Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)
Hi, if you use VPB and restrict your differnet maps to different levels, be aware of the popping effect if you change your camera position and run into a new map. If you want a smooth transition ( blending) between the different map, look at the osgmultitexturecontrol example and configure your VPB run to add every map to a different texture layer. I thing the osgMultiTextureControl allows up to 3 different layers. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42555#42555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)
Hi, What you want is possible with VPB by restricting the levels at which the maps are used. I cant remember the options off the top of my head, but you will need to specify each source individually and specify at what levels it should be used. From memory, the levels are quad tree levels so you may need to do some calculations of your own (or use trial and error) to figure out what level a certain map should become available. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Naylor Sent: Friday, 9 September 2011 6:11 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb) Hi, I believe it may be possible with vpb. But you may want to take a look at osgearth, it has some features you need such fade in between layers. My knowledge on the two is minimal, but it may help? Regards Martin Naylor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess Sent: 04 September 2011 01:46 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb) Hi, I am not sure if this is even possible, but I would like to use 5 or 6 different maps taken at varying altitudes but of the same region and create one model/map. As a user zooms in on the model/map the texture would update. For example: Say I had a map of North America, then a more detailed map of the United States, and finally another detailed map of just a state in the US. As the user zooms in they would see North America, then the United States, and finally a detailed state map. >From the little bit of experimenting I have done, I have thrown all the geotiffs in one folder (from all 3 different maps) and built a model. What I am seeing is parts of the map are at the original scale (North America), then the regions of North America that have more detailed tiles available from the "sub" maps are simply overwritten with the more detailed tiles. So its like 3 different map formats all on one map and looks like some kind of Frankenstein monster. What I would like is for all of the North America map to display, then as the user zooms in, if a more detailed view/map is available, it should update accordingly, showing the detailed portions only if the user is at the necessary scale/zoom level. I hope this makes sense, I feel I explained it horribly. Is this even possible using VPB/osgdem? Are there any other tools that may work better? Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42404#42404 ___ 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 - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
Hi, To run VPB you need in your path: the osg dlls, vpb.dll, gdals dll. I am responsible for the 3rd party library collection you are using and can confirm that this includes all you need to compile and run VPB and OSG from source, using the latest version (atleast as of a few weeks ago when I last did a full build). Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy Sent: Friday, 9 September 2011 5:16 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Is the VPB 1.0.0 available? You mention that there are VPB 3rd part dependencies; is this a download package that I missed? I don't see any reference to it on the VPB website or in the VPB source code... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42550#42550 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)
Hi, I believe it may be possible with vpb. But you may want to take a look at osgearth, it has some features you need such fade in between layers. My knowledge on the two is minimal, but it may help? Regards Martin Naylor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess Sent: 04 September 2011 01:46 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb) Hi, I am not sure if this is even possible, but I would like to use 5 or 6 different maps taken at varying altitudes but of the same region and create one model/map. As a user zooms in on the model/map the texture would update. For example: Say I had a map of North America, then a more detailed map of the United States, and finally another detailed map of just a state in the US. As the user zooms in they would see North America, then the United States, and finally a detailed state map. >From the little bit of experimenting I have done, I have thrown all the geotiffs in one folder (from all 3 different maps) and built a model. What I am seeing is parts of the map are at the original scale (North America), then the regions of North America that have more detailed tiles available from the "sub" maps are simply overwritten with the more detailed tiles. So its like 3 different map formats all on one map and looks like some kind of Frankenstein monster. What I would like is for all of the North America map to display, then as the user zooms in, if a more detailed view/map is available, it should update accordingly, showing the detailed portions only if the user is at the necessary scale/zoom level. I hope this makes sense, I feel I explained it horribly. Is this even possible using VPB/osgdem? Are there any other tools that may work better? Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42404#42404 ___ 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] [vpb] Is the VPB 1.0.0 available?
On 9/8/2011 3:16 PM, Ethan Fahy wrote: > You mention that there are VPB 3rd part dependencies; is this a download > package that I missed? I don't see any reference to it on the VPB website or > in the VPB source code... I mean, just GDAL and such. You're really posting very vague responses. If you're having trouble with missing DLLs, you have to say what DLLs those are, or nobody is going to be able to help 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
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
You mention that there are VPB 3rd part dependencies; is this a download package that I missed? I don't see any reference to it on the VPB website or in the VPB source code... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42550#42550 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
On 9/8/2011 2:12 PM, Ethan Fahy wrote: > OK, I figured out that the last error I had mentioned was due to the fact > that the default installation directory for VPB was set to C:\Program > Files\VIRTUALPLANETBUILDER but you need admin privileges to write to Program > Files. I rebuilt the project and set the installation directory to a > different location under my personal directories and the "INSTALL" process > succeeded. > However, when I try to run osgdem.exe, it asks for a series of .dll files. I > went through and scrounged up a bunch of dll files from my local machine and > from the web, but got stuck because one of my dll's appears to be the wrong > version and is missing a function. Is it assumed that the users of VPB will > gather all the necessary dll files or is there a VPB dependencies download > somewhere that I missed? What DLLs? Most of the time the only DLLs you need are OSG itself (and its thirdparty deps) and those from VPB's own thirdparty deps. -- 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] [vpb] Is the VPB 1.0.0 available?
