[osg-users] Finding a node's DOF
Hi, I loaded a .ac model in osg (an aircraft model), after finding a given named node, how to find in which direction the node is able to rotate or move. for example In this case I would want to know what an aileron or a rudder does. thank you ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
AW: [osg-users] Small bug in osg::autotransform
Yes, thanks! Richard. Hi Richard, I have reviewed you changes, and believe that a more lighweight fix would be to simply reset the _firstTimeToInitEyePoint to true when setAutoRotatioMode is called: void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode = mode; _firstTimeToInitEyePoint = true; } This avoids the extra variable. I have checked this fix into SVN. Does this fix work for you? Robert. On 5/21/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote: Hi, Robert, here it comes. Richard Hi Richard, Could you post the modified file so I can review it with a view to merge. On 5/21/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote: hi there is a small bug in osg::autotransform. When switching from osg::AutoTransform::NO_ROTATION to osg::AutoTransform::ROTATE_TO_SCREEN the new rotation does not get updated, because the camera position does not change. When the camera position changes again, the object is displayed correctly again. To fix it just introduce a _rotationDirty flag, which is set when set when setAutoRotateMode is called. Richard ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] svn externals and https
Hi, Robert Osfield wrote: Would there be any problem with everybody checking the svn:external OpenThreads out as https? If not I can change it to this. From Martin's email in this thread it seems that some svn clients does not support ssl, so maybe forcing https is not the best option. We could probably move the SVN docs across discussing https only if there isn't any problems. If we cannot just use https, it might help if we just add the instructions for changing the external to https to the docs. I was hoping svn had some way to use the same method for checking out externals as it used for checking out the main tree. Will see if I can find something. regards jp -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice http://mail.csir.co.za/CSIR_eMail_Legal_Notice.html CSIR Copyright, Terms and Conditions http://mail.csir.co.za/CSIR_Copyright.html For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with REQUEST LEGAL in the subject line to [EMAIL PROTECTED] This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] svn externals and https
Robert Osfield wrote: Would there be any problem with everybody checking the svn:external OpenThreads out as https? If not I can change it to this. Well, I _do_ see a problem here. I've been trying to pull with https from three different machines at three different locations using three different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I didn't get a single working checkout of: https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads I two of three cases (the Linux boxes) I didn't even get the idea of a connect. So I don't think that forcing the use of https is a really good idea. Is it really just about this external reference ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] A small doubt
I have a small problem and small time The problem is that i have a point in world co-ordinates.I want to apply a translation and rotation to that point and get the resultant point also in the world coordinates. I have tried osg::Matrix mat; mat=mat.translate(osg::Vec3(150.0,0.0,50.0)); osg::Vec3 v(1,1,1); osg::Vec3 l=osg::Matrix::transform3x3(v,mat); std::cout l[0] l[1] l[2] std::endl; but this prints 1 1 1 why is this happening ? -- * K.HEMANTH COMPUTER SCIENCE AND ENGINEERING(DUAL DEGREE) ROLL.NO# 200402017 ROOM.NO# 399(OBH) CONTACT NO# 9849229262 IIIT--HYDERABAD. EMAIL: [EMAIL PROTECTED] [EMAIL PROTECTED] [EMAIL PROTECTED] ** -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Frustrum/Scale
Hello! I have a last question about the depthPartition. Does the depthPartition have a limit? I mean, is it possible to have a world as large as you wish (with and without PagedLODs)? And, except the example, is there a detailed description of how the partitionning of the depth is working? I thank you! Belthil Créez votre adresse électronique [EMAIL PROTECTED] 1 Go d'espace de stockage, anti-spam et anti-virus intégrés. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Collision detection
Hi 2007/5/23, The supervisor [EMAIL PROTECTED]: Hello, We're trying to implement a Collision Detection algorithm. Our idea includes building a BB tree. It is a tree of hierarchies where the lowest hierarchy includes bounding boxes of the most basic objects in the scene. The one above includes BBs of pairs of BBs from below, and so on for all upper hierarchies. Note that while constructing the levels above, the pairs of the lower BBs must be chosen carefully, for the wrong choice will lead to a BB far larger than the BB that could be created by choosing BBs which are closer to each other. We've been told that a similar tree is being built in OSG for the purpose of culling. In order to help us build this tree we're searching for the source code of the function which does just that. If you could direct us to the right place in the source we'd be grateful. Alternately, if OSG provides access to his tree of this kind, how can we use it? i don't understand exactly what you need and like doing. Do you like to implement yourself a new structurs or do you like to expand the osg internal structurs to support hierarchical collision checks ? Many thanks. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
Hi Serge, GraphicsWindowWin32 isn't currently listed as a public header by the CMakeLists.txt. I'll have a tinker to see if I can add the relevant platform specific headers. Robert. On 5/22/07, Serge Lages [EMAIL PROTECTED] wrote: Hi all, I've noticed a problem with the install step of CMake (under Windows). It copies all the include files into the wanted directory except the subdirectory (and all its content) api/ from include/osgViewer/. I include files from it to make some platform dependant things (like getting the HWND with api/Win32/GraphicsWindowWin32), so my projects don't build without it. Anyone with some CMake skills could try to fix this problem ? I tried to look how to do it but can't find anything. :/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgShadow
Hi, We are currently using the SVN version of the OpenSceneGraph, and try to use the osgShadow library. Our 3D scene contains a very wide terrain. This downs the osgShadow performance. In some other engines developers could limit the shadow distance, i.e. shadow appears on a frustom from the camera to a given far distance so that shadow performance does not depent on how wide your terrain is. As far as we realize, current shadow technique implementations does not contains such a facility. Is it considered to add such facility to osgShadow library? Also, is it considered to add new shadow techniques such as any kind of perspective shadow techniques? Thanks Aydin Okutanoglu .. DIKKAT ! Bu e - postanin içerdigi bilgiler (ekleri dahil olmak üzere) gizlidir. Gonderenin onayi olmaksizin üçüncü kisilere açiklanamaz. Bu mesajin gönderilmek istendigi kisi degilseniz, lütfen mesaji sisteminizden derhal siliniz... Gonderen bu mesajin içerdigi bilgilerin dogrulugu veya eksiksiz oldugu konusunda bir garanti vermemektedir. Bu nedenle bilgilerin ne sekilde olursa olsun içeriginden, iletilmesinden, alinmasindan, saklanmasindan sorumlu degildir. CAUTION ! The information contained in this e-mail (including any attachments) is confidential. It must not be disclosed to any person without sender's authority. If you are not the intended recipient, please delete it from your system immediately... Sender makes no warranty as to the accuracy or completeness of any information contained in this message and hereby excludes any liability of any kind for the information contained therein or for the information transmission, reception, storage or use of such in any way whatsoever. .. This message has been scanned for viruses and dangerous content. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] unlinking a node from the scenegraph
Mark Hurry wrote: I have a scenegraph that looks like /TransformMatrix1\ / \ Root/Node--Geometry \/ \ / TransformMatrix2/ I want to be able unlink and delete either or both of TransformMatrix nodes without destroying Node as at some time in the future I may need to link it in again with another transformmatrix node. I have tried using of unref () and unref_nodelete() but I get access violations. Obviously I am misunderstanding how these functions work. Can anyone suggest what I should be doing? You shouldn't call unref() yourself but rather remove the TransformMatrix* from its parent which will call unref() as necessary: Root-removeChild(TransformMatrix1) This will remove TransformMatrix1 from Root, calling TransformMatrix1-unref() which in turn deletes TM1 (since its refcount reaches 0). The destructor calls unref() on all of TM1's children (i.e. Node-unref). You have to take care if you remove both TM1 and TM2 since then the entire Node branch may be deleted unless you keep a ref_ptr to Node. Hope this helps, /Ulrich ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] The cow has been voxelized!
Hi Ruben, I tried your modified Field,Field.cpp but get a crash due to a allocation of vector with a negative number - the cause being the incorrect reading of values. To investigate I added a debug message to the Filed::getInt(..) and go this result before the crash: fieldCache = 26 i=26 _fieldCache = 31 i=-1424308159 _fieldCache = 4 i=-1424308159 _fieldCache = 1 i=0 _fieldCache = 0 i=-1383170280 _fieldCache = 20 i=32767 _fieldCache = 0 i=0 _fieldCache = 1 i=0 _fieldCache = 0 i=10922 _fieldCache = 3 i=-1394329984 terminate called after throwing an instance of 'std::length_error' what(): vector::reserve So it looks like the cached istringstream is not managing the convert.str(_fieldCache) correctly. Perhaps it would be easiest just to write out our atoi function... Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 100% CPU usage Win64
Hi Jürgen, Have you tried enabling vsync? Robert. On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote: Hi, I have got a problem with high CPU usage (100%) with osg in Win64. To narrow the problem I extended the osgviewer code as follows: --- ... while( !viewer.done() ) { end_tick=osg::Timer::instance()-tick(); if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)); start_tick=osg::Timer::instance()-tick(); // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } ... -- With Linux this Code works perfectly and limits the framerate to aproximately 50 fps (Should imho be 60 with this code, but that´s not that important). Thus CPU usage drops on my machine to around 5% (I know, this is model-dependant.). Running the same Code with WinXP64, Visual Studio 2005, causes 100% CPU usage with framerate dropping to around 50 fps. The machine is fast enough. Graphics board is NVidia, so the known ATI-Bug does not apply. Does anyone know if this ist a general Windows problem or only occurs on Win64 and what causes it? Is there a workaround? I don´t like my application to eat up all cpu. It is still possible for other Processes to get CPU-time, but since the viewer seems to grab all free CPU-time, the fan gets loud and if one tried it on a mobile device the application consumed much more power than necessary. Thanks+Best regards Jürgen Löb -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Finding a node's DOF
Using a custom visitor to find your named node, overload the apply(Transform) and within this do a dynamic_cast to DOFTransform. osgplanets has a find named node visitor. On 5/23/07, priyadarshi [EMAIL PROTECTED] wrote: Hi, I loaded a .ac model in osg (an aircraft model), after finding a given named node, how to find in which direction the node is able to rotate or move. for example In this case I would want to know what an aileron or a rudder does. thank you ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] svn externals and https
On 5/23/07, Martin Spott [EMAIL PROTECTED] wrote: Robert Osfield wrote: Would there be any problem with everybody checking the svn:external OpenThreads out as https? If not I can change it to this. Well, I _do_ see a problem here. I've been trying to pull with https from three different machines at three different locations using three different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I didn't get a single working checkout of: https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads Curious, which versions of svn do you have on these systems? Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] A small doubt
A 3x3 transform will only be able to do a scale and rotation, you need a 4x4 to do translation. On 5/23/07, HEMANTH [EMAIL PROTECTED] wrote: I have a small problem and small time The problem is that i have a point in world co-ordinates.I want to apply a translation and rotation to that point and get the resultant point also in the world coordinates. I have tried osg::Matrix mat; mat=mat.translate(osg::Vec3(150.0,0.0,50.0)); osg::Vec3 v(1,1,1); osg::Vec3 l=osg::Matrix::transform3x3(v,mat); std::cout l[0] l[1] l[2] std::endl; but this prints 1 1 1 why is this happening ? -- * K.HEMANTH COMPUTER SCIENCE AND ENGINEERING(DUAL DEGREE) ROLL.NO# 200402017 ROOM.NO# 399(OBH) CONTACT NO# 9849229262 IIIT--HYDERABAD. EMAIL: [EMAIL PROTECTED] [EMAIL PROTECTED] [EMAIL PROTECTED] ** -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Frustrum/Scale
I don't write the depth partition node. On 5/23/07, belthil [EMAIL PROTECTED] wrote: Hello! I have a last question about the depthPartition. Does the depthPartition have a limit? I mean, is it possible to have a world as large as you wish (with and without PagedLODs)? And, except the example, is there a detailed description of how the partitionning of the depth is working? I thank you! Belthil Créez votre adresse électronique [EMAIL PROTECTED] 1 Go d'espace de stockage, anti-spam et anti-virus intégrés. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgShadow
