Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Brendan Ledwich
Hi Henry,

AsciiStreamOperator seeks the stream back 2 when writing an END_BRACKET when 
there hasn't already been an END_BRACKET (or any mark with a negative delta) on 
that line. ListSerializer's END_BRACKET isn't written on a new line so it 
chomps the last two characters off the end of the list.

The simplest solution I see is to stream a std::endl before the END_BRACKET in 
ListSerializer::write().

Cheers,
Brendan

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Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Wang Rui
Hi Brendan, Henry,

Yes, this should be a bug of the ListSerializer. I will make a
submission of that.

Thanks,

Wang Rui


2010/6/7 Brendan Ledwich b_ledw...@yahoo.com:
 Hi Henry,

 AsciiStreamOperator seeks the stream back 2 when writing an END_BRACKET when 
 there hasn't already been an END_BRACKET (or any mark with a negative delta) 
 on that line. ListSerializer's END_BRACKET isn't written on a new line so it 
 chomps the last two characters off the end of the list.

 The simplest solution I see is to stream a std::endl before the END_BRACKET 
 in ListSerializer::write().

 Cheers,
 Brendan

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[osg-users] [3rdparty] CEGUI

2010-06-07 Thread Kian Poh
Hi,

I am trying to use CEGUI with OSG. However, I am quite new to this and not very 
sure where to begin. Are there any examples where I can have a look or can 
point me in the right direction.


Thank you!

Cheers,
Kian

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[osg-users] osgconv .ive to .obj missing textures

2010-06-07 Thread Gareth Ferneyhough
Hi,

I would really appreciate it if someone could point me in the right direction. 
The model I am working with displays fine in osgviewer. I am trying to convert 
from .ive to .obj. I tried this: 

osgconv -O OutputTextureFiles DDG51.ive DDG51.obj

but the .mtl file generated points to a bunch of rgb textures that dont exist. 
I understood that the OutputTextureFiles would regenerate the textures but I 
dont see them anywhere. 

Thank you!

Cheers,
Gareth

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[osg-users] [vpb] Issue about VPBDem and VPBmaster

2010-06-07 Thread ting zhang
Hi,

   I am confused about the relationship between VPBDem and VPBmaster. I 
compiled the VPB project, and then I got the VPBDem.exe, but what is the 
difference between VPBDem and VPBmaster. And where can I download source codes 
of VPBmaster. I have heard VPBmaster for a while, but I never see it and find 
it. 


Thank you!

Cheers,
Ting Zhang

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Re: [osg-users] hierarchy animation in FBX problem

2010-06-07 Thread Eric Pouliquen
All works great now indeed !

It is ok using trunk osg version, and compiling with FBX SDK 2011.2

Thanks a lot for your help and congrates for all your work !

Eric

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Re: [osg-users] How to apply shaders to parts of models

2010-06-07 Thread Robert Osfield
Hi Peter,

To have different shaders on different components of your model you
simply assign different StateSet, each with it's own osg::Program, to
each branch that you want to inherit that shader.  The same rules
apply to osg::Program and osg::Uniform as for all other OpenGL modes
and state attributes that the OSG maps using osg::StateSet.

Robert.

On Mon, Jun 7, 2010 at 12:00 AM, Peter Bear th3fly...@gmail.com wrote:
 Hi, I was wondering how models have shaders applied in OSG. Yes I know 
 normally a 3d modeler would know this, but I'm a programmer, not a modeler. 
 More specifically I am wondering how shaders are applied to certain parts of 
 models. An example of this would be applying a shader to say, the metal part 
 of a seat, and another shader to say, the fabric/leather part of a seat. This 
 is something which I'm not sure if it directly applies to the programming end 
 of making an application, and I would really just like to know how it's done 
 in general with OSG.

 Thanks,
 Peter

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Re: [osg-users] [vpb] Issue about VPBDem and VPBmaster

2010-06-07 Thread Robert Osfield
Hi Ting,

vpbmaster and osgdem both come as part of the VirualPlanetBuilder
(VPB) project, and if your build VPB then you'll build both these
applications. osgdem is deigned to build just one task, and do so
single threaded, this task may comprise the whole database that you
want to build, or be a portion of the whole database.  vpbmaster is
task manager that provides the ability to do parallel builds, and
large scale database (multi-terabyte) and works out how to decompose
the build of your database down into small tasks, and then dispatches
these tasks as series of osgdem runs, either on the local machine or
across a network.

