Re: [osg-users] How to build OpenSceneGraph for Android in Windows
-Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller Sent: 03 April 2013 16:30 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows I guess if one presents information or a tutorial for building OSG on Android for Windows, it should be complete, accurate, and thorough. It appears that vital information or detail is missing in the tutorial regarding the role of the Android NDK or getting it set up in building the OSG in this context. The original post on this thread was an info-dump of some of our own internal documentation which was constructed because we couldn't set up and build osg on Android for Windows by ourselves given the information available in the various wiki pages and forum threads without recourse to information from elsewhere. More information about successful methods people have used for anything in IT is always useful, even if your mileage may vary. Midland Valley is an independent software company, and we do not take responsibility for the (woeful lack of) official documentation on OSG, we were merely trying to help. In any case, the piece of information I gave you was covered by Nathan's disclaimer This guide assumes you have Eclipse, the Android SDK and NDK installed and set up already. At the beginning of the tutorial. Being able to build the existing NDK examples via your chosen build method is a sensible prerequisite before you try to work with an incompletely ported thirdparty library like OSG. Alistair Baxter Software Engineer Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May 2013. Midland Valley Exploration Ltd. 144 West George Street Glasgow G2 2HG United Kingdom Tel: +44 (0) 141 332 2681 Fax:+44 (0) 141 332 6792 The structural geology experts ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Explosion Effect removal
Hi, can see this was posted in 2011... and no reply. well,... i have the same question? is there a flag we can set or do we really need to poll the particle system if it's alive and remove it ourselves? Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53449#53449 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgParticle restart...
Hi, I think this is a really good question. Right now I'm just creating new instances and I would really like to a have a pool of instances for better performance. I can see this question was asked in 2010... can anyone answer this question? Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53450#53450 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgParticle restart...
Hi Peter if i understand you correctly: there are interfaces to control some particle related objects in such a way (to be exact - all objects that inherited from ParticleProcessor - emitters and particle programs) all they have methods to get\set startTime, currentTime, endTime and resetTime, so they can be configured to repeat their behaviour with some time intervals or can be reset manually, or configured to be endless or whatever you want :) Cheers, Sergey. 04.04.2013, 12:13, Peter Wraae Marino marino.pe...@gmail.com: Hi, I think this is a really good question. Right now I'm just creating new instances and I would really like to a have a pool of instances for better performance. I can see this question was asked in 2010... can anyone answer this question? Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53450#53450 ___ 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] Explosion Effect removal
Hello Peter, basically you can do it via UpdateCallback. Therefore simply write a NodeCallback and check if the particles are still active like this: class EffectUpdateCallback: public osg::NodeCallback { public: EffectUpdateCallback(EffectManager effect_manager_ref, const EffectDescriptor effect_descriptor) :NodeCallback() { ... } virtual void operator()( osg::Node *n, osg::NodeVisitor *nv) { osgParticle::ParticleEffect* particle = dynamic_castosgParticle::ParticleEffect*(n); if (particle) { double frame_time = nv-getFrameStamp()-getSimulationTime(); double end_time = particle-getStartTime() + particle-getEmitterDuration() + mEffectDescriptor.mDurationAfterParticleDeath; if (particle-getProgram()-getCurrentTime() end_time particle-areAllParticlesDead() ) { mrEffectManager.removeEffect(mEffectDescriptor.mParent); n-setUpdateCallback(NULL); } nv-traverse(*n); } }; The constructed ParticleEffect then gets the callback: particleEffect-setUpdateCallback(new EffectUpdateCallback(effect_man, effect_descriptor)); In my project I use a custom EffectManager, which holds the effects and some meta information in order to manage them properly. The update callback also yields some additional value, as you can, for instance modify the wind influence and query other properties. hth Sebastian Hi, can see this was posted in 2011... and no reply. well,... i have the same question? is there a flag we can set or do we really need to poll the particle system if it's alive and remove it ourselves? Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53449#53449 ___ 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] How to build OpenSceneGraph for Android in Windows