Which technique are you using? On 5/23/07, Aydin OKUTANOGLU [EMAIL PROTECTED] wrote: Hi, We are currently using the SVN version of the OpenSceneGraph, and try to use the osgShadow library. Our 3D scene contains a very wide terrain. This downs the osgShadow performance. In some other engines developers could limit the shadow distance, i.e. shadow appears on a frustom from the camera to a given far distance so that shadow performance does not depent on how wide your terrain is. As far as we realize, current shadow technique implementations does not contains such a facility. Is it considered to add such facility to osgShadow library? Also, is it considered to add new shadow techniques such as any kind of perspective shadow techniques? Thanks Aydin Okutanoglu .. DIKKAT ! Bu e - postanin içerdigi bilgiler (ekleri dahil olmak üzere) gizlidir. Gonderenin onayi olmaksizin üçüncü kisilere açiklanamaz. Bu mesajin gönderilmek istendigi kisi degilseniz, lütfen mesaji sisteminizden derhal siliniz... Gonderen bu mesajin içerdigi bilgilerin dogrulugu veya eksiksiz oldugu konusunda bir garanti vermemektedir. Bu nedenle bilgilerin ne sekilde olursa olsun içeriginden, iletilmesinden, alinmasindan, saklanmasindan sorumlu degildir. CAUTION ! The information contained in this e-mail (including any attachments) is confidential. It must not be disclosed to any person without sender's authority. If you are not the intended recipient, please delete it from your system immediately... Sender makes no warranty as to the accuracy or completeness of any information contained in this message and hereby excludes any liability of any kind for the information contained therein or for the information transmission, reception, storage or use of such in any way whatsoever. .. This message has been scanned for viruses and dangerous content. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Finding a node's DOF
Robert Osfield wrote: Using a custom visitor to find your named node, overload the apply(Transform) and within this do a dynamic_cast to DOFTransform. osgplanets has a find named node visitor. On 5/23/07, priyadarshi [EMAIL PROTECTED] wrote: Hi, I loaded a .ac model in osg (an aircraft model), after finding a given named node, how to find in which direction the node is able to rotate or move. for example In this case I would want to know what an aileron or a rudder does. thank you ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ I loaded the .ac file and searched for DOFTransform nodes but there wasn't a one. So how do I change the positions of wings, flaps , ailerons etc? ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Finding a node's DOF
priyadarshi wrote: Robert Osfield wrote: Using a custom visitor to find your named node, overload the apply(Transform) and within this do a dynamic_cast to DOFTransform. osgplanets has a find named node visitor. I loaded a .ac model in osg (an aircraft model), after finding a given named node, how to find in which direction the node is able to rotate or move. for example In this case I would want to know what an aileron or a rudder does. I doubt that ac supports DOFTransforms. They're probably regular PATs or MatrixTransforms and so you can't know which DOF are supported because it's not authored/exported. /Ulrich ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] HeightField Multitexturing
Hi all, I'm pretty new to OSG and I'm having difficulties multitexturing a heightfield. Basically what I'm trying to do is lay a caustic pattern using an RGBA png over a seabed texture on a heightfield. I believe i've followed the proceedure correctly and from what I've read it should be pretty easy, but at present only the base texture gets rendered. If anybody could cast their eye over the following code and tell me what I'm doing wrong I would be most grateful. Kim. --- osg::StateSet* stateSet = new osg::StateSet(); osg::TexEnv* texenv1 = new osg::TexEnv; texenv1-setMode(osg::TexEnv::MODULATE); stateSet-setTextureAttributeAndModes(0,textureMap,osg::StateAttribute:: ON); stateSet-setTextureAttributeAndModes(0,texenv1,osg::StateAttribute::ON) ; osg::TexGen* texgen = new osg::TexGen; texgen-setMode(osg::TexGen::EYE_LINEAR); osg::TexEnv* texenv2 = new osg::TexEnv; texenv2-setMode(osg::TexEnv::DECAL); stateSet-setTextureAttributeAndModes(1,overlay,osg::StateAttribute::ON) ; stateSet-setTextureAttributeAndModes(1,texgen,osg::StateAttribute::ON); stateSet-setTextureAttributeAndModes(1,texenv2,osg::StateAttribute::ON) ; terrainGeode-setStateSet(stateSet); * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] svn externals and https
Hi, I think its prob better to leave the external as it is now. https stuff below Martin Spott wrote: Robert Osfield wrote: Would there be any problem with everybody checking the svn:external OpenThreads out as https? If not I can change it to this. Well, I _do_ see a problem here. I've been trying to pull with https from three different machines at three different locations using three different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I didn't get a single working checkout of: https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads I two of three cases (the Linux boxes) I didn't even get the idea of a connect. So I don't think that forcing the use of https is a really good idea. Is it really just about this external reference ? Martin. I've tried two versions of svn on Debian sarge and sid, they both work. svn --version output at the end of the mail. I get a prompt about the certificate like so: --8-- [EMAIL PROTECTED]:~/tmp$ svn co https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads Error validating server certificate for 'https://www.openscenegraph.com:443': - The certificate is not issued by a trusted authority. Use the fingerprint to validate the certificate manually! - The certificate hostname does not match. - The certificate has expired. Certificate information: - Hostname: murray.ai2.upv.es - Valid: from Feb 10 09:13:19 2007 GMT until Mar 12 09:13:19 2007 GMT - Issuer: AI2, Universidad Politecnica de Valencia, Valencia, Valencia, ES - Fingerprint: 6d:b1:05:1a:7a:78:4c:0f:84:59:46:ba:02:d5:af:2c:77:0c:11:ee (R)eject, accept (t)emporarily or accept (p)ermanently? --8-- I press t and then it checks out normally. version info: --8-- [EMAIL PROTECTED]:~/tmp$ svn --version svn, version 1.1.4 (r13838) compiled May 13 2005, 06:29:47 Copyright (C) 2000-2004 CollabNet. Subversion is open source software, see http://subversion.tigris.org/ This product includes software developed by CollabNet (http://www.Collab.Net/). The following repository access (RA) modules are available: * ra_dav : Module for accessing a repository via WebDAV (DeltaV) protocol. - handles 'http' schema - handles 'https' schema * ra_local : Module for accessing a repository on local disk. - handles 'file' schema * ra_svn : Module for accessing a repository using the svn network protocol. - handles 'svn' schema --8-- [EMAIL PROTECTED]:~$ svn --version svn, version 1.4.2 (r22196) compiled Nov 10 2006, 17:39:50 Copyright (C) 2000-2006 CollabNet. Subversion is open source software, see http://subversion.tigris.org/ This product includes software developed by CollabNet (http://www.Collab.Net/). The following repository access (RA) modules are available: * ra_dav : Module for accessing a repository via WebDAV (DeltaV) protocol. - handles 'http' scheme - handles 'https' scheme * ra_svn : Module for accessing a repository using the svn network protocol. - handles 'svn' scheme * ra_local : Module for accessing a repository on local disk. - handles 'file' scheme -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice http://mail.csir.co.za/CSIR_eMail_Legal_Notice.html CSIR Copyright, Terms and Conditions http://mail.csir.co.za/CSIR_Copyright.html For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with REQUEST LEGAL in the subject line to [EMAIL PROTECTED] This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Collision detection
We'd like to implement this structure, but if enough support already exists in OSG then it's better to use it. What is the best way, and what exactly does OSG provide to help us with this problem? On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi 2007/5/23, The supervisor [EMAIL PROTECTED]: Hello, We're trying to implement a Collision Detection algorithm. Our idea includes building a BB tree. It is a tree of hierarchies where the lowest hierarchy includes bounding boxes of the most basic objects in the scene. The one above includes BBs of pairs of BBs from below, and so on for all upper hierarchies. Note that while constructing the levels above, the pairs of the lower BBs must be chosen carefully, for the wrong choice will lead to a BB far larger than the BB that could be created by choosing BBs which are closer to each other. We've been told that a similar tree is being built in OSG for the purpose of culling. In order to help us build this tree we're searching for the source code of the function which does just that. If you could direct us to the right place in the source we'd be grateful. Alternately, if OSG provides access to his tree of this kind, how can we use it? i don't understand exactly what you need and like doing. Do you like to implement yourself a new structurs or do you like to expand the osg internal structurs to support hierarchical collision checks ? Many thanks. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
Hi Serge, I did not see the problem, my install step seem to have installed include\osgViewer correctly Serge Lages wrote: Hi all, I've noticed a problem with the install step of CMake (under Windows). It copies all the include files into the wanted directory except the subdirectory (and all its content) api/ from include/osgViewer/. I include files from it to make some platform dependant things (like getting the HWND with api/Win32/GraphicsWindowWin32), so my projects don't build without it. Anyone with some CMake skills could try to fix this problem ? I tried to look how to do it but can't find anything. :/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] HeightField Multitexturing
Hi Kim, For eye linear texgen you should use a TexGen you should use a TexGenNode to position the TexGen in space as its positional state. Have a look at the examples that use TexGenNode. Robert. On 5/23/07, Kim C Bale [EMAIL PROTECTED] wrote: Hi all, I'm pretty new to OSG and I'm having difficulties multitexturing a heightfield. Basically what I'm trying to do is lay a caustic pattern using an RGBA png over a seabed texture on a heightfield. I believe i've followed the proceedure correctly and from what I've read it should be pretty easy, but at present only the base texture gets rendered. If anybody could cast their eye over the following code and tell me what I'm doing wrong I would be most grateful. Kim. --- osg::StateSet* stateSet = new osg::StateSet(); osg::TexEnv* texenv1 = new osg::TexEnv; texenv1-setMode(osg::TexEnv::MODULATE); stateSet-setTextureAttributeAndModes(0,textureMap,osg::StateAttribute:: ON); stateSet-setTextureAttributeAndModes(0,texenv1,osg::StateAttribute::ON) ; osg::TexGen* texgen = new osg::TexGen; texgen-setMode(osg::TexGen::EYE_LINEAR); osg::TexEnv* texenv2 = new osg::TexEnv; texenv2-setMode(osg::TexEnv::DECAL); stateSet-setTextureAttributeAndModes(1,overlay,osg::StateAttribute::ON) ; stateSet-setTextureAttributeAndModes(1,texgen,osg::StateAttribute::ON); stateSet-setTextureAttributeAndModes(1,texenv2,osg::StateAttribute::ON) ; terrainGeode-setStateSet(stateSet); * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 100% CPU usage Win64
Hi, is it sufficient to enable vsync in driver settings? If so, I did. Even if I reduce fps to 10, I get 100% CPU usage. Gfx board in the Windows machine is a GeForce 7800 GTX, ForceWave version 81.67. Gfx board I tested with linux is quadro 350m, nvidia-drivers-1.0.9755-r1. Greetings Jürgen Robert Osfield schrieb: Hi Jürgen, Have you tried enabling vsync? Robert. On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote: Hi, I have got a problem with high CPU usage (100%) with osg in Win64. To narrow the problem I extended the osgviewer code as follows: --- ... while( !viewer.done() ) { end_tick=osg::Timer::instance()-tick(); if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)); start_tick=osg::Timer::instance()-tick(); // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } ... -- With Linux this Code works perfectly and limits the framerate to aproximately 50 fps (Should imho be 60 with this code, but that´s not that important). Thus CPU usage drops on my machine to around 5% (I know, this is model-dependant.). Running the same Code with WinXP64, Visual Studio 2005, causes 100% CPU usage with framerate dropping to around 50 fps. The machine is fast enough. Graphics board is NVidia, so the known ATI-Bug does not apply. Does anyone know if this ist a general Windows problem or only occurs on Win64 and what causes it? Is there a workaround? I don´t like my application to eat up all cpu. It is still possible for other Processes to get CPU-time, but since the viewer seems to grab all free CPU-time, the fan gets loud and if one tried it on a mobile device the application consumed much more power than necessary. Thanks+Best regards Jürgen Löb -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 100% CPU usage Win64
Hi, is it sufficient to enable vsync in driver settings? If so, I did. Even if I reduce fps to 10, I get 100% CPU usage. Gfx board in the Windows machine is a GeForce 7800 GTX, ForceWave version 81.67. Gfx board I tested with linux is quadro 350m, nvidia-drivers-1.0.9755-r1. Greetings Jürgen Robert Osfield schrieb: Hi Jürgen, Have you tried enabling vsync? Robert. On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote: Hi, I have got a problem with high CPU usage (100%) with osg in Win64. To narrow the problem I extended the osgviewer code as follows: --- ... while( !viewer.done() ) { end_tick=osg::Timer::instance()-tick(); if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)); start_tick=osg::Timer::instance()-tick(); // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } ... -- With Linux this Code works perfectly and limits the framerate to aproximately 50 fps (Should imho be 60 with this code, but that´s not that important). Thus CPU usage drops on my machine to around 5% (I know, this is model-dependant.). Running the same Code with WinXP64, Visual Studio 2005, causes 100% CPU usage with framerate dropping to around 50 fps. The machine is fast enough. Graphics board is NVidia, so the known ATI-Bug does not apply. Does anyone know if this ist a general Windows problem or only occurs on Win64 and what causes it? Is there a workaround? I don´t like my application to eat up all cpu. It is still possible for other Processes to get CPU-time, but since the viewer seems to grab all free CPU-time, the fan gets loud and if one tried it on a mobile device the application consumed much more power than necessary. Thanks+Best regards Jürgen Löb -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote: Hi Serge, I did not see the problem, my install step seem to have installed include\osgViewer correctly You also have the subdirectory api into include\osgViewer ? I am doing out of source install, it copies the bins, libs and includes, except this folder and its content. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgShadow
On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote: what about the PSSM proting of the shadow map technic. I'm afraid I've been too overload to tackle this. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] 100% CPU usage Win64
Can't say whats up. Vsync should reduce the load if you are running at above vertical refresh. Drivers issues? On 5/23/07, Jürgen Löb [EMAIL PROTECTED] wrote: Hi, is it sufficient to enable vsync in driver settings? If so, I did. Even if I reduce fps to 10, I get 100% CPU usage. Gfx board in the Windows machine is a GeForce 7800 GTX, ForceWave version 81.67. Gfx board I tested with linux is quadro 350m, nvidia-drivers-1.0.9755-r1. Greetings Jürgen Robert Osfield schrieb: Hi Jürgen, Have you tried enabling vsync? Robert. On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote: Hi, I have got a problem with high CPU usage (100%) with osg in Win64. To narrow the problem I extended the osgviewer code as follows: --- ... while( !viewer.done() ) { end_tick=osg::Timer::instance()-tick(); if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)); start_tick=osg::Timer::instance()-tick(); // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } ... -- With Linux this Code works perfectly and limits the framerate to aproximately 50 fps (Should imho be 60 with this code, but that´s not that important). Thus CPU usage drops on my machine to around 5% (I know, this is model-dependant.). Running the same Code with WinXP64, Visual Studio 2005, causes 100% CPU usage with framerate dropping to around 50 fps. The machine is fast enough. Graphics board is NVidia, so the known ATI-Bug does not apply. Does anyone know if this ist a general Windows problem or only occurs on Win64 and what causes it? Is there a workaround? I don´t like my application to eat up all cpu. It is still possible for other Processes to get CPU-time, but since the viewer seems to grab all free CPU-time, the fan gets loud and if one tried it on a mobile device the application consumed much more power than necessary. Thanks+Best regards Jürgen Löb -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
On 5/23/07, Serge Lages [EMAIL PROTECTED] wrote: On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote: Hi Serge, I did not see the problem, my install step seem to have installed include\osgViewer correctly You also have the subdirectory api into include\osgViewer ? I am doing out of source install, it copies the bins, libs and includes, except this folder and its content. I've tweak src/osgViewer/CMakeLists.txt (attached), this does the install of the GraphicsWindow* headers which are appropriate for each platform. One snag is it doesn't install into osgViewer/api/Win32/GraphicsWindowWin32 but osgViewer/GraphicsWindowWin32 so the api/Win32 directory is not honored. I don't know how to tweak CMake to honour this. Robert. # FIXME: For OS X, need flag for Framework or dylib IF (DYNAMIC_OPENSCENEGRAPH) ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY) ELSE (DYNAMIC_OPENSCENEGRAPH) ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC) ENDIF(DYNAMIC_OPENSCENEGRAPH) SET(LIB_NAME osgViewer) SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME}) SET(LIB_PUBLIC_HEADERS ${HEADER_PATH}/CompositeViewer ${HEADER_PATH}/Export ${HEADER_PATH}/GraphicsWindow ${HEADER_PATH}/HelpHandler ${HEADER_PATH}/Scene ${HEADER_PATH}/SimpleViewer ${HEADER_PATH}/StatsHandler ${HEADER_PATH}/Version ${HEADER_PATH}/View ${HEADER_PATH}/Viewer ${HEADER_PATH}/ViewerEventHandlers ) SET(LIB_COMMON_FILES CompositeViewer.cpp Scene.cpp SimpleViewer.cpp StatsHandler.cpp HelpHandler.cpp Version.cpp View.cpp Viewer.cpp ViewerEventHandlers.cpp ) IF(WIN32) SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} ${HEADER_PATH}/api/Win32/GraphicsWindowWin32) SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowWin32.cpp) ELSE(WIN32) IF(APPLE) # FIXME: OS X needs selection mechanism for Cocoa, Carbon, X11 SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} ${HEADER_PATH}/api/Carbon/GraphicsWindowCarbon) SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowCarbon.cpp) ELSE(APPLE) # X11 for everybody else SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} ${HEADER_PATH}/api/X11/GraphicsWindowX11) SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowX11.cpp) ENDIF(APPLE) ENDIF(WIN32) ADD_LIBRARY(${LIB_NAME} ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC} ${LIB_PUBLIC_HEADERS} ${LIB_PRIVATE_HEADERS} ${LIB_COMMON_FILES} ) LINK_INTERNAL(${LIB_NAME} osgGA osgText osgDB osgUtil osg OpenThreads ) LINK_CORELIB_DEFAULT(${LIB_NAME}) IF(MINGW OR CYGWIN) LINK_EXTERNAL(${LIB_NAME} gdi32 ) ENDIF(MINGW OR CYGWIN) INCLUDE(ModuleInstall OPTIONAL) ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Missing preprocessor directive for Jasper
Could you have a bash at adding this to the CMake build for the plugin? On 5/23/07, Anders Backman [EMAIL PROTECTED] wrote: It seems that the jasper (jpeg2000) library requires that the preprocessor directive JAS_WIN_MSVC_BUILD is defined when building under windows. Otherwise quite a few headerfiles that doesnt exist under windows are requested. So I guess it should be added to the cmake files for the jp2 project. /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote: On 5/23/07, Serge Lages [EMAIL PROTECTED] wrote: I will be able to try it this evening and I will let you know. I think that it's not a problem that the api directory is not created, IMHO it even simplify the process to have directly the appropriate GraphicsWindow* into osgViewer. Its the inconsistency that concerns me, if you are compiling against the in source version of the OSG, then move across to using an install version then their will be a difference. I introduced the api/* directories to help hide the expected poliferation of toolkit specific headers. Yes after thinking to this solution it can cause a lot of other problems... :/ I'll try to give a look at CMake to help you find a solution. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Problems with compiling OSG on Solaris 10
Hallo, I tried to compile OSG on a Solaris 10 (sparc, 11/06) computer with gcc 3.3.2 anf gmake. I compiled openThreads without any visible problems but during the compile of Producer I ran ionto the following problem : [EMAIL PROTECTED] gmake gmake[1]: Entering directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src' gmake[2]: Entering directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt' CC -xO4 -DPRODUCER_VERSION=\1.1.0\ -DPRODUCER_VERSION_REVISION=1 -features=extensions -mt -KPIC -I../..//include -I../..//include -I../. -c ../Camera.cpp ../..//include/Producer/PipeTimer, line 69: Error: Type name expected instead of PFNGLGENQUERIESPROC. ../..//include/Producer/PipeTimer, line 70: Error: Type name expected instead of PFNGLDELETEQUERIESPROC. ../..//include/Producer/PipeTimer, line 71: Error: Type name expected instead of PFNGLBEGINQUERYPROC. ../..//include/Producer/PipeTimer, line 72: Error: Type name expected instead of PFNGLENDQUERYPROC. ../..//include/Producer/PipeTimer, line 73: Error: Type name expected instead of PFNGLGETQUERYOBJECTIVPROC. ../Camera.cpp, line 579: Warning: _matrix hides Producer::Camera::Lens::_matrix. 5 Error(s) and 1 Warning(s) detected. gmake[2]: *** [Camera.o] Error 5 gmake[2]: Leaving directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt' gmake[1]: *** [libProducer.opt] Error 2 gmake[1]: Leaving directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src' gmake: *** [default] Error 1 I don't have any idea how to solve that problem and appreciate any help. Is there a compiled version of any OSG version available ? Best regards, Daniel ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
You are right, I did not noticed there was an api folder inside osgViewer include. That folder is not copied in the install process. the problem is probably related to the file ModuleInstall.cmake Serge Lages wrote: On 5/23/07, *Luigi Calori* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi Serge, I did not see the problem, my install step seem to have installed include\osgViewer correctly You also have the subdirectory api into include\osgViewer ? I am doing out of source install, it copies the bins, libs and includes, except this folder and its content. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Re: OSG 1.9.5 static build on linux 2.6
I finished this first build test (static core libs + shared plugin libs): two remarks: 1) the example osgDepthShadow won't compile: [ 88%] Building CXX object examples/osgdepthshadow/CMakeFiles/example_osgdepthshadow.dir/osgdepthshadow.o Linking CXX executable ../../bin/osgdepthshadow /home/kenshin/dev/libraries/linux32/gcc-4.1.2/OpenSceneGraph-1.9.5 /lib/libosgShadow.a(ShadowMap.o):(.data+0x0): multiple definition of `fragmentShaderSource_noBaseTexture' CMakeFiles/example_osgdepthshadow.dir/osgdepthshadow.o:(.data+0x0): first defined here /home/kenshin/dev/libraries/linux32/gcc-4.1.2/OpenSceneGraph-1.9.5 /lib/libosgShadow.a(ShadowMap.o):(.data+0xe0): multiple definition of `fragmentShaderSource_withBaseTexture' CMakeFiles/example_osgdepthshadow.dir/osgdepthshadow.o:(.data+0xe0): first defined here collect2: ld a retourné 1 code d'état d'exécution make[2]: *** [bin/osgdepthshadow] Erreur 1 .. obviously this is linked to the static build process... 2) I have the same problem than I had under WinXP at the beginning: when I try to run osganimate I get: [EMAIL PROTECTED] bin]$ ./osganimate Warning: Could not find plugin to read objects from file glider.osg. Warning: Could not find plugin to read objects from file cessna.osg. View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows. Viewer::realize() - failed to set up any windows -- the auto referencing of the GraphicWindowX11 interface doesn't happen neither :-) By the way, Is someone else working on this static build process or am I on my own... ? I guess I have to find out a bit more about CMake and linux symbols anyway... regards, Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED]: Hello ! I'm trying to build this release of OSG on linux this time. First thing noticable: the plugins are still built as shared libraries (in mode OPENSCENEGRAPH_DYNAMIC=OFF)... is this normal ?? I've got a question any way: On windows, when I was trying to use .dll for the plugins mixed with static core libraries it didn't work: I'm not un expert, but I guess this could have something to do with static objects in osgDB.lib existing in two places (the application and the plugin) and not being shared as one would expect (please tell me if this explanation is totally wrong :-) ). So I came to the conclusion that everything must be shared or static... is this still true under linux with gcc ??? if it is, then it means we have to build static plugin libs and then to force the compiler to include the needed symbols again... (correct me if I'm wrong but I think that current gcc versions (4.1 at least...) perform function level linking by default). Does anyone know how to retrieve the symbol list from the librairy ? (ie: what is the corresponding command for MS dumpbin.exe ? :-)) still if my previous assumption is true for linux, could someone just tell me what should be changed in order to built static plugin libs in the Cmake files ? Now, if this assumption is wrong, it would mean that I should expect this current compilation (static core libs + shared plugin libs) to work just fine ? regards, Manu. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Geometry extraction
What is the best way to extract triangles from osg? Use an custom osg::TriangleFunctor [...] And if I want normals, materials, and texCoordinates too? ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] RE:a node from the scenegraph
Hi Ulrich, Thanks for the advice, but I am still unclear. If I root-removeChild(TransformMatrix1), and root-removeChild(TransformMatrix2). Won't that mean that Node is also deleted? Which is not what I want. Are you saying that I need to keep another dummy node outside of the scenegraph, referencing Node, just as a way of stopping Node being deleted? dummy | | /TransformMatrix1\ | / \ | Root/Node--Geometry \/ \ / TransformMatrix2/ Thanks Mark Message: 30 Date: Wed, 23 May 2007 11:17:15 +0200 From: Ulrich Hertlein [EMAIL PROTECTED] Subject: Re: [osg-users] unlinking a node from the scenegraph To: osg users osg-users@openscenegraph.net Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=windows-1250 Mark Hurry wrote: I have a scenegraph that looks like /TransformMatrix1\ / \ Root/Node--Geometry \/ \ / TransformMatrix2/ I want to be able unlink and delete either or both of TransformMatrix nodes without destroying Node as at some time in the future I may need to link it in again with another transformmatrix node. I have tried using of unref () and unref_nodelete() but I get access violations. Obviously I am misunderstanding how these functions work. Can anyone suggest what I should be doing? You shouldn't call unref() yourself but rather remove the TransformMatrix* from its parent which will call unref() as necessary: Root-removeChild(TransformMatrix1) This will remove TransformMatrix1 from Root, calling TransformMatrix1-unref() which in turn deletes TM1 (since its refcount reaches 0). The destructor calls unref() on all of TM1's children (i.e. Node-unref). You have to take care if you remove both TM1 and TM2 since then the entire Node branch may be deleted unless you keep a ref_ptr to Node. Hope this helps, /Ulrich No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.7.6/815 - Release Date: 22-May-07 3:49 PM ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How can I export my scene graph to a 3ds format file?
