Re: [osg-users] True Geometric Morph
Hi Seth, I implemented osgAnimation::MorphGeometry when I was working on the Collada importer and needed a way to store the morphing data inside a Collada file. The morphing algorithm is indeed very simple, but that's typically how morphing animations are exchanged in the 3D content pipeline. Feel free to look at adding a new morphing algorithm however. BTW. I believe importing of morph data from Collada is currently broken in the SVN. kind regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36449#36449 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bad_alloc exception generated
Hi Mukund, I believe your post is missing the code you wanted to include. kind regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35881#35881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Happy New Year !
A fruitfull, enjoyable and productive 2011 to you all! Forum traffic will probably increase the next days as people get back to work. kind regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35251#35251 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] website down?
Hello Rob, please don't start a new thread by answering an existing post and changing the subject. This will mess up the thread view on the mailing list and the forum. I sent a mail to the website administrator to notify him about the website. Hopefully it will be fixed soon. kind regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35018#35018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Triangulate a pointcloud of a surface of a sphere
Hi Agnes, if you know that all of you points are one the same sphere you can also convert you 3D coordinates to spherical coordinates (azimuth and elevation or latitude and longitude) and pass those in as points to triangulate. After triangulation you can convert them back to 3D coordinates. Note that the order of the points you passed into the DelaunayTriangulator may be changed after the triangulation. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33081#33081 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Implementing ReaderWriter in a class within application binary
Hi Thomas, as far as I know there's no developer documentation that describes the steps for writing a new readerwriter plugin. You are welcome to write down your experiences while developing your own readerwriter. You will probably first need to create a new Wiki account. See http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing for instructions. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31830#31830 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry Drawing Performance
Hi Frank, you layout doesn't really look cache friendly. Take a look at the optimizer and it's options especially INDEX_MESH, VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM. http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/OptimizerOptions And of course make sure your Geometry drawables are using the fast path. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31602#31602 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader composition, OpenGL modes and custom modes
Hi Robert and others, unfortunately I am experiencing some stressfull time at work which does not really allow me to contribute to this thread as much as I would like to. I am trying to keep up with the posts, but not all posts are clear to me. robertosfield wrote: 1) Provide a way of encapsulating all the details required to contribute a single chunk of functionality that will be combined with other active ShaderSet to provide final composed osg::Program. Isn't this what I solved with the ShaderMode class? Or is it that you are trying to separate the shader mode associated with a StateAttribute from the part that is responsible for adding of the piece of shader functionality. robertosfield wrote: 2) Provide a convenient mapping of a single ShaderSet representing a single implementation that can be shared by multiple osg::StateAttribute objects, for instance all osg::Light objects would share a single ShaderSet for all directional lights, another ShaderSet for all positional lights etc. If different state attribute objects share the same ShaderSet then there it will be easily to test whether shaders are the same simply be testing the pointer value, we needn't look into the contents. In my contribution I implemented a single ShaderMode that implements all fixed function lighting possibilities. For new types of lighting it seems more logical to indeed make a more fine grained breakup of ShaderModes. However there's a (minor) advantage to this one size fits all lighting code currently. To enable or disable lighting you simply can override a single mode. In the case where there are multiple lighting modes (directional, spot etc.) overall disabling of lighting needs to be done per lighting type. It might be needed that multiple ShaderSets implementing the same aspect/feature can be switched on or off all together with a single override. This will also be needed for instance in shadow map creation where in the first pass you would like to render geometry into a shadowmap as cheaply as possible and therefore without lighting. Perhaps multiple ShaderSets implement a the same aspect/feature in the final program that need to be disabled or enabled collectively. Again in the case of shadowmap creation you would like to only render geometry, no texturing, no lighting, no fog, but you do want to take into account skinned mesh deformation, wind deflection etc. robertosfield wrote: 3) The ShaderSet would contain list osg::Shader objects, these osg::Shader objects would target which ever part of the overall program that the ShaderSet effects - be in multiple osg::Shader for vertex programs, one of vertex program one for fragment, or any combination. I guess you are more targeting shader linking instead of the code generation that I implemented. robertosfield wrote: The individual osg::Shader objects could also be shared by multiple ShaderSet where appropriate. It could, but is this likely to happen? robertosfield wrote: 5) It might well be that some StateAttribute have unifoms but no ShaderSet, I see no logical use case for this. What need is a uniform if there's no ShaderSet using it? robertosfield wrote: it might also be appropriate for some StateAttribute to have no uniforms and a ShaderSet. Like the normalize in the fixed function pipeline? robertosfield wrote: It might even be appropriate for a single StateAttribute to have multiple ShaderSet depending upon what mode it is in - for instance osg::Light might be implemented in such a way that you have one ShaderSet for a directional light, and one ShaderSet for position light, another for spot lights, another for per pixel lighting etc, and select the appropriate one depending upon the set up of the osg::Light. OK, understandable if you are targetting shader linking and taking into account what I wrote above. Some other notes: Like I discussed before I still would like to emphasize the need to be able to tune performance by balancing between shader program size and number of program switches. There is no optimal solution before knowing the actual usage scenario and therefore a user or internal OSG balancing system should be able to adapt this balance to improve rendering performance. A thing not solved in my ShaderModes based implementation is support for CPU side calculations needed by the simulation or renderer. This includes intersection testing and bounding box calculation. When implementing a new piece of shader functionality (for instance wind deflection) is typically is not hard to implement the same on the CPU side. If there exists a mechanism to make the intersection visitor walk through the same ShaderMode tree (or linked ShaderSets) it could made be possible to actually intersect a tree swaying in the wind. To clearify the aspect/feature override part mentioned above here's a different use case I have in mind. In a
Re: [osg-users] Shader composition, OpenGL modes and custom modes