Robert.

On Sun, Jun 6, 2010 at 11:10 PM, ting zhang bee...@sina.com wrote:
 Hi,

   I am confused about the relationship between VPBDem and VPBmaster. I 
 compiled the VPB project, and then I got the VPBDem.exe, but what is the 
 difference between VPBDem and VPBmaster. And where can I download source 
 codes of VPBmaster. I have heard VPBmaster for a while, but I never see it 
 and find it.


 Thank you!

 Cheers,
 Ting Zhang

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Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Brendan Ledwich
Another option would be to replace the _readyForEndBracket check in 
AsciiOutputIterator with a check if the stream put pointer matches that after 
the previous indent. 

I've attatched AsciiStreamOperator.h with this modification based on r11462 of 
trunk.

Cheers,
Brendan

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Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Vivek Kumar Dwivedi
Don't send these type messages


On Thu, Jun 3, 2010 at 1:34 PM, Henry Delattre digi...@yahoo.fr wrote:

 Hi,

 Trying to save an .osgt file with an osg::Switch as root node is making a
 corrupted file and I don't know why. It's working well with .osg format.
 Even though it is easy to correct the file manually, I would like to fix the
 bug but have no idea where to begin.


 Code:
 osg::Switch * root = new osg::Switch;
 osg::Node * node1 = new osg::Node;
 osg::Node * node2 = new osg::Node;
 root-addChild( node1, true );
 root-addChild( node2, false );
 osgDB::writeNodeFile( *root, test-switch.osgt);



 Code:
 #Ascii Scene
 #Version 2
 #Generator OpenSceneGraph 2.9.7

 osg::Switch {
  UniqueID 1
  Children 2 {
  osg::Node {
   UniqueID 2
  }
  osg::Node {
   UniqueID 3
  }
  }
  ValueList 2 {
  TRUE FALS}
 }


 Here we can see the wrong formatted ValueList of osg::Switch

 Thank you!

 Cheers,
 Henry

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Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Brendan Ledwich
Small fix for consecutive END_BRACKETs due to not resetting _lastIndentPosition.

Cheers,
Brendan

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Re: [osg-users] osgconv .ive to .obj missing textures

2010-06-07 Thread Ulrich Hertlein
Hi Gareth,

On 7/06/10 12:14 , Gareth Ferneyhough wrote:
 I would really appreciate it if someone could point me in the right 
 direction. The
 model I am working with displays fine in osgviewer. I am trying to convert 
 from .ive to
 .obj. I tried this:
 
 osgconv -O OutputTextureFiles DDG51.ive DDG51.obj
 
 but the .mtl file generated points to a bunch of rgb textures that dont 
 exist. I
 understood that the OutputTextureFiles would regenerate the textures but I 
 dont see
 them anywhere.

The .obj writer doesn't support writing texture files.  The 
'OutputTextureFiles' that you
specified is an option of the .ive reader and so has no effect.

Cheers,
/ulrich
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Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Robert Osfield
Hi Jesus,

Have a look at osgWidget NodeKit and the associate osgwidget* examples.

Robert.

2010/6/4 Jesús Martín jmmart...@hotmail.com:
 Hi,

 I have created a model with its animations textures... and all its stuff. 
 Well It doesn't matter. The point is that what I want to do is  input text 
 with keyboard, and after that, use that text within a voice synthetizer.

 Would be like a console that appears on the viewer when you press one key (by 
 example F6). Then you type a phrase, press enter and that text is saved on a 
 string.
 Afterwards that string is used with SAPI (but that's neither the point)

 So, is there an easy way to do something like that (I don't know, 
 libraries...)? How?
  I'm using OsgCal, Osg viewer, Osg Producer...

 Thank you!

 Cheers,
 Jesuskiewicz

 PD: Excuse my poor English,  but my English teachers  are Kramer and George 
 Constanza, Seinfeld, Elaine, Sheldon Cooper...

