Re: [osg-users] [osgPlugins] ffmpeg plugin : play a video frame by frame
Hi, Imagestream is definitly capable to seek to specific frames. It seems that the ffmpg implementation does not support this. The QTKit/AVFoundation implementations do support this. Perhaps you can add the missing functionality to the ffmpg-plugin? Cheers, Stephan Von meinem iPad gesendet Am 27.02.2014 um 17:27 schrieb Andrea Martini martini.and...@gmail.com: Hi to all, i looked at osgmovie.cpp. I used seek method of imagstream, but i'm unable to visualize a specified frame (only the pecified frame). Is it possibile to get this result with imagestream? Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58396#58396 ___ 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] The event handler does no receive more mouse move events if I hold any of the mouse button down.
Hi Julio, Check osgGA::GUIEventAdapter::DRAG cheers, Stephan Am 19.10.2013 um 15:29 schrieb Julio Jerez jerezjul...@gmail.com: I am trying to write a function that allows me to point click, pick and Drag function for my application. basically when I point to an object, the object is selected until I hold the left mouse key down. if I move the mouse the object should move to teh new mouse position, but only when the mouse button is down. The problems that as soon as I click the button, that's the last osgGA::GUIEventAdapter::MOVE that I get case osgGA::GUIEventAdapter::MOVE: { static int xxx; xxx ++; dTrace ((%d\n, xxx)); MouseMove(ea, aa); break; } Is there an option so the I keep getting more Move Events even when any button is hold down? Thanks. Julio ___ 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] Winding up to OpenSceneGraph-3.2 stable release
Hi Robert, Current trunk compiles fine for OS X and iOS on my end. I'll try to do some tests with my own projects the following days. Cheers, Stephan Am 21.06.2013 um 17:40 schrieb Robert Osfield robert.osfi...@gmail.com: Hi All, I have completed all the key bits of work that I have wanted to complete for the OSG-3.2 stable release, but there are still a few loose ends such as clearing submissions backlog and some following on work releated to the cleanup of osg::Geometry. While I have done a little bit of client work in the last month the majority of my time has been focused on work moving us towards OSG-3.2, my window of opportunity for dedicating so much time to pure open source work is limited though, I have a two week family holiday booked for the first half of July, and will likely be doing some client work end of July, then in August will be diving head long back into client work - much of this will be open source work, but it'll new feature development rather than support/release work. This gives me a short window to get 3.2 out the door, next week I'm around, then last two weeks of July are when I'll try and keep free of other commitments so I can tackle all that is required to put 3.2 to bed. I can't make a stable release without the community though, testing across all the platforms we support, and against real applications is what we'll require to make sure OSG-3.2 is as stable and efficient as the community deserve. So please help out, lets make 3.2 our best release to date. If you can help with testing on particular platforms please step forward, the more niche the platform the more important you'll be to making sure that your platform of choice is properly supported. I'll be doing all my work on Kubuntu 13.04 with NVidia hardware so will be able to cover this platform, but the dozens of other combinations we support I'll need the community to pitch in. If we can I'd like to have 3.2 by the end of July, in time for Siggraph, and in time for me to relax before I run 43 miles along the northern half of the West Highland Way on the 3rd of August ;-) In a perfect world I'd tag 3.2 for the end of next week, but realistically this is unlikely to result in a stable release that has been tested well enough! Thanks in advance for you help, 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] NPOT textures on iOS (GLES 1.x)
Hi Alessandro, OpenSceneGraph has support for the GL_APPLE_texture_2D_limited_npot-extension, make sure to get the texture-parameters right. Be sure to set the min and mag-filter to GL_NEAREST. I can't test it right now, but I had it working in the past. cheers, Stephan Am 06.04.13 09:37, schrieb Alessandro Terenzi: As far as I know, if we want to use NPOT textures on iOS (specifically using GLES 1.x APIs) we have to use a subload callback. No problem with this, but I've also found that many developers suggest to use a specific extension created by Apple itself that should allow the usage of such textures by simply setting the wrap mode to CLAMP_TO_EDGE. I tired this other approach with OSG, but it seems not to work...is there something else (beyond setting the wrap modes) that must be done in order to use that extension? Anyone managed to use it successfully? The extension should be called GL_APPLE_texture_2D_limited_npot. Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53474#53474 ___ 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] resthttp plugin build issues
Hi, As I developed the resthttp-plugin I sticked to the header-only version of boost and the separate asio-lib to keep it simple to get the plugin compiling on windows and other platforms as using asio from within boost you'll also need to link aainst the boost libs, it doesn't suffice to include only the headers. What problems did you try to fix on your end? cheers, Stephan Am 23.02.13 20:50, schrieb Christian Buchner: Hi, in order to successfully build the resthttp plug-in from OpenSceneGraph trunk I had to modify its CMakeLists.txt file to this: INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIR}) LINK_DIRECTORIES(${Boost_LIBRARY_DIRS}) INCLUDE_DIRECTORIES(${ASIO_INCLUDE_DIR}) note the change from Boost_INCLUDE_DIRS to Boost_INCLUDE_DIR and the addition of the LINK_DIRECTORIES I also changed all occurences of #include asio.hpp to #include boost/asio.hpp I changed and all occurrences of asio::error_code to system::error_code and asio::thread to boost::thread Now asio builds against later boost releases, such as 1.51 for Windows in my case (installed with boostpro installer) A small quirk in CMake 2.8 remains. It always indicates Boost_DIR as Boost_DIR-NOTFOUND, but correctly sets Boost_INCLUDE_DIR and Boost_LIBRARY_DIRS. This is odd. Are these reasonable changes, or do you plan to stick to requiring the very outdated boost 1.37 release? Christian ___ 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] Failure in casting to osg::AnimationPathCallback*
Hi Phil, this worked for me in the past: check your project settings, Symbols hidden By default should be deactivated for both osg and your project. cheers, Stephan Am 07.02.13 05:34, schrieb Philip Lamb: Hi all, I'm running into an interesting bug in my code which manifests as behaviour that works on one platform (Windows) and not on another (OS X) with the same OSG code. (Using OSG trunk, around 3.1.4) I am using the following node visitor to reset animations attached to transform nodes: class ResetAnimationNodesVisitor : public osg::NodeVisitor { public: ResetAnimationNodesVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void apply(osg::Transform transform) { osg::NodeCallback *nc = transform.getUpdateCallback(); osg::AnimationPathCallback* apc = dynamic_castosg::AnimationPathCallback*(nc); if (apc) { apc-reset(); apc-update(transform); } traverse(transform); } }; This visitor is instantiated on a node thus: void resetAnimationTime(osg::ref_ptrosg::Node modelNode) { ResetAnimationNodesVisitor ranv; modelNode-accept(ranv); } When compiled and run on an animated model under Windows (compiled with Visual Studio 2010 SP1) all works as expected. When the exact same code is compiled and run under OS X (using Xcode 4.5.2, with LLVM 4.2.1) the dynamic cast to osg::AnimationPathCallback* is always NULL. I have checked that RTTI is not disabled (it's on by default, and no errors are produced by the dynamic_cast, and that indeed things are as expected with this snippet inside apply(): if (nc) osg::notify(osg::NOTICE) UpdateCallback: className is std::string(transform.getUpdateCallback()-className()) and type_id.name() is typeid(transform.getUpdateCallback()).name() std::endl; which produces the output: UpdateCallback: className is AnimationPathCallback and type_id.name() is PN3osg12NodeCallbackE So it looks like a failure somewhere in RTTI. Both typeid and the dynamic_cast fail to convert the osg::NodeCallback* to an osg::AnimationPathCallback*. Yet clearly, the callback IS the right type, as evidenced by OSG's className() function's output. Any ideas about where this kind of issue might be coming from? Regards, Phil. ___ 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] Failure in casting to osg::AnimationPathCallback*
Hi Robert, this is not a compiler bug, this is by design. gcc compares instances of classes by the pointer to its vtable. (Visual Studio uses a string-comparision) If you define a class in a shared library and use it in your app there are chances that you end up with two vtables of a class, one in the app, one in the lib. If you don't setup proper symbol visibility of your methods the linker does not have a chance to see the two identical classes and merge them. And this affects gcc = 4.0 (don't know about clang) More info here: http://gcc.gnu.org/wiki/Visibility especially Problems with C++ exceptions (please read!) Xcode defaults to hide symbols when creating a new project, that's all. cheers, Stephan Am 07.02.13 11:48, schrieb Robert Osfield: Hi Stephan, On 7 February 2013 10:43, Stephan Huber ratzf...@digitalmind.de wrote: this worked for me in the past: check your project settings, Symbols hidden By default should be deactivated for both osg and your project. Is this a workaround for a bug in the compiler or is it some obscure way of enabling proper RTTI support? Should we be adding this as an option by default for the LLVM compiler? 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] OSC plugin, VS2010 64-bit
Hi Paul, as I do only have VS2005 I can't build for 64bit. Attached is a possible fix for 64bit-builds with VS2010. Can you test the modified file on your end and report back? Thanks in advance, Stephan Am 05.02.13 23:53, schrieb Paul Martz: Forgot to mention: 32-bit builds fine, 64-bit is the issue. -Paul On 2/5/2013 3:41 PM, Paul Martz wrote: Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds, and I thought you might want to take a look at it. This is from trunk r13330. Thanks! -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* oscpack -- Open Sound Control packet manipulation library http://www.audiomulch.com/~rossb/oscpack Copyright (c) 2004-2005 Ross Bencina ro...@audiomulch.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the Software), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Any person wishing to distribute modifications to the Software is requested to send the modifications to the original developer so that they can be incorporated into the canonical version. THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef INCLUDED_OSCOUTBOUNDPACKET_H #define INCLUDED_OSCOUTBOUNDPACKET_H #include OscTypes.h #include OscException.h namespace osc{ class OutOfBufferMemoryException : public Exception{ public: OutOfBufferMemoryException( const char *w=out of buffer memory ) : Exception( w ) {} }; class BundleNotInProgressException : public Exception{ public: BundleNotInProgressException( const char *w=call to EndBundle when bundle is not in progress ) : Exception( w ) {} }; class MessageInProgressException : public Exception{ public: MessageInProgressException( const char *w=opening or closing bundle or message while message is in progress ) : Exception( w ) {} }; class MessageNotInProgressException : public Exception{ public: MessageNotInProgressException( const char *w=call to EndMessage when message is not in progress ) : Exception( w ) {} }; class OutboundPacketStream{ public: OutboundPacketStream( char *buffer, unsigned long capacity ); ~OutboundPacketStream(); void Clear(); unsigned int Capacity() const; // invariant: size() is valid even while building a message. unsigned int Size() const; const char *Data() const; // indicates that all messages have been closed with a matching EndMessage // and all bundles have been closed with a matching EndBundle bool IsReady() const; bool IsMessageInProgress() const; bool IsBundleInProgress() const; OutboundPacketStream operator( const BundleInitiator rhs ); OutboundPacketStream operator( const BundleTerminator rhs ); OutboundPacketStream operator( const BeginMessage rhs ); OutboundPacketStream operator( const MessageTerminator rhs ); OutboundPacketStream operator( bool rhs ); OutboundPacketStream operator( const NilType rhs ); OutboundPacketStream operator( const InfinitumType rhs ); OutboundPacketStream operator( int32 rhs ); #if !(defined(__x86_64__) || defined(_M_X64)) OutboundPacketStream operator( int rhs ) { *this (int32)rhs; return *this; } #endif OutboundPacketStream operator( float rhs ); OutboundPacketStream operator( char rhs ); OutboundPacketStream operator( const RgbaColor rhs ); OutboundPacketStream operator( const MidiMessage rhs ); OutboundPacketStream operator( int64 rhs ); OutboundPacketStream operator( const TimeTag rhs ); OutboundPacketStream operator( double rhs ); OutboundPacketStream operator( const char* rhs ); OutboundPacketStream operator( const Symbol rhs ); OutboundPacketStream operator( const Blob rhs ); private: char *BeginElement( char *beginPtr );
Re: [osg-users] Requesting forum access and approval
Am 24.01.13 16:30, schrieb Robert Osfield: On 24 January 2013 13:01, Vincent Bourdier vincent.bourd...@gmail.com wrote: Sorry, the moderation team approves the topics for each new users on their free time, and according to the holidays and personal time usage, sometimes moderation is very late. I'm trying to be more efficient... Might I also add that we do need moderators for the forum. While the mailing list just ticks along with a low maintenance load, the forum is different it does need members of the community to pitch in a help keep the forum ticking along smoothly, so please help out, the more members able to help out with this the less work there will be for each of the team members and less there will be times of slow response time. I volunteered about a year ago, I was in contact with Art Tevs, but at some point he stopped responding my mails. So Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Display of lines and edges on Retina/10.8 Mac
Hi Mike, your test-file works on 10.8.2 and even with a simulated retina-display w/o problems. I am using the latest osg from svn/trunk cheers, Stephan Am 20.01.13 21:12, schrieb Mike Krus: Hi an update: still haven't found the reason for this, but it turns out if happens on a machine with 10.8 installed, not necessarily a Retina display. Could someone with a 10.8 machine try opening the file attached in the original message in osViewer and tell me if it looks like the attached image? Cheers, Mike On 10 Jan 2013, at 11:50, Mike Krus m...@mve.com mailto:m...@mve.com wrote: Hi I'm having a weird display issue when displaying lines and edges over a surface on a Retina Mac. We display surfaces and when draw the boundary line and a subset of faces (which are selected by the user) is also overlaid using faces in line mode. See attached image if it's clearer... I normally works fine but on a MacBook Pro with a 15 Retina display nothing shows. I've attached an osgt file that illustrates the issue. If you open in osgviewer, you can't see the lines... Any ideas what may be going on? Cheers! Mike Mike Krus (PhD) - Principal Software Engineer Midland Valley Exploration 144 West George Street Glasgow G2 2HG, UK Tel: +44 141 332 2681 Fax: +44 141 332 6792 Screenshot_09_01_2013_09_17.png MOVE_Scene.osgt___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] Video textures on iOS (and audio)
Hi, I think this is not possible with the current avfoundation-plugin. If you reord a video in portrait mode, then the video-size is still 960 x 460. The ios stores the transformation of the video into as a video-property (called prefferedTransform). This transform is used when playing back the video on ios-devices or with QTKit / Quicktime. The QTKit-pipeline can handle transforms when decoding video (you'll get a 460x960 image stream), the avfoundation AFAIK not, With avfoundation you'll get the raw pixels. Performancewise this makes sense especially for mobile devices. Do the decoding a fast as possible ond the cpu and do the transform in the UI with OpenGL ES. A workaround could be to convert the preferredTransform to an osg::Matrix and attach that as an UserData to the image-stream, so you can get the matrix from the imagestream and use it to transform your textured node/geometry. But currently i am too busy to implement this. cheers, Stephan Am 09.01.13 18:29, schrieb Alessandro Terenzi: Hi again, I managed to use the avfoundation plugin, everything seems to work fine but I have an issue with a video that was recorded using an iPhone (portrait mode): when it is played on a texture, it is rotated by 90 degrees. That same video is not rotated if I play it for example on a PC or Mac using other plugins different than avfoundation (in particular the quicktime plugin)...other movies downloaded from the web are not rotated, as well as any movie recorded by the iPhone in landscape mode. I guess that AVFoundation can find out that the video should be played 'vertically' so it rotates it automatically (indeed it is played correctly by QuickTime on my Mac) and this should be the correct behavior also if playing in a media player on iOS, but what do you think the correct behavior should be when the movie is applied to a 3D plane as a texture? Just let AVFoundation rotate the video or not? If yes, is there a way to avoid this (for instance by querying the movie file, just guessing...)? Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51858#51858 ___ 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] no WindowSystemInterface available ? WTH
Hi Mohamed, check the OSG_WINDOWING_SYSTEM-var in cmake. It should be Cocoa. cheers, Stephan Am 04.01.13 18:39, schrieb Mohamed Alji: Hi, I am trying to install OpenSceneGraph-3.1.3 from the SVN on my Mac OS X Mountain Lion. Do I need to install a specific WindowSystemInterface ? Code: $ osgviewer cow.osg View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. Viewer::realize() - failed to set up any windows Thank you! Cheers, Mohamed Mohamed ALJI Blog http://aljilogy.blogspot.fr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51779#51779 ___ 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] Video textures on iOS (and audio)
Hi Alessandro, You'll need IOS 6.0 for the avfoundation-plugin. Check the IPHONE_SDKVER-var in cmake, it should be 6.0 cheers, Stephan Am 04.01.13 19:16, schrieb Alessandro Terenzi: Hi Stefan, thank you for the update, I look forward to trying the avfoundation plugin... but can you provide some help to let me configure CMake in order to generate a target for that plugin? So far it is missing in the project I get from CMake. Thank you. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51780#51780 ___ 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] OSC plugin on Windows?
