Re: [osg-users] Networking with OSG + Bullet
On Wed, 2008-11-19 at 10:55 +, Simon Hammett wrote: There are good articles @ valvesoftware about this: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking http://developer.valvesoftware.com/wiki/Lag_Compensation I love Valve. Both of these articles are great. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GTK guru's please help!
On Wed, 2008-11-19 at 20:51 +, Robert Osfield wrote: Hi Guys, I'm now wrapping my first pass at browser support in the OSG by moving the LLMozLib/LibXUL implementation in the osgbrowser example off into a plugin. The work moving the code was pretty straight forward as I've always had this change in mind, but now I've moved on to debugging the code... which is where some GTK assistance would be of great help. GTK is required under Linux when using libXUL/xul-runner as gecko is based on GTK under Linux, and even though we are using a embedded browser for renderer where GTK doesn't have an influence, libXUL still needs to be passed a GTK widget and the workaround using in UBrowser/LLMozLib was to create a widget pass this to libXUL and then never use if for actual application windowing. This is pretty hacky but does work, or at least it did work when the code was in the osgbrowser application. Exactly the same code, executed in exactly the same sequence is hanging on the first call to gtk. The line of code that my app is hanging at is: gtk_disable_setlocale(); This is the first call to GTK in the whole app, there aren't even any X11 calls made before this either - just in exactly the same way as done before when inside osgbrowser. The only difference is that the plugin that contains this GTK init code is dynamically loaded at runtime. So... does this ring any bells for GTK users? Is there some caveat that GTK can't be dynamically loaded as a plugin? The stack trace at the hang shows GTK stuck in a mutex lock. The UBrowserManager::getNativeWindowHandle () code at the bottom of the below trace is my method that calls gtk_disable_setlocale(); #0 0x2b83392f1af8 in __lll_mutex_lock_wait () from /lib/libpthread.so.0 #1 0x2b83392edaf5 in _L_mutex_lock_252 () from /lib/libpthread.so.0 #2 0x2b83392ed4e7 in pthread_mutex_lock () from /lib/libpthread.so.0 #3 0x2b8337a4f15b in ?? () from /lib64/ld-linux-x86-64.so.2 #4 0x2b8337a52864 in ?? () from /lib64/ld-linux-x86-64.so.2 #5 0x2b8337a58a52 in ?? () from /lib64/ld-linux-x86-64.so.2 #6 0x2ab3e7c8 in UBrowserManager::getNativeWindowHandle () from /home/robert/OpenSceneGraph/lib/osgPlugins-2.7.6/osgdb_gecko.so The complete function where the hang occurs is provide below, including my notify statements that isolate how far the thread gets, the second notify statement - the AA is never executed. void* UBrowserManager::getNativeWindowHandle() { if (_nativeWindowHandle) return _nativeWindowHandle; osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle() Astd::endl; gtk_disable_setlocale(); osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle() AAstd::endl; gtk_init(NULL, NULL); I've always been under the impression that gtk_init() has to be called first before any fuction that begins with gtk_*, have you tried moving it as the first call instead of disable_setlocale? What if you call gtk_init() in the main code before doing anything that forces the loading of the plugin? osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle() Bstd::endl; GtkWidget *win = gtk_window_new(GTK_WINDOW_POPUP); // Why a layout widget? A MozContainer would be ideal, but // it involves exposing Mozilla headers to mozlib-using apps. // A layout widget with a GtkWindow parent has the desired // properties of being plain GTK, having a window, and being // derived from a GtkContainer. GtkWidget *rtnw = gtk_layout_new(NULL, NULL); gtk_container_add(GTK_CONTAINER(win), rtnw); osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle() Cstd::endl; gtk_widget_realize(rtnw); GTK_WIDGET_UNSET_FLAGS(GTK_WIDGET(rtnw), GTK_NO_WINDOW); osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle() Dstd::endl; _nativeWindowHandle = rtnw; return _nativeWindowHandle; } Only other clues I can provide is that I'm calling GTK from a background thread that the plugin starts for the purpose of doing the browser rendering. All GTK calls are made from this single thread. This code threaded approach worked perfectly when the code was inside osgbrowser, the code itself identical - I just copied it into the plugin. I'm stumped so would love some greater wisdom as my GTK experience goes about as far as this little osgbrowser folly :-) 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] osgbrowser linker error
On Fri, 2008-11-21 at 16:06 +, Robert Osfield wrote: Hi JS, Sorry about this, it's simply that I missed adding a OSGWIDGET_EXPORT in front of the class declarations. I've now added these could do an svn update. I just did quick look at the osgWidget/Browser object you've added; if you wanted, you could have: Widget* createBrowserWidget() ...and have the method return a Widget properly sized and having it's setImage()/setTexture() method called. That'd give you power to just kinda plug it right into osgWidget anywhere, although if you have your own event handler you'll need to set the Widget's eventMask to EVENT_NONE so my code doesn't intercept yours. :) Robert. On Fri, Nov 21, 2008 at 3:49 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Robert, After an update this morning, I'm getting a linker error in the osgbrowser example: 32osgbrowser.obj : error LNK2019: unresolved external symbol public: static class osg::ref_ptrclass osgWidget::BrowserManager __cdecl osgWidget::BrowserManager::instance(void) ([EMAIL PROTECTED]@osgWidget@@[EMAIL PROTECTED]@osgWidget@@@osg@@XZ) referenced in function _main I wonder, I do not have any of the XUL libraries, so should that example even be included in that case? I imagine it won't do anything if it can't create an embedded browser... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG with CEGUI
I can't really comment much about CEGUI, but I do plan on releasing a VERY alpha version osgHUD here in the next few days if you're interested in trying it out. It doesn't have anywhere near the amount of pre-created widgets as CEGUI, but it is written using native OSG--and hopefully provides (or will one day provide :)) enough basic framework for people to create fully-featured OpenGL UI kits... At any rate, I'm sure CEGUI is a fine piece of software. :) As to how to get it working properly with OSG, I'm not sure... On Wed, 2007-11-28 at 19:39 +0100, Daniel Moos wrote: Hello Everybody Have anybody a working osgcegui sample? I found the example in the library and want to try it out. I have downloaded the CEGUI-Sample-Files from the website from CEGUI. I can run the osgcegui with a scheme and a layout without error in osg and cegui. But no window is shown... Anybody have a working configuration? Thanks for your answer... Daniel ___ 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] Mutex and ReentrantMutex
On Fri, 2007-11-30 at 13:45 -0600, Thrall, Bryan wrote: Paul Martz wrote on Friday, November 30, 2007 1:28 PM: 1. I always understood reentrant to refer to code or an object that could be executed safely by multiple threads or processes. However, the ReentrantMutex would only be used for code that is safe for the _same_ thread or process to execute concurrently, thus my confusion. Is the name reentrant appropriate here? I believe the standard term is recursive. I understand recursive to be a description applied to a function that can safely call itself from within itself? (i.e., lots of XML-parsing libraries abuse this hardcore...) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sky Dome
No... but it's not a bad idea for later, although skydome stuff is so common I bet a separate NodeKit for full featured support is probably best. On Fri, 2007-11-30 at 16:12 +, Kim C Bale wrote: Is there an in-built sphere segment drawable that I could use to generate the geometry for a sky dome? Just want to check it's not there before I code it. Cheers, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ 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] osgHUD 0.1.0-alpha
A few months ago I made a post describing a piece of software I was working on. Unfortunately, I've been very busy since then (Bioshock, Halo 3, Orange Box, work...) and haven't had much time to work on it. However, the last few weeks I've been spending a bit of my free time working on it again, starting from scratch, and have come to a point where I'm ready to at least put it out there and see what people think. Thus far osgHUD is very primitive, and doesn't support nearly the feature set it eventually will. The basics are there though, and the main point of my posting it here is to get opinions on the progression of the software and get some ideas/advice for what I can change. You can find the SVN 0.1.0 tag here: svn co http://osghud.googlecode.com/svn/tags/0.1.0 osgHUD ...I wouldn't recommend using trunk, as it is often broken. I only test and develop on Linux using GCC ICC, but nothing about the code is Linux-centric. To build it, just do: # cd build # ccmake .. 3 small examples are provided: osghud{box, window, label}, which demonstrate some of the basic functionality of the current state of osgHUD. osghudwindow is heavily commented, and a great place to start checking things out. The following is a short list of what will be included in 0.2.0, which I will hopefully be done with over the weekend: - Table-like layouts (think HTML tables) - The ability to hide/show Widgets. - A DecoratedWindow subclass of osgHUD::Window, which will provide the standard titlebar, open/close/minimize, resize, etc. of a standard window. Of course, there is MUCH more to do before osgHUD is ready for serious submission into OSG, but this should give people a good idea of where I plan on taking it in the next few days or so... Please feel free to post feedback here or send me e-mail directly. Also note that some of the current code is less concrete and more an experiment in using C++ functionally (i.e., std::accumulate, std::for_each, etc.) I can remove these instances if people find them distasteful. Also, there are two other projects I host on Google, osgCairo and osgEgypt, which some people might find interesting (and which I've talked about on these lists a few months back). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.0-alpha
I forgot to mention that--as you might expect--the proper functionality of a HUD relies on the camera's orthographic projections matrix being set correctly. All of the examples use 1280x1024, and you can use a command like the following to get the desired result: # OSG_WINDOW=0 0 1280 1024 ./examples/osghudbox/osghudbox On Windows, er, um, you might need to recompile the examples w/ the proper resolution. :) On Fri, 2007-11-30 at 10:36 -0500, Jeremy Moles wrote: A few months ago I made a post describing a piece of software I was working on. Unfortunately, I've been very busy since then (Bioshock, Halo 3, Orange Box, work...) and haven't had much time to work on it. However, the last few weeks I've been spending a bit of my free time working on it again, starting from scratch, and have come to a point where I'm ready to at least put it out there and see what people think. Thus far osgHUD is very primitive, and doesn't support nearly the feature set it eventually will. The basics are there though, and the main point of my posting it here is to get opinions on the progression of the software and get some ideas/advice for what I can change. You can find the SVN 0.1.0 tag here: svn co http://osghud.googlecode.com/svn/tags/0.1.0 osgHUD ...I wouldn't recommend using trunk, as it is often broken. I only test and develop on Linux using GCC ICC, but nothing about the code is Linux-centric. To build it, just do: # cd build # ccmake .. 3 small examples are provided: osghud{box, window, label}, which demonstrate some of the basic functionality of the current state of osgHUD. osghudwindow is heavily commented, and a great place to start checking things out. The following is a short list of what will be included in 0.2.0, which I will hopefully be done with over the weekend: - Table-like layouts (think HTML tables) - The ability to hide/show Widgets. - A DecoratedWindow subclass of osgHUD::Window, which will provide the standard titlebar, open/close/minimize, resize, etc. of a standard window. Of course, there is MUCH more to do before osgHUD is ready for serious submission into OSG, but this should give people a good idea of where I plan on taking it in the next few days or so... Please feel free to post feedback here or send me e-mail directly. Also note that some of the current code is less concrete and more an experiment in using C++ functionally (i.e., std::accumulate, std::for_each, etc.) I can remove these instances if people find them distasteful. Also, there are two other projects I host on Google, osgCairo and osgEgypt, which some people might find interesting (and which I've talked about on these lists a few months back). ___ 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] undefined symbol in osgdb_dae.so
On Mon, 2007-12-03 at 10:10 -0900, Bob Huebert wrote: I'm continuing to see the undefined symbol problem... Regardless of which library I use (.a or .so), the build runs just fine without issue. When using libcollada_dae.a: undefined symbol _ZN7pcrecpp3Arg12parse_stringEPKciPv When linking against libcollada_dae_shared.so: undefined symbol _Z16registerDomTypesv As an experiment, I linked against (.a .so) of the libcollada_dom library. Still get undefined symbol - both .a .so report the pcrecpp symbol as being undefined. My collada install is fresh from last week and built without any issues. Is there something else that I can try? I bet adding -lpcrecpp will do the trick if you're wanting to use the .a file. My first post didn't really go into detail about how to do this properly, so let me try to be more specific: 1. Open: $SVNDIR/src/osgPlugins/dae/CMakeLists.txt 2. Go down to line 27 and add pcrecpp to TARGET_EXTERNAL_LIB. 3. Re-run your master cmake command, so that it reconfigures. 4. Build! If that doesn't work, then it's probably something more dubious. In fact, I'd be willing to be it IS something dubious, because I've never know Collada to mess this up. It definitely uses libpcrecpp, but it's own build system should have linked that in when building the archive. Thanks in advance -bob -- Forwarded message -- Date: Fri, 30 Nov 2007 17:32:07 -0900 (AKST) From: Bob Huebert [EMAIL PROTECTED] Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org To: Roger James [EMAIL PROTECTED] Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org Subject: Re: [osg-users] undefined symbol in osgdb_dae.so Thanks Roger. I'm rebuilding now. I'll report the results. -bob On Sat, 1 Dec 2007, Roger James wrote: Bob, I only tested on windows VC8.1. Looks like there is something missing on the build system on the Unix side. At a guess looking at the decorated name showing as undefined it is something in the xml parser. That probably means that you are linking against the static collada dae libs. It might be better to link against the dynamic collada libs so that the scope of external dependencies is limited. Roger -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Bob Huebert Sent: 30 November 2007 19:38 To: osg-users@lists.openscenegraph.org Subject: [osg-users] undefined symbol in osgdb_dae.so I've built and am eager to try the latest collada plugin posted by Roger James. Thank you for the contribution Roger! When attempting to load the skintest_1_ID.dae from collada.org's test data repository I get an undefined symbol as such: snip FindFileInPath() : USING /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so DynamicLibrary::getLibraryHandle( /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so) - dlopen(): /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so: undefined symbol: _ZN7pcrecpp3Arg12parse_stringEPKciPv DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so Warning: Could not find plugin to read objects from file skintest_1_ID.dae. osgviewer: No data loaded snip Can someone sheds some light on what is going on and how I can correct it? I'm working a svn draft of the osg trunk from yesterday (added the dae plugin manually). My system is FC7 on a SUN dual AMD box with FX3000 display hardware. Thanks! Bob Huebert email: [EMAIL PROTECTED] Visualization Systems Analyst voice: (907) 450-8638 Arctic Region Supercomputing Center FAX: (907) 450-8601 University of Alaska FairbanksWWW: http://www.arsc.edu/ ___ 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 ___ 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] undefined symbol in osgdb_dae.so
