Re: [osg-users] What is the right way to save a FBO texture to disk?

2012-06-06 Thread Robert Osfield
Hi John,

I haven't done what you want before but the way I'd tackle it would be
to use a Camera post draw callback to call
state.applyAttribute(texture); then
image-readImageFromCurrentTexture(..).

Robert.

On 5 June 2012 22:08, John Kaniarz john.kani...@us.army.mil wrote:
 My program has 4 render to texture cameras that get composited into the frame 
 buffer via custom shader.  I want to make a screen capture of one of the 
 texture as a response to an event.

 Attaching an Image to the camera works, but it copies the data to system 
 memory after every frame. Not just when I need it.

 I tried calling camera-attach(image); viewer-frame(); 
 osgDB::writeImageFile(image); camera-attach(texture); in my event handler, 
 but the image saved was blank.

 I also tried calling texture-setImage(image), but that image is never 
 updated with fresh data.

 I also tried calling osg::Image::readPixels() in a Camera::postDrawCallback. 
 This doesn't work because RenderStage detaches the FBO before the callback 
 and I get a screenshot of the framebuffer instead of the texture. Would 
 calling RenderStage::setDisableFboAfterRender(false) fix this? Whats the 
 place to call that function from. Will this screw something up when I try to 
 render to the actual framebuffer?

 Is there another option I haven't thought of? Perhaps manually attaching the 
 FBO and calling readPixels?

 Thanks,
 John

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Re: [osg-users] Set Viewport background color as transparent

2012-06-06 Thread Robert Osfield
Hi Vishwa,

On 6 June 2012 05:46, shekhar vishwa vishwa.shek...@gmail.com wrote:
 I am trying to implement the multiple views in same window. Each view render
 the diffrent models.User can set the view position at run time by mouse
 dragging. If dragged view is overlapped with any view then dragged view
 backgroud should be semi-trasparent.

 Please suggest me to resolve this.

When you say background of the view being moved do you simply mean the
clear colour that provides the normal background colour of a viewport
needs to be disabled?  This is an important point as there isn't
really any concept of background in OpenGL or the OSG.  Also be
specific about what you mean by semi-transparent.  I'm guessing that
you want to see the underlying views being the viewport, but what
blending do you intend between the view at the front and the back?

Robert.
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Re: [osg-users] OpenSceneGraph on the Playbook

2012-06-06 Thread Sergey Polischuk
Hi

gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such, 
which osg uses to manage lighting. To calculate proper lighting you should 
supply shaders with light source parameters(position\direction, color etc) 
through uniforms and use those.

Cheers,
Sergey.

06.06.2012, 03:52, Preet prismatic.proj...@gmail.com:
 After playing around with a couple of things, it seems like it still
 only partially works. I can draw the cube, but I don't see any
 lighting even though I see some DirectionalLight stuff in the vertex
 shader, and I do see proper lighting if I run the example on my
 desktop. But I'm seeing an object on the device which is a good sign
 :)

 I've attached CMakeCache files for both the device and the simulator
 included with BlackBerry NDK 2.0.1 in case anyone else wants to port
 OSG to the Playbook (you'll have to adjust the paths for your own
 system). Also:

 Build notes:
 * get openscenegraph from git
 * edit CMakeModules/CheckAtomicOps.cmake to default to using mutexes
 without testing
 * edit line 110 of src/OpenThreads/CMakeLists.txt and replace the
 MESSAGE(Sorry...) line with SUBDIRS(pthreads) to force pthreads
 usage

 Compile (your application) notes:
 * I get an error in include/osg/Array (in the install dir), lines 409
 and 446, since I think GLdoubles are typedef'd to GLfloats with GL ES
 1.1/2. Comment out those lines when building with osg.

 I'll update the list with an example project if I can get things
 working correctly.

 Regards,

 Preet

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Re: [osg-users] [osgPlugins] FBX plugin: mixing skin and morph animation.