OK, I figured out that the last error I had mentioned was due to the fact that the default installation directory for VPB was set to C:\Program Files\VIRTUALPLANETBUILDER but you need admin privileges to write to Program Files. I rebuilt the project and set the installation directory to a different location under my personal directories and the "INSTALL" process succeeded. However, when I try to run osgdem.exe, it asks for a series of .dll files. I went through and scrounged up a bunch of dll files from my local machine and from the web, but got stuck because one of my dll's appears to be the wrong version and is missing a function. Is it assumed that the users of VPB will gather all the necessary dll files or is there a VPB dependencies download somewhere that I missed? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42548#42548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iOS
Am 08.09.11 16:10, schrieb Tobias Weißhaar: > But its quite hard to have a complete overview about the OpenGLES API and the > OSG API to avoid these mistakes or? there's some documentation about the differences (http://www.khronos.org/registry/gles/specs/1.1/es_cm_spec_1.1.12.pdf) but it's afaik hard to read. My workflow is to program for OpenGL, transfer my code often to IOS / OpenGL ES and debug the opengl errors. For common usage the differences are minimal (no GL_QUADS, GL_POLYGONS, no DrawElementsUInt, no glBegin/glEnd, some unsupported states). And usually you'll find some pointers using the glName and "OpenGLES" as search terms in google. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with computeIntersections
I'm not 100% sure, but I think I remember we had an odd problem with our qt osg integration where we had to reverse the 'y' direction of the event, so that may be worth a try. Also, I don't think it's unusual to get two intersections for one geometry if it's a closed convex shape because the ray will intersect two triangles, and you would typically ignore the triangle whose normal is facing away from you. Chris Denham. Hartmut Leister wrote: > Hello all, > > I got a problem with osgUtil::computeIntersections(). I wanted to include it > in my application (which is nested into the osgviewerQT example). I took the > code for picking from the osgpick example. > However, when I click on my view, there's the following possibilities > - the picked node/drawable is correct, but listed twice > - no intersection is computed, although I clicked on a drawable > - an intersection is computed, although i clicked into empty space > > I can't explain, what I could be doing wrong. Perhaps it's that event comes > from QMouseEvent and has another coordinate system than osgviewer? > > Any hints where to go from here? > > Best wishes > Hartmut > > > Code: > > void ViewerQT::mouseReleaseEvent( QMouseEvent* event ) > { > // default mouse control > AdapterWidget::mouseReleaseEvent(event); > > // continue with picking > osgUtil::LineSegmentIntersector::Intersections intersections; > float x = event->x(); > float y = event->y(); > > std::cout << "(" << x << "," << y << ")"; > std::cout << std::endl; > > if (computeIntersections(x,y,intersections)) > { > for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = > intersections.begin(); > hitr != intersections.end(); > ++hitr) > { > if (!hitr->nodePath.empty() && !(hitr->nodePath.back()->getName().empty())) > { > // the geodes are identified by name. > std::cout << "Object \"" > << hitr->nodePath.back()->getName() > << "\"" > << std::endl; > } > else if (hitr->drawable.valid()) > { > std::cout << "Object \"" > << hitr->drawable->getName() > << "\"" > << std::endl; > } > } > } > > -- > frag nicht - du könntest eine antwort erhalten > > NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! > Jetzt informieren: http://www.gmx.net/de/go/freephone > ___ > 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=42546#42546 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
On 9/8/2011 8:36 AM, Ethan Fahy wrote: > To try to isolate the problem further, I downloaded several GDAL precompiled > distributions from this site: > http://trac.osgeo.org/gdal/wiki/DownloadingGdalBinaries > including: > http://www.gisinternals.com/sdk/ > and > OSGeo4W > With each GDAL version, I changed the GDAL_DIR environmental variable and > recreated the VPB files using CMake. The linking error is the same > regardless of the GDAL dependency that I am using, so I think that the > problem lies in the Visual Studio bug pointed out by Mattias. I hope that I > am putting the block of CMake code that Mattias posted in the correct > location in the CMake file itself. I simply inserted it alongside the only > other IF(MSVC) statement that I found in the CMake file... I've always used the FWTools version when I build on Windows. Not that it'll probably matter. -- 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] [vpb] Is the VPB 1.0.0 available?