Robert let me add: src/osgPlugins/dae/README.txt ...a while back, which was my account of how I got the thing to work. :) Back then, it worked slightly differently... I'll try and build Collada myself on Fedora 8, 32bit, and let you know if I have any issues. On Mon, 2007-12-03 at 11:49 -0900, Bob Huebert wrote: On Mon, 3 Dec 2007, Jeremy Moles wrote: On Mon, 2007-12-03 at 10:10 -0900, Bob Huebert wrote: I'm continuing to see the undefined symbol problem... Regardless of which library I use (.a or .so), the build runs just fine without issue. When using libcollada_dae.a: undefined symbol _ZN7pcrecpp3Arg12parse_stringEPKciPv When linking against libcollada_dae_shared.so: undefined symbol _Z16registerDomTypesv As an experiment, I linked against (.a .so) of the libcollada_dom library. Still get undefined symbol - both .a .so report the pcrecpp symbol as being undefined. My collada install is fresh from last week and built without any issues. Is there something else that I can try? I bet adding -lpcrecpp will do the trick if you're wanting to use the .a file. My first post didn't really go into detail about how to do this properly, so let me try to be more specific: 1. Open: $SVNDIR/src/osgPlugins/dae/CMakeLists.txt 2. Go down to line 27 and add pcrecpp to TARGET_EXTERNAL_LIB. 3. Re-run your master cmake command, so that it reconfigures. 4. Build! If that doesn't work, then it's probably something more dubious. In fact, I'd be willing to be it IS something dubious, because I've never know Collada to mess this up. It definitely uses libpcrecpp, but it's own build system should have linked that in when building the archive. Thanks for the tip on mod'ing for the pcrecpp inclusion. I did this and rebuilt (tried with both .a and .so libs). I no longer see the undef'd symbol for pcrecpp, but now get an undef'd symbol for _Z16registerDomTypesv - for both types of build. As you've posited, there is something more dubious going on. -bob -- Forwarded message -- Date: Fri, 30 Nov 2007 17:32:07 -0900 (AKST) From: Bob Huebert [EMAIL PROTECTED] Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org To: Roger James [EMAIL PROTECTED] Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org Subject: Re: [osg-users] undefined symbol in osgdb_dae.so Thanks Roger. I'm rebuilding now. I'll report the results. -bob On Sat, 1 Dec 2007, Roger James wrote: Bob, I only tested on windows VC8.1. Looks like there is something missing on the build system on the Unix side. At a guess looking at the decorated name showing as undefined it is something in the xml parser. That probably means that you are linking against the static collada dae libs. It might be better to link against the dynamic collada libs so that the scope of external dependencies is limited. Roger -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Bob Huebert Sent: 30 November 2007 19:38 To: osg-users@lists.openscenegraph.org Subject: [osg-users] undefined symbol in osgdb_dae.so I've built and am eager to try the latest collada plugin posted by Roger James. Thank you for the contribution Roger! When attempting to load the skintest_1_ID.dae from collada.org's test data repository I get an undefined symbol as such: snip FindFileInPath() : USING /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so DynamicLibrary::getLibraryHandle( /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so) - dlopen(): /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so: undefined symbol: _ZN7pcrecpp3Arg12parse_stringEPKciPv DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so Warning: Could not find plugin to read objects from file skintest_1_ID.dae. osgviewer: No data loaded snip Can someone sheds some light on what is going on and how I can correct it? I'm working a svn draft of the osg trunk from yesterday (added the dae plugin manually). My system is FC7 on a SUN dual AMD box with FX3000 display hardware. Thanks! Bob Huebert email: [EMAIL PROTECTED] Visualization Systems Analyst voice: (907) 450-8638 Arctic Region Supercomputing Center FAX: (907) 450-8601 University of Alaska FairbanksWWW: http://www.arsc.edu/ ___ 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] undefined symbol in osgdb_dae.so
Okay, just so you know this isn't anything you're doing wrong. The build is broken in some way. I'll fix and make a post here and to submissions. I'm getting the exact same error as you. On Mon, 2007-12-03 at 11:49 -0900, Bob Huebert wrote: On Mon, 3 Dec 2007, Jeremy Moles wrote: On Mon, 2007-12-03 at 10:10 -0900, Bob Huebert wrote: I'm continuing to see the undefined symbol problem... Regardless of which library I use (.a or .so), the build runs just fine without issue. When using libcollada_dae.a: undefined symbol _ZN7pcrecpp3Arg12parse_stringEPKciPv When linking against libcollada_dae_shared.so: undefined symbol _Z16registerDomTypesv As an experiment, I linked against (.a .so) of the libcollada_dom library. Still get undefined symbol - both .a .so report the pcrecpp symbol as being undefined. My collada install is fresh from last week and built without any issues. Is there something else that I can try? I bet adding -lpcrecpp will do the trick if you're wanting to use the .a file. My first post didn't really go into detail about how to do this properly, so let me try to be more specific: 1. Open: $SVNDIR/src/osgPlugins/dae/CMakeLists.txt 2. Go down to line 27 and add pcrecpp to TARGET_EXTERNAL_LIB. 3. Re-run your master cmake command, so that it reconfigures. 4. Build! If that doesn't work, then it's probably something more dubious. In fact, I'd be willing to be it IS something dubious, because I've never know Collada to mess this up. It definitely uses libpcrecpp, but it's own build system should have linked that in when building the archive. Thanks for the tip on mod'ing for the pcrecpp inclusion. I did this and rebuilt (tried with both .a and .so libs). I no longer see the undef'd symbol for pcrecpp, but now get an undef'd symbol for _Z16registerDomTypesv - for both types of build. As you've posited, there is something more dubious going on. -bob -- Forwarded message -- Date: Fri, 30 Nov 2007 17:32:07 -0900 (AKST) From: Bob Huebert [EMAIL PROTECTED] Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org To: Roger James [EMAIL PROTECTED] Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org Subject: Re: [osg-users] undefined symbol in osgdb_dae.so Thanks Roger. I'm rebuilding now. I'll report the results. -bob On Sat, 1 Dec 2007, Roger James wrote: Bob, I only tested on windows VC8.1. Looks like there is something missing on the build system on the Unix side. At a guess looking at the decorated name showing as undefined it is something in the xml parser. That probably means that you are linking against the static collada dae libs. It might be better to link against the dynamic collada libs so that the scope of external dependencies is limited. Roger -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Bob Huebert Sent: 30 November 2007 19:38 To: osg-users@lists.openscenegraph.org Subject: [osg-users] undefined symbol in osgdb_dae.so I've built and am eager to try the latest collada plugin posted by Roger James. Thank you for the contribution Roger! When attempting to load the skintest_1_ID.dae from collada.org's test data repository I get an undefined symbol as such: snip FindFileInPath() : USING /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so DynamicLibrary::getLibraryHandle( /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so) - dlopen(): /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so: undefined symbol: _ZN7pcrecpp3Arg12parse_stringEPKciPv DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so Warning: Could not find plugin to read objects from file skintest_1_ID.dae. osgviewer: No data loaded snip Can someone sheds some light on what is going on and how I can correct it? I'm working a svn draft of the osg trunk from yesterday (added the dae plugin manually). My system is FC7 on a SUN dual AMD box with FX3000 display hardware. Thanks! Bob Huebert email: [EMAIL PROTECTED] Visualization Systems Analyst voice: (907) 450-8638 Arctic Region Supercomputing Center FAX: (907) 450-8601 University of Alaska FairbanksWWW: http://www.arsc.edu/ ___ 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
Re: [osg-users] how to manage different model types
Probably the easiest (and perhaps only sensible) way is to use osgconv to adjust the model transformations before loading them into your app, and not to address the issue at all with any kind of code. Its really up to the asset to encode this information consistently within itself... osgconv -h ...will tell you almost everything you ever wanted to know. :) On Thu, 2007-12-06 at 17:13 +0100, Stephane DUGUET wrote: Hi all, I have a general question about model orientation. If I get several models from several sources (flt, 3ds etc…). Their original orientation may be different depending on how they have been built. Is there a way to convert them automatically to follow a terrain orientation for ex? For instance, I’m working today with a plane and a copter. If I place these two models at origin one is pointing head to north and the second is pointing head to east. Meaning that the views, position and transformations for plane and copter have to be different. Is it possible to make it generic (at least linked to a terrain)? Best regards, Stephane ___ 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] CMake error with Text3D
Same here, I just figured it was a work in progress... On Mon, 2007-12-10 at 12:24 -0600, Cole, Charles E. (LARC-B702)[GENEX SYSTEMS] wrote: With latest SVN (rev. 7648), CMake gives an error about Text3D (cannot find source file ../include/osgText/Text3D). I have Text3D.cpp, but there is no header file in the include directory. I'm thinking that this is just an oversight in the SVN add/submission (as I've done the same thing many times so I'm quite familiar). chuck ___ 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] Looking towards 2.4, and what might go into it.
On Sat, 2007-12-08 at 14:07 +, Robert Osfield wrote: Hi All, After a two month break I'm now doing a purge of the submissions backlog. I doubt I'll get all the way through before Monday, but on Monday I'll tag the first dev release since 2.2 stable was made. This dev release will be 2.3.0 and be the first concrete step towards the final 2.4. This leads me on to asking the question - what features should we aim to integrate with 2.4? My own short list for contenders for integration are: osgOQ - Occlusion Querry support osgCal - Cal3D integration I noticed there was a lot of Cal3D discussion going on here so I'd figure I'd chime in and say a few things. I have write access to Cal3D SVN I obtained a year or so ago when Palle Raabjerg and myself rewrote the Cal3D Blender exporter, which we built by starting from the version in the Soya project; I've also fixed a few small bugs here and there in Cal3D proper. I'm pretty familiar with Cal3D in general, and with the various Cal3D OSG plugins that exist. As a matter of fact, I'm the one who made the Cal3D videos on the website, and I used OSG to do it. :) http://home.gna.org/cal3d/ For a bit of info (and some personal opinion): Firstly, there is the generally-referred-to osgCal (officially called osgCal2), which was originally made by Ruben Lopez and has had many additional edits since then. There is also a GPL version that is incredibly more sophisticated which was created by the people at Underware, but the license wouldn't not allow for wholesale inclusion into OSG. Vladimir Shabanov recently made some changes to osgCal2, and I believe he and Ruben coordinated so that his changes were committed upstream. However, as I mentioned back then and I believe Jan Ciger has alluded to earlier in this thread: the code will need a lot of love before it's ready for serious inclusion. For example, the last time I checked, the shaders were somehow parsed by sed before actually being written into a valid shader file, and there's simply no way I can see anyone in the Windows or Mac world willing to accept such a restriction. One thing that should be kept in mind when using Cal3D is that in it's current state, Cal3D isn't a skeletal system alone--it's a skeletal animation system+mesh format, and one cannot be divorced from the other. Furthermore, there is a lot of data reproduction in Cal3D that already exists in OSG, and no way to easily (or cleanly) make changes therein. In the opinion of someone who is familiar with Cal3D, I'd say that we wait a bit on inclusion of this until someone has the time to cleanup the current plugin. Hardware skinning is a pretty common performance boost these days, and whatever solution arises for OSG, I'd personally look at support for this feature as the make-or-break aspect. We also need exporters, and while I wrote a significant portion of the Cal3D Blender exporter currently in SVN, I did it at a time where my knowledge of both Cal3D, Blender, and graphics/3D development in general was very poor, and thus cannot attest for it's reliability or cleanliness. :) As far as ReplicantBody is concerned I'm unsure--I've never looked at it. To be completely honest, character animation is such a huge issue unto itself that it probably deserves a lot of discussion and review before any steps are taken--but that's just my opinoin. Every time I'm forced to put any thought into the issue, I just get sleepy. What we __really__ need is an osgSkeleton NodeKit, which can then be exercised/demonstrated in the Collada importer, but would be usable alone as well in true OSG style: osgSkeleton::Skeleton* skel = new osgSkeleton::Skeleton(); osgSkeleton::Bone* root = new osgSkeleton::Bone(); osgSkeleton::Bone* child = new osgSkeleton::Bone(); root-addChildBone(child); skel-setRootBone(root); I bet once a basic, simple system was released, people would go to town making the necessary changes to bring it up to speed with other kits. It wouldn't have to be perfect, but as long as it was adaptable and done in true OSG fashion, people could subcass things in osgSkeleton for their own uses or to inject their desired interpolation algorithms (which is a big area of interest for animations buffs)... P. S. When I finish a release-candidate version of osgHUD (or whatever you want to change the name to), I'll be peddling that for inclusion as well. :) I've made a number of changes in the last few days if anyone is keeping up with SVN, and almost done with a decent implementation of a table layout, very similar to how HTML tables are done... however, no one posted any complaints to my first thread, so I'm just going to keep proceeding as normal, though I did remove the silly functional code that no one could have possibly understood but myself... it's a shame how difficult it is to do use something as [conceptually] easy as std::for_each()--it's a nightmare, when you can almost always
Re: [osg-users] Setting window options
On Mon, 2007-12-10 at 20:50 +, Robert Hansford wrote: Hi all, I'm writing a little application which renders images to texture and passes them out to a Matlab program. So far it all works fine, but I was wondering if there is any way I can get rid of the window that appears when the application is running. It doesn't display anything as the only camera in the scene graph is set up for RTT, so its just a bit untidy. I'm running windows XP if that makes any difference. Thanks Surprisingly, something like this is more difficult to do on each OS (and the case of Linux, WindowManager) than you might imagine! I'm guessing OSG doesn't currently support this with it's 3 main GraphicsWindow{Carbon,X11,Win32} classes, but I'm not 100% sure. The latest SVN version of SDL has a function called SDL_HideWindow, which purports to do what you want as well... As a sort-of workaround you could add a small osgText::Text object that shows some spinning Please Wait... text, along with setting the OSG_WINDOW variable to your desired orthographic size. This way, it'll look like you meant to open that window. Or you could put some fancy stats in there and whatnot... :) Not an acceptable solution in every case, but maybe a humorous one! Rob. ___ 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] Looking towards 2.4, and what might go into it.