El Miércoles 23 Mayo 2007, litingbaotou escribió: I'm a beginer of OSG. I build a scene graph and want to export it to a 3ds format file. I used osgDB::writeNodeFile() and it return false. Is there any way to make it? Waiting for good sugestion. :) The 3ds plugin is read-only, so you can only read files, you can't write them. A few plugins are available for writing, the .osg, .ive and COLLADA (.dae) formats are supported for that matter IIRC. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] RE:a node from the scenegraph
Hi Mark On 5/23/07, Mark Hurry [EMAIL PROTECTED] wrote: Hi Ulrich, Thanks for the advice, but I am still unclear. If I root-removeChild(TransformMatrix1), and root-removeChild(TransformMatrix2). Won't that mean that Node is also deleted? Which is not what I want. Yes, unless Node is referenced from elsewhere, it will be deleted. Are you saying that I need to keep another dummy node outside of the scenegraph, referencing Node, just as a way of stopping Node being deleted? Yes you should keep a pointer to your node elsewhere. By the way, if you want to be able to re-attach Node to a new MatrixTransform after you have removed it completely from the scenegraph, you *must* keep a reference to it, regardless of the reference counting mechanism. Otherwise you would be struck like so:h mt = new osg::MatrixTransform(); mt-addChild( /* hum, where the hell is that Node thingy again ? */); // whereas mt-addChild(dummy.get()) makes more sense :) Thibault dummy | | /TransformMatrix1\ | / \ | Root/Node--Geometry \/ \ / TransformMatrix2/ Thanks Mark Message: 30 Date: Wed, 23 May 2007 11:17:15 +0200 From: Ulrich Hertlein [EMAIL PROTECTED] Subject: Re: [osg-users] unlinking a node from the scenegraph To: osg users osg-users@openscenegraph.net Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=windows-1250 Mark Hurry wrote: I have a scenegraph that looks like /TransformMatrix1\ / \ Root/Node--Geometry \/ \ / TransformMatrix2/ I want to be able unlink and delete either or both of TransformMatrix nodes without destroying Node as at some time in the future I may need to link it in again with another transformmatrix node. I have tried using of unref () and unref_nodelete() but I get access violations. Obviously I am misunderstanding how these functions work. Can anyone suggest what I should be doing? You shouldn't call unref() yourself but rather remove the TransformMatrix* from its parent which will call unref() as necessary: Root-removeChild(TransformMatrix1) This will remove TransformMatrix1 from Root, calling TransformMatrix1-unref() which in turn deletes TM1 (since its refcount reaches 0). The destructor calls unref() on all of TM1's children (i.e. Node-unref). You have to take care if you remove both TM1 and TM2 since then the entire Node branch may be deleted unless you keep a ref_ptr to Node. Hope this helps, /Ulrich No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.7.6/815 - Release Date: 22-May-07 3:49 PM ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] RE:a node from the scenegraph
Mark Hurry wrote on Wednesday, May 23, 2007 9:24 AM: Hi Ulrich, Thanks for the advice, but I am still unclear. If I root-removeChild(TransformMatrix1), and root-removeChild(TransformMatrix2). Won't that mean that Node is also deleted? Which is not what I want. Are you saying that I need to keep another dummy node outside of the scenegraph, referencing Node, just as a way of stopping Node being deleted? dummy | | /TransformMatrix1\ | / \ | Root/Node--Geometry \/ \ / TransformMatrix2/ No, just a osg::ref_ptrosg::Node pointing to it. -- Bryan Thrall FlightSafety International [EMAIL PROTECTED] ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] How to get intersections from a given node, not the scene root, using osgViewer
Hi all, I've started using osgViewer, and to get intersections I've found these functions: bool View::computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) bool View::computeIntersections(float x,float y, osg::NodePath nodePath, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) But i need to get intersections from a given node from the scene, not the entire graph, as I used to do with osgProducer::Viewer : bool osgProducer::computeIntersections (float x, float y, osg::Node *node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask traversalMask) Is there is any way to use a similar function using osgViewer::View ? Thanks. // Miguel Martinez ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: By the way, Is someone else working on this static build process or am I on my own... ? I guess I have to find out a bit more about CMake and linux symbols anyway... You may well be the first under Windows and Unix :-) W.r.t the multiple definitions in osgShadow/osgdepthshadow example, I've just made the local definiations of the shaders static in the osgShadow and checked it in. Could you let me know if this fixes it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Terrapage Terrains - Turn off paging
Hi Jason, There is a way of forcing of the paging in paged databases. You could possible do some tricks by pre loadeding the scene graph and replacing all PagedLOD with LOD's. You are on your own with this though. Robert. On 5/23/07, Jason [EMAIL PROTECTED] wrote: Hi, I have a large terrapage terrain that is roughly 20 x 20 tiles. My current setup is using an osgUtil::SceneView with a Database Pager. As of now my tiles are paging in and out, but I would like to know how to turn off the paging of the tiles so that every tile is loaded in all at once. Is there a setting in the Database Pager that I have overlooked? Or is this a setting I need to tweak when generated my TXP database. Thanks, Jason ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to get intersections from a given node, not the scene root, using osgViewer
You use the NodePath methods, the node path is the path to the node of interest. The OSG supports children with multiple parents, so passing in just the node itself can produce multiple hits. You can get the node paths from a node using node::getParentalNodePaths() On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote: Hi all, I've started using osgViewer, and to get intersections I've found these functions: bool View::computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) bool View::computeIntersections(float x,float y, osg::NodePath nodePath, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) But i need to get intersections from a given node from the scene, not the entire graph, as I used to do with osgProducer::Viewer : bool osgProducer::computeIntersections (float x, float y, osg::Node *node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask traversalMask) Is there is any way to use a similar function using osgViewer::View ? Thanks. // Miguel Martinez ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Problems with compiling OSG on Solaris 10
HI Daniel, Could you try the latest dev release,1.9.5 to see if it works fine. We're about to make 2.0 so it should be pretty stable now. Robert. On 5/23/07, Daniel Wetzler [EMAIL PROTECTED] wrote: Hallo, I tried to compile OSG on a Solaris 10 (sparc, 11/06) computer with gcc 3.3.2 anf gmake. I compiled openThreads without any visible problems but during the compile of Producer I ran ionto the following problem : [EMAIL PROTECTED] gmake gmake[1]: Entering directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src' gmake[2]: Entering directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt' CC -xO4 -DPRODUCER_VERSION=\1.1.0\ -DPRODUCER_VERSION_REVISION=1 -features=extensions -mt -KPIC -I../..//include -I../..//include -I../. -c ../Camera.cpp ../..//include/Producer/PipeTimer, line 69: Error: Type name expected instead of PFNGLGENQUERIESPROC. ../..//include/Producer/PipeTimer, line 70: Error: Type name expected instead of PFNGLDELETEQUERIESPROC. ../..//include/Producer/PipeTimer, line 71: Error: Type name expected instead of PFNGLBEGINQUERYPROC. ../..//include/Producer/PipeTimer, line 72: Error: Type name expected instead of PFNGLENDQUERYPROC. ../..//include/Producer/PipeTimer, line 73: Error: Type name expected instead of PFNGLGETQUERYOBJECTIVPROC. ../Camera.cpp, line 579: Warning: _matrix hides Producer::Camera::Lens::_matrix. 5 Error(s) and 1 Warning(s) detected. gmake[2]: *** [Camera.o] Error 5 gmake[2]: Leaving directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt' gmake[1]: *** [libProducer.opt] Error 2 gmake[1]: Leaving directory `/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src' gmake: *** [default] Error 1 I don't have any idea how to solve that problem and appreciate any help. Is there a compiled version of any OSG version available ? Best regards, Daniel ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
I'll try it this evening and let you know ! But It seems to do the job. :) Many many thanks Luigi ! On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote: If you look at the osgViewer CmakeLists.txt, you find that there is a variable LIB_PRIVATE_HEADERS that contains the platform specific headers. This variable is not used inside the ModuleInstall file tha gets included in the end to define installation steps: in the last line the INSTALL( FILES command only installs LIB_PUBLIC_HEADERS It seems that while the selection of the sources (.cpp) files to use is platform dependentent, the headers are included in the projects for all the platforms. If we just add installation steps for the LIB_PRIVATE_HEADERS, we install even headers not required, do you think is correct? In that case you can try adding FOREACH( INCLUDEFILE ${LIB_PRIVATE_HEADERS} ) FILE(RELATIVE_PATH REL_INCLUDEFILE ${HEADER_PATH} ${INCLUDEFILE}) GET_FILENAME_COMPONENT(REL_INCLUDE_PATH ${REL_INCLUDEFILE} PATH) INSTALL( FILES${INCLUDEFILE} DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}/${REL_INCLUDE_PATH} ) ENDFOREACH( INCLUDEFILE) at the end of osgViewer CmakeLists.txt It seems to do what intended, but test if it works and it suits your need, submit the patch or tell me and I' ll do Hope it helps Luigi Serge Lages wrote: On 5/23/07, *Robert Osfield* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: On 5/23/07, Serge Lages [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: I will be able to try it this evening and I will let you know. I think that it's not a problem that the api directory is not created, IMHO it even simplify the process to have directly the appropriate GraphicsWindow* into osgViewer. Its the inconsistency that concerns me, if you are compiling against the in source version of the OSG, then move across to using an install version then their will be a difference. I introduced the api/* directories to help hide the expected poliferation of toolkit specific headers. Yes after thinking to this solution it can cause a lot of other problems... :/ I'll try to give a look at CMake to help you find a solution. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to get intersections from a given node, not the scene root, using osgViewer
Hi Robert, maybe I didn't explain correctly. I have this graph : / Geodes /AuxiliarData \ / \ Geodes Root/ \ \ / Geodes RealSceneData/ \ Geodes I want to get Interesections only for the geometry hanging from the RealSceneData node. I was doing this using osgProducer::computeIntersections, but now I can't with osgViewer any idea? Robert Osfield escribió: You use the NodePath methods, the node path is the path to the node of interest. The OSG supports children with multiple parents, so passing in just the node itself can produce multiple hits. You can get the node paths from a node using node::getParentalNodePaths() On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote: Hi all, I've started using osgViewer, and to get intersections I've found these functions: bool View::computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) bool View::computeIntersections(float x,float y, osg::NodePath nodePath, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) But i need to get intersections from a given node from the scene, not the entire graph, as I used to do with osgProducer::Viewer : bool osgProducer::computeIntersections (float x, float y, osg::Node *node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask traversalMask) Is there is any way to use a similar function using osgViewer::View ? Thanks. // Miguel Martinez ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
It's good ! the correction you made solved the problem for osgdepthshadow sample ! :-) Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED]: Okay, the compilation is in progress... Now, is there a simple way to force Cmake to build static libs for the plugins ? I really don't understand nothing to those files lol... Manu. 2007/5/23, Robert Osfield [EMAIL PROTECTED]: On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: By the way, Is someone else working on this static build process or am I on my own... ? I guess I have to find out a bit more about CMake and linux symbols anyway... You may well be the first under Windows and Unix :-) W.r.t the multiple definitions in osgShadow/osgdepthshadow example, I've just made the local definiations of the shaders static in the osgShadow and checked it in. Could you let me know if this fixes it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Terrapage Terrains - Turn off paging
