[osg-users] Fwd: setting a polygon height
Any update on this? - Forwarded Message - From: Mohammed Rashad mohammed.ras...@research.iiit.ac.in To: osg-users@lists.openscenegraph.org Sent: Wednesday, February 13, 2013 12:13:24 PM Subject: [osg-users] setting a polygon height How to set the height of a polygon in OSG 3.0? I have created some polygon which are 2D. I want to assing random heights for the polygon. How this can be done? osg::Geometry* polyGeom = new osg::Geometry(); and i then feed the vertices like: osg::Vec3 myCoords[] = { osg::Vec3(-1.0464, 1.0f, -0.193626), osg::Vec3(-1.0258, 1.0f, -0.26778), osg::Vec3(-0.807461, 1.0f, -0.181267), osg::Vec3(-0.766264, 1.0f, -0.0576758), osg::Vec3(-0.980488, 1.0f, -0.094753) }; Is there anything like ExtrudeGeometry in OSG? ___ 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] Fwd: setting a polygon height
Hi Robert, Is it possible to have a 2D square looks like a cube? for example I have 2D polygon if I could add a height parameter so that its look like a cube but faces are polygons. I dont know what are the exact terms to use to get good response. hope this image url helps http://i.stack.imgur.com/OnRz3.png - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, February 25, 2013 9:26:16 PM Subject: Re: [osg-users] Fwd: setting a polygon height Hi Mohammed, I'm guessing most of the community like me are rather perplexed by what specifically you are expecting/looking for. The heights of a polygon are simply it's z dimenion when you have a coordinate system with Z up like the OSG defaults. So setting it randomly would just entail setting the z value, but as your code show you already setting the xyz values then one would have to guess that this isn't what you mean at all. This leaves us rather stuck trying to guess what you actually mean. Mentioning extrusion doesn't help either as this rather tangential topic, or perhaps in your current view it's not. Alas we can't jump in your head and know what you are meaning. The only thing I can say with certainly is to say that the OSG doesn't have an extrusion tool. The OSG is primarily a scene graph, not a scene building tool. Robert. On 25 February 2013 15:37, Mohammed Rashad mohammed.ras...@research.iiit.ac.in wrote: Any update on this? - Forwarded Message - From: Mohammed Rashad mohammed.ras...@research.iiit.ac.in To: osg-users@lists.openscenegraph.org Sent: Wednesday, February 13, 2013 12:13:24 PM Subject: [osg-users] setting a polygon height How to set the height of a polygon in OSG 3.0? I have created some polygon which are 2D. I want to assing random heights for the polygon. How this can be done? osg::Geometry* polyGeom = new osg::Geometry(); and i then feed the vertices like: osg::Vec3 myCoords[] = { osg::Vec3(-1.0464, 1.0f, -0.193626), osg::Vec3(-1.0258, 1.0f, -0.26778), osg::Vec3(-0.807461, 1.0f, -0.181267), osg::Vec3(-0.766264, 1.0f, -0.0576758), osg::Vec3(-0.980488, 1.0f, -0.094753) }; Is there anything like ExtrudeGeometry in OSG? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setting a polygon height
How to set the height of a polygon in OSG 3.0? I have created some polygon which are 2D. I want to assing random heights for the polygon. How this can be done? osg::Geometry* polyGeom = new osg::Geometry(); and i then feed the vertices like: osg::Vec3 myCoords[] = { osg::Vec3(-1.0464, 1.0f, -0.193626), osg::Vec3(-1.0258, 1.0f, -0.26778), osg::Vec3(-0.807461, 1.0f, -0.181267), osg::Vec3(-0.766264, 1.0f, -0.0576758), osg::Vec3(-0.980488, 1.0f, -0.094753) }; Is there anything like ExtrudeGeometry in OSG? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] moving from openscenegraph 2.8.x to 3.0
All, I found some problems moving ossimplanet from osg 2.8.5 to osg 3.0 Here are those 1. no osgGA/MatrixManipulator to where its moved? 2 .error: ‘compileGLObjects’ is not a member of ‘osgDB::DatabasePager’ Where the compileGLObjects function gone? Is it renamed or removed what code can do the equivalent job 3. class osgDB::DatabasePager’ has no member named ‘requiresCompileGLObjects’ 4. error: ‘compileAllGLObjects’ is not a member of ‘osgDB::DatabasePager’ Is this topic discussed already? -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] minimal build
How to get openscenegraph minimal build? Can I get source code which only render only a specific format say .osg files -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] merging ive files
I used osggis_build to generate a ive file of 3d buildings How to merge them ?osgviewer loads it automatically using this command osgviewer out/buildings/out.ive but thru code its not possible see below osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(out/buildings/out.ive); viewer.setSceneData( loadedModel.get() ); viewer.realize(); is working but osg::Group* root = new osg::Group; root-addChild( osgDB::readNodeFile(out/buildings/out.ive) ); viewer.setSceneData( root ); viewer.realize(); is not working... Can anyone explain why? do I need to merge all *.ive files in buildings dir buildings dir contains these files gL0_X0_Y0.ive gL0_X0_Y1.ive gL0_X0_Y2.ive gL0_X0_Y3.ive gL0_X1_Y0.ive gL0_X1_Y1.ive gL0_X1_Y2.ive gL0_X1_Y3.ive gL0_X2_Y0.ive gL0_X2_Y1.ive gL0_X2_Y2.ive gL0_X2_Y3.ive gL0_X2_Y4.ive gL0_X2_Y6.ive gL0_X3_Y0.ive gL0_X3_Y1.ive gL0_X3_Y2.ive gL0_X3_Y3.ive gL0_X3_Y4.ive gL0_X3_Y5.ive gL0_X3_Y6.ive gL0_X4_Y0.ive gL0_X4_Y1.ive gL0_X4_Y2.ive gL0_X4_Y3.ive gL0_X4_Y4.ive gL0_X4_Y5.ive gL0_X4_Y6.ive gL0_X5_Y0.ive gL0_X5_Y1.ive gL0_X5_Y2.ive gL0_X5_Y3.ive gL0_X5_Y4.ive gL0_X5_Y5.ive gL0_X5_Y6.ive gL0_X6_Y0.ive gL0_X6_Y1.ive gL0_X6_Y2.ive gL0_X6_Y4.ive gL0_X6_Y5.ive gL0_X6_Y6.ive out.ive -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer error on closing