Hi Robert, I have to dig up the thoughts I had during the period I implemented the shader composition that you reviewed. The goals you mention where also the ones I tried to achieve. robertosfield wrote: The absolute minimum code changes required in end user apps is none at all, might this be possible? If that is to be achieved then we need to be able to use the osg::StateSet::setMode(GLenum,...) and all the osg::StateSet::setAttribute(..) and all StateAttributes subclasses that we are familiar with. As you probably saw in my submission this can be done for StateAttributes that are set and modes that are automatically applied by a StateAttribute. For explicitly setting GL modes I used a lookup map, which did not really feel like an ideal solution. robertosfield wrote: Now some parts of OpenGL state are common between the fixed function pipeline and the shader pipeline and live on right from GL1 to GL4 and GLES2, these parts needn't change one bit which is good news. By this you mean the parts of the pipeline that are not (yet) programmable? robertosfield wrote: However, the majority of glEnable/glDisable(GLenum) and the associated glFunctionCalls aren't mapped, for these we'd need to automatically map these to equivalent glShader/glPrograms and glUniforms. This mapping will have to automatically detect these modes and avoid calling the usual glEnable/glDisable, as well as be redirected into a current active set of modes that are enabled, this active set of modes would then map to the appropriate combination of shaders to implement them. This mapping of modes is something that osg::State could do for us without any changes to osg::State. An example of a such a mode is GL_NORMALIZE. It is a mode that doesn't have any additional parameters controlling it and therefore did not need a StateAttribute. I tried to solve this with the lookup map I mentioned above. It is the _GLModeShaderModeMap in the osg::State class. It maps modes that are directly set to corresponding ShaderModes. Side note: In case of shader generation glEnable/glDisable can be implemented in two ways. We have either the choice to leave out the code of disabled modes and generate a new shader program or disable a piece of shader code in an already existing shader program by wrapping it in an if statement. Both choices should be possible to be able to select the best possible shader program granularity to use at runtime. (big shader program with lot of uniforms for static branching vs. lots of smaller shader programs that are switched during rendering) robertosfield wrote: The second half of this approach would be for the osg::StateAttrirbute::apply(..) methods to use uniforms to pass in the state to the shaders rather than their use glFunctionCalls. Again this is something that should be possible to hide from the set of those StateAttribute subclasses and osg::State. I *think* it should be possible to get something working along these lines. Implementation will tell us whether it's possible though. Do you mean that it should be possible to leave for example TexEnv::apply() unmodified? As you probably saw I modified the implementation of TexEnv::apply() to set the needed uniforms needed by the particular piece of shader code implementing TexEnv in shader code. robertosfield wrote: Now mapping of the fixed function pipeline to shaders conveniently is only part of the story with shader composition. We actually want end users to be able to selectively replace parts of the glProgram without their own shaders, both replacing the fixed function parts and composing your own shaders - we'd want a full mix and match, from all standard fixed function equivalents to all custom shaders. Now one element of what makes the current fixed function pipeline so convenient is that we can enable/disable whole chunks of fixed function pipeline anywhere in the scene graph, and the one of OSG's greatest assets over the years has been the decoupling of modes from attributes making these OpenGL feature really accessible, this asset would be great to carry over into the new era of shader composition. Since I'm wanting to a real easy mix/match of the fixed function and custom shaders then I also want to blurr the distinction when using modes. This is exactly the holy grail to achieve. Often the actual compositing is done by letting the users draw the shader graph with a tool or in some other way describing the possible graph layouts. In my implementation I try to dynamically connect shader modes. This is currently done in a limited way as it only involves string based input and output parameter matching. This is a part that needs further attention. robertosfield wrote: My thought is to allow users to use osg::StateSet::setMode(GLenum...) with not just the standard GLenum we know and love, and that are managed by Khronos, but to allow us to use our own
Re: [osg-users] osgGA::CameraViewSwitchManipulator
Hi Gianni, I submitted this manipulator to enable switching between multiple predefined viewpoints that can be stored in a scenegraph. Currently the Collada loader supports loading of predefined viewpoints with the limitation of only location and orientation and not the field of view. The CameraViewSwitchManipulator searches for CameraView nodes below a given osg::Node. The '[' and ']' keys can be used to switch between the found CameraViews. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28878#28878 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Reader - name import
Hi Matthias, names in Collada file are only their for providing a human friendly textual description. ID's are used for referencing of elements. These references are needed by the OSG loader in case of animation parsing and probably some other places too. When writing the Collada file it is essential that the ID's stay the same. Writing with the same name would be nice too, but is not essential for maintaining the correct internal structure. Probably the best solution would be to store the Collada element names in the osg node descriptions. regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27489#27489 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision System
Hi Niyanth, please don't crosspost you question to multiple forums. This will result in three messages on the mailing list and in a fragmented discussion across those threads. Two other posts deleted. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26918#26918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX Plugin
Hi Stephane, are you using osgviewer or osganimationviewer to view the animations? Only osganimationviewer allows you to start playing animations. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26568#26568 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] OpenSceneGraph on Twitter
OpenSceneGraph can be found on twitter here: http://twitter.com/OpenSceneGraph Currently it is fed by the OpenSceneGraph developer blog: http://blog.openscenegraph.org/ I can also add feeds manually like I just did with the OSG 2.8.3 release. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26533#26533 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Suggesting Forum Category and Wiki for osgAnimation
ParticlePeter wrote: Uh, I did not know that this one can be extended by users. That's what a Wiki is for. How can I add stuff there, and who gives me the permission to do this ? See http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing for instructions. Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26466#26466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation morphing