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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
Thanks for trying Michael,
the only step that is not clear for me during the export process regards the
Set option that must be used when exporting Point Cache files in the FBX
exporter window (3dsMax). I created a Selection Set for the box I wanted to
export and used that selection for the Set option...but maybe I'm doing
something wrong I guess...

One more question: are NURBS surfaces already supported?

Alessandro

On Mon, Jun 7, 2010 at 11:50 AM, Michael Platings mplati...@gmail.comwrote:

 The models don't animate in the FBX Quicktime Viewer so there must be an
 error somewhere in the export process


 On 7 June 2010 10:20, Alessandro Terenzi a.tere...@gmail.com wrote:

 Hi Michael,
 I'm having troubles with animations stored in point cache files. Here is
 what I'm doing:

 1. I created a box in 3dsMax with a bend modifier
 2. I animated the bend modifier
 3. I applied the PointCache modifier and stored animation data (I tried
 both pc2 and xml files)
 4. I exported the model using FBX 2011.2
 5. I loaded the FBX model using animationviewer

 but animations are not played. Any idea?

 I'm attaching the FBXs along with point cache files.

 Regards.
  Alessandro


 On Fri, Jun 4, 2010 at 4:09 PM, Michael Platings mplati...@gmail.comwrote:

 Hi Alessandro, it's already supported.

 On 4 June 2010 14:56, Alessandro Terenzi a.tere...@gmail.com wrote:

 I'd like to study the possibility to extend the FBX plugin in order to
 support vertex animation.

 In particular it could be very useful to have the possibility to import
 point cache files that are used to store vertex animation information.
 This is quite a new field for me, so before starting anything I'd like to
 ask the community for suggestions and directions, also I'd like to know if
 OSG already offers the 'tools' to handle any kind of vertex animation or
 some development should be done in order to extend osgAnimation before
 actually extending the FBX plugin itself.

 Finally is there any other plugin that already supports something like
 point cache files or vertex animation in general?

 Thanks.
 Alessandro

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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
I'm not a Max user so I can't help you there. The only thing I can tell you
is that the exported animation data will be entirely within the fbx file -
pc2 or xml files won't be needed.

NURBs - I haven't tested but in theory yes. The FBX SDK provides a function
to triangulate NURBs which should get called as necessary and handle
everything for us.
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Re: [osg-users] OSG trac login for editing pages

2010-06-07 Thread Jean-Sébastien Guay

Hi John,


However, when logged in, it seems that I do not have permissions to edit any of the pages 
(no edit page link in sight). I've updated pages before (long time ago), and 
I vaguely remember that I then used some sort of guest account. But either the guest 
account has been disabled, or the login details have exited my long term memory. Please 
advice:)


Yeah, the policy for editing has changed. In the past everyone used one 
account to edit the wiki, but now that anyone can create a user account 
it is done that way. However to cut back on spam on the wiki, Jose Luis 
Hidalgo (who manages the site) has decided to manually give editing 
privileges to people who ask for them instead of giving them to all 
registered users automatically.


You can e-mail him to request he give you these privileges.

joseluis  dot  hidalgo  at  gmail  dot  com

Hope this helps,

J-S
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[osg-users] vertex shader for SoftShadowMap FragmentShader.

2010-06-07 Thread Anders Backman
Hi all.

Im trying to use a VertexShader to drive the SoftShadowMap implementation of
the FragmentShader (which is present in the SoftShadowMap.cpp).

Problem is as usual, that when vertex shader is enabled, all automatic stuff
are disabled, such as texture generation.
Now after browsing archive, surfing the net and looking through the GLSL
book, I have come to the conclusion that the vertex shader below should be
enough to drive the Fragmentshader:

void main( void )
{
  gl_Position = ftransform();
  gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_TexCoord[1] = gl_MultiTexCoord1;

  // Emulate glTexGen (on unit 2)
  gl_TexCoord[2].s = dot(gl_Vertex, gl_ObjectPlaneS[2]);
  gl_TexCoord[2].t = dot(gl_Vertex, gl_ObjectPlaneT[2]);
  gl_TexCoord[2].p = dot(gl_Vertex, gl_ObjectPlaneR[2]);
  gl_TexCoord[2].q = dot(gl_Vertex, gl_ObjectPlaneQ[2]);

 }

baseTexture - Texture unit = 0
osgShadow_shadowTexture - Texture unit = 1
osgShadow_jitterTexture - Texture unit = 2

But as soon as I enable this vertex shader, the shadow stops working.
I need to write my own vertex shader to calculate vertex pos in eye
coordinates etc. Im basically trying to merge the shadows with other
texturing, such as parallax mapping etc.

