Re: [osg-users] How to get Sequence node to contorl animaton
Hi Koduri, On 6/09/12 23:58, Koduri Lakshmi wrote: > Hi, > > I have an OSG file contains a sequence of objects. I read this OSG file and > assigned to a transformation matrix. > > Now I want to get back the sequence to the OSG::Sequence object from the > transformation matrix to control animation. > > How can I get sequence and control the animaton? > > Can you please help me what to do? I'm not quite sure what you're trying to do, but I can explain a bit what osg::Sequence does. osg::Sequence acts like a switch node, that automatically (based on simulation time) enables its children in sequence. So what you have to do is to create a Sequence node and add the children that you want to switch between to it. Maybe if you could post a code snippet it would help people (me included) to figure out what you're trying to do. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osg Sliders
Hello. Are there sliders in osgWidget ? Didnt find any example that uses sliders. Do i have to create my own ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg + Maya status?
Hello Per, I would recommend exporting to .osg instead of .ive when you come to export with maya2osg, since the .osg format is text it is generally compatible across many OSG versions unlike .ive which is binary. Try to generate solutions for maya2osg using cmake, I think that will work better, perhaps the checked-in solutions are not maintained anymore. I always used solutions I generated myself using cmake. Hope this helps, J-S On 07/09/2012 4:39 AM, Per Nordqvist wrote: Haha, whatever you say :-) My pipeline is more complicated, since I have existing .3ds + .ive files I need to update in Maya, then export back to my application. For the import to maya I'm looking at the FBX format, for the export I'll probably need the osgmaya plugin to get full control. My application (based on OSG 3.01) is not integrated with maya, so I'm free to use whatever OSG version for the plugin as long as the final exported .ive files work. I have tested compiling against 2.8.3 and 3.01 without success so far, but only with the existing solution file. I can't find 2.9.x on the osg website. Might be I have to use svn to get hold of it. I'll try some more with cmake and maybe talk to Javier about it. I'll post here if there is some progress. Thanks again J-S, impressive that you find the time to help us all. /Per On 7 September 2012 01:21, Jean-Sébastien Guay wrote: Hello Per, There is no such thing as noise for the OSG list, especially not when it's so directly related to a project in the OSG ecosystem. It's totally relevant and will be useful to someone else I'm sure. So I'm putting this back on the list :-) I didn't go from any pre-existing solution file, I just generated my own with maya2osg's cmake build system (similar to OSG's own). IIRC, I built maya2osgwith an OSG off the SVN trunk, probably close to 3.0. It's been a while though (at my previous employer which I left over 9 months ago) so depending on whether your OSG version is more or less recent it may or may not compile. In that case, you can probably collaborate with Javier Taibo and / or "PP" (Peter Particle I think it stood for) who were active developers of the project back then and probably still monitor this list. You can also subscribe to its own mailing list at https://lists.sourceforge.net/lists/listinfo/maya2osg-users though I think they are on both so they should see these messages too. Another thing I remember, I would compile maya2osg with an SVN trunk version of OSG, but the models exported from maya in .osg format would read fine in an OSG 2.8.3 viewer. So that's what we did, since our own software needed to use a "stable" / released / numbered version of OSG, not OSG from SVN). Our pipeline looked like this: 1. Create models in maya 2. Export with maya2osg (compiled against OSG 2.9.x or whatever) in .osg format 3. Optimize the .osg model and save it as .ive using a custom tool based on osgconv (built using OSG 2.8.3, so the binary .ive format was compatible with our software) 4. Use the .ive or the unoptimized .osg in our software (built using OSG 2.8.3) So as I see it you have 2 options depending on the version of OSG you were using to build maya2osg: 1. If it was a recent version (3.1 and up, or current SVN trunk) I'm sure the maya2osg folks will want to update the plugin to build against that version, so you can try to make it work and submit the changes to them or talk to them to see if they're willing to do it. 2. If it was an older version, for example the version you need to build your own software with, you could adopt a pipeline like the one I outlined above. As an alternative to option 2, you could also modify maya2osg to compile against that version of OSG (using #ifdefs with the OSG version to make sure you don't break its compilation against newer versions). But I think that might make the code very messy, so the maya2osg folks might not accept to merge those changes back in, which I think is understandable, and then you'd be left with having to maintain your own private fork of the plugin... Hope this helps, J-S On 06/09/2012 10:49 AM, Per Nordqvist wrote: Hi J-S, thanks for responding. I assume you started from the Maya 2011 solution, with Visual Studio 2008? Im trying to compile now but I'm probably using the wrong version of OSG, getting lots of API related errors during compile time. Do you remember which version of OSG you used that matches Maya 2011? (I'm posting off the list to reduce the noise. If I succeed I'll post the conclusions there) /Per On 6 September 2012 12:45, Jean-Sébastien Guay wrote: Hello Per, I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though. J-S On 06/09/2012 3:22 AM, Per Nordqvist wrote: Hi all, I'm trying to find a working pipeline between osg 3.01 & Maya 2013. I started with intermediate formats (3ds, flt, obj) but no joy, material settings are all messed up. Now I am looking at the native osgMaya: http://maya2osg.sourceforge.net/ bu
Re: [osg-users] [osgPlugins] OpenFlight crash reading files with "lightPoints" - fix patch