2012-06-06 Thread Gil Hadas
Hi,
I found a workaround,
Thanks for your leads, but they didn't help, I opened the converted fbx in 
osganimationviewer, and the distortion exist there too.
I couldn't manage to link the collada plugin in mac,
but windows does compile and link, and the animation imported from the collada 
works fine.
so definitely the bug is in the fbx plugin.
 
Thank you!

Cheers,
Gil

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Re: [osg-users] RTT using slave cameras (osgfpdeth example)

2012-06-06 Thread Joel Graff
Tim,

That would appear to explain it.  Thanks.

-Joel

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Re: [osg-users] What is the right way to save a FBO texture to disk?

2012-06-06 Thread John Kaniarz
Thanks, I'll try that. Do I need to unapply the texture state when I'm done?

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Re: [osg-users] What is the right way to save a FBO texture to disk?

2012-06-06 Thread Robert Osfield
On 6 June 2012 15:20, John Kaniarz john.kani...@us.army.mil wrote:
 Thanks, I'll try that. Do I need to unapply the texture state when I'm done?

In theory osg::State should unapply it next time it does an
State::apply() of the current state.

Robert.
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[osg-users] One osgEarth performance issue of the new version

2012-06-06 Thread Ammo
Hi all:
 We met one tough osg performance problem recently when we upgrade our 
osgEarth+gdal to the latest version.
 To simplify my statement, I will only describe the outline of our main work:
 void main()
{
 osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
 osg::ref_ptrosg::Node node = osgDB::readNodeFile(myEarth.earth);
 viewer-setSceneData(node);
 viewer-realize(); 
 viewer-run();
} 
 We use osgEarth to read a .earth file and show a globe, everything went well 
on the old version(osgEarth-2.1.0+gdal-1.8.1), it was very smooth to zoom in 
and out.
 However, after we upgraded the osgEarth and gdal to the new version 
(osgEarth-2.2.0+gdal-1.9.1), the process of loading data became very slow, so 
we did some 
 investigations on the myEarth.earth file(I have attached this file):
 !--
heightfield name=terrain driver=gdal
 url./Image/wldTrn.tif/url
/heightfield
--
 We found if we annotate this parameter, our app will be as smooth as the old 
version. So we suspect there are some performance issue of gdal loading height 
field data.
 Then we restored the gdal to old version(gdal-1.8), however this issue is 
still there for the current combination(osgEarth-2.2.0+gdal-1.8.1).
 It seems the problem is on the gdal's driver of osgEarth2.2, we spent a lot of 
time to locate this problem but not too much found.
 We are eager to known the why this happened and how to solve this issue, if 
you have any idea or suggestion, please let us known.
 Thanks a lot and Best Regards.

myEarth.earth
Description: Binary data
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Re: [osg-users] What is the right way to save a FBO texture to disk?

2012-06-06 Thread John Kaniarz
It captured a texture, but not the texture I was looking for.


Code:
osg::State * state=renderInfo.getState();
state-applyAttribute(texture);
osg::Image *image=new Image();
image-readImageFromCurrentTexture(renderInfo.getContextID(),false,GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*image,snap.png);



I'm guessing I'm either using the wrong context ID, or that I'm not applying 
the texture in the right way.

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Re: [osg-users] What is the right way to save a FBO texture to disk?

2012-06-06 Thread Robert Osfield
On 6 June 2012 15:57, John Kaniarz john.kani...@us.army.mil wrote:
 It captured a texture, but not the texture I was looking for.


 Code:
 osg::State * state=renderInfo.getState();
 state-applyAttribute(texture);
 osg::Image *image=new Image();
 image-readImageFromCurrentTexture(renderInfo.getContextID(),false,GL_UNSIGNED_BYTE);
 osgDB::writeImageFile(*image,snap.png);



 I'm guessing I'm either using the wrong context ID, or that I'm not applying 
 the texture in the right way.