Any hints on how to write a vertex shader that will replace the fixed
functionality for the SoftShadowMap Fragment shader (with base texture)??

/Anders

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Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Henry Delattre
Hi,

I locally tried the first method and it worked well. I would probably never 
reach the AsciiStreamOperator header by myself... but I know a bit more about 
osg reader/writer mechanism.

Thank you for your help and support!
Henry

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Re: [osg-users] [vpb] Issue about VPBDem and VPBmaster

2010-06-07 Thread ting zhang
Hi,

Thank you very much.



Cheers,
Ting Zhang

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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
So, as far as I understand it seems that unfortunately Max handles many
aspects relating to FBX in quite a not standard way.

Anyway, given that I'm not an expert Max user, I think that pc2/xml files
are the only means used by FBX files (created by Max) to refer to cached
animations data coming from the widely used Point Cache modifier. In other
words I think that if we export a FBX from Max it is not possible to embed
cached animation data into the FBX file, but we must refer to one of those
external files.

If I'd like to add support also for animations data coming from those
external files, where should I start looking in the OSG FBX plugin? Any
suggestion?

Regarding NURBS, I've tried with very simple surfaces (again exported from
3dsMax) but they are not displayed in osgviewer)...if you want I can send a
sample file, just let me know.

Regards.
Alessandro

On Mon, Jun 7, 2010 at 12:54 PM, Michael Platings mplati...@gmail.comwrote:

 I'm not a Max user so I can't help you there. The only thing I can tell you
 is that the exported animation data will be entirely within the fbx file -
 pc2 or xml files won't be needed.

 NURBs - I haven't tested but in theory yes. The FBX SDK provides a function
 to triangulate NURBs which should get called as necessary and handle
 everything for us.

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[osg-users] How to apply shaders to parts of models

2010-06-07 Thread Jim Brooks
A visitor can be used to apply specific shaders to the parts of a model.
If names were given to parts of the model by the modeling program,
the visitor can look for substrings _shader_metal, window, etc,
using osg::Object::getName().

A better way is if modeling programs could output .osg format
with GLSL directly but none do AFAIK (??).


Hi, I was wondering how models have shaders applied in OSG. Yes I know normally
+a 3d modeler would know this, but I'm a programmer, not a modeler. More
+specifically I am wondering how shaders are applied to certain parts of 
models.
+An example of this would be applying a shader to say, the metal part of a 
seat,
+and another shader to say, the fabric/leather part of a seat. This is 
something
+which I'm not sure if it directly applies to the programming end of making an
+application, and I would really just like to know how it's done in general 
with
+OSG.
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Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Jesús Martín
Thanks Robert

I'm using OSG 1.2 with a Cal3D model, so I use OsgCal, osgProducer... that 
aren't on Osg 2.8. 

Is It possible to load a Cal3D model on Osg 2.8? or
Is It possible to work with osgWidget on Osg 1.2?

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Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Trajce (Nick) Nikolov
Is It possible to load a Cal3D model on Osg 2.8?

yes

-Nick


2010/6/7 Jesús Martín jmmart...@hotmail.com

 Thanks Robert

 I'm using OSG 1.2 with a Cal3D model, so I use OsgCal, osgProducer... that
 aren't on Osg 2.8.

 Is It possible to load a Cal3D model on Osg 2.8? or
 Is It possible to work with osgWidget on Osg 1.2?