In the interest of documenting this issue thoroughly, here's what I did: In MSVC2010, I right-clicked the "vpb" project and went to:properties\Configuration Properties\Linker\Command Line and added /FORCE:MULTIPLE in the "Additional Options" field. I did this for both the debug and release modes in MSCV. I was then able to successfully build the project. Note that I only had to add the /FORCE:MULTIPLE option to the "vpb" project and not the other projects contained in the solution file. I then tried to build the "INSTALL" project but go the following error: Error 1 error MSB3073: The command "setlocal "C:\Program Files\CMake 2.8\bin\cmake.exe" -DBUILD_TYPE=Release -P cmake_install.cmake if %errorlevel% neq 0 goto :cmEnd :cmEnd endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone :cmErrorLevel exit /b %1 :cmDone if %errorlevel% neq 0 goto :VCEnd :VCEnd" exited with code 1. C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets 113 6 INSTALL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42544#42544 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
Hi Ethan, There's a semicolon to much in here: > Error 1 error LNK1181: cannot open input file ';/FORCE:MULTIPLE.obj' > C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\LINK vpb ^ ...don't know why but it causes the linker to think you want it linked. Try the easy solution and just set /FORCE:MULTIPLE in visual studio. It's in the Linker properties. I'm not near a windows computer so can't point better. The setting will disappear next time you CMake configure/generate. /Mattias On Thu, Sep 8, 2011 at 3:40 PM, Ethan Fahy wrote: > First, thanks Mattias and Chris for your comments, I really appreciate them. > I tried the following based on your tips: > > 1. installed VS2010 SP1 -> same errors as before > > 2. inserted the force multiple code block into the CMake file->recreated VPB > sln file->different errors on build (both debug and release) as follows: > Error 1 error LNK1181: cannot open input file ';/FORCE:MULTIPLE.obj' > C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\LINK vpb > Error 2 error LNK1181: cannot open input file > '..\..\lib\Release\vpb.lib' > C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbsizes\LINK > Applications vpbsizes > Error 3 error LNK1181: cannot open input file > '..\..\lib\Release\vpb.lib' > C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbcache\LINK > Applications vpbcache > Error 4 error LNK1181: cannot open input file > '..\..\lib\Release\vpb.lib' > C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\osgdem\LINK > Applications osgdem > Error 5 error LNK1181: cannot open input file > '..\..\lib\Release\vpb.lib' > C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbmaster\LINK > Applications vpbmaster > > 3. downloaded both release and debug 3rdparty dependencies directories from > same location as I got my precompiled OSG binaries, however this 3rdparty > distribution does not contain precompiled GDAL binaries, which is the only > 3rdparty OSG library that VPB needs as far as I can tell. Any recommendation > for a VPB-compatible precompiled GDAL? > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=42536#42536 > > > > > > ___ > 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 error with opening osg, osgt, osgb type files - ive files work ok.
Hi Wang, Sorry for my late response. I was away for sometime. Your catch was perfect. It was erroneous data that was causing it. I made the necessary changes to the source data and it works for the osg formats as well. Thanks for your clear explanation of why it was not working for osg with the faulty matrices - it helped me track down the problem better. Thanks! Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42541#42541 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multitexturing and Disabling light
Hi, Guillaume. there are two ways possible: 1 - write shader. 2 - two pass render, first pass with disabled lighting, second with depth func = EQUAL, with multiplicative blend (blend func (DST_COLOR, ZERO) or (ZERO, SRC_COLOR) ) and disabled texturing. This way may not work well with transparent geometry. Cheers, Sergey. 08.09.2011, 11:21, "Guillaume Stuber" : > Hi everyone, > > I am currently trying to set two textures on a geometry. To mix both textures > I use a texEnvCombine with INTERPOLATE. That is how I did that: > > Code: > > //Initialize and Set the first texture. > osg::Texture2D* tex = new osg::Texture2D(osgDB::readImageFile("im1.jpg")); > tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR); > tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); > tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); > tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); > geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, > osg::StateAttribute::ON); > > //I use a texmat to repeat the texture ten times. > osg::TexMat* texmat = new osg::TexMat(osg::Matrix::scale(10,10,1.0)); > geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texmat); > > //I configure my texEnvCombine. > osg::TexEnvCombine* texEnv = new osg::TexEnvCombine(); > texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); > texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); > texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); > texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE); > texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); > texEnv->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR); > texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR); > geode->getOrCreateStateSet()->setTextureAttribute(1, texEnv); > > // And I set my second texture. > osg::Texture2D* tex2 = new osg::Texture2D(osgDB::readImageFile("im2.jpg")); > tex2->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR); > tex2->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); > tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); > tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); > geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, tex2, > osg::StateAttribute::ON); > geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, texmat); > > With that code it works perfectly when I set GL_LIGHTING to OFF on the geode. > But when I put the lights on, it has issues. In fact it is logical issues: > - My combine is set to INTERPOLATION, that's why the mixing will follow the > function: Arg0*Arg2 + Arg1*(1 - Arg2) > - Here Arg0 is my first texture (PREVIOUS), Arg1 is my second one (TEXTURE) > and the weight Arg2 is the PRIMARY_COLOR which is different at each place of > my geometry. > - That's why it will return bad results when I have lights: the PRIMARY_COLOR > will change with them (example: according to the function, all shadowed area > will automatically set more of the second texture and vice versa.) > > Which brings me to my question: > Is there a way to disable the light just for this combination ? > > Thank you. > > Guillaume[/code] > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=42518#42518 > > ___ > 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] [vpb] Is the VPB 1.0.0 available?