Hi Jamie, I contributed the morphing code, but first had to check how it worked again. In the OpenSceneGraph-Data directory is a file morphing.osg that contains a base face with two morph targets. You can load it in osganimationviewer to see how it animates. If you open up the .osg file you can experiment with the Animation. The Animation contains two FloatLinearChannels. The first one contains the contribution of morph target 0 and the second contains the contribution of morph target 1. If you look for osgAnimation::MorphGeometry you will see method NORMALIZED which uses this formula base * (1 - (sum of weights)) + (sum of (weight * target)) to calculate the morphed vertex positions. Applying your example to this file A (base) to B (0) to C (1) would look like this: ... name 0 ... Keyframes 3 { key 0 0 key 1 1 key 2 0 } ... name 1 ... Keyframes 3 { key 0 0 key 1 0 key 2 1 } ... Of course this can also be done from code. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26047#26047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Rate
Hi Travis, statistics are available in osgViewer by pressing 's'. It will toggle through multiple levels of statistics details. Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25940#25940 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Web site / wiki
The wiki/website seems to be down since monday. I already sent Jose Luis an e-mail, but he hasn't responded yet. He's probably out of the office. Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25871#25871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] clip plane and shadow scene
Hi Vivien, shadow rendering uses shaders and therefore replaces the fixed function pipeline (FFP). The clipplane functionality is part of the FFP and is not part of the shadow rendering. To solve this you'll need to add clipplane functionality to the shadow rendering shader. Note that this should be solved by OSG in the future once shader composition is implemented. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25637#25637 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Texture Problem with osg Collada Plugin
Hi LiYang, I don't know from memory what features the Collada plugin in OSG 2.8.2 supports, but I can say that the importer has received more attention than the exporter. The Collada plugin is still being improved and the version currently integrated with the trunk supports more features than that in OSG 2.8.2. Can you take a look at the Collada plugin in the trunk and see if the problem still exists there? -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25033#25033 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using HDRI to light models...
Hi Alessandro, when Googling look for Image Based Lighting (IBL) and light probe. IBL is typically done with a (HDR) cubemap. One for diffuse lighting and one for specular lighting. When combined with HDR postprocessing effects from the osgPPU example this can deliver pretty impressive visual results. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25058#25058 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Plugin and 3dsMax exported models...
Hi Allessandro, be sure to check for coherency of the exported Collada file. This can be done with the coherencytest http://www.collada.org/mediawiki/index.php/Portal:CoherencyTest. We first need to know if the file is valid Collada before we can start analyzing where the importer might go wrong. a.terenzi wrote: 2) my model contains also two simple animations, a teapot rotating on its vertical axis and a sphere moving from a point to another, but no animation is played at all, any idea why? Use osganimationviewer to start playing the animations. OsgViewer will not start them. a.terenzi wrote: 3) the model also contains a reflection map, but it seems that it is not used when loaded in osgviewer... Not all types of texture mapping are supported by the Collada loader. Thanks for testing the Collada loader. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25004#25004 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada: Coordinate System
The latest Collada plugin submission includes exactly what you are describing. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23895#23895 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HW swap synching with swap groups/barriers
Hi Tugkan, Yes, we are using Linux. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22864#22864 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HW swap synching with swap groups/barriers
Hi Tugkan the submission was indeed not accepted. We are working with a custom OSG version that includes this modification. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22800#22800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New 3DS reader/writer is ready to test
Hi Sukender, Sukender wrote: Those who have rights on the plugins page ( http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins ) may change it... and write pending... on FBX writing ;) I made the changes to this page, but please ask wiki editing rights by sending and e-mail to Jose Luis Hidalgo. (See http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing) We need all the people that can contribute to the Wiki. The editing rights keep spammers out the door very effectively, but unfortunately also new contributors. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20930#20930 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published
Hi Wang Rui, I was using CMake 2.6.2, but that didn't work. Switched to 2.8 and everythings OK now. thanks, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20528#20528 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some overview of OSG and VPB databases
Hi Chris, I would like to see these pieces of knowledge added to the Wiki. thanks, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20390#20390 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cleaning out Community/JobOffers -- osg
Please, contact Jose Luis Hidalgo to let him update your Wiki permissions. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18701#18701 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cleaning out Community/JobOffers -- osg
Done. I added the some of the rules for the jobs page in the past. Typically companies don't take the effort to remove jobs when filled so I don't take the effort to contact them and remove the jobs when they are old enough. If it's not OK they can always restore the data from the page history. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18678#18678 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hey Guys (osgWidget)
Hi Jeremy, I am excited to see you back on the forum and I wish you all the strength to recover from you illness. I am currently finishing a project at work that is using osgWidgets for GUI. I ran into a couple of problems with the existing implementation and created some workarounds for them. Especially in the area of animating, adding and removing of widgets or windows I found a couple of issues. Unfortunately I did not have much time to delve deeper into the design. warmest regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18563#18563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Shader from Rendermonkey : Collada plugin
Hi Andrea, only effects with profile_COMMON are currently supported in the Collada reader/writer. The profile_GLSL will be ignored and will result in the warning you mentioned. Heinrich Fink did implement GLSL support in an older OpenSceneGraph version, but those modifications were never merged with the current Collada loader in the SVN. His source code was later modified by AMD/ATI to improve the support specifically aimed at handling RenderMonkey output. The source code for their modification is available at their website. I've looked at merging their changes with the current Collada loader, but the source code has drifted apart too far for a quick merge. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18074#18074 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG and Collada with animation Example
Hi Pradeep, The current Collada loader does not support loading of animations. I partially implemented animation loading in the Collada loader and others are working on improving it, but these changes are not submitted for inclusion in osg yet. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17560#17560 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cut a surface