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Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Trajce (Nick) Nikolov
you need to download cal3d, then osgCal - with osgCal there is a sample code
how to load cal3d model and manipulate the animations. But, the fashion
nowdays is to use FBX I think for character animations

-Nick


2010/6/7 Jesús Martín jmmart...@hotmail.com

 Thanks Nick, but ... could you give me any clue in order to learn how to do
 it?

 Note: I use VS2005

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Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Michael Platings
On 7 June 2010 16:02, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:

 But, the fashion nowdays is to use FBX I think for character animations


Or COLLADA DAE if you prefer not to rely on a closed-source, poorly
documented, slow, bug-ridden library for your file loading ;)
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[osg-users] CompositeViewer and DatabasePager missing textures

2010-06-07 Thread J.P. Delport

Hi,

we are getting missing or corrupted textures in one of our apps when 
adding and removing views. I've managed to create a test app from an 
earlier example J-S made to show problems when adding and removing 
views. I'm running svn head.


To reproduce:
compile
$ cmake .
$ make
and then run e.g.
$ ./test http://www.openscenegraph.org/data/earth_bayarea/earth.ive

or use any other vpb database.

Test1:
When the window opens, press a. A new view showing the earth should 
open. Now press a again. Now only the first view remains, but with 
missing textures. If one zooms in, newly paged textures are shown.

Some errors printed include:
Warning: detected OpenGL error 'invalid enumerant' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid enumerant' at After 
Renderer::compile


Test2:
comment out
#define WORKAROUND_SHARE_CONTEXT
in the osgviewer.cpp
Now on the first press of a, the new window has a globe with no 
textures. If one zooms in, newly paged textures are shown.


I'm not sure if this is a bug or if I have to do something special to 
the DatabasePager to get this type of use case to work.


Setting threading models does not seem to change anything. Our app uses 
SingleThreaded.


It's as if textures are deleted from the wrong context or as if too many 
textures are deleted.


Any ideas/suggestions welcome.

cheers
jp



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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote:

 Anyway, given that I'm not an expert Max user, I think that pc2/xml files
 are the only means used by FBX files (created by Max) to refer to cached
 animations data coming from the widely used Point Cache modifier. In other
 words I think that if we export a FBX from Max it is not possible to embed
 cached animation data into the FBX file, but we must refer to one of those
 external files.


 There's no reason why that should be the case as FBX has full support for
 vertex animation. You're attacking this problem at the wrong point - get on
 the Max forums and ask how can I export this model so it animates in the
 official viewer?


I agree, but there is also no reason to not support it :) because referring
to external pc2/xml files is a feature that is available in the FBX format
and so, for completeness' sake, it would be nice to support it in OSG even
if there is another way to 'embed' the same cached animations data in the
FBX file itself.

Alessandro
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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
Thanks Alessandro, fixed :)

On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:

 Hi Michael,
 I tried to load a file with a single NURBS surface with Quicktime and it
 worked while it does not with osgviewer.

 I'm sending the file with this mail.
 Alessandro

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Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Jesús Martín
The fashion, the speed... ok, it's all fine but I have already done a Cal3D 
model, with the animations for the visemes and the code to use it with Sapi. 
So, althought It's giving me lots of problems (like unexpected deforming meshes 
on animation, unexpecting crashes when I'm exporting...)... If I'm always 
changing the engine, I'll never finish it. I thing that to begin again to learn 
how to use (from the exporting) library (Collada) It's not a good idea.

When I have change Osg 1.2 to osg 2.8 my project crashes on build when It's 
linking

 error LNK2001: unresolved external symbol public: virtual class 
osg::BoundingSphere __thiscall osg::Geode::computeBound(void)const  
(?computebo...@geode@osg@@$$fube?avboundingsph...@2@XZ)
1TTSHandler.obj : error LNK2001: unresolved external symbol public: virtual 
bool __thiscall osg::Geode::removeDrawable(unsigned int,unsigned int) 
(?removedrawa...@geode@osg@@uae_...@z)
1TTSHandler.obj : error LNK2001: unresolved external symbol public: virtual 
bool __thiscall osg::Geode::removeDrawable(unsigned int,unsigned int) 
(?removedrawa...@geode@osg@@$$fuae_...@z)

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Re: [osg-users] CompositeViewer and DatabasePager missing textures

