Re: [osg-users] extension detection
No expert answer, so sharing my impressions and findings: > Example code: > > _isSomethingSupported = OSG_GLES2_FEATURES || OSG_GL3_FEATURES || > isGLExtensionOrVersionSupported(contextID, "GL_EXT_something", > 2.1); > > Question 1: > Why we are sometimes testing for version? e.g. 2.1? > As the extension is in extension string anyway, is it correct to consider > the version number as redundant while not harmful and mostly informative > for programmer? Not sure, but putting version number seems to be more sure approach. E.g. ATI may support OpenGL 2.1 but decides not to support the extension from 2.1 functionality was promoted. > Problem 1: > If there is a reference to the OpenGL number (e.g. 2.1), it is not possible > to disable the functionality by osg::setGLExtensionDisableString(). Is it > true? Yes. I will try to resolve the issue. > Question 2: > Why we are using OSG_GL3_FEATURES ? The extension should be included in the > extension string in my opinion. Or, am I mistaken? My bet would be to use isGLExtensionOrVersionSupported with glVersion <=3.0 . > Problem 2: The same as problem 1 - functionality can not be disabled if > using OSG_GL3_FEATURES. Same as Problem 1. > Question 3: > Is the extension string of OpenGL ES the same as on standard OpenGL? Will > it, for instance, contain GL_ARB_multitexture of OpenGL 1.3? Seems to me that not. The extensions has very different names on OpenGL ES. I expect that there is no GL_ARB_multitexture extension on OpenGL ES. We have to probably rely on OpenGL ES version. Anyway, I do not have OpenGL ES around me to test it. John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OBJ plugin loader places model at wrong position and with wrong attitude
Hi Robert, On 8/02/11 8:41 , Robert Pardridge wrote: > The problem is I get back a null pointer for options after using this: > > osgDB::ReaderWriter::Options* options > =osgDB::Registry::instance()->getOptions(); The Registry doesn't create a default object, but it can store it and pass it on for you. osgDB::Options* options = new osgDB::Options; options->setOptionString("foo=bar"); Then either: osgDB::Registry::instance()->setOptions(options); osg::Node* node = osgDB::readNodeFile("myobject.obj"); or: osg::Node* node = osgDB::readNodeFile("myobject.obj", options); (Untested code, but roughly like that.) Hope this helps, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] True Geometric Morph
I'm looking to implement geometric morphing between two non-identical objects (with different ploy and vertex counts). I stumbled upon osgAnimation::MorphGeometry and have been playing with it a bit but have come to the conclusion that it cannot do something this general; that it implements Morph Target Animation and not general geometric morphing. Is this correct? I say this as all the examples given morph between objects with identical vertex and poly counts. Also, I see no mechanism in the MorphGeometry class to establish correspondence points or vertex groupings which would surely be necessary to solve this problem in general. The trick with morphing is mapping the vertices from one target to another. That's kind of free when the targets are this similar (identical vertex counts and identical vertex ordering for each object). I'm interested in the case where it's not obvious, where vertex counts are different and more information is needed to create and control that mapping as the object is tweened. Anyways, is there anything that solves this more general problem in OSG? If I were to implement this, would it be of interest to other (i.e. should I do it in OSG and I should I do it carefully so that others could at least attempt to take advantage of it ... as opposed to just hacking it together) ;-) Seth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36443#36443 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OBJ plugin loader places model at wrong position and with wrong attitude
Hi, The problem is I get back a null pointer for options after using this: osgDB::ReaderWriter::Options* options =osgDB::Registry::instance()->getOptions(); I am guessing the options string I want is specific to the obj plugin, so do I need to tell the registry I am using that plugin? To load the obj all I am doing is this: Node*node = osgDB::readNodeFile("myobject.obj"); I can load the object fine but its at the wrong orientation, and I want to fix that just like the original post. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36442#36442 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewing angle > 180 degrees