Hi Pedro, this is typically done with a clip plane. This OpenGL functionality is wrapped in the osg::ClipPlane stateattribute that you can add to a stateset. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17561#17561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] virtual reality builder
Hi guys, Since this is already the third message by this user with the same content I consider it a spammer too. I am sorry for this because I initially accepted him/her on the forum, because he/she actually changed the profile after a request by me. User is now under moderation again which means his/her messages must be approved by one of the moderator before it is sent to the forum and ML. kind regards, Roland Smeenk (Forum moderator) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17052#17052 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Old archive
If you are interested in creating high resolution screenshots take a look at the osgposter example recently submitted: http://forum.openscenegraph.org/viewtopic.php?t=3482 Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16952#16952 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] view-dependent Billboard clouds
Hi Basheer, A scenegraph solution is possible by using a nodemask. This way different views can traverse into different parts of the scenegraph containing the nodes you want to use for a specific view. However in this case the scenegraph is specifically tailored for the number of views you are using. A more generic solution would be to create a viewdependent node that automatically adjusts to the views traversing that node. Take a look at how it's done in osgShadow::ViewDependentShadowTechnique. I used the same mechanism to create view dependent reflections on a view dependent infinite plane. osg::Billboard also adjusts itself to each view traversing the node. regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16736#16736 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Suggestion: Add components in nodes (aggregation)
This is typically done by adding userdata, which happens to be supported by each osg:Object (including nodes) in OpenSceneGraph. From source in osg::Object Code: /** * Set user data, data must be subclassed from Referenced to allow * automatic memory handling. If your own data isn't directly * subclassed from Referenced then create an adapter object * which points to your own object and handles the memory addressing. */ inline void setUserData(Referenced* obj) { _userData = obj; } /** Get user data.*/ inline Referenced* getUserData() { return _userData.get(); } /** Get const user data.*/ inline const Referenced* getUserData() const { return _userData.get(); } regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16180#16180 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Suggestion: Add components in nodes (aggregation)
Sukender wrote: Anyway, I could add my ComponentContainer object as a userdata to avoid being too intrusive in OSG code, of course. That's what I had in mind. We are using a componentized design ourselves. Simulation objects are composed of viewer and controller components much like the MVC pattern. OSG is used for implementation of the viewer components in the 3D graphical domain. So I think the componentization should be done at your side and not on the OSG side. Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16187#16187 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Need help including COLLADA support
dfu23 wrote: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada Maybe there's fault in that documentation or the way the CMake file configuration works. There have been some changes to the CMake files after this wiki page was written. dfu23 wrote: I'm using VC++ 2008 Express Edition I have downloaded and built the Collada DOM I have set the environment variable on Windows Which of the COLLADA_* values are filled in by CMake? If the COLLADA_DIR environment variable points to the proper Collada DOM install directory all should be filled in by CMake automatically. If that does not work specify that directory by hand by setting the COLLADA_DOM_ROOT in CMake and selecting Configure. If that doesn't work you can always manually set the all files although it's a big list, but in this case the Collada CMake files contain an error. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16080#16080 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Need help including COLLADA support
Hi wally, Which of the COLLADA_* values are filled in by CMake initially? And after you specify the proper COLLADA_DOM_ROOT manually? In your case COLLADA_DOM_ROOT should point to Z:/OpenSceneGraph-2.8.1/ collada-dom-2.2/dom -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16089#16089 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShaderGen and GL3
Skylark wrote: http://article.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5005/match=fixed+function+pipeline+glsl+generator http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/5087 Note that the thread seems to have been broken at some point, so the only way to get all messages might be to search for the title: http://search.gmane.org/?query=Fixed+Function+Pipeline+to+GLSL+generatorauthor=group=gmane.comp.graphics.openscenegraph.cvssort=relevanceDEFAULTOP=andxP=ZshadergenxFILTERS=Gcomp.graphics.openscenegraph.cvs---A (you might have to stitch the URLs manually if my/your client cuts them while trying to word wrap...) Note that we also have a searchable forum where broken threads are fixed by moderators: Fixed function pipeline - GLSL shaders discussion http://forum.openscenegraph.org/viewtopic.php?t=1600 Fixed Function Pipeline to GLSL generator submission by Maciej Kol http://forum.openscenegraph.org/viewtopic.php?t=1757 kind regards, Roland Smeenk (Forum moderator) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16023#16023 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Hi Marius, There exists no separate branch for Collada development. I sent Daniele the modified source files and he successfully compiled it and used it for import of animated files. I don't know if he made any modifications to it. I will sent you the updated files this evening. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15715#15715 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Combining particles with different textures
Hi Martin, could you send your changes as a complete file to the osg-submissions list or corresponding forum. I can now shoot particles with different animations from the same particle system. Neat! I've looked into the premultiplied alpha stuff, and it seems to work OK. Thanks for the tip! Screenshots please! regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15703#15703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Combining particles with different textures
Hi Martin, The particle system indeed supports a tiled texture that will be selected based on it's age. Since all mechanisms are there it should be quite easy to make a small modification to let emitters determine the texture tile and disable updating of the texture tile. When mixing fire and smoke you typically would want the fire to be emissive and the smoke to be lit by scene lights. This can be done from within the same texture by using pre-multiplied alpha. regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15700#15700 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] how to use extra nodes of collada files?
Hi Jason, the only custom node data that is currently supported is the node description that is read and written as extra data. This might be sufficient and is compatible with how openflight allows custom node data, which was one of my goals for the OSG specific Collada extensions. One other possibility I can think of is designing a custom class that may contain structured data that can be attached to OSG nodes as user data and that will be interpreted by the Collada plugin to read or write extra data. warmest regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15148#15148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] how to use extra nodes of collada files?