I needed to stop pages unloading while I interacted with the GUI and after a tip from Robert used: DatabasePager-setExpiryDelay(6.0); // 10 minute delay which will help you keep the pages loaded, although they will not be loaded until first needed. Cheers Alan Harris Robert Osfield wrote: Hi Jason, There is a way of forcing of the paging in paged databases. You could possible do some tricks by pre loadeding the scene graph and replacing all PagedLOD with LOD's. You are on your own with this though. Robert. On 5/23/07, Jason [EMAIL PROTECTED] wrote: Hi, I have a large terrapage terrain that is roughly 20 x 20 tiles. My current setup is using an osgUtil::SceneView with a Database Pager. As of now my tiles are paging in and out, but I would like to know how to turn off the paging of the tiles so that every tile is loaded in all at once. Is there a setting in the Database Pager that I have overlooked? Or is this a setting I need to tweak when generated my TXP database. Thanks, Jason ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Collision detection
i want to refine the question. We've been told , that when the cull function runs, it creates a BS tree which is similar to the tree we are willing to construct, if so , and the needed tree really exist, how can we find him and use him to help us do collision detection. On 5/23/07, Leo Vinnikov [EMAIL PROTECTED] wrote: We'd like to implement this structure, but if enough support already exists in OSG then it's better to use it. What is the best way, and what exactly does OSG provide to help us with this problem? On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi 2007/5/23, The supervisor [EMAIL PROTECTED]: Hello, We're trying to implement a Collision Detection algorithm. Our idea includes building a BB tree. It is a tree of hierarchies where the lowest hierarchy includes bounding boxes of the most basic objects in the scene. The one above includes BBs of pairs of BBs from below, and so on for all upper hierarchies. Note that while constructing the levels above, the pairs of the lower BBs must be chosen carefully, for the wrong choice will lead to a BB far larger than the BB that could be created by choosing BBs which are closer to each other. We've been told that a similar tree is being built in OSG for the purpose of culling. In order to help us build this tree we're searching for the source code of the function which does just that. If you could direct us to the right place in the source we'd be grateful. Alternately, if OSG provides access to his tree of this kind, how can we use it? i don't understand exactly what you need and like doing. Do you like to implement yourself a new structurs or do you like to expand the osg internal structurs to support hierarchical collision checks ? Many thanks. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
Okay, the compilation is in progress... Now, is there a simple way to force Cmake to build static libs for the plugins ? I really don't understand nothing to those files lol... Manu. 2007/5/23, Robert Osfield [EMAIL PROTECTED]: On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: By the way, Is someone else working on this static build process or am I on my own... ? I guess I have to find out a bit more about CMake and linux symbols anyway... You may well be the first under Windows and Unix :-) W.r.t the multiple definitions in osgShadow/osgdepthshadow example, I've just made the local definiations of the shaders static in the osgShadow and checked it in. Could you let me know if this fixes it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
Concerning the build process for the plugins I think I finally have a clue: everything seems to come to the function ADD_LIBRARY in the CMake files... for the core libs, the second parameter for this function can apparently be SHARED or STATIC depending on the configuration whereas for the plugins, it seems to always be the variable 'MODULE' :-). I keep digging... :-) Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED]: It's good ! the correction you made solved the problem for osgdepthshadow sample ! :-) Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED] : Okay, the compilation is in progress... Now, is there a simple way to force Cmake to build static libs for the plugins ? I really don't understand nothing to those files lol... Manu. 2007/5/23, Robert Osfield [EMAIL PROTECTED]: On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: By the way, Is someone else working on this static build process or am I on my own... ? I guess I have to find out a bit more about CMake and linux symbols anyway... You may well be the first under Windows and Unix :-) W.r.t the multiple definitions in osgShadow/osgdepthshadow example, I've just made the local definiations of the shaders static in the osgShadow and checked it in. Could you let me know if this fixes it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
And changing this 'MODULE' variable tout STATIC leads to the construction of static plugin libs ! bingo ! I guess someone should include somewhere the test done for the core libs to decide here if we should have SHARED or STATIC... what was this 'MODULE' used for in fact ?? Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED]: Concerning the build process for the plugins I think I finally have a clue: everything seems to come to the function ADD_LIBRARY in the CMake files... for the core libs, the second parameter for this function can apparently be SHARED or STATIC depending on the configuration whereas for the plugins, it seems to always be the variable 'MODULE' :-). I keep digging... :-) Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED]: It's good ! the correction you made solved the problem for osgdepthshadow sample ! :-) Manu. 2007/5/23, Emmanuel Roche [EMAIL PROTECTED] : Okay, the compilation is in progress... Now, is there a simple way to force Cmake to build static libs for the plugins ? I really don't understand nothing to those files lol... Manu. 2007/5/23, Robert Osfield [EMAIL PROTECTED]: On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: By the way, Is someone else working on this static build process or am I on my own... ? I guess I have to find out a bit more about CMake and linux symbols anyway... You may well be the first under Windows and Unix :-) W.r.t the multiple definitions in osgShadow/osgdepthshadow example, I've just made the local definiations of the shaders static in the osgShadow and checked it in. Could you let me know if this fixes it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] collada dae plugin on windows
Hi all, I'm having trouble building the collada plugin on windows. I'm using the svn version of osg and am aware of the cmake build support of the plugin. I modified the project files to work correctly but during linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin. I did a quick google and some others were able to resolve this by using the static version of libxml2 but that was unsuccessful as well. (If you are familiar with dev studio it was the issue where libs are built with conflicting Code Generation settings). Anyway, has anyone else successfully built the collada plugin on windows? Have any suggestions on resolving this? We have a model that is animated and we'd like to export it to collada and read it into osg. Thanks biv ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] How can I export my scene graph to a 3ds format file?
I do it using AC3D. The ac3d (.ac) plugin for OSG supports writing. You can load the resulting file into AC3D (which is a good low cost modeller) and it will export to .3ds. Roger _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of litingbaotou Sent: 23 May 2007 15:22 To: osg-users Subject: [osg-users] How can I export my scene graph to a 3ds format file? I'm a beginer of OSG. I build a scene graph and want to export it to a 3ds format file. I used osgDB::writeNodeFile() and it return false. Is there any way to make it? Waiting for good sugestion. :) _ litingbaotou 2007-05-23 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] TexGenNode TexEnvCombine
On Tue, 22 May 2007, Weitz, Andrew C. wrote: Hi, I'm having transparency issues that I thought were solvable with a TexEnvCombine. However, I cannot figure out the solution. I have a scene in which I'm projecting a texture onto terrain that is already textured. The terrain is generated with the createBase() function in the osgShadowTexture example. I'm projecting another texture onto that terrain via a TexGenNode. My projected texture only encompasses a small portion of the entire terrain. I'd like to control the opacity of my projected texture. I tried doing so with a TexEnvCombine. This seems to work correctly, except that it blends the textures on the entire terrain-not just the area where my texture is projected. The terrain surrounding the projection area gets blended with my projected texture's border color. This makes me think that a solution would be to make my projected texture's border transparent. However, I can't figure out how. Relevant code is below... Is there a way I can only control the opacity/blending only in the area where my texture is projected? Thank you, Andrew // Create the terrain (this uses a texture unit of 0) osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50 ); // Create the TexGenNode osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode; texgenNode-setTextureUnit( 1 ); texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR ); texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah ); // Create the decorator stateset with the projected texture osg::ref_ptrosg::StateSet stateset = new osg::StateSet; texture-setInternalFormat( GL_RGB/*A*/ ); texture-setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_BORDER ); texture-setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_BORDER ); texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 )); Try setting the border color to something transparent, ie. osg::Vec4( 1.0, 0.0, 0.0, 0.0 ) stateset-setTextureAttributeAndModes( 1, texture.get(), osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON ); // Create the TexEnvCombine osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine(); tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE); tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS); tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 )); stateset-setTextureAttributeAndModes(1, tec.get(), osg::StateAttribute::ON ); --- In October 1997, three computer lab staffers disappeared from the server room while debugging a mysterious router problem. One year later, their packet logs were found... The Blair Switch Project | Don Tidrow | | Vis-Sim Geek| ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
Hi Luigi, I have already checked in a change to src/osgViewer/CMakeLists.txt so the it installs the relevant platform specific header files. Files like GraphicsWindowWin32 are useful when users want to get window information, or use the inherit window data functionality. The only problem with my changes are that it doesn't honour the api/Win32 nesting of directories within include/osgViewer. Robert. On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote: If you look at the osgViewer CmakeLists.txt, you find that there is a variable LIB_PRIVATE_HEADERS that contains the platform specific headers. This variable is not used inside the ModuleInstall file tha gets included in the end to define installation steps: in the last line the INSTALL( FILES command only installs LIB_PUBLIC_HEADERS It seems that while the selection of the sources (.cpp) files to use is platform dependentent, the headers are included in the projects for all the platforms. If we just add installation steps for the LIB_PRIVATE_HEADERS, we install even headers not required, do you think is correct? In that case you can try adding FOREACH( INCLUDEFILE ${LIB_PRIVATE_HEADERS} ) FILE(RELATIVE_PATH REL_INCLUDEFILE ${HEADER_PATH} ${INCLUDEFILE}) GET_FILENAME_COMPONENT(REL_INCLUDE_PATH ${REL_INCLUDEFILE} PATH) INSTALL( FILES${INCLUDEFILE} DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}/${REL_INCLUDE_PATH} ) ENDFOREACH( INCLUDEFILE) at the end of osgViewer CmakeLists.txt It seems to do what intended, but test if it works and it suits your need, submit the patch or tell me and I' ll do Hope it helps Luigi Serge Lages wrote: On 5/23/07, *Robert Osfield* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: On 5/23/07, Serge Lages [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: I will be able to try it this evening and I will let you know. I think that it's not a problem that the api directory is not created, IMHO it even simplify the process to have directly the appropriate GraphicsWindow* into osgViewer. Its the inconsistency that concerns me, if you are compiling against the in source version of the OSG, then move across to using an install version then their will be a difference. I introduced the api/* directories to help hide the expected poliferation of toolkit specific headers. Yes after thinking to this solution it can cause a lot of other problems... :/ I'll try to give a look at CMake to help you find a solution. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to get intersections from a given node, not the scene root, using osgViewer
Use the NodePath to RealSceneData. On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote: Hi Robert, maybe I didn't explain correctly. I have this graph : / Geodes /AuxiliarData \ / \ Geodes Root/ \ \ / Geodes RealSceneData/ \ Geodes I want to get Interesections only for the geometry hanging from the RealSceneData node. I was doing this using osgProducer::computeIntersections, but now I can't with osgViewer any idea? Robert Osfield escribió: You use the NodePath methods, the node path is the path to the node of interest. The OSG supports children with multiple parents, so passing in just the node itself can produce multiple hits. You can get the node paths from a node using node::getParentalNodePaths() On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote: Hi all, I've started using osgViewer, and to get intersections I've found these functions: bool View::computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) bool View::computeIntersections(float x,float y, osg::NodePath nodePath, osgUtil::LineSegmentIntersector::Intersections intersections,osg::Node::NodeMask traversalMask) But i need to get intersections from a given node from the scene, not the entire graph, as I used to do with osgProducer::Viewer : bool osgProducer::computeIntersections (float x, float y, osg::Node *node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask traversalMask) Is there is any way to use a similar function using osgViewer::View ? Thanks. // Miguel Martinez ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] TexGenNode TexEnvCombine