Hi Paul, thanks for the feedback! Yes, osc should compile on windows, but I forgot to disable the windows build as I haven't had time to test it on this platform. Afaik only an additional windows-lib is missing in the cmake-file. I'll submit a modified camke-file, so the osc-plugin is disabled for win, as long as I haven't fixed the buld, cheers, Stephan Am 19.11.12 19:36, schrieb Paul Martz: Hi Stephan -- Is the OSC plugin tested on Windows? I'm getting several undefined symbols during link using VS2010, building 32bit on Win7 (see below). I don't see any CMake controls to disallow this plugin on Windows, so I'm guessing these are build errors that should be fixed. -Paul 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__WSAStartup@8 referenced in function public: __thiscall NetworkInitializer::NetworkInitializer(void) (??0NetworkInitializer@@QAE@XZ) 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__WSACleanup@0 referenced in function public: __thiscall NetworkInitializer::~NetworkInitializer(void) (??1NetworkInitializer@@QAE@XZ) 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__ntohl@4 referenced in function unsigned long __cdecl GetHostByName(char const *) (?GetHostByName@@YAKPBD@Z) 1UdpSocket.obj : error LNK2001: unresolved external symbol __imp__ntohl@4 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__gethostbyname@4 referenced in function unsigned long __cdecl GetHostByName(char const *) (?GetHostByName@@YAKPBD@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__htons@4 referenced in function void __cdecl SockaddrFromIpEndpointName(struct sockaddr_in ,class IpEndpointName const ) (?SockaddrFromIpEndpointName@@YAXAAUsockaddr_in@@ABVIpEndpointName@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__htonl@4 referenced in function void __cdecl SockaddrFromIpEndpointName(struct sockaddr_in ,class IpEndpointName const ) (?SockaddrFromIpEndpointName@@YAXAAUsockaddr_in@@ABVIpEndpointName@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__ntohs@4 referenced in function class IpEndpointName __cdecl IpEndpointNameFromSockaddr(struct sockaddr_in const ) (?IpEndpointNameFromSockaddr@@YA?AVIpEndpointName@@ABUsockaddr_in@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__socket@12 referenced in function public: __thiscall UdpSocket::Implementation::Implementation(void) (??0Implementation@UdpSocket@@QAE@XZ) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__closesocket@4 referenced in function public: __thiscall UdpSocket::Implementation::~Implementation(void) (??1Implementation@UdpSocket@@QAE@XZ) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__WSAGetLastError@0 referenced in function public: class IpEndpointName __thiscall UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const )const (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__getsockname@12 referenced in function public: class IpEndpointName __thiscall UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const )const (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__connect@12 referenced in function public: class IpEndpointName __thiscall UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const )const (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__send@16 referenced in function public: void __thiscall UdpSocket::Implementation::Send(char const *,int) (?Send@Implementation@UdpSocket@@QAEXPBDH@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__sendto@24 referenced in function public: void __thiscall UdpSocket::Implementation::SendTo(class IpEndpointName const ,char const *,int) (?SendTo@Implementation@UdpSocket@@QAEXABVIpEndpointName@@PBDH@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__bind@12 referenced in function public: void __thiscall UdpSocket::Implementation::Bind(class IpEndpointName const ) (?Bind@Implementation@UdpSocket@@QAEXABVIpEndpointName@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__recvfrom@24 referenced in function public: int __thiscall UdpSocket::Implementation::ReceiveFrom(class IpEndpointName ,char *,int) (?ReceiveFrom@Implementation@UdpSocket@@QAEHAAVIpEndpointName@@PADH@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__timeGetTime@0 referenced in function private: double __thiscall SocketReceiveMultiplexer::Implementation::GetCurrentTimeMs(void)const (?GetCurrentTimeMs@Implementation@SocketReceiveMultiplexer@@ABENXZ) 1UdpSocket.obj : error
Re: [osg-users] Are shaders not saved during osgDB::writeNodeFile?
Hi, Am 17.11.12 17:55, schrieb michael kapelko: Any idea what's wrong with my code, then? you are adding the shader to the transform called box, but you are writing the first child of the transform to a file. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS: integration with not-OpenGL apps
Hi Mike, thanks for the bug-report, I fixed the issue on the gtihub repository. I will submit a new version to osg.submission asap. I am not sure why your app crashes, perhaps you can enable NSZombies and get an idea, why this happens. cheers, Stepan Am 31.10.12 17:16, schrieb Mike Wozniewski: FYI, it looks like Stephan's FlipsideView example is broken in iOS 6. I get an error when trying to add the view: Code: -[UIView setRootViewController:]: unrecognized selector sent to instance 0xca36f0 2012-10-31 11:53:50.850 viewtest[2745:907] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UIView setRootViewController:]: unrecognized selector sent to instance 0xca36f0' In my project, I ended up creating a custom subclass of UIView, which I use instead of the default one that comes with a UIViewController and added the following method to my custom class: Code: - (void) setRootViewController:(UIViewController*)vc; It's implementation is empty (no op), but it allows the OSG view to be added and everything updates correctly after that. Now my only problem is that my app crashes when the view is Dealloc'd. I get this error: Code: *** -[GraphicsWindowIOSGLView setGraphicsWindow:]: message sent to deallocated instance 0x2411acc0 Any ideas for fixing that one? Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50919#50919 ___ 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] issue with OSG on Mac OS Lion
Hi Mike, Am 21.09.12 10:00, schrieb Mike Krus: well, you what? turning that off has fixed the issue!! Any explanation why? is it an llvm-gcc bug? no, it's not a bug, it's a feature :) Basically gcc's dynamic_cast compares two classes by pointer to their type_info and not by their names, so if you have the same class compiled in your app and in your lib, the dynamic_cast will fail, if visibility is set to hidden, as the linker cannot merge the two classes into one. I hope the underlying issue gets a little bit clearer, here is a ink for more info: http://osdir.com/ml/xcode-users/2010-01/msg00305.html cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] issue with OSG on Mac OS Lion
Hi, I've seen this when mixing clang and gcc-compiled code (lib compiled with clang, app compiled with gcc, or vice versa). One symptom was a dynamic_cast returning NULL instead of the correct instance. Double-check the settings for the compiler of your app and of osg. Did you change the visibility-flags? What version of Xcode do you use? Try the latest, Xcode 4.5. cheers, Stephan Am 20.09.12 20:44, schrieb Mike Krus: Hi I'm having issues with OSG (from head in Subversion) when built on Mac OS 10.7. The actual build is fine but I'm having strange run time issues. For example, when doing a picking, osgUtil::LineSegmentIntersector::Intersection::indexList is always empty. Or the smooth normal visitor does not generator normals. In both case I tracked it down to this dynamic cast failing: osg::Vec3Array *coords = dynamic_castosg::Vec3Array*(geom.getVertexArray()); The resulting coords is null despite the actual member variable being of the right type. This (to me) sounds like a weird build issue, but I don't have a clue what's causing it. Here's how I build OSG: cmake -DCMAKE_C_COMPILER:STRING=/usr/bin/llvm-gcc -DCMAKE_CXX_COMPILER:STRING=/usr/bin/llvm-g++ -DCMAKE_SHARED_LINKER_FLAGS:STRING=-headerpad_max_install_names -DCMAKE_OSX_ARCHITECTURES=x86_64 -DOSG_GL3_AVAILABLE:BOOL=OFF -DADDITIONAL_MAKE_CLEAN_FILES=bin -DADDITIONAL_MAKE_CLEAN_FILES=lib -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/some/path .. I had tried using -DOSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION:BOOL=OFF but it did change a thing All other third party dependencies (GDAL and ZLib) are built the same way, all with the 10.7 SDK using the llvm compiler (/usr/bin/llvm-gcc - ../llvm-gcc-4.2/bin/llvm-gcc-4.2). The other dependencies are the platform defaults. Any ideas? Thanks, Mike ___ 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] GPU stats on Mountain Lion (OS X 10.8)
Dear List, has anybody noticed issues with the GPU-stats on Mountain Lion (10.8.1)? When enabling them the rendering stops for several seconds from time to time. (Looks like a driver problem) I am setting the env var OSG_GL_EXTENSION_DISABLE to GL_EXT_timer_query GL_ARB_timer_query as a workaround. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Callback never called
Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7
Hi Mike, Am 04.07.12 16:49, schrieb Mike Krus: Any ideas on how to fix this? Or anybody know if I can safely build the rest with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode? AFAIK you'll have to use the apple-compilers for compiling osg, as only the apple-compilers know how to handle Objective-C which is used for the cocoa backend. Don't know if you can mix both compilers, I had problems in the past compiling parts of osg with llvm-gcc and other parts of my code with clang. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OS runtime problem
Hi Tobias, Am 26.04.12 12:15, schrieb Tobias Duckworth: Further to Stephan's suggestion, since llvm-gcc-4.2 supports OpenMP, I was able to get everything running using llvm-gcc-4.2. (Thanks Stephan for the info that llvm-gcc-42 now supports OpenMP) However, it still strikes me as odd that failure occurs when compiling my program with gcc and linking to OSG built with llvm. I have no idea. I have the suspicion, that the optimization of llvm is too aggressive (osg is compiled with -O3), but I'll have to do some more tests. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] First OSG application on Ipad
Hi Wojciech, Am 20.04.12 17:28, schrieb Wojciech Lewandowski: We want to port an OSG program to Ipad. This was once written on Windows. We already gathered some experience on OSG/GLES when porting it to Android. And now its time for IOS. We are completely fresh on IOS Mac programming, though. So fresh, we don't even own a Mac for development station, yet. In preparation for the task I was looking on OSG site and mailing list for some guidance. My overall impression is not too rosy, though. I've found posts that CMake does not work with XCode and XCode project has a separate manually maintained repo. Since I am a such a newbie on the topic I can't figure out how severe the whole picture is and how easy or messy attempt could be. So I decided to just start a small poll and ask these few questions directly: CMake and XCode: XCode is now distributed via the mac app store, the app resides in the app-folder, and not as in previous versions in a dedicated folder called /Developer Older versions of Cmake required that xcode lives in /Developer. This broke project generation for xcode. Fortunately the nightly builds available at cmake.org include a bug fix, so cmake is working again for os x and ios. CMake generated project files vs hand-maintained xcode-project files on github (https://github.com/stmh/osg/tree/iphone cmake: + project files for most of the plugins - generated project files work either for the simulator or for the device (you'll need two xcode project files for sim and device) - no working example app hand-maintained xcode-project-files via github branch: + project can compile libs for device and lib + project can be embedded in other xcode-project and xcode can resolve all dependencies automatically. + working examples - only a handful plugins are supported - Is IOS/OSG environment mature enough to attempt a more advanced application than test samples ? I think it's stable enough to do serious work. AFAIK there are some apps in the wild from Thomas Hogarth and I published a small app two weeks ago. - For larger app would you recommend XCode or command line Cmake build ? AFAIK It's necessary to use xcode for building an ipad app (codesigning for example), but you can compile your xcode project from the commandline using xcodebuild, which works good enough. I'd recommend xcode. - I have read that XCode can be quite unresponsive with OSG project on Mac mini. Could you recommend some minimal HW configuration to handle the environment and allow for comfortable work ? yes, that's true, xcode need a lot of cycles to open and munge the osg-project files, you can avoid this by compiling the osg libs and -plugins with xcodebuild via the command line; and, you'll do this only once to get a set of libs you can use for your further development tasks. So, basically you compile your osg libs and plugins once, set up your project and use the libs from there. Working on your own project with xcode is fast and flawless, so no worry about that. (linking will take its time though) A recent mac with plenty of RAM (xcode tends to use all available RAM it can get) and a lot of cores :) will suffice. I think an midsized quadcore iMac would be a good start. I do most of my development with a two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year old quad core Mac Pro. - Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not do it with Android (last week version of Android SDK supposedly changes that) ? If you compile osg for simulator and device, and adjust the project settings accordingly then you can test your app on the simulator and on the device. In my experience the simulator is slower than the actual device and you'll notice some artefacts/errors when rendering opengl es from within the simulator. I have a set of universal libs of osg which work for the device and for the simulator. If there's any interest I can share them online. (Built from the handmaintained xcode-project via github) The hard part with osg + ios is to get a set of working libs for simulator and device. If you have your libs and plugins in place development is as easy as with other platforms besides the longer compile-test/debug-on-device-cycles. - OSG development on Android in my opinion is far from perfect situation (comparing to Linux or Windows). If you had an experience with both Android and IOS can you just say if development for IPAD is simpler or tougher ? I don't have any experience with android, but when you have a set of osg libs ready for development, the experience is quite good. As xcode compiles your code while you are typing most of the common errors are spotted in realtime. The link times are really long, most notably for debug builds. Here's my personal setup: * I am using the handmaintained xcode-project files mostly because I do not need all the plugins * I have a dedicated old mini with continuous integration via hudson, which checks the iphone
Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7
Am 05.04.12 20:55, schrieb Mike Wozniewski: Damn. It looks like the same error occurs when I build using autotools, making this less likely related to XCode project settings. Will investigate more... I can confirm the crash, if I compile my app with the apple llvm compiler. If I switch to the llvm gcc 4.2-compiler everything works as expected, no crash. (I compiled the osg-libs on an older machine with Snow Leopard / Xcode 3.1.x using the standard gcc 4.2 compiler.) Any chance that you use different compilers for your app and the osg-libs? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7
Hi, Are you 100% sure, that the version of the plugins corresponds to the version of the osg core libs? I'll try to compile current osg and test it against one of my apps this weekend, as my setup is similar to yours and report back to the list. cheers, Stephan Am 05.04.12 20:55, schrieb Mike Wozniewski: Damn. It looks like the same error occurs when I build using autotools, making this less likely related to XCode project settings. Will investigate more... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46879#46879 ___ 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] Performance on geometry processing
Am 21.03.12 17:22, schrieb Matthias Thöny: this is in fact working, but with some sideeffect (crash while statics blend in, etc.etc...), but I am really confused about is, why this method is not always called while the draw process, because if my xcode debugger does not lie to me (because it does that a lot of times in version 4.2), this method is reached once. Are you cloneing the object anyhow, to traverse in the draw method (which cannot be overriden), or how does this mechanism work? you'll have to disable the creation of displaylists to get drawImplementation fireing on every frame. osg::Drawable::setSupportsDisplayList(false); cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac: GLSL 120?
Hi Chris, AFAIK it's not possible (yet) to use open gl 3 with osg on mac/lion. There's a submission at osg-submission to add GL 3 support, but it's not committed yet. cheers, Stephan Am 13.03.12 17:07, schrieb Chris Hanson: http://lwjgl.org/forum/index.php?topic=4071.0 Apparently it's possible under Lion to get support for GLSL beyond 1.20 (#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to trigger this support from within OSG at this point? ___ 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 using OpenGL 3.2 in Mac OS X 10.7 (Lion)
Hi, Am 01.03.12 21:45, schrieb Paul Martz: But to my knowledge no one has contributed code to make it work on OS X or Linux. Please do so, if you need that functionality. Besides the specific CMAKE_VARIABLES to get Open GL 3 support on OS X GraphicsWindowCocoa needs some love when creating a graphics context. Just setting the NSPixelFormat to NSOpenGLPixelFormatAttribute pixelFormatAttributes[] = { NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core, 0 }; when compiling for Open GL 3 should help. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 3.0.1 on iOS 5
Hi, Am 17.02.12 16:04, schrieb Büsra Gülten: I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS 5. Core Libraries like osg, OpenThreads, osgDB and osgUtil are building correctly. But the linking with my App, notify following error: Undefined symbols for architecture i386: osgUtil::IndexMeshVisitor::makeMesh(), referenced from: osgUtil::Optimizer::optimize(osg::Node*, unsigned int)in libosgUtil.a(Optimizer.o) Please check if you added libosgUtil to your linking stage of your app. I have also tried the newest iPhone Example on github. I get there similar error I mentioned above: ld: warning: ignoring file /../IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a, missing required architecture i386 in file Unfortunately the packaged freetype lib for iphone is for device only (arm6/7), not for the simulator (i386). This exlains your errrors about missing symbols. But you can build libfreetype by yourself... I did a quick test with the examples from the github-repository and they do compile und run fine for IOS 5. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS and OSG in Xcode
Am 07.02.12 18:59, schrieb Alex Olivas: I'm getting the impression Xcode is going to be a nightmare for OSG/iOS development. I also wish I could tell what Xcode was churning away at while the wheel-of-death spins. Surely there has to be a way to develop for iOS outside of Xcode. Has anyone successfully done this with, for example, just cmake and emacs? you can try xcodebuild (command line) to get your libs compiling. When you have the libs you can start a new xcode project and link against these osg-libs. Xcode 3 is not supported any more as far as i know. XCode 4 is a little better, but you'll need Lion. For getting some information what xcode is doing when you get the wheel of dead, try activity monitor, it has a button analyse which will give you a stack trace. HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0
Hi Sean, I had similar problems in the past as you and Chuck. My fix was to make sure the project-settings for osg and my own project where the same and set to FALSE: Symbols hidden by default (GCC_SYMBOLS_PRIVATE_EXTERN): FALSE and eventually Inline hidden methods (GCC_INLINES_ARE_PRIVATE_EXTERN): FALSE Cheers, Stephan Am 27.01.12 18:11, schrieb Sean Sullivan: Hey guys, I'm trying to pass an osgViewer::GraphicsWindowCocoa::WindowData to my traits object with CreateOnlyView specified. For some reason whenever my WindowData is dynamic_cast in GraphicsWindowCocoa.mm it just returns 0. If I switch them to static_cast they work. Here's my code: Code: // OSGWindow.h osgViewer::GraphicsWindowCocoa::WindowData* windowData; // OSGWindow.cpp windowData = new osgViewer::GraphicsWindowCocoa::WindowData (osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits(); traits-x = 100; traits-y = 100; traits-width = 1280; traits-height = 720; traits-red = 8; traits-blue = 8; traits-green = 8; traits-alpha = 8; traits-depth = 24; traits-windowDecoration = false; traits-doubleBuffer = true; traits-vsync = false; traits-stencil = 1; traits-samples = 8; traits-sampleBuffers = 1; traits-inheritedWindowData = windowData; osg::ref_ptrosg::GraphicsContext context = osg::GraphicsContext::createGraphicsContext (traits.get()); This is what's in GraphicsWindowCocoa.mm that returns 0: Code: GraphicsWindowCocoa::WindowData* windowData = traits-inheritedWindowData ? dynamic_castGraphicsWindowCocoa::WindowData*(traits-inheritedWindowData.get()) : NULL; I tried expanding it into if statements and the traits-inheritedWindowData returns true. I also tried copying and pasting this line into my file where I create my traits object and it returns properly. Any ideas? Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45082#45082 ___ 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 website unresponsive
Am 05.01.12 17:42, schrieb Robert Osfield: A question to yourself and everyone else - what wiki's would be best? Mediawiki? I don't have much experience with wiki's outside the OSG's website onces so would very much welcome feedback from others that have maintained and contributed to other wiki's. I used DokuWiki[1] in the past, and it works as advertised. It's file-based, easy to set up and stable in usage. cheers, Stephan [1] http://dokuwiki.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
Hi robert, Am 05.01.12 17:42, schrieb Robert Osfield: I'm relatively happy with github, however, right now I don't know who's the current maintainer of the github/openscenegraph, we'll need to take over admin of this. If you have a github account, just drop him a message. He's quite responsive, when the repos was stuck in the past. But I can't recall his name :) If you want, i can drop him a message. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiTouchTrackballManipulator on windows 7, isMultiTouchEvent() is false
Hi, Am 07.12.11 16:10, schrieb Hocine Zanzibar: Is MultiTouchTrackballManipulator supported on windows ? Is there any example of the correct use of MultiTouchTrackballManipulator ? AFAIK multitouch support is missing for Win 7. You'll have to add support for multitouch to GraphicsWindowWin32. Cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] simple window manager to reopen a window
Hi, Am 30.12.11 10:48, schrieb Andrey Ibe: i was looking for some kind of window onClose callback function to allow me to store the current window state (graphics contexts' traits) with position and size, but i couldn't find any. have you tried a custom event handler which handles osgGA::GUIEventAdapter::CLOSE_WINDOW ? Can't help with the other stuff. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Len, Am 14.12.11 21:39, schrieb Len White: Just to make sure I understand the structure of the current osgGA multi-touch support... If I have a touch system that collects touch events in a callback, in my case TUIO events, I will likely need to use a timer to store up a bunch of events, bundle them into a single GUIEventAdapter, and then send them into the EventQueue, correct? In my case I have a home-made touch surface that detects finger presses and creates a listener thread for individual TUIO events. So far I've written a conversion class that can handle single touches fine, but won't work for multiple touches. Yes, you are correct. This is how multitouch on os x and ios works and makes it easier for code working with osgGA::GUIEventAdapter, as all touch events for one frame are stored in one event. HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Len, here's some pseudo-code which demonstrates the population of a osgGA::GUIEventAdapter: osg::ref_ptrosgGA::GUIEventAdapter osg_event(NULL); for(unsigned int i=0; i num_touch_points; i++) { // to differentiate different touches over time unsigned int touch_id = touch_id_for_touch_i; // in what phase is this touch-point // (began, moved, stationary, ended) osgGA::GUIEventAdapter::TouchPhase touch_phase = ...; // the origin lies in the lower left corner osg::Vec2 pixelPos = touch_pos_of_touch_i; if (!osg_event) { // fire touchBegan/touchMoved/touchEnded osg_event = getEventQueue()-touchBegan( touch_id, touch_phase, pixelPos.x(), pixelPos.y() ); } else { osg_event-addTouchPoint( touch_id, touch_phase, pixelPos.x(), pixelPos.y() ); } } So in your tuio-code you'll need to store and update a mapping of all your touch-points and create from that the GUIEventAdapter. The api is currently still under development, so if you have some ideas / modifications we should consider, pleas step forward :) cheers, Stephan Am 29.12.11 12:38, schrieb Stephan Huber: Hi Len, Am 14.12.11 21:39, schrieb Len White: Just to make sure I understand the structure of the current osgGA multi-touch support... If I have a touch system that collects touch events in a callback, in my case TUIO events, I will likely need to use a timer to store up a bunch of events, bundle them into a single GUIEventAdapter, and then send them into the EventQueue, correct? In my case I have a home-made touch surface that detects finger presses and creates a listener thread for individual TUIO events. So far I've written a conversion class that can handle single touches fine, but won't work for multiple touches. Yes, you are correct. This is how multitouch on os x and ios works and makes it easier for code working with osgGA::GUIEventAdapter, as all touch events for one frame are stored in one event. HTH, Stephan ___ 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] Bugs on Mac OS X (Lion)