Hi Robert and Ulrich, The problem happens with these particular database files I'm using, is that probably have wrong or incomplete data regarding the lightpoints. Since a software i'm using is able to load them and display the 3d models with their lightpoints flashing, but my osg-soft was crashing, I figured out that solution. The crash happens when the plugin has Points to draw, and their maxPixelSize is zero. The algorithm that draw points assumes maxPixelSize is greater than zero, so I decided to add the check when loading the structure, avoiding setting it to zero... letting the default value. This is not the best solution indeed: the lightpoints drawn with the default value are displayed bigger than in the original 3dviewer software... so a maxPixelSize of zero in the database should be interpreted as the "minimum" size that can be seen?? It may be good idea also to check the setter ... I will take a look Thank you for your comments! Cheers, Ulises -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49861#49861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph 3.1.3 developer release tagged
Hi All, I have just tagged the 3.1.3 developer release. source package : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.1.3.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.1.3 OpenSceneGraph Thanks to all those who've contributed to the release and testing of it. Cheers, Robert. -- ChangeLog since 3.1.2 developer release: 2012-09-07 14:55 robert * include/osg/Image: From Wojciech Lewandowski, "With current trunk I had an error while compiling osg/Image.cpp for IOS simulator / GLES2. Symbol GL_RGBA16 was missing. Adding #define GL_RGBA16 0x805B to Image header solves the problem. " 2012-09-07 09:31 robert * src/osgViewer/Viewer.cpp: Added setting of the input range of the event state based on the master cameras viewport. 2012-09-07 08:33 robert * src/osgGA/KeySwitchMatrixManipulator.cpp: Added check so not intialization is down when you select the current camera manipulator 2012-09-06 13:53 robert * src/osgPlugins/vrml/ReaderWriterVRML2.cpp: From Piotr Domagalski, "I've added reading of node names ('DEF' element) to the VRML reading plugin. The changes were based on trunk's version of the plugin." 2012-09-06 13:48 robert * src/osgPlugins/stl/ReaderWriterSTL.cpp: From Piotr Domagalski, "I've rewritten some bits of the STL plugin in order to support ASCII STL files with multiple named solids (reading and writing). The names are also used as OSG nodes names. - Also, a 'dontSaveNormals' was added. It allows to ignore normals when writing an STL file. For example, it is useful for me when writing an STL file for CFD simulations. - Some comments and code formatting were improved (to be consistent with the formatting already used in the plugin). - With 'separateFiles' option files are now named fooX.stl instead of foo.stlX The changes have been tested on various STL, both ASCII and binary found on the net. The change was based on the trunk branch." From Robert Osfield, changed assert in Piotr's code to a runtime check warning report. 2012-09-06 10:52 robert * include/OpenThreads/Atomic: From Piotr Domagalski, "Currently, code using OpenSceneGraph doesn't build with clang due to the way __sync_bool_compare_and_swap() is used in OpenThreads/Atomic header file. I tested it with clang 3.1 and it seems that clang is enforcing the use of the same type for all parameters in this builtin. Looking at the function declaration [1] bool __sync_bool_compare_and_swap (type *ptr, type oldval type newval, ...) it seems to be doing the right thing: here the same type is used for *ptr, oldval and newval. [1] http://gcc.gnu.org/onlinedocs/gcc/_005f_005fsync-Builtins.html#g_t_005f_005fsync-Builtins " 2012-09-06 10:32 robert * examples/CMakeLists.txt: From Fredric Bouvier, fix to CMake build selection of FLTK 2012-09-05 21:03 robert * examples/osgviewerFOX/FOX_OSG.cpp, examples/osgviewerWX/osgviewerWX.cpp, include/osg/GraphicsContext, include/osgViewer/GraphicsWindow, include/osgViewer/api/Carbon/GraphicsWindowCarbon, include/osgViewer/api/Carbon/PixelBufferCarbon, include/osgViewer/api/Cocoa/GraphicsWindowCocoa, include/osgViewer/api/Cocoa/PixelBufferCocoa, include/osgViewer/api/IOS/GraphicsWindowIOS, include/osgViewer/api/X11/GraphicsWindowX11, src/osgQt/GraphicsWindowQt.cpp, src/osgViewer/GraphicsWindowCarbon.cpp, src/osgViewer/GraphicsWindowCocoa.mm, src/osgViewer/GraphicsWindowWin32.cpp, src/osgViewer/GraphicsWindowX11.cpp, src/osgViewer/PixelBufferCarbon.cpp, src/osgViewer/PixelBufferCocoa.mm, src/osgViewer/PixelBufferWin32.cpp, src/osgViewer/PixelBufferX11.cpp: From Colin McDonald and Robert Osfield, converted Traits::sharedContext from GraphicsContext* to osg:observer_ptr to prevent dangling pointer issues. 2012-09-05 13:51 robert * src/osgUtil/RenderBin.cpp: Fixed inappropriate comment 2012-09-05 13:48 robert * include/osg/Object, src/osgUtil/RenderBin.cpp, src/osgViewer/Scene.cpp: Moved the OSG_INIT_SINGLETON_PROXY macro into include/osg/Object to make it more generally useful and added it's usage into the RenderBinPrototypeList initialization. 2012-09-05 10:27 robert * CMakeLists.txt: From Thomas Hogarth, "I submitted a change for th
Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0
Hi Oren, I already developed something for LG Optimus 3D and the DisplaySetting worked as expected. Maybe you need assign the DisplaySettings to the Viewer if it's already realized. Some days ago I released osgAndroid (https://gitorious.org/osgandroid) to make life easier for android developers and OSG. I made use of the DisplaySettings class in osgAndroid for my project in the LG Optimus 3D. The usage will be something like: // osgAndroid Java Code: DisplaySettings ds = new DisplaySettings(); ds.setStereoMode(DisplaySettings.StereoMode.HORIZONTAL_SPLIT); ds.setStereo(true); ds.setEyeSeparation(0.056f); viewer.setDisplaySettings(ds); Anyway, if you code something similar in C++ it should work. Rafa. 2012/9/7 Oren Fromberg > well, I stepped through the code in DisplaySettings.cpp and setting those > environment variables does the exact same thing as the function calls. > > also, I am not sure how to set environment variables in android so I don't > know how to test it. > > I want to understand how the rendering changes at the low level when > display settings have stereo enabled. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=49856#49856 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com gvSIG3D Developer - http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0