Hi Shayne and Allistair, Maybe the OSG documentation about android is not enough (specially if you try to build it in windows). But if you have new tutorials or you can improve the existing ones, don't hesitate to ask for an account to edit http://openscenegraph.com website. New documentation or tutorials are really welcome. To maintain the documentation up to date (this includes to add new docs to compile something) is a work for the whole community. So I encourage you to get involved and collaborate :). The rest of the community will be grateful. Cheers 2013/4/4 Alistair Baxter alist...@mve.com -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller Sent: 03 April 2013 16:30 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows I guess if one presents information or a tutorial for building OSG on Android for Windows, it should be complete, accurate, and thorough. It appears that vital information or detail is missing in the tutorial regarding the role of the Android NDK or getting it set up in building the OSG in this context. The original post on this thread was an info-dump of some of our own internal documentation which was constructed because we couldn't set up and build osg on Android for Windows by ourselves given the information available in the various wiki pages and forum threads without recourse to information from elsewhere. More information about successful methods people have used for anything in IT is always useful, even if your mileage may vary. Midland Valley is an independent software company, and we do not take responsibility for the (woeful lack of) official documentation on OSG, we were merely trying to help. In any case, the piece of information I gave you was covered by Nathan's disclaimer This guide assumes you have Eclipse, the Android SDK and NDK installed and set up already. At the beginning of the tutorial. Being able to build the existing NDK examples via your chosen build method is a sensible prerequisite before you try to work with an incompletely ported thirdparty library like OSG. Alistair Baxter Software Engineer Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May 2013. Midland Valley Exploration Ltd. 144 West George Street Glasgow G2 2HG United Kingdom Tel: +44 (0) 141 332 2681 Fax:+44 (0) 141 332 6792 The structural geology experts ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog 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] Beginning to work with OSG
Hi Robert, Thanks for your help. I built the latest version and integrated it in our software. It seems that is it working with the tests that I've done so far. I was wondering if you could help me a little bit with the 64 bit version. I have downloaded the files form the repository, not the already built ones. After I start CMake I have two options, as far as my understanding goes, for 64 bit: -Visual Studio 10 IA64 -Visual Studio 10 Win64 What should I choose, knowing that we work on the windows platform. After I build the 4 bit version do the dlls have different names compared to the 32 bit versions ? ... Thank you! Cheers, Alin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53454#53454 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Beginning to work with OSG
Hello Alin, usually you want to use the Win64 version, the other version is for Itanium (i.e. Intel's server architecture). The names are the same, so simply use another install directory. There might be some CMake options to change the suffix though. cheers Sebastian Hi Robert, Thanks for your help. I built the latest version and integrated it in our software. It seems that is it working with the tests that I've done so far. I was wondering if you could help me a little bit with the 64 bit version. I have downloaded the files form the repository, not the already built ones. After I start CMake I have two options, as far as my understanding goes, for 64 bit: -Visual Studio 10 IA64 -Visual Studio 10 Win64 What should I choose, knowing that we work on the windows platform. After I build the 4 bit version do the dlls have different names compared to the 32 bit versions ? ... Thank you! Cheers, Alin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53454#53454 ___ 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] lightmap generated from lightcone geometry
Hi you can do this in a way similar to shadows for this you can use prebaked texture of light cone shape in section perpendicular to axis knowing cone angle and position you can set up transformation matrix to calculate texture coords to mentioned prebaked light spot texture (kind of projective texturing) when drawing geometry i dont know if it is doable with osg::TexMat, osg::TexGen and fixed pipeline blending, but surely doable with shaders and uniforms Cheers. 02.04.2013, 09:59, Daniel Schmid daniel.sch...@swiss-simtec.ch: Hi all I have a number of modeled lightcones that simulate the illumination area of spotlights in my scene. These lightcones allow me to render lightshafts very nicely. Now I want to render the impact of the light on the lit geometry, known as lightmap. imagine a street lamp and the floor area beeing lit. I couldn't find any good documentation about rendering lightmaps. An important note, some lights may move, so rendering is on a per frame basis, no pre-baked lightmap. Anybody has some more experience? Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53406#53406 ___ 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] lightmap generated from lightcone geometry