On Tue, 2007-12-11 at 09:18 +, Robert Osfield wrote: On Dec 10, 2007 8:27 PM, Jeremy Moles [EMAIL PROTECTED] wrote: One thing that should be kept in mind when using Cal3D is that in it's current state, Cal3D isn't a skeletal system alone--it's a skeletal animation system+mesh format, and one cannot be divorced from the other. Furthermore, there is a lot of data reproduction in Cal3D that already exists in OSG, and no way to easily (or cleanly) make changes therein. How big is Cal3D? I ask in terms how much effort would it be required to reimplement the unique parts not found in the core OSG? It's hard to say--there's a lot of code in Cal3D supporting the mesh format, XML loading, matrices, vectors, quaternions, etc. If I had to estimate, I'd guess OSG already contains 20-25% of what Cal3D has to implement itself to be graphics library/system agnostic, and another 20-25% or so is code relating to it's mesh format. So, you'd probably have to re-implement half of it... :( In the opinion of someone who is familiar with Cal3D, I'd say that we wait a bit on inclusion of this until someone has the time to cleanup the current plugin. Hardware skinning is a pretty common performance boost these days, and whatever solution arises for OSG, I'd personally look at support for this feature as the make-or-break aspect. I thought there was already hardware skinning support in place. So which versions which hardware skinning? Not in Cal3D itself. The software doesn't make any attempt to bind itself to any graphics API, so things like hardware skinning are left up to the user (though they do include examples using the old shader/assembly code or whatever it's called). Vladimir patched support for GLSL skinning into osgCal2, but it's currently Linux only... To be completely honest, character animation is such a huge issue unto itself that it probably deserves a lot of discussion and review before any steps are taken--but that's just my opinoin. Indeed - a good topic to break out into a separate thread... P. S. When I finish a release-candidate version of osgHUD (or whatever you want to change the name to), I'll be peddling that for inclusion as well. :) I've made a number of changes in the last few days if anyone is keeping up with SVN, and almost done with a decent implementation of a table layout, very similar to how HTML tables are done... however, no one posted any complaints to my first thread, so I'm just going to keep proceeding as normal, though I did remove the silly functional code that no one could have possibly understood but myself... it's a shame how difficult it is to do use something as [conceptually] easy as std::for_each()--it's a nightmare, when you can almost always achieve the same thing cleaner and with less code using for(iter;iter;++)... If you can get osgHUD ready for integration then I'm very open to reviewing it with a view to inclusion in 2.4/2.6. We do need to save people from the trials and tribulations of going with something like CEGUI. 2.6 is my goal... W.r.t awkwardness of some program concepts, C++ is the culprit here. My own feeling is that scripting languages shine for high level GUI work. One could use a scripting language for both the control and the layout setup. How to make this integration possible is another big topic... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AnimTK
With all the recent discussion over Cal3D I decided to take a few minutes and look over some of the affiliated stuff at Gna.org and I found a project called AnimTK. The memberlist includes Loic Dachary (who also posts here from time to time and is/was pretty much the lead Cal3D guy) and Cedric Pinson (who also posts here), so I'm curious what this is and what it does, as it seemed to both use and be heavily influenced by OSG (naturally). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgHUD 0.1.1 ALPHA
Just wanted to give another heads up on the state of development and perhaps solicit some more feedback (which has been very small so far, seeing as there isn't much code yet--only about 2100 lines). There is an SVN tag of 0.1.1, and a new tarball in the downloads section. http://code.google.com/p/osghud/downloads/list All the normal stuff applies (seriously alpha, blah, blah), but I'm interested in getting opinions and perhaps having people catch any bad design decisions I'm making before it's too late. The biggest differences in this from the version from last week is a great deal of code simplification and the addition of a small skeleton for a table-like layout (osgHUD::Table). In the next 0.1.2 testing release I'm aiming to add support for basic texturing. However, it's an issue I need to approach carefully, because it can really start to go wrong here. :) Remember to set OSG_WINDOW before running the examples. # OSG_WINDOW=0 0 1280 1024 osghudtable ...or else you'll need to modify the examples to use your fullscreen resolution in the 2D ortho camera for picking, moving, etc. to work as you might expect. Don't let the simple examples fool you! :) They (ideally) demonstrate the important stuff, even if they're horribly ugly at the moment. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
By the way: this also includes comments like, OMG THIS SUCKS LOL, if you're that kind of person... :) Not just positive feedback, so to speak. On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote: Just wanted to give another heads up on the state of development and perhaps solicit some more feedback (which has been very small so far, seeing as there isn't much code yet--only about 2100 lines). There is an SVN tag of 0.1.1, and a new tarball in the downloads section. http://code.google.com/p/osghud/downloads/list All the normal stuff applies (seriously alpha, blah, blah), but I'm interested in getting opinions and perhaps having people catch any bad design decisions I'm making before it's too late. The biggest differences in this from the version from last week is a great deal of code simplification and the addition of a small skeleton for a table-like layout (osgHUD::Table). In the next 0.1.2 testing release I'm aiming to add support for basic texturing. However, it's an issue I need to approach carefully, because it can really start to go wrong here. :) Remember to set OSG_WINDOW before running the examples. # OSG_WINDOW=0 0 1280 1024 osghudtable ...or else you'll need to modify the examples to use your fullscreen resolution in the 2D ortho camera for picking, moving, etc. to work as you might expect. Don't let the simple examples fool you! :) They (ideally) demonstrate the important stuff, even if they're horribly ugly at the moment. ___ 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] osgHUD 0.1.1 ALPHA
First of all, thanks a ton for the feedback! :) Keep reading below... On Fri, 2007-12-14 at 10:32 +, David Spilling wrote: Jeremy, I am very keen on experimenting with your HUD. However, as a Windows/VisC++ 7.1 user, I have a lot of difficulty with the code. I'm not a cross-platform expert, so I have difficulty in knowing how to simultaneously specify a windows and linux acceptable build. I can submit my stuff to you, but don't know how useful it will be. I did the following: Minor points: 1) Constructions like not and and or aren't recognised by MS .NET 7.1 out of the box; I had to replace them all with !, etc This is pretty frustrating, because I'm about 99% sure these are acceptable C++ keywords. They look about a thousand times better in the code, but if Windows won't support them I'll drop their usage. I build with both GCC and ICC (Intel's compiler), all warnings turned on, and neither of them have ever complained about this... 2) uint isn't recognised either; I replaced it with unsigned int Whoops, I knew this but it looks like I left out 2 instances. :( 3) std::sort wants #include algorithm Fixed. 4) I need to link to osgText, osgDB and osgGA to build; these aren't in any of the project files Fixed. 5) osgHUD::UIObjectParentosgHUD::Widget::getByName is reported as being recursive, similar with osgHUD::Widget::getWindowManager Hmm, weird. I've introduced an alternative implementation. It's necessary to have const and non const version of these functions though, and I really don't want to have the exact same code copy/pasted. Major points: I added the usual windows exports header file, something like this: #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include windows.h #ifdef osgHUD_EXPORTS #define HUD_API __declspec(dllexport) #else #define HUD_API __declspec(dllimport) #endif and then declare every DLL exported class, and things like createOrthoCamera(), with HUD_API. This all then works OK, and all the exes run just fine. Fixed (but using OSG_EXPORT instead). The WIN32_LEAN_AND_MEAN thing may appear somewhere else in OSG, I'm not sure... I haven't managed to review the code yet. We have an in-house HUD system which I would like to lever on to yours for future use; this may throw up some design issues when I do it (although it won't be for a while)... Hope that helps, Yes, very much. :) Can you try the new version I've put up with your changes (0.1.2) and let me know if it compiles on Windows okay without you having to modify too much? If I missed anything, let me know... David On 13/12/2007, Jeremy Moles [EMAIL PROTECTED] wrote: By the way: this also includes comments like, OMG THIS SUCKS LOL, if you're that kind of person... :) Not just positive feedback, so to speak. On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote: Just wanted to give another heads up on the state of development and perhaps solicit some more feedback (which has been very small so far, seeing as there isn't much code yet--only about 2100 lines). There is an SVN tag of 0.1.1, and a new tarball in the downloads section. http://code.google.com/p/osghud/downloads/list All the normal stuff applies (seriously alpha, blah, blah), but I'm interested in getting opinions and perhaps having people catch any bad design decisions I'm making before it's too late. The biggest differences in this from the version from last week is a great deal of code simplification and the addition of a small skeleton for a table-like layout (osgHUD::Table). In the next 0.1.2 testing release I'm aiming to add support for basic texturing. However, it's an issue I need to approach carefully, because it can really start to go wrong here. :) Remember to set OSG_WINDOW before running the examples. # OSG_WINDOW=0 0 1280 1024 osghudtable ...or else you'll need to modify the examples to use your fullscreen resolution in the 2D ortho camera for picking, moving, etc. to work as you might expect. Don't let the simple examples fool you! :) They (ideally) demonstrate the important stuff, even if they're horribly ugly at the moment. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users
Re: [osg-users] Big fonts in current SVN
I would just like to jump in here and say I'm also having font problems w/ SVN as of either yesterday or the day before. My problems aren't like the ones Paul is seeing, but they're definitely new differences that weren't there Tuesday... Attached is a picture of the osghudlabel example from osgHUD. In the past, the text rendered has been nice and reasonably compact, but now there is almost an entire row of blank space between real row of text. This is the case for both my own fonts and the Times font provided w/ OSG. HOWEVER, this could just be my imagination, but was the font clarity improved with the recent changes to osgText? Even the spacing is wonky, I can swear they actually look a little crisper... not subpixel-aligned (as that would take a minimum of 3 passes so I hear), but still good. :) On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote: Current SVN head seems to have extra-large screen oriented fonts. See the attached screen shots. This is on Windows VS8; don't know about other platforms? I get the same for screen oriented fonts in the osgtext example. While my failing eyesight certainly appreciates the increased font size, I can't help but think this is a bug. :-) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ 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] Big fonts in current SVN
Image attached. On Fri, 2007-12-14 at 12:53 -0500, Jeremy Moles wrote: I would just like to jump in here and say I'm also having font problems w/ SVN as of either yesterday or the day before. My problems aren't like the ones Paul is seeing, but they're definitely new differences that weren't there Tuesday... Attached is a picture of the osghudlabel example from osgHUD. In the past, the text rendered has been nice and reasonably compact, but now there is almost an entire row of blank space between real row of text. This is the case for both my own fonts and the Times font provided w/ OSG. HOWEVER, this could just be my imagination, but was the font clarity improved with the recent changes to osgText? Even the spacing is wonky, I can swear they actually look a little crisper... not subpixel-aligned (as that would take a minimum of 3 passes so I hear), but still good. :) On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote: Current SVN head seems to have extra-large screen oriented fonts. See the attached screen shots. This is on Windows VS8; don't know about other platforms? I get the same for screen oriented fonts in the osgtext example. While my failing eyesight certainly appreciates the increased font size, I can't help but think this is a bug. :-) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ 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 attachment: osghudlabel.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Big fonts in current SVN
On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote: Hi Jeremy, The alignment problem is a known problem that David (the author of the recent changes to osgText) knows about and will be looking into. The texture based fonts themselves haven't actually changed apart from the internals being reworked in terms of the new TexBase class, the actual rendering process should be the same. Alas, my once-believedly infallible eyes fail me. :) Maybe they were confused by the extra space... Robert. On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote: I would just like to jump in here and say I'm also having font problems w/ SVN as of either yesterday or the day before. My problems aren't like the ones Paul is seeing, but they're definitely new differences that weren't there Tuesday... Attached is a picture of the osghudlabel example from osgHUD. In the past, the text rendered has been nice and reasonably compact, but now there is almost an entire row of blank space between real row of text. This is the case for both my own fonts and the Times font provided w/ OSG. HOWEVER, this could just be my imagination, but was the font clarity improved with the recent changes to osgText? Even the spacing is wonky, I can swear they actually look a little crisper... not subpixel-aligned (as that would take a minimum of 3 passes so I hear), but still good. :) On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote: Current SVN head seems to have extra-large screen oriented fonts. See the attached screen shots. This is on Windows VS8; don't know about other platforms? I get the same for screen oriented fonts in the osgtext example. While my failing eyesight certainly appreciates the increased font size, I can't help but think this is a bug. :-) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ 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] Big fonts in current SVN
On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote: Hi Jeremy, The alignment problem is a known problem that David (the author of the recent changes to osgText) knows about and will be looking into. Should this be fixed in 2.3? If so, I'm still seeing it in SVN. Just wondering if it's me, or still an unresolved issue... The texture based fonts themselves haven't actually changed apart from the internals being reworked in terms of the new TexBase class, the actual rendering process should be the same. Robert. On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote: I would just like to jump in here and say I'm also having font problems w/ SVN as of either yesterday or the day before. My problems aren't like the ones Paul is seeing, but they're definitely new differences that weren't there Tuesday... Attached is a picture of the osghudlabel example from osgHUD. In the past, the text rendered has been nice and reasonably compact, but now there is almost an entire row of blank space between real row of text. This is the case for both my own fonts and the Times font provided w/ OSG. HOWEVER, this could just be my imagination, but was the font clarity improved with the recent changes to osgText? Even the spacing is wonky, I can swear they actually look a little crisper... not subpixel-aligned (as that would take a minimum of 3 passes so I hear), but still good. :) On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote: Current SVN head seems to have extra-large screen oriented fonts. See the attached screen shots. This is on Windows VS8; don't know about other platforms? I get the same for screen oriented fonts in the osgtext example. While my failing eyesight certainly appreciates the increased font size, I can't help but think this is a bug. :-) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ 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] Looking towards 2.4, and what might go into it.
On Wed, 2007-12-19 at 22:13 +0100, Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jeremy Moles wrote: On Tue, 2007-12-18 at 20:35 +, Robert Osfield wrote: On Dec 18, 2007 7:47 PM, Jan Ciger [EMAIL PROTECTED] wrote: I guess RandR it is then, because some people voiced the support for changing the resolution on the fly. RandR is the only reasonable way how to do this on Unix at the moment. The older X extensions change resolution, but do not resize the root window, leaving you with a panning virtual desktop. Any volunteers, pretty please ;-) Ask you and shall receive! :) Hell, less than 24 hours is a pretty decent turnaround time... Forwarding my patches to Submissions. Wow, that's called - Lead with the code :)) BTW, I have noticed a comment in your diff whether or not the original resolution should be automatically restored. I would vote for yes, because otherwise I would have to query the original screen settings, store them somewhere and then pass them back to your code to restore the screen on exit. That sounds as bit dumb thing to do, because your code has all the information already. Furthermore, it enables the possibility of screwed up screen if the applications throws an exception that is not caught or some library just calls exit() (yes, some libs do that) and my cleanup code is not reached. I would have to wrap everything into a class with a catch-all exception handler around the code and deal with all this there. Quite a complication for a small program. How does this work for Windows? Are the settings restored automatically? One way or another, it would be good to be consistent across platforms. Yeah, I'm in total agreement here. It would be very easy to restore the settings in the destructor if other platforms do that kind of thing... Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHaYl9n11XseNj94gRAs9YAKDuoxpUOxxfu0UugqJq/Jzut8ss+gCcCxwU ZouHebbc3rqkGY19k3LkLWc= =xCNR -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD 0.1.1 ALPHA
Sorry for the long delay, didn't have a chance to check e-mail over the holidays. On Fri, 2007-12-21 at 09:49 -0500, Lucas Goss wrote: OK, one thing I'm not too sure about is the reliance on the mouse as the pointer input device. What if someone only has a touch screen? Or what if they only have a joystick? Maybe it can all be overridden or maybe input can be remapped currently? In truth it doesn't, since the ViewerEventHandler is separate from the WindowManager. However, the methods in osgHUD::WindowHandler use the word mouse, which is clearly a misnomer, as it would be better described using the term pointer. I'll probably change this right now. Seems like there needs to be some input mapping support, maybe in OSG? A way to map input to actions would be really nice. I guess if it can be overridden it's alright, but it would be nicer to have this already done in the core. Also are there plans for animation support such as fading in/out, screen wipe, etc? It's not important to have right away but the current design should support this sometime in the future without heavy modification to the design. I'm still getting familiar with how it's all working... Not in the core library itself, although I'd like to provide examples showing how to attach animation callbacks and achieve fancy effects. :) Lucas ___ 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] Building a GUI in osg
No one has mentioned it yet, but I'm working on a project called osgHUD which hopefully will solve this problem and be integrated in OSG in some form before 2.6. It's only in the very alpha stages, but if you're already using your own homebrew solution, you may be able to adapt osgHUD and contribute the changes back to me. :) http://osghud.googlecode.com I'd really recommend using SVN for now if you want to experiment, as the tarballs quickly fall behind in these early stages. On Fri, 2007-12-21 at 05:32 -0500, Sashidhar Guntury wrote: Hi I am building an application which needs to have a small menu where people can click around, and do all that sort of stuff. Is there any library or class which gives this functionality by default. I have started making a few generic buttons using HUD and giving them the capability of handling picks, but then if there is some library for the aforementioned reason, it would save a lot of time. thanks! Bye Sashidhar ___ 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] osgHUD 0.1.1 ALPHA
On Thu, 2007-12-27 at 09:43 -0500, Jeremy Moles wrote: Sorry for the long delay, didn't have a chance to check e-mail over the holidays. On Fri, 2007-12-21 at 09:49 -0500, Lucas Goss wrote: OK, one thing I'm not too sure about is the reliance on the mouse as the pointer input device. What if someone only has a touch screen? Or what if they only have a joystick? Maybe it can all be overridden or maybe input can be remapped currently? In truth it doesn't, since the ViewerEventHandler is separate from the WindowManager. However, the methods in osgHUD::WindowHandler use the word mouse, which is clearly a misnomer, as it would be better described using the term pointer. I'll probably change this right now. I've renamed ViewerEventHandler to MouseEventHandler, but I'll need to make a base EventHandler class eventually so that future JoystickEventHandler, KeyboardEventHandler, etc. classes can all pull from a common set of public methods. This is something that will go in a future version. :) Seems like there needs to be some input mapping support, maybe in OSG? A way to map input to actions would be really nice. I guess if it can be overridden it's alright, but it would be nicer to have this already done in the core. Also are there plans for animation support such as fading in/out, screen wipe, etc? It's not important to have right away but the current design should support this sometime in the future without heavy modification to the design. I'm still getting familiar with how it's all working... Not in the core library itself, although I'd like to provide examples showing how to attach animation callbacks and achieve fancy effects. :) Lucas ___ 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] geometry shader support submitted.