To try to isolate the problem further, I downloaded several GDAL precompiled distributions from this site: http://trac.osgeo.org/gdal/wiki/DownloadingGdalBinaries including: http://www.gisinternals.com/sdk/ and OSGeo4W With each GDAL version, I changed the GDAL_DIR environmental variable and recreated the VPB files using CMake. The linking error is the same regardless of the GDAL dependency that I am using, so I think that the problem lies in the Visual Studio bug pointed out by Mattias. I hope that I am putting the block of CMake code that Mattias posted in the correct location in the CMake file itself. I simply inserted it alongside the only other IF(MSVC) statement that I found in the CMake file... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42539#42539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iOS
Thanks Stephan it works :) But its quite hard to have a complete overview about the OpenGLES API and the OSG API to avoid these mistakes or? Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42538#42538 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
First, thanks Mattias and Chris for your comments, I really appreciate them. I tried the following based on your tips: 1. installed VS2010 SP1 -> same errors as before 2. inserted the force multiple code block into the CMake file->recreated VPB sln file->different errors on build (both debug and release) as follows: Error 1 error LNK1181: cannot open input file ';/FORCE:MULTIPLE.obj' C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\LINK vpb Error 2 error LNK1181: cannot open input file '..\..\lib\Release\vpb.lib' C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbsizes\LINK Applications vpbsizes Error 3 error LNK1181: cannot open input file '..\..\lib\Release\vpb.lib' C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbcache\LINK Applications vpbcache Error 4 error LNK1181: cannot open input file '..\..\lib\Release\vpb.lib' C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\osgdem\LINK Applications osgdem Error 5 error LNK1181: cannot open input file '..\..\lib\Release\vpb.lib' C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\applications\vpbmaster\LINK Applications vpbmaster 3. downloaded both release and debug 3rdparty dependencies directories from same location as I got my precompiled OSG binaries, however this 3rdparty distribution does not contain precompiled GDAL binaries, which is the only 3rdparty OSG library that VPB needs as far as I can tell. Any recommendation for a VPB-compatible precompiled GDAL? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42536#42536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question on decreasing latency for database pagers...
Hi Boon, On Thu, Sep 8, 2011 at 2:32 PM, Boon Wah wrote: > I played with a variety of settings like varying LOD in the viewer, > setting bound volume, range during the LOD building process, but is still > unable to achieve my goal. > > In short, I wanted to aggressive load in new tiles with the DatabasePager. > In this case, I wanted to pre-load the areas surrounding the area drawn in > the view-port. Therefore, when the next frame is drawn, these areas will have > already been loaded. Can somebody guide me in which part of OSG should I > customise? I'm afraid you have unrealistic expectations of just how fast your hardware can page data in. It won't be a simple case of customizing the OSG, you'll need to address the hardware issues that are at the core of the latency issue - you have to either put your tiles into ram or second best a solid state disk. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How has been avatar.osg (from 3.0.0 dataset) generated?
Hi, We are wondering how avatar.osg, which can be found in the 3.0.0 dataset, was generated. Which modeling software and exporter have do you used? We do need animations like avatar's or nathan's!! ;-) Thank you in advance! Cheers, Roberto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42535#42535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question on decreasing latency for database pagers...