You can also do it in shaders so you get real lighting but then you are limited (ehm ... well, there are papers for this to have it done proper) to 8 lights I think. Ping me on email, I can send you some sample shaders for cone lighting or how you call it Nick On Thu, Apr 4, 2013 at 2:04 PM, Sergey Polischuk pol...@yandex.ru wrote: Hi you can do this in a way similar to shadows for this you can use prebaked texture of light cone shape in section perpendicular to axis knowing cone angle and position you can set up transformation matrix to calculate texture coords to mentioned prebaked light spot texture (kind of projective texturing) when drawing geometry i dont know if it is doable with osg::TexMat, osg::TexGen and fixed pipeline blending, but surely doable with shaders and uniforms Cheers. 02.04.2013, 09:59, Daniel Schmid daniel.sch...@swiss-simtec.ch: Hi all I have a number of modeled lightcones that simulate the illumination area of spotlights in my scene. These lightcones allow me to render lightshafts very nicely. Now I want to render the impact of the light on the lit geometry, known as lightmap. imagine a street lamp and the floor area beeing lit. I couldn't find any good documentation about rendering lightmaps. An important note, some lights may move, so rendering is on a per frame basis, no pre-baked lightmap. Anybody has some more experience? Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53406#53406 ___ 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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to build OpenSceneGraph for Android in Windows
Hello, On Thu, Apr 4, 2013 at 12:59 AM, Shayne Tueller shayne.tuel...@hill.af.milwrote: I'm aware of that. I actually use both the email list and the forum interchangeably. I assumed most people did as well to see the full context of discussion. Apparently that is not the case. Ah, I doubt most people actually read both, as it is redundant and everyone has their preferred way of reading the discussions. Some prefer the forums, the old timers who have a lot of info to follow prefer the list. For individuals who mainly use the email list, I will try to be more explicit in referring back to the forum. Thanks. It will also help anyone who searches the list archives for answers. In answer to your question...no, I'm not referring to another tutorial. This was the only one. I tried it out and it didn't work so well (so far). I simply asked why and I got answers. Nothing more, nothing less. Good. I should have asked right away which tutorial were you referring to. Hmmm...you must have missed the email list response from Alistair Baxter on 4/3/13 @ 2:11am who was addressing my questions in behalf of Nathan Collins who is out of town. He apparently saw what I wrote and the context that it was written in. He knew what I was talking about... Indeed, I did miss that exchange - but that could be also due the mailing list software that created a new thread for the mail with your question. So I saw it out of context, unfortunately. Give that a shot. That tutorial is tried, it does work and is using the official (Google supported) way of building applications for Android. However, you may still encounter bugs - like the last compilation error you had. That is the nature of the beast, because the NDK is quite fast moving target and Google is prone to fix one bug and introduce two new ones in every release. Furthermore, their documentation for it is pretty much non-existent. Pretty hard to read documentation that is pretty much non-existent...even for a novice...;^) I meant the OSG documentation (which is quite decent) and the published NDK docs. The NDK documentation is limited, indeed, but there isn't a lot we can do about that. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSGDisneyland
Problem: OSGDisneyland library does not exist. This is causing a BIG problem since we cannot show off the new OSG Disneyland capabilities at the OSG SIGGRAPH BOF in JULY 2013 Birds of a Feather Session Title: Openscenegraph BOF Date: Wednesday, July 24, 2013 Location: Anaheim Convention Center Time: 10:00 - 11:00 AM Room Name: Room will be provided six weeks prior to conference. Room Setup: Theater Note: Just checking to see if people read such posts.. J Next Note: Will delurk next week with some more details and call for participation. Anaheim Convention Center is across the street from Disneyland..! John F. Richardson smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org