On Tue, 2008-01-08 at 14:03 +, Robert Osfield wrote: Hi All, The new geometry shader support is now checked into OSG SVN. I'll tag a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up. Many thanks to Mike for his efforts over the Christmas/New year break ;-) Naturally, the video card in my laptop (which added about $1k to the price) doesn't support Geometry Shaders. *sigh* 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] osgHUD 0.1.3 ALPHA
I forgot to mention that it's not immediately obvious what to do with the osghudframe example. The Window is a resizable window and can be resized using the corners or borders. That example also adds a StateSetManipulator, so that you can see the osgHUD::Frame in wireframe mode. On Fri, 2008-01-11 at 17:02 -0500, Jeremy Moles wrote: Just wanted to give another heads up and let you all know I'm still alive and working as often as I can on getting osgHUD respectable. My real job has nothing to do with graphics programming, so unfortunately it all has to be done on my own time. :) A lot of good changes getting me closer to a BETA release, and you can see the CHANGELOG here: http://osghud.googlecode.com/svn/tags/0.1.3/CHANGELOG The osghudlabel examples looks for fonts/monospace.ttf, which is open source and has been uploaded here: http://the-bob.org/~jlmoles/monospace.ttf As usual, let me know what you think. All criticism is welcome! ___ 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] osgHUD 0.1.3 ALPHA
Just wanted to give another heads up and let you all know I'm still alive and working as often as I can on getting osgHUD respectable. My real job has nothing to do with graphics programming, so unfortunately it all has to be done on my own time. :) A lot of good changes getting me closer to a BETA release, and you can see the CHANGELOG here: http://osghud.googlecode.com/svn/tags/0.1.3/CHANGELOG The osghudlabel examples looks for fonts/monospace.ttf, which is open source and has been uploaded here: http://the-bob.org/~jlmoles/monospace.ttf As usual, let me know what you think. All criticism is welcome! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD compilation on Windows
On Tue, 2008-01-15 at 16:32 -0500, Jean-Sebastien Guay wrote: Hello Jeremy, I know it's been a while since the call was put out to start testing osgHUD, but I've only recently been able to get around to it (eventual company needs also motivated this of course!). Woot! :) From SVN updated today, here are the changed files to get it to compile correctly on Windows. First of all, some changes were needed to the CMakeLists.txt. - Need to link to the OpenThreads library. - Need to link to opengl32.lib or else the OpenGL symbols are not found. - Need a define of OSG_LIBRARY so that the OSG_EXPORT stuff works. This needs to be defined *only* for the lib (osgHUD), not the examples, which is why I put it after the ADD_SUBDIRECTORY commands. - Also, I added a second INSTALL line which will copy the DLL into the bin directory, only for Windows. - I decided to group all the Win32 stuff together at the end of the file, since the define needs to be at the end, and for the rest it doesn't matter where it is in the file. In the includes, I only had to remove OSG_EXPORT from one class. It seems it causes problems for template classes. I don't know the details, only that there was a linker error with OSG_EXPORT and removing it fixed it. I also checked the OSG for this, for example TemplateArray, and there's no OSG_EXPORT there either, so I guess it's OK. Perhaps someone else can fill us in on the details. In src, I just fixed a couple warnings (using an int as a bool, and using multiple '==' comparisons stringed together). You could choose not to merge those, but I always prefer to fix warnings when possible, even when it's one compiler's misguided warnings. Less visual noise in compiles that way. Is there any way you could send me the output of svn diff so I can see what was necessary? And fear not, I don't see this as my project, so everything that fixes something will be merged. :) My only hope is that with enough eyeballs looking at it, we'll be able to get it in OSG proper before May. Now, these changes get it to compile and link with 0 errors and 0 warnings for me. As a general comment, it might be nice to adopt the OSG convention of adding 'd' to libs, DLLs and executables when compiled in debug mode. Though this requires a bit more CMake skills than I think I have, I'll try to submit something for that soon. The next step is actually running it... First of all, is there somewhere I can download the images you use for your examples? And second of all, I'm getting an std::bad_alloc when I run anything other than osghudversion, so I'll try to dig into that a bit more tomorrow. Hmmm, I've got a few e-mails from people using Windows with success, but I didn't get too many details. If you can figure it out let me know, and I'll change it right away. BTW: SVN changes 3 or 4 times a day lately. :) So, you might get a seriously wonky checkout if you're watching SVN, but I guess that's how things go. For example, if you checkout SVN now you're almost certain to be amazingly confused at my attempts to introduce clipping for WindowInWidget so we can have a proper scrollable window. BTW, osghudversion prints OpenSceneGraph HUD Library The code for this was taken from the pertinent parts of osgversion, but perhaps I took some strange liberties. The source is only about 4 lines of code, so it would probably be easy to find out. :) On my mahcine it prints: OpenSceneGraph HUD Library 0.1.4 (pre-alpha) is that normal? Anyways, from your videos and the discussion here this really seems like osgHUD is on the path to becoming a really useful nodekit. I hope I can help in some small way. Good work. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.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] osgText Blending
It's the osghudlabel example currently in osgHUD. http://osghud.googlecode.com I'm putting in some changes now from Jean-Sebastian Guay that make it compile a bit cleaner on Windows. I believe you're using Windows if I'm not mistaken, so these changes to osgHUD will certainly help 'ya there. :) On Wed, 2008-01-16 at 08:33 -0500, Lucas Goss wrote: Did anyone have any ideas on this? Is there any additional information I can provide that may be helpful? Hello all! Working on creating a fancy osgHUD::Label example, and I had a question about using alpha blending with osgText::Text. Is the code anywhere I can look at? Is this in svn? Wish someone else had an idea as I'm still learning OSG, but I'll fiddle around with it if you can post the code or put it in svn. ___ 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] osgHUD compilation on Windows
Okay, changes are all merged! Thanks a ton! There's really nothing more rewarding to a fledgling developer than having proof that other people are looking at your code. :) On Wed, 2008-01-16 at 08:44 -0500, Jean-Sebastien Guay wrote: Hello Jeremy, Is there any way you could send me the output of svn diff so I can see what was necessary? Sure, I'll do that when I get back to my desk tomorrow morning. Here it is. I haven't yet started working on the std::bad_alloc I'm getting, will get back to you on that later. I run all the examples in valgrind pretty religiously and if I ever see anything weird I'll usually fix it right away. So far there aren't any warnings or anything in osgHUD itself, although the NVidia driver has a few issues as do some of the xlibs Fedora provides. At any rate, a few years or so back, I started learning graphics/game programming with DirectX, thinking it was the only viable API for the job (foolish!). I remember having issues back then relating to something with the use of STL in a DLL--perhaps this is related to that? It's also possible that I'm not using some necessary CMake magic, so the library isn't being compiled correctly... J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.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] osgHUD compilation on Windows
On Wed, 2008-01-16 at 09:05 -0500, Jean-Sebastien Guay wrote: Hi again, OpenSceneGraph HUD Library 0.1.4 (pre-alpha) OK, I'll check that out tomorrow. This seems to be caused by the stringstream not holding on to the result of its str() method. The version was fine in osgHUDGetVersion(), but once it returned, the memory was a jumble of illegible characters. I solved it by making a static std::string (instead of a static std::stringstream) and returning that. I also added code so the version string is generated only once, like in OSG, but if you had good reasons to not do that, it's not significant anyways (for a function that will likely only be called once in the life of a program). It now prints the same thing for me as it does for you. Diff attached. Still trying to figure out what's happening for the other problem. BTW, what about the images? I asked if it was possible for you to make them available (as an osgHUD-Data package or a directory in your SVN or whatever)... Once I get serious textured examples I'll certainly put them in SVN. Right now they're just randome images off my machine, and it would be safe to replace them with anything out of the osgdata SVN project itself. In fact, I think I'll do that right now. :) J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.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] osgHUD compilation on Windows
On Wed, 2008-01-16 at 12:25 -0500, Jean-Sebastien Guay wrote: Hi Jeremy, At any rate, I'll either apply your patch or rethink my method of iteration after lunch and get that fixed up. No problem. PREEMPTIVE STRIKE! Huzzah! Hehehe :-) osghudframe.png: osghudtable.png: These two are the only ones I'm not sure about. See screenshots. These are the initial positions. For osghudtable, there's a small gap between the boxes on the second row and those on the first, which isn't there in your shot. For osghudframe, I'm just not sure it's positioned properly initially. I can move it around, rotate it, scale it, but I'm just wondering about the initial position. When I apply your patch for iteration I get the same results you are. So, this is certainly the cause of the problem, but the iteration out-of-bounds is also a problem. :) I'll fix this in the next few minutes and send you another e-mail so I don't SPAM osg-users TOO much... The rest look good! Identical to your shots. Thanks, saved me a bit of work making them :-) doesn't blend properly, but I'm sure that's something I'm doing wrong (another post about it here from 2 days ago). I'll see if I can help with that later. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Test (ignore this)
This is a test to see if the lists are down; a post I made earlier today never made it through. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stereo projector support in OpenSceneGraph
On a separate but related note: I've got some 3D classed from the Beowulf movie. :) Can I make the cow pop out at me somehow? On Thu, 2008-01-17 at 09:20 +, Robert Osfield wrote: Hi Yanling, The OSG supports various stereo modes, there is a page stereo on the openscenegraph.org wiki with details. For yourself you'll want to set up the graphics card with either with two screens and two graphics graphics windows, or two screens using TwinView so that the two screens are driven by one graphics window, the later will provide the best perfomance. The osgViewer library will automatically detect the set up and set up up a window across all the screens you have, and if you enable HORIZONTAL_SPLIT stereo mode then it'll set up the stereo across either both windows or just the single one. I have used both set ups before with the OSG so is well trodden ground. Try: osgviewer cow.osg --stereo HORIZONTAL_SPLIT Robert. On Jan 17, 2008 1:51 AM, Yanling Liu [EMAIL PROTECTED] wrote: Hi, our lab get a new stereo projector connects to two video outputs on one Quadro FX 5500. Does OpenSceneGraph support such stereo display? I used to do stereo display using two machine and now I have no idea how to do it using one single video card. Any information will be appreciated. Yanling ___ 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] stereo projector support in OpenSceneGraph
On Thu, 2008-01-17 at 16:47 -0500, Jeremy Moles wrote: On a separate but related note: I've got some 3D classed from the Beowulf movie. :) Can I make the cow pop out at me somehow? Bah, never mind--Wikipedia says Beowulf used a unique kind of stereo that only works on a special screen. :) On Thu, 2008-01-17 at 09:20 +, Robert Osfield wrote: Hi Yanling, The OSG supports various stereo modes, there is a page stereo on the openscenegraph.org wiki with details. For yourself you'll want to set up the graphics card with either with two screens and two graphics graphics windows, or two screens using TwinView so that the two screens are driven by one graphics window, the later will provide the best perfomance. The osgViewer library will automatically detect the set up and set up up a window across all the screens you have, and if you enable HORIZONTAL_SPLIT stereo mode then it'll set up the stereo across either both windows or just the single one. I have used both set ups before with the OSG so is well trodden ground. Try: osgviewer cow.osg --stereo HORIZONTAL_SPLIT Robert. On Jan 17, 2008 1:51 AM, Yanling Liu [EMAIL PROTECTED] wrote: Hi, our lab get a new stereo projector connects to two video outputs on one Quadro FX 5500. Does OpenSceneGraph support such stereo display? I used to do stereo display using two machine and now I have no idea how to do it using one single video card. Any information will be appreciated. Yanling ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgHUD / osgText / RFC
On Fri, 2008-01-18 at 08:58 +, Robert Osfield wrote: Hi Jeremy, osgText doesn't really know anything about pixels, it just works in its own local coordinate frame rendering text as textured quad in a 3D space - its very much like all OSG geometry in this respect. What you are after is a mode in osgText that is purely for screen aligned text and can make decisions based on this, I can't say how complicated this might get though. Good info, thanks. :) I've opted to use a flag: WM_PIXEL_ALIGN ...during creation of the osgHUD::WindowManager, which is a hint to all child Windows that they should align all geometry to pixels. So far so good, and the clarity is fine. As for your blending issue, sort order and blending modes are what you can use to control. I'm afriad I've been too busy to be able to go investigate, its quick replies only right now. No worries... I've got plenty else to do and can always come back to it later. :) I'm sure it's something easy I'm doing wrong... Robert. On Jan 17, 2008 3:44 PM, Jeremy Moles [EMAIL PROTECTED] wrote: (This is a separate issue from my blending question which I posted earlier this week) In osgHUD, it is very convenient for me for various reasons to set the osgText alignment mode to: osgText::Text::CENTER_CENTER ...which allows me to put a bit of text in the center of a quad and delegate the responsibility of positioning to my osgHUD::Widget API. This is all fine and well, and works exactly as advertised. However, with regards to quality, there is no guarantee (at least that I can see) that osgText won't set the position internally of the text to values that do not map 1:1 to pixels on the screen--that is to say, the position isn't necessarily pixel aligned. I looked at the code for osgText::computePositions() a bit, but figured I'd ask here first in case I'm missing something obvious. My question then is: is there a way to coerce osgText to use CENTER_CENTER alignment but enforce that the text itself is never positioned (at least as far as the X and Y planes are concerned) with a value that isn't pixel aligned? Attached are two screenshots of the osghudmenu example I'm working on (which is in SVN if anyone would like to see it!) at the moment. The first screenshot uses CENTER_CENTER and the second uses LEFT_BOTTOM. Of course, when I use LEFT_BOTTOM I have to position the text manually myself (which isn't hard, but certainly creates more code). In both cases I enforce that the X and Y values to pass to -setPosition() are floor()'d, but that doesn't mean that osgText itself won't add 0.5f or so to the position, especially in CENTER_CENTER mode. To the discerning eye, you'll see a MAJOR difference... Hope I'm making sense. :) P. S. Anyone who has any advice on my question from earlier this week gets a cookie or something. :) ___ 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] osgHUD / osgText / RFC
On Fri, 2008-01-18 at 08:58 +, Robert Osfield wrote: Hi Jeremy, osgText doesn't really know anything about pixels, it just works in its own local coordinate frame rendering text as textured quad in a 3D space - its very much like all OSG geometry in this respect. What you are after is a mode in osgText that is purely for screen aligned text and can make decisions based on this, I can't say how complicated this might get though. As for your blending issue, sort order and blending modes are what you can use to control. I'm afriad I've been too busy to be able to go investigate, its quick replies only right now. Well, I figured this out. I was setting: setMode(GL_BLEND, osg::StateAttribute::ON) setRenderingHint(osg::StateSet::TRANSPARENT_BIN) ...on the Geode (the Window) in which the Labels (Geometry) were being placed. However, if I set these values on the Labels themselves rather than their parent leaf node, it blends properly. Does that make it more obvious what was wrong? Robert. On Jan 17, 2008 3:44 PM, Jeremy Moles [EMAIL PROTECTED] wrote: (This is a separate issue from my blending question which I posted earlier this week) In osgHUD, it is very convenient for me for various reasons to set the osgText alignment mode to: osgText::Text::CENTER_CENTER ...which allows me to put a bit of text in the center of a quad and delegate the responsibility of positioning to my osgHUD::Widget API. This is all fine and well, and works exactly as advertised. However, with regards to quality, there is no guarantee (at least that I can see) that osgText won't set the position internally of the text to values that do not map 1:1 to pixels on the screen--that is to say, the position isn't necessarily pixel aligned. I looked at the code for osgText::computePositions() a bit, but figured I'd ask here first in case I'm missing something obvious. My question then is: is there a way to coerce osgText to use CENTER_CENTER alignment but enforce that the text itself is never positioned (at least as far as the X and Y planes are concerned) with a value that isn't pixel aligned? Attached are two screenshots of the osghudmenu example I'm working on (which is in SVN if anyone would like to see it!) at the moment. The first screenshot uses CENTER_CENTER and the second uses LEFT_BOTTOM. Of course, when I use LEFT_BOTTOM I have to position the text manually myself (which isn't hard, but certainly creates more code). In both cases I enforce that the X and Y values to pass to -setPosition() are floor()'d, but that doesn't mean that osgText itself won't add 0.5f or so to the position, especially in CENTER_CENTER mode. To the discerning eye, you'll see a MAJOR difference... Hope I'm making sense. :) P. S. Anyone who has any advice on my question from earlier this week gets a cookie or something. :) ___ 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] osgHUD 0.1.4 (testing)
Well, it's Friday again. Lots of changes since 0.1.3 last Friday, and here's the CHANGELOG: http://osghud.googlecode.com/svn/tags/0.1.4/CHANGELOG You can find the Project Page here (with some videos, downloads, and the monospace.ttf font I use in a few examples): http://osghud.googlecode.com I'd say I'm pretty much on track for getting this ready for real submission in the next month or three. The most interesting thing in this testing release is the osghudmenu example, which really demonstrates how easy it can be to set that kind of thing up... Lots of feedback this last week, and I really appreciate it! Keep it up! :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Implementing a 3D GUI