I'm afraid I have tried specifically what you are trying before so
can't help debug it.  Perhaps others will have done something similar
and be able to help.

Robert.
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Re: [osg-users] Set Viewport background color as transparent

2012-06-06 Thread Gio
Hi Vishwa,
the only way I can help you is giving you my code of initialization:
Try to adapt it for non your platform.
variables of instance:
osg::ref_ptrosgViewer::Viewer _viewer;
osg::ref_ptrosg::MatrixTransform _root;


- (osg::ref_ptrosg::GraphicsContext)createGraphicContext
{
//create our graphics context directly so we can pass our own window 
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

// probably you need to change this because it is for iOS
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowIOS::WindowData(self.view, 
osgViewer::GraphicsWindowIOS::WindowData::IGNORE_ORIENTATION);

// Setup the traits parameters
traits-x = 0;
traits-y = 0;
traits-width = //put here the width of the window view
traits-height = //put here the height of the window view
traits-depth = 24; //keep memory down, you can put 16
traits-windowDecoration = false;
traits-alpha = 1;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;
//traits-windowName = osgViewer;

traits-inheritedWindowData = windata;

// Create the Graphics Context
osg::ref_ptrosg::GraphicsContext graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());

osg::setNotifyLevel(osg::INFO);

return graphicsContext;


}

This is the function that initialize everything:
//here I call the function I previously defined to create graphics context 
osg::ref_ptrosg::GraphicsContext graphicsContext = [self 
createGraphicContext];

//create the viewer
_viewer = new osgViewer::Viewer();
//if the context was created correctly then attach to our viewer
if(graphicsContext)
{
//suppress annoying opengl warnings //attention please, you can comment 
the lines to debug

graphicsContext-getState()-setCheckForGLErrors(osg::State::NEVER_CHECK_GL_ERRORS);
_viewer-getCamera()-setGraphicsContext(graphicsContext);
_viewer-getCamera()-setViewport(new osg::Viewport(0, 0, 
graphicsContext-getTraits()-width, graphicsContext-getTraits()-height));
}
else
{
std::cout  ERROR: I can't create graphic context std::endl;
}

//create root of the scenegraph tree
_root = new osg::MatrixTransform();

//what I do here is simply create new nodes representing what i want to 
draw and add them as child of _root
[self initModels];

//YOU PROBABLY DON'T NEED TO DO THIS part about shaders
std::cout  initing shaders std::endl;
//initialize the shaders and attach them to _root
[self initShaders];


std::cout  setting scene data to root std::endl;
//create scene and attach it to _viewer
_viewer-setSceneData(_root.get());


//Set the threading model for the viewer,
//Possible options are: SingleThreaded || DrawThreadPerContext
_viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);

std::cout  setup camera std::endl;
//I setup the camera parameters such as clear color, clear mask, render 
order ...
[self setupCamera];

_viewer-frame();


Then you call back _viewer-frame in a way I think you know.

The function [self setupCamera] is this:

- (void)setupCamera
{
//set the clear color of the camera to be semitransparent
_viewer-getCamera()-setClearColor(osg::Vec4(0.0f, 0.0f, 0.0f, 0.75f)); 
//set the clear mask for the camera
_viewer-getCamera()-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

_viewer-getCamera()-setRenderOrder(osg::CameraNode::PRE_RENDER);

_viewer-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);


}


I personally tried the semi-transparency (with that value of 0.75) and it is 
working.

I hope this helps.
Just remember to attach a Camera manipulator or manually set ViewMatrix and 
ProjectionMatrix

Cheers,
John


On Jun 6, 2012, at 10:58 AM, Robert Osfield wrote:

 Hi Vishwa,
 
 On 6 June 2012 05:46, shekhar vishwa vishwa.shek...@gmail.com wrote:
 I am trying to implement the multiple views in same window. Each view render
 the diffrent models.User can set the view position at run time by mouse
 dragging. If dragged view is overlapped with any view then dragged view
 backgroud should be semi-trasparent.
 