Hi Tobias, Am 12.12.11 21:24, schrieb Tobias Ottenweller: 1 - osgViewer::Viewer Setting up a viewer without calling 'setUpViewOnSingleScreen()' will display the current scene on all available screen. As far as I understand this is not a bug but a feature :). But doing so OpenSceenGraph does not respect the arrangement of the displays. I didn't test a lot (and only with two displays), but it seems that the main screen is always assumed to be the left one. AFAIK you'll see this on other platforms too. There are some missing parts in osg::GraphicsContext::WindowingSystemInterface to report the relative position of a screen in relation to the other screens / main screen. Without that information, it's hard to compute a correct window-layout. 2 - osgGA::GUIEventAdapter::ScrollingMotion I'm trying to write my own camera manipulator. Overwriting handleMouseWheel of the class StandardManipulator did not work out so well. The problem is that I'm only getting 'SCROLL_2D' events. I found post about this earlier today saying it has been fixed (sorry lost the link). Not sure about that -- what should be reported? Scrolling-Events with modern input (touchpad, magic mouse) produce SCROLL_2D-events, if you attach a mouse with an old scroll-wheel, you'll get SCROLL_DOWN/_UP-events. The bug/missing feature lies in StandardManipulator not handling SCROLL_2D-events correctly. Feel free to implement them and submit it back to the community. 3 - osgGA::GUIActionAdapter requestWarpPointer() I'm trying to keep the mouse cursor always in the middle of the screen which works as expected. But after doing so the input freezes for about quarter a second. I found this forum entry: http://forum.openscenegraph.org/viewtopic.php?t=3933 . Did anybody already find a solution for this? Have you tried the suggested fixes in the mentioned thread? Did they work? If so can you prepare a submission for osg-submission? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background transparency on iOS
Hi, instead of making the opengl-view transparent you can render the live-video as a texture inside osg, you'll have to feed the video-image into an osg-texture, but it's relatively simple to do. If you insist in a transparent opengl view you'll have to hack GraphicsWindowIOS.mm, as there's no support for transparent views yet. Change eaglLayer.opaque = YES; to eaglLayer.opaque = NO; around line 200, and be sure, that your osg-displaysettings / GraphicsWindows::Traits require an alpha-channel. (I have not tested this approach, ymmv) For some background: http://stackoverflow.com/questions/1394934/iphone-layering-a-transparent-opengl-view-on-top-of-a-uiview HTH, Stephan Am 26.11.11 21:36, schrieb Jeremy Blatter: I'm developing an augmented reality application for iPad. I'm using OpenSceneGraph to render the 3D objects over the camera view. My code is based on the view_test iPhone example given with the sources on Github, so we can discuss my problem from this exemple. I wish to set the background of the OSG Viewer transparent, so we can see the UIView behind (which contains the iPad camera preview layer in my application, that works well). To be clear, say that in the view_test exemple, I change the background color of the view in FlipsideViewController.mm Code: - (void)viewDidLoad { ... self.view.backgroundColor = [UIColor redColor]; ... } Then, I wish to see this red color as background for my 3D scene (the box) instead of the default blue background. My intuition was to change the clearColor to black with the alpha channel set to 0 : Code: _viewer-getCamera()-setClearColor(osg::vec4(0.0f, 0.0f, 0.0f, 0.0f)); The background is black as expected, but the alpha value is not considered (as if it was always 1.0f). Any ideas? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] iPad Simulator crashes when trying to run a simple example
Hi Tobias, I don't know why your app crashes in the simulator, can you try to debug the example? From the console-output there seems to be a valid viewer-object, so adding a camera manipulator should work. Most likely there's a discrepancy in project- / compiler-settings, please double-check that your project-settings are the same as for the osg-projects. Unfortunately I don't have a cmake-based-ios-workflow on my machine, so can't test it on my end, all I know is that the examples from the hand-maintained xcode project from https://github.com/stmh/osg/tree/iphone do work on the device and on the simulator. Why are there any hand-maintained xcode-project anyway? a) it's easier to develop, as the same xcode-project can build libs for simulator and device, the project-files created with cmake can't do that. b) the examples do work with the hand-maintained xcode-project-files, I failed completely to create a cmake configuration to build one simple ios-example c) downsides: handmaintained, only a few plugins do compile and work, is most of the time behind current trunk HTH, Stephan Am 07.09.11 14:46, schrieb Tobias Weißhaar: H guysi, I successfully build and linked my App for the iPad but when I try to run the simulator it crashes. I get the following Output: CullSettings::readEnvironmentalVariables() DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 0x70006e0 CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 0xa6009c0 View::setSceneData() Reusing exisitng scene0x713c8f0 CameraManipulator::computeHomePosition(0, 0) boundingSphere.center() = (1 1 1) boundingSphere.radius() = 0.866025 CameraManipulator::computeHomePosition(0x6827800, 0) boundingSphere.center() = (1 1 1) boundingSphere.radius() = 0.866025 Viewer::realize() - No valid contexts found, setting up view across all screens. GraphicsContext::getWindowingSystemInterface() 0x5d0ed30 0x75aaa8 GraphicsContext::registerGraphicsContext 0xa6027c0 ShaderComposer::ShaderComposer() 0xa602aa0 GraphicsContext::createNewContextID() creating contextID=0 Updating the MaxNumberOfGraphicsContexts to 1 GraphicsWindow has been created successfully. CameraManipulator::computeHomePosition(0, 0) boundingSphere.center() = (1 1 1) boundingSphere.radius() = 0.866025 CameraManipulator::computeHomePosition(0x6827800, 0) boundingSphere.center() = (1 1 1) boundingSphere.radius() = 0.866025 osg::State::_maxTexturePoolSize=0 osg::State::_maxBufferObjectPoolSize=0 GraphicsContext::getWindowingSystemInterface() 0x5d0ed30 0x75aaa8 shouldAutorotateToInterfaceOrientation for 1: YES shouldAutorotateToInterfaceOrientation for 1: YES GraphicsWindowIOS :: grabFocusIfPointerInWindow not implemented yet View::init() [Switching to process 28651 thread 0x5f0b] OpenGL extensions supported by installed OpenGL drivers are: GL_APPLE_framebuffer_multisample GL_APPLE_texture_2D_limited_npot GL_APPLE_texture_format_BGRA GL_APPLE_texture_max_level GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blend_subtract GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_draw_texture GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_mapbuffer GL_OES_matrix_palette GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_read_format GL_OES_rgb8_rgba8 GL_OES_stencil8 GL_OES_stencil_wrap GL_OES_texture_mirrored_repeat GL_OES_vertex_array_object OpenGL extension 'GL_ARB_vertex_shader' is not supported. OpenGL extension 'GL_ARB_multitexture' is not supported. OpenGL extension 'GL_EXT_multitexture' is not supported. OpenGL extension 'GL_ARB_vertex_program' is not supported. OpenGL extension 'GL_EXT_secondary_color' is not supported. OpenGL extension 'GL_EXT_fog_coord' is not supported. OpenGL extension 'GL_ARB_multitexture' is not supported. OpenGL extension 'GL_NV_occlusion_query' is not supported. OpenGL extension 'GL_ARB_occlusion_query' is not supported. OpenGL extension 'GL_EXT_timer_query' is not supported. OpenGL extension 'GL_ARB_timer_query' is not supported. GraphicsCostEstimator::calibrate(..) ShaderComposer::~ShaderComposer() 0x70006e0 OpenGL extension '' is not supported. Setting up osg::Camera::FRAME_BUFFER In my Code the error line ist this: _viewer-setCameraManipulator(new osgGA::TrackballManipulator); I dont know
Re: [osg-users] OSG on iOS
Am 08.09.11 16:10, schrieb Tobias Weißhaar: But its quite hard to have a complete overview about the OpenGLES API and the OSG API to avoid these mistakes or? there's some documentation about the differences (http://www.khronos.org/registry/gles/specs/1.1/es_cm_spec_1.1.12.pdf) but it's afaik hard to read. My workflow is to program for OpenGL, transfer my code often to IOS / OpenGL ES and debug the opengl errors. For common usage the differences are minimal (no GL_QUADS, GL_POLYGONS, no DrawElementsUInt, no glBegin/glEnd, some unsupported states). And usually you'll find some pointers using the glName and OpenGLES as search terms in google. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to get a simple OSG example on iOS
Hi, Am 06.09.11 14:56, schrieb Tobias Weißhaar: Can anyone explain how i get a simple OSG example on the iPhone with the git repository? Do the three examples inside the xcode-project work? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a simple sphere...
Hi, I recall a post from some days ago, describing problems with the llvm-gcc compiler and osg on lion. The app hang/crash on a call to cosf. The solution was to switch to the gcc compiler. Perhaps the same issue as yours? cheers, Stephan Am 26.08.11 01:07, schrieb Yann Blaudin de Thé: Hi Ulrich, It is through my own application. What did you pass as arguments to cmake? I used : OSG_WINDOWING_SYSTEM=Coca CMAKE_ARCHITECTURE='i386;x86_64' OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio CMAKE_BUILD_TYPE=Release Le 25 août 2011 à 09:50, Ulrich Hertlein a écrit : Hi Yann, On 24/08/11 23:17 , Yann Blaudin de Thé wrote: #include osg/Shape #include osg/ShapeDrawable #include osg/Geode #include osgViewer/Viewer int main(int argc, char *argv[]) { osg::Group* root = new osg::Group; osg::Geode* geode = new osg::Geode(); geode-addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.,0.,0.), 1.))); root-addChild( geode ); osgViewer::Viewer viewer; viewer.setSceneData( root ); viewer.realize(); while( !viewer.done() ) viewer.frame(); return 0; } No idea - it looks fine and works for me (also on Lion). Your best bet is probably to run it from gdb and see where it barfs. When you say loading a .3ds works fine, is that through osgviewer or your own application? HTH, Cheers, /ulrich ___ 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] Crash in osgViewer when running iOS example code
Hi Alex, Am 20.08.11 20:05, schrieb Alex Lee-Corbin: I'm guessing this could be an issue with openGLES- I've checked that, when I created the Xcode project for the OSG libs I used the example command line with the correct openGL flags set. Any help would be much appreciated! It's hard to tell what's going wrong. Are you using the cmake-build or the xcode-project from github? Are you compiling for OpenGL ES 1.1. or OpenGL ES 2.0? It looks like your cmake-config is not correct, some OpenGL 1/2/3 features are enabled, which will result in gliUnimplemented on IOS. Can you post the command-line / cmake configuration? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin
Hi, what error messages do you get? does osg find the plugin and fails when trying to open it? (you'll get some error-messages in the console.log, or if you run the plugin from inside xcode with safari as helper-application in the debug console.) Have you adjusted the @loader_paths for the osg-libs and for the curl-plugin too? It's not sufficient to do this for the bin only. What is the output of otool -L osgdb_curl.so ? All references to the osg-libs should begin with @loader_path. cheers, Stephan Am 07.08.11 17:53, schrieb Guido Lucci Baldassari: Good afternoon to everyone. I'm on the early deployment phase of our OSG-based web plugin. I'm trying to embed all the needed libraries inside the package bundle, in order to ease the distribution and the installation for the final user. Unfortunately I encountered some problems with the curl plugin, that cannot be found at runtime. I did many tries and looked through the web, searching a solution, before posting here. My procedure is: -build osg with the correct @loader_path for the plugin to work -build the plugin -copy inside the plugin bundle all the needed libraries -fix the bin inside the plugn bundle with install_name_tool in this way everything loads correctly, except the curl plugin. My env is: OSG 3.0.0 (I use frameworks - I tried both: with and without the osg_plugin_search_install_dir_for_plugins) CMake 2.8.5 Safari 5.1 (or Chrome Canary Build) Mac OSX 10.6.8 Trying to understand where lies the problem: I used otool to check that everything was correct I tried setting explicitly OSG_LIBRARY_PATH to the absolute path, inside the plugin source code. I tried finally with this method: I built OSG with INSTALL_PREFIX=the real path of the future plugin then I copied all libraries from a previous build on another machine with the same specifications, except the plugins directory and everything worked, so I presume it's something hardcoded into the plugin. This last method, maybe can be used (not sure if it will work when moving or coping the whole final package on other machines - I'll check later), but seems to be just a workaround. Before to proceed with the job, I'd like to ask here if anyone knows a better and clearer solution. Thanks in advance G. ___ 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] Video playback on Mac via Imagestream.
Hi, Am 29.07.11 16:17, schrieb Elliott D'Alvarez: Currently the quicktime libraries are being loaded, so it should be able to play .mov at the very least, but getting to that stage seems to be a bit of a nightmare. I do not necessarily need a multi-platform approach, i.e. I can used one system for windows and another for mac. Any help is much appreciated. Quicktime should work on Windows and Mac (32bit, 64bit is not supported by the current quicktime-plugin) What problems did you have with quicktime on Mac? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Video playback on Mac via Imagestream.