On Tue, 2008-01-22 at 12:00 -0500, Brian wrote: Hi, I am in the process of trying to create an interactive Macromedia Flash drawable. I am now at the point where the Flash movie is rendering, but it has no available mouse input. My problem is how to determine what the coordinates of my mouse cursor are (in 2D space) when the mouse is over the drawable. Preferably, I'd like to know the 2D coordinate of the mouse position in terms of (0..1, 0..1). The drawable itself is in 3D space. I know that the IntersectVistor allows me to do certain things, but I have never really used it before. I've taken a look at the osgPick example and see that I can get the local and world coordinates of an intersection, but I am unclear as to whether there are any helper OSG classes/functions that will allow me to map that intersection point to the correct 2D coordinate to pass to the Flash player. Also, is it possible to restrict the intersection tests for my Flash drawables only? osgGA::GUIEventAdapter::{getX, getY} is what I believe you want here, but you'll need to know how to tie it all in together with your app, which is a somewhat non-trivial thing (imo). Of course, I'd encourage you to just use osgHUD--since it never hurts to have more eyeballs looking at my code--but it may not be ready for your use yet. :) However, nothing about what you've described here wouldn't fit into osgHUD currently, though you'd need to inhert from osgHUD::Window or osgHUD::Widget somehow. I'd be willing to help with this if your code is public... Also, osgHUD handles the picking exclusivity issues by requiring the user provide a unique NodeMask when creating an osgHUD::WindowManager object. I asked a few months back and was told this was the best way, so I'd say the same would apply here as well. (If you want to see how osgHUD does all this, check out SVN and look at the osgHUD/ViewerEventHandlers file) Thanks, Brian ___ 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] osgHUD 0.1.4 (testing)
Sorry I couldn't respond earlier. I can only send e-mail from work, and was out of the office yesterday. On Wed, 2008-01-23 at 11:31 -0500, Lucas Goss wrote: The newest revision (68) has a compile error (added to issues): http://code.google.com/p/osghud/issues/detail?id=3 Thanks, fixed. Do you prefer issues posted here or there (or both)? Here, please. :) Also I've compiled some of the osghud stuff on Mac in XCode (made my own XCode project as I'm not very familiar with CMake), and it seems to compile fine. And one more thing... are you going to change the name to osgWidget like Robert suggested? I agree with him in thinking that osgWidget is a better name for the project. I'll name it whatever people think is best for inclusion into OSG. However, if Robert really wants it named something else, it would be optimal to know now so I can go ahead and change it before doing so is a day-long task unto itself. :) ___ 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] osgHUD 0.1.4 (testing)
On Thu, 2008-01-24 at 14:59 +, Robert Osfield wrote: I'll name it whatever people think is best for inclusion into OSG. However, if Robert really wants it named something else, it would be optimal to know now so I can go ahead and change it before doing so is a day-long task unto itself. :) As mentioned before, osgWidget is the name I feel is most appropriate. When osgHUD makes its way into core OSG it'll be renamed to osgWidget so if you make this change beforehand then it'll save me a job which I always appreciate ;-) Okay, it's done. :) http://osgwidget.googlecode.com I'm working on an example now using another NodeKit I created a while back (but one I haven't made a fuss about until I can pair it with osgWidget to demonstrate it's awesomeness) called osgCairo. I should have screenshots later showing osgWidget using vector graphics for buttons, scaled to whatever resolution suits your fancy with no loss in clarity. At any rate, I still hope to have this ready by April or May. Since my real life job has ZERO to do with graphics, I can only really work on it at home and at night... otherwise, it'd be ready a lot sooner. :) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Implementing a 3D GUI
On Tue, 2008-01-22 at 12:00 -0500, Brian wrote: Hi, I am in the process of trying to create an interactive Macromedia Flash drawable. I am now at the point where the Flash movie is rendering, but it has no available mouse input. My problem is how to determine what the coordinates of my mouse cursor are (in 2D space) when the mouse is over the drawable. Preferably, I'd like to know the 2D coordinate of the mouse position in terms of (0..1, 0..1). The drawable itself is in 3D space. Is this code Open Source? I'd love to help test it out a bit, and perhaps apply anything I learn therein to osgWidget... I know that the IntersectVistor allows me to do certain things, but I have never really used it before. I've taken a look at the osgPick example and see that I can get the local and world coordinates of an intersection, but I am unclear as to whether there are any helper OSG classes/functions that will allow me to map that intersection point to the correct 2D coordinate to pass to the Flash player. Also, is it possible to restrict the intersection tests for my Flash drawables only? Thanks, Brian ___ 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] Hey Guys (osgWidget)
Jeremy here. I haven't posted or even received posts in about 10 months, so I've been out of touch. For those of you who don't know, I was (at one point) a moderately active participant in the OSG development/submission process. About a year ago I mentioned that I was diagnosed with Leukemia (which sucks because it's not something you ever expect at 28) and that I wouldn't have much time for coding. For the most part, that was--and remains--true, and as my condition has gotten worse my ability to function from day to day has definitely diminished. HOWEVER... I will be undergoing a bone marrow transplant here in the next 3 weeks, which will require I basically go into seclusion for 6 months to a year. I'll have LOTS and LOTS of time just sitting around, and I can't think of anything more I'd rather do while recovering than keep my mind busy getting back into hacking. :) I know that osgWidget has been around for a while now, but I'm not entirely sure people are actually using it yet. I'd like to try and come back and start hacking at this again, so I'm what I'm looking for are any comments people might have or complaints that may have surfaced while I was away. I have lots of good ideas, but I will basically be rewriting and SUBSTANTIALLY simplifying osgWidget to be a bare minimum and flexible NodeKit for doing the basic UI stuff (supporting 3D). Then, I'll add another layer on top (which will not be in C++, but instead in Lua) that will do most of what osgWidget currently does, since no one really wants to write UI code in C++ anymore. It's really, really dated and Lua is so small, sandboxed, and efficient there's truly no excuse not to use it. :) Anyway, I'm glad to have some of my motivation back. :) With the transplant happening soon and a fairly decent chance of it being successful, there is much to be optimistic about! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hey Guys (osgWidget)
On Thu, 2009-10-22 at 15:10 -0400, Jean-Sébastien Guay wrote: Hi Jeremy, Great to see you back here! I will be undergoing a bone marrow transplant here in the next 3 weeks, That's great news! I really hope it goes well for you and that you recover quickly. I know that osgWidget has been around for a while now, but I'm not entirely sure people are actually using it yet. Yes, some of us are using it. There are occasional questions on the list/forum, and I know I (for one) have submitted a few fixes for small bugs. I'd like to try and come back and start hacking at this again, so I'm what I'm looking for are any comments people might have or complaints that may have surfaced while I was away. Well, I have a few comments, and I'll probably have a few more later if I can get some more work into one of my pet projects that uses it. :-) For now, the major comment I have is: why oh why are the argument names omitted from the method declarations in the headers? If all you have to work with is the headers, figuring out what you should pass as arguments to a function like bool setImage (osg::Image *, bool=false, bool=false) can be hard. What are those two bools? Plus, they appear that way in the doxygen documentation too... See http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01066.html I know it'll be a painful task to go and put the argument names back, but I think it has to be done... Other than that, it works well. If I remember well, I found the interface for creating a window from a theme a bit weird, but I don't remember exactly what I found weird, so I'll have to get back to you on that. I have lots of good ideas, but I will basically be rewriting and SUBSTANTIALLY simplifying osgWidget to be a bare minimum and flexible NodeKit for doing the basic UI stuff (supporting 3D). Then, I'll add another layer on top (which will not be in C++, but instead in Lua) that will do most of what osgWidget currently does, since no one really wants to write UI code in C++ anymore. It's really, really dated and Lua is so small, sandboxed, and efficient there's truly no excuse not to use it. :) I would recommend, instead of removing the C++ code, why not just wrap it (basically exposing it to Lua) instead? Then you have the best of both worlds. People who want to do GUI in C++ (and there are some cases where it's desirable) can still do so. One of the hardest things when designing an API is that you need to keep in mind that people will want to use it in different ways. So even if in your projects you would much rather use Lua exclusively for your GUI code, other people will want to use it from C++ since they're used to using OSG that way, and your API needs to cater to both. I totally understand where you're coming from here--and indeed, there would have to be SOME low-level interface in C++ to build off of--but the bottom line is, you simply can't (or rather, I can't) build sophisticated, intelligent, and easy-to-use containers and GUI logic in C++ without it becoming unimaginably huge and unwieldy. :( I'll definitely keep what you said in mind though. Perhaps prototyping it in Lua first will make it a lot easier to go back in C++ and do it right... Note that I've diplomatically avoided saying what language I'd prefer to code my own GUIs in. Honestly, if I can build the Lua support easily on all platforms, I don't really care, but others will feel differently. Anyway, I'm glad to have some of my motivation back. :) With the transplant happening soon and a fairly decent chance of it being successful, there is much to be optimistic about! Excellent! Good to hear from you, and I'm glad you've got a better outlook on life now! J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] layering of text and geometry in a 2.5D setup
On Sat, 2009-10-24 at 20:59 +, stefan nortd wrote: Hi, I am working on a widget system and have problems with how osgText:Text is layered. My text always ends up above the geometry. I have a root node that has depth testing disabled. Under it is a hierachy of rectangle-like panels. Some of them have text labels. All my geometry layers as expected but the text always stays in front of everything else. Text with text layers correctly too. Any ideas why this happens? osgWidget failed to be sufficient? I can help you with this, of course (since I solved it in osgWidget), but I'd be interested in knowing what it's missing that you wanted to write you own. :) Cheers, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18661#18661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux +-+ | Jeremy Moles | Phone:1-888-651-6686| | Research Development | in GA:(770)-612-1205| |EmperorLinux, Inc.| Fax: (770)-612-1210| |900 Circle 75 Pkwy. | web: www.EmperorLinux.com | |Suite 1380| support: supp...@emperorlinux.com | |Atlanta, GA 30339 | email:jer...@emperorlinux.com | +-+ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgPango Updated
Hey guys. :) I've spent the last two days getting osgPango back up to speed with the changes in OSG that have happened since I was gone (not much, but there we some bugs). Check out: http://osgpango.googlecode.com ...for 2 minor screenshots. As mentioned in previous e-mails, the benefit of osgPango is that it's absolutely the best font support (right now) you can get in OSG. :) PROS: - Lots of cool effects! - No quad chopping/overlapping - Very crisp quality - Font property changing mid-character (color, size, face, etc.) - Custom rendering using Cairo (osgCairo) - Extensible design for your own custom text Drawables. - Soon-to-be shader rendering support for effects. - Cool examples (one with osgAnimation) CONS: - Uses Pango, which is great software but not trivial to build on Windows (it IS trivial to build in Linux). I have Windows binaries (32bit, built using MSVC9) for those who want them. -- Follow us on Twitter! http://twitter.com/emperorlinux +-+ | Jeremy Moles | Phone:1-888-651-6686| | Research Development | in GA:(770)-612-1205| |EmperorLinux, Inc.| Fax: (770)-612-1210| |900 Circle 75 Pkwy. | web: www.EmperorLinux.com | |Suite 1380| support: supp...@emperorlinux.com | |Atlanta, GA 30339 | email:jer...@emperorlinux.com | +-+ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPango Updated
On Sat, 2009-10-24 at 18:08 -0400, Jeremy Moles wrote: Hey guys. :) I've spent the last two days getting osgPango back up to speed with the changes in OSG that have happened since I was gone (not much, but there we some bugs). Check out: http://osgpango.googlecode.com ...for 2 minor screenshots. As mentioned in previous e-mails, the ...and a Flash video. :) WOW, that was easy to do! For anyone using Linux: 1. Install Bugle 2. run: BUGLE_CHAIN=video LD_PRELOAD=libbugle.so osgviewer 3. run: ffmpeg -sameq -i bugle.avi OUTPUT.swf 4. Enjoy your Flash video of OSG stuff! Waaahla! benefit of osgPango is that it's absolutely the best font support (right now) you can get in OSG. :) PROS: - Lots of cool effects! - No quad chopping/overlapping - Very crisp quality - Font property changing mid-character (color, size, face, etc.) - Custom rendering using Cairo (osgCairo) - Extensible design for your own custom text Drawables. - Soon-to-be shader rendering support for effects. - Cool examples (one with osgAnimation) CONS: - Uses Pango, which is great software but not trivial to build on Windows (it IS trivial to build in Linux). I have Windows binaries (32bit, built using MSVC9) for those who want them. -- Follow us on Twitter! http://twitter.com/emperorlinux +-+ | Jeremy Moles | Phone:1-888-651-6686| | Research Development | in GA:(770)-612-1205| |EmperorLinux, Inc.| Fax: (770)-612-1210| |900 Circle 75 Pkwy. | web: www.EmperorLinux.com | |Suite 1380| support: supp...@emperorlinux.com | |Atlanta, GA 30339 | email:jer...@emperorlinux.com | +-+ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget suggestions
On Wed, 2009-10-28 at 06:17 +, Himar Carmona wrote: Hi Jeremy, some days ago you asked about some feedback for osgWidget. Since i read your message i have been looking at osgWidget and i have some suggestions, comments about how its works and possible future lines of work. And no, i'm not using it, osgWidget came to late to me, so i leave it out (at the moment). I use osg for a project that's growing up, now i'm looking harder to it and osgWidget will be something I will use. First, i must say its a good job. As far as i have seen it looks promising. But, have you some documentation regarding its design and or future plans? So i don't spend hours thinking something you have already thought about! :) The first question i could ask is (read beyond the obvious): What is the very concrete objective of osgWidget? I'm not fooling here. I mean, its objective is to be a thin layer of abstraction to allows some basic ui programmability with osg or it is to be a complete ui framework for user interfaces on OSG? The first version I intended to be a full-blown UI NodeKit; far too ambitious. :) The second version will be a sensible, strong lightweight wrapper around the basics so that I can make something else to actually handle the complex bits of code (windowing, advanced grouping, etc), For example, a widget right now is hard-coded as 2D quad; this is pretty terrible design, but makes it easy to handle sizing issues. In the new version, widgets are just an abstract interface, and the library uses the bounding box to position them instead. Of course, this means that each widget must override a virtual resize method, but it allows for widgets of arbitrary geometric size and dimension. Are you still open to suggestions? PD: Your optimism is commandable! Good for you. I wish you the best! Keep going! Best regards, Himar. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux +-+ | Jeremy Moles | Phone:1-888-651-6686| | Research Development | in GA:(770)-612-1205| |EmperorLinux, Inc.| Fax: (770)-612-1210| |900 Circle 75 Pkwy. | web: www.EmperorLinux.com | |Suite 1380| support: supp...@emperorlinux.com | |Atlanta, GA 30339 | email:jer...@emperorlinux.com | +-+ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCairo: draw curves on top of image
Hey, I'm the author of osgCairo (are you using osgPango too :)) and I just got them both to compile and work nicely on Windows. Let me get home from work and I'll check these out and have you an svn update in not time... On Thu, 2009-11-05 at 19:44 +0100, Riccardo Corsi wrote: Hi all, I'm trying to use the nice osgCairo library to draw some curves on top of an image. I wasn't able to to that, because after loading an osgCairo::image with data coming from an osg::Image, whatever path I stroke or fill on it, it's used as a mask, instead of draw on top of it ( see attached image, screenshot of a modified osgCairoViewer) Is there a way to achieve what I'm looking for? I've also found a possible issue/bug under Windows: the image colors don't match between osg and cairo. You may notice it slightly in the screenshot of osgcairoViewer provided here by Jean-Sebastien (almost white, it's difficult to notice) http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-November/018634.html I made it more evident with another image in the attached screenshot. For the image to look fine I had to swap some colors, like RGBA - BGRA, despites of what the cairo settings state in the viewer example (CAIRO_FORMAT_ARGB32). If you give me some pointers, I can try to take a look into the code and see if I can fix it. Thank you, Ricky -- Riccardo Corsi (t) +39 011 56 97 227 (f) +39 011 56 97 219 Virtual Reality Multi Media Park SpA C.so Lombardia, 194 10149 Torino (It) C.F./P.I. 07844090014 C.S. deliberato € 2.220.240,80 - sottoscritto € 1.965.941,20 - versato € 819.253,90 Reg. Impr. TO-07844090014 R.E.A. 924212 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget - menu and select from list
On Tue, 2009-11-10 at 12:43 +0200, J.P. Delport wrote: Hi all, I'd like to make a very simple GUI inside my OSG app [1]. All I need is a menu (osgwidgetmenu example is OK) and once a menu item is selected I need to create a list of choices. The choices are all strings, but can be too many to fit onto the screen. So, I need some kind of list box that can scroll. Is this possible with osgWidget? Any other easy alternatives? This should be fairly easy to do; I will modify the menu example and try to show you how it's done. thanks jp [1] Assume the app is full-screen with default platform osg created windows, i.e. no Qt/Wx/... -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get error from readImageFile?