Hi Oren, The env vars just provide the default settings from DisplaySettings so setting them programmatically will achieve the same end. As to why it's not working on your phone I can't say as I know nothing about the specifics of the phone or what you are seeing on screen or what the phone is expecting when it's a 3D mode. My expectation is that you'd need a program call to tell the phone to do stereo as the OSG itself won't know about this, it only knows that it needs to set up stereo at the graphics window levels. Robert. On 7 September 2012 16:54, Oren Fromberg wrote: > well, I stepped through the code in DisplaySettings.cpp and setting those > environment variables does the exact same thing as the function calls. > > also, I am not sure how to set environment variables in android so I don't > know how to test it. > > I want to understand how the rendering changes at the low level when display > settings have stereo enabled. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=49856#49856 > > > > > > ___ > 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] Real3D on LG Optimus with OpenSceneGraph 3.0.0
well, I stepped through the code in DisplaySettings.cpp and setting those environment variables does the exact same thing as the function calls. also, I am not sure how to set environment variables in android so I don't know how to test it. I want to understand how the rendering changes at the low level when display settings have stereo enabled. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49856#49856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developerrelease
On 09/07/2012 05:28 AM, Robert Osfield wrote: Hi All, I plan to tag a developer release this afternoon, but before I do I'd like some feedback from testing out in the community to make sure that it's building a running OK. This dev release won't contain all the submissions that have accumulated over the last couple of months, if you one that is pending please be patient. After taking things easy w.r.t open source dev over the summer I'm now steadily going through submissions, it's quite a backlog so it'll take me a few weeks to review them all. During this period I plan to keep making dev releases rather than wait till all submissions have been processed. If you feel a submission had been missed out/overlooked please don't be shy in checking up on progress on it, sometimes submissions I've actually responded to and await a response that hasn't forth coming so it's worth checking up just in case there is something else I need from the submission. Thanks you help in test :-) Robert. To whom it may concern, I noticed that the CDash site (cdash.openscenegraph.org) seems to be broken. Not sure how long it's been that way. Anyway, current SVN builds fine on RHEL 6.2. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking For An osgPPU RTT Example
On Fri, 2012-09-07 at 13:39 +0400, Sergey Polischuk wrote: > Hi > > If you mean output to texture attached to fbo it works for me without any > problems. At the end of pipeline you just create osgPPU::UnitOut with output > texture set to your fbo attachment texture. Also IIRC you should add your > processor to main scene graph (viewer->getSceneData() ) or to viewer camera > even if you processing nested camera output. I didn't see any methods of UnitOut that allowed this, but I did happen to find a UnitTexture object (that is used the movie example, I somehow missed) which I will experiment with. Thanks for the nudge. :) > Cheers. > > 07.09.2012, 00:25, "Jeremy Moles" : > > Hey guys, I'm looking for some osgPPU example code demonstrating setting > > up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the > > project currently--at least, as far as I can tell--appear to always use > > the Viewer's Camera directly, which won't work for my use. > > > > Futhermore, all of my own personal attempts to implement this result in > > some really crazy results; for example, creating a black, null Viewport > > inside my SceneGraph with no seeming purpose. > > > > I haven't seen much traffic from Art Tevs lately, so if there's an > > alternative to osgPPU, I'd be willing to try that out too. > > > > Thanks! > > > > ___ > > 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] Delaunay triangulation bug
Hi Patrice, On 7 September 2012 16:01, Patrice Gonzalez wrote: > ok thank you for the answer. However, is there a simple way to compile > OpenSceneGraph with double values instead of float? > By default the OSG chooses double over float in places where it's configurable such as for the default Matrix and Plane classes as these are all critical for handling models with large model scales. The DelaunayTriangulator is configurable right now though. One could add support for it work in doubles internally but this won't solve all the precision problems though, the right way to solve it is the use robust predicate maths for the incircle and orientation test rather than rely on fix precision maths. To read up on this have a look at: http://www.cs.cmu.edu/~quake/robust.html Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0
Hi I know for sure it does work if you set it with env variables (like OSG_STEREO=ON OSG_STEREO_MODE=HORIZONTAL_SPLIT), didn't used to set it up in code. Cheers. 07.09.2012, 18:56, "Oren Fromberg" : > I am trying to enable stereoscopic rendering in the osg display settings in > order to use the stereoscopic display on the LG optimus. The LG Real3D API > expects the framebuffer to be split horizontally so I am enabling stereo > rendering like this: > > Code: > osg::DisplaySettings::instance()->setStereo(true); > osg::DisplaySettings::instance()->setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT); > > but it doesn't seem to be working. > > What could be the reason for it not working? > > Are there any caveats to using the DisplaySettings to enable stereo at a low > level? > > Should I go the way of using two slave cameras and render in two separate > viewports in the framebuffer? > > thanks! > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=49848#49848 > > ___ > 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] Delaunay triangulation bug