Hi, I played with a variety of settings like varying LOD in the viewer, setting bound volume, range during the LOD building process, but is still unable to achieve my goal. In short, I wanted to aggressive load in new tiles with the DatabasePager. In this case, I wanted to pre-load the areas surrounding the area drawn in the view-port. Therefore, when the next frame is drawn, these areas will have already been loaded. Can somebody guide me in which part of OSG should I customise? Thanks in advance. Kind Regards, Boon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42533#42533 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iOS
Hi, Am 08.09.11 15:14, schrieb Tobias Weißhaar: > I want to develop OSG examples in iOS but OpenGL provides only a sub-set of > OSG. Is this the reason why for example this code doesnt work on the > simulator? : yes > osg::DrawElementsUInt* pyramidFaceOne = new > osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); DrawElementsUInt is not supported by OpenGL ES 1, Try DrawElementsUShort instead. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG on iOS
Hi guys, I want to develop OSG examples in iOS but OpenGL provides only a sub-set of OSG. Is this the reason why for example this code doesnt work on the simulator? : osgViewer::Viewer viewer; osg::Group* root = new osg::Group(); osg::Geode* pyramidGeode = new osg::Geode(); osg::Geometry* pyramidGeometry = new osg::Geometry(); pyramidGeode->addDrawable(pyramidGeometry); root->addChild(pyramidGeode); osg::Vec3Array* pyramidVertices = new osg::Vec3Array; pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak pyramidGeometry->setVertexArray( pyramidVertices ); osg::DrawElementsUInt* pyramidFaceOne = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); pyramidFaceOne->push_back(0); pyramidFaceOne->push_back(1); pyramidFaceOne->push_back(4); pyramidGeometry->addPrimitiveSet(pyramidFaceOne); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 4 red pyramidGeometry->setColorArray(colors); pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); viewer.setSceneData( root ); //viewer.run(); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.realize(); while(true) { viewer.frame(); } I get the output: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) Thank you! Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42532#42532 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multitexturing and Disabling light
Hi everyone, I am currently trying to set two textures on a geometry. To mix both textures I use a texEnvCombine with INTERPOLATE. That is how I did that: Code: //Initialize and Set the first texture. osg::Texture2D* tex = new osg::Texture2D(osgDB::readImageFile("im1.jpg")); tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR); tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON); //I use a texmat to repeat the texture ten times. osg::TexMat* texmat = new osg::TexMat(osg::Matrix::scale(10,10,1.0)); geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texmat); //I configure my texEnvCombine. osg::TexEnvCombine* texEnv = new osg::TexEnvCombine(); texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE); texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); texEnv->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR); texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR); geode->getOrCreateStateSet()->setTextureAttribute(1, texEnv); // And I set my second texture. osg::Texture2D* tex2 = new osg::Texture2D(osgDB::readImageFile("im2.jpg")); tex2->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR); tex2->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, tex2, osg::StateAttribute::ON); geode->getOrCreateStateSet()->setTextureAttributeAndModes(1, texmat); With that code it works perfectly when I set GL_LIGHTING to OFF on the geode. But when I put the lights on, it has issues. In fact it is logical issues: - My combine is set to INTERPOLATION, that's why the mixing will follow the function: Arg0*Arg2 + Arg1*(1 - Arg2) - Here Arg0 is my first texture (PREVIOUS), Arg1 is my second one (TEXTURE) and the weight Arg2 is the PRIMARY_COLOR which is different at each place of my geometry. - That's why it will return bad results when I have lights: the PRIMARY_COLOR will change with them (example: according to the function, all shadowed area will automatically set more of the second texture and vice versa.) Which brings me to my question: Is there a way to disable the light just for this combination ? Thank you. Guillaume[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42518#42518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
> -Original Message- > From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- > boun...@lists.openscenegraph.org] On Behalf Of Paolo Piazzi > Sent: Thursday, September 08, 2011 11:55 AM > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] [osgPlugins] VRML plugin: help in compiling > > > rmilh wrote: > > > > Sorry, I opened snoman.wrl found under sample models in source > distribution and *it does not animate* only static gemoetry is shown . I also > tried orbit3.wrl, still no animation. > > > > > So, you can really see the snowman, but there is no animation? > That is correct. I executed the comman line and I can see snowman but play button does nothing. I also tried collada plugin (dae) (osganimationviewer.exe Seymour_anim2.dae) and the animation worked. If you are looking for plugin that can handle animation then I suggest you try collada plugin. Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