On Sat, 2009-11-14 at 14:00 +, Arve Knudsen wrote: I am experiencing that osgDB::readImageFile is unable to load PNGs. Is there any way I can query the error cause? Inside the osgdb_png loader code (or ANY loader code, for that matter), the ReaderWriter object returns a ReadResult object during it's loading process. This ReadResult can actually be a number of different things (including a descriptive std::string), but it is generally an enum inside ReadResult itself, and not very helpful. :( Send me your PNG and I'll figure it out. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19657#19657 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get events from interactive images
On Tue, 2009-12-01 at 17:37 +0100, Serge Lages wrote: Thanks Robert, I've totally missed the osgWidget part, it is clearly the place for such mechanism. The interactive image plugin we're developping is not a browser but is not so far from it, do you think it can be valuable to have an InteractiveImage base class for sharing features between browsers and other interactive images ? I have another question : to get events from our images, we've implemented from the osg::Image base class the update method. But what's the better way to call this update method ? Currently our quick and dirty method is to put a custom update callback to the geode or the geometry using the image which call explicitly the update. Is there any other way to have this update method called ? I'd be very interested in your opinion on this as well, Robert. I often find myself wishing that Image objects had an update() method as well, but I don't know if I'm misusing OSG or it makes the most sense for you to put logic in the parent Geode instead, like Sergey is doing. On Tue, Dec 1, 2009 at 4:56 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Serge, The basic event handling support in osg::Image is to enable browser style interactivity but is limited to only putting events into the osg::Image subclass - there is no support for getting events out. There is a limit to the type of events you could get out too - as osg::Image doesn't know anything about the potential sublcasses from osg::Image. The InteractiveImageHandler is also in a similar position - it knows nothing about the osg::Image subclasses - just enough about osg::Image to pass events into it. To get events for the browser subclass from osg::Image one will need to know about that specific subclass i..e osgWidget::BrowserImage. This as yet isn't geared up for passing any events back or providing a callback mechanism for it, but this is for sure the place to put them. This way you could do a dynamic cast to BrowserImage and then add the extra handling your need. To do this we'll need to extend BrowserImage but this would be perfectly in keeping, BrowserImage itself is still in it's infancy, a first pass at what will be required for more fully featured browsing. Robert. On Tue, Dec 1, 2009 at 3:38 PM, Serge Lages serge.la...@gmail.com wrote: Hi Robert and all, I have a question about plugins and how to handle a specific case. Let's say that I have a plugin which returns an interactive image (like the pdf or browser one), I associate the image to an interactive image handler to send it events. Up to here, everything works as expected, but now, I need my interactive image to send me information about the navigation. For example with the browser plugin, let's say I would like my interactive image to tell me when the user clicks on a link to be able to filter the websites where the user browses. How can I handle this case without including some code from the plugin ? In a more generic way, do you think it can be possible to have a generic path for the interactive images to send back events to the application ? The InteractiveImageHandler should be the place to put such a mechanism ? Thanks in advance for any help on this subject ! Cheers, -- Serge Lages http://www.tharsis-software.com ___ 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 -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get events from interactive images
On Tue, 2009-12-01 at 18:13 +0100, Serge Lages wrote: Hi Jeremy On Tue, Dec 1, 2009 at 6:06 PM, Jeremy Moles jer...@emperorlinux.com wrote: On Tue, 2009-12-01 at 17:37 +0100, Serge Lages wrote: Thanks Robert, I've totally missed the osgWidget part, it is clearly the place for such mechanism. The interactive image plugin we're developping is not a browser but is not so far from it, do you think it can be valuable to have an InteractiveImage base class for sharing features between browsers and other interactive images ? I have another question : to get events from our images, we've implemented from the osg::Image base class the update method. But what's the better way to call this update method ? Currently our quick and dirty method is to put a custom update callback to the geode or the geometry using the image which call explicitly the update. Is there any other way to have this update method called ? I'd be very interested in your opinion on this as well, Robert. I often find myself wishing that Image objects had an update() method as well, but I don't know if I'm misusing OSG or it makes the most sense for you to put logic in the parent Geode instead, like Sergey is doing. The update method already exists (Image file line 327) : virtual void update(NodeVisitor* /*nv*/) {} But I think there is no visitors to call it (but I've probably missed something too). It's called by ImageSequence, actually, and does kind of the same thing you and I are talking about, I think. :) -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] changing a osgWidget::Box position
On Fri, 2009-12-18 at 11:08 +, David Martín wrote: Hi, i´ve got an osgWidget::Box and some osgWidget::Label as it´s children i can set the initial box position with setPosition(x, y, z) with no problems, but if i want to change the position later in time, the same method does not work do i need to call some other method in order to move the box and all it´s children to the new position?? Just be sure and call -update() after modifying the osgWidget::Window (a MatrixTransform) object as much as you need. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21656#21656 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Benchmarking Software (Linux)
Is anyone aware of any nice OpenGL benchmarking software for Linux? Do I need to write something like this? (LIKE I HAVE THE TIME!) :) -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple viewports in osgViewer
On Fri, 2010-07-23 at 20:03 +0200, Stefanie Hoepner wrote: Hi, I am trying to figure out how I can get two viewports in one window to show 2 different osg scenes, videos in particular. I tried the CompositeViewer, but it gives me two separate windows. I would like one window splitted in the middle, the right side showing one video and the left side showing the other video. So, my question is, can I either make the CompositeViewer show the 2 scenes in one and the same window or can I set the Viewer to have two viewports? Or do you have any other idea how to do this? Thank you very much for any hints! Here's an example I have in osgCairo showing how to do what you want: http://code.google.com/p/osgcairo/source/browse/trunk/examples/osgcairoviewer/osgcairoviewer.cpp At the bottom, in main(). You can see how I create two osgViewer::View objects, set their viewports, and then add them to the CompositeViewer. Stefanie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30220#30220 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidget/osgQt
As more work goes into osgQt towards OSG3 (and as we get closer to having full, fist class 2D widgets), I think that osgWidget (in it's current form) should be removed. It was designed with the very futile goal of trying to be a 2D UI kit, when it should have been far smaller and far more generic from the very beginning. I have been working on--in-between paid OSG work and medical maintenance--this newer version, but it is not ready for anyone to look at. And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget/osgQt
On Thu, 2010-07-29 at 16:36 +0100, Robert Osfield wrote: Hi Jeremy, Great news to hear you've beaten your illness. Yeah, it was an interesting year and a half for sure. Now I just need some time for the new immune system to get strong and I'll be better than ever. :) Interesting thoughts on osgWidget, not one I was expecting from you, but I can see the logic behind it. osgQt does require Qt which isn't a small dependency so for a lightweight users interface osgWidget still has value. Before we could fully replace osgWidget with osgQt I definitely think it still has value; it just doesn't fill (what I believe) is it's niche. (more below) we'd need to address performance and threading issues that Qt introduces. When you say osgWidget should have been far small and more generic could you explain what you have in mind for a what osgWidget should have been? Sure. This is something I touched on briefly earlier this year as I was recovering but still frequently in the hospital, so couldn't produce much code. What osgWidget tries to be right now is a lightweight 2D interface library. Widgets are always quads, Windows are always Geodes, etc. What osgWidget should be is an even lighter wrapper around any generic Drawable. It should feed input events to these Drawables in an OSG-like way (perhaps by accumulating input data from the mouse/keyboard and stuffing it into a NodeVisitor). It should provide some very basic positioning rules for Widgets using their bounding boxes, not their dimensions in 2D space. Once that is done, I can take the old osgWidget and turn it into simply a 2D implementation of the real, more flexible new osgWidget. Quads would be a 2D, 4-vertex specialization of Widgets... so forth and so on. I'll be simplifying things immensely by providing just the hooks, and by NOT trying to cover every possible use someone might have. First of all, people will reach for things like QT instinctively if they need a FULL BLOW 2D interface in their app. Secondly, there are so many modern UI classes that people expect in any reasonable UI toolkit that providing even one opens the door to the question: hey, where are the rest? :) Robert. On Thu, Jul 29, 2010 at 3:27 PM, Jeremy Moles jer...@emperorlinux.com wrote: As more work goes into osgQt towards OSG3 (and as we get closer to having full, fist class 2D widgets), I think that osgWidget (in it's current form) should be removed. It was designed with the very futile goal of trying to be a 2D UI kit, when it should have been far smaller and far more generic from the very beginning. I have been working on--in-between paid OSG work and medical maintenance--this newer version, but it is not ready for anyone to look at. And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) ___ 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] Rendering to texture 1 from texture 0 and switching the textures
On Tue, 2010-08-03 at 12:30 +0200, Honnet Vincent wrote: Hi, I'm a new in using OpenSceneGraph, so if this problem was already solved, please send me the link. But I didn't find anything that could help me from the archive. My problem is the following: I would like to: 1- initialize the texture 0 2- modify the texture 1 by using the data from the texture 0 3- render texture 1 through a shader 4- put the texture 1 into the texture 0 (switching the buffers actually) 5- return to step 2 this is like updating a texture from its old state. I'm currently having a look to demo osgmultiplerendertargets but I'm not used enough with osg to understand everything or/and to modify it so that I get the process I need. I can't be 100% sure, but this sounds like a job for osgPPU. :) If I'm not mistaken, this is exactly the kind of thing it purports to do (and more). Could someone help me ? Thanks in advance, regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Widget sustain chinese?
