Re: [osg-users] Feedback 3.2.1-rc1 release.

2013-12-17 Thread Glenn Waldron
Robert,
Regarding 3.2.1, we discussed this CompositeViewer regression issue a while
back:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg63635.html
http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/81836

I have stepped through the code myself but have not been able to chip away
at the problem.


Glenn Waldron / @glennwaldron


On Mon, Dec 16, 2013 at 11:37 AM, Stan Coleby 
stan.col...@calabiyausystems.com wrote:

  The release is working for us.

 The only problem we had was compiling it with Visual Studio 2013/2012.
 There is still some “std::min” and “std::max” in the release that should be
 changed to “osg::minimum” and “osg::maximum”.  After making the edits
 everything compiled fine (x64) under VS2013 after finding the 3rd Party
 download at
 http://www.osgvisual.org/public_download/3rdParty_VS2013_x86_x64_full.7z .

 Stan



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 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield
 *Sent:* Monday, December 16, 2013 4:26 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Has 3.2.1 been cancelled?



 Hi Rebecca,



 3.2.1 hasn't been cancelled, just delayed as the window I had for getting
 it out disappeared I was back concentrating on project work.



 One of the issues I had with getting 3.2.1 out is that I had practically
 no feedback on testing of the 3.2.1-rc1, I can't make a release without
 feedback that it actually works.  If I can't get the community on board
 with testing I could probably get 3.2.1 out before Christmas :-)



 Robert.



 On 16 December 2013 10:07, Rebecca N. Palmer r.pal...@bham.ac.uk wrote:

 The planned mid-October release
 (http://www.openscenegraph.org/index.php/download-section/stable-releases)
 obviously didn't happen, and I can't find any discussion of this, but the
 3.2 git branch is still active
 (https://github.com/openscenegraph/osg/commits/OpenSceneGraph-3.2).

 Is a 3.2.1 release still planned, and if so, roughly when is it expected?

 (This is NOT a complaint: if you want to know why I'm asking see
 http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=720816 , but be warned
 it's long.)
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[osg-users] Custom shaders in osgShadow

2013-12-17 Thread Paul Cooper
I'm currently working on using custom shaders for osgShadow. Just would
like to know how to set uniforms i.e if I need to do something like this:

osg::ref_ptrosg::StateSet stateset = shadowed-getOrCreateStateSet();
stateset-setTextureAttributeAndModes(4, textureNormal);
stateset-addUniform(new osg::Uniform(NormalMap, 4));


I've tried setting that on the shadowed node and passing in a uniform to
the shadowMap with _uniformList.push_back(new osg::Uniform(NormalTexture,
4));
but no luck...

Also which texture units are reserved in osgShadow for shadowing?

Regards
Paul
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Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2013-12-17 Thread Tony Vasile
Is the code for the cover available? It doesn't appear to be in any of the 
chapters.

Best regards,
Tony

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Re: [osg-users] [vpb] osgdem crash

2013-12-17 Thread Veneree
Hi Jason,
OsgEarth needs osgQT to work and I just achieved to build osg with osgQT. I 
hope to build osgEarth successfully now. I think I was also lost for GDAL and 
need to choose the right one to be installed. May I ask you which one did you 
use ? I wanted to start with VPB as there are examples on it in the OSG 
cookbook, and at the same time I read some posts about using OsgEarth instead 
of VPB. So I will try the two. Thanks, Maia 

Envoyé de mon iPod

Le 2013-12-16 à 21:24, Jason Beverage jasonbever...@gmail.com a écrit :

 Nevermind, saw your email on the osgEarth forum.  Did Glenn's patch work for 
 you?
 
 
 On Mon, Dec 16, 2013 at 9:23 PM, Jason Beverage jasonbever...@gmail.com 
 wrote:
 Hi Maia,
 
 What issues are you having with osgEarth?  Is it crashing in the same way as 
 VPB?
 
 Jason
 
 
 On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria nia.tok...@gmail.com wrote:
 Hi Sebastian,
 Thank you for replying.
 
 I build VBP on my own (Cmake). I will check again for debug/release.
 I have trouble with osgEarth too so I need to fix this.
 
 Thanks,
 Maia
 
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Re: [osg-users] Using the OSG Max Exporter Plugin - Biped Animation

2013-12-17 Thread Farshid Lashkari
Hi Dominik,

The max exporter does not currently support character animations. It's been
requested a few times though. My schedule is mostly free this week, so I
will spend some time looking into it. I don't have much experience with
the osgAnimation library though. I'm hoping there is a straightforward
mapping from the 3ds Max character animation/skinning features to
osgAnimation.