 Please suggest me to resolve this.
 
 When you say background of the view being moved do you simply mean the
 clear colour that provides the normal background colour of a viewport
 needs to be disabled?  This is an important point as there isn't
 really any concept of background in OpenGL or the OSG.  Also be
 specific about what you mean by semi-transparent.  I'm guessing that
 you want to see the underlying views being the viewport, but what
 blending do you intend between the view at the front and the back?
 
 Robert.
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[osg-users] SIGGRAPH 2012: OpenSceneGraph BOF

2012-06-06 Thread David Glenn
Greetings All!

I assume that we are going to have a BOF this year, since I just went over the 
SIGGRAPH conference schedule and there is a listing with John's name on it 
hosting. 

See you there!

David Glenn - D Glenn


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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Re: [osg-users] What is the right way to save a FBO texture to disk?

2012-06-06 Thread John Kaniarz
I got it working. The issue is that readImageFromCurrentTexture() doesn't 
support TextureRectangle. I modified my program to use a Texture2D instead and 
it works now.

Adding TextureRectangle support to Image doesn't look like it would be too hard 
except that GL_TEXTURE_BINDING_RECTANGLE isn't a readily available constant. 
(it shows up in gl3.h in the 3.1 section, but I'm sure there's an earlier 
extension)

Thanks for the help,
John

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Re: [osg-users] OpenSceneGraph on the Playbook

2012-06-06 Thread Preet
On Wed, Jun 6, 2012 at 5:30 AM, Sergey Polischuk pol...@yandex.ru wrote:
 Hi

 gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such, 
 which osg uses to manage lighting. To calculate proper lighting you should 
 supply shaders with light source parameters(position\direction, color etc) 
 through uniforms and use those.

 Cheers,
 Sergey.

In my previous email I noted that I'm using the shader provided with
the Android OpenGL ES2 example. I started to see lighting after I
stopped using Qt as a window manager -- I'll deal with that why using
Qt changes the output later. I switched to using EGL directly through
blackberry's utils. The result is much better, but still flawed.

Right now, I'm seeing this weird effect where it seems like faces are
either being culled incorrectly or showing the wrong front/back face
at certain angles. I don't know how to describe this further so I
uploaded a short video:

http://youtu.be/_yxLrGJD8HM

I'd appreciate it someone could take a look. I also tried explicitly
setting cull face front and back state attributes to off, but it
doesn't make any difference. The shaders from that example are here:

http://pastie.org/4040310:


Preet
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Re: [osg-users] OpenSceneGraph on the Playbook

2012-06-06 Thread Chris Hanson
  It looks like backface culling is off (GLES2 does have back face
culling). Turn this on.

  It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context poorly via EGL. On some
Adreno GLES2 devices I've used, I had to drop down to a 5,6,5 RGB channel
depth in order to get a Z buffer.

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Training • Consulting • Contracting
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GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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[osg-users] Open Asset Import Library

2012-06-06 Thread Chris Hanson
http://assimp.sourceforge.net/main_features.html


  Anybody used this?

  Might be interesting to begin an optional plugin to load files via this
library, if you have it. Some of its importers might be more modern or more
fully fleshed out than some of our native ones.


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Re: [osg-users] Self Shadowing Errors

2012-06-06 Thread Wojciech Lewandowski
Hi, Kim,

Lispsm in default mode renders back facing polygons (in light space) to
avoid self shadowing of front surfaces. In your case it looks like you
would rather want to use front facing polygons to cast shadows instead.
Normally its not neccessary because back facing normals would cause the
backporch to be dark anyway so that shadows would indistiguishable from
ambient colors. However in your case it looks like all building polys use
the same normal (probably z up - facing light) so backfacing polys are
incorrectly lit and then shadows cast only by light space backfaces look
weird.

So my suggestion is to change model normals to correct ones or change cull
face for shadow map generation (that may require overriding technique
though).

