Re: [osg-users] Feedback 3.2.1-rc1 release.
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 *Stan Coleby* l l 3D T*echnology Research Engineer* 1790 South 4490 West, Salt Lake City, UT 84104 Desk: (801) 917-2155 | Cell: (801) 209-0183 Main: (801) 656-1740 | Fax: (801) 214-2302 stan.col...@k-knowbe.com | www.k-nowbe.com *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.) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Confidentiality Notice: This e-mail is intended only for the person or entity to which it is addressed and may contain information that is privileged, confidential or otherwise protected from disclosure. Dissemination, distribution or copying of this e-mail or the information herein by anyone other than the intended recipient, or an employee or agent responsible for delivering the message to the intended recipient is prohibited. If you have received this e-mail in error, please notify us immediately (telephone 855.456.6923 or e-mail helpd...@k-nowbe.com) and destroy the original message and all copies. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org image001.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom shaders in osgShadow
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!
Is the code for the cover available? It doesn't appear to be in any of the chapters. Best regards, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57702#57702 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem crash
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57694#57694 ___ 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] Using the OSG Max Exporter Plugin - Biped Animation
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Primitive colors overwriting textured quad
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: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57705#57705 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] truning OSG into OpenGL language
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57706#57706 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org