Hi, I don't know ARTK, i would just use plain osg and its quicktime-plugin for video playback: (make sure osg's quicktime-plugin gets compiled) osg::ImageStream* image_stream = dynamic_castosg::ImageStream*(osgDB::readImageFile(my_movie.mov)); if (image_stream) { image_stream-play(); // do something with the imagestream } cheers, Stephan Am 29.07.11 17:58, schrieb Elliott D'Alvarez: Hi Stephan, I'm not sure if it's a quicktime issue or simply the fact I am trying to load the video through ARTK loader, but the video stream always returns null when I try and load the file. When using the ar2VideoOpen from ARTK I try the following: (Where config is my video name) COsgVideoStreamBase::CreateStream(config, hflip, vflip, deinter); char* arConfig = new char[512];// = -devNum=1 -flipH -flipV; sprintf(arConfig, -device=QUICKTIME -movie=\%s\, config.c_str()); // Open the video path. m_video = ar2VideoOpen(arConfig); if(!m_video){ osg::notify(osg::WARN) ARTKVidStream::CreateStream: ERROR: Opening file ' config '. std::endl; } If I'm loading videos in windows I do the following (this works): bool COsgVideoStreamBase::CreateStream(const std::string config, bool hflip, bool vflip, bool deinter) { this-m_hFlip = hflip; this-m_vFlip = vflip; this-m_isInter = deinter; //use file name as images file name this-setFileName(config); //set image as upside down if required if(m_vFlip) {osg::Image::setOrigin(osg::Image::TOP_LEFT);} return true; } I was under the impression that the bottom code would only work on windows, and you needed to declare the quicktime player for mac? Sorry about the messy code! Thank you! Cheers, Elliott -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41735#41735 ___ 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] Video textures on iOS (and audio)
Hi, Am 14.07.11 09:14, schrieb Alessandro Terenzi: I wonder if playing a video texture (from a .MOV file) with OSG for iOS works the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt library and statically link to it? Would this work for iOS too? Unfortunatley you can't use the quicktime-plugin for ios. In fact it's difficult to play a movie into an open gl texture, the info on the net is relatively spare. OpenFrameworks has an ios video player, perhaps it's a start for porting it to osg: https://github.com/openframeworks/openFrameworks/blob/master/libs/openFrameworks/video/ofiPhoneVideoPlayer.mm On the other side it's pretty easy to add a movie player to an UIView. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background image...
Hi, Am 14.07.11 12:04, schrieb Büsra Gülten: Have you any idea, what the reason could be? Any advice is really appreciated. All I can see is that you are creating a finalDrawCallback to save the current frame buffer into an jpeg file, there's AFAIK no code for loading an image and adding a geometry to the hudcamera. Am I missing something? Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture2D subload callback gone mad
Am 01.07.11 19:03, schrieb Chris 'Xenon' Hanson: Did anyone ever find a solution to this, or is there some guidelines for how to get subload to work properly on 2.9.x and 3.x? I am using a TetureSubloadCallback on osg 2.9.x and osg 3.0.x sucessfully. I ran into problems if I did something along these lines: texture-setImage(img); because this triggers some default behaviour in osg, which conflicts with the texturesubloadcallback. For references here's my code: -- VideoTextureSubloadCallback.h - #include osg/Texture2D class VideoTextureSubloadCallback : public osg::Texture2D::SubloadCallback { public: VideoTextureSubloadCallback(osg::Texture2D* tex, unsigned int width, unsigned int height); virtual void load (const osg::Texture2D texture, osg::State state) const; virtual void subload (const osg::Texture2D texture, osg::State state) const; void setImage(osg::Image* image) { _image = image; if (_image) _image-setPixelBufferObject(0); } private: unsigned int _potWidth, _potHeight; osg::ref_ptrosg::Image_image; }; -- VideoTextureSubloadCallback.cpp - VideoTextureSubloadCallback::VideoTextureSubloadCallback(osg::Texture2D* texture, unsigned int width, unsigned int height) : osg::Texture2D::SubloadCallback(), _potWidth(width), _potHeight(height) { texture-setTextureSize(_potWidth, _potHeight); // set to linear to disable mipmap generation texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); } void VideoTextureSubloadCallback::load(const osg::Texture2D texture, osg::State state) const { glTexImage2D( GL_TEXTURE_2D, 0, _image-getInternalTextureFormat(), (int)_potWidth, (int)_potHeight, 0, _image-getPixelFormat(), _image-getDataType(), 0x0 ); } void VideoTextureSubloadCallback::subload(const osg::Texture2D texture, osg::State state) const { if (_image.valid()) { glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, _image-s(), _image-t(), _image-getPixelFormat(), _image-getDataType(), _image-data() ); } } -- setup - osg::Texture2D* tex = new osg::Texture2D(); VideoTextureSubloadCallback* cb = new VideoTextureSubloadCallback(tex, 2048, 1024); tex-setSubloadCallback(cb); cb-setImage(an_image_object); cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OS X windowing system related issue (maybe)
Hi Alessandro, Am 21.06.11 22:35, schrieb Alessandro Terenzi: If this can help, when I built OSG I chose 'Carbon' as windowing system, I built OSG as frameworks and I'm building my OSG application as a console application. If I build my application as an app bundle (instead of a try creating the WindowSystemInterface via osg::GraphicsContext::getWindowingSystemInterface() before opening the settings-dialog. the WindowingSystemInterface does some fancy things, so that windows opened by a console-app work correctly. Perhaps that helps. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Passing multiple textures in glsl
Hi, Am 11.06.11 10:47, schrieb Linda Lee: and in the fragment shader: uniform sampler2DArray test; and access it using: gl_FragColor = texture2DArray(test, vec3(0, 0, 0)); Do you get any compile-error for your shader? I had to add these lines to get texure2DArrays working in my shader: #version 120 #extension GL_EXT_gpu_shader4 : enable #extension GL_EXT_texture_array : enable hth, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi, Am 08.06.11 16:17, schrieb Büsra Gülten: I thougt, that when I start Xcode and go to File - New Project… and choose IOS - Application in the drawer, there will appear OSG Application. But it isn´t so. Was my thougth false or what should I do in order that it appear? osg does not provide xcode project template files. You'll have to create your projects by hand and add header search paths and necessaey libs. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.5 RC2 and final call for testing
Hi Paul, Am 01.06.11 20:54, schrieb Paul Martz: On the subject of requiring OSG v2.9.x... Have you considered using osgWorks? I've been using it to insulate my clients' apps from changes in OSG, allowing the same app to use OSG v2.6.0 through v2.9.15. If there are OSG API changes in 2.9.x that osgWorks doesn't provide a backwards-compatible path for, I'd be interested in knowing what it is so I can try to support it. Thanks for the suggestion, I'll try osgWorks in the near future. As I am testing stuff for IOS (Iphone/iPad) I am bound to 2.9.x. cheers, Stephan ___ 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 next dev release
Hi Robert, Am 06.05.11 15:20, schrieb Robert Osfield: but Windows and OSX it'd be very useful to have feedback on. Compile went fine for OS X 32bit, OS X 64bit, and IOS. cheers, Stephan ___ 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 next dev release
Hi, Am 07.05.11 09:17, schrieb Alessandro Terenzi: Only one note: I've got lots of warnings and had to manually change the installation path for each framework because CMake ignored it. Did you built the install-target? this target sets the installation paths on the varius build-products. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS: integration with not-OpenGL apps
Hi Alessandro, I had some time to polish the GraphicsWindowIOS-implementation and it should work now to use a GraphicsWindowIOS as part of a bigger IOS-application. on github (https://github.com/stmh/osg/tree/iphone) there's even a new example demonstrating the usage. Basically you create a WindowDataClass with your parent-view as parameter, this will instruct GraphicsWindowIOS to add the created view to this parent-view, and it does respect the sizes in the traits-object. After that, you can query the GraphicsWindowIOS-object for the created view via dynamic_castosgViewer::GraphicsWindowIOS*(window)-getView(); See the code inside FlipSideViewController.mm for more details. These new changes are currently not part of osg-trunk, but I'll submit them, as soon as possible. Please let me know, if this new code works on your end. cheers, Stephan Am 02.05.11 19:17, schrieb Alessandro Terenzi: Hi, I'm trying to find a way to integrate OSG into a generic app for iOS, but I'm facing some problems. Maybe I'm missing something, but as far as I've understood, it looks like that, in order to use OSG on iOS, I must always use the UIWindow and the corresponding UIView/UIViewController objects created by means of GraphicsWindowIOS::WindowData...but in this way I find difficult to later manage those UIView and UIViewController objects especially if I need to integrate them in a dynamic view hierarchy. What I'd like to do is to create a UIView-derived class that encapsulates everything required to use OSG to draw in just that view, then I'd like to manage that view by my own UIViewController (not related to OSG). Is there a way to do this with what is already available in OSG (2.9.13)? If not, can anyone suggest what (beyond creating a context and all OpenGLES related stuff) the UIView-derived class should do from the OSG point of view? Thanks. Alessandro ___ 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] SubloadCallback on iOS: missing texture.
Hi, Am 27.04.11 09:36, schrieb Alessandro Terenzi: what do you think about the sample code I've sent? Is there something wrong with it? Your example failed to work on my mac with a recent osg-version. Unfortunately I hadn't more time to investige the issue further. I had to change glTexImage2D(GL_TEXTURE_2D, 0, osg::Image::computeNumComponents(_image-getInternalTextureFormat()), (int)m_POT_width, (int)m_POT_height, 0, _image-getPixelFormat(), _image-getDataType(), 0 ); to glTexImage2D( GL_TEXTURE_2D, 0, _image-getInternalTextureFormat(), (int)m_POT_width, (int)m_POT_height, 0, _image-getPixelFormat(), _image-getDataType(), _image-data() ); to get rid of the opengl-warning. But the subload-callback is never called on my end. Perhaps i find some time this weekend to do some more tests. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SubloadCallback on iOS: missing texture.