I tried a border color with an alpha of 0, but no luck. When I use an alpha of 0 and enable GL_BLEND, the terrain surrounding my projected texture becomes invisible. I tried playing with TexEnvCombine::setCombine_Alpha(), however I haven't been able to get that to work either. Am I on the right track here? Thanks, Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Donald Tidrow Sent: Wednesday, May 23, 2007 11:17 AM To: osg users Subject: Re: [osg-users] TexGenNode TexEnvCombine On Tue, 22 May 2007, Weitz, Andrew C. wrote: Hi, I'm having transparency issues that I thought were solvable with a TexEnvCombine. However, I cannot figure out the solution. I have a scene in which I'm projecting a texture onto terrain that is already textured. The terrain is generated with the createBase() function in the osgShadowTexture example. I'm projecting another texture onto that terrain via a TexGenNode. My projected texture only encompasses a small portion of the entire terrain. I'd like to control the opacity of my projected texture. I tried doing so with a TexEnvCombine. This seems to work correctly, except that it blends the textures on the entire terrain-not just the area where my texture is projected. The terrain surrounding the projection area gets blended with my projected texture's border color. This makes me think that a solution would be to make my projected texture's border transparent. However, I can't figure out how. Relevant code is below... Is there a way I can only control the opacity/blending only in the area where my texture is projected? Thank you, Andrew // Create the terrain (this uses a texture unit of 0) osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50 ); // Create the TexGenNode osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode; texgenNode-setTextureUnit( 1 ); texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR ); texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah ); // Create the decorator stateset with the projected texture osg::ref_ptrosg::StateSet stateset = new osg::StateSet; texture-setInternalFormat( GL_RGB/*A*/ ); texture-setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_BORDER ); texture-setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_BORDER ); texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 )); Try setting the border color to something transparent, ie. osg::Vec4( 1.0, 0.0, 0.0, 0.0 ) stateset-setTextureAttributeAndModes( 1, texture.get(), osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON ); // Create the TexEnvCombine osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine(); tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE); tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS); tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 )); stateset-setTextureAttributeAndModes(1, tec.get(), osg::StateAttribute::ON ); --- In October 1997, three computer lab staffers disappeared from the server room while debugging a mysterious router problem. One year later, their packet logs were found... The Blair Switch Project | Don Tidrow | | Vis-Sim Geek| ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] collada dae plugin on windows
I got the exact same problem today. I svn update of the Collada DOM solved it. /Anders On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi all, I'm having trouble building the collada plugin on windows. I'm using the svn version of osg and am aware of the cmake build support of the plugin. I modified the project files to work correctly but during linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin. I did a quick google and some others were able to resolve this by using the static version of libxml2 but that was unsuccessful as well. (If you are familiar with dev studio it was the issue where libs are built with conflicting Code Generation settings). Anyway, has anyone else successfully built the collada plugin on windows? Have any suggestions on resolving this? We have a model that is animated and we'd like to export it to collada and read it into osg. Thanks biv ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
Hi Manu, On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: And changing this 'MODULE' variable tout STATIC leads to the construction of static plugin libs ! bingo ! I guess someone should include somewhere the test done for the core libs to decide here if we should have SHARED or STATIC... what was this 'MODULE' used for in fact ?? The plugin macro in OpenSceneGraph/CMakeModules/OsgMacroUtils.cmake, and the macro specifically is: MACRO(SETUP_PLUGIN PLUGIN_NAME) ... It should be easy to put a conditional, looking at the compile of core libs, it looks like it should be possible to use: IF (DYNAMIC_OPENSCENEGRAPH) ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H}) ELSE (DYNAMIC_OPENSCENEGRAPH) ADD_LIBRARY(${TARGET_TARGETNAME} STATIC ${TARGET_SRC} ${TARGET_H}) ENDIF(DYNAMIC_OPENSCENEGRAPH) I'll do a clean dynamic build, then try out the static build too. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] collada dae plugin on windows
Hi Gerrick, I guess we'll need to all the linking of the xml lib used in the COLLADA CMakeLists.txt file. I think its libxml2, but haven't yet check up. CMake probably already has a find package for this. Robert. On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi all, I'm having trouble building the collada plugin on windows. I'm using the svn version of osg and am aware of the cmake build support of the plugin. I modified the project files to work correctly but during linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin. I did a quick google and some others were able to resolve this by using the static version of libxml2 but that was unsuccessful as well. (If you are familiar with dev studio it was the issue where libs are built with conflicting Code Generation settings). Anyway, has anyone else successfully built the collada plugin on windows? Have any suggestions on resolving this? We have a model that is animated and we'd like to export it to collada and read it into osg. Thanks biv ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Build error, MS VS 8, current SVN Head
Hi Robert -- I just did a fresh checkout and got the following error on Windows using VS8: 2-- Build started: Project: osgSim, Configuration: Debug Win32 -- 2Compiling... 2OverlayNode.cpp 2.\OverlayNode.cpp(378) : error C2665: 'fabs' : none of the 3 overloads could convert all the argument types 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(119): could be 'double fabs(double)' 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(509): or 'float fabs(float)' 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(557): or 'long double fabs(long double)' 2 while trying to match the argument list '(osg::Vec3f)' The problem appears to be a misplaced paren at line 376 of OverlayNode.cpp. Perhaps that line should read as follows? osg::Vec3d side = fabs(plane.getNormal().x()) fabs(plane.getNormal().y()) ? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Build error, MS VS 8, current SVN Head
Hi Paul, Thanks goodness for multiple compilers compiling the same code.. all pick up different errors, this one is certainly a bug. I've added in brackets and checked this in. On 5/23/07, Paul Martz [EMAIL PROTECTED] wrote: Hi Robert -- I just did a fresh checkout and got the following error on Windows using VS8: 2-- Build started: Project: osgSim, Configuration: Debug Win32 -- 2Compiling... 2OverlayNode.cpp 2.\OverlayNode.cpp(378) : error C2665: 'fabs' : none of the 3 overloads could convert all the argument types 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(119): could be 'double fabs(double)' 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(509): or 'float fabs(float)' 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(557): or 'long double fabs(long double)' 2 while trying to match the argument list '(osg::Vec3f)' The problem appears to be a misplaced paren at line 376 of OverlayNode.cpp. Perhaps that line should read as follows? osg::Vec3d side = fabs(plane.getNormal().x()) fabs(plane.getNormal().y()) ? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
Hi Manu, My suggested change to CMakeModules/OsgMacroUtils.cmake works just fine, both dynamic and static builds work, with both libs and plugins compiling as static when requested. osgviewer tells me that it can't find plugins or windowsysteminterface, but hey you've been there before. So how did you go about fixing these? Robert. On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Manu, On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: And changing this 'MODULE' variable tout STATIC leads to the construction of static plugin libs ! bingo ! I guess someone should include somewhere the test done for the core libs to decide here if we should have SHARED or STATIC... what was this 'MODULE' used for in fact ?? The plugin macro in OpenSceneGraph/CMakeModules/OsgMacroUtils.cmake, and the macro specifically is: MACRO(SETUP_PLUGIN PLUGIN_NAME) ... It should be easy to put a conditional, looking at the compile of core libs, it looks like it should be possible to use: IF (DYNAMIC_OPENSCENEGRAPH) ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H}) ELSE (DYNAMIC_OPENSCENEGRAPH) ADD_LIBRARY(${TARGET_TARGETNAME} STATIC ${TARGET_SRC} ${TARGET_H}) ENDIF(DYNAMIC_OPENSCENEGRAPH) I'll do a clean dynamic build, then try out the static build too. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6
Forgot to mention my change is now checked in. On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Manu, My suggested change to CMakeModules/OsgMacroUtils.cmake works just fine, both dynamic and static builds work, with both libs and plugins compiling as static when requested. osgviewer tells me that it can't find plugins or windowsysteminterface, but hey you've been there before. So how did you go about fixing these? Robert. On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Manu, On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote: And changing this 'MODULE' variable tout STATIC leads to the construction of static plugin libs ! bingo ! I guess someone should include somewhere the test done for the core libs to decide here if we should have SHARED or STATIC... what was this 'MODULE' used for in fact ?? The plugin macro in OpenSceneGraph/CMakeModules/OsgMacroUtils.cmake, and the macro specifically is: MACRO(SETUP_PLUGIN PLUGIN_NAME) ... It should be easy to put a conditional, looking at the compile of core libs, it looks like it should be possible to use: IF (DYNAMIC_OPENSCENEGRAPH) ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H}) ELSE (DYNAMIC_OPENSCENEGRAPH) ADD_LIBRARY(${TARGET_TARGETNAME} STATIC ${TARGET_SRC} ${TARGET_H}) ENDIF(DYNAMIC_OPENSCENEGRAPH) I'll do a clean dynamic build, then try out the static build too. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] collada dae plugin on windows
Hi Robert and Anders, Yup. libxml2 is what I'm linking in. So is the solution to update collada dom? Ouch. I was hoping to be able to just use the installer for this easy update rather than the brute force route and building collada dom...Oh well. biv On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Gerrick, I guess we'll need to all the linking of the xml lib used in the COLLADA CMakeLists.txt file. I think its libxml2, but haven't yet check up. CMake probably already has a find package for this. Robert. On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi all, I'm having trouble building the collada plugin on windows. I'm using the svn version of osg and am aware of the cmake build support of the plugin. I modified the project files to work correctly but during linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin. I did a quick google and some others were able to resolve this by using the static version of libxml2 but that was unsuccessful as well. (If you are familiar with dev studio it was the issue where libs are built with conflicting Code Generation settings). Anyway, has anyone else successfully built the collada plugin on windows? Have any suggestions on resolving this? We have a model that is animated and we'd like to export it to collada and read it into osg. Thanks biv ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows CMake install problem