2010-06-07 Thread Robert Osfield
Hi J.P,

This is an issue that's been covered before.  The basic problem is
that as an optimization for memory footprint the imagery is discarded
after it is download to the the OpenGL texture, so once you discard
the OpenGL texture object all record of it is lose - hence the white
textures.  You can disable this feature by setting:

  DatabasePager::setUnrefImageDataAfterApplyPolicy(true, false);

Or enable the texture pool as this disables the
UnrefImageDataAfterApply globally as the features isn't compatible
with using of the texture pool.  You can enable the texture pool via
osg::DisplaySettings::setTexturePoolSize(theSizeInBytesToUseForTheTexturePool);
or via the env var OSG_TEXTURE_POOL_SIZE.

Robert.

On Mon, Jun 7, 2010 at 4:19 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 we are getting missing or corrupted textures in one of our apps when adding
 and removing views. I've managed to create a test app from an earlier
 example J-S made to show problems when adding and removing views. I'm
 running svn head.

 To reproduce:
 compile
 $ cmake .
 $ make
 and then run e.g.
 $ ./test http://www.openscenegraph.org/data/earth_bayarea/earth.ive

 or use any other vpb database.

 Test1:
 When the window opens, press a. A new view showing the earth should open.
 Now press a again. Now only the first view remains, but with missing
 textures. If one zooms in, newly paged textures are shown.
 Some errors printed include:
 Warning: detected OpenGL error 'invalid enumerant' at after
 RenderBin::draw(..)
 Warning: detected OpenGL error 'invalid enumerant' at After
 Renderer::compile

 Test2:
 comment out
 #define WORKAROUND_SHARE_CONTEXT
 in the osgviewer.cpp
 Now on the first press of a, the new window has a globe with no textures.
 If one zooms in, newly paged textures are shown.

 I'm not sure if this is a bug or if I have to do something special to the
 DatabasePager to get this type of use case to work.

 Setting threading models does not seem to change anything. Our app uses
 SingleThreaded.

 It's as if textures are deleted from the wrong context or as if too many
 textures are deleted.

 Any ideas/suggestions welcome.

 cheers
 jp



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 legal notice, and implemented Open Document Format (ODF) standard. The full
 disclaimer details can be found at http://www.csir.co.za/disclaimer.html.

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[osg-users] physics and terrain

2010-06-07 Thread Martin Naylor
Hi all,

I have a question regarding the best way to go with implementing physics
into OSG.

Have the osgbuggy example and have ported that to the SVN/trunk versions of
osg/ode which seems a bit long winded way of manually creating the terrain
and vehicle.

How or what is everyone else doing when it comes to physic simulation?

A quick example of what I am trying to achieve is, a vehicle moving along a
mesh terrain and each wheel must articulate to the terrain, guess that is
more of an collision detection question,but the vehicle must also spring up
and down/roll over and the terrain may vary concrete/mud/sand etc..

Could anyone waltz us through how you could possible achieve all of this, do
I use intersectionvisitor instead and compute all my own physics with
callbacks, will that be  expensive on the cpu?

Sorry if it seems a bit dumb, but before trying to achieve all of this I
want to make sure I am singing from the correct hymn sheet J

 

Cheers

 

Martin Naylor.

 

 

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Re: [osg-users] OpenSceneGraph-Data-0.9.6-2

2010-06-07 Thread Sanat Talmaki
The problem was with using newer libraries. After using the 0.9.6-2 libs, the 
linker errors went away

Thanks

Sanat

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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
Great :) what was the problem?

Alessandro


On Mon, Jun 7, 2010 at 5:25 PM, Michael Platings mplati...@gmail.comwrote:

 Thanks Alessandro, fixed :)


 On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:

 Hi Michael,
 I tried to load a file with a single NURBS surface with Quicktime and it
 worked while it does not with osgviewer.