Hi Mark, The osgViewer::View::setUpViewFor3DSphericalDisplay(..) provides a slave setup of 6 slave cameras that render to texture cube map and a final slave camera that renders this cubmap to distortion correction mesh. The cubemap rendering is for full 360 degree view, The source code can be found at OpenSceneGraph/src/osgViewer/View.cpp. You can also run osgviewer with the --3d-sd command line option and it'll run with this view setup. The distortion correction is appropriate for Pufferfish display that uses a single projector with a fish eye lens. Robert. On Mon, Feb 7, 2011 at 7:53 PM, Bolstad, Mark wrote: > > I'm revisiting my old message here. I have in place a version that uses the > view offset parameter of addSlave in viewer, but I'm getting some strange > results (it appears like a three-point perspective, one per camera ). It's > worked enough to get the system running, but the results are somewhat > distracting. So rather than listing my code, could someone modify osgcamera > to show the proper way to have 3 cameras with a FOV greater than 180 > degrees? > Mark > Mark A. Bolstad > Scientific Computing > Janelia Farm Research Campus > Howard Hughes Medical Institute > 19700 Helix Drive, Ashburn, VA 20147 > email: bolst...@janelia.hhmi.org > office: +1.571.209.4623 > web: http://www.hhmi.org/janelia/ > > > > > > > On Nov 15, 2010, at 8:04 PM, Bolstad, Mark wrote: > > I've dug around in the lists and various other areas and have yet to come up > with a solution. > We have a cylindrical display using 3 projectors with a viewing angle of 225 > degrees. Most of the code is based off of osgdistortion, but I can't seem to > get a very large FOV. I've tried several approaches: > 1. Setting the viewing angle of the master camera to perspective with the > large FOV. Works up to 140 degrees but after that the perspective is to > distorted (as would be expected). Interestingly, at FOV > 180, the up vector > flips and the FOV gets smaller (somewhat expected if you think about the > math). > 2. Setting the offset parameters in addSlave (strange results) > What I think I need is to set each one of the three views to have a viewing > angle of 75 degrees, and to rotate two of the views +/- 75 degrees from the > center. > Any help/hints on setting this up would be appreciated. > Mark > Mark A. Bolstad > Scientific Computing > Janelia Farm Research Campus > Howard Hughes Medical Institute > 19700 Helix Drive, Ashburn, VA 20147 > email: bolst...@janelia.hhmi.org > office: +1.571.209.4623 > web: http://www.hhmi.org/janelia/ > > > > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewing angle > 180 degrees
I'm revisiting my old message here. I have in place a version that uses the view offset parameter of addSlave in viewer, but I'm getting some strange results (it appears like a three-point perspective, one per camera ). It's worked enough to get the system running, but the results are somewhat distracting. So rather than listing my code, could someone modify osgcamera to show the proper way to have 3 cameras with a FOV greater than 180 degrees? Mark Mark A. Bolstad Scientific Computing Janelia Farm Research Campus Howard Hughes Medical Institute 19700 Helix Drive, Ashburn, VA 20147 email: bolst...@janelia.hhmi.org office: +1.571.209.4623 web: http://www.hhmi.org/janelia/ On Nov 15, 2010, at 8:04 PM, Bolstad, Mark wrote: > I've dug around in the lists and various other areas and have yet to come up > with a solution. > > We have a cylindrical display using 3 projectors with a viewing angle of 225 > degrees. Most of the code is based off of osgdistortion, but I can't seem to > get a very large FOV. I've tried several approaches: > 1. Setting the viewing angle of the master camera to perspective with the > large FOV. Works up to 140 degrees but after that the perspective is to > distorted (as would be expected). Interestingly, at FOV > 180, the up vector > flips and the FOV gets smaller (somewhat expected if you think about the > math). > 2. Setting the offset parameters in addSlave (strange results) > > What I think I need is to set each one of the three views to have a viewing > angle of 75 degrees, and to rotate two of the views +/- 75 degrees from the > center. > > Any help/hints on setting this up would be appreciated. > > Mark > > Mark A. Bolstad > Scientific Computing > Janelia Farm Research Campus > Howard Hughes Medical Institute > 19700 Helix Drive, Ashburn, VA 20147 > email: bolst...@janelia.hhmi.org > office: +1.571.209.4623 > web: http://www.hhmi.org/janelia/ > > > > > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with OpenVrml Plugin( OSG 2.9.10)
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Kumar, On 02/02/2011 10:33 PM, Kumar Saurabh Arora wrote: > Hi Robert, > > > > I am using 0.18.6 OpenVrml and OSG 2.9.10. > > b->create_vrml_from_stream is returning empty nodes for everymodel.( > parse_vrml returns vector of empty nodes) > > Does OSG plugin(2.9.10) compatible with OpenVrml 0.18.6? If so, what > could be the possible reason? The compatibility should be OK, unless OpenVRML made some major changes recently. If you are getting only empty nodes, that most likely means that the type of node in your VRML file is not supported by the loader. The OpenVML plugin is *not* a full VRML-compatible viewer, it was intended as a tool to load data exported by 3DS Max in VRML and later on few other features were added. Only meshes and some basic shapes are loaded correctly atm, together with textures and color. While OpenVRML will load your file fine, it doesn't mean it will show in OSG as not every VRML feature is mapped over (or even has an OSG equivalent). > I am able to view models using SDL. I am not sure what you mean. SDL (from http://www.libsdl.org/) doesn't load/display VRML files ... Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org/ iD8DBQFNUEwCn11XseNj94gRAmCyAJ95C+DyXYxWgcrv1csozrHioHUrTACghSXy /lE57SgxHhnbB/wrxmr5nTo= =4suW -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Glenn, Am 07.02.11 12:06, schrieb Serge Lages: > I am currently working on getting multi-touch working on Linux with MPX > (XInput2), and I would like to use this new system for my events. But with > XInput (or also with Windows 7), I am receiving all the events separately, > so what's the best approach to feed the > touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store each > input state internally into the GraphicWindow class to set each time all the > touch states ? You'll have to store your touch-points and submit them alltogether as one event to the eventqueue, here's some pseudo-code: osg::ref_ptr osg_event(NULL); for(int i = 0; i < numTouches; i++) { // get touch i and corrsponding phase, x and y ... // feed it to the osg_event if (!osg_event) { osg_event = _win->getEventQueue()->touchBegan(i, phase, x, y); } else { osg_event->addTouchPoint(i, phase, x, y); } } As Paul noticed in one of his recent mails, the design of the current implementation is not the easiest and cleanest, but I was happy to have something working on my end. So if you have any improvements to the design/code, please share them with us, so we get a robust and clean multi-touch implementation working consistent on different platforms. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Greetings Paul! Well, if you only have to deal with three mouse points with Kinect that should be much easier than Smart board. Last year at NAB, I talked to the designer and he told me that you have to look over eight mouse points at any given time - that I can remember! ... D Glenn D Glenn (a.k.a David Glenn) - Moving Heaven and Earth! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36437#36437 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
On 2/7/2011 4:06 AM, Serge Lages wrote: Hi all, I am currently working on getting multi-touch working on Linux with MPX (XInput2), and I would like to use this new system for my events. But with XInput (or also with Windows 7), I am receiving all the events separately, so what's the best approach to feed the touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store each input state internally into the GraphicWindow class to set each time all the touch states ? Hi Serge -- I was never able to figure out how to use touchBegan / touchMoved / touchEnded. From the EventQueue.cpp source, each of these functions creates a GUIEventAdapter with just a single TouchPoint, so can't be used if you want to send an event containing multiple TouchPoints (as far as I can tell). Instead, I created my own GUIEventAdapter, added each TouchPoint that my code detected, and called EventQueue::addEvent(). But, more to your question... My project uses a Kinect to detect hands (more generally, "interactors"). My code correlates the interactors detected in the current frame with the interactors detected in the previous frame (by doing distance computations). So, much like you, I needed to store and track the interactors in my own internal data structure. Then I created a list of TouchPoints with the appropriate phases, and added them to a single GUIEventAdapter as described above, using EventQueue::addEvent rather than the multitouch convenience routines. Hope that helps, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualization of an image + depth map
On 7 Feb 2011, at 17:06, Chris 'Xenon' Hanson wrote: > On 2/7/2011 5:00 AM, Stefan Walk wrote: >> I'm looking for a way to visualize an image (dimensions somewhere between >> 640x480 and 1280x960) from a calibrated camera + a dense depth map >> (estimated from a stereo pair). With this information, i can compute the 3D >> coordinates of the regions that produced each pixel, and I'd like to >> visualize that. Ideally, when the virtual camera is positioned like the >> physical camera was, the visualization should just look like the image, and >> the 3d structure becomes apparent when moving the camera. Does >> OpenSceneGraph provide a convenient way to do that (I'm unfamiliar with it, >> I'm looking for the right tools to do this task now)? If yes, are there >> examples that are close to what I want to do? I've looked at osgpointsprite, >> which seems kind of appropriate, when i take the blending out and reenable >> the depth test, however the sprites don't change size when the camera is >> moved, is that changeable? > > Is this from a Kinect device, or something similar? Depends on how you define "similar". The Kinect gains depth information by having a laser projector and a camera looking at the projection, in my case I have two camera views (for example from a camera like http://www.ptgrey.com/products/bbxb3/bumblebeeXB3_stereo_camera.asp) and compute the depth map from that. Best regards, Stefan___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualization of an image + depth map