thanks robert. i will update os patches next time i am loading .ive file used by osgOcean On Thu, Mar 1, 2012 at 2:22 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Rashad, On 29 February 2012 08:53, Mohammed Rashad mohammedrasha...@gmail.com wrote: when I am closing osgviewer I am getting this error Inconsistency detected by ld.so: dl-close.c: 743: _dl_close: Assertion `map-l_init_called' failed! i am using ubuntu 11.10 build of osg I used to see the problem rather often when I upgraded to Kubuntu 11.10, and on investigation found that the OSG wasn't alone in this issue, but also never came across a specific cause or solution. It looked to be associated with unloaded some but not all of the plugins, all of the plugins are loaded and unloaded in exactly the same way though. Curiously I haven't seen this errors recently, and have just tried to reproduce it now and can't so perhaps keeping update to date with patches from the Ubuntu repository has solved this problem. What models are you loading to get the error you are seeing? Are you fully up to date with patches of the OS? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] flooding water
How to render a tide or tsunami flood using openscenegraph for urban area is there anything already done for it? I am even ready to develop one thing on top of OSG if someone shed some light -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] flooding water
thanks chris for swift response On Thu, Mar 1, 2012 at 11:16 PM, Chris Hanson xe...@alphapixel.com wrote: On Thu, Mar 1, 2012 at 10:21 AM, Mohammed Rashad mohammedrasha...@gmail.com wrote: How to render a tide or tsunami flood using openscenegraph for urban area is there anything already done for it? I am even ready to develop one thing on top of OSG if someone shed some light OSGOcean can render water, but I don't think it will compute the flood inundation and computational fluid dynamics. I seem to recall there are some GIS tools out there for computing flooding, and you could perhaps take the output data of those and visualize it in OSG. I searched and couldnt find any GIS tool in opensource for visualising some urban area with some buildings and flood/Tsunami keep on coming slowly on a keypress. By hacking osgOcean and osgRiver can I do it and submit to OSG as a nodekit :-) -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] flooding water
thanks a lot chris. will look into it and get back to osg list On Fri, Mar 2, 2012 at 12:40 AM, Chris Hanson xe...@alphapixel.com wrote: http://en.wikipedia.org/wiki/ANUGA_Hydro http://www.mssanz.org.au/modsim05/papers/nielsen.pdf From the paper The animation tool developed for AnuGA is based on OpenSceneGraph, an Open Source Software (OSS) component allowing high level interaction with sophisticated graphics primitives. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] flooding water
chris, I want something similar to osgRiver. I compiled osgRiver and it run sucessfully. But I am unable to install anuga. I want a simple thing. I only want some small modifications to osgRiver. Below are my doubts 1. osgRiver has an island file called river.3ds. how its made? 3dmax? 2. I can load an 3d model of urban area built using osggis there are roads in it . I want to show the flowing on water from one point of city to another. then I need to calculate which all buildings are in water. 3. how to make water flow only through roads or some open areas? .Even though my title is flooding i want to show flow of water or tsunami on urban areas. 4. how to build 3d models for the osg? osgRiver show water flowing only through certain path. how is it done? see results on this poster http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf 5. what will be the amount of area getting destroyed.(second project) 6. visualize the distorted buildings(third project) I would like to do it as a student project using OSG if not existing. so I need to do some coding for the project or customization of some existing tools maybe osgRiver On Fri, Mar 2, 2012 at 12:40 AM, Chris Hanson xe...@alphapixel.com wrote: http://en.wikipedia.org/wiki/ANUGA_Hydro http://www.mssanz.org.au/modsim05/papers/nielsen.pdf From the paper The animation tool developed for AnuGA is based on OpenSceneGraph, an Open Source Software (OSS) component allowing high level interaction with sophisticated graphics primitives. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgviewer error on closing
when I am closing osgviewer I am getting this error Inconsistency detected by ld.so: dl-close.c: 743: _dl_close: Assertion `map-l_init_called' failed! i am using ubuntu 11.10 build of osg -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] render function using event handler
if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] render function using event handler
thanks Kim. OK. after translate will it update window automatically what I want is partly done with osgOcean after increasing height I need to find the area that is under water. Is it possible is a big question but I have only one question Is it possile? and how On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote: Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for a rebuild on the next update traversal. Regards, Kim. On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote: if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ 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 -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] render function using event handler
On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote: It depends how accurate you want your calculation to be. An approximation would be to simply take the volume of the cuboid that forms between the seabed and the ocean surface. how to get the cuboid that forms between seabed and oceansurface. Any pseudo code or something If you want a more accurate volume calculation then you'd have to take into account the shape of the waves and the seabed. I *think* one of the properties of the FFT ocean surface is that the average height will always be zero so you can treat it like a flat plane in your volume calculation. You might want to check that though it's been a while since I've looked at it in detail. If that's the case you only need to take into account the shape of the sea bed in your calculation. It is possible, but you'll have to work out the maths for that. Regards, Kim. On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote: thanks Kim. OK. after translate will it update window automatically what I want is partly done with osgOcean after increasing height I need to find the area that is under water. Is it possible is a big question but I have only one question Is it possile? and how On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote: Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for a rebuild on the next update traversal. Regards, Kim. On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote: if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ 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 -- Regards, Rashad ___ 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 -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] render function using event handler
