Re: [osg-users] OSG Texture1D and GL_UNSIGNED_SHORT
Hi Chris, On 12 January 2012 22:44, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Just wanted to log a peculiar error I just dodged. Ive been using a 1D texture to do contour lines on terrain, a common technique. I had some trouble where it appeared that OSG was turning my GL_RGB UBYTE texture into GL_UNSIGNED_SHORT as it was uploading. I'm not sure why this was. I also tried adapting the very code from the osg osgtexture1D.cpp, create1DTextureStateToDecorate() and it seemed to do the same. Could you send this adapted code, or even better a version of osgtexture1D.cpp that can be run with a command line option (such as --ushort) to replicate this error? I didn't debug it all the way into OSG, but I verified with gDebugger that glTexImage1D was being called with GL_UNSIGNED_SHORT for some reason. I switched to Texture2D, which seems to have no downside, and it works properly. I don't know what the issue is. Texture2D has been used far more heavily over the years than Texture1D so I can imagine bugs that have been spotted and fixed in Texture2D that haven't been in Texture1D. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converter OSG - ?
Hi, Thank, i am going to try. Regards, Nicolas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44802#44802 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Dragger::setupDefaultGeometry changes lighting
I want to add a TrackballDragger to a simple geometry (triangles, normals calculated by SmoothingVisitor, colors, no other state set). My viewer is configured with setLightingMode(osg::View::SKY_LIGHT). And my graph looks really just like this: root /\ / \ / MatrixTransform / \ Dragger \ Geometry Dragging works perfectly but the lighting for the Geometry changes (goes dark) and even setting GL_LIGHTING to ON | PROTECTED does not change anything. The change is introduced by TrackballDragger::setupDefaultGeometry but I cannot see where the code should set a StateAttribute that would affect lighting in my geometry. Any hints how to debug this further or which StateAttributes need to be enabled in my geometry? Cheers, Philipp Moeller ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help:How to control rasterization stage through osg?
Hi Shuiying 2) geometry shader. You can create one with osg::Shader* sh = new osg::Shader(osg::Shader::GEOMETRY) usage same as with other osg shaders in cpp code 3) If they are supported by your opengl implementation: a) you should use declaration of shader version where they are supported with #version 400 (iirc this is first version with double support in gl core) in your shaders (must be first line on some platforms) OR b) you should enable extension GL_ARB_gpu_shader_fp64 which enables double's support in glsl with #extension GL_ARB_gpu_shader_fp64 : enable Cant say anything about 1st question. Cheers 12.01.2012, 22:14, wang shuiying shuiying.w...@fu-berlin.de: Hi, Thank you all a lot for your help. That really helps me a lot. Now I know that polygon triangulation and rasterization algorithms have something to do with the imperfectness of my programm. I have some other questions: (1) According to triangle raterization function (3.9), p185 in http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf if the eye direction of osg camera is on the same line with the polygon normal vector, there would be less distortion in the generated fragment attributes (in my case, the eyecoord position corresponding to each fragement) than if they are not on the same line. Is the conclusion I said above right? (2) in http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf on P.7, there is a geometry processor, which is notated as a Programmable unit. Is it possible to use this programmable unit as the way vertex and fragment shader are used in open scene graph? (3) also in http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf on P.19, it is said that the variable type include double. But when I change float into double in my shader, the programme doesn't work. Why? It is not possible to use double type in Open scene graph? Thank you in advance! Shuiying ___ 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] Dynamic surface coloring
Hi, Kevin Are you really need mesh? You can store data in image and draw just one quad textured with this image. Update data in image according to your input data - draw quad, repeat. I think you can reuse some your code for mesh generation to create (point coordinates in image) - (polar coords) pairs to easily access data in image Cheers. 12.01.2012, 20:38, Kevin Williams zs1...@gmail.com: Hi, This may seem like overkill: using OSG for rendering a 2D polar surface plot, but I have plans for other things, so please bear with me! Basically, what I need to do is mesh a disk, and quite rapidly update the color along the radials (rho, constant theta's) in proportion to incoming instrument measurement data - basically a radar display. Because I don't see a way to collect a set of node indices along each of my defined radials on which I can set the color if I use the Delaunay mesher, I wrote a quick triangle mesher today. (It generates triangle vertex indices and coordinates, and eliminates shared vertices, but I can keep track of all the vertices along each radial.) I plan to create a TriangleMesh using this routine. My question is, is there an elegant way of handling this problem in OSG? As a new user there is a good chance I'm missing the obvious. :) Kind regards Kevin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44779#44779 ___ 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] Dragger::setupDefaultGeometry changes lighting