On 2/7/2011 5:00 AM, Stefan Walk wrote: > I'm looking for a way to visualize an image (dimensions somewhere between > 640x480 and 1280x960) from a calibrated camera + a dense depth map > (estimated from a stereo pair). With this information, i can compute the 3D > coordinates of the regions that produced each pixel, and I'd like to > visualize that. Ideally, when the virtual camera is positioned like the > physical camera was, the visualization should just look like the image, and > the 3d structure becomes apparent when moving the camera. Does OpenSceneGraph > provide a convenient way to do that (I'm unfamiliar with it, I'm looking for > the right tools to do this task now)? If yes, are there examples that are > close to what I want to do? I've looked at osgpointsprite, which seems kind > of appropriate, when i take the blending out and reenable the depth test, > however the sprites don't change size when the camera is moved, is that > changeable? Is this from a Kinect device, or something similar? > Best regards, > Stefan -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] libvpb.so.10: cannot open shared object file
The PATH env variable should really only contain the paths to shared objects and executables (i.e. /usr/local/bin). LD_LIBRARY_PATH should be set to /usr/local/lib instead... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jamil farooq Sent: Monday, February 07, 2011 1:44 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] libvpb.so.10: cannot open shared object file Hi, thanx i have included the /usr/local/lib/ in PATH env variable and its working now:) Thank you! Cheers, jamil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36408#36408 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [QUESTION]Simple camera create and position?
Hi,robert I will look into these libraries. Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36429#36429 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [QUESTION]Simple camera create and position?
Hi Nan, On Mon, Feb 7, 2011 at 2:03 PM, Nan WANG wrote: > Ok,thanks alot Robert. > > But could you tell me how to set current viewer's camera's position? If you use a CameraManipulator then you'll set the position via it, the default home position of which can be set via: viewer.getCameraManipulator()->setHomePosition(...); If you don't use the CameraManipulator then on each new frame you simple do: viewer.getCamera()->setViewMatrix(..). I would encourage you to have a look at the headers of the osg::Camera and the osgGA::CameraManipulator subclasses. There are also plenty of examples and two books to read which go into their usage. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [QUESTION]Simple camera create and position?
Ok,thanks alot Robert. But could you tell me how to set current viewer's camera's position? Thanks again。 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36427#36427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [QUESTION]Simple camera create and position?
Hi Nan, The osgViewer::Viewer already has a Camere assigned to so there is no need to create one. You can create and assign your own Camera to the Viewer, but you'd have to assign a Renderer to it so it can render it's scene, the default Viewer's Camera is already set up correctly so there is no need to do this. Robert. On Mon, Feb 7, 2011 at 1:09 PM, Nan WANG wrote: > Hi, > > I could not fine source code on this topic. > I tried these code, but nothing rendered, what is the problem? > > Code: > > osg::Node* tankNode = NULL; > osg::Group* root = NULL; > osgViewer::Viewer viewer; > osg::Vec3 tankPosit; > osg::PositionAttitudeTransform* tankXform; > osg::ref_ptr camera = new osg::Camera; > > tankNode = osgDB::readNodeFile("cow.osg"); > > root = new osg::Group(); > tankXform = new osg::PositionAttitudeTransform(); > > root->addChild(tankXform); > tankXform->addChild(tankNode); > > tankPosit.set(0,2,0); > tankXform->setPosition( tankPosit ); > viewer.setCameraManipulator(new osgGA::TrackballManipulator()); > camera->addChild(root); > osg::Vec4 bgColor(0.2f, 0.2f, 0.6f, 1.0f); > > viewer.setCamera(camera); > viewer.setSceneData( root ); > viewer.realize(); > > while( !viewer.done() ) > { > viewer.frame(); > } > > > > Thanks > > Nan > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=36424#36424 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] [osgdem] remove polygons of the sea
Hi, even if I do a simple osgdem -- TERRAIN convertion to osg, i got some stranges lines under the created shape how can I avoid thoses artifacts ? Thank you! Cheers, Julien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36425#36425 <>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [QUESTION]Simple camera create and position?