On Mon, 2010-08-09 at 05:57 +, wangafg...@sohu.com wrote: I recomposition osgWidget::label sustain chinese class Label1: public osgWidget::Widget Label1 (const std::string , const std::wstring ); Label1::Label1(const std::string name, const std::wstring label): Widget (name, 0, 0), _text (new osgText::Text()), _textIndex (0) { _text-setAlignment(osgText::Text::LEFT_BOTTOM); _text-setDataVariance(osg::Object::DYNAMIC); if(label.size()) { _text-setText(label.c_str()); _calculateSize(getTextSize()); } setColor(0.0f, 0.0f, 0.0f, 0.0f); } osg::ref_ptrosgText::Text _text; osgText::Text sustain chinese, but osgWidget::Label no other than chinese Label (const std::string = , const std::string = ); Label::Label(const std::string name, const std::string label): Widget (name, 0, 0), _text (new osgText::Text()), _textIndex (0) { _text-setAlignment(osgText::Text::LEFT_BOTTOM); _text-setDataVariance(osg::Object::DYNAMIC); if(label.size()) { _text-setText(label); _calculateSize(getTextSize()); } setColor(0.0f, 0.0f, 0.0f, 0.0f); } can accession sustain widget chinese??? Because of the language issues here, I'm afraid I don't fully understand the question. However, osgWidget::Label uses an osgText::Text object internally, so if it isn't supporting your language or encoding, perhaps osgWidget isn't passing the string along encoded--though I do recall testing that successfully. Do you have anyone that can perhaps translate your question? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] osgPango / osgCairo
Hello everyone! I have recently received funding from what must--for various reasons--remain an anonymous source, to further develop and refine osgPango. I've made some updates to the site with new screenshots and small descriptions, and I wanted to try and solicit some more feedback since it's been a while since I've mentioned them here: http://osgpango.googlecode.com A lot has changed with osgPango (far more mature and flexible API, no more fixed-function support, up to 8 combinable textures per font, multi-pass rendering) and I'd be interested to see what people think. In the very near future I will be providing the equivalent of the famous 3rd Party archive for osgPango for Windows. In Linux, it is quite trivial to compile both osgCairo and osgPango. In Windows, until I can create the necessary dependency libs, it's best to use the GTK Win32 Developers Bundle: http://www.gtk.org/download-windows.html In fact, my current client is using osgPango exclusively in Windows, so don't be too intimidated by the mention of GTK or anything like that! The current Text object (a derived class from osg::MatrixTransform) isn't a drop-in replacement for osgText::Text, but learning how to use it properly isn't hard. Plus, if you can position a MatrixTransform in your scene, you can position osgPango::Text geometry in your scene. :) Or you can create your own Text class and manipulate the Geometry however you want... I've also made some pretty significant changes to osgCairo that I'd like Robert to take a look at. :) A while back he had some interest in Cairo and didn't really like the idea of creating and maintaining our own C++ wrappers. Well, I've come around to that same manner of thinking, so osgCairo is really little more than a stripped down wrapper over osg::Image, a fancy ReadFile implementation, and a few commonly-used utility functions. It's a tad more sophisticated than what is already in OSG, but not by much. Perhaps we can revisit this interest that once was... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Displaying text as Bold, Italicized and underlined in osg
On Mon, 2010-08-30 at 12:27 +0200, Mangesh Joshi wrote: Hi, Is there any way in osg to display the text in bold and italicized style and underline or strikethrough the text? You can mix these kinds of decorations in a single string in osgPango, though I haven't added support for underline yet. http://osgpango.googlecode.com If you need to only use osgText, perhaps someone here will have some advice. Thank you! Cheers, mangesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31148#31148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
9On Thu, 2010-09-23 at 09:30 +0200, lucie lemonnier wrote: Hi, I use VRJuggler and OSG to create an application on a VR system and I want to use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I wanted to know if it is possible to use osgWidget with osgUtil::SceneView? Thank you! osgWidget uses osgViewer::View::computeIntersections() to do picking. I don't think it will be possible to use SceneView in it's place without overcoming this dependency. In fact, I had always lamented the WindowManager's need for a View pointer, but I needed to use it for picking and so it developed thusly. Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31957#31957 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
On Thu, 2010-09-23 at 10:32 -0400, Jean-Sébastien Guay wrote: Hi Jeremy, In fact, I had always lamented the WindowManager's need for a View pointer, but I needed to use it for picking and so it developed thusly. I can look at replacing this dependency with manually running an intersector from the camera. If this is the only need for a View, it should be easy to overcome. I'll put this on my Todo list :-) Yep, this is the only thing the View is used for... J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How Camera Manipulators Work
On Tue, 2010-10-05 at 20:13 +0200, Matt Caron wrote: I'm trying to write my own camera manipulator and I'm having a difficult time figuring out how the current camera manipulators work. I have read through source code for a number of the manipulator classes including FlightManipulator, FirstPersonManipulator, StandardManipulator, and CameraManipulator. I can't seem to track down the code that actually manipulates the camera. I see a bunch of instance variables being altered and GUIEventAdapters getting passed off to other methods, but I just can't seem to get down far enough in the code to see where the manipulation is occurring. I think I noticed a frame() method in one of the lower level classes - is this where all the data is used to compute new camera position and location? If so, how does that frame() method know to use the velocity, acceleration, pitch, yaw, etc that is built into subclasses like FlightManipulator? Any clarification about how the camera manipulator class structure works would be appreciated. Additionally, I am having difficulty understanding the use of quaternions in relation to the OSG coordinate system. If someone could point me towards some descriptive reference material on working in the OSG coordinate system I would appreciate it. Thanks. If I'm not mistaken, you just need to define your own versions of the pure virtuals in CameraManipulator(); particularly getInverseMatrix. And remember, if you use a matrix created by Matrix::makeLookAt, that is ALREADY inverted. :) (Cedric helped me with that...) Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32416#32416 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
On Tue, 2010-10-26 at 16:20 +0200, lucie lemonnier wrote: Hi, Is it possible in osgWidget to get the coordinates of widget in meters or centimeters instead of pixels? Thank you! Not in it's current version. The first version of osgWidget was (is) very 2D-centric, and wasn't developed around the idea of arbitrary space. It is quite married to the idea of pixels. :) Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33090#33090 ___ 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] OT: User GUI toolkit
On Mon, 2010-11-22 at 18:31 +0100, Anders Backman wrote: Old as,... I don't know. But this question pops up now and then. This will hopefully--eventually--be solved by osgWidget/osgWidget(2). Unfortunately, right in the middle of my passionate development I had some serious medical issues, and as I recover I spend the majority of my free coding time doing various, small paid OSG projects. I haven't forgot about this huge gap in OSG, and I really want to tackle it as soon as I can. In the meantime, you could adapt current osgWidget, or perhaps someone else will have advice. At any rate, some of the components necessary to REALLY make an incredible GUI toolkit (vector drawing and good text layout support, osgCairo/osgPango) are really coming along. :) Assume you need a OpenGL based SDK, lean (in terms of dependencies) gui, for In-graphics GUI, multiplatform. With basic support for sliders, buttons, text, windows. What do people use? Is it QT for everything (with their OpenGL based widgets), is it FLTK? wxWidgets? Seems that most of the small, OpenGL based stuff are mostly stalled in development. Some are integrating Java (JOGL)... Really curious to see what people use, perhaps there are some new interesting stuff out there? -- ___ 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] [ANN] osgPango Bevel Effect
Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgPango Bevel Effect
On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote: Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier cairock_create_embossed_surface in Util.cpp line 62. Whoops! Fixed. :) I'm building against the the cairo 1.10 source found here: http://www.gtk.org/download-windows.html on win32. I also use the gtk development bundle (for now) on Windows. This should be fine. Any hints? Cheers, Kim. On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ 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] [ANN] osgPango Bevel Effect
On Sat, 2010-11-27 at 21:33 +, Kim Bale wrote: Hello again, Yep that fixed osgCairo. However, those changes have broken osgPango. :) You changed the interface for createEmbossedSurface in osgCairo, however you forgot to update the reference to it in osgPango. osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34. It's missing the height, ambient, diffuse parameters that you just added in osgCairo. I'd add them myself and send it in but I'm unsure as to their purpose. BAH! :) I have all this fixed at home on my machine with the NVidia hardware, but I'm cold-committing these changes from WORK on my Intel. As soon as I get home I'll work this all out and get back to you... The documentation for emboss can be found in cairocks.h (it's an svn:external in osgCairo in the ext/ directory), but it is somewhat wanting. :) I have to get this all updated for my client anyways, so just hang in there for a bit and I'll have it all sync'd up. IT DOES WORK, though; we got screenshots to prove it. Cheers. Kim. On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com wrote: On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote: Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier cairock_create_embossed_surface in Util.cpp line 62. Whoops! Fixed. :) I'm building against the the cairo 1.10 source found here: http://www.gtk.org/download-windows.html on win32. I also use the gtk development bundle (for now) on Windows. This should be fine. Any hints? Cheers, Kim. On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ 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 ___ 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] [ANN] osgPango Bevel Effect
On Sat, 2010-11-27 at 21:50 +, Kim Bale wrote: Haha don't worry, I have no doubt it works :) Anyway, there's no hurry I'm just tinkering away with a glass of wine. Hey, better than me. :) Recovering from blood cancer and GVHD and I often find myself tinkering away with a glass of Knob Creek... I'll come back to this tomorrow. Regards, K. On 27 November 2010 21:39, Jeremy Moles jer...@emperorlinux.com wrote: On Sat, 2010-11-27 at 21:33 +, Kim Bale wrote: Hello again, Yep that fixed osgCairo. However, those changes have broken osgPango. :) You changed the interface for createEmbossedSurface in osgCairo, however you forgot to update the reference to it in osgPango. osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34. It's missing the height, ambient, diffuse parameters that you just added in osgCairo. I'd add them myself and send it in but I'm unsure as to their purpose. BAH! :) I have all this fixed at home on my machine with the NVidia hardware, but I'm cold-committing these changes from WORK on my Intel. As soon as I get home I'll work this all out and get back to you... The documentation for emboss can be found in cairocks.h (it's an svn:external in osgCairo in the ext/ directory), but it is somewhat wanting. :) I have to get this all updated for my client anyways, so just hang in there for a bit and I'll have it all sync'd up. IT DOES WORK, though; we got screenshots to prove it. Cheers. Kim. On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com wrote: On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote: Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier cairock_create_embossed_surface in Util.cpp line 62. Whoops! Fixed. :) I'm building against the the cairo 1.10 source found here: http://www.gtk.org/download-windows.html on win32. I also use the gtk development bundle (for now) on Windows. This should be fine. Any hints? Cheers, Kim. On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ 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
Re: [osg-users] [ANN] osgPango Bevel Effect
On Mon, 2010-11-29 at 10:42 +0100, Serge Lages wrote: Hi Jeremy, This effect seems great ! Thanks ! About the dependencies on Windows, I found it not so hard, even pretty simple compared to other projects. Will you let the ability to link dynamicaly and make the static link an option ? Static linking can be even worse in some case. Yeah, it'll be up to your osgPango CMake setup whether you want to use the pkg-config path dynamically or the static deps. If it works. :) Cheers, On Sat, Nov 27, 2010 at 4:53 PM, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ 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 widget window rotate
On Thu, 2011-01-20 at 17:35 +0100, Gareth Penfold wrote: Hi, I have been trying to implement a compass widget which the user can manipulate. I have been trying this with osg widget. When using addRotate to my widget's window the widget is clipped to the area it was previously in. How would i get around this problem? By default, the clip area is the size of the window without rotation. This is called VisibilityMode in osgWidget terms. Set this to VM_ENTIRE and you'll be fine: w-setVisibilityMode(osgWidget::Window::VM_ENTIRE) ... Thank you! Cheers, Gareth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35814#35814 ___ 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] osgWidgets and double click
On Tue, 2011-02-08 at 16:59 -0800, Eduardo Poyart wrote: Hello, It seems like osgWidgets doesn't support double-click. Well, osgWidget doesn't support or not support it, it's really a feature of the event handler you have set. The default one is in: src/osgWidget/ViewerEventHandler.cpp ..and I certainly do see some code in there referring to DOUBLECLICK. However, when I wrote that way back I can't say for sure I ever did a doubleclick test. I'll try and check it out later, if you don't get to it first. What would be a good way to implement it? Timing the clicks on my widget manager doesn't work, because I always miss the second click. I think that is because OSG's event handler is translating the second click into a double-click and osgWidgets never gets informed about the double-click. I'm willing to submit a patch for osgWidgets, but I would like some guidance on the right direction. Thanks Eduardo ___ 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] osgWidgets and double click
On Wed, 2011-02-09 at 09:42 -0500, Jeremy Moles wrote: On Tue, 2011-02-08 at 16:59 -0800, Eduardo Poyart wrote: Hello, It seems like osgWidgets doesn't support double-click. Well, osgWidget doesn't support or not support it, it's really a feature of the event handler you have set. The default one is in: src/osgWidget/ViewerEventHandler.cpp ..and I certainly do see some code in there referring to DOUBLECLICK. However, when I wrote that way back I can't say for sure I ever did a doubleclick test. I'll try and check it out later, if you don't get to it first. Okay, I just took a look and the doubleClick handler just returns false. It looks like I never got around to it. It won't be hard to add, maybe I can do it later tonight hopefully. What would be a good way to implement it? Timing the clicks on my widget manager doesn't work, because I always miss the second click. I think that is because OSG's event handler is translating the second click into a double-click and osgWidgets never gets informed about the double-click. I'm willing to submit a patch for osgWidgets, but I would like some guidance on the right direction. Thanks Eduardo ___ 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] WindowManager root
On Fri, 2011-02-11 at 12:03 +0100, Gianni Ambrosio wrote: Hi All, is there a root node for all widgets inserted in a WindowManager? I mean, I use a root node for 3D objects in my viewer and I would like to have the same feature for widgets. In fact in my scene manager I store a Group node to which I add all other nodes without using a viewer pointer again. I just add the group root node once to the viewer (on init) and the 3D scene is updated automatically just adding a child to that group root node. I would like the same feature for widgets without having to add every new widget to the window manager explicitly. Is that possible? I tried to find a general widget in vain. The Box must specify the BoxType so it is not a nice solution. The Window class is virtual and can not be used directly as a root instance. Any idea? This isn't possible in the current version of osgWidget. There is a pretty significant distinction between Drawables and Nodes. I'm curious why you want this? There might be a better way to get the results you're seeking w/ existing codestuffs. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36551#36551 ___ 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] WindowManager lifecycle
On Fri, 2011-02-11 at 18:36 +0100, Gianni Ambrosio wrote: Just one more consideration. In other examples (i.e. osgwidgetlabel) the window manager is not added as child of the camera but createParentOrthoCamera() is used insted. Looking at that code the Window Manager is internally added to the returned camera. It's add as a child to an orthographic camera, which is in turn added to the viewer's default camera. That is pretty standard for 2D HUD. :) Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36568#36568 ___ 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] osgWidget::Label::setLabel() does not update the size
On Tue, 2011-02-22 at 16:19 +0100, Gianni Ambrosio wrote: Dear Jeremy Moles, is there a reason for not updating the size of the Label if smaller than previous one? In my own testing back when I wrote it I never had any problems, but then again osgText has changed a lot since then. If you can provide me a small app I can easily compile demonstrating the bug I'd be glad to have a go at fixing it. :) Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36966#36966 ___ 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] Window Position of Widget
On Fri, 2011-03-11 at 01:17 +0100, Andrew Kos wrote: I have a widget button--which is essentially a label--inside a widget box which is placed somewhere within a viewer, say at 100x150. This button should open up, right below it, a dropdown menu, which is another box. The issue I'm having is that if I use getOrigin() or getPosition() for the button, I get a value of 0,0 which is where it is placed relative to the origin of the window it is in. This causes an issue because the window that drops down below it needs the actual position of the button relative to the entire screen. Is there some way I can get this absolute position of the button origin? Or is there some other way I can get around this issue so I can get the dropdown window to actually be below my button? You probably want to use the Window's ::getOrigin plus the Widget's ::getOrigin, plus any additional spacing you want. But from what you're said so far, everything is behaving as it should. Origin only differs from Position in that the Position returns the Z coordinate as well... Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37532#37532 ___ 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] osgWidget link error over VC90
On Fri, 2011-04-08 at 14:00 +0200, Dani Cow wrote: Hi folks, I'm having some trouble linking the osganimationeasemotion example under VC90. I get linking errors, all of them related to osgWidget. Any ideas? What version of OSG? I'll check this out in trunk... Code: 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) protected: virtual struct osgWidget::Window::Sizes __thiscall osgWidget::Table::_getHeightImplementation(void)const (__imp_?_getHeightImplementation@Table@osgWidget@@MBE?AUSizes@Window@2@XZ) 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) protected: virtual struct osgWidget::Window::Sizes __thiscall osgWidget::Table::_getWidthImplementation(void)const (__imp_?_getWidthImplementation@Table@osgWidget@@MBE?AUSizes@Window@2@XZ) 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) protected: virtual void __thiscall osgWidget::Table::_resizeImplementation(float,float) (__imp_?_resizeImplementation@Table@osgWidget@@MAEXMM@Z) 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) public: virtual bool __thiscall osgWidget::Table::addWidget(class osgWidget::Widget *) (__imp_?addWidget@Table@osgWidget@@UAE_NPAVWidget@2@@Z) ... Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38320#38320 ___ 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] osgWidget link error over VC90
On Fri, 2011-04-08 at 17:40 +0200, Dani Cow wrote: Version 2.9.9. Hmmm. I'm not familiar with the installer, is this on Windows? (Sorry, I use SVN on both Windows and Linux, but if you're on linux you might be talking about YUM or apt or something...) I used the installer. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38332#38332 ___ 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] SVN Trunk / TextNode
On Thu, 2011-04-21 at 15:46 +0100, Robert Osfield wrote: Hi Jeremy, On Thu, Apr 21, 2011 at 3:28 PM, Jeremy Moles jer...@emperorlinux.com wrote: I noticed a file, TextNode.cpp, in the text3D example src directory. Is this a scratchpad-file for a future (possible) interface? I'm liking the extensibility of the design so far, it could work out really well... TextNode is an experimental approach to providing text functionality. The key aim of the class and supporting classes is making the process of creating and position text more flexible. When I returned to completing the TextNode implementation it will replace the exisitng Text and Text3D classes, and should make it possible to introduce other backend implementations of text beyond the 2D quad and 3D geometry approaches, my hope was that your own work in text would fit into this approach as well. That is exactly what I was thinking as well. The backend and layout power could still be powered but a sophisticated layout engine like Pango (or Harfbuzz), but could continue to use a standard and well-known OSG interface. I don't know if you have plans in the next week or so to make more changes to TextNode.cpp, but if not, I may make a few adjustments to it and submit a patch or two... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to convert float to osgText::String
On Thu, 2011-04-28 at 19:27 +0200, Nan WANG wrote: Hi, I have a simple question How to convert a float number to osgText::String in order to display with osgText::Text::setText function? Try ::createUTF8EncodedString(), or something like that. ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38855#38855 ___ 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] [osgPlugins] osgAnimation Update
On Thu, 2011-04-28 at 19:41 +0200, Garrett Cope wrote: More investigation, still not much clearer. I'm hoping with a more concrete example someone can tell me what I'm missing... My main issue is how to change the coordinate system of a bone within the skeleton hierarchy. This could be done previously by just modifying the rotation of the bones bind matrix. Now that doesn't seem to work for me. A specific example using osganimationskinning:: This example currently rotates about the local z-axis of each joint. Let's say that I now want to rotate the first joint about the vertical axis instead. This could be accomplished by changing the axis of the rotate transform for the bone as follows: Code: pRight0Update-getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement(rotate, osg::Vec3(0,1,0), 0)); but how would I do this by changing coordinate system of the bone such that the existing rotation would now rotate about the vertical axis? I did this previously by adjusting the rotation of the bind matrix, but adding any rotation to the bind matrix in this case seems to just distort the mesh. I'm sure I'm missing something key... Thanks in advance for any thoughts I'm really surprised Cedric hasn't answered this yet--he really is the only person who could conceivably help. Maybe he's just really, really busy. :( --jamie[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38857#38857 ___ 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 Widget image transparent
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote: Hi, is there a way to put a semitransparent image in a widget? I build my widget as: Code: widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]); widget-setColor(1.0,1.0,1.0,1.0); widget-setImage(imageSrc); widget-setSize(notifySize); widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER); widget-setAlignVertical(osgWidget::Widget::VA_CENTER); widget-setLayer(osgWidget::Widget::LAYER_TOP ); You're doing everything right except one small thing, which I will be changing in future versions of osgWidget. The transparency is working, but the background widget of the Window you put your Widget in is probably full white. So: Window-getBackground()-setColor(0, 0, 0, 0); ...and you should be good. :) imageSrc is a PNG transparent file, but I can't see the trasparence. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39637#39637 ___ 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 Widget image transparent
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote: Hi, is there a way to put a semitransparent image in a widget? I build my widget as: Code: widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]); widget-setColor(1.0,1.0,1.0,1.0); widget-setImage(imageSrc); widget-setSize(notifySize); widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER); widget-setAlignVertical(osgWidget::Widget::VA_CENTER); widget-setLayer(osgWidget::Widget::LAYER_TOP ); I should also mention that if you call: -setImage(imageSrc, true) ...you will not need to manually call setTexCoord(). imageSrc is a PNG transparent file, but I can't see the trasparence. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39637#39637 ___ 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] osgtext::text 2lines?