rmilh wrote: > > Sorry, I opened snoman.wrl found under sample models in source distribution > and *it does not animate* only static gemoetry is shown . I also tried > orbit3.wrl, still no animation. > So, you can really see the snowman, but there is no animation? rmilh wrote: > > BTW, if you use x64 os jo have to put keys under Wow6432Node > (HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\OpenVRML\OpenVRML). > 32-bit platform :D thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42528#42528 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems with computeIntersections
Hello all, I got a problem with osgUtil::computeIntersections(). I wanted to include it in my application (which is nested into the osgviewerQT example). I took the code for picking from the osgpick example. However, when I click on my view, there's the following possibilities - the picked node/drawable is correct, but listed twice - no intersection is computed, although I clicked on a drawable - an intersection is computed, although i clicked into empty space I can't explain, what I could be doing wrong. Perhaps it's that event comes from QMouseEvent and has another coordinate system than osgviewer? Any hints where to go from here? Best wishes Hartmut Code: void ViewerQT::mouseReleaseEvent( QMouseEvent* event ) { // default mouse control AdapterWidget::mouseReleaseEvent(event); // continue with picking osgUtil::LineSegmentIntersector::Intersections intersections; float x = event->x(); float y = event->y(); std::cout << "(" << x << "," << y << ")"; std::cout << std::endl; if (computeIntersections(x,y,intersections)) { for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin(); hitr != intersections.end(); ++hitr) { if (!hitr->nodePath.empty() && !(hitr->nodePath.back()->getName().empty())) { // the geodes are identified by name. std::cout << "Object \"" << hitr->nodePath.back()->getName() << "\"" << std::endl; } else if (hitr->drawable.valid()) { std::cout << "Object \"" << hitr->drawable->getName() << "\"" << std::endl; } } } -- frag nicht - du könntest eine antwort erhalten NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
> -Original Message- > From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- > boun...@lists.openscenegraph.org] On Behalf Of Paolo Piazzi > Sent: Thursday, September 08, 2011 10:38 AM > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] [osgPlugins] VRML plugin: help in compiling > > I don't have this code in ReaderWriterVRML2.cpp! > Do you confirm me that osg VRML plugin doesn't play a vrml like an > animation, but it only "navigate" through nodes searching for properties? > Sorry, I opened snoman.wrl found under sample models in source distribution and *it does not animate* only static gemoetry is shown . I also tried orbit3.wrl, still no animation. BTW, if you use x64 os jo have to put keys under Wow6432Node (HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\OpenVRML\OpenVRML). Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
Ryan Pavlik wrote: > > You might want to look at osgART for doing AR with OpenSceneGraph Thank you for the advice. I looked at OsgART some weeks ago, but it was based on ARToolkit, which it is based on openVRML 0.14 and I wasn't able to compile the VRML example! So I decided not to use OSGART. Now I can read from the site that they have resumed the project and I am curious to know what they will use for the VRML/X3D. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42526#42526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
rmilh wrote: > > This error indicates that you didn't build vrml97.dll node or the node cannot > be found. The search paths can be put into registry under > HKEY_LOCAL_MACHINE\SOFTWARE\OpenVRML\OpenVRML: > > NodePath ... the path to .dll nodes > Datadir ... data dir must contain component subdirectory with component xml > files > ScriptPath ... can be empty > I built vrml97.dll 2 days ago and now I added the three string in the registry key. But it doesn't work. rmilh wrote: > > I also had to comment out following lines in ReaderWriterVRML2.cpp: > > > Code: > > /*std::string unixFileName = osgDB::convertFileNameToUnixStyle(fileName); > > #ifdef WIN32 > if(unixFileName[1] == ':') // absolute path > fileName = "file:///" + unixFileName; > #else > if (unixFileName[0] == '/') // absolute path > fileName = "file://" + unixFileName; > #endif > else > // relative path > fileName = unixFileName;*/ > > > I don't have this code in ReaderWriterVRML2.cpp! Do you confirm me that osg VRML plugin doesn't play a vrml like an animation, but it only "navigate" through nodes searching for properties? Thank you for your help! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42525#42525 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] osgPPU with GLES 2.0 ?
Hello, did anyone try to use osgPPU with GLES 2.0 ? Would it be difficult to do the adaption for ES? Which parts of the library might be affected? Regards, --Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42524#42524 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PolytopeIntersector usage