Hi Philip, Check your geometry to see if it has normal and colour arrays, it could be that these are missing so it's inheriting the values from the manipulator geometry. Robert. On 13 January 2012 11:21, Philipp Moeller philipp.moel...@geometryfactory.com wrote: I want to add a TrackballDragger to a simple geometry (triangles, normals calculated by SmoothingVisitor, colors, no other state set). My viewer is configured with setLightingMode(osg::View::SKY_LIGHT). And my graph looks really just like this: root / \ / \ / MatrixTransform / \ Dragger \ Geometry Dragging works perfectly but the lighting for the Geometry changes (goes dark) and even setting GL_LIGHTING to ON | PROTECTED does not change anything. The change is introduced by TrackballDragger::setupDefaultGeometry but I cannot see where the code should set a StateAttribute that would affect lighting in my geometry. Any hints how to debug this further or which StateAttributes need to be enabled in my geometry? Cheers, Philipp Moeller ___ 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] Dynamic surface coloring
To clarify prev message: you can pack you data in 1d texture where each pixel contains value for some direction (f.e. with 1 degree resolution), and draw quad using shader where you generate texcoords based on vertex position in fragment shader to access image. 13.01.2012, 15:34, Sergey Polischuk pol...@yandex.ru: Hi, Kevin Are you really need mesh? You can store data in image and draw just one quad textured with this image. Update data in image according to your input data - draw quad, repeat. I think you can reuse some your code for mesh generation to create (point coordinates in image) - (polar coords) pairs to easily access data in image Cheers. 12.01.2012, 20:38, Kevin Williams zs1...@gmail.com: Hi, This may seem like overkill: using OSG for rendering a 2D polar surface plot, but I have plans for other things, so please bear with me! Basically, what I need to do is mesh a disk, and quite rapidly update the color along the radials (rho, constant theta's) in proportion to incoming instrument measurement data - basically a radar display. Because I don't see a way to collect a set of node indices along each of my defined radials on which I can set the color if I use the Delaunay mesher, I wrote a quick triangle mesher today. (It generates triangle vertex indices and coordinates, and eliminates shared vertices, but I can keep track of all the vertices along each radial.) I plan to create a TriangleMesh using this routine. My question is, is there an elegant way of handling this problem in OSG? As a new user there is a good chance I'm missing the obvious. :) Kind regards Kevin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44779#44779 ___ 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] Dragger::setupDefaultGeometry changes lighting
Robert Osfield robert.osfi...@gmail.com writes: Hi Philip, Check your geometry to see if it has normal and colour arrays, it could be that these are missing so it's inheriting the values from the manipulator geometry. Indeed my normals were missing. I had an updateCallback set on my Geometry that didn't apply SmoothingVisitor to the parents. Although the way I do it now looks highly inefficient to me. // g is the geometry the visitor is acting upon auto parents = g-getParents(); for(auto x : parents) if(Geode* geo = x-asGeode()) geo-apply(smoothingVisitor); Is there a subcomponent of SmoothingVisitor that can be applied to a Drawable instead of a Geode? I image it should be somewhere in the eternals already, but this seems useful to me. Philipp Robert. On 13 January 2012 11:21, Philipp Moeller philipp.moel...@geometryfactory.com wrote: I want to add a TrackballDragger to a simple geometry (triangles, normals calculated by SmoothingVisitor, colors, no other state set). My viewer is configured with setLightingMode(osg::View::SKY_LIGHT). And my graph looks really just like this: root / \ / \ / MatrixTransform / \ Dragger \ Geometry Dragging works perfectly but the lighting for the Geometry changes (goes dark) and even setting GL_LIGHTING to ON | PROTECTED does not change anything. The change is introduced by TrackballDragger::setupDefaultGeometry but I cannot see where the code should set a StateAttribute that would affect lighting in my geometry. Any hints how to debug this further or which StateAttributes need to be enabled in my geometry? Cheers, Philipp Moeller ___ 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
[osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.