Hi Robert and Luigi, I've mixed your changes and here is a src/osgViewer/CMakeLists.txt with : - take only platform dependant headers - install it into the correct osgViewer/api/... directory It was only tested under Windows. On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Luigi, I have already checked in a change to src/osgViewer/CMakeLists.txt so the it installs the relevant platform specific header files. Files like GraphicsWindowWin32 are useful when users want to get window information, or use the inherit window data functionality. The only problem with my changes are that it doesn't honour the api/Win32 nesting of directories within include/osgViewer. Robert. On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote: If you look at the osgViewer CmakeLists.txt, you find that there is a variable LIB_PRIVATE_HEADERS that contains the platform specific headers. This variable is not used inside the ModuleInstall file tha gets included in the end to define installation steps: in the last line the INSTALL( FILES command only installs LIB_PUBLIC_HEADERS It seems that while the selection of the sources (.cpp) files to use is platform dependentent, the headers are included in the projects for all the platforms. If we just add installation steps for the LIB_PRIVATE_HEADERS, we install even headers not required, do you think is correct? In that case you can try adding FOREACH( INCLUDEFILE ${LIB_PRIVATE_HEADERS} ) FILE(RELATIVE_PATH REL_INCLUDEFILE ${HEADER_PATH} ${INCLUDEFILE}) GET_FILENAME_COMPONENT(REL_INCLUDE_PATH ${REL_INCLUDEFILE} PATH) INSTALL( FILES${INCLUDEFILE} DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}/${REL_INCLUDE_PATH} ) ENDFOREACH( INCLUDEFILE) at the end of osgViewer CmakeLists.txt It seems to do what intended, but test if it works and it suits your need, submit the patch or tell me and I' ll do Hope it helps Luigi Serge Lages wrote: On 5/23/07, *Robert Osfield* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: On 5/23/07, Serge Lages [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: I will be able to try it this evening and I will let you know. I think that it's not a problem that the api directory is not created, IMHO it even simplify the process to have directly the appropriate GraphicsWindow* into osgViewer. Its the inconsistency that concerns me, if you are compiling against the in source version of the OSG, then move across to using an install version then their will be a difference. I introduced the api/* directories to help hide the expected poliferation of toolkit specific headers. Yes after thinking to this solution it can cause a lot of other problems... :/ I'll try to give a look at CMake to help you find a solution. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org # FIXME: For OS X, need flag for Framework or dylib IF (DYNAMIC_OPENSCENEGRAPH) ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY) ELSE (DYNAMIC_OPENSCENEGRAPH) ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC) ENDIF(DYNAMIC_OPENSCENEGRAPH) SET(LIB_NAME osgViewer) SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME}) SET(LIB_PUBLIC_HEADERS ${HEADER_PATH}/CompositeViewer ${HEADER_PATH}/Export ${HEADER_PATH}/GraphicsWindow ${HEADER_PATH}/HelpHandler ${HEADER_PATH}/Scene ${HEADER_PATH}/SimpleViewer ${HEADER_PATH}/StatsHandler ${HEADER_PATH}/Version ${HEADER_PATH}/View ${HEADER_PATH}/Viewer ${HEADER_PATH}/ViewerEventHandlers ) SET(LIB_COMMON_FILES CompositeViewer.cpp Scene.cpp SimpleViewer.cpp StatsHandler.cpp HelpHandler.cpp Version.cpp View.cpp Viewer.cpp ViewerEventHandlers.cpp ) IF(WIN32) ADD_LIBRARY(${LIB_NAME} ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC} ${LIB_PUBLIC_HEADERS} ${LIB_PRIVATE_HEADERS} ${LIB_COMMON_FILES} GraphicsWindowWin32.cpp ) SET(LIB_PRIVATE_HEADERS ${HEADER_PATH}/api/Win32/GraphicsWindowWin32 ) ELSE(WIN32) IF(APPLE) # FIXME: OS X needs selection mechanism for Cocoa, Carbon, X11 ADD_LIBRARY(${LIB_NAME} ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
Re: [osg-users] collada dae plugin on windows
This error is usually caused by linking against the dynamic libxml2 lib on Windows instead of the static lib. If you link against the static library (called libxml2_a.lib), you shouldn't get the error. If you want to link against the libxml2 DLL, you'll need to rebuild the DOM. First remove the constant LIBXML_STATIC from the preprocessor defines in LIBXMLPlugin.vcproj, and if you're building the DOM as a DLL (I'm not sure how OSG uses the DOM), change it to link against libxml2.lib instead of libxml2_a.lib. This is all rather confusing... I should write up some documentation for this. Gerrick Bivins wrote: Hi Robert and Anders, Yup. libxml2 is what I'm linking in. So is the solution to update collada dom? Ouch. I was hoping to be able to just use the installer for this easy update rather than the brute force route and building collada dom...Oh well. biv ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] TexGenNode TexEnvCombine
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Weitz, Andrew C. wrote: I tried a border color with an alpha of 0, but no luck. When I use an alpha of 0 and enable GL_BLEND, the terrain surrounding my projected texture becomes invisible. I tried playing with TexEnvCombine::setCombine_Alpha(), however I haven't been able to get that to work either. Am I on the right track here? TexEnvCombine::INTERPOLATE actually takes 3 arguments; you seem to have left the interpolating value out. You can use the alpha channel of your projected texture, including the border color's alpha, if you add tec-setSource2_RGB(osg::TexEnvCombine::TEXTURE); tec-setOperand2_RGB(osg::TexEnvCombine::ONE_MINUS_SRC_ALPHA); To your TexEnvCombine attribute. All untested of course :) Tim Thanks, Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Donald Tidrow Sent: Wednesday, May 23, 2007 11:17 AM To: osg users Subject: Re: [osg-users] TexGenNode TexEnvCombine On Tue, 22 May 2007, Weitz, Andrew C. wrote: Hi, I'm having transparency issues that I thought were solvable with a TexEnvCombine. However, I cannot figure out the solution. I have a scene in which I'm projecting a texture onto terrain that is already textured. The terrain is generated with the createBase() function in the osgShadowTexture example. I'm projecting another texture onto that terrain via a TexGenNode. My projected texture only encompasses a small portion of the entire terrain. I'd like to control the opacity of my projected texture. I tried doing so with a TexEnvCombine. This seems to work correctly, except that it blends the textures on the entire terrain-not just the area where my texture is projected. The terrain surrounding the projection area gets blended with my projected texture's border color. This makes me think that a solution would be to make my projected texture's border transparent. However, I can't figure out how. Relevant code is below... Is there a way I can only control the opacity/blending only in the area where my texture is projected? Thank you, Andrew // Create the terrain (this uses a texture unit of 0) osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50 ); // Create the TexGenNode osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode; texgenNode-setTextureUnit( 1 ); texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR ); texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah ); // Create the decorator stateset with the projected texture osg::ref_ptrosg::StateSet stateset = new osg::StateSet; texture-setInternalFormat( GL_RGB/*A*/ ); texture-setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_BORDER ); texture-setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_BORDER ); texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 )); Try setting the border color to something transparent, ie. osg::Vec4( 1.0, 0.0, 0.0, 0.0 ) stateset-setTextureAttributeAndModes( 1, texture.get(), osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON ); // Create the TexEnvCombine osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine(); tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE); tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS); tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 )); stateset-setTextureAttributeAndModes(1, tec.get(), osg::StateAttribute::ON ); --- In October 1997, three computer lab staffers disappeared from the server room while debugging a mysterious router problem. One year later, their packet logs were found... The Blair Switch Project | Don Tidrow | | Vis-Sim Geek| ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFGVKZseDhWHdXrDRURAp26AKC5MqqD8DRdLg2Cuc7bK8AFCF9/EQCgnnMx 54YDM8sdnCcISbBJlm0Cwb4= =LcrM -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] The cow has been voxelized!
Hi Robert, Please, remember that the problem is atof, not atoi, because of the decimal separator :) On this URL there is an strtod implementation that doesn't handle locales, may be usefull: http://www.jbox.dk/sanos/source/lib/strtod.c.html Hi Ruben, I tried your modified Field,Field.cpp but get a crash due to a allocation of vector with a negative number - the cause being the incorrect reading of values. To investigate I added a debug message to the Filed::getInt(..) and go this result before the crash: fieldCache = 26 i=26 _fieldCache = 31 i=-1424308159 _fieldCache = 4 i=-1424308159 _fieldCache = 1 i=0 _fieldCache = 0 i=-1383170280 _fieldCache = 20 i=32767 _fieldCache = 0 i=0 _fieldCache = 1 i=0 _fieldCache = 0 i=10922 _fieldCache = 3 i=-1394329984 terminate called after throwing an instance of 'std::length_error' what(): vector::reserve So it looks like the cached istringstream is not managing the convert.str(_fieldCache) correctly. Perhaps it would be easiest just to write out our atoi function... Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] referenced textures?
Hello Art non-programming related Osg - ive files Setup 5 tiled textures used as diffuse colors = 200k 1 large texture used to lightmap scene = 1meg Problem Ive file contains imbedded lightmap for each use with diffuse resulting in large file. Osg format has each diffuse with same lightmap listed as texture units. Much smaller as only one copy of lightmap needs to be saved in 'images' folder. However on loading of .osg the lightmap appears to be recopied into memory each time it is read in the .osg file, so large amounts of ram still needed on copies of the same bitmap data. Question? How can osg simply reference a texture already in memory, so after the first loading of the lightmap other textures using it do not reload but simply reference the already loaded texture. Thank you Mr. D ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] TexGenNode TexEnvCombine
What do you mean by TexEnvCombine::INTERPOLATE actually takes 3 arguments? Isn't INTERPOLATE an argument to the setCombine_RGB function? I must be missing something... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Moore Sent: Wednesday, May 23, 2007 1:39 PM To: osg users Subject: Re: [osg-users] TexGenNode TexEnvCombine -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Weitz, Andrew C. wrote: I tried a border color with an alpha of 0, but no luck. When I use an alpha of 0 and enable GL_BLEND, the terrain surrounding my projected texture becomes invisible. I tried playing with TexEnvCombine::setCombine_Alpha(), however I haven't been able to get that to work either. Am I on the right track here? TexEnvCombine::INTERPOLATE actually takes 3 arguments; you seem to have left the interpolating value out. You can use the alpha channel of your projected texture, including the border color's alpha, if you add tec-setSource2_RGB(osg::TexEnvCombine::TEXTURE); tec-setOperand2_RGB(osg::TexEnvCombine::ONE_MINUS_SRC_ALPHA); To your TexEnvCombine attribute. All untested of course :) Tim Thanks, Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Donald Tidrow Sent: Wednesday, May 23, 2007 11:17 AM To: osg users Subject: Re: [osg-users] TexGenNode TexEnvCombine On Tue, 22 May 2007, Weitz, Andrew C. wrote: Hi, I'm having transparency issues that I thought were solvable with a TexEnvCombine. However, I cannot figure out the solution. I have a scene in which I'm projecting a texture onto terrain that is already textured. The terrain is generated with the createBase() function in the osgShadowTexture example. I'm projecting another texture onto that terrain via a TexGenNode. My projected texture only encompasses a small portion of the entire terrain. I'd like to control the opacity of my projected texture. I tried doing so with a TexEnvCombine. This seems to work correctly, except that it blends the textures on the entire terrain-not just the area where my texture is projected. The terrain surrounding the projection area gets blended with my projected texture's border color. This makes me think that a solution would be to make my projected texture's border transparent. However, I can't figure out how. Relevant code is below... Is there a way I can only control the opacity/blending only in the area where my texture is projected? Thank you, Andrew // Create the terrain (this uses a texture unit of 0) osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50 ); // Create the TexGenNode osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode; texgenNode-setTextureUnit( 1 ); texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR ); texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah ); // Create the decorator stateset with the projected texture osg::ref_ptrosg::StateSet stateset = new osg::StateSet; texture-setInternalFormat( GL_RGB/*A*/ ); texture-setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_BORDER ); texture-setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_BORDER ); texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 )); Try setting the border color to something transparent, ie. osg::Vec4( 1.0, 0.0, 0.0, 0.0 ) stateset-setTextureAttributeAndModes( 1, texture.get(), osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON ); stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON ); // Create the TexEnvCombine osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine(); tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE); tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS); tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 )); stateset-setTextureAttributeAndModes(1, tec.get(), osg::StateAttribute::ON ); --- In October 1997, three computer lab staffers disappeared from the server room while debugging a mysterious router problem. One year later, their packet logs were found... The Blair Switch Project | Don Tidrow | | Vis-Sim Geek| ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora -
RE: [osg-users] Build error, MS VS 8, current SVN Head
Good to know this VS compiler is good for something!! :-) I've updated, and your fix compiles fine, thanks or the quick response. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, May 23, 2007 1:19 PM To: osg users Subject: Re: [osg-users] Build error, MS VS 8, current SVN Head Hi Paul, Thanks goodness for multiple compilers compiling the same code.. all pick up different errors, this one is certainly a bug. I've added in brackets and checked this in. On 5/23/07, Paul Martz [EMAIL PROTECTED] wrote: Hi Robert -- I just did a fresh checkout and got the following error on Windows using VS8: 2-- Build started: Project: osgSim, Configuration: Debug Win32 2-- Compiling... 2OverlayNode.cpp 2.\OverlayNode.cpp(378) : error C2665: 'fabs' : none of the 3 2overloads could convert all the argument types 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(119): 2 could be 'double fabs(double)' 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(509): 2 or 'float fabs(float)' 2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(557): 2 or 'long double fabs(long double)' 2 while trying to match the argument list '(osg::Vec3f)' The problem appears to be a misplaced paren at line 376 of OverlayNode.cpp. Perhaps that line should read as follows? osg::Vec3d side = fabs(plane.getNormal().x()) fabs(plane.getNormal().y()) ? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] TexGenNode TexEnvCombine
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Weitz, Andrew C. wrote: What do you mean by TexEnvCombine::INTERPOLATE actually takes 3 arguments? Isn't INTERPOLATE an argument to the setCombine_RGB function? I must be missing something... The INTERPOLATE function in the combiner has 3 inputs. You are interpolating between two values, Operand0_RGB and Operand1_RGB. What controls the interpolation? Operand2_RGB. Hence my suggestion to use the alpha channel of your projected texture to control the interpolation. Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFGVKzIeDhWHdXrDRURAhTqAJ9XxJij96HFIb7R/UQladz2WYH+bwCfS0YX Ko6YPMP1CMYzAqmoC566DXI= =knJ9 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] svn externals and https
Robert Osfield wrote: On 5/23/07, Martin Spott [EMAIL PROTECTED] wrote: Well, I _do_ see a problem here. I've been trying to pull with https from three different machines at three different locations using three different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I didn't get a single working checkout of: https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads Curious, which versions of svn do you have on these systems? Nothing special at all: foehn: 23:03:55 ~ cat /etc/SuSE-release SuSE Linux 7.3 (i386) VERSION = 7.3 foehn: 23:04:04 ~ svn --version svn, version 1.4.0 (r21228) compiled Oct 29 2006, 11:40:17 [...] foxtrot: 23:08:21 ~ cat /etc/debian_version 3.1 foxtrot: 23:08:28 ~ svn --version svn, Version 1.1.4 (r13838) übersetzt May 14 2005, 01:44:22 [...] zuluviz: 14:08:59 ~ uname -a SunOS zuluviz 5.10 Generic_118833-24 sun4u sparc SUNW,Sun-Fire-880 Solaris zuluviz: 14:09:05 ~ svn --version svn, version 1.4.0 (r21228) compiled Sep 17 2006, 22:06:00 [...] Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] TexGenNode TexEnvCombine
Thank you for the explanation, Tim. It makes sense to me now. Unfortunately, your suggestion didn't work. It caused my projected texture to disappear. Just in case I explained my goal wrong, here's another shot: I want my underlying terrain to always retain its original colors and alpha value (of 1). I only want to control the opacity of my projected texture. With an opacity of 1, the projected texture will completely occlude the terrain. With an opacity of 0, the projected texture will not be visible at all. Is that possible with TexEnvCombine? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Moore Sent: Wednesday, May 23, 2007 2:06 PM To: osg users Subject: Re: [osg-users] TexGenNode TexEnvCombine -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Weitz, Andrew C. wrote: What do you mean by TexEnvCombine::INTERPOLATE actually takes 3 arguments? Isn't INTERPOLATE an argument to the setCombine_RGB function? I must be missing something... The INTERPOLATE function in the combiner has 3 inputs. You are interpolating between two values, Operand0_RGB and Operand1_RGB. What controls the interpolation? Operand2_RGB. Hence my suggestion to use the alpha channel of your projected texture to control the interpolation. Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFGVKzIeDhWHdXrDRURAhTqAJ9XxJij96HFIb7R/UQladz2WYH+bwCfS0YX Ko6YPMP1CMYzAqmoC566DXI= =knJ9 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Collision detection
The BS tree that OSG uses for culling is accessible through the osg::Node-getBounds() method. For a node, N, N-getBounds() returns a minimal bounding sphere that holds all bounding boxes for drawables that are descendants of N. There are a few caveats to this though, with respect to AutoTransforms, LODs, and probably some other node types, where drawables' dimensions are adjusted as a function of the some other control, such as the eye. Raw bounding box information is not directly accessible through the interface provided by osg::Node. There was a topic that came up a few weeks ago where a NodeVisitor was used to compute a bounding box, so you may want to check that. If spheres are good enough, I'd recommend looking at getBounds() to see if that is adequate. As for the locality problem: trying to pair objects based off their spatial orientation is a high level task outside the scope of OSG. There might be an optimizer in the osgUtil library that can improve spatial organization, but I don't know of one since I haven't used them. Hope that help, Chase From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of The supervisor Sent: Wednesday, May 23, 2007 8:53 AM To: osg users Subject: Re: [osg-users] Collision detection i want to refine the question. We've been told , that when the cull function runs, it creates a BS tree which is similar to the tree we are willing to construct, if so , and the needed tree really exist, how can we find him and use him to help us do collision detection. On 5/23/07, Leo Vinnikov [EMAIL PROTECTED] wrote: We'd like to implement this structure, but if enough support already exists in OSG then it's better to use it. What is the best way, and what exactly does OSG provide to help us with this problem? On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote: Hi 2007/5/23, The supervisor [EMAIL PROTECTED]: Hello, We're trying to implement a Collision Detection algorithm. Our idea includes building a BB tree. It is a tree of hierarchies where the lowest hierarchy includes bounding boxes of the most basic objects in the scene. The one above includes BBs of pairs of BBs from below, and so on for all upper hierarchies. Note that while constructing the levels above, the pairs of the lower BBs must be chosen carefully, for the wrong choice will lead to a BB far larger than the BB that could be created by choosing BBs which are closer to each other. We've been told that a similar tree is being built in OSG for the purpose of culling. In order to help us build this tree we're searching for the source code of the function which does just that. If you could direct us to the right place in the source we'd be grateful. Alternately, if OSG provides access to his tree of this kind, how can we use it? i don't understand exactly what you need and like doing. Do you like to implement yourself a new structurs or do you like to expand the osg internal structurs to support hierarchical collision checks ? Many thanks. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Re: Windows CMake install problem
So, I'm really behind on this discussion thread. I need some clarification on things. On install, where are the private headers supposed to install to (if at all)? So here's the thing. I introduced the LIB_PRIVATE_HEADERS because I was anticipating something might need to be done with them, particularly for the OS X frameworks. The OS X framework structure has a special designated section just for these things. But there are rules/limitations surrounding headers in general. So my presumption is that the end user never #include's a Private header directly (hence 'private'). A public header might need to #include a private header. If this is the case, I think the #include in the public header needs to be like: #include osgViewer/FooPrivate.h So if a public header has a api subdirectory in this string, e.g. #include osgViewer/api/FooPrivate.h, I believe it will break the framework badly. Thanks, Eric ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Release schedule for 2.0, end of of May, early June!
Would it be possible to get the XCode projects in shape for under of May? I can introduce others to having write access if this would help. So I think I will be able to get the Xcode projects fixed in time for the release. But if anybody wants to help and wants Subversion write access, I'm happy for the help. Thanks, Eric ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Picking problem (bug?) with (orthographic?) projection node in scene
So I was hoping to get this looked at once more before the release. I asked about this problem some months back but fell to the wayside. The problem is that I can't get picking to work with a (orthographic?) projection node in the scene. Attached is a simple modification of the osgkeyboardmouse.cpp example which adds a projection node at the top of the scene. Clicking into the scene fails to hit the loaded model (I use cessna.osg). I have existing code that only uses osgUtil::SceneView and has a similar graph structure. I am trying to get picking working there too but have had no luck. I'm hoping the solution to osgkeyboardmouse.cpp is the same for my real app. Thanks, Eric osgkeyboardmouse.cpp Description: Binary data ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Tessellator build failed under cygwin
Dang I found it. Robert I got around this error keeping Tesselator from building by using the current SVN (as I mentioned trying to test the new Windows hag you fixed to see if it helped Cygwin) and then because of some additional parameters I found when using the old GNUmakefiles I added these option to all the CMAKE_CXX_FLAGS.. Options: -DWIN32 -DNOMINMAX -W -Wall -mnop-fun-dllimport -DOSG_LIBRARY and bingo - Tessellator built after that. I don't know which fixed it or why or even if this is a correct fix but it built. I also to get a complete build had to change the reference for wsock32.lib to wsock32.a in Cmakelists.txt in the main trunk of OSG. I think this needs to be (but I don't know MingW) wsock32.lib for MingW and wsock32.a for Cygwin (but I don't know Cygwin either). I also had to change the condition for whether to add osgviewerMFC in the examples/CMakelists.txt so that it included a check for UNIX (which did nothing) along with its check for WIN32 whcih then added osgviewerMFC. Unfortunately after all this the test apps like osgviewer and osganimate and osgwindows still hang on close in Cygwin but at least it compiles again. I notice as well under the old GNUmakefile builds that when linking say osgUtil there were options as follows: c++ -O2 -W -Wall -L../../../lib/CYGWIN32 -L/usr/local/lib -shared -Wl,--out-implib,libosgUtil.dll.a -Wl,--export-all-symbols CubeMapGenerator.o CullVisitor.o which was represented in the old make/makedefs as: SHARED= -shared \ -Wl,--out-implib,lib$(TARGET_BASENAME).dll.a \ -Wl,--export-all-symbols I assume these would go in the CMAKE_SHARED_LINKER_FLAGS but how would you represent them and do we need them. bk ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Improving the performance of video texture rendering
Hi, In our application, we are using OpenSceneGraph to render 8 video streams simultaneously. We need to achieve 25 FPS, but at the moment are getting around 18 to 22 FPS. There are a few things we can optimise, such as the video decoding, threading, etc. Getting better hardware is not out of the question, but as a first step, does anyone have any tips for improving the performance of the texture rendering side of things? I've got two NVIDIA Quadro FX 3500 graphics cards (connected to a screen each), two dual-core AMD Opteron 2214 Processors, and 3GB of RAM, running Windows XP 32 bit. Our application displays 4 video streams in each screen. To draw the video, we're using a TextureRectangle, and updating its Image whenever the video data changes. Image* image; if(m_textureRect-getImage() != NULL) { image = m_textureRect-getImage(); } else { image = new Image(); image-setPixelBufferObject(new PixelBufferObject(image)); m_textureRect-setImage(image); } image-setImage(m_imageWidth, m_imageHeight, 1, 4, m_pixelFormat, GL_UNSIGNED_BYTE, imageData, Image::AllocationMode::NO_DELETE); For our sample video: m_imageWidth = 720; m_imageHeight = 576; m_pixelFormat = GL_BGRA; I've been looking into GPU/OpenGL profiling tools. We've got gDEBugger, and I was looking at NVIDIA NVPerfKit (but our graphics card doesn't appear to be compatible). Are there any other tools worth looking at? Thanks, Shalin DISCLAIMER:--- This Email may contain confidential and/or privileged information and is intended solely for the addressee(s) named. If you have received this information in error, or are advised that you have been posted this Email by accident, please notify the sender by return Email, do not redistribute it, delete the Email and keep no copies. -- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/