Hi, ok thank you for the answer. However, is there a simple way to compile OpenSceneGraph with double values instead of float? Cheers Sergey Polischuk wrote:Hi You just rolling over limits of single precision float capabilities with this input. There are rounding on Y values up to 0.02 just if you convert those to float. Add there some arithmetic operations on such values and error will grow an order or two, you get the point. Cheers. 07.09.2012, 17:28, "Patrice Gonzalez" :Dear OpenSceneGraph users, while using the Delaunay triangulation library, I found some cases where the triangles generated were intersecting other triangles, which is normally impossible in a Delaunay triangulation. The bug can be reproduced with the following set of points: x y-4542397-132298,38-4542394,5-132297,86-4542393-132297,75-4542391,5-132297,91-4542390-132298,31-4542389-132298,67-4542387,5-132299,27 By entering the code in debug, I think the problem might come from the circumcircle center computation algorithm. Moreover, the use of float may not be sufficient in this case since the x values are quite far from 0, consequently the distance computations executed to know if a point is inside the circumcircle or not may be wrong. Using doubles instead of floats is obviously not a correct solution but it may solve the bug. What is your opinion on that bug? What is the best way to solve this issue? Thank you for your attention. Regards, Patrice GONZALEZ, ___ 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] Real3D on LG Optimus with OpenSceneGraph 3.0.0
I am trying to enable stereoscopic rendering in the osg display settings in order to use the stereoscopic display on the LG optimus. The LG Real3D API expects the framebuffer to be split horizontally so I am enabling stereo rendering like this: Code: osg::DisplaySettings::instance()->setStereo(true); osg::DisplaySettings::instance()->setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT); but it doesn't seem to be working. What could be the reason for it not working? Are there any caveats to using the DisplaySettings to enable stereo at a low level? Should I go the way of using two slave cameras and render in two separate viewports in the framebuffer? thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49848#49848 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Vertex Attrib arrays
Hello. I create a geom and i set the Vertex arrays and the Vertex Attrib arrays for color, position and texcoords. What i noticed is that even if i dont use shaders in my application, the Vertex Attrib Arrays overwrite the Vertex Arrays. Is that true ? Nowhere in the application i set osg::Program to the stateset of the geometry. Thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release
Hi robert, compiles fine for OS X, but breaks for IOS (GL ES 1.1) as GL_RGBA16 is not defined. Attached is a fix. cheers, Stephan Am 07.09.12 11:28, schrieb Robert Osfield: > Hi All, > > I plan to tag a developer release this afternoon, but before I do I'd > like some feedback from testing out in the community to make sure that > it's building a running OK. > > This dev release won't contain all the submissions that have > accumulated over the last couple of months, if you one that is pending > please be patient. After taking things easy w.r.t open source dev > over the summer I'm now steadily going through submissions, it's quite > a backlog so it'll take me a few weeks to review them all. During > this period I plan to keep making dev releases rather than wait till > all submissions have been processed. If you feel a submission had > been missed out/overlooked please don't be shy in checking up on > progress on it, sometimes submissions I've actually responded to and > await a response that hasn't forth coming so it's worth checking up > just in case there is something else I need from the submission. > > Thanks you help in test :-) > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_IMAGE #define OSG_IMAGE 1 #include #include #include #include #include #include #include #include #ifndef GL_VERSION_1_2 // 1.2 definitions... #define GL_BGR 0x80E0 #define GL_BGRA 0x80E1 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #define GL_UNSIGNED_INT_10_10_10_2 0x8036 #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 #endif #ifndef GL_COMPRESSED_ALPHA #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGBA 0x84EE #endif #ifndef GL_ABGR_EXT #define GL_ABGR_EXT 0x8000 #endif #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) #define GL_RED 0x1903 #define GL_GREEN0x1904 #define GL_BLUE 0x1905 #define GL_DEPTH_COMPONENT 0x1902 #define GL_STENCIL_INDEX0x1901 #endif #ifndef GL_RGBA16 #define GL_RGBA16 0x805B #endif #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GL3_AVAILABLE) #define GL_BITMAP 0x1A00 #define GL_COLOR_INDEX 0x1900 #define GL_INTENSITY12 0x804C #define GL_INTENSITY16 0x804D #define GL_INTENSITY4 0x804A #define GL_INTENSITY8 0x804B #define GL_LUMINANCE12 0x8041 #define GL_LUMINANCE12_ALPHA4 0x8046 #define GL_LUMINANCE12_ALPHA12 0x8047 #define GL_LUMINANCE16 0x8042 #define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_LUMINANCE4 0x803F #define GL_LUMINANCE4_ALPHA40x8043 #define GL_LUMINANCE6_ALPHA20x8044 #define GL_LUMINANCE8 0x8040 #define GL_LUMINANCE8_ALPHA80x8045 #define GL_RGBA80x8058 #define GL_PACK_ROW_LENGTH 0x0D02 #endif #ifndef GL_PACK_SKIP_IMAGES #define GL_PACK_SKIP_IMAGES 0x806B #define GL_PACK_IMAGE_HEIGHT0x806C #define GL_UNPACK_SKIP_IMAGES 0x806D #define GL_UNPACK_IMAGE_HEIGHT 0x806E #endif #ifndef GL_OES_compressed_ETC1_RGB8_texture #define GL_ETC1_RGB8_OES0x8D64 #endif namespace osg { // forward declare class NodeVisitor; /** Image class for encapsulating the storage texture image data. */ class OSG_EXP
Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release