I'm having some problems connected with the use of textures embedded within IVE files. The problem arises when I use the same IVE model instance from within two instances of osgViewer::Viewer which results in unpredictable rendering of textures in one of the viewer instances, usually the texture goes white when I delete one viewer instance. If the embedded textures were also compressed, then I also get some GL errors, typically: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) To be honest, I'm not surprised that this sharing of scene graph data between osg Viewer instances causes a problem. In fact, I’m surprised that more things don’t break. However, the reason this scenario crops up is that my osg viewer is running inside a web based plugin, and hence I get an osg viewer instance within each instance of the plugin that the web browser creates. You might now be wondering why the browser plugin instances share any scene graph data, and in fact I was a bit surprised that they were. I didn’t want them to share data! It turns out that the reason the browser plugin instances share data is because of the cache provided by the osg Registry singleton. It would have been nice if each browser plugin instance ended up with their own osg Registry singleton, but they don’t! (I don’t really want to get on my hobby horse about all the pains that the singleton pattern can cause, but this is certainly one to add to my list) So, my questions boil down to : If viewer instance 1 caches “cow.ive” in Registry singleton, how do I prevent viewer instance 2 from using it? If it does use the cached version, why does cause a problem (seemingly only with textures that were embedded in IVE)? Is there a way to “tweak” the IVE embedded textures so they can be shared successfully in this scenario? I have reduced the problem down to a simple example (20 lines or so) that exhibits the same symptoms: Code: static osg::ref_ptrosg::Node model = NULL; class ViewerThread : public OpenThreads::Thread { public: ViewerThread(int x, int y) : x(x), y(y) { } void run() { osgViewer::Viewer viewer; viewer.setUpViewInWindow(x, y, 400, 300); viewer.setSceneData(model); viewer.run(); } int x, y; }; int main(int argc, char* argv[]) { model = osgDB::readNodeFile(cow.ive); ViewerThread* thread1 = new ViewerThread(100, 100); thread1-start(); ViewerThread* thread2 = new ViewerThread(500, 100); thread2-start(); while(true); return 0; } Chris Denham -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44810#44810 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dynamic surface coloring
I like the proposed texture solution instead of a mesh. Thanks! I will do some work based on that. Need to read up on using textures. I got my first idea working today, but of course there are a lot of triangles that result... It would really need some level-of-detail rules to make it work well. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44811#44811 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.