Hello Jason, I added the support for reading and writing of osg specific extras to the osg Collada plugin. I am afraid I don't really understand what you are asking for. The OpenSceneGraph Collada plugin reads and writes these extra nodes by default. Currently there are no tools other than OSG based tools that support these extras. What is the Collada based content pipeline that you have in mind? kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15126#15126 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG Collada Bug
Hello Adam, a quick inspection of the model shows two problems: 1.) There are two nodes with the same name so apparently the Collada writer does not check for uniqueness of the node id. 2.) All meshes have generated two sets of texture coordinates. The first being an empty set causing all kinds of problems. I guess the original OpenFlight model only had a single set of texture coordinates per model part. What version of OSG are you using? regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14058#14058 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki spammer
The wiki spamming still continues. Is there nobody available that can administer the wiki and remove the spammers? regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13800#13800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Wiki spammer
Hi Jose, A Wiki user named ProLan is adding spam links to the Wiki. Can this user be removed/banned from the wiki? -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13327#13327 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki spammer
Hello Robert, There seems to be a second spammer called TaxAudit I already reverted the changes. Check the history of these pages: http://www.openscenegraph.org/projects/osg/wiki/Forums http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup http://www.openscenegraph.org/projects/osg/wiki/TracEnvironment http://www.openscenegraph.org/projects/osg/wiki/TracModPython When logged in you can check the TimeLine to see what was modified recently. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=1#1 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with my cubemap
Hello Robert, I've originally contributed the .dds cubemap loading capability that you rejected. From that time I've been merging my changes with the latest head. Cubemaps can still be loaded succesfully, but I agree that it may be better to split osg::Image into multiple classes for the different osg::Textures that it feeds. Are you envisioning a separate Image class for each Texture class? Side note: Last week I ran into a problem with cubemaps in the osgOcean example which turned out to be a pixelformat problem. The osgOcean example uses 6 separate images of which one image has a different pixel format. My osg::Image class supporting cubemaps has only one pixelformat for all 6 data planes and this caused a problem when copying the six images into the single cubemap image. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12269#12269 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadowVolme bugs
Hello Bilal, code comments in the ShadowVolume class suggest that it is still a work in progress. However it seems that it is no longer actively developed and still has some unsolved bugs. Cheers, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12274#12274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Hi Daniele, my version of the Collada plugin can currently do the following -load and display animations of nodes (positions/orientations etc.) -only linear interpolation -loading of morph geometry -animation of morph geometry -loading of skinned mesh geometry, but bind matrices are still wrong -saving of morph geometry, but materials do not work properly -usage of up_axis so the scene always has z up -usage of internal geometry -some fixes to prevent crashes on .dae files containing tangents and binormals -some support for grouped animations and animationclips it still has a lot of loose ends. That's why it was not submitted yet. Some code is a bit too elaborate and should make better use of methods. cheers, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11907#11907 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VirtualProgram - making programmable pipeline less fixed
Hi Wojtek, Thanks for sharing your code. This will be very helpfull. It would be nice if we could somehow combine this with the existing fixed function ShaderGen utility. Thoughts about the demo: The coloring of the children with only a different version of the ColorFilter would typically be implemented with a uniform that is overidden by the children. The children depend on a parent virtualprogram that actually calls the ColorFilter method. If this is not the case the Program used by the children will fail (which is logical, because they are incomplete) I guess in practice you are using a virtualprogram with a lot of semantic blocks at the root of the tree so children have the opportunity to override multiple pieces of the shader similar to overriding stateattributes in a stateset. warmest regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11851#11851 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin not found.... but it is!
Hello Jaime, it seems that osg can find the proper plugin, but cannot load that plugin. If you built the Collada plugin against the dynamic DOM library make sure the collada dll can be found (is in your path). Note that the dom22 will generated a DLL with the number 21 in it: libcolladadom14dom21-d.dll or libcolladadom14dom21.dll Furthermore you may need the libxml2.dll, so this must in your path also. The other possibility is linking against the static DOM library. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11473#11473 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
Hello all, to get things back on topic again; I believe that the different attitude in posts we see these last months is not only due to a different mentality on the forum, but something that also happens due to growth of the active community. The amount of members on the ML has more or less stabilized and the forum now brings in new and possibly more inexperienced osg users. True, forums seem to be more chat-like and people hide behind usernames and fancy avatar images. The real question however is how to setup the user/support community for future growth of the active community. Surely there will be a point (or there already is) where we can't expect Robert to process all posts even if they all were written in a polite way and with proper names to address. The same can be said for submission processing or maintenance of nodekits and plugins. The user community of Ogre has more than 18000 forum members and a large group of forum moderators, mvps, expert users etc. that respond to the majority (at least the FAQs) of posts. Simply looking at the forum statistics for the lead engineers of both projects reveals this: -Sinbad aka Steve Streeting (Ogre lead) 9.79 posts per day -Robert Osfield 10.78 posts per day I may be taking turns on two wheels, but I suspect that 10 posts per day is the limit of what a person can handle next to the normal work that he has to do. So if the community grows the number of supporting members must grow accordingly. Do you agree with this analysis? If so, how to organize things better to be prepared for a much larger user community? kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11561#11561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG web site errors