Hi Robert, With current trunk I had an error while compiling osg/Image.cpp for IOS simulator / GLES2. Symbol GL_RGBA16 was missing. Adding #define GL_RGBA16 0x805B to Image header solves the problem. Image header file attached. Also sending this post to submissions' forum. Cheers, Wojtek Lewandowski 2012/9/7 Frederic Bouvier > Trunk build OK with MSVC 2012, at least for the plugins I am able to > resolve dependencies. > > Regards, > -Fred > > - Mail original - > De: "Robert Osfield" > À: "OpenSceneGraph Users" > Envoyé: Vendredi 7 Septembre 2012 11:28:11 > Objet: [osg-users] Please test svn/trunk in prep for 3.1.3 developer > release > > Hi All, > > I plan to tag a developer release this afternoon, but before I do I'd > like some feedback from testing out in the community to make sure that > it's building a running OK. > > This dev release won't contain all the submissions that have > accumulated over the last couple of months, if you one that is pending > please be patient. After taking things easy w.r.t open source dev > over the summer I'm now steadily going through submissions, it's quite > a backlog so it'll take me a few weeks to review them all. During > this period I plan to keep making dev releases rather than wait till > all submissions have been processed. If you feel a submission had > been missed out/overlooked please don't be shy in checking up on > progress on it, sometimes submissions I've actually responded to and > await a response that hasn't forth coming so it's worth checking up > just in case there is something else I need from the submission. > > Thanks you help in test :-) > > 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 > Image Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph
PS if I use singlethreaded I got errors QOpenGLContext::swapBuffers() called with non-exposed window, behavior is undefined QOpenGLContext::swapBuffers() called with non-exposed window, behavior is undefined -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49845#49845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph
under qt 5.0.0beta1 - it doesn't work I've got this error Qt at-spi: error getting the accessibility dbus address: "The name org.a11y.Bus was not provided by any .service files" Accessibility DBus not found. Falling back to session bus. Registered DEC: true Error in contacting registry "org.freedesktop.DBus.Error.ServiceUnknown" "The name org.a11y.atspi.Registry was not provided by any .service files" This plugin does not support setting window opacity QXcbConnection: XCB error: 3 (BadWindow), sequence: 576, resource id: 46137375, major code: 18 (ChangeProperty), minor code: 0 QXcbConnection: XCB error: 3 (BadWindow), sequence: 577, resource id: 46137375, major code: 12 (ConfigureWindow), minor code: 0 QXcbConnection: XCB error: 3 (BadWindow), sequence: 578, resource id: 46137375, major code: 8 (MapWindow), minor code: 0 QXcbConnection: XCB error: 3 (BadWindow), sequence: 596, resource id: 46137375, major code: 18 (ChangeProperty), minor code: 0 QXcbConnection: XCB error: 3 (BadWindow), sequence: 597, resource id: 46137375, major code: 12 (ConfigureWindow), minor code: 0 Cannot make QOpenGLContext current in a different thread -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49844#49844 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Delaunay triangulation bug
Hi You just rolling over limits of single precision float capabilities with this input. There are rounding on Y values up to 0.02 just if you convert those to float. Add there some arithmetic operations on such values and error will grow an order or two, you get the point. Cheers. 07.09.2012, 17:28, "Patrice Gonzalez" :Dear OpenSceneGraph users,while using the Delaunay triangulation library, I found some cases where the triangles generated were intersecting other triangles, which is normally impossible in a Delaunay triangulation. The bug can be reproduced with the following set of points: x y-4542397-132298,38-4542394,5-132297,86-4542393-132297,75-4542391,5-132297,91-4542390-132298,31-4542389-132298,67-4542387,5-132299,27By entering the code in debug, I think the problem might come from the circumcircle center computation algorithm. Moreover, the use of float may not be sufficient in this case since the x values are quite far from 0, consequently the distance computations executed to know if a point is inside the circumcircle or not may be wrong. Using doubles instead of floats is obviously not a correct solution but it may solve the bug.What is your opinion on that bug? What is the best way to solve this issue?Thank you for your attention.Regards,Patrice GONZALEZ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] Delaunay triangulation bug
Dear OpenSceneGraph users, while using the Delaunay triangulation library, I found some cases where the triangles generated were intersecting other triangles, which is normally impossible in a Delaunay triangulation. The bug can be reproduced with the following set of points: x y-4542397 -132298,38-4542394,5 -132297,86 -4542393 -132297,75-4542391,5 -132297,91-4542390 -132298,31 -4542389 -132298,67-4542387,5 -132299,27 By entering the code in debug, I think the problem might come from the circumcircle center computation algorithm. Moreover, the use of float may not be sufficient in this case since the x values are quite far from 0, consequently the distance computations executed to know if a point is inside the circumcircle or not may be wrong. Using doubles instead of floats is obviously not a correct solution but it may solve the bug. What is your opinion on that bug? What is the best way to solve this issue? Thank you for your attention. Regards, Patrice GONZALEZ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] KeySwitchMatrixManipulator::handle()
Thank you Robert. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49841#49841 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release
Trunk build OK with MSVC 2012, at least for the plugins I am able to resolve dependencies. Regards, -Fred - Mail original - De: "Robert Osfield" À: "OpenSceneGraph Users" Envoyé: Vendredi 7 Septembre 2012 11:28:11 Objet: [osg-users] Please test svn/trunk in prep for 3.1.3 developerrelease Hi All, I plan to tag a developer release this afternoon, but before I do I'd like some feedback from testing out in the community to make sure that it's building a running OK. This dev release won't contain all the submissions that have accumulated over the last couple of months, if you one that is pending please be patient. After taking things easy w.r.t open source dev over the summer I'm now steadily going through submissions, it's quite a backlog so it'll take me a few weeks to review them all. During this period I plan to keep making dev releases rather than wait till all submissions have been processed. If you feel a submission had been missed out/overlooked please don't be shy in checking up on progress on it, sometimes submissions I've actually responded to and await a response that hasn't forth coming so it's worth checking up just in case there is something else I need from the submission. Thanks you help in test :-) 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] OSG + QT and QTabWidget: Disappearing scene graph
-Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lucas SART > Sent: 07 September 2012 11:08 > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph > >Hi, > > I had looking for why it doesn't work. It seems that the first tab camera > projection > matrix and view matrix are not valid (components = -1.#IND) and I > don't know why. I tryed to look into OSG code but I don't found what is > wrong... > If someone have an idea it would be great ! Oddly, I think I just encountered this problem yesterday. If the QT widget ever gets resized to zero (as can happen sometimes during setup and intermediate layout stages), and osgQt::GLWidget::resizeEvent is called with width and height equal to zero, the camera projection matrix gets screwed up due to divide-by-zeroes, and never recovers because resizing always takes into account the existing camera matrix. I solved the problem by preventing osgQt::GLWidget::resizeEvent being called by my GLWidget subclass if either dimension was zero. But I suppose it would probably be better if a fix was made inside the osgQt library. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rev 13092 broke osgViewerFLTK
Hi Robert, I confirm that the FLTK example (did not test the FOX one) works as expected with r13136. And, more importantly for me ;-) , the fgrun program works too. Thank you very much Regards, -Fred - Mail original - De: "Robert Osfield" À: "OpenSceneGraph Users" Envoyé: Vendredi 7 Septembre 2012 11:35:30 Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK Hi Frederic, On 6 September 2012 15:02, Frederic Bouvier wrote: > I don't revert the code. I moved the setInputRange block where you put > _eventQueue->frame( getFrameStamp()->getReferenceTime() ); > What I don't see is if the block removal was intended or worked by accident > on most viewer and was unnoticed. I didn't include the setInputRange code when I refactor the frame event generation as I thought it was now redundant. It turns out the testing I did wasn't quite extensive enough though... when I was testing out camera manipulator switching this morning I came across a bug when going from trackball to flight or drive manipulators where the camera would slide off to the right even without any mouse movement. Turns out that it was the same input scale issue and adding back in the setInputScale fixes it. I still still think it suggests something else where isn't setting things correctly, I'll leave this investigation for another day though. I've just applied the below change. Could you try our svn/trunk and let me know if the FOX example is now working OK again? Cheers, Robert. $ svn diff Index: Viewer.cpp === --- Viewer.cpp (revision 13124) +++ Viewer.cpp (working copy) @@ -798,6 +798,17 @@ } } +// pass on the coorindates of the main camera to make sure the frame event is scaled appropriately. +if (getCamera()->getViewport()) +{ +osg::Viewport* viewport = getCamera()->getViewport(); +eventState->setInputRange( viewport->x(), viewport->y(), viewport->x() + viewport->width(), viewport->y() + viewport->height()); +} +else +{ +eventState->setInputRange(-1.0, -1.0, 1.0, 1.0); +} + _eventQueue->frame( getFrameStamp()->getReferenceTime() ); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph
Hi, I had looking for why it doesn't work. It seems that the first tab camera projection matrix and view matrix are not valid (components = -1.#IND) and I don't know why. I tryed to look into OSG code but I don't found what is wrong... If someone have an idea it would be great ! Here is the code I use (running on OSG 3.0.1 and qt 4.7.3) : Code: #include #include #include #include #include #include #include #include #include #include class ViewerWidget : public QWidget, public osgViewer::CompositeViewer { public: ViewerWidget(osgViewer::ViewerBase::ThreadingModel threadingModel=osgViewer::CompositeViewer::SingleThreaded) : QWidget() { setThreadingModel(threadingModel); // Create tab widget QTabWidget* tab = new QTabWidget(); // Add tabs tab->addTab(addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile("cow.osg") ), "tab 1") ; tab->addTab(addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile("cessna.osg") ), "tab 2") ; // Set layout QGridLayout* grid = new QGridLayout; grid->addWidget(tab, 0, 0) ; setLayout( grid ); setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); _timerId = startTimer(0); } virtual ~ViewerWidget() { if (_timerId != 0) killTimer(_timerId); } QWidget* addViewWidget( osg::Camera* camera, osg::Node* scene ) { osgViewer::View* view = new osgViewer::View; view->setCamera( camera ); addView( view ); view->setSceneData( scene ); view->addEventHandler( new osgViewer::StatsHandler ); view->setCameraManipulator( new osgGA::TrackballManipulator ); osgQt::GraphicsWindowQt* gw = dynamic_cast( camera->getGraphicsContext() ); return gw ? gw->getGLWidget() : NULL; } osg::Camera* createCamera( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false ) { osg::DisplaySettings* ds = osg::DisplaySettings::instance().get(); osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->windowName = name; traits->windowDecoration = windowDecoration; traits->x = x; traits->y = y; traits->width = w; traits->height = h; traits->doubleBuffer = true; traits->alpha = ds->getMinimumNumAlphaBits(); traits->stencil = ds->getMinimumNumStencilBits(); traits->sampleBuffers = ds->getMultiSamples(); traits->samples = ds->getNumMultiSamples(); osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext( new osgQt::GraphicsWindowQt(traits.get()) ); camera->setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) ); camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) ); camera->setProjectionMatrixAsPerspective( 30.0f, static_cast(traits->width)/static_cast(traits->height), 1.0f, 1.0f ); return camera.release(); } virtual bool event( QEvent* event ) { if (event->type() == QEvent::Timer) { if (static_cast(event)->timerId() == _timerId) { frame(); return