Hi, it's hard to tell what's going wrong on your end without seeing the code. Texture-subloading works on IOS in general, if you are using an osg::Image which is attached to an osg::Texture and set it's dirty-flag. As a general note: TextureRectangle is not supported on OpenGL ES, there's an extension to use NPOT Texture2Ds on IOS, which is supported and used by osg. HTH, Stephan Am 22.04.11 22:54, schrieb Alessandro Terenzi: I'm trying to use a SubloadCallback to update a NPOT texture in an app for iOS. Actually the very same logic seems to work fine on a PC but on iOS it is not working: I always get a flat-white color on the plane supposed to be textured (I'm referring to the examples about SubloadCallbacks that can be found in the forum and I'm using the latest tagged version of OSG 2.9.12). When I execute the app, I notice that the load method generates this warning: *Warning: detected OpenGL error 'invalid operation' at After Renderer::compile * and the subload method: *Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)* (repeated forever...) Is there something that must be done for iOS in order to successfully use SubloadCallbacks? By the way, I also tried to override the textureObjectValid(.) method so that it always returns true (as suggested in another thread), this makes it to work on a PC but not yet on iOS devices. Thank you for your help. Alessandro ___ 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] [build] Can't build version osg 2.9.11 for IOS using CMake
Hi, there's a pending submission for the readme, I added a working command line to it. Here's the command line to get a working xcode project for buildong osg for a ios-device: $ cmake -G Xcode \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_CXX_FLAGS:STRING=-ftree-vectorize -fvisibility-inlines-hidden -mno-thumb -arch armv6 -pipe -no-cpp-precomp -miphoneos-version-min=3.1 -mno-thumb \ -D BUILD_OSG_APPLICATIONS:BOOL=OFF \ -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \ -D OSG_WINDOWING_SYSTEM:STRING=IOS \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_OSX_ARCHITECTURES:STRING=armv6;armv7 \ -D CMAKE_OSX_SYSROOT:STRING=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk \ -D OSG_GL1_AVAILABLE:BOOL=OFF \ -D OSG_GL2_AVAILABLE:BOOL=OFF \ -D OSG_GLES1_AVAILABLE:BOOL=ON \ -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \ -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -D DYNAMIC_OPENTHREADS:BOOL=OFF . check all mentioned cmake-variables and try again. Good luck. Hope that helps, Stephan 02.04.11 04:04, schrieb Hoang My Duc: Hi, I have the same problem. I did like the instruction in readme.txt for both 2.9.11 and trunk but cannot build because the omission of OpenGL headers. The think is that when I press configure button of CMake first time, the following variable is shown in red: OPENGLES_LIBRARY=OPENGLES LIBRARY - NOT FOUND I have also installed XCode 3.2.6 with IPhone SDK. My MacBookWhite has an OSX 10.6 I don't know how to fix it, please help me. Thank you! Cheers, Hoang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38172#38172 ___ 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] Alpha blending not working on IOS
Hi Thomas, Am 28.03.11 22:40, schrieb Thomas Hogarth: Has anyone used alpha blending on IOS successfully? I could have sworn I have in the past but I've been at this for about two hours now with no luck. I had alpha blending working on IOS, but I used vertex-colors, not materials, and everything worked as expected. If I find some spare time, I can test this code again. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone
Hi rti, can you please post whole modified files to osg.submissions as noted on http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol Thanks, Stephan Am 22.03.11 19:24, schrieb Robert Timm: Hi there, there are another two tiny patches I want to provide. They fix two OpenGL errors (printed as OSG warnings to stdout/stderr) which appeared on my machine when using a OpenGL ES 2 build. 1. One warning was written repeatedly to the terminal (while font rendering): Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) 2. This warning was only printed once while initing: Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile Find the patches in the attachment (numbered like above). Again, any kind of comment is appreciated :) Bye, rti -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37807#37807 ___ 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] 64bit OS X builds
Hi Paul, Am 25.03.11 20:32, schrieb Paul Martz: Is anyone successfully building OSG, either 2.8.3 or svn trunk, for 64bit OS X? I've got a report from an associate that this is broken (sorry, no additional information at this point) and just wanted to see if this was known to either work or not work... I am doing continuous builds of svn trunk for 64bit OS X via hudson [1], and no problems are reported. I can post the command line I am using for generating xcode-project files on monday when I am back at the office. cheers, Stephan [1] http://hudson-ci.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio on Mac OS X
Am 07.03.11 11:46, schrieb Alessandro Terenzi: verything works fine on Windows, I'm having this problems only on Mac OS X and, FYI, I've built all the dependencies for osgAudio, including OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6. OpenAL is bundled with OS X as a framework. Have you tried this version of OpenAL? Cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture for IPhone
Hi Tang, just some tips: * disable the autoresizing of NPOT-images via texture-setResizeNonPowerOfTwoHint(false); * set the internal format of the image to GL_RGBA and the format of the image to GL_BGRA, so the conversion is done by hardware/driver. image-setInternalTextureFormat(GL_RGBA); image-allocateImage(w, h, 1, GL_BGRA, GL_UNSIGNED_BYTE); HTH, Stephan Am 01.03.11 08:08, schrieb Tang Yu: Hi, dear sth, 30-45fps?!! It is so attractive!! i used Texture2D to render my camera frame to the whole size of viewer, i set the image buffer to the texture directly. But it still ran very very slowly on my iphone4. I attached my code files and hope for your advices. PS. my osg libraries are compiled from git's iphone project. Best regard, Tang sth wrote: Hi, Am 28.02.11 11:30, schrieb Tang Yu: I also met the same question about rendering to texture on iphone. I tried to render the video frame, captured from iphone's camera continually, as 2D texture of the viewer's background, but the speed is very slowly. How can i fix it? Without seeing any code, we can't help you, as the question remains too fuzzy. I can display a live video feed of the iphone-camera (3gs) as a osg-texture with about 30-45fps. cheers, Stephan ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37184#37184 ___ 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] Render to texture for IPhone
Hi, Am 28.02.11 11:30, schrieb Tang Yu: I also met the same question about rendering to texture on iphone. I tried to render the video frame, captured from iphone's camera continually, as 2D texture of the viewer's background, but the speed is very slowly. How can i fix it? Without seeing any code, we can't help you, as the question remains too fuzzy. I can display a live video feed of the iphone-camera (3gs) as a osg-texture with about 30-45fps. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image as the viewer's background on Iphone
Am 25.02.11 17:39, schrieb Jason Daly: On 02/25/2011 05:22 AM, Stephan Maximilian Huber wrote: Umm, the iPhone 4's resolution is 640x960, isn't it? Am I missing something? Oh, sorry, you are right, i am wrong :-[ 3gs has 320 x 480 4 has 640 x 960 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Glenn, Am 07.02.11 12:06, schrieb Serge Lages: I am currently working on getting multi-touch working on Linux with MPX (XInput2), and I would like to use this new system for my events. But with XInput (or also with Windows 7), I am receiving all the events separately, so what's the best approach to feed the touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store each input state internally into the GraphicWindow class to set each time all the touch states ? You'll have to store your touch-points and submit them alltogether as one event to the eventqueue, here's some pseudo-code: osg::ref_ptrosgGA::GUIEventAdapter osg_event(NULL); for(int i = 0; i numTouches; i++) { // get touch i and corrsponding phase, x and y ... // feed it to the osg_event if (!osg_event) { osg_event = _win-getEventQueue()-touchBegan(i, phase, x, y); } else { osg_event-addTouchPoint(i, phase, x, y); } } As Paul noticed in one of his recent mails, the design of the current implementation is not the easiest and cleanest, but I was happy to have something working on my end. So if you have any improvements to the design/code, please share them with us, so we get a robust and clean multi-touch implementation working consistent on different platforms. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Paul, please have a look at the thread on osg-submissions where I explain the details and concepts of multi-touch to Robert: Am 03.02.11 02:56, schrieb Paul Martz: I'm working on a project that needs to generate multitouch events, and I have a question about the current (2.9.10) implementation. There are three main EventQueue methods for adding three different multitouch events: touchBegan() touchMoved() touchEnded() And their purpose is quite clear from their names. However, all three of them take a TouchPhase parameter: enum TouchPhase { TOUCH_UNKNOWN, TOUCH_BEGAN, TOUCH_MOVED, TOUCH_STATIONERY, TOUCH_ENDED }; It's not clear to me what it would mean if I were to, for example, call touchBegan, and pass in TOUCH_ENDED for the phase. This just doesn't make sense to specify a phase that contradicts with the type of event I'm adding. I must be misunderstanding the purpose of this interface. If you could provide some usage insight I would appreciate it. Thanks! Ok, I'll try my best: An osg-event encapsulate all touch-points in one event, so an osg event handler get all touchpoints via one event. From the system side (IOS) I'll get one event with all touch-points (that might differ for other multi-touch-implementations). Here's a real life example: one finger touch started - one osg-event with touchBegan(TOUCH_BEGAN) one finger is moving - one osg-event with touchMoved(TOUCH_MOVED) one finger released - one osg-event with touchEnded(TOUCH_ENDED) So to make it complicate and to illustrate the usage better: one finger touch started - one osg-event with touchBegan(TOUCH_BEGAN) one finger is moving - one osg-event with touchMoved(TOUCH_MOVED) a second touch is registered, while the other touch-point is still valid: a new osg-event is created with touchBegan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Paul, (sorry for the previous truncated mail, hit the send button by mistake) please have a look at the thread on osg-submissions where I explain the details and concepts of multi-touch to Robert: http://forum.openscenegraph.org/viewtopic.php?t=7137 I hope this helps for getting started. If there are any questions left, I'll try my best to answer them. cheers, Stephan Am 03.02.11 02:56, schrieb Paul Martz: I'm working on a project that needs to generate multitouch events, and I have a question about the current (2.9.10) implementation. There are three main EventQueue methods for adding three different multitouch events: touchBegan() touchMoved() touchEnded() And their purpose is quite clear from their names. However, all three of them take a TouchPhase parameter: enum TouchPhase { TOUCH_UNKNOWN, TOUCH_BEGAN, TOUCH_MOVED, TOUCH_STATIONERY, TOUCH_ENDED }; It's not clear to me what it would mean if I were to, for example, call touchBegan, and pass in TOUCH_ENDED for the phase. This just doesn't make sense to specify a phase that contradicts with the type of event I'm adding. I must be misunderstanding the purpose of this interface. If you could provide some usage insight I would appreciate it. Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Paul, Am 03.02.11 19:00, schrieb Paul Martz: On 2/3/2011 1:34 AM, Stephan Huber wrote: (sorry for the previous truncated mail, hit the send button by mistake) please have a look at the thread on osg-submissions where I explain the details and concepts of multi-touch to Robert: http://forum.openscenegraph.org/viewtopic.php?t=7137 Sorry I missed that. (I don't generally search the submissions list for design/usage discussion, though I know that type of discussion often occurs there, and have been guilty of it myself!) No problem, perhaps we should add it to the wiki :) This quote from you was the key piece of information I needed: In addition of the TouchData-structure the helper-methods in EventQueue simulate for the first touch-point a mouse-PUSH/DRAG/RELEASE with button 1. So, if you are only using one finger, you'll get the same events as when using a one-button-mouse (without the MOVE-events and with a populated TouchData-object attached to the GUIEventAdapter) So the apparent confusion over event type and phase is simply to facilitate automatic generation of mouse-like events. OK. There's no specific touch-event-type in osgGA::EventType, the current implementation uses PUSH for touchBegan, RELEASE for touchEnded and DRAG for touchMoved. The emulation sets only the mouse-button to the left button to satisfy all the mouse-centric event-handlers. Question: Suppose we have this situation: - Touch point 1 starts (we call touchBegan) - Touch point 2 starts while point 1 moves (we call touchMoved, with different phases for each point) I'd call touchBegan as a new touch began. (and this is how the ios-implementation works) - Touch point 1 ends but touch point 2 continues to move (we call touchEnded, again with different phases for the two points). - Touch point 2 continues to move. How do we send this event? Clearly we don't call touchMoved because this has nothing to do with mouse button 1 (if I understand you correctly). as it is a touch-moved event I'd call touchMoved (this is how the ios-implementation works) -- the touch-moved has only one touch-point attached. - Touch point 2 ends -- same question, how do we send that event? as the particular touch ends, we should call touchEnded with one touch-point. I know this sounds all a bit curious. Some background: there a two ways to handle multiple touch points: a) a stream of single events, where every event carry the state of one touch-point. b) one event with all available touch-points encapsulated in a custom data-structure I used b), because it makes it easier to work with multi-touch-events in the event-handlers as with solution a) you'll need some special events to signalize the start and the end of a stream of multi-touch-events. And you'll need some logic, storage and state-handling in your event-handler, it has to capture all touch-points for a specific frame, store them and process them, when all touch-events arrived. I thought that this is too much hassle, and implemented b) So there's a high chance that you'll get a stream of events like this: PUSH (1 tp) - DRAG (1 tp) - PUSH (2 tp) - DRAG (2 tp) - RELEASE (2 tp) - DRAG (1 tp) - RELEASE (1 tp) (The whole implicit support for mouse events seems not just confusing but unnecessary. Presumably apps that want to emulate the mouse would just add mouse events at the time they add multitouch events. Just my opinion.) The only emulation is that the _button-member is set to 1. Perhaps we should make it optional, so developers can disable this behavior. It's a nice helper for all the examples, and you'll get single touch out of the box, and it does not interfere when you do only multi-touch, as your event-handler should check only for isMultiTouchEvent() and work with the osgGA::GUIEventAdapter::TouchData. So the event-handler for multi-touch looks something like this: switch(ea.getEventType()) { case osgGA::GUIEventAdapter::PUSH: case osgGA::GUIEventAdapter::DRAG: case osgGA::GUIEventAdapter::RELEASE: if (ea.isMultiTouchEvent()) { osgGA::GUIEventAdapter::TouchData* data = ea.getTouchData(); // check all the touch-points and do something } break; ... } Please note, that this is a first version of the multi-touch-handling, so we have something we can talk about and find a good solution which suits other multi-touch-implementations, too. I used the event-handling on ios-devices as a guideline. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1
Hi, Am 04.01.11 01:06, schrieb Nikos Yiotis: [i]Warning: Could not find plugin to read objects from file Images/land_shallow_topo_2048.jpg. View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. Viewer::realize() - failed to set up any windows Can you set OSG_NOTIFY_LEVEL to a more verbose mode (DEBUG_INFO), to get some more information why image-loading fails? What's the value of OSG_WINDOWING_SYSTEM and OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX in CMake? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Really Need Help :'( !! About Static Linking With Plugins
Am 29.12.10 11:40, schrieb Laith Dhawahir: I'm bulding open scene graph on ipad, and i want ti know how to static linking with obj plugin because iphone/ipad not allow dynmaic lnking. add the osgdb_obj.a to your project (I am assuming you are using xcode) and in your main.cpp add a USE_OSGPLUGIN(obj) that's IMHO all you have to do. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
Hi Christian, Am 14.12.10 12:40, schrieb Christian Buchner: 1) what is the shortest distance that you can place yourself (or objects) in front of the Kinect and get good readings? the shortest distance is approx 50cm, the longest distance is about 4.5m, it depends on your lighting conditions, after all the kinect projects a point-grid into the room via infrared. As infrared is part of the sprectrum emitted by the sun, the kinect works IMHO better without direct sunlight :) 2) is the IR beam safe to the eyes when placing your face in front of the sensor at short distance? I am worried about hurting the retina. I think it is safe, as it's a consumer product and has AFAIK no laser inside. cheers, stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MAC OS-X advise with OSG
Hi, Am 08.12.10 03:28, schrieb Ted Morris: Hi, I'm a complete newbie with Macs, but I am charged with the task of porting some apps that ran on Win32/64 on the Mac. In addition, the application lets students create their own dlls that are then opened interactively to test simulation solutions and visualize results. I looked at some tutorials for bundling OSG apps with Xcode. My issue is that after I downloaded Xcode it wants MAC OS X 10.6.4 (Snow Leopard) which this (new! MacBook Pro i5) laptop even after the update is still 10.5!. I am beginning to wonder if I am better off going with gnu tools instead? Should I worry about OSG apps and dylibs compiled/linked on the later OS not running on earlier MAC OS -X versions? Not sure why your laptop is still on 10.5. After Snow Leopard debuted, all new laptops were delivered with Snow Leopard aka 10.6. There should be a xcode-installer on your system-cd. You can download Xcode 3.1 (which is compatible with Leopard) from http://connect.apple.com/cgi-bin/WebObjects/MemberSite.woa/wo/7.1.17.2.1.3.3.1.0.1.1.0.3.3.3.3.1 (you'll need a developer account on developer.apple.com) There's no problem to built apps on Snow Leopard for older systems, just change the settings in your project-settings file. osg doesn't support 10.4 or older systems. HTH, Stephan ___ 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 2.9.10 dev release
Hi Tom, Am 04.12.10 15:51, schrieb Thomas Hogarth: Does anyone know of a setting in xcode that might disable it. Are you using the xcodeproject generated by cmake? try deleting the cmake-cache and reconfigure the project and crate a new xcode-project. I can't reproduce your error on my side. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
Hi, Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson: I don't know if you can static link on iOS, or how you would go about doing it. For now static linking is the only way on IOS. So the lib sizes do not matter, as only needed code get linked into the app. And: most of the time I am only using OpenThreads, osg, osgDB, osgGA, osgUtil and osgViewer, you don't have to include all libs. One of my osg based iphone apps is about 20 MB which utilize some of the osg libs, and some of my own libs. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBOs and iOS (iPad/iPhone)
Hi Tom, Am 20.11.10 18:02, schrieb Thomas Hogarth: Hi Stephan I've got round to looking at the new changes, I've got one altered CMake file (root one) just needed to default the windowing system to IOS. Other issue is that I'm getting a crash on line 1056 of RenderStage.cpp. Think the graphicsContext is null or something. I'll have a play but could you send me your test app incase i'm missing something. I submitted a bugfix for this crash on 11-19-10, any chance you updated your working-copy earlier? https://github.com/stmh/osg/commit/51c6f49c1811f11d7ce032e74008fc70ea2165d6 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBOs and iOS (iPad/iPhone)
Hi Robert, Am 17.11.10 10:00, schrieb Robert Osfield: I note that you have been using the name IPhone in naming of the GraphicsWindowIPhone, now that Apple have generalised the iPhone OS to be iOS, I would suggest changing the names of the various methods/classes/files to reflect the name iOS rather than iPhone. Yeah, this code is still from days, where no other iOS devices were known. Apple is using the Term IPHONE for their conditional defines, too. But you are right, I'll refactor the code/files. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBOs and iOS (iPad/iPhone)
Hi Robert, Am 16.11.10 17:51, schrieb Robert Osfield: I wonder if the FBO Id for the iOS GraphicsContext could be stored in the GraphicsContext and when it's non zero have rendering backend pick up on the fact that the GraphicsContext isn't an ordinary graphics context but really just a FBO and then have the rendering backend use the FBO id to re-enabling it after rendering to the RTT FBO's. Thoughts? Sounds like a good solution for the problem and it will work with multiple contexts. I'll implement it and report back/ send it to osg-submission. cheers, Stephan ___ 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 a working 64 bit build on Snow Leopard?