Hi Peter, Yes this is a nice precision, the euclidian distance will be a second pass to check the intersected results. Thanks a lot :-) Regards, Vincent Le 08/09/2011 10:21, Peter Hrenka a écrit : Hi Vincent, Am 08.09.2011 10:00, schrieb Vincent Bourdier: Hi Peter Le 08/09/2011 09:40, Peter Hrenka a écrit : The goal is to compute if a point is at less than a fixed distance from a node, and to my mind the intersection is the best way but maybe there is something more adapted ? I think that should be possible. I would recommend using a cube which contains the distance-sphere as the polytope and check the results from the PolytopeIntersector for the real (euclidian) distance. I would advise against trying to use a "sphere"-polytope since the intersector must check all polytope-planes in the innermost loop. I am trying with an octaedron (8 faces) to avoid having a complex structure (like a sphere) with too much faces, just to run some tests. I build the polytope a the point position (radius or the checked distance) and compute the intersection. If there is a least one result, I consider the point is near from the the model. There is no need to check the euclidian distance to my mind, isn't it ? Well, it depends what you mean by "distance"... If the octahedron is good enough for you then you are done. But if you need to consider the exact (euclidian) distance then must choose your octahedron to contain the distance-sphere and check the results to eliminate the false-positives which lie in the octahedron but not in the sphere. Thanks for your help. Regards, Vincent Cheers, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PolytopeIntersector usage
Hi Vincent, Am 08.09.2011 10:00, schrieb Vincent Bourdier: > Hi Peter > > Le 08/09/2011 09:40, Peter Hrenka a écrit : >>> The goal is to compute if a point is at less than a fixed distance from >>> a node, and to my mind the intersection is the best way but maybe there >>> is something more adapted ? >> I think that should be possible. >> I would recommend using a cube which contains >> the distance-sphere as the polytope and >> check the results from the PolytopeIntersector >> for the real (euclidian) distance. >> >> I would advise against trying to >> use a "sphere"-polytope since >> the intersector must check all >> polytope-planes in the innermost loop. > > I am trying with an octaedron (8 faces) to avoid having a complex > structure (like a sphere) with too much faces, just to run some tests. > > I build the polytope a the point position (radius or the checked > distance) and compute the intersection. > If there is a least one result, I consider the point is near from the > the model. > There is no need to check the euclidian distance to my mind, isn't it ? Well, it depends what you mean by "distance"... If the octahedron is good enough for you then you are done. But if you need to consider the exact (euclidian) distance then must choose your octahedron to contain the distance-sphere and check the results to eliminate the false-positives which lie in the octahedron but not in the sphere. > Thanks for your help. > > Regards, >Vincent Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Philippe Miltin Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PolytopeIntersector usage
Hi Peter Le 08/09/2011 09:40, Peter Hrenka a écrit : The goal is to compute if a point is at less than a fixed distance from a node, and to my mind the intersection is the best way but maybe there is something more adapted ? I think that should be possible. I would recommend using a cube which contains the distance-sphere as the polytope and check the results from the PolytopeIntersector for the real (euclidian) distance. I would advise against trying to use a "sphere"-polytope since the intersector must check all polytope-planes in the innermost loop. I am trying with an octaedron (8 faces) to avoid having a complex structure (like a sphere) with too much faces, just to run some tests. I build the polytope a the point position (radius or the checked distance) and compute the intersection. If there is a least one result, I consider the point is near from the the model. There is no need to check the euclidian distance to my mind, isn't it ? Thanks for your help. Regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PolytopeIntersector usage
Hi Vincent, Am 08.09.2011 08:51, schrieb Vincent Bourdier: > Hi all, > > I'm currently trying to compute an intersection between a sphere and a > node. > PolytopeIntersector seems to be the best choice according to the > documentation, but I didn't find any example of implementation. Have a look at the osgkeyboardmouse example. > Next, are there some limitations to its usage ? (I saw something about > convex clipping volumes...) PolytopeIntersector is mostly useful when used for interactive picking with small volumes. Its return data structure is too big for large volumes (containing lots of intersections). > The goal is to compute if a point is at less than a fixed distance from > a node, and to my mind the intersection is the best way but maybe there > is something more adapted ? I think that should be possible. I would recommend using a cube which contains the distance-sphere as the polytope and check the results from the PolytopeIntersector for the real (euclidian) distance. I would advise against trying to use a "sphere"-polytope since the intersector must check all polytope-planes in the innermost loop. > Thanks for your help. > > Regards, > Vincent. Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Philippe Miltin Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] iPad Simulator crashes when trying to run a simple example