true; } } return QWidget::event(event); } protected: int _timerId; }; int main( int argc, char** argv ) { osg::ArgumentParser arguments(&argc, argv); osgViewer::ViewerBase::ThreadingModel threadingModel = osgViewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext; while (arguments.read("--SingleThreaded")) threadingModel = osgViewer::ViewerBase::SingleThreaded; while (arguments.read("--CullDrawThreadPerContext")) threadingModel = osgViewer::ViewerBase::CullDrawThreadPerContext; while (arguments.read("--DrawThreadPerContext")) threadingModel = osgViewer::ViewerBase::DrawThreadPerContext; while (arguments.read("--CullThreadPerCameraDrawThreadPerContext")) threadingModel = osgViewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext; QApplication app(argc, argv); ViewerWidget* viewWidget = new ViewerWidget(threadingModel); viewWidget->setGeometry( 100, 100, 800, 600 ); viewWidget->show(); return app.exec(); } Thanks, Lucas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49837#49837 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking For An osgPPU RTT Example
Hi If you mean output to texture attached to fbo it works for me without any problems. At the end of pipeline you just create osgPPU::UnitOut with output texture set to your fbo attachment texture. Also IIRC you should add your processor to main scene graph (viewer->getSceneData() ) or to viewer camera even if you processing nested camera output. Cheers. 07.09.2012, 00:25, "Jeremy Moles" : > Hey guys, I'm looking for some osgPPU example code demonstrating setting > up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the > project currently--at least, as far as I can tell--appear to always use > the Viewer's Camera directly, which won't work for my use. > > Futhermore, all of my own personal attempts to implement this result in > some really crazy results; for example, creating a black, null Viewport > inside my SceneGraph with no seeming purpose. > > I haven't seen much traffic from Art Tevs lately, so if there's an > alternative to osgPPU, I'd be willing to try that out too. > > Thanks! > > ___ > 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] Rev 13092 broke osgViewerFLTK
Hi Frederic, On 6 September 2012 15:02, Frederic Bouvier wrote: > I don't revert the code. I moved the setInputRange block where you put > _eventQueue->frame( getFrameStamp()->getReferenceTime() ); > What I don't see is if the block removal was intended or worked by accident > on most viewer and was unnoticed. I didn't include the setInputRange code when I refactor the frame event generation as I thought it was now redundant. It turns out the testing I did wasn't quite extensive enough though... when I was testing out camera manipulator switching this morning I came across a bug when going from trackball to flight or drive manipulators where the camera would slide off to the right even without any mouse movement. Turns out that it was the same input scale issue and adding back in the setInputScale fixes it. I still still think it suggests something else where isn't setting things correctly, I'll leave this investigation for another day though. I've just applied the below change. Could you try our svn/trunk and let me know if the FOX example is now working OK again? Cheers, Robert. $ svn diff Index: Viewer.cpp === --- Viewer.cpp (revision 13124) +++ Viewer.cpp (working copy) @@ -798,6 +798,17 @@ } } +// pass on the coorindates of the main camera to make sure the frame event is scaled appropriately. +if (getCamera()->getViewport()) +{ +osg::Viewport* viewport = getCamera()->getViewport(); +eventState->setInputRange( viewport->x(), viewport->y(), viewport->x() + viewport->width(), viewport->y() + viewport->height()); +} +else +{ +eventState->setInputRange(-1.0, -1.0, 1.0, 1.0); +} + _eventQueue->frame( getFrameStamp()->getReferenceTime() ); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
Hi RigTransformSoftware is not a node, it is helper class which implements skinning animation inside RigGeometry (which is not a node either, its drawable).Just dont touch vertex positions array and use gl_Vertex in shader instead of your position attribute (dont do this: geom->setVertexAttribArray(0, vertex_data_array); ). So your example vertex shader will look like this:attribute vec4 color_attribute;varying vec4 color;void main(){color = color_attribute;gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;} Cheers.06.09.2012, 21:28, "Peterakos" :Hello.First of all the SceneGraph that is created after i read the dae file doesnt have any RigTransformSoftware node. Does that mean the values in the vertex array in the rig geometry will stay the same during the program execution (and they will never get the updated value) ?In order for me to pass to the shader's position_attribute the correct updated value what do i have to do ?Do i have to call setVertexAttribArray in every loop, passing the as parameter the udapted values ?Is there any way to received these updated vertex positions without using the RigTransformSoftware and without having to multiply with the transformation matrices i received from bones ??Thnx again and sorry for the long thread. ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] Please test svn/trunk in prep for 3.1.3 developer release
Hi All, I plan to tag a developer release this afternoon, but before I do I'd like some feedback from testing out in the community to make sure that it's building a running OK. This dev release won't contain all the submissions that have accumulated over the last couple of months, if you one that is pending please be patient. After taking things easy w.r.t open source dev over the summer I'm now steadily going through submissions, it's quite a backlog so it'll take me a few weeks to review them all. During this period I plan to keep making dev releases rather than wait till all submissions have been processed. If you feel a submission had been missed out/overlooked please don't be shy in checking up on progress on it, sometimes submissions I've actually responded to and await a response that hasn't forth coming so it's worth checking up just in case there is something else I need from the submission. Thanks you help in test :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg + Maya status?