Hi, I did a test with current svn and with the following settings: OSG_WINDOWING_SYSTEM to Cocoa OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio CMAKE_OSX_SYSROOT = /Developer/SDKs/MacOSX10.6.sdk it compiled fine and osgviewer is working as expected even in 64bit. What version of osg are you trying to build? Are the GraphcisWindowCocoa-files part of the xcode-project? cheers, Stephan Am 11.11.10 20:13, schrieb Luigi Calori: Hi everybody, I' m trying to build OSG under Mac OS X 10.6.4 using 64 bit Xcode based build (cmake generated) The compilation goes well apart from QT problems. when running osgviewer I got the same error reported in this thread: View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. Viewer::realize() - failed to set up any windows View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. Viewer::realize() - failed to set up any windows I set up cmake as suggested: OSG_WINDOWING_SYSTEM to Cocoa and OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio Someone has succeeded in this? I am really a complete newbie on OSX ... sigh I had some system reporting: System Version:Mac OS X 10.6.4 (10F569) Kernel Version:Darwin 10.4.0 Boot Volume:Macintosh HD 106 Boot Mode:Normal Computer Name:Luigi Calori’s MacBook User Name:OSGVPlugin Devel (osgvplugin) Secure Virtual Memory:Enabled 64-bit Kernel and Extensions:No can the last line have something to do with the error? I thought snow leopard was ready for 64 development, do I need to set something to allow running 64 bits app? Really thanks a lot in advance On 03/02/2010 17.38, Stephan Maximilian Huber wrote: Am 03.02.10 16:13, schrieb Butler, Lee Mr CIV USA USAMC: I'm trying to get a good 64bit build on Snow Leopard. What I've done so far: Per some other forum comments, I've commented out the build of quicktime components in CMakeLists.txt. No need for that, see below. When running ccmake, I've set the architecture to x86_64. This resulted in a clean compile, but osgviewer could not run. It complained it couldn't find any windowing system to use. Can anyone tell me what steps are necessary? I've got an application I really need to get running 64bit on the Mac. It builds and works fine elsewhere or in 32bit mode on the Mac. Make sure you have set OSG_WINDOWING_SYSTEM to Cocoa and OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio in cmake, this should take care of everything. Generate your project and rebuild. cheers, Stephan ___ 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] Render to texture for IPhone
Hi, Am 22.10.10 05:47, schrieb Thomas Hogarth: I'm gonna continue digging but would really appreciate if you could lend a hand. Once this is working I think we have the full set of features I commonly use in OSG all working for IPhone. I tried some stuff to get FBOs working on the iPhone, but I did not succeed (tried only ES 1.1). I think, there's a tiny little bit missing to get it working ... Perhaps it has something to do with glDrawBuffers not available on OpenGL ES. Did you get it working? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi Ulrich, Am 22.10.10 04:32, schrieb Ulrich Hertlein: This should work, too: git clone git://github.com/stmh/osg.git git pull origin iphone This is giving me a heap of conflicts (on a clean checkout/clone) along the lines of From git://github.com/stmh/osg * branchiphone - FETCH_HEAD CONFLICT (rename/delete): Rename IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp-src/osgPlugins/imageio/ReaderWriterImageIO_IPhone.cpp in b79883a69545f82a573ec8aaa350262b3dedf4b1 and deleted in HEAD CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 deleted in HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version b79883a69545f82a573ec8aaa350262b3dedf4b1 of IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 left in tree. CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser deleted in HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version b79883a69545f82a573ec8aaa350262b3dedf4b1 of IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser left in tree. ... The 'git clone, git branch, git checkout' that Florian described above works however... (I absolutely haven't got my head around git at all yet, so this might be a case of user error.) Or am I using the wrong repository? No the repo is fine. My experience with git is also limited and I did some mistakes when checking stuff into the master-branch in the past. (I did a git push origin master from my iphone-branch which pushed the iphone-related stuff into the master-branch. After I realized my fault, I couldn't revert the change, so I deleted the iPhone-specific stuff from this branch. I am still looking for a way to reset the master branch to a specific version on github.) Be sure to pull into the right branch e.g. git clone git://github.com/stmh/osg.git cd osg #switch to the iphone-branch git checkout iphone #pull new changes git pull origin iphone cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture for IPhone
Hi Tom, Am 20.10.10 17:53, schrieb Thomas Hogarth: To save me a little time would you mind explaining to me how the FBOs are binded to the current context? I.e. is it something the Viewer needs to handle, as I don't see platform specific implementations of FBOs perhaps all you have to do is this: replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line 42) with #if defined(OSG_GLES1_AVAILABLE) #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), ( std::string(#name)+std::string(OES) ).c_str() ) #else #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), ( std::string(#name)+std::string(EXT) ).c_str() ) #endif Do you have a simple demo cpp to test this issue? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] bus error when reading PNG data from stream for new plugin
Hi, Am 11.10.10 23:48, schrieb Thomas Dickerson: Ulrich Hertlein wrote: A stack trace is usually helpful, as it would tell you where (in what function) the crash occurred. To that effect, it does not need to be interactive. As Stephan already said, any additional information is helpful (your original mail didn't have a lot of that). This is good to know for the next time I run into a problem, thanks. Maybe the QT reader is buggy in the stream-reading path. This seems to have been the case. I set up the ReaderWriterPNG class to directly include libpng and libz in its own source (not a clean solution, but for relatively small libraries like that it seemed easier than mucking about with include/link directory settings in 3 different IDEs), and added support for the istreampng file extension, so that I had an easy way to make sure it superceded any of the default plugins that (claim to) support reading a png from stream. It seems to be working at the moment, but if anyone has suggestions for a less hacky solution, that would be appreciated. The quicktime plugin can handle input from streams but needs some assistance, as it can read a LOT of image-formats. It needs a mime-type / file-extension and a size of bytes to read from the stream. The options-strings for osg::Options are: FILENAME and SIZE. To build the png-plugin just open cmake, and make sure, that the paths to the png-headers and lib are correct, then generate new project-files. To preload the png-plugin: osgDB::Registry::instance()-loadLibrary(png); // or osgdb_png, not sure right now. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLU integration
Hi Robert, on OS X I get a lot of compile errors in mipmap.cpp: /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532: error: invalid conversion from 'void*' to 'GLushort*' /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3534:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3534: error: invalid conversion from 'void*' to 'GLushort*' /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7394:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7394: error: invalid conversion from 'void*' to 'GLushort*' /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7396:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7396: error: invalid conversion from 'void*' to 'GLushort*' /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905: error: invalid conversion from 'const void*' to 'const GLubyte*' /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905: error: initializing argument 4 of 'void halveImage_ubyte(GLint, GLuint, GLuint, const GLubyte*, GLubyte*, GLint, GLint, GLint)' /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:0 /Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905: error: invalid conversion from 'void*' to 'GLubyte*' etc. Any hints how to fix this? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText/Text.cpp compile fails for OpenGL ES
Hi all, Current trunk can't be compiled for OpenGL ES as glPushAttrib and glPopAttrib is not available, which is used in osgText/osgText.cpp. I guarded the block of code with some defines, but this will break the functionality. What's the best way to fix this? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] crash when using osg::observer_ptr and OPENTHREADS_ATOMIC_USE_MUTEX
Hi all, I am porting my code to the iphone and I am experiencing crashes, as my code uses osg::observer_ptr. My code works without problems on Mac and Windows, so I suspect that the fault is not in my code. To isolate the problem a little bit more, I coded the following simple example: class MyTest : public osg::Referenced { public: MyTest(osg::Referenced* ref) : osg::Referenced(), _ref(ref) {} void check() { if (_ref.valid()) { std::cout ref is valid std::endl; } else { std::cout ref is invalid std::endl; } } private: osg::observer_ptrosg::Referenced _ref; }; void test_observer() { osg::ref_ptrosg::Referenced ref = new osg::Referenced(); osg::ref_ptrMyTest mytest = new MyTest(ref); // shows ref is valid mytest-check(); ref = NULL; // shows ref is invalid mytest-check(); // crashes in the d'tor mytest = NULL; } wenn calling test_observer I get a crash at the line mytest = NULL, here's the stack-trace: #0 0x000540f7 in OpenThreads::ScopedLockOpenThreads::Mutex::ScopedLock at ScopedLock:31 #1 0xad0b in osg::Referenced::unref at Referenced:185 #2 0x00072634 in osg::ref_ptrosg::ObserverSet::~ref_ptr at ref_ptr:35 #3 0x00072651 in osg::observer_ptrosg::Referenced::~observer_ptr at observer_ptr:70 #4 0x00072912 in MyTest::~MyTest at osgAppDelegate.mm:21 #5 0x00027fa5 in osg::Referenced::signalObserversAndDelete at Referenced.cpp:319 #6 0xad7d in osg::Referenced::unref at Referenced:198 #7 0x00072757 in osg::ref_ptrMyTest::operator= at ref_ptr:58 #8 0x00071915 in test_observer at osgAppDelegate.mm:53 inspecting the _refMutex it seems it points to a random memory address. As I compiled osg for the iPhone there's a chance, that the defines are not correctly, for reference here's OpenThreads/Config #ifndef _OPENTHREADS_CONFIG #define _OPENTHREADS_CONFIG #define OT_LIBRARY_STATIC #include AvailabilityMacros.h #define _OPENTHREADS_ATOMIC_USE_MUTEX //static link required on IPhone #define OT_LIBRARY_STATIC /* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */ /* #undef _OPENTHREADS_ATOMIC_USE_SUN */ /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */ /* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */ #endif and osg/Config: #ifndef OSG_CONFIG #define OSG_CONFIG 1 //static link needed on IPhone #define OSG_LIBRARY_STATIC #define OSG_USE_FLOAT_MATRIX /* #undef OSG_USE_FLOAT_PLANE */ #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX #define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION /* #undef OSG_USE_UTF8_FILENAME */ #define OSG_DISABLE_MSVC_WARNINGS /* #undef OSG_GLU_AVAILABLE */ /* #undef OSG_GL1_AVAILABLE */ /* #undef OSG_GL2_AVAILABLE */ /* #undef OSG_GL3_AVAILABLE */ #define OSG_GLES1_AVAILABLE /* #undef OSG_GLES2_AVAILABLE */ /* #undef OSG_GL_DISPLAYLISTS_AVAILABLE */ #define OSG_GL_MATRICES_AVAILABLE #define OSG_GL_VERTEX_FUNCS_AVAILABLE #define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE #define OSG_GL_FIXED_FUNCTION_AVAILABLE #endif Any help is greatly appreciated, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IPhone retina displays
Hi Tom, Am 29.09.10 02:43, schrieb Thomas Hogarth: Good news on this All seems to be working, I've also improved the IPhoneWindowingSystemInterface to handle true resolutions and multiple screens. So on IPad we should now be able to set a window to an external screen and also change the res of the screen (I don't have an IPad though so needs testing, but should work, gulp :) ) In the end I've gone for the approach of IPhoneWindowingSystemInterface providing the actual pixel res of the screen. Then by default if the user does not set a viewContentScaleFactor in their windowData, the screens scaleFactor is used. This means the default context created by osg viewer will always be full pixel res and the window will be full points res. This was so that I didn't have to create a context of a different size to that requested by default. If the user needs backward compatibility they have to set the traits width and height themselves and set the windowData viewContentScaleFactor to 1.0. I still need to do a bit of testing as I think my objective c code is leaking but I'll get the changes checked in asap. Wow, nice work, I am eager to test your new code on the ipad with an external display. I added yesterday support for MSAA to GraphicsWindowIPhone, it's available when you setup your base sdk to a version = 4.0 and set the GraphicsContext::Traits accordingly. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] QTKit plugin checked in, OSX users please test ; -)