 I'm sending the file with this mail.
 Alessandro



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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
I just tried opening the files you posted again in the FBX Quicktime Viewer
and this time they work! It seems that having the files in the root of C:
magically fixes it.
Ideally osgfbx will be able to any file that the official viewer can, so if
you can submit PC2/XML support then that would be very welcome :)

On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote:


 On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote:

 Anyway, given that I'm not an expert Max user, I think that pc2/xml files
 are the only means used by FBX files (created by Max) to refer to cached
 animations data coming from the widely used Point Cache modifier. In other
 words I think that if we export a FBX from Max it is not possible to embed
 cached animation data into the FBX file, but we must refer to one of those
 external files.


 There's no reason why that should be the case as FBX has full support for
 vertex animation. You're attacking this problem at the wrong point - get on
 the Max forums and ask how can I export this model so it animates in the
 official viewer?


 I agree, but there is also no reason to not support it :) because referring
 to external pc2/xml files is a feature that is available in the FBX format
 and so, for completeness' sake, it would be nice to support it in OSG even
 if there is another way to 'embed' the same cached animations data in the
 FBX file itself.

 Alessandro

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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can
tell they do exactly the same thing and I just had to add eNURBS_SURFACE to
the list of things to triangulate.

On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote:

 Great :) what was the problem?

 Alessandro

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Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
Unforunately they do not work for me, I mean that QuickTime opens the FBX
and plays the animation but just for 1 second (whereas the animation should
last 3 seconds). It is not played faster, it is played partially. Do not
know why, anyway I've posted a question on the official forum and I'll be
back when I'll have an answer.

Cheers.
Alessandro

On Mon, Jun 7, 2010 at 6:56 PM, Michael Platings mplati...@gmail.comwrote:

 I just tried opening the files you posted again in the FBX Quicktime Viewer
 and this time they work! It seems that having the files in the root of C:
 magically fixes it.
 Ideally osgfbx will be able to any file that the official viewer can, so if
 you can submit PC2/XML support then that would be very welcome :)

 On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote:


 On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote:

 Anyway, given that I'm not an expert Max user, I think that pc2/xml files
 are the only means used by FBX files (created by Max) to refer to cached
 animations data coming from the widely used Point Cache modifier. In 
 other
 words I think that if we export a FBX from Max it is not possible to 
 embed
 cached animation data into the FBX file, but we must refer to one of those
 external files.


 There's no reason why that should be the case as FBX has full support for
 vertex animation. You're attacking this problem at the wrong point - get on
 the Max forums and ask how can I export this model so it animates in the
 official viewer?


 I agree, but there is also no reason to not support it :) because
 referring to external pc2/xml files is a feature that is available in the
 FBX format and so, for completeness' sake, it would be nice to support it in
 OSG even if there is another way to 'embed' the same cached animations data
 in the FBX file itself.

 Alessandro

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[osg-users] different behavior on the trackball manipulator

2010-06-07 Thread Trajce (Nick) Nikolov
Hi community,

I updated osg from the trunk today (after a month) and I am seeing different
behavior on the trackball manipulator - the scene starts far away from my
model. I was following the thread of the reengineering of this piece of the
code which happened lately. Anyone experiencing the same/similar ?

-Nick
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[osg-users] shadowmaps and texture arrays (Wojciech?)

2010-06-07 Thread Trajce (Nick) Nikolov
Hi,

I started with something lately and was wondering if there is implementation
of shadows with texture arrays. if so, could someone give some insights ?

Thanks a lot

-Nick
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Re: [osg-users] OSG trac login for editing pages

2010-06-07 Thread John Vidar Larring
Hi J-S,

Ok, that makes sense. I'll send him an email. Thanks.

Best regards,
John[/quote]

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Re: [osg-users] shadowmaps and texture arrays (Wojciech?)

2010-06-07 Thread Wojciech Lewandowski
I did something like this. Unfortunately I cannot disclose the source. But 
during this work I cleared the path for use of texture arrays for shadow map 
comparison. So yes its doable. With recent glFramebeufferTexture additon 
texture arrays seem like good match for one pass cascaded shadow map rendering 
using geometry shaders

Cheers and Good Luck.
Wojtek


From: Trajce (Nick) Nikolov 
Sent: Monday, June 07, 2010 8:19 PM
To: OpenSceneGraph Users 
Subject: [osg-users] shadowmaps and texture arrays (Wojciech?)