Haha, whatever you say :-) My pipeline is more complicated, since I have existing .3ds + .ive files I need to update in Maya, then export back to my application. For the import to maya I'm looking at the FBX format, for the export I'll probably need the osgmaya plugin to get full control. My application (based on OSG 3.01) is not integrated with maya, so I'm free to use whatever OSG version for the plugin as long as the final exported .ive files work. I have tested compiling against 2.8.3 and 3.01 without success so far, but only with the existing solution file. I can't find 2.9.x on the osg website. Might be I have to use svn to get hold of it. I'll try some more with cmake and maybe talk to Javier about it. I'll post here if there is some progress. Thanks again J-S, impressive that you find the time to help us all. /Per On 7 September 2012 01:21, Jean-Sébastien Guay wrote: > Hello Per, > > There is no such thing as noise for the OSG list, especially not when it's > so directly related to a project in the OSG ecosystem. It's totally relevant > and will be useful to someone else I'm sure. So I'm putting this back on the > list :-) > > I didn't go from any pre-existing solution file, I just generated my own > with maya2osg's cmake build system (similar to OSG's own). > > IIRC, I built maya2osgwith an OSG off the SVN trunk, probably close to 3.0. > It's been a while though (at my previous employer which I left over 9 months > ago) so depending on whether your OSG version is more or less recent it may > or may not compile. In that case, you can probably collaborate with Javier > Taibo and / or "PP" (Peter Particle I think it stood for) who were active > developers of the project back then and probably still monitor this list. > You can also subscribe to its own mailing list at > > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > > though I think they are on both so they should see these messages too. > > Another thing I remember, I would compile maya2osg with an SVN trunk version > of OSG, but the models exported from maya in .osg format would read fine in > an OSG 2.8.3 viewer. So that's what we did, since our own software needed to > use a "stable" / released / numbered version of OSG, not OSG from SVN). Our > pipeline looked like this: > > 1. Create models in maya > 2. Export with maya2osg (compiled against OSG 2.9.x or whatever) in .osg > format > 3. Optimize the .osg model and save it as .ive using a custom tool based on > osgconv (built using OSG 2.8.3, so the binary .ive format was compatible > with our software) > 4. Use the .ive or the unoptimized .osg in our software (built using OSG > 2.8.3) > > So as I see it you have 2 options depending on the version of OSG you were > using to build maya2osg: > > 1. If it was a recent version (3.1 and up, or current SVN trunk) I'm sure > the maya2osg folks will want to update the plugin to build against that > version, so you can try to make it work and submit the changes to them or > talk to them to see if they're willing to do it. > 2. If it was an older version, for example the version you need to build > your own software with, you could adopt a pipeline like the one I outlined > above. > > As an alternative to option 2, you could also modify maya2osg to compile > against that version of OSG (using #ifdefs with the OSG version to make sure > you don't break its compilation against newer versions). But I think that > might make the code very messy, so the maya2osg folks might not accept to > merge those changes back in, which I think is understandable, and then you'd > be left with having to maintain your own private fork of the plugin... > > Hope this helps, > > J-S > > > > On 06/09/2012 10:49 AM, Per Nordqvist wrote: >> >> Hi J-S, thanks for responding. I assume you started from the Maya 2011 >> solution, >> with Visual Studio 2008? >> Im trying to compile now but I'm probably using the wrong version of OSG, >> getting lots of API related errors during compile time. >> Do you remember which version of OSG you used that matches Maya 2011? >> >> (I'm posting off the list to reduce the noise. If I succeed I'll post >> the conclusions there) >> >> /Per >> >> On 6 September 2012 12:45, Jean-Sébastien Guay >> wrote: >>> >>> Hello Per, >>> >>> I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself >>> though. >>> >>> J-S >>> >>> >>> >>> On 06/09/2012 3:22 AM, Per Nordqvist wrote: Hi all, I'm trying to find a working pipeline between osg 3.01 & Maya 2013. I started with intermediate formats (3ds, flt, obj) but no joy, material settings are all messed up. Now I am looking at the native osgMaya: http://maya2osg.sourceforge.net/ but it only supports older version of Maya, i.e 2009/10/11. Has there been any efforts on this plugin for Maya 2013? Thanks, /Per Nordqvist p.s. the community page http://www.openscenegraph.org/projects/osg/wiki/Com
Re: [osg-users] KeySwitchMatrixManipulator::handle()
HI Gianni, On 6 September 2012 16:52, Gianni Ambrosio wrote: |> does it make sense to add a check in KeySwitchMatrixManipulator::handle() method to avoid calling setByMatrix() if the selected manipulator is the current manipulator? It does make sense, I've added this check in so that it no longer resets the camera manipulator when the current one is selected. This change is now checked into svn/trunk. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgAndroid: Library for develop OSG applications in Android
On Thu, Sep 6, 2012 at 6:45 PM, Rafa Gaitan wrote: > Catched! It was not in JNI, the problem was that in the Matrix constructor > I had the "a12" element repeated and setted in the "a13" position! The > example with the y-up orientation works as expected now. Changes are > checked in the repository. > > OK, I tested it and it does work OK now. Good job! Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org