Thanks On Sun, Feb 12, 2012 at 9:00 PM, Kim Bale kcb...@googlemail.com wrote: Width x length x (Height of surface - height of seabed) here width = window_width length = window_length height of seabed = how much it has raised(current height + 1.0) height of surface ? how to calculate the height of surface? K. On 12 February 2012 15:17, Mohammed Rashad mohammedrasha...@gmail.comwrote: On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote: It depends how accurate you want your calculation to be. An approximation would be to simply take the volume of the cuboid that forms between the seabed and the ocean surface. how to get the cuboid that forms between seabed and oceansurface. Any pseudo code or something If you want a more accurate volume calculation then you'd have to take into account the shape of the waves and the seabed. I *think* one of the properties of the FFT ocean surface is that the average height will always be zero so you can treat it like a flat plane in your volume calculation. You might want to check that though it's been a while since I've looked at it in detail. If that's the case you only need to take into account the shape of the sea bed in your calculation. It is possible, but you'll have to work out the maths for that. Regards, Kim. On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote: thanks Kim. OK. after translate will it update window automatically what I want is partly done with osgOcean after increasing height I need to find the area that is under water. Is it possible is a big question but I have only one question Is it possile? and how On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.comwrote: Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for a rebuild on the next update traversal. Regards, Kim. On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.com wrote: if (ea.getKey() == '+') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } if (ea.getKey() == '-') { _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() - 1.0); osg::notify(osg::NOTICE) Ocean surface is now at z = _oceanScene-getOceanSurfaceHeight() std::endl; return true; } } If I press + water level is increased and for - water level is decreased the above code I had written is just setting ocean surface height. now I need to know which function is called after setting height using _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() + 1.0); what the osgOCean does to render the ocean with increased or decreased water level i tried gdb but cant trace what is happening.. I think some event is triggered after setting OceanSurfaceHeight but dont know where or how I hope the developers of osgOcean are viewing this mail and they will answer my question. Any pointers are greatly appreciated. Thanks in advance -- Regards, Rashad ___ 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 -- Regards, Rashad ___ 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 -- Regards, Rashad ___ 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 -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualize water on dem
CCing osg-users On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi I would suggest, that you compile http://code.google.com/p/vtp/ there you will see, how to lay roads ( they are similar to rivers, just consist of straight segments, and rivers from curved segments), this is giving segmentation fault to me Starting program: /usr/local/bin/VTBuilder [Thread debugging using libthread_db enabled] VTBuilder Build: Release Unicode Build date: Feb 9 2012 here is the valgrind output =16091== Process terminating with default action of signal 11 (SIGSEGV) ==16091== Access not within mapped region at address 0x8 ==16091==at 0x40E9F3D: wxString::mb_str(wxMBConv const) const (in /usr/lib/libwx_baseu-2.8.so.0.6.0) ==16091==by 0x80C2D9D: BuilderApp::SetupLocale() (App.cpp:135) ==16091==by 0x80C319A: BuilderApp::OnInit() (App.cpp:80) ==16091==by 0x40C776F: wxEntry(int, wchar_t**) (in /usr/lib/libwx_baseu-2.8.so.0.6.0) ==16091==by 0x40C7976: wxEntry(int, char**) (in /usr/lib/libwx_baseu-2.8.so.0.6.0) ==16091==by 0x80C2BAA: main (App.cpp:28) ==16091== If you believe this happened as a result of a stack ==16091== overflow in your program's main thread (unlikely but ==16091== possible), you can try to increase the size of the ==16091== main thread stack using the --main-stacksize= flag. ==16091== The main thread stack size used in this run was 8388608. ==16091== Invalid free() / delete / delete[] ==16091==at 0x4024B3A: free (vg_replace_malloc.c:366) ==16091==by 0x5579653: ??? (in /lib/tls/i686/cmov/libc-2.11.1.so) ==16091==by 0x5579119: ??? (in /lib/tls/i686/cmov/libc-2.11.1.so) ==16091==by 0x401F4F3: _vgnU_freeres (vg_preloaded.c:62) ==16091== Address 0x5e02318 is not stack'd, malloc'd or (recently) free'd ==16091== ==16091== ==16091== HEAP SUMMARY: ==16091== in use at exit: 538,527 bytes in 5,847 blocks ==16091== total heap usage: 12,691 allocs, 6,846 frees, 857,523 bytes allocated ==16091== Program received signal SIGSEGV, Segmentation fault. 