Hi Chris, Using two independent viewers in an application is not normal or recommended. I would recommend that you use a single CompositeViewer with two Views. See the osgcompositeviewer example. Robert. On 13 January 2012 14:18, Chris Denham c.m.den...@gmail.com wrote: I'm having some problems connected with the use of textures embedded within IVE files. The problem arises when I use the same IVE model instance from within two instances of osgViewer::Viewer which results in unpredictable rendering of textures in one of the viewer instances, usually the texture goes white when I delete one viewer instance. If the embedded textures were also compressed, then I also get some GL errors, typically: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) To be honest, I'm not surprised that this sharing of scene graph data between osg Viewer instances causes a problem. In fact, I’m surprised that more things don’t break. However, the reason this scenario crops up is that my osg viewer is running inside a web based plugin, and hence I get an osg viewer instance within each instance of the plugin that the web browser creates. You might now be wondering why the browser plugin instances share any scene graph data, and in fact I was a bit surprised that they were. I didn’t want them to share data! It turns out that the reason the browser plugin instances share data is because of the cache provided by the osg Registry singleton. It would have been nice if each browser plugin instance ended up with their own osg Registry singleton, but they don’t! (I don’t really want to get on my hobby horse about all the pains that the singleton pattern can cause, but this is certainly one to add to my list) So, my questions boil down to : If viewer instance 1 caches “cow.ive” in Registry singleton, how do I prevent viewer instance 2 from using it? If it does use the cached version, why does cause a problem (seemingly only with textures that were embedded in IVE)? Is there a way to “tweak” the IVE embedded textures so they can be shared successfully in this scenario? I have reduced the problem down to a simple example (20 lines or so) that exhibits the same symptoms: Code: static osg::ref_ptrosg::Node model = NULL; class ViewerThread : public OpenThreads::Thread { public: ViewerThread(int x, int y) : x(x), y(y) { } void run() { osgViewer::Viewer viewer; viewer.setUpViewInWindow(x, y, 400, 300); viewer.setSceneData(model); viewer.run(); } int x, y; }; int main(int argc, char* argv[]) { model = osgDB::readNodeFile(cow.ive); ViewerThread* thread1 = new ViewerThread(100, 100); thread1-start(); ViewerThread* thread2 = new ViewerThread(500, 100); thread2-start(); while(true); return 0; } Chris Denham -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44810#44810 ___ 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] Problem with corrupted textures when sharing instances of models loaded from IVE format.
Hi Robert, My example code was only meant to show the symtoms of the problem I get it in my real world code. How can I use a composite viewer to implement views within multiple browser plugin instances, potentially on different web pages? Would I have to make the composite viewer a singleton that holds references to the embedded windows created for each plugin instance? It's never gonna fly! Interesting update to the problem though; it seems not related to the embedding of the textures within the IVE, but more to do with the way IVE reader creates images. The reason being that if I convert cow.osg using osgconv -O noTexturesInIVEFile cow.osg cow.ive I still get the problem, but if I load cow.osg into my example, it seems fine. Chris Denham. robertosfield wrote: Hi Chris, Using two independent viewers in an application is not normal or recommended. I would recommend that you use a single CompositeViewer with two Views. See the osgcompositeviewer example. Robert. On 13 January 2012 14:18, Chris Denham wrote: I'm having some problems connected with the use of textures embedded within IVE files. The problem arises when I use the same IVE model instance from within two instances of osgViewer::Viewer which results in unpredictable rendering of textures in one of the viewer instances, usually the texture goes white when I delete one viewer instance. If the embedded textures were also compressed, then I also get some GL errors, typically: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) To be honest, I'm not surprised that this sharing of scene graph data between osg Viewer instances causes a problem. In fact, I’m surprised that more things don’t break. However, the reason this scenario crops up is that my osg viewer is running inside a web based plugin, and hence I get an osg viewer instance within each instance of the plugin that the web browser creates. You might now be wondering why the browser plugin instances share any scene graph data, and in fact I was a bit surprised that they were. I didn’t want them to share data! It turns out that the reason the browser plugin instances share data is because of the cache provided by the osg Registry singleton. It would have been nice if each browser plugin instance ended up with their own osg Registry singleton, but they don’t! (I don’t really want to get on my hobby horse about all the pains that the singleton