Re: [osg-users] osgexport for blender?
Maia Randria writes: 1. What are the -+ buttons for ? Those buttons are not specific of the osgExport plugin, they are from Blender. Pushing them, you can increment or decrement a numerical postfix into the name of your file, in order to save several versions into different files quickly. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] how to set path to other resources folder?
Hi Bart, osgOcean uses the osgDB registry to find paths for resources. You can add additional path to that with the following code: osgDB::Registry::instance()-getDataFilePathList().push_back( resources/boat); There is an example of this in application.cpp http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/application.cpp#303 Cheers, Kim. On 20 January 2012 01:35, bart gallet bartgal...@hotmail.com wrote: Howdy folks, Is there a way to tell osgOcean to look elsewhere for its resources folder? My applications are looking for the resources folder directly in the directory of its executable, but I have many different applications, and I would like to share just the one resources folder among them. I am using Windows 7 and Microsoft Visual Studio 2008. Any suggestions? Thank you! Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44923#44923 ___ 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] Frame syncing over multiple contexts
Hi John, On 19 January 2012 20:58, John Kelso ke...@nist.gov wrote: OK then! This is getting good! I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting setThreadingModel(CullDrawThreadPerContext), and running with four windows, each with a single camera, on a desktop system with a single graphics card, and the problem didn't go away. But should the problem go away in this environment? Without swap ready and gen lock you can't perfectly sync the displays. swap ready is a signal that all the rendering on a graphics card has completed and is ready to swap. gen lock is a hardware sync of the refresh itself that ensures that the scan for each display occurs at the same time. You can approximate a swap ready by doing a glFlush() or glFinish() prior to the swap barrier. The osg::BarrierOperation (implemented in include/osg/GraphicsThread) has support for doing either of glFlush or glFinish() prior to joining the barrier, but... currently osgViewer defaults to setting up the BarrierOperation with both of these off, just checking the source I see there isn't a access method for getting the end barrier. You could add this (subclassing from osgViewer::Viewer would give you a way of adding this), once you have the end barrier you'll be able to set the BarrierOperation::_preBlockOp. osgViewer::ViewerBase really should have this built in though so please feel free to add and submit it. Adding a glFlush() prior to the barrier will just make sure all the OpenGL fifo is dispatched to the graphics card, so isn't not everything will have completed on the graphics card before it returns. glFinish() prior to the barrier will make sure that the all the OpenGL fifo is dispatched and the graphics cards has completed all operations before it returns so you can be sure that things are properly ready to swap. There is one gotcha with all these though - waiting for the OpenGL pipeline to be flushed and completed down on the graphics card adds a delay on the CPU that breaks the parallelism between the CPU and GPU so performance can be lower. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OSX Lion Installation
Hi, Am 14.01.12 23:31, schrieb Erick Bazan: I'm really really new to OSG, I need to use it for my Virtual Environments class. I have some experience with OpenGL in Mac with Xcode. I've been searching all over the internet how to install OpenSceneGraph in Mac OSX Lion and use it with Xcode (4). All I found was tutorials explaining how to install it from the 2.8 dmg and I tried installing the binaries to the Lion and Leopard SDK with no results. Anyone know how to install or compile OSG projects from scratch in Lion with Xcode, as I said, I'm new to the whole OSG. checkout/download the osg-source, download a recent cmake version, open it, select the osg-source-tree, select a build-directory, select the xcode-generator, make sure you set OSG_WINDOWING_SYSTEM to Cocoa CMAKE_INSTALL_PREFIX to your needs If you want embeddable frameworks, set OSG_COMPILE_FRAMEWORKS to 1 (otherwise you'll get dylibs) generate the xcode-project files, open them in xcode, compile the INSTALL-target, you should now find the frameworks/dylibs/plugins in your folder given to the CMAKE_INSTALL_PREFIX Probably the quicktime-plugin will not compile, there's a fix in osg-submission waiting for review. It's time to update the readme.txt as most of it's info regarding os x is outdated. HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Hi, thank you for your reply, it has been very clear and it has solved all my doubts. I have downloaded and compiled osgAudio. Now I want to integrate it in my own OSG-based program. So, how can I just open an audio file and play it? I mean the simplest way, no need for complicated features right now. Something like: open(myAudio.wav); playAudio(); Of course I understand that it is not so easy, but you can get an idea of what I need at the moment. Thank you in advance. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: jueves, 19 de enero de 2012 18:26 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Play audio files On 1/19/2012 2:17 AM, Héctor Martínez wrote: I am currently using SDLaudio for playing the sound of the videos I am using, but when trying to load 2 or more videos at the same time, it only plays one of them (and not always). I have read that SDL only allows one audio channel, so I think I have to start using something else. I want also to play other audio files (mp3, ogg, wav, whatever). So, which is the best option right now? I have read about osgAL and openAL. I dont know which one is better with the version I am using (OSG 3.0.1) or if there is a better solution to these two. Another thing to consider is that I would like to work with LGPL (or similar) licenses if possible. I think those libraries are LGPL, but as they depend on additional libraries I am not sure if I can use them as LGPL or not. As the creator of osgAudio, I can answer this. osgAudio is the literal and philosophical child of osgAL. We started osgAudio using the osgAL source, fixed a number of design and implementation issues, added compile-time selection of audio backend (openAL or FMOD) and polished it up. Thus, osgAudio. Even openAL's creator agrees that you should probably use osgAudio now, since it has newer fixes. OpenAL was LGPL, now proprietary (Creative Labs): http://en.wikipedia.org/wiki/OpenAL You'll have to interpret their licensing yourself. There is also OpenAL Soft: http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft OpenAL Soft is an LGPL-licensed, cross-platform, software implementation FMOD is proprietary but has a non-commercial license: http://en.wikipedia.org/wiki/FMOD FMOD is available under multiple license schemes: FMOD Non-Commercial License, which allows software not intended for commercial distribution to use FMOD for free. You could fairly easily add support for other backends to osgAudio if you wished, but I'm not aware of too many other 3d spatial audio toolkits. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] is there an osgEarth tutorial?
Jason Beverage wrote: Hi Tolga, There isn't any specific tutorial on osgEarth. We do have the documentation on osgearth.org, plenty of example applications and demonstrative .earth files in the tests directory. You can use the EarthManipulator with the setTetherNode option to attach it to a Node if you're looking to make the manipulator follow a node. Thanks, Jason On Mon, Jan 2, 2012 at 7:29 AM, Tolga Yilmaz wrote: Hi, Is there any tutorial about osgEarth? i especialy need a node track manipulator but any tutorial will be appreciated.. ... Thank you! Cheers, Tolga -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44520#44520 ___ 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 tether node works on a single node well, however when i'm trying to collect nodes' matrixtransform under a osgGroup and then setting the tethernode as this group camera goes to (0,0,0) point (at least i think so), should i multiply the transformation martixes and add the group to this matrixnode? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44931#44931 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New QT 4.8 integration ?
Hi, Nobody really works on this ? Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44932#44932 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New QT 4.8 integration ?
Remo Eichenberger remo.eichenber...@gmail.com writes: Hi, Nobody really works on this ? There is an osgviewerQt example which works pretty nicely with Qt-4.8. What would you expect to be different? Cheers, Philipp Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44932#44932 ___ 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] New QT 4.8 integration ?
Hi, I think it should be possible to optimize the following: - Rendering without any timers. - Better multithreading support ( http://forum.openscenegraph.org/viewtopic.php?t=8340postdays=0postorder=aschighlight=multithreadedstart=15 ) - Seamless/Performed integration of QT UI in an OpenGL-Context (OSG Scenegraph). Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44934#44934 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New QT 4.8 integration ?