0x001cff3d in wxString::mb_str(wxMBConv const) const () from /usr/lib/libwx_baseu-2.8.so.0 (gdb) if you use http://qt.nokia.com/products/developer-tools/ you would be able to visually set breakpoints and see, how roads are laid onto terrain. goging to try others BTW, Can you tell me some ways which I can contribute to OpenSceneGraph also - the project http://osgearth.org/ has code to combine different layers. the other one which might be of interest is http://www.osgvisual.org/projects/osgvisual/ so it is only by debugging someones code you would get idea, there is also FlightGear simulator which is built using osg - it also has rivers etc. You may ask where rivers are laid in code in FlightGear dev list.. you may also take a look at delta3d http://www.delta3d.org though old, this page seems appropriate http://www.delta3d.org/article.php?story=20051013142113452 it is not that easy, still, from my experience - looking for familiar words like road in code it is possible to set breakpoint or watchpoint ( that the variable changed somewhere ) and then figure out what happens. Also I would suggest to search for osg books ( they are available on the internet in pdf format ) from that books you would get a strong foundation to move forward. Best regards Sergey On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am going to do my phd related to virtual reality which I think will help to contribute to OSG and entire community because I am on the open source coding part. I do C++ well. So If you have some free time with you. can you tell me a detailed step for visualizing water over dem. The mail you posted before may be a detailed step but not for a beginner like me. Thanks in advance On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Rashad, in case you did not get reply from osgRiver author - few spare thoughts ( do not expect too much, just some ideas), I think, that the approach to render rivers over dem is many step task. 1) st you decide where river would be in 2D 2) nd compute intersections along river boundaries ( with some interval step ), and compute heigh of river ( river would be represented as a set of patches ) if it approximates those points ( the rivers could change it's height see code and first pdf I sent ) 3) if the error between terrain and river is big you should re tesselate the whole thing with new points basically you should change you dem so that river was below highest points along the 2D path ( when seen from above). how to re tesselate? I think, that it is possible to use http://gts.sourceforge.net/ though tessellating square grid is trivial, then you can move internal points to height which are better suite your needs. then you can join your more
Re: [osg-users] Visualize water on dem
fixed the issue by skipping setlocale VTBuilder/App.cpp 80 On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi I would suggest, that you compile http://code.google.com/p/vtp/ there you will see, how to lay roads ( they are similar to rivers, just consist of straight segments, and rivers from curved segments), if you use http://qt.nokia.com/products/developer-tools/ you would be able to visually set breakpoints and see, how roads are laid onto terrain. also - the project http://osgearth.org/ has code to combine different layers. the other one which might be of interest is http://www.osgvisual.org/projects/osgvisual/ so it is only by debugging someones code you would get idea, there is also FlightGear simulator which is built using osg - it also has rivers etc. You may ask where rivers are laid in code in FlightGear dev list.. you may also take a look at delta3d http://www.delta3d.org though old, this page seems appropriate http://www.delta3d.org/article.php?story=20051013142113452 it is not that easy, still, from my experience - looking for familiar words like road in code it is possible to set breakpoint or watchpoint ( that the variable changed somewhere ) and then figure out what happens. Also I would suggest to search for osg books ( they are available on the internet in pdf format ) from that books you would get a strong foundation to move forward. Best regards Sergey On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am going to do my phd related to virtual reality which I think will help to contribute to OSG and entire community because I am on the open source coding part. I do C++ well. So If you have some free time with you. can you tell me a detailed step for visualizing water over dem. The mail you posted before may be a detailed step but not for a beginner like me. Thanks in advance On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Rashad, in case you did not get reply from osgRiver author - few spare thoughts ( do not expect too much, just some ideas), I think, that the approach to render rivers over dem is many step task. 1) st you decide where river would be in 2D 2) nd compute intersections along river boundaries ( with some interval step ), and compute heigh of river ( river would be represented as a set of patches ) if it approximates those points ( the rivers could change it's height see code and first pdf I sent ) 3) if the error between terrain and river is big you should re tesselate the whole thing with new points basically you should change you dem so that river was below highest points along the 2D path ( when seen from above). how to re tesselate? I think, that it is possible to use http://gts.sourceforge.net/ though tessellating square grid is trivial, then you can move internal points to height which are better suite your needs. then you can join your more tesselated patches with whole dem as described in http://hal.inria.fr/docs/00/41/62/21/PDF/eusipco09_3_1.pdf if still it gives too much error you might then develop a custom terrain using http://tetgen.berlios.de/ ( http://tetgen.berlios.de/features.html#F3) so that you place a lot of pixels on your terrain ( you might heigh test for heights between dem grid ) and also put desired height for river, then run tetgen over it to get new mesh, with this mesh placing river would be just rendering river patches after mesh is rendered. you might try to search for some code which performs similar operations ( maybe http://geodynamics.org/ ?) also take a look at http://code.google.com/p/vtp/ it is virtual terrain project, based on OpenSceneGraph, it should have some utilities to work with DEM. also see http://www.ruraltech.org/pubs/theses/mouton/mouton_ms_thesis.pdf http://www.geocarto.com.hk/cgi-bin/pages1/mar06/3_Maathuis.pdf Best regards Sergey On Tue, Feb 7, 2012 at 5:56 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: thanks. will put a mail to him On Tue, Feb 7, 2012 at 7:19 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi try to contact initial author Quintijn Hendrickx q.j.a.m.hendri...