Hi, 


I started with something lately and was wondering if there is implementation of 
shadows with texture arrays. if so, could someone give some insights ?


Thanks a lot

-Nick






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Re: [osg-users] vertex shader for SoftShadowMap FragmentShader.

2010-06-07 Thread Wojciech Lewandowski
Hi Anders,

I see two problems with your shader. 

First it looks like you swaped shadow and jitter map coords. I suppose you want 
to generate shadow map coords with texgen. So texgen should produce unit 1 
texture coords. But most probably you should use view space (gl_EyePlane) 
coords for shadow coords.

Second it looks like lighting/ color math is completely absent so resulting 
lighting will be probably random.

Please have a look at Vertex shader in osgShadow::StandardShadowMap.cpp. Its 
quite generic and except jitter part it should contain all what you need for 
single light scenario.

Cheers,
Wojtek Lewandowski



From: Anders Backman 
Sent: Monday, June 07, 2010 3:27 PM
To: OpenSceneGraph Users 
Subject: [osg-users] vertex shader for SoftShadowMap FragmentShader.


Hi all.


Im trying to use a VertexShader to drive the SoftShadowMap implementation of 
the FragmentShader (which is present in the SoftShadowMap.cpp).


Problem is as usual, that when vertex shader is enabled, all automatic stuff 
are disabled, such as texture generation.
Now after browsing archive, surfing the net and looking through the GLSL book, 
I have come to the conclusion that the vertex shader below should be enough to 
drive the Fragmentshader:


void main( void )
{
  gl_Position = ftransform();
  gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_TexCoord[1] = gl_MultiTexCoord1;


  // Emulate glTexGen (on unit 2)
  gl_TexCoord[2].s = dot(gl_Vertex, gl_ObjectPlaneS[2]);
  gl_TexCoord[2].t = dot(gl_Vertex, gl_ObjectPlaneT[2]);
  gl_TexCoord[2].p = dot(gl_Vertex, gl_ObjectPlaneR[2]);
  gl_TexCoord[2].q = dot(gl_Vertex, gl_ObjectPlaneQ[2]);


}


baseTexture - Texture unit = 0
osgShadow_shadowTexture - Texture unit = 1
osgShadow_jitterTexture - Texture unit = 2


But as soon as I enable this vertex shader, the shadow stops working.
I need to write my own vertex shader to calculate vertex pos in eye coordinates 
etc. Im basically trying to merge the shadows with other texturing, such as 
parallax mapping etc.


Any hints on how to write a vertex shader that will replace the fixed 
functionality for the SoftShadowMap Fragment shader (with base texture)??


/Anders

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Re: [osg-users] osgconv .ive to .obj missing textures

2010-06-07 Thread Gareth Ferneyhough
Thanks, I figured that first I had to convert to .osg with the 
OutputTextureFiles option and then to .obj.

One other thing: I can now see the model and textures in blender, but the mesh 
has some artifacts in it that I dont see in osgviewer. Any ideas? 

Thanks,
Gareth

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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-06-07 Thread Eric Sokolowsky
Did these changes make it into the 2.8.3 stable release? If not I'd like to
get them into the stable branch for the next release.


On Fri, Mar 26, 2010 at 7:15 AM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi,

 Am 26.03.10 14:22, schrieb Martins Innus:
  This works for me as well.  Thanks!  I wasn't getting Openthreads
  compiled as a framework and noticed the:
 
  INCLUDE(ModuleInstall OPTIONAL)
 
  line commented out in its CMakeLists.txt.
 
  Adding it back in and now everything seems to be ok.  Not sure why that
  was.  Will do some tests on compiling our projects against this now.

 I forgot in my first mail to attach the cmake-file specific for
 OpenThreads, so this should be fixed now.

 There was another bad default-value for the install_name_dir which I fixed.

 The frameworks and plugins compiled via cmake work with my own code
 without problems.

 I packaged all modified files together and sent them to osg.submissions
 for inclusion.

 So hopefully, we can move the old xcode-project-files into the
 deprecated branch :)

 thanks to all who helped!

 cheers,
 Stephan

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