Hi, I could not fine source code on this topic. I tried these code, but nothing rendered, what is the problem? Code: osg::Node* tankNode = NULL; osg::Group* root = NULL; osgViewer::Viewer viewer; osg::Vec3 tankPosit; osg::PositionAttitudeTransform* tankXform; osg::ref_ptr camera = new osg::Camera; tankNode = osgDB::readNodeFile("cow.osg"); root = new osg::Group(); tankXform = new osg::PositionAttitudeTransform(); root->addChild(tankXform); tankXform->addChild(tankNode); tankPosit.set(0,2,0); tankXform->setPosition( tankPosit ); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); camera->addChild(root); osg::Vec4 bgColor(0.2f, 0.2f, 0.6f, 1.0f); viewer.setCamera(camera); viewer.setSceneData( root ); viewer.realize(); while( !viewer.done() ) { viewer.frame(); } Thanks Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36424#36424 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [QUESTION]Simple camera create and position?
Did you have a look through the numerous examples both with the source and on the OSG Web site or search the mail list as this is a common question and should be the first thing you really do Also there are 2 very good books out available that will take you through the basics of OSG Newest book https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book Older books http://www.osgbooks.com/ Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ "WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents ["green card" holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties." -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nan WANG Sent: Monday, February 07, 2011 6:06 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [QUESTION]Simple camera create and position? Hi, I am really newbie in OSG. Here is one simple question I want to ask: How can I create a camera and set its position to (0,0,0) in the world and set it as the viewer default camera to render? Any example of using camera? ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36418#36418 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] Contract or freelance work on real time driving simulator
Hello dear OSG-community, We are in need of assistance from an experienced OSG software engineer to help us port the visual and rendering subsystem of a driving simulation application from OSG 1.0.0 to OSG 2.8.3. The current code base makes use of SceneView and Producer. We would be looking to eliminate Producer and the SceneView classes in favor of more recent OSG versions. Work may be completed remotely or on site. Please send me a private message if interested. We are located in Utah, USA. Competitive compensation for this work available to the best candidate. Best regards, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36422#36422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visualization of an image + depth map
Hi, I'm looking for a way to visualize an image (dimensions somewhere between 640x480 and 1280x960) from a calibrated camera + a dense depth map (estimated from a stereo pair). With this information, i can compute the 3D coordinates of the regions that produced each pixel, and I'd like to visualize that. Ideally, when the virtual camera is positioned like the physical camera was, the visualization should just look like the image, and the 3d structure becomes apparent when moving the camera. Does OpenSceneGraph provide a convenient way to do that (I'm unfamiliar with it, I'm looking for the right tools to do this task now)? If yes, are there examples that are close to what I want to do? I've looked at osgpointsprite, which seems kind of appropriate, when i take the blending out and reenable the depth test, however the sprites don't change size when the camera is moved, is that changeable? Best regards, Stefan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] difference between osg Producer and OpenProducer
Hi, Wow, I can't thank you enough for the great response!! You answered my question perfectly and pretty much nailed the situation. I in fact have a pre-osg 1.x app and I upgraded it to 1.0.0 about 2 and 1/2 years ago when I first became familiar with it. I agree with you. From what little research I've done and after having read much of the source code, the startup guide, some of the class references, and Producer source code, it was starting to look like what you had described...Producer is no longer needed with the latest OSG. I'm glad to read I was not incorrect in that assessment. Now, I do have a 1.x app but I would like to skip the intermediary step and go right to getting off Producer and using OSG. So, now the only question is who would you recommend to help us get that work done? I think I saw a page on here where you can post OSG related work, didn't I? Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36420#36420 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi all, I am currently working on getting multi-touch working on Linux with MPX (XInput2), and I would like to use this new system for my events. But with XInput (or also with Windows 7), I am receiving all the events separately, so what's the best approach to feed the touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store each input state internally into the GraphicWindow class to set each time all the touch states ? Cheers, -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [QUESTION]Simple camera create and position?