Website seems to be down again. Code: Traceback (most recent call last): File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in send_error 'text/html') File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in render_template data = self.populate_data(req, data) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in populate_data d['chrome'].update(req.chrome) File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in __getattr__ value = self.callbacks[name](self) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in prepare_request for category, name, text in contributor.get_navigation_items(req): File /usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 295, in get_navigation_items if 'BROWSER_VIEW' in req.perm: File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in has_permission return self._has_permission(action, resource) File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in _has_permission check_permission(action, perm.username, resource, perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in check_permission perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in check_permission get_user_permissions(username) File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in get_user_permissions for perm in self.store.get_user_permissions(username): File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in get_user_permissions cursor.execute(SELECT username,action FROM permission) File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute return self.cursor.execute(sql) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, in execute args or []) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, in _rollback_on_error return function(self, *args, **kwargs) OperationalError: database is locked Cheers, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11562#11562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Thoughts on a non Collada DOM based Collada plugin
To me it's looks like we are consistently getting a lot more support queries about the Collada plugin than any other our plugins. I think you are right, but this may also mean many people actually want to use this plugin. Of course plugins without external dependencies are easiest to build, but the Collada plugin support requests are not only about building it. Firstly that the OSG Collada plugin only supports version 1.4 of the Collada Schema, and as arr as I know version 2.1 of the Collada DOM implementation (it may work with 2.2 but I seem to remember some outstanding problems) and needs to be specifically linked against a build of the Collada DOM that is made for those versions Well, it also works with the DOM 2.2, but unfortunately it generates a DLL with 21 in the name. As long as the schema is 1.4 In the context of port our Collada plugin across to use our own .dae parsing code I think that the low level parsing code itself is an order of magnitude less work that the actual work on the dae side. I totally agree. It's a complex puzzle to map the Collada features onto the Osg features. That's why I created morphing for osgAnimation. ATI also added several nodes to support more complex effects and there's certainly more that we won't be able to map to osg easily. The real challenge will be to lift it to more than simply a geometry loader that most of the Collada supporting engines/tools have built. However my gut feeling tells me that rolling our own Collada parser and maintaining it is opening up a bees nest. The current Collada plugin supports both reading and writing of Collada files. I believe libxml2 is not used for XML schema validation, but the validation is done when trying to create the objects represented in the Collada schema (code generated from the Collada schema). Furthermore more advanced XML things like proper URI resolving are also part of the DOM library. A quick glance through the DOM source code tells me what the DOM dependencies are used for: -boost for cross-platform file system boost::filesystem, only this part is included with the DOM -libxml (default) xml parser pluging that can validate against a XML schema (alternatively one can use a TinyXml based plugin) -minizip for loading zae files (zip compressed dae files) -pcre for parsing of URI's with regular expressions Furthermore I expect it to be easier to switch to newer versions of the Collada schema when using the DOM library (although I have not looked at porting to 1.5 yet) My two cents. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11563#11563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.
I don't see anything special in the log files so this looks like a manually registered user. I removed the user and deleted the original message from the forum. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11011#11011 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.
Zarim registered yesterday and this was his first post. The admin interface has a spam log that shows all registration attempts and the answers given to the anti-bot question. This user was not in those logs. It could be that this spambot can register to forums by letting humans answer the anti spam-bot questions for it. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11017#11017 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using osgWidget Only On one display In Multiple Display Setup
See the FAQ http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ See the answer to question: I have two or more views sharing a scene graph, but I want to limit what part of the scene graph is shown in one or more of the views. How do I do that? -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10943#10943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What is the meanings of setMinimumScale(1)and setMaximumScale(2)?
Hi Wangjian, please don't post the same question twice. You probably didn't receive an answer, because the question was too vague. It would have been clearer if you said that setMinimumScale and setMaximumScale are part of AutoTransform. When I run the program You are probably talking about the example program osgautotransform. Through use of the source (see Tip 2 (http://forum.openscenegraph.org/viewtopic.php?t=2283)) I learned the following: When the transform is far from the viewpoint it's scale is limited by the maximum scale. So it disappears because the transform is not allowed to scale to a larger value than 2. If it is close to the viewpoint it's scale is limited by the minimumscale. In that case it will not be fixed in screenspace anymore an appear to grow due to perspective projection. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10771#10771 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + Qt4.5 + Textures
robertosfield wrote: Shocked by what?? Note that users in the forum can easily add emoticons through clicking on an image. Mailing list users will not see the emoticons but the BBCode that was used. I don't know if these are replaced by an alternative textual representation. Art will have to answer that. Vice versa users in the forum will see emoticons appear in strange locations if source code is posted on the forum. -- Roland Here are all available emoticons: :D :) :( :o [Shocked] :? 8) [Laughing] :x :P [Embarassed] [Crying or Very sad] [Evil or Very Mad] [Twisted Evil] [Rolling Eyes] [Wink] [Exclamation] [Question] [Idea] [Arrow] :| [Mr. Green] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10811#10811 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()
Interesting development. For a current project we need one view that runs at 5 Hz and several other views that run at 15 Hz (all in separate graphicscontexts). No, I am not joking. This is used to simulate real life camera behaviour. We do our own version of the frame method, but that still is too high level for achieving the required timing granularity. How about this? kind regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10832#10832 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] On demand and frame rate capping schemes from Viewer::run()
This type of frame rate management is well beyond what I'd expect the viewer convenience methods like run to handle. You should expect to roll your own frame management for this type of app. That's what I thought you would answer. Well, didn't hurt to try. Thanks. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10836#10836 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 300 forum members
Just wanted to inform you that we have reached 300 forum members. Small overview over forum and ML members (non-digest/digest) 25 februari 2009 Forum 100 ML 1842 (1410/432) 24 march 2009 Forum 200 ML? 23 april 2009 Forum 300 ML 1852 (1413/439) 22 may 2009 Forum 400??? kind regards, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10710#10710 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 300 forum members
Art, if you are subscribed to the mailing list you can retrieve a list of subscribers. That's how I know the ML numbers. See osg-users Subscribers at http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10721#10721 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modifying SG based on viewpoint location