pattern can cause, but this is certainly one to add to my list) So, my questions boil down to : If viewer instance 1 caches “cow.ive” in Registry singleton, how do I prevent viewer instance 2 from using it? If it does use the cached version, why does cause a problem (seemingly only with textures that were embedded in IVE)? Is there a way to “tweak” the IVE embedded textures so they can be shared successfully in this scenario? I have reduced the problem down to a simple example (20 lines or so) that exhibits the same symptoms: Code: static osg::ref_ptrosg::Node model = NULL; class ViewerThread : public OpenThreads::Thread { public: ViewerThread(int x, int y) : x(x), y(y) { } void run() { osgViewer::Viewer viewer; viewer.setUpViewInWindow(x, y, 400, 300); viewer.setSceneData(model); viewer.run(); } int x, y; }; int main(int argc, char* argv[]) { model = osgDB::readNodeFile(cow.ive); ViewerThread* thread1 = new ViewerThread(100, 100); thread1-start(); ViewerThread* thread2 = new ViewerThread(500, 100); thread2-start(); while(true); return 0; } Chris Denham -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44810#44810 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44813#44813 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
Hi Mathieu, On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote: I used git before our internal repo moved from subversion to git, with git-svn that allows to commit back to a svn repo, here is a page that explains the process : http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html Thanks for the link. I've now subscribe to github, my username is robertsofield. Over the next couple of weeks I'll work on clearing the osg-submissions backlog to the present svn repository and learn git a little at the same time, then we can look at the possibility of moving OpenSceneGraph across as using github as the main repository. It might be sensible to try out moving VirtualPlanetBuilder across first as it's smaller code and userbase wise. Thoughts? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.
Hi Chris, On 13 January 2012 15:45, Chris Denham c.m.den...@gmail.com wrote: Hi Robert, My example code was only meant to show the symtoms of the problem I get it in my real world code. How can I use a composite viewer to implement views within multiple browser plugin instances, potentially on different web pages? Would I have to make the composite viewer a singleton that holds references to the embedded windows created for each plugin instance? It's never gonna fly! Um... in this type of usage it may well be the easier to have multiple viewers. When you are doing your browser plugin how to you manage the graphics contexts? Interesting update to the problem though; it seems not related to the embedding of the textures within the IVE, but more to do with the way IVE reader creates images. The reason being that if I convert cow.osg using osgconv -O noTexturesInIVEFile cow.osg cow.ive I still get the problem, but if I load cow.osg into my example, it seems fine. I suspect the problem may well be down to the OpenGL object ID's for the texture objects being shared inappropriately in your application. The is designed to use a different osg::State::ContextID value for each context, if different contexts use the same value for ContextID then they will share the same OpenGL object ID's which will introduce errors like you've seen. It's not the only way to create the errors, so it's only a hunch on my part. Anyway I don't think there is anything particularly wrong with .ive plugin or the models, all they will be doing is providing us with hints as to what is wrong at a higher level. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
Hi Robert, The change is not a matter of code size, is more how it will affect your current workflow, for example if you keep accepting patches one by one, and they made to the repository one by one there will be now difference, and no extra problems, with the current workflow. If you switch to the modern pull from other sources, new branches by features, and multiple and complex merges, then that will affect your current workflow. Github encourage contributors to fork first, change, and notify changes to master branch, that's the git way of working. But you can keep your own way, accepting patches only by mail, in that case there will be no difference with your current subversion workflow. Cheers, JL On Fri, Jan 13, 2012 at 4:53 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Mathieu, On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote: I used git before our internal repo moved from subversion to git, with git-svn that allows to commit back to a svn repo, here is a page that explains the process : http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html Thanks for the link. I've now subscribe to github, my username is robertsofield. Over the next couple of weeks I'll work on clearing the osg-submissions backlog to the present svn repository and learn git a little at the same time, then we can look at the possibility of moving OpenSceneGraph across as using github as the main repository. It might be sensible to try out moving VirtualPlanetBuilder across first as it's smaller code and userbase wise. Thoughts? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.