Remo, can you elaborate on the rendering without timers bit? That's one of the things we're looking to tackle next in osgEarthQt. Glenn Waldron / @glennwaldron On Fri, Jan 20, 2012 at 10:10 AM, Remo Eichenberger remo.eichenber...@gmail.com wrote: Hi, I think it should be possible to optimize the following: - Rendering without any timers. - Better multithreading support ( http://forum.openscenegraph.org/viewtopic.php?t=8340postdays=0postorder=aschighlight=multithreadedstart=15) - Seamless/Performed integration of QT UI in an OpenGL-Context (OSG Scenegraph). Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44934#44934 ___ 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] Frame syncing over multiple contexts
On 01/20/2012 04:32 AM, Robert Osfield wrote: Hi John, On 19 January 2012 20:58, John Kelsoke...@nist.gov wrote: OK then! This is getting good! I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting setThreadingModel(CullDrawThreadPerContext), and running with four windows, each with a single camera, on a desktop system with a single graphics card, and the problem didn't go away. But should the problem go away in this environment? Without swap ready and gen lock you can't perfectly sync the displays. swap ready is a signal that all the rendering on a graphics card has completed and is ready to swap. gen lock is a hardware sync of the refresh itself that ensures that the scan for each display occurs at the same time. This is four contexts on just one GPU and display, though. I don't think genlock/swap ready would come into play here. (glFlush/glFinish might, though) On a related note, does anyone know if the NV_swap_group extension mentioned earlier would work in the case of multiple contexts on one GPU/display, or does it only support synchronizing swap between GPUs/displays? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
On 1/20/2012 6:42 AM, Héctor Martínez wrote: I have downloaded and compiled osgAudio. Now I want to integrate it in my own OSG-based program. So, how can I just open an audio file and play it? I mean the simplest way, no need for complicated features right now. Something like: open(myAudio.wav); playAudio(); See examples/openal-lowlevel/simple.cpp. osgAudio::AudioEnvironment::instance()-init(); osg::ref_ptrSource bgsound = new Source; bgsound-stop(); osg::ref_ptrSample sample = new Sample(myAudio.wav); bgsound-setSound(sample.get()); bgsound-setGain(0.6f); // Lower gain (volume) bgsound-setLooping(); bgsound-setAmbient(); // Make sound ambient (i.e. not attenuated) bgsound-play(); // Start playing -- 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 3.0.1 examples not working correctly?
AlphaPixel's binaries work. I'll try setting those cmake flags. Thanks a lot guys! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44938#44938 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New QT 4.8 integration ?
Glenn, this topic has not explicitly to do with QT 4.8. I don't know QT in the details. I only know it should be possible to do it. But when it is possible to integrate the rendering in QT Main-loop and for example wait for next event and render (go through the main loop) only when it needed, then it should work without any timer. Like this one (sorry no QT :) http://msdn.microsoft.com/en-us/library/windows/desktop/ms684245(v=vs.85).aspx But i could be wrong. Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44939#44939 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] how to set path to other resources folder?
Thank you Kim that solved it. Cheers, bart -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44940#44940 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change render order of Geodes without custom RenderBin
Wow I'm not sure why I didn't think of that lol. Anyways with pretty minimal code changes, I was able to implement what you suggested. It resulted in ~27% performance increase! Thank you! Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44943#44943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Save Texture2D to disk
I'm using a 3rd party library that returns a Texture2D object that represents a snapshot of the scene. However they don't attach an Image object to it. How can I retrieve the pixel data in the Texture2D object and save to disk? I don't see any accessor methods in either Texture2D or Texture that allow me to do this. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44946#44946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem using osgconv to write OpenFlight
Hi folks, I'm suspecting that something is wrong with my DDS plugin but thought I would ask to see if it's something more fundamental. I'm trying to convert a .ive file to an OpenFlight file. I get the (.flt) file and the texture attribute files (.attr) but no texture files (.dds). Any ideas why? Thanks, Brad P.S. OpenSceneGraph Library 3.0.1 --- Brad Colbert Renaissance Sciences Corporation (480) 374-5073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem using osgconv to write OpenFlight
Hi folks, I found a work around. First, if I convert the IVE to OSG with the option osgconv -O OutputTextureFiles it will write out the .dds files. Then, I convert the IVE to FLT, which picks up those .dds files. A bit of a kludge but was wondering where I should look to make the proper changes to the OpenFlight writer to output the textures? -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Friday, January 20, 2012 3:56 PM To: 'osg-us...@openscenegraph.org' Subject: [osg-users] Problem using osgconv to write OpenFlight Hi folks, I'm suspecting that something is wrong with my DDS plugin but thought I would ask to see if it's something more fundamental. I'm trying to convert a .ive file to an OpenFlight file. I get the (.flt) file and the texture attribute files (.attr) but no texture files (.dds). Any ideas why? Thanks, Brad P.S. OpenSceneGraph Library 3.0.1 --- Brad Colbert Renaissance Sciences Corporation (480) 374-5073 ___ 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] osgexport for blender?
Thanks Alberto. Which version of Blender and osgExporter ar you using ? Are you satisfied with the exported file ? I have some trouble with this exporter: I am using Blender 2.61 and the last version of tetron: some parts are missing and the textures are not correct. I tried to install with Blender 2.58 + latest version of Cedric so as to try if this is due to versioning: but when I put everything (scripts/ Add-ons, etc.,) I can't check the checkbox of osg on the Blender window User preference. Your help is appreciated. Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44950#44950 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hello, I tried to re-install Blender and copy osgExport, I have message Missing script files on the Add-ons User preference window. Thanks for helping, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44951#44951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org