Related to this question I have two cases where I want to do something similar. 1. HUD across multiple slave views I have a view that uses multiple slave camera's with a projection offset (or viewmatrix offset). Simply adding a HUD camera like in the osghud example will result in two similar HUDs on both views. I want to offset the projection matrix in the osg::Camera based on the offset of top level camera in the view. 2. Projected grid with multiple views For rendering of sea we use the projected grid method, where a regular screenspace grid is projected onto a plane based on the camera projection matrix. When using multiple views each view should update the grid projection based on the current camera projection and view matrix. Any suggestions? kind regards Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10760#10760 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modifying SG based on viewpoint location
Paul Martz wrote: The HUD issue shouldn't require modifying the scene graph at all. Create one HUD scene graph with the entire HUD in it. Parent it to two HUD cameras with two different views. One Camera has its view matrix set to view the left half of the HUD, and the other is similarly configured to view the right half. Ok, that's a possible solution, but this creates a specific scenegraph for a specific number of slave cameras. A more flexible and dirty solution I came up with a couple of minutes ago was this: -Add an empty group node above the HUD camera -Add a CullCallback with a reference to the HUD camera In the CullCallback do this Code: class CullCallback : public osg::NodeCallback { osg::ref_ptrosg::Camera _camera; public: CullCallback(osg::Camera* camera) : _camera(camera) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv); if (cv) { osg::Camera* cam = cv-getCurrentCamera(); osg::View::Slave* slave = cam-getView()-findSlaveForCamera(cam); mat.makeOrtho2D(-1,1,-1,1); if (slave) { mat *= slave-_projectionOffset; } _camera-setProjectionMatrix(mat); } traverse(node,nv); } }; -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10763#10763 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Newbie question regarding deprecated methods
Paul Martz wrote: Sounds really flexible I does not only sound that way. It really is. Typically indexing into multiple arrays maps well to how file formats store their data. Unfortunately this does not map efficiently to OpenGL. As a workaround you can keep using the set**Indices methods and use an internal geometry that has expanded the arrays and uses a single set of indices for the vertices. I added an option to the Optimizer a couple of weeks ago, that does this for you. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10489#10489 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Top 10 OSG Debugging Tips
Paul, I moderated the original mailing list post on the OSG forum to show your reformatted version of the tips. And I added a few links. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10495#10495 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG wiki database locked
There seems to be a problem with the Wiki: Trac detected an internal error: OperationalError: database is locked -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10355#10355 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Unreckognized Commands
arwise wrote: I recently downloaded Openscenegraph 2.9.2. But there seemed to be an issue with the Collada-dom 2.2: ..\..\..\..\collada-dom\dom\build\vc9-1.5\libcollada15dom21.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x2F8 It doesn't seem to like the dynamic library for some reason. Any suggestions? The osg collada plugin currently only works with Collada 1.4 and not 1.5. See http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9767#9767 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animating textures
jguo wrote: I had a look in osgAnimation (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html) but that namespace seems to be just related to geometry. That's not entirely true. osgAnimation can be used to generate animated values. These values will have to be linked to some part of your scenegraph, which is done with an AnimationUpdateCallback. The currently available callbacks are indeed only for updating geometry, but a custom AnimationUpdateCallback could be written to update shader uniforms or the textureWeight in a MultiTextureControl. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9768#9768 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Object oriented coding
Hello Tomas, I moderated the forum posts to hide your real name and e-mail address. However it is appreciated if you make your real name visible or at least sign your post with your name. Note that all forum posts also end up on the osg-users mailing list and therefore in the mailing list archive. Moderated forum posts do not end up on the ML so the ML archive will still contain your e-mail address and real name. kind regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9598#9598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unsubscruibe
Andree, Go to the bottom of the following page to unsubscribe from the mailing list: http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org As an alternative you may register at the forums: http://forum.openscenegraph.org/ -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8823#8823 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Collada
Patrick, If I test the current plugin with the Collada logo file that is available from the Collada model bank https://collada.org/owl/ I experience no problems. -What test file are you using? -Could you send the .dae file? (unless it's already publically available) -Did you test with more than one file? -Describe the exception. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8642#8642 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
You mean forum posts like this??? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8539#8539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
I bet Art can come up with a forum adjustment to automatically add the username, real name and possibly the forum e-mail. kind regards, Roland Smeenk --- Forum member: rosme (Roland Smeenk) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8540#8540 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Would it be an idea if mail2forum generates an HTML e-mail similar to a forum response? -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8543#8543 attachment: forum.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] switch between two camera
benbao wrote: what is the best way to switch between 2 cameras to render? Each camera corresponding to a point of view, I need to render only one camera at once. You can add different osg::CameraViews to a scene and use the CameraViewSwitchManipulator to toggle between predefined cameraviews. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8310#8310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Can't attach header files
The simplest workaround to this limitation is wrapping everything up in a zip file. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8208#8208 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5
Gus, I quickly glanced over the 1.5 spec to see what the kinematics is all about. Seems interesting, but there's probably a lot of functionality missing in osg to handle this data. Just like osg does not support physics out of the box. It could be a very useful addition, but then you would also need to extend osg to support kinematics info. I have no plans to add support for this to the Collada reader or extend the osg. -- Roland BTW. There was no data attached. Wrap it in a zip and resend, because .dae file extensions are not allowed on the forum. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7990#7990 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fixed function pipeline - GLSL shaders