Ah ha, Another interesting experiment doing the round trip from osg to ive and back. e.g. osgconv -O noTexturesInIVEFile cow.osg cow.ive osgconv cow.ive cow2.osg cow2.osg has the same problem and cow.ive, and on comparison on cow.osg and cow2.osg I noticed the image definition has grown an unRefImageDataAfterApply TRUE I get the same texture problem when I load cow2.osg, and it behaves normally again when I set the 'unRefImageDataAfterApply' flag to false. So my guess is that the image data may getting released before the other viewer instance has finished with it? Chris Denham -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44816#44816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Help: Is there an osg example with ray tracing?
Hello, I simulate a laser sensor with shader using osg, and want to compare it with simulated laser sensor using ray tracing technique. So is there a ray tracing example of osg in such application? Thank you in advance! Shuiying ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: Is there an osg example with ray tracing?
Shuiying, I would start by looking at the osgintersection example, in particular, the LineSegmentIntersector to see if that will help you. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang shuiying Sent: Friday, January 13, 2012 10:14 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help: Is there an osg example with ray tracing? Hello, I simulate a laser sensor with shader using osg, and want to compare it with simulated laser sensor using ray tracing technique. So is there a ray tracing example of osg in such application? Thank you in advance! Shuiying ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Texture1D and GL_UNSIGNED_SHORT
On 1/13/2012 2:28 AM, Robert Osfield wrote: Could you send this adapted code, or even better a version of osgtexture1D.cpp that can be run with a command line option (such as --ushort) to replicate this error? I'll see if I can replicate it in a simple form. It was very slippery. I don't know what the issue is. Texture2D has been used far more heavily over the years than Texture1D so I can imagine bugs that have been spotted and fixed in Texture2D that haven't been in Texture1D. Yeah, that's what I suspected. It may have to do with generating mipmaps or something. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
Hi Robert, Sure, I'll create the mirror for http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the openscenegraph I created on github, and transfer the ownership of the project when you want to do the transition from svn to git. -- Mathieu On 13 January 2012 16:53, Robert Osfield robert.osfi...@gmail.com wrote: Hi Mathieu, On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote: I used git before our internal repo moved from subversion to git, with git-svn that allows to commit back to a svn repo, here is a page that explains the process : http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html Thanks for the link. I've now subscribe to github, my username is robertsofield. Over the next couple of weeks I'll work on clearing the osg-submissions backlog to the present svn repository and learn git a little at the same time, then we can look at the possibility of moving OpenSceneGraph across as using github as the main repository. It might be sensible to try out moving VirtualPlanetBuilder across first as it's smaller code and userbase wise. Thoughts? Robert. ___ 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] Issues when creating seamless panorama using multiple cameras
Hi Robert, Thanks a lot for getting back to me. The main issue I had at the time was that, when using a single osgViewer and using slave cameras with view offsets, I was seemingly getting additional rotation about another axis inconsistent with a simple fixed post-multiplied rotation about a single axis. I'm absolutely certain it was an issue with my understanding of things, and will revisit this since it was my understanding as well that an osgViewer with slave cameras was the proper approach to this. Thanks a lot, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44822#44822 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
HI Mathieu, On 13 January 2012 17:29, Mathieu MARACHE math...@marache.com wrote: Sure, I'll create the mirror for http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the openscenegraph I created on github, and transfer the ownership of the project when you want to do the transition from svn to git. I'd be inclined to suggest that creating a new project for VirtualPlanetBuilder would be more appropriate than nesting t within osg. I'll lean a bit more about git and github and if I get brave I'll create a VPB project and see if I can import from svn. I don't think that a mirror of existing svn won't be required as I can probably just move wholesale across. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Very odd behavior starting OSG app
