dependencies installed via MacPorts. My CMake build environment works for other projects, ex. OGRE for iOS. To build OSG, I am using CMake like this: Code: cmake -G Xcode \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_CXX_FLAGS:STRING=-ftree-vectorize -fvisibility-inlines-hidden -mno-thumb -arch armv6 -pipe -no-cpp-precomp -miphoneos-version-min=3.1 -mno-thumb \ -D BUILD_OSG_APPLICATIONS:BOOL=OFF \ -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \ -D OSG_WINDOWING_SYSTEM:STRING=IOS \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_OSX_ARCHITECTURES:STRING=armv6;armv7 \ -D CMAKE_OSX_SYSROOT:STRING=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.3.sdk \ -D OSG_GL1_AVAILABLE:BOOL=OFF \ -D OSG_GL2_AVAILABLE:BOOL=OFF \ -D OSG_GLES1_AVAILABLE:BOOL=ON \ -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \ -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -D DYNAMIC_OPENTHREADS:BOOL=OFF \ my\path\to\OSG CMake fails with the following CMakeError.log: Code: Compiling the CXX compiler identification source file CMakeCXXCompilerId.cpp failed. Compiler: /usr/bin/g++ Build flags: -ftree-vectorize;-fvisibility-inlines-hidden;-mno-thumb;-arch;armv6;-pipe;-no-cpp-precomp;-miphoneos-version-min=3.1;-mno-thumb Id flags: -c The output was: 255 llvm-g++-4.2: error trying to exec '/usr/bin/../llvm-gcc-4.2/bin/arm-apple-darwin11-llvm-g++-4.2': execvp: No such file or directory Determining if the C compiler works failed with the following output: Change Dir: /Users/Joe/SDKs/OpenSceneGraph/trunk/build/iOS/CMakeFiles/CMakeTmp Run Build Command:/Applications/CMake\ 2.8-5.app/Contents/bin/cmakexbuild -project CMAKE_TRY_COMPILE.xcodeproj build -target cmTryCompileExec -configuration Debug ** BUILD FAILED ** The following build commands failed: Check dependencies (1 failure) === BUILD NATIVE TARGET cmTryCompileExec OF PROJECT CMAKE_TRY_COMPILE WITH CONFIGURATION Debug === Check dependencies target specifies product type 'com.apple.product-type.tool', but there's no such product type for the 'iphoneos' platform As the log indicates, CMake is looking for: Code: /usr/llvm-gcc-4.2/bin/arm-apple-darwin11-llvm-g++-4.2 which does not exist. (Also, iOS 4.3 corresponds to Darwin 10, not Darwin 11.) For comparison, note that the following does exist: Code: /Developer/Platforms/iPhoneOS.platform/Developer/usr/llvm-gcc-4.2/bin/arm-apple-darwin10-llvm-g++-4.2 I tried using a symlink to trick CMake into using the latter file. However, in that case, CMake fails with the following CMakeError.log: Code: Compiling the CXX compiler identification source file CMakeCXXCompilerId.cpp failed. Compiler: /usr/bin/g++ Build flags: -ftree-vectorize;-fvisibility-inlines-hidden;-mno-thumb;-arch;armv6;-pipe;-no-cpp-precomp;-miphoneos-version-min=3.1;-mno-thumb Id flags: The output was: 1 ld: library not found for -lcrt1.3.1.o collect2: ld returned 1 exit status Determining if the C compiler works failed with the following output: Change Dir: /Users/Joe/SDKs/OpenSceneGraph/trunk/build/iOS/CMakeFiles/CMakeTmp Run Build Command:/Applications/CMake\ 2.8-5.app/Contents/bin/cmakexbuild -project CMAKE_TRY_COMPILE.xcodeproj build -target cmTryCompileExec -configuration Debug ** BUILD FAILED ** The following build commands failed: Check dependencies (1 failure) === BUILD NATIVE TARGET cmTryCompileExec OF PROJECT CMAKE_TRY_COMPILE WITH CONFIGURATION Debug === Check dependencies target specifies product type 'com.apple.product-type.tool', but there's no such product type for the 'iphoneos' platform Please advise. Thanks very much, Joe[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42085#42085 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SIGGRAPH 2011 OpenSceneGraph BOF
Greetings all who attended! I had allot of fun and got allot of my 3.0 questions cleared up. Thanks for attending J-S and thanks for John for M.C.ing this BOF and the simulation BOF that I tried to attend before I got interrupted. Nice to see you all and putting a face on some of you on the Forum. I hope you all come to SIGGRAPH next year in my neighborhood! L.A. is a fun town to visit! FYI: Vancouver was allot of fun too in it's own way! I loved Tim Hortons - better than McDees! ... Thank you! D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42088#42088 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attempting X11 (lib issue) and Windows (GLfloat issue) compiles forOSG in Cygwin
Skai Ware wrote: Hi Brian, Compiling OSG 3 with cygwin is perhaps today not feasible due to the objectives from cygwin team to remove the WIN32 define. Have you tried to cmake OSG with cmake . -DCMAKE_LEGACY_CYGWIN_WIN32=1 Well that makes the X11 version perfectly with standard Cygwin installed and my one change to cmakelists.txt in osgViewer source. Still cannot get it to build though with opengl32 and glu and build a non X11 but Windows version. I get a lot of _gl. Undefined functions. thanks bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Image Serialization
Hi Jeremy and Robert, In fact the osg::Image class can be derived and it is possible to write serializers for the subclasses. In osgWrappers/serializers/osg/ImageStream.cpp you will find an example which has no difference from other serializers. I'm not sure if this could work for osgCairo images, but I think a subclass that doesn't change osg::Image's basic functionalities can work fine with serializers at present. After reviewing the source code, I think it also possible to replace the readImage() and writeImage() in Input/OutputStream classes with an Image serializer, too. I can't remember why I use special reader/writer functions to handle images. Maybe it is only a plagiarism of old osgDB::Input/Output class' methods. :-P Cheers, Wang Rui 2011/8/17 Jeremy Moles jer...@emperorlinux.com: Hello everyone; this is probably a question only a few people could possibly, answer (Robert, Wang), but here goes: I have created a derived osg::Image class (osgCairo::Image), and this has worked just fine for the last few years. However, I want to add strong serialization support for my nodekits, and I'm finding customizing an Images behavior in the serialization code is quite difficult. Images are treated as special kinds of Objects, so any custom behavior you might add confuses the base serializers, and there doesn't appear to be any way to avoid this. My question is: should the serialization backend be modified to support osg::Image subclasses, or should programmers be encouraged NOT to derive from osg::Image directly and instead create contains-a objects instead? ___ 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] how to get number of points and faces while osg reading in 3D models?
when i use: node = osgDB::readNodeFile(cow.osg); how can i get the number of points and faces in this model? who can tell me ? Thanks a lot! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org