@student.tudelft.nl not sure is he still available by this address, but I just sent you code ( and know it was applied to terrains ) but cannot assist with anything else. Regards Sergey On Tue, Feb 7, 2012 at 5:42 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: i had done creating cmake for osgRiver with some fixes for linux. i need to know how to run osgRiver on terrain data On Sat, Feb 4, 2012 at 3:02 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi cmake files were absent from initial download, but I think you could take osgOcean cmake files and edit them to fit osgRiver. Regards Sergey On Sat, Feb
Re: [osg-users] Visualize water on dem
i can visualize islands on osgocean this is exactly what i want but cant visualize my own islands how to generate islands for fitting in osgOcean or how to chnage osgOcean to fit my own dem generated using osgdem which is an ive file On Thu, Feb 9, 2012 at 5:59 PM, Mohammed Rashad mohammedrasha...@gmail.comwrote: fixed the issue by skipping setlocale VTBuilder/App.cpp 80 On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi I would suggest, that you compile http://code.google.com/p/vtp/ there you will see, how to lay roads ( they are similar to rivers, just consist of straight segments, and rivers from curved segments), if you use http://qt.nokia.com/products/developer-tools/ you would be able to visually set breakpoints and see, how roads are laid onto terrain. also - the project http://osgearth.org/ has code to combine different layers. the other one which might be of interest is http://www.osgvisual.org/projects/osgvisual/ so it is only by debugging someones code you would get idea, there is also FlightGear simulator which is built using osg - it also has rivers etc. You may ask where rivers are laid in code in FlightGear dev list.. you may also take a look at delta3d http://www.delta3d.org though old, this page seems appropriate http://www.delta3d.org/article.php?story=20051013142113452 it is not that easy, still, from my experience - looking for familiar words like road in code it is possible to set breakpoint or watchpoint ( that the variable changed somewhere ) and then figure out what happens. Also I would suggest to search for osg books ( they are available on the internet in pdf format ) from that books you would get a strong foundation to move forward. Best regards Sergey On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am going to do my phd related to virtual reality which I think will help to contribute to OSG and entire community because I am on the open source coding part. I do C++ well. So If you have some free time with you. can you tell me a detailed step for visualizing water over dem. The mail you posted before may be a detailed step but not for a beginner like me. Thanks in advance On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Rashad, in case you did not get reply from osgRiver author - few spare thoughts ( do not expect too much, just some ideas), I think, that the approach to render rivers over dem is many step task. 1) st you decide where river would be in 2D 2) nd compute intersections along river boundaries ( with some interval step ), and compute heigh of river ( river would be represented as a set of patches ) if it approximates those points ( the rivers could change it's height see code and first pdf I sent ) 3) if the error between terrain and river is big you should re tesselate the whole thing with new points basically you should change you dem so that river was below highest points along the 2D path ( when seen from above). how to re tesselate? I think, that it is possible to use http://gts.sourceforge.net/though tessellating square grid is trivial, then you can move internal points to height which are better suite your needs. then you can join your more tesselated patches with whole dem as described in http://hal.inria.fr/docs/00/41/62/21/PDF/eusipco09_3_1.pdf if still it gives too much error you might then develop a custom terrain using http://tetgen.berlios.de/ ( http://tetgen.berlios.de/features.html#F3) so that you place a lot of pixels on your terrain ( you might heigh test for heights between dem grid ) and also put desired height for river, then run tetgen over it to get new mesh, with this mesh placing river would be just rendering river patches after mesh is rendered. you might try to search for some code which performs similar operations ( maybe http://geodynamics.org/ ?) also take a look at http://code.google.com/p/vtp/ it is virtual terrain project, based on OpenSceneGraph, it should have some utilities to work with DEM. also see http://www.ruraltech.org/pubs/theses/mouton/mouton_ms_thesis.pdf http://www.geocarto.com.hk/cgi-bin/pages1/mar06/3_Maathuis.pdf Best regards Sergey On Tue, Feb 7, 2012 at 5:56 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: thanks. will put a mail to him On Tue, Feb 7, 2012 at 7:19 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote: Hi try to contact initial author Quintijn Hendrickx q.j.a.m.hendri...@student.tudelft.nl not sure is he still available by this address, but I just sent you code ( and know it was applied to terrains ) but cannot assist with anything else. Regards Sergey On Tue, Feb 7, 2012 at 5:42 PM, Mohammed Rashad mohammedrasha...@gmail.com wrote: i had done creating cmake for osgRiver with some
[osg-users] [osgdem] parameter to increase height
How to increase the height of the output elevation? -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgdem] generate osgdem aligned with osgOcean