Hello, I recently noticed when my application starts, something triggers the REGISTER_OBJECT_WRAPPER macro for my custom uniform class and constructs a new object before main() is even called. I'm not much of a C++ guru, so at the moment, the only relevant info I know to provide is the call stack which looks like: Code: SG_UNIFORM_INITIALIZER::`dynamic initializer for 'wrapper_proxy_sg_Uniform_Wrapper''() Line 8 msvcr100d.dll!_initterm(void(void)* * pfbegin, void (void)* * pfend) Line 873 __tmainCRTStartup() Line473 + 0xf bytes mainCRTStartup() Line 371 The macro code: Code: namespace sg { namespace SG_UNIFORM_SERIALIZER { REGISTER_OBJECT_WRAPPER(sg_Uniform_Wrapper, new sg::Uniform, sg::Uniform, osg::Object osg::Uniform sg::Uniform ) { ADD_UINT_SERIALIZER( USize, 0 ); ADD_UINT_SERIALIZER( UType, 0 ); ADD_STRING_SERIALIZER( LexType, ); } }; }; I'd pass on the class header, but it doesn't look like it's relevant... In any case, it's not a critical issue - things run fine as it is. But it's creating one instance of my class via the serializer macro before it even executes main(). I'm using OSG 3.0.1, compiling under VS2010. Any thoughts? Joel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44824#44824 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 55, Issue 19
Hi, I need information about database paging. tutorial or some basic sample. On Fri, Jan 13, 2012 at 10:05 PM, osg-users-requ...@lists.openscenegraph.org wrote: Send osg-users mailing list submissions to osg-users@lists.openscenegraph.org To subscribe or unsubscribe via the World Wide Web, visit http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org or, via email, send a message with subject or body 'help' to osg-users-requ...@lists.openscenegraph.org You can reach the person managing the list at osg-users-ow...@lists.openscenegraph.org When replying, please edit your Subject line so it is more specific than Re: Contents of osg-users digest... Today's Topics: 1. Re: Issues when creating seamless panorama using multiple cameras (Adam Bruce) 2. Re: OSG website unresponsive (Robert Osfield) -- Message: 1 Date: Fri, 13 Jan 2012 18:43:08 +0100 From: Adam Bruce apalan...@gmail.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Issues when creating seamless panorama using multiple cameras Message-ID: 1326476588.m2f.44...@forum.openscenegraph.org Content-Type: text/plain; charset=UTF-8 Hi Robert, Thanks a lot for getting back to me. The main issue I had at the time was that, when using a single osgViewer and using slave cameras with view offsets, I was seemingly getting additional rotation about another axis inconsistent with a simple fixed post-multiplied rotation about a single axis. I'm absolutely certain it was an issue with my understanding of things, and will revisit this since it was my understanding as well that an osgViewer with slave cameras was the proper approach to this. Thanks a lot, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44822#44822 -- Message: 2 Date: Fri, 13 Jan 2012 19:16:46 + From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG website unresponsive Message-ID: CAFN7Y+VuUJ56i-w5Xa6+H4ntQdphYk3D0P5Lgf4N3=fzldp...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 HI Mathieu, On 13 January 2012 17:29, Mathieu MARACHE math...@marache.com wrote: Sure, I'll create the mirror for http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the openscenegraph I created on github, and transfer the ownership of the project when you want to do the transition from svn to git. I'd be inclined to suggest that creating a new project for VirtualPlanetBuilder would be more appropriate than nesting t within osg. I'll lean a bit more about git and github and if I get brave I'll create a VPB project and see if I can import from svn. I don't think that a mirror of existing svn won't be required as I can probably just move wholesale across. Robert. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org End of osg-users Digest, Vol 55, Issue 19 * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: Is there an osg example with ray tracing?
http://www.openscenegraph.org/projects/osg/wiki/RayTraced 2012/1/13 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil: Shuiying, I would start by looking at the osgintersection example, in particular, the LineSegmentIntersector to see if that will help you. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang shuiying Sent: Friday, January 13, 2012 10:14 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help: Is there an osg example with ray tracing? Hello, I simulate a laser sensor with shader using osg, and want to compare it with simulated laser sensor using ray tracing technique. So is there a ray tracing example of osg in such application? Thank you in advance! Shuiying ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org