Hi Tobias, I don't know why your app crashes in the simulator, can you try to debug the example? From the console-output there seems to be a valid viewer-object, so adding a camera manipulator should work. Most likely there's a discrepancy in project- / compiler-settings, please double-check that your project-settings are the same as for the osg-projects. Unfortunately I don't have a cmake-based-ios-workflow on my machine, so can't test it on my end, all I know is that the examples from the hand-maintained xcode project from https://github.com/stmh/osg/tree/iphone do work on the device and on the simulator. Why are there any hand-maintained xcode-project anyway? a) it's easier to develop, as the same xcode-project can build libs for simulator and device, the project-files created with cmake can't do that. b) the examples do work with the hand-maintained xcode-project-files, I failed completely to create a cmake configuration to build one simple ios-example c) downsides: handmaintained, only a few plugins do compile and work, is most of the time behind current trunk HTH, Stephan Am 07.09.11 14:46, schrieb Tobias Weißhaar: > H guysi, > > I successfully build and linked my App for the iPad but when I try to run the > simulator it crashes. I get the following Output: > > CullSettings::readEnvironmentalVariables() > DatabasePager::addDatabaseThread() HANDLE_NON_HTTP > DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP > CullSettings::readEnvironmentalVariables() > CullSettings::readEnvironmentalVariables() > CullSettings::readEnvironmentalVariables() > CullSettings::readEnvironmentalVariables() > ShaderComposer::ShaderComposer() 0x70006e0 > CullSettings::readEnvironmentalVariables() > ShaderComposer::ShaderComposer() 0xa6009c0 > View::setSceneData() Reusing exisitng scene0x713c8f0 > CameraManipulator::computeHomePosition(0, 0) > boundingSphere.center() = (1 1 1) > boundingSphere.radius() = 0.866025 > CameraManipulator::computeHomePosition(0x6827800, 0) > boundingSphere.center() = (1 1 1) > boundingSphere.radius() = 0.866025 > Viewer::realize() - No valid contexts found, setting up view across all > screens. > GraphicsContext::getWindowingSystemInterface() 0x5d0ed30 0x75aaa8 > GraphicsContext::registerGraphicsContext 0xa6027c0 > ShaderComposer::ShaderComposer() 0xa602aa0 > GraphicsContext::createNewContextID() creating contextID=0 > Updating the MaxNumberOfGraphicsContexts to 1 > GraphicsWindow has been created successfully. > CameraManipulator::computeHomePosition(0, 0) > boundingSphere.center() = (1 1 1) > boundingSphere.radius() = 0.866025 > CameraManipulator::computeHomePosition(0x6827800, 0) > boundingSphere.center() = (1 1 1) > boundingSphere.radius() = 0.866025 > osg::State::_maxTexturePoolSize=0 > osg::State::_maxBufferObjectPoolSize=0 > GraphicsContext::getWindowingSystemInterface() 0x5d0ed30 0x75aaa8 > shouldAutorotateToInterfaceOrientation for 1: YES > shouldAutorotateToInterfaceOrientation for 1: YES > GraphicsWindowIOS :: grabFocusIfPointerInWindow not implemented yet > View::init() > [Switching to process 28651 thread 0x5f0b] > OpenGL extensions supported by installed OpenGL drivers are: > GL_APPLE_framebuffer_multisample > GL_APPLE_texture_2D_limited_npot > GL_APPLE_texture_format_BGRA > GL_APPLE_texture_max_level > GL_EXT_blend_minmax > GL_EXT_discard_framebuffer > GL_EXT_read_format_bgra > GL_EXT_texture_filter_anisotropic > GL_EXT_texture_lod_bias > GL_IMG_read_format > GL_IMG_texture_compression_pvrtc > GL_OES_blend_equation_separate > GL_OES_blend_func_separate > GL_OES_blend_subtract > GL_OES_compressed_paletted_texture > GL_OES_depth24 > GL_OES_draw_texture > GL_OES_fbo_render_mipmap > GL_OES_framebuffer_object > GL_OES_mapbuffer > GL_OES_matrix_palette > GL_OES_packed_depth_stencil > GL_OES_point_size_array > GL_OES_point_sprite > GL_OES_read_format > GL_OES_rgb8_rgba8 > GL_OES_stencil8 > GL_OES_stencil_wrap > GL_OES_texture_mirrored_repeat > GL_OES_vertex_array_object > OpenGL extension 'GL_ARB_vertex_shader' is not supported. > OpenGL extension 'GL_ARB_multitexture' is not supported. > OpenGL extension 'GL_EXT_multitexture' is not supported. > OpenGL extension 'GL_ARB_vertex_program' is not supported. > OpenGL extension 'GL_EXT_secondary_color' is not supported. > OpenGL extension 'GL_EXT_fog_coord' is not supported. > OpenGL extension 'GL_ARB_multitexture' is not supported. > OpenGL extension 'GL_NV_occlusion_query' is not supported. > OpenGL extension 'GL_ARB_occlusion_query' is not supported. > OpenGL extension 'GL_EXT_timer_query' is not supported. > OpenGL extension 'GL_ARB_timer_query' is not supported. > GraphicsCostEstimator::calibrate(..) > ShaderComposer::~ShaderComposer() 0x70006e0 > OpenGL extension '' is not supported. > Setting up osg::Camera::FRAME_BUFFER > > > In my Code the "error line"
Re: [osg-users] iOS: wireframe
I think it could be useful in many other scenarios, regarding the current one, at last, requirements changed so I had not to use wireframe anymore. If you don't mind it would be great to have the chance to try it. By the way, is your implementation intended for GLES? Thanks. Alessandro On Fri, Sep 2, 2011 at 9:48 PM, Jeremy Moles wrote: > On Fri, 2011-09-02 at 18:11 +0200, Alessandro Terenzi wrote: >> Ok and thanks for your help. > > I think I might finish my own personal solid+wireframe GLSL example here > in a few minutes. Would this be of use to you? (It is derived from this > example: > > http://www2.imm.dtu.dk/~jab/Wireframe/ > > > >> Cheers. >> Alessandro >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=42387#42387 >> >> >> >> >> >> ___ >> 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