On Wed, 2011-05-25 at 12:25 +0200, Christoph Gill wrote: Hi, i want to add a second line to a osgtext::text and tried it with \n, br and [br] but nothing will work. So I'm looking for a funktion to do this. I Add a std::string as Text to my Text an would like to place the linebreak in it. Thanks for your help I'm 100% sure this works. There's something else going on with your code. Can you paste a small example? Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39695#39695 ___ 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 trunk crashing, perhaps an nvidia driver problem?
On Fri, 2011-05-27 at 10:41 -0400, Eric Sokolowsky wrote: Robert Osfield wrote: Hi All, I'm just doing a code review from before and after the r12294 rev and it looks like the move of the code from a method being called in the graphics thread GraphicsWindowX11::swapBufferImplentation() to on being called from the main thread GraphcisWindowX11::checkEvents() without the display being changed from the one used for the graphics thread to the one used for events. If I am correct then it should be a simple fix of just replacing the _display variable usage to the local display variable. I will test in the svn/trunk configuration and then with my suggested change. Will update you all soon on how I get on. Just to chime in, I'm also experiencing this problem. Fedora 14-64, NVidia 270 driver. I think this is getting close to the problem. I have further narrowed the problem to the last section of differences in GraphicsWindowX11.cpp between r12293 and r12294 (I applied all the other parts of the difference and there is no problem). If I comment out the second while( XPending(_display) ) loop (see around line 1467) there is no crash. Is the _display variable changed in the first loop? I also tried putting a sleep(1) call just above line 1467 the first time the function is run and now I can not get it to crash, further suggesting a race condition that the loop is triggering. Eric ___ 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] [osgPango] Alpha when rendering letters
Can you send me an example showing this? I can probably fix the problem right up when I see the code. However, unless you've got some FFP blending setup elsewhere in your scene, I'm having a hard time imagining what could be wrong... On Fri, 2011-05-27 at 23:46 +0400, Sergey Kurdakov wrote: Hi, I use osgPango to render text ( latest version from svn ). from what I got from code, first glyphs are rendered to layers, then default shader puts everything into frontbuffer ( default is frag1 shader - which I use ). However - due to use of alpha in shader the text looks somewhat not very crisp ( some parts of letters appear as if they have some alpha ( I render above alpha texture but with osgPango node with blend option switched off - but still shader takes it into account) from shader generator baseFragmentHeader(unsigned int num) there is a statement return vec4(c.rgb * t.a, t.a); so - naturally alpha is present in output pixel. Replacing the string to return vec4(c.rgb, t.a); does not change much. but return vec4(c.rgb , 1.0 ); renders everything outside letters with black ( so instead of text - filled rectangles ). now, maybe I miss something simple but how to filter alpha so that I have less fuzzy letters and also do not produce non needed artifacts. Regards Sergey ___ 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] ostText::Text3D Alignment (Possible Confusion)
On Thu, 2011-06-02 at 21:22 +0100, Robert Osfield wrote: Hi Jeremy, This looks like a bug to me. It's too late in the day for me to look at right now, but it does rather look like osgText::Text3D is not behaviing quite how I'd expect. I'll send some code to use to help test this out tomorrow. Basically, an example you can run: ./test --alignment LEFT_TOP --axisAlignment XZ_PLANE ...to quickly test the transformation code. As I continue work on TextNode, I'm trying to make sure every existing API call (at least, the ones that CAN be) behave as closely in the new world as the old. :) Robert. On Thu, Jun 2, 2011 at 6:13 PM, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys (particularly Robert, or anyone using Text3D heavily). When using Text3D::setAlignment(), any alignment NOT using the BASE_LINE will be positioned IN FRONT of the requested position. Please see the left-top.png attachment. However, all alignments that DO use BASE_LINE will be positioned BEHIND the requested position. See attached left-base-line.png. Is this intended/expected/worked-around in current applications? I'd like to consolidate this behavior is possible in my own development, and I'd be interested in some quick opinions before proceeding. ___ 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] giving thickness/color to line segments
On Wed, 2011-06-15 at 19:06 +0200, basil huffman wrote: I am looking to figure out how to give thickness to line segments. I am creating them as follows Code: osg::ref_ptrosg::Geometry geom = new osg::Geometry; osg::ref_ptrosg::DrawArrays drawArrayLines = new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP); osg::ref_ptrosg::Vec3Array vertexData = new osg::Vec3Array; geom-addPrimitiveSet(drawArrayLines); geom-setVertexArray(vertexData); //loop through points vertexData-push_back(osg::Vec3d(point.X,point.Y,point.Z)); // drawArrayLines-setFirst(0); drawArrayLines-setCount(vertexData-size()); // Add the Geometry (Drawable) to a Geode and return the Geode. osg::ref_ptrosg::Geode geode = new osg::Geode; geode-addDrawable( geom.get() ); How can I give these line segments thickness and color? Also, is this the best way to plot line segments? You want to use osg/LineWidth for this if you're using the FFP. It's quite easy to use: osg::LineWidth* lineWidth = new osg::LineWidth(); lineWidth-setWidth(2.0f); ...getOrCreateStateSet()-setAttributeAndModes(lineWidth, osg::StateAttribute::ON); If you're using a programmable pipeline, I'm not entirely sure this works. Haven't tested it (yet). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40542#40542 ___ 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] Jabber and/or OpenSceneGraph IRC
Hey, I just wanted to remind all of you lovely individuals that we have an IRC channel on Freenode. I know a lot of professional coders simply don't have the time or inclination for this kind of thing, but nothing would make me happier than to have real-time access to other people who use OSG day-in-and-day-out... Think of the things we could learn! :) What if we started our own Jabber network? I just got done doing a large XMPP project here at work and am now intimately familiar with the protocol/admin/etc. of Jabber networks... Would this be a resource people could be interested in? ___ 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 OSG-3.0 branch tomorrow!
On Thu, 2011-06-16 at 17:38 +0100, Robert Osfield wrote: Hi All, Through this week I've been tidying up the codebase and address a few outstanding bugs, and getting mostly up to date with submissions, and am now pretty comfortable about going for the 3.0 branch tomorrow. Are the community as comfortable about this as I? One one way to find out and that's to go test svn/trunk, so... Pretty, pretty please could as many of you as possible start testing out svn/trunk? Send in your feedback positive or negative. This evening I might make one last dev release, and if things go OK with testing out in the community create the OSG-3.0 branch. Once the 3.0 branch is made I'll immeditately tag the first rc1, and then through the weekend and first half of next week we can hammer the poor source to nail those last release niggles. My aim will be to get 3.0.0 out towards the end of next week. Working great for me so far! (I update trunk every morning, usually...) I've attached a file you may be interested in looking at. They're just warnings, but you may be interested nontheless. Thanks in advance for your help, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org src/osg/ShapeDrawable.cpp:1409:11: warning: variable ‘nzBase’ set but not used [-Wunused-but-set-variable] src/osg/ShapeDrawable.cpp:1410:11: warning: variable ‘nRatioBase’ set but not used [-Wunused-but-set-variable] src/osgUtil/DelaunayTriangulator.cpp:569:27: warning: variable ‘ptest’ set but not used [-Wunused-but-set-variable] src/osgUtil/DelaunayTriangulator.cpp:979:45: warning: variable ‘curp’ set but not used [-Wunused-but-set-variable] src/osgUtil/RenderStage.cpp:631:18: warning: variable ‘stencilAttached’ set but not used [-Wunused-but-set-variable] src/osgDB/ExternalFileWriter.cpp:241:31: warning: unused variable ‘SHADER_EXT’ [-Wunused-variable] src/osgGA/NodeTrackerManipulator.cpp:257:21: warning: variable ‘lookVector’ set but not used [-Wunused-but-set-variable] src/osgGA/NodeTrackerManipulator.cpp:259:21: warning: variable ‘upVector’ set but not used [-Wunused-but-set-variable] src/osgGA/TerrainManipulator.cpp:217:11: warning: variable ‘lookVector’ set but not used [-Wunused-but-set-variable] src/osgGA/TerrainManipulator.cpp:219:11: warning: variable ‘upVector’ set but not used [-Wunused-but-set-variable] src/osgText/FadeText.cpp:74:20: warning: variable ‘edge23’ set but not used [-Wunused-but-set-variable] src/osgText/FadeText.cpp:75:20: warning: variable ‘edge30’ set but not used [-Wunused-but-set-variable] src/osgText/Text.cpp:747:10: warning: variable ‘is_valid_size’ set but not used [-Wunused-but-set-variable] src/osgViewer/View.cpp:737:15: warning: variable ‘cursor’ set but not used [-Wunused-but-set-variable] src/osgViewer/View.cpp:1130:19: warning: variable ‘cursor’ set but not used [-Wunused-but-set-variable] src/osgViewer/View.cpp:1118:15: warning: variable ‘dx’ set but not used [-Wunused-but-set-variable] src/osgViewer/GraphicsWindowX11.cpp:1141:10: warning: variable ‘destroyWindowRequested’ set but not used [-Wunused-but-set-variable] src/osgParticle/FluidProgram.cpp:38:23: warning: variable ‘velBefore’ set but not used [-Wunused-but-set-variable] src/osgVolume/FixedFunctionTechnique.cpp:124:30: warning: variable ‘tf’ set but not used [-Wunused-but-set-variable] src/osgShadow/ParallelSplitShadowMap.cpp:593:22: warning: variable ‘bb’ set but not used [-Wunused-but-set-variable] src/osgTerrain/GeometryTechnique.cpp:777:12: warning: variable ‘i_sampleFactor’ set but not used [-Wunused-but-set-variable] src/osgWrappers/deprecated-dotosg/osg/Texture.cpp: In function ‘const char* Texture_getInternalFormatModeStr(osg::Texture::InternalFormatMode)’: src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration value ‘USE_PVRTC_2BPP_COMPRESSION’ not handled in switch [-Wswitch] src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration value ‘USE_PVRTC_4BPP_COMPRESSION’ not handled in switch [-Wswitch] src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration value ‘USE_ETC_COMPRESSION’ not handled in switch [-Wswitch] src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration value ‘USE_S3TC_DXT1c_COMPRESSION’ not handled in switch [-Wswitch] src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration value ‘USE_S3TC_DXT1a_COMPRESSION’ not handled in switch [-Wswitch] src/osgPlugins/ive/ShapeAttributeList.cpp:31:48: warning: variable ‘it’ set but not used [-Wunused-but-set-variable] src/osgPlugins/cfg/ConfigParser.cpp:2247:13: warning: variable ‘result’ set but not used [-Wunused-but-set-variable] src/osgPlugins/dds/ReaderWriterDDS.cpp:314:10: warning: variable ‘is3dImage’ set but not used [-Wunused-but-set-variable]
Re: [osg-users] Please test svn/trunk in prep for OSG-3.0 branch tomorrow!
On Thu, 2011-06-16 at 19:01 +0100, Robert Osfield wrote: Hi Jeremy, On Thu, Jun 16, 2011 at 6:19 PM, Jeremy Moles jer...@emperorlinux.com wrote: Working great for me so far! (I update trunk every morning, usually...) I've been changes in through the day so good to svn update a little more often now we are approach the branch. I've attached a file you may be interested in looking at. They're just warnings, but you may be interested nontheless. I'm working on some other warnings right now, feel free to address the ones you've found if you have time :-) Absolutely; though, rather than submit each modified file, will you take an svn diff in this case? :) 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
[osg-users] Basic Lighting Shaders
I'm looking to collect some sample code from OSG users (if this code is shareable) for some basic lighting examples done purely in GLSL. If anyone is willing to share this (I can certainly adapt it, so there's no need to modify it), I'd be grateful. What I'm looking for mainly is how lighting code from source like the Orange Book are different/adapted to OSG. I've begun to compile OSG without support for the FFP, and I'm trying to work up a basic default set of shaders to emulate the FFP functionality. I'm very close, but I'm having trouble figuring out how exactly to caclulate the eye coordinate in my vertex shader when using osgViewer. Right now I'm using: eyePos = vec3(osg_ModelViewMatrix * gl_Vertex); ...but this starts to fall out of whack as I use the standard TracballManipulator. It works, of course, when in the home() position (and with a new ViewMatrix for the default camera with Y-up). Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] improperly culled osgText
On Fri, 2011-06-24 at 13:57 +0100, Robert Osfield wrote: HI Terry, On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote: Thanks for the reply. Turning off small feature culling does indeed fix my problem, but it's not ideal. It's not ideal at all, I'd call it hack ;-) I guess another hack would be to switch off culling off for the first frame and then re-enable. I'm not sure I understand all the details of what you're saying, but let me take a crack at it. With the current code you can a) turn off small feature culling, which will get you a bounding box of size 0 on the first frame and a reconstructed bounding box of the proper size on later frames, or b) leave small feature culling on, which causes your text to never be displayed. If there must be an incorrect bounding box on the first frame, maybe it should be just large enough to escape being culled as a small feature. Then small feature culling could be left on without any trouble. Of course, if there is any way to build a bounding box of roughly the right shape and size with information about the text to be drawn, that would probably be better. It sounds to me like things happen in the wrong order in OSG to make this practical or even possible. You are reading things correctly, as things stand the view dependent settings in osgText cause problems with sizing and computing bounding volumes for the first frame. Having a view dependent text in two different views will also cause similar issues with the bounding volume. I don't think there is any easy solutions without rejigging a number of design elements. For instance if I was write osgText::Text now I wouldn't put any of the view dependent support into it. Instead this should be provied by osg::AutoTransform, osg::Billboad or similar node level support. This will solve part of the problems, but there still is the issue with view dependent subgraphs and their bounding volumes which would need some resolution at the node level, unfortunately I don't know just what right now. TextNode will make this much easier, I think. Coming Soon (tm)! 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