Hi Eric, Am 27.09.10 19:28, schrieb Eric Wing: There are some other QTKit changes in Snow Leopard. It is now possible to display one QuickTime movie object in multiple views or layers. Due to changes with QuickTime X, the attributes QTMovieCurrentSizeAttribute and QTMovieSizeDidChangeNotification have been deprecated. Their replacements are called QTMovieNaturalSizeAttribute (to get “authored” size) and QTMovieNaturalSizeDidChangeNotification. I believe his notes are correct. I think you want QTMovieSizeDidChangeNotification and not QTMovieEditedNotification in your fix. Hm, I am a bit lost... I copied the code from http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/QTKitApplicationTutorial/CustomizingtheMediaPlayerApplication/CustomizingtheMediaPlayerApplication.html (search for QTMovieNaturalSizeDidChangeNotification) I'll try your suggestion later this day and report back cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IPhone retina displays
Hi Tom, Am 25.09.10 14:13, schrieb Thomas Hogarth: So finally got hold of an IPod 4th gen which has the new retina display with a res of 640x960. It does cause a bit of an issue with the iphone port of osg however. For backwards compatibility reasons iOS uses points (not pixels) for it's ui sizes. The point res of the screen is still 320x640 and is auto scaled up to fit the new higher res screen. See link below http://developer.apple.com/library/ios/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html#//apple_ref/doc/uid/TP40007072-CH10-SW11 So the above states that setting the views content scale factor to two causes the opengl buffers to be made at the true pixel size of the screen. So in essence the new IPhone has a screen with two resolutions but you can't change the res on the fly only change how the uikit treats your content. So essentially because of the way it works the user needs to opt in for one of the resolutions (so we know how to set the scale factor). The easiest way to do this I thought would be to treat it as if there are two screens one of 320x640 and one of 640x960 (IPad can also have external displays). Then the user can select which one with the graphics traits screenNum value. This will work but I'm not sure which should be the default res/screen. 320x640 would be best for backward compatibility but the usual behaviour is to have the true res as the default, right? Another approach would be to use the WindowData-class to transport the scale-factor to the view-creation code. I went this route to disable the autorotation of the view. I think this is cleaner than adding a virtual screen, which gets complicated, as the iPhone supports IMHO external displays or an new iPad with retina-display gets available. Perhaps we can query the scale-factor and apply it to the view when not specified otherwise. Unfortunately I don't have a device with retina display, so can't do any tests. just me 2 cents, cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IPhone retina displays
Hi Tom, Am 26.09.10 18:52, schrieb Thomas Hogarth: Is it best for me to send my whole git repository to you or just the files i've changed? just send me the modified files, that's easier I think. Perhaps you can fork the repository on github and commit your changes to your repository and send the changeset to me via github, I think this is called pull-request on github, then I can review your changes and merge them, cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA modifications for IPhone and other
Hi Tom, Am 14.09.10 22:05, schrieb Thomas Hogarth: Looks ace Stephan I've not had a chance to checkout your osgGA changes yet, but now I can't wait. Also nice to see it's been tested on the IPad, I've only got an IPod touch so the testing has been pretty limited. I'm getting and IPod touch 4th gen this week so I can finally use gles 2.0, it's less then £200 so decent mobile AR is now looking promising :). I'll check out your changes (those include my cmake stuff right?) and have a play, but by the look of things you've done it already, nice one. Yeah, your changes are included (hopefully). I added support for changing the orientation (flip the ipad/iphone to landscape and back, you can disable this, if you set the GraphicsContext::Traits::supportsResize to false) and added a MultiTouchTrackballManipulator, which has still some minor bugs. Here's another video ;-) http://vimeo.com/15017377 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA modifications for IPhone and other stuff
Hi, just a short follow-up: The new code works nicely, here's a small demo video (just crosslines for every touch-point): http://vimeo.com/14938178 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA modifications for IPhone and other stuff
Hi Thomas, Am 11.09.10 22:56, schrieb Thomas Hogarth: Hi Stephan and everyone else I've been thinking a little about multi touch support for osgGA for use with IPhones and other multi touch devices. I've got a few things I'd like others thoughts on before beginning. -Firstly do we treat multi touch inputs as completely separate event types, or do we have an array for each of the mouse event variables and treat them as if there were multiple mice? I'd say, we'll use the the exisiting event-types , push, drag, release for touch-events. What is needed is a touch-id-variable to differentiate between multiple touches at the same time. So we have basic compatibility to old code and do not bloat the GUIEventAdapter-class too much, only adding one int. We can even use the _button-property of EventAdapter. (that's my current approach) As different multi-touch-devices have different limits (some can handle 2 simultaneous touches only, some others up to 11 (e.g. the iPad)) I'd say, that we should not limit the number of simultanous touches. Perhaps we'll need some higher class which saves the states of different touches and their locations, so it's easier to query for the touches and their positions, this can be a custom event-handler baseclass. -Do we also add support for the other input devices that are now becoming common place? -Accelerometers -3 Axis gyros Personally I handle these types of input with a derived eventadapter-class which stores the additional data, and can be queried by a custom event handler. perhaps it would be a good idea to add an additional variable to the event-adapter class to differentiate between multiple user-event-types. I started coding the integration of multi-touch-events into osgGA, you can have a look at the changeset at: http://github.com/stmh/osg/commit/f906fc15737fa7af6a179534168d09820cab639d (no manipulator yet) just my 2 cents. cheers, Stephan Bytheway: I comitted your cmake integration to the git-repository at http://github.com/stmh/osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi Florian, Am 23.07.10 18:25, schrieb Florian Kolbe: Hi, I am very delighted to see that the porting is making progress, and I would like to contribute. Here are my experiences so far: I did the following to get the code: Code: git clone http://github.com/stmh/osg.git cd osg git branch -a git checkout remotes/origin/iphone i am by no means a git expert, I used the tutorial at http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the source. This should work, too: git clone git://github.com/stmh/osg.git git pull origin iphone 2. The XCode Project is referencing files from osgIntrospection which are all missing? I removed them, as osgIntrospection is deprecated. 3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get compile errors apparently because struct stat64 is unknown. There is some logic whether to #define stat64 stat but it seems to fail? (using 10.4) Yes, my test builds for the simulator went fine. Don't know, what the problem is. What system are you using for development, what xcode-version etc.? The mentioned code compiles cleanly on my end. 4. Project tries to build freetype Plugin. Code: osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h:19:0 Ft2build.h: No such file or directory in /Users/fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there and 3rdparty/include/freetype2 also, but there seems to be a problem with wrong case? The file in the repository is: ft2build.h (but include-Statement says: Ft2build.h). I did a file-wide search, and all includes are referring to ft2build.h, I can't reproduce your problem on my end. A. Is there a publically available issue tracker for OSG and/or OSG on iOS ? Not yet. Just use this list for reporting bugs and issues, as the demand for an iphone-port is relative low. B. Should we open a List (in terms of forum structure) specifically for iOS support? If the traffic increases perhaps yes. C. How is the process for submitting code changes to the iOS branch? As I am currently maintaining this fork alone, feel free to send them to me (as whole files, see the osg-submissions-protocol on the website). I haven't wrapped my head around git and github enough, but there's a good chance that you can fork the osg repository, apply the patches and send them back to me to integrate them into the repository in an automated way. Perhaps someone with more knowledge can shed some light here. I am currently busy with other projects, and I am doing the work on the iphone-part only in my spare-time, so I am making less progress as I want on this end. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cmake errors with 2.9.8
Hi, Am 16.07.10 16:43, schrieb Jean-Sébastien Guay: But if what Stephan says is true, then it means that even if guarded by an IF(APPLE) the parser will choke on the FRAMEWORK keyword so it won't work... I was wrong, there are two occurances of the FRAMEWORK-keyword. One is guarded, the other not. AFAIK it is safe to remove the unguarded FRAMEWORK line completely as it is redundant. I'll try it, but recompiling all the stuff needs some time. I'll come back later and report back :) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cmake errors with 2.9.8
Hi, Am 17.07.10 11:12, schrieb Stephan Huber: I was wrong, there are two occurances of the FRAMEWORK-keyword. One is guarded, the other not. AFAIK it is safe to remove the unguarded FRAMEWORK line completely as it is redundant. I'll try it, but recompiling all the stuff needs some time. Attached you'll find a fixed version of ModulInstall.cmake. Hopefully it works for old CMake-versions. I removed the offending line, and the compile went fine on my end. @Robert: this submission is based on the fix for the bug reported by Philip Lamb regarding framework-versioning, which is not part of osg-trunk yet. Please apply my previous submission from 07/13/10 first, and then this file. Cheers, Stephan # INSTALL and SOURCE_GROUP commands for OSG/OT/Producer Modules # Required Vars: # ${LIB_NAME} # ${LIB_PUBLIC_HEADERS} SET(INSTALL_INCDIR include) SET(INSTALL_BINDIR bin) IF(WIN32) SET(INSTALL_LIBDIR bin) SET(INSTALL_ARCHIVEDIR lib) ELSE() SET(INSTALL_LIBDIR lib${LIB_POSTFIX}) SET(INSTALL_ARCHIVEDIR lib${LIB_POSTFIX}) ENDIF() SET(HEADERS_GROUP Header Files) SOURCE_GROUP( ${HEADERS_GROUP} FILES ${LIB_PUBLIC_HEADERS} ) IF(MSVC AND OSG_MSVC_VERSIONED_DLL) HANDLE_MSVC_DLL() ENDIF() INSTALL( TARGETS ${LIB_NAME} RUNTIME DESTINATION ${INSTALL_BINDIR} COMPONENT libopenscenegraph LIBRARY DESTINATION ${INSTALL_LIBDIR} COMPONENT libopenscenegraph ARCHIVE DESTINATION ${INSTALL_ARCHIVEDIR} COMPONENT libopenscenegraph-dev ) IF(NOT OSG_COMPILE_FRAMEWORKS) INSTALL ( FILES${LIB_PUBLIC_HEADERS} DESTINATION ${INSTALL_INCDIR}/${LIB_NAME} COMPONENT libopenscenegraph-dev ) ELSE() SET(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE) SET(CMAKE_INSTALL_RPATH ${OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR}) SET_TARGET_PROPERTIES(${LIB_NAME} PROPERTIES FRAMEWORK TRUE FRAMEWORK_VERSION ${OPENSCENEGRAPH_SOVERSION} PUBLIC_HEADER ${LIB_PUBLIC_HEADERS} INSTALL_NAME_DIR ${OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR} ) # MESSAGE(${OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR}) ENDIF() ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cmake errors with 2.9.8
Hi, Am 16.07.10 11:03, schrieb Robert Osfield: Guarding the FRAMEWORK keyword sounds like the sensible thing to do, it's a bit of pain, but it would allow those using cmake out of the box on older OS spins to keep working. what I don't understand is: AFAIK the FRAMEWORK is guarded by the OSG_COMPILE_FRAMEWORKS-flag ala IF(NOT OSG_COMPILE_FRAMEWORKS) // link as dynamic libs ELSE() // link as framework with FRAMEWORK-directive ENDIF() So another if(APPLE)-guard would not help, as the parser is choking about FRAMEWORK, isn't it? Confused, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling on Snow Leopard, problem with GDAL
Hi, Am 12.07.10 16:46, schrieb Alejandro Aguilar Sierra: Why it is trying to compile for PPC in an Intel architecture? osg tries to build universal libs on mac os x. Set CMAKE_OSX_ARCHITECTURES according to your needs and do a recompile. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org