how to generate .ive files which can be aligned similar to islands.ive in osgOcean. osgOcean suites most of my needs. it can show islands.ive files but works perfectly only with shipped resources cannot use custom resources i build ive files using osdem. but the dem is not overlaying correctly on ocean surface . i used cow.osg and it also work as expected . I also played with few other ive and .osg files which works like charm so the problem is with the .ive file generated with osgdem. how can I generated .ive files for osgdem. Is there any other way other than osgdem to genreate dems from SRTM or tiff files -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visualize water on dem
All, I know my question doesnt have a single line answer. But it will be great if somone provides some info or sparks for starting I have an SRTM data. I created deom using osgdem and i got a srtm_12.ive file which I visualized using osgviewer and is fine Now I want to show that How a water flow occurs in DEM or srtm_12.ive data dem contains some valleys and hills so i need to find a way in OSG to display water get accumulated on terrain valleys(no realtime rendering). For a given altitude I need to show the coast of dem which is filled with water -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] build error
vpb build error [ 58%] Building CXX object src/vpb/CMakeFiles/vpb.dir/PropertyFile.o [ 61%] Building CXX object src/vpb/CMakeFiles/vpb.dir/ShapeFilePlacer.o [ 64%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Source.o /code/VirtualPlanetBuilder/src/vpb/Source.cpp: In member function ‘vpb::Source* vpb::Source::doRasterReprojection(const std::string, osg::CoordinateSystemNode*, double) const’: /code/VirtualPlanetBuilder/src/vpb/Source.cpp:505: error: ‘struct GDALWarpOptions’ has no member named ‘nDstAlphaBand’ make[2]: *** [src/vpb/CMakeFiles/vpb.dir/Source.o] Error 1 make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2 make: *** [all] Error 2 -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem new build segmentation fault
I am using OSG 3.0.0 gdal trunk nvtt 2.0.8 input data given in http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem command output osgdem --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga --compressor-nvtt Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t /home/rashad/Downloads/work/ps_texture_16k.tif ADD: /home/rashad/Downloads/work/ps_texture_16k.tif loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d /home/rashad/Downloads/work/ps_height_16k.tif ADD: /home/rashad/Downloads/work/ps_height_16k.tif loaded layer /home/rashad/Downloads/work/ps_height_16k.tif -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol: _ZN2nv9DDSHeaderC1Ev ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF. Z� $� $�D$ � not supported. Segmentation fault gdb output (gdb) run --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga Starting program: /usr/local/bin/osgdem --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga [Thread debugging using libthread_db enabled] Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t /home/rashad/Downloads/work/ps_texture_16k.tif ADD: /home/rashad/Downloads/work/ps_texture_16k.tif loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d /home/rashad/Downloads/work/ps_height_16k.tif ADD: /home/rashad/Downloads/work/ps_height_16k.tif loaded layer /home/rashad/Downloads/work/ps_height_16k.tif -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol: _ZN2nv9DDSHeaderC1Ev ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF. Z� $� $�D$ � not supported. Program received signal SIGSEGV, Segmentation fault. 0x00348e84 in vpb::SourceData::readData(vpb::Source*) () from /usr/local/lib/libvpb.so.12 On Thu, Jan 26, 2012 at 10:20 PM, Robert Osfield robert.osfi...@gmail.comwrote: HI Mohammed, The trace points to the OpenGL driver failing when trying to create the pbuffer. osgdem uses an OpenGL graphics context to create the GL compressed textures, you can avoid the use of the GL driver if you using NVTT. To use this you'll need to install NVTT SDK and rebuild VPB against it. When running osgdem you'll need to add the --compressor-nvtt command line option to tell osgdem to use NVTT. Alternatively you could avoid use of OpenGL compressed textures by using the --RGB-24 command option. Or... just install an non broken OpenGL driver. Robert. On 26 January 2012 16:37, Mohammed Rashad mohammedrasha...@gmail.com wrote: Hi Robert, this is the valgrind output valgrind osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga ==12136== Memcheck, a memory error detector ==12136== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et al. ==12136== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for copyright info ==12136== Command: osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga ==12136== Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t ps_texture_16k.png ADD: ps_texture_16k.png loaded layer ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png ADD: ps_height_16k.png loaded layer ps_height_16k.png -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system started DataSet::createDestination(8) Time for after_reproject 0.012247 DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system local_extents = xMin() 0.00 163850.00 yMin() 0.00 163850.00 AR=1.00 C1=1 R1=1 createNewDestinationGraph Time for _destinationGraph-computeMaximumSourceResolution() = 1.153935 Time for createDestinationGraph 4.648750 Time for after_computeNeighbours 2.396875 completed DataSet::createDestination(8) There are 2
Re: [osg-users] osgdem new build segmentation fault