Hi, I am really newbie in OSG. Here is one simple question I want to ask: How can I create a camera and set its position to (0,0,0) in the world and set it as the viewer default camera to render? Any example of using camera? ... Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36418#36418 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SoftShadowMap Shader problem
Sorry, partially sent by accident ... Hi all, I think SoftShadowMap doesn't unload the shader when unloaded. The root node of my scene is a ShadowedScene. I guess without assigning a ShadowTechnique the default GL rendering pipeline is used. When creating and setting SoftShadowMap as technique shadowing takes place and the techniques shaders do its work. Unfortunately when setting shadowTechnique in the ShadowedScene back to 0 (no technique) the shaders still apply. I guess this as a bug. Also when using the SoftShadowTechnique the models colors get significantly darker. Debugging the shader by setting gl_FragColor = gl_Color; at the end of the frag shader shows that gl_Color is dark allready. But SoftShadowMap doesn't install a vertex shader. So, why is the gl_Color different? - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SoftShadowMap Shader problem
Hi all, I think SoftShadowMap doesn't unload the shader when unloaded. The root node of my scene is a ShadowedScene. I guess without assigning a ShadowTechnique the default GL rendering pipeline is used. When creating and setting SoftShadowMap as technique shadowing takes place and the techniques shaders do its work. Unfortunately when setting shadowTechnique in the ShadowedScene back to 0 (no technique) the shaders still apply. I guess this as a bug. Also when using the SoftShadowTechnique the models colors get significantly darker. Debugging the shader by setting gl_FragColor = gl_Color; at the end shows that ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidgets performance problem
Hello, I'm using osgWidgets and I have a hierarchy that starts with a osgWidget::Frame, and it has other widgets inside. This is the hierarchy: Frame | Box | | Frame | | | Box | | | | Canvas | | | | | Frame | | | | | | Box | | | | | Frame | | | | | | Box | | | | | Frame | | | | | | Box ... There are about 8 to 10 Frame/Box sets, inside that last Canvas. This Frame is a toolbar in my application. I'm animating its height to perform a smooth collapse when the user clicks the close button. The problem is: during this collapse the performance gets severely reduced. The status info shows that the Event traversal is taking a long time. On Windows the problem is worse: the performance gets reduced to ~1 fps. On Linux, even though the performance penalty isn't that big, it's still noticeable. My resize function invokes Frame::resizeFrame, Frame::setOrigin and Frame::update at the top level Frame. Any tips on what could be going on? Why would a widget resize cause so much activity in the Event traversal? I only resize widgets on osgGA::GUIEventAdapter::FRAME events (once per frame). Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When / howto stop or remove animation path
Hi Vincent, I'm afraid the osg::AnimationPathCallback doesn't have a callback to inform you when the animation is finished, so you'll have to subclass from AnmationPathCallback or write your own callback to implement this. Robert. On Mon, Feb 7, 2011 at 12:43 AM, vincent sauvage wrote: > Hi, > > i use animation path for moving a geode from one point to another ,(from its > position to a target position acquired by picking) > > It works but , once the animation has finished (target position is reached), > il seems that callback is still running ... and the result is i can move > anymore the geode , by user input for exemple. geode keep on go to > target position. > ..; even if i call setLoopMode(osg::AnimationPath::NO_LOOPING) > > I'd like to run this animation just one time time, pause it et restart it > later with other taget position. > . > My question is : > How could i know my animation is finished ? > and > how can i pause it and restart it later? > > > Thank you! > > Cheers, > vincent > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=36400#36400 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LineSegmentIntersector which objects are returned?