Cheers,
Wojtek

2012/6/6 Kim Bale kcb...@googlemail.com

 Dear all,

 I have a fairly simply model which I have applied a LISP shadow to and I'm
 having problems getting the correct self shadowing.

 Rather than the area under shadow being darkened it appears that the
 shadow from the geometry in front of it is being projected onto it (see
 pic).

 I'm sure I've seen this issue before but I can't remember what causes it.
 Has anyone else dealt with this issue?

 Regards,

 Kim.

 --
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Re: [osg-users] OpenSceneGraph on the Playbook

2012-06-06 Thread Preet
On Wed, Jun 6, 2012 at 5:48 PM, Chris Hanson xe...@alphapixel.com wrote:
   It looks like backface culling is off (GLES2 does have back face culling).
 Turn this on.

   It also behaves as if you ended up with a context that perhaps has no Z
 buffer. This can happen if you choose your context poorly via EGL. On some
 Adreno GLES2 devices I've used, I had to drop down to a 5,6,5 RGB channel
 depth in order to get a Z buffer.


The Z buffer wasn't explicitly set in the blackberry utils... I played
around with the screen modes and EGL attributes (used RGBA and had
to specify a 24bit depth buffer with 8 bit stencil) and now it works!
It's a bit slow on the device with higher poly models (dont know if
the screen mode has anything to do with that) but it works! Woo
playbook! Thank you so much to all for the help :)

Here's a sample project (you'll need to adjust the paths to point to
your own osg libs):
https://github.com/canurabus/scratch-blackberry/tree/master/template_osg


Regards,

Preet
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Re: [osg-users] SIGGRAPH 2012: OpenSceneGraph BOF

2012-06-06 Thread Tian Ma

dglenn wrote:
 Greetings All!
 
 I assume that we are going to have a BOF this year, since I just went over 
 the SIGGRAPH conference schedule and there is a listing with John's name on 
 it hosting. 
 
 See you there!


I wish i could go to SIGGRAPH maybe some years later...

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Re: [osg-users] Open Asset Import Library

2012-06-06 Thread Wang Rui
Hi Chris,

Oh, I'm just working on a new integration project of OSG and different
kinds of 3rdparty libraries. Ande I've already wrote plugins of FreeImage
and AssImp, as I think both are great for importing and exporting, too.
https://github.com/xarray/osgRecipes/tree/master/integrations

Unfortunately I haven't had time to test my AssImp plugin yet (the
FreeImage one works well now and I'll try to submit it soon), so if you
think it valuable and possible for use, please don't hesitate to test it
and help me improve it. :-)

Cheers,

Wang Rui


2012/6/7 Chris Hanson xe...@alphapixel.com

 http://assimp.sourceforge.net/main_features.html


   Anybody used this?

   Might be interesting to begin an optional plugin to load files via this
 library, if you have it. Some of its importers might be more modern or more
 fully fleshed out than some of our native ones.


 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
 LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android


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Re: [osg-users] Open Asset Import Library

2012-06-06 Thread michael kapelko
I'll just add my 2 (negative) cents on FreeImage: it does not
dynamically links to libpng, libtga and other libs it uses. This goes
against Gentoo policy and as such will prevent apps to go into Gentoo
based distros.
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[osg-users] Ambient Issues

2012-06-06 Thread Jordan Sparks
Hi,

I work in a research lab that uses a CAVE. We were recently given a large 3D 
model made in Google SketchUp to work with by a client. Unfortunately, we keep 
having issues when running it in the CAVE on OSG. The model seems to have it's 
ambient light amped up as it keeps glowing white and yet sometimes, if the 
camera is far enough, this light will fade (leading me to believe this might be 
a light attached to the camera. I'm not sure what it is, but the effect seems 
similar to when you ramp up the ambient light attribute of a model. I know not 
everyone works with CAVEs but does anyone think they know what the issue is? 
... 

Thank you!

Cheers,
Jordan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48095#48095





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