i solved the error by activating graphics driver from System -- Administration -- Hardware drivers hope this line helps others :) Your swift response and helping mind is much appreciated Thanks On Thu, Feb 2, 2012 at 9:07 PM, Mohammed Rashad mohammedrasha...@gmail.comwrote: I am using OSG 3.0.0 gdal trunk nvtt 2.0.8 input data given in http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem command output osgdem --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga --compressor-nvtt Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t /home/rashad/Downloads/work/ps_texture_16k.tif ADD: /home/rashad/Downloads/work/ps_texture_16k.tif loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d /home/rashad/Downloads/work/ps_height_16k.tif ADD: /home/rashad/Downloads/work/ps_height_16k.tif loaded layer /home/rashad/Downloads/work/ps_height_16k.tif -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol: _ZN2nv9DDSHeaderC1Ev ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF. Z� $� $�D$ � not supported. Segmentation fault gdb output (gdb) run --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga Starting program: /usr/local/bin/osgdem --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga [Thread debugging using libthread_db enabled] Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t /home/rashad/Downloads/work/ps_texture_16k.tif ADD: /home/rashad/Downloads/work/ps_texture_16k.tif loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d /home/rashad/Downloads/work/ps_height_16k.tif ADD: /home/rashad/Downloads/work/ps_height_16k.tif loaded layer /home/rashad/Downloads/work/ps_height_16k.tif -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so' exists, but an error occurred while trying to open it: /usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol: _ZN2nv9DDSHeaderC1Ev ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF. Z� $� $�D$ � not supported. Program received signal SIGSEGV, Segmentation fault. 0x00348e84 in vpb::SourceData::readData(vpb::Source*) () from /usr/local/lib/libvpb.so.12 On Thu, Jan 26, 2012 at 10:20 PM, Robert Osfield robert.osfi...@gmail.com wrote: HI Mohammed, The trace points to the OpenGL driver failing when trying to create the pbuffer. osgdem uses an OpenGL graphics context to create the GL compressed textures, you can avoid the use of the GL driver if you using NVTT. To use this you'll need to install NVTT SDK and rebuild VPB against it. When running osgdem you'll need to add the --compressor-nvtt command line option to tell osgdem to use NVTT. Alternatively you could avoid use of OpenGL compressed textures by using the --RGB-24 command option. Or... just install an non broken OpenGL driver. Robert. On 26 January 2012 16:37, Mohammed Rashad mohammedrasha...@gmail.com wrote: Hi Robert, this is the valgrind output valgrind osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga ==12136== Memcheck, a memory error detector ==12136== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et al. ==12136== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for copyright info ==12136== Command: osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga ==12136== Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t ps_texture_16k.png ADD: ps_texture_16k.png loaded layer ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png ADD: ps_height_16k.png loaded layer ps_height_16k.png -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system started DataSet::createDestination(8) Time for after_reproject 0.012247 DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system
[osg-users] GSoC 2012
will OSG participate in GSoC 2012? -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem segmentation fault
/libGL.so.1.2) ==12136==by 0x521D60E: osgViewer::PixelBufferX11::init() (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136==by 0x521C17F: osgViewer::PixelBufferX11::PixelBufferX11(osg::GraphicsContext::Traits*) (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136==by 0x52188AF: X11WindowingSystemInterface::createGraphicsContext(osg::GraphicsContext::Traits*) (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136==by 0x4EB4866: osg::GraphicsContext::createGraphicsContext(osg::GraphicsContext::Traits*) (in /usr/local/lib/libosg.so.3.0.0) ==12136==by 0x41B356F: MyGraphicsContext::MyGraphicsContext(vpb::BuildLog*) (DataSet.cpp:2518) ==12136==by 0x41AE8E9: vpb::DataSet::_run() (DataSet.cpp:3243) ==12136==by 0x41ADE7B: vpb::DataSet::run() (DataSet.cpp:3102) ==12136==by 0x804E1D9: main (osgdem.cpp:288) ==12136== If you believe this happened as a result of a stack ==12136== overflow in your program's main thread (unlikely but ==12136== possible), you can try to increase the size of the ==12136== main thread stack using the --main-stacksize= flag. ==12136== The main thread stack size used in this run was 8388608. ==12136== ==12136== HEAP SUMMARY: ==12136== in use at exit: 14,748,078 bytes in 56,570 blocks ==12136== total heap usage: 67,158 allocs, 10,588 frees, 19,540,199 bytes allocated ==12136== ==12136== LEAK SUMMARY: ==12136==definitely lost: 0 bytes in 0 blocks ==12136==indirectly lost: 0 bytes in 0 blocks ==12136== possibly lost: 4,423,956 bytes in 41,567 blocks ==12136==still reachable: 10,324,122 bytes in 15,003 blocks ==12136== suppressed: 0 bytes in 0 blocks ==12136== Rerun with --leak-check=full to see details of leaked memory ==12136== ==12136== For counts of detected and suppressed errors, rerun with: -v ==12136== Use --track-origins=yes to see where uninitialised values come from ==12136== ERROR SUMMARY: 3 errors from 3 contexts (suppressed: 188 from 14) Segmentation fault On Thu, Jan 26, 2012 at 2:30 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Mohammed, Could you run osgdem without the -a option, and also run osgdem within a debugger so you can get the stack trace where it crashes. Thanks, Robert. On 26 January 2012 00:08, Mohammed Rashad mohammedrasha...@gmail.com wrote: osgdem --xx 10 --yy 10 -t ps_texture_16k.tif --xx 10 --yy 10 -d ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t ps_texture_16k.tif ADD: ps_texture_16k.tif loaded layer ps_texture_16k.tif --xx 10 --yy 10 -d ps_height_16k.tif ADD: ps_height_16k.tif loaded layer ps_height_16k.tif -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system started DataSet::createDestination(8) Time for after_reproject 0.08 DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system local_extents = xMin() 0.00 163850.00 yMin() 0.00 163850.00 AR=1.00 C1=1 R1=1 createNewDestinationGraph Time for _destinationGraph-computeMaximumSourceResolution() = 0.005384 Time for createDestinationGraph 0.038835 Time for after_computeNeighbours 0.005547 completed DataSet::createDestination(8) There are 2 contributing source files: ps_height_16k.tif ps_texture_16k.tif Segmentation fault -- Regards, Rashad ___ 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 -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem segmentation fault