Maciej, Maciej Krol wrote: I will refactor my code to strip out customer specific stuff. I hope today late evening (Europe) I will send you working code. That would be great. No hurry though. I will be able to take a look at it earliest next week. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7895#7895 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5
Gus, The current dae plugin indeed only supports Collada version 1.4. I am currently working on support for animations, skinned mesh and morphing. What specific features of Collada 1.5 do you need? -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7928#7928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and 3ds max exporter
Boto, as far as I know nobody has plans to add animations to the max exporter so it would be great if this could be a part of the max osg exporter. If my changes to the Collada plugin are ready this could also be used by max, but don't let this interfere with your plans. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7826#7826 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fixed function pipeline - GLSL shaders
Hello Maciej, if I am right you have not only been thinking about dynamic shader generation, but also got something working. Would you be willing to share your code? I have some time at work to implement basic shader generation so it would be nice if I could learn from and/or extend work done by others. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7835#7835 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and 3ds max exporter
boto wrote: i had a look into collada specs and its 3ds max exporter. the idea came into my mind to develop an osgAnimation exporter which gets collada as input. thus the same exporter could also be used for other modelling packages, not only for 3ds max. I am confused. Could you be more specific about which exporters your are referring to. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7848#7848 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and 3ds max exporter
Boto, here's an overview of the Collada exporters for 3DSMax that I know of: 1. ColladaMax nextgen by NetAllied Systems GmbH -open source -part of opencollada sourceforge project -http://sourceforge.net/projects/opencollada -actively developed 2. ColladaMax 3.05C by Feeling Software -open source -based on FCollada 3.05C by Feeling Software -part of colladamaya project -http://sourceforge.net/projects/colladamaya -less active since Feeling dropped support for the free version 3. COLLADA Premium Tools by Feeling Software -commercial alternative to FCollada based tools -supported and faster alternative They all support exporting of animations. I am already working on adding support for importing animations to the osg dae (collada) importer. * The alternative path may be directly exporting to .osg format from 3DS max. This can be done with the max plugin osgexp. -open source -Current version 0.9.5 -http://sourceforge.net/projects/osgmaxexp/ -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7881#7881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fixed function pipeline - GLSL shaders
Mike, I know of shadergen. It was already mentioned earlier in this thread. It will come in handy when recreating the ffp functionality in shaders. I am interested in existing osg code that does shader generation based on the osg state. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7885#7885 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A GUIEventAdapter::MOVE event every frame
Fix for redundant mouse messages just submitted see: http://forum.openscenegraph.org/viewtopic.php?t=1675 -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7557#7557 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Current state of Collada importer
Hi Farshid, I happen to be working on Collada support for animations, skinned mesh and morphing. There are a little too much loose ends for a quick submission though. Currently I have support for loading morph controllers, partial support for skin controllers, partial import and export of animations. I also made a lot of small cleanups so almost all dae plugin source files have changes in them. I am about to submit morphing support for osgAnimation. We could work on this together so maybe we may be given access to a separate developer branch for this plugin... -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7388#7388 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fixed function pipeline - GLSL shaders
This paper might be of interest: Automated Shader Generation using a Shader Infrastructure http://www.codesampler.com/papers/Automated%20Shader%20Generation%20using%20a%20Shader%20Infrastructure.pdf -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7186#7186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switching post-processing on/off
Ken, I experienced something similar with osgPPU. I can add a osgPPU post processor to a camera and even switch between different post processors, but returning to a non render-to-texture camera did not work. For now I am settling for using a pass though post processor, but I would like to entirely disable the extra render pass. Does anybody else have any experience with switching on/off the RTT at runtime? -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7187#7187 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] floor looks dark
Daniel, viewing your model in osgviewer by default lights it with a headlight, which will result in all surfaces that are parallel to the viewing direction to show as dark. Use lights in the scene to better light the model. The problem with the floor not always showing is due to the fact that both the windows and the floor are semi-transparent. They are both in the transparent bin and will be sorted rather coursely from back to front. This means that sometimes a window is drawn before a floor element is drawn and this will prevent the floor element to correctly show through the window. For your specific model you could set the floor to a smaller bin number than the windows. This way the floor will always be drawn before the windows. Or simply make the floor opaque. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7169#7169 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Non emissive ParticleSystem and lighting
Sukender, Look for premultiplied alpha. This allows for mixing additive and alpha blending in a single texture. See http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Premultiplied%20alpha]] -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7171#7171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Server migration
Jose Luis Hidalgo wrote: I'm not sure if you mean the Timeline, Currently the timeline is not available for anonymous users, you must be an authenticated user to view it. The reason is the Timeline is a very, very costly view to generate, and I don't want hackers to have such an easy way to bring down the server. I'm looking for a better solution, maybe there are updated versions of Trac, or... don't really know exactly. I didn't know Timeline and it comes close. What I meant was a link to this page: http://www.openscenegraph.org/projects/osg/wiki/RecentChanges It only contains the changes to the wiki and does not seem to be as expensive as Timeline. -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6502#6502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't compile Collada 1.5 with RC5
Just to be clear or confuse you more... Collada DOM 2.1 creates a library with support for Collada version 1.4. Collada DOM 2.2 creates libraries for both Collada version 1.4 and version 1.5. These are different libraries! We have only been using the dae plugin with a library for version 1.4. I haven't look into porting to version 1.5 yet. -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6503#6503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Books (was: RE: Number of contributors)
Martin Beckett wrote: Can the trac wiki be made user editable on some pages safely? Most pages were editable, but I suspect that due to the server migration the current Wiki is locked. Martin Beckett wrote: It says 'I have written these tutorials' but no indication who 'I' is or any contact details. The next line says the tutorials are done by Franclin Foping. -- Roland -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6329#6329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org