Hi Heiko, I'm afraid I can't work out what is going on from your description so the best I can do is provide some general suggestions. First up only polygonal meshes can be interested by LineSegmentIntersector, so point clouds and lines will not return intersections. Secondly the intersections you get returned return the leaf node and drawable that is intersected along with the node path from the root of the intersection traversal down to the leaf node that was intersected. Robert. On Sun, Feb 6, 2011 at 11:12 PM, Heiko Thiel wrote: > Hi, > > I have a simple question to LineSegmentIntersector: Which objects can be > intersect with the test ray? > > I ask because I have following problem: I have following osg tree: > > - Geode <-Field > - Node (Model loaded from disc) <- Contains Name "obj1" by Model (so not set > by my -> don't want to presume that the name is everytime same) > - Geode (single quad of the ground of terrain) <- Name: "Ground" > - Geometry (4 vertices) > > If I do now a klick I got following names returned: obj1, obj1, obj, ..., > Ground (Model is a Firetree -> many intersections). But never the name > "Field". So the problem is: I can't assume that the Model has name "obj1". > That is why I think I must additional geode around it with an extra class, so > I can check with dynamic_cast if the test ray had found an interesting object > or not. But this don't work, if I dont get the Field-Geode returned. > > How to handle this problem? (osgPick-Demo is to simple to see a solution :( ) > > Thank you! > > Cheers, > Heiko > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=36399#36399 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgAnimation questions, strange fps and splitting animations
Hi Cedric Thanks for checking out my model, sounds like good news to me. I was worried there was something inherently wrong with the model (like too many bones etc). I plan to split the animation into individual animations to make them easier to play and perhaps do some work on blending etc. So by the sounds of it that should help as each animation will be shorter. Been loving osgAnimation now I've finally started using it properly, nice work. Think decent support for skinning and more importantly hardware skinning is the final piece in the osg puzzle for me. I'll keep you up to date on my results and let you know once I have it running on IPhone, should look good I reckon. If I get properly stuck I'll be sure to head to your site. Thanks again Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in GLObjectsVisitor::apply(osg::Geode& node)
Hi Felix, Something odd must be going on with the scene graph should be independent from any state, there should be no reason that state should be applied before geometry calls. If there is a problem then changing the order is probably just masking the issue. Could you explain the role of "invalid" vertex program? Robert. On Sun, Feb 6, 2011 at 2:09 PM, Felix Nawothnig wrote: > Hello. > > I was getting GL_INVALID_OPERATION on a glDrawArrays() call in > Drawable::compileGLObjects() / Geometry::drawImplementation(). I > traced it down to GLObjectsVisitor::apply(osg::Geode& node) which > does: > > apply(*drawable); > if (drawable->getStateSet()) > { > apply(*(drawable->getStateSet())); > } > > ... so because the drawable is drawn before it's stateset was applied > an invalid vertex program was used (which caused the > GL_INVALID_OPERATION error). Changing the order there fixed the > problem for me. > > I checked trunk - the problem is still there. > > Cheers, > > Felix > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] osgCompute / osgCuda Postfilter
Hi, Thank you very much! This solved my problem. Cheers, Serkan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36409#36409 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] When / howto stop or remove animation path
Hi, i use animation path for moving a geode from one point to another ,(from its position to a target position acquired by picking) It works but , once the animation has finished (target position is reached), il seems that callback is still running ... and the result is i can move anymore the geode , by user input for exemple. geode keep on go to target position. ..; even if i call setLoopMode(osg::AnimationPath::NO_LOOPING) I'd like to run this animation just one time time, pause it et restart it later with other taget position. . My question is : How could i know my animation is finished ? and how can i pause it and restart it later? Thank you! Cheers, vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36400#36400 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] libvpb.so.10: cannot open shared object file
Hi, thanx i have included the /usr/local/lib/ in PATH env variable and its working now:) Thank you! Cheers, jamil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36408#36408 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] osgCompute / osgCuda Postfilter
Hi Jens, On 04/02/11 18:05, Jens Orthmann wrote: Hi serkan, hi J.P., Here is a link to a simple example solving your problem: http://www.cg.informatik.uni-siegen.de/data/Downloads/svt/osgComputeDemoApp.zip We render a rotating cow into a texture then run a cuda-kernel and display the result in the same scene. You need to set the usage flags of your render targets to GL_TARGET, e.g. : Target0->setUsage( osgCompute::GL_TARGET_COMPUTE_SOURCE ). With this flag you tell the texture that it is used as a FBO. Unfortunately, OpenSceneGraph does not call any function of osg::Texture when it renders into a texture. In other words something like texture->applyAsFBO() is missing. So there is no way to get notified when this happens. The only way to deal with this is to copy the texture memory each time a mapping function is called (GPU->GPU which is still fast). However, for this the user needs to setup the usage flag. I added the flag and my test app is now working, thanks. regards jp Additionally, with older drivers/CUDA versions (we are not sure about this) you have to call MRTTexture->unmap() after your kernel has finished. If you do not call unmap(), the MRTTexture is still mapped in the CUDA context and OpenGL cannot render into it successfully. Hopefully this helps, Jens -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36373#36373 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. 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@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extracting the texture from an ive and use it for a shader's sample2DRect uniform
Hi, Nevermind. I've found my mistake. I was just wondering why it didn't work and the texture can't be loaded from the shader. It's all because my own stupidity of using sample2DRect instead of sample2D. And I've just found out that the base texture from an ive is actually pre-determined as the texture number 0 and the uniform parameter "baseTexture". :D Thank you! Cheers, Bawenang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36406#36406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org