Cheers,
Farshid

On Monday, December 16, 2013, shinyclaw wrote:

 Hi all, is there a possibility to export a character using biped
 animation? When I try to export animation in that way, only biped parts are
 animated, but not the character. Also, I think, that biped data should not
 be exported at all as a part of exported geometry...

 Regards,
 Dominik

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[osg-users] Primitive colors overwriting textured quad

2013-12-17 Thread Nick Modly
Hi,

I have a simple scene where I create a textured quad, and then add some simple 
objects to it (spheres, lines, etc). Using the ubuntu distro OSG (3.0.0 I 
believe), this was working fine. When I upgraded to 3.3.0, adding the new 
objects now seems to overwrite the colors in the texture - for example, if I 
have an image showing on the quad, and add a green(0, 1, 0, 1) line to the 
scene, the image becomes a greenscale version of itself. If i continue to add 
objects of other colors, the most recently added object/color takes precedence.

I tracked this down to commit eb7929b85ad87316a2437da03b4bb810cded7366:
Added SceneView::Options enum enetries APPLY_GLOBAL_DEFAULTS and 
CLEAR_GLOBAL_STATESET to control whether a _globalStateSet-clear() and 
_globalStateSet-setGlobalDefaults() should be called.
osgViewer::Renderer doesn't use these enum settings so now no longer has a 
calls StateSet::clear() or StateSet::setGlobalDefaults() on the osg::Camera's 
StateSet.  Previously these were being called and breaking the ability to 
attached state to Camera's StateSet.

I am inheriting CompositeViewer, so it seems to me that with the removal of 
StateSet::Clear() in osgViewer, some behavior has changed that is allowing the 
stateset of the texture to get overwritten when new objects are added. Likely, 
there is a bug in my program that was hidden by the old behavior. So here are 
some snippets.


Code:

//Setting up the texture
m_texture = new osg::Texture2D(img);
m_texture-setResizeNonPowerOfTwoHint(false);
m_texture-setDataVariance(osg::Object::DYNAMIC);
m_texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
m_texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
m_texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
m_texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);

//setting up the quad
int w = m_quad_size.x();
int h = m_quad_size.y();
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices-push_back( osg::Vec3(-w/2, 0, h/2) ); // front left
vertices-push_back( osg::Vec3(w/2, 0, h/2) ); // front right
vertices-push_back( osg::Vec3(w/2, 0, -h/2) ); // back right
vertices-push_back( osg::Vec3(-w/2, 0, -h/2) ); // back left

osg::Vec2Array *texcoord = new osg::Vec2Array;
texcoord-push_back(osg::Vec2(0.0, 0.0));
texcoord-push_back(osg::Vec2(1.0, 0.0));
texcoord-push_back(osg::Vec2(1.0, 1.0));
texcoord-push_back(osg::Vec2(0.0, 1.0));

osg::Geometry *geom = new osg::Geometry;
geom-setVertexArray(vertices);
geom-setTexCoordArray(0, texcoord);
geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));

osg::Geode *geode = new osg::Geode;
geode-addDrawable(geom);
geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, texture, 
osg::StateAttribute::ON);

//Creating a line to add
osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Geometry geometry = new osg::Geometry();
osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array(2);
(*vertices)[0].set(p1[0], p1[1], p1[2]);
(*vertices)[1].set(p2[0], p2[1], p2[2]);
geometry-setVertexArray(vertices);
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array;
colors-push_back(color);
geometry-setColorArray(colors);
geometry-setColorBinding(osg::Geometry::BIND_OVERALL);
osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
geometry-setNormalArray(normals);
geometry-setNormalBinding(osg::Geometry::BIND_OVERALL);
geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,2));
geometry-setUseDisplayList(false);
osg::ref_ptrosg::StateSet state = new osg::StateSet();
if (no_depth_test) {
state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
state-setRenderBinDetails(100, RenderBin);
geode-setStateSet(state);
geode-addDrawable(geometry);





The quad and the line are both children of an osg::Group that is set as the 
osgViewer::View's scenedata. 

Thank you!

Cheers,
Nick
Code:




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[osg-users] truning OSG into OpenGL language

2013-12-17 Thread Kim JongBum
hi. 

i implemented an application by using OSG.

But i wonder that is it possible to turn OSG into OpenGL language?

is there easy way or a program to do it?

thanks in advance

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