robert.osfi...@gmail.com On Thu, Jan 26, 2012 at 10:20 PM, Robert Osfield robert.osfi...@gmail.comwrote: HI Mohammed, The trace points to the OpenGL driver failing when trying to create the pbuffer. osgdem uses an OpenGL graphics context to create the GL compressed textures, you can avoid the use of the GL driver if you using NVTT. To use this you'll need to install NVTT SDK and rebuild VPB against how to rebuilt VPB agains NVTT SDK it. When running osgdem you'll need to add the --compressor-nvtt command line option to tell osgdem to use NVTT. Alternatively you could avoid use of OpenGL compressed textures by using the --RGB-24 command option. Or... just install an non broken OpenGL driver. Robert. On 26 January 2012 16:37, Mohammed Rashad mohammedrasha...@gmail.com wrote: Hi Robert, this is the valgrind output valgrind osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga ==12136== Memcheck, a memory error detector ==12136== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et al. ==12136== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for copyright info ==12136== Command: osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga ==12136== Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t ps_texture_16k.png ADD: ps_texture_16k.png loaded layer ps_texture_16k.png --xx 10 --yy 10 -d ps_height_16k.png ADD: ps_height_16k.png loaded layer ps_height_16k.png -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system started DataSet::createDestination(8) Time for after_reproject 0.012247 DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system local_extents = xMin() 0.00 163850.00 yMin() 0.00 163850.00 AR=1.00 C1=1 R1=1 createNewDestinationGraph Time for _destinationGraph-computeMaximumSourceResolution() = 1.153935 Time for createDestinationGraph 4.648750 Time for after_computeNeighbours 2.396875 completed DataSet::createDestination(8) There are 2 contributing source files: ps_height_16k.png ps_texture_16k.png ==12136== Syscall param ioctl(generic) points to uninitialised byte(s) ==12136==at 0x613A619: ioctl (syscall-template.S:82) ==12136==by 0x714304A: drmCommandWriteRead (in /lib/libdrm.so.2.4.0) ==12136==by 0x4315B7E: radeon_cs_manager_gem_ctor (in /lib/libdrm_radeon.so.1.0.0) ==12136==by 0x7DEA1AF: r600InitCmdBuf (in /usr/lib/dri/r600_dri.so) ==12136==by 0x7DE9E26: r600CreateContext (in /usr/lib/dri/r600_dri.so) ==12136==by 0x7DE0C3A: ??? (in /usr/lib/dri/r600_dri.so) ==12136==by 0x7DE0CD5: ??? (in /usr/lib/dri/r600_dri.so) ==12136==by 0x5DC143C: ??? (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x5D99E6A: ??? (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x5D9A30D: glXCreateContext (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x521D033: osgViewer::PixelBufferX11::init() (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136==by 0x521C17F: osgViewer::PixelBufferX11::PixelBufferX11(osg::GraphicsContext::Traits*) (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136== Address 0xbe8c0bf4 is on thread 1's stack ==12136== ==12136== Syscall param ioctl(generic) points to uninitialised byte(s) ==12136==at 0x613A619: ioctl (syscall-template.S:82) ==12136==by 0x714304A: drmCommandWriteRead (in /lib/libdrm.so.2.4.0) ==12136==by 0x7DEA22F: r600InitCmdBuf (in /usr/lib/dri/r600_dri.so) ==12136==by 0x7DE9E26: r600CreateContext (in /usr/lib/dri/r600_dri.so) ==12136==by 0x7DE0C3A: ??? (in /usr/lib/dri/r600_dri.so) ==12136==by 0x7DE0CD5: ??? (in /usr/lib/dri/r600_dri.so) ==12136==by 0x5DC143C: ??? (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x5D99E6A: ??? (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x5D9A30D: glXCreateContext (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x521D033: osgViewer::PixelBufferX11::init() (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136==by 0x521C17F: osgViewer::PixelBufferX11::PixelBufferX11(osg::GraphicsContext::Traits*) (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136==by 0x52188AF: X11WindowingSystemInterface::createGraphicsContext(osg::GraphicsContext::Traits*) (in /usr/local/lib/libosgViewer.so.3.0.0) ==12136== Address 0xbe8c0c38 is on thread 1's stack ==12136== ==12136== Invalid read of size 4 ==12136==at 0x5DBD0B0: ??? (in /usr/lib/mesa/libGL.so.1.2) ==12136==by 0x521D60E: osgViewer::PixelBufferX11::init() (in /usr/local/lib/libosgViewer.so
Re: [osg-users] osgdem segmentation fault
still same error.. can you give me a step by step explanation On Thu, Jan 26, 2012 at 11:27 PM, Robert Osfield robert.osfi...@gmail.comwrote: On 26 January 2012 17:25, Mohammed Rashad mohammedrasha...@gmail.com wrote: how to rebuilt VPB agains NVTT SDK Go fetch NVTT from NVidia's website, install it. cd VirtualPlanetBuilder rm CMakeCache.txt // to force it to search for dependencies a fresh ./configure make ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem segmentation fault
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif --xx 10 --yy 10 -d ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga Warning: archive option -a is temporarily disabled, building with archive. --xx 10 --yy 10 -t ps_texture_16k.tif ADD: ps_texture_16k.tif loaded layer ps_texture_16k.tif --xx 10 --yy 10 -d ps_height_16k.tif ADD: ps_height_16k.tif loaded layer ps_height_16k.tif -o puget.ive Adding terrainTile DataSet::_run() 0 0 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system started DataSet::createDestination(8) Time for after_reproject 0.08 DataSet::assignDestinationCoordinateSystem() : assigning first source file as the destination coordinate system local_extents = xMin() 0.00 163850.00 yMin() 0.00 163850.00 AR=1.00 C1=1 R1=1 createNewDestinationGraph Time for _destinationGraph-computeMaximumSourceResolution() = 0.005384 Time for createDestinationGraph 0.038835 Time for after_computeNeighbours 0.005547 completed DataSet::createDestination(8) There are 2 contributing source files: ps_height_16k.tif ps_texture_16k.tif Segmentation fault -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org