Re: [osg-users] Building
I will tar it up and send it. On Sun, 2011-12-11 at 21:23 +0100, Marius Kintel wrote: > On Dec 10, 2011, at 23:01 PM, Michael W. Hall wrote: > > > I have taken the OSGViewerQT example program and have tried to break it > > into a nice example for myself. > > I did something similar and put it here: https://github.com/kintel/QOsgWidget > Since it's a Qt app, it uses qmake, but apart from that I assume it's similar > to yours. > > Feel free to post links to code and error messages. Anything which is > self-contained enough to just "cmake . && make" is easy to give a quick spin. > > -Marius > > ___ > 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] video: editing osgParticle system with dtEntity property editor
Hi, here's a video showing the capabilities of the dtEntity property editor: http://www.youtube.com/watch?v=0X0EH3YQmPI The property editor can be used to modify game objects on the fly, add functionality, create hierarchical property structures. The particle component has a number of properties: Mass, AlphaRange, TextureFile and so on. There is an xml file (BaseAssets\Delegates\Particle.xml) that defines the way the property editor handles the editing of these properties: The line [code][/code] defines that the property named ColorRangeMax should be edited with a color selection dialog. The array properties are configured in this file, too: The xml file defines a prototype property that is to be inserted into the array when the + button is pressed. There is also a group property, which can be used to group properties together, which is useful if you want to combine a number of proeprties into a single array entry. The switch input lets the user choose an entry from a combo box and shows corresponding sub properties. These primitives can be combined to create complex menus. The video shows how the property editor can be used to manage the complex setup of the osg particle system. While not all available functionality of the particle system library is currently editable, there should be no reason why it should not be possible to add these. If you want to check out dtEntity, the homepage is [url]http://dtentity.googlecode.com/[/url]. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44406#44406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean resource path
Hi Kim, Jean-Sébastien and others, I've started to experiment again with osgOcean, and I have an issue about finding the osgOcean resources. OsgOcean/oceanExample modifies the osg file path by adding following items: resources/textures/ resources/shaders/ resources/island resources/boat This leads to following problems: - These path items are relative to the current directory. Therefore the application only find it's resources if the current directory is set to the folder containing the resources. Usually, it's not a good idea for the application to rely on a specific current directory to work correctly. - I'm using MacOSX with unix makefile to compile osgOcean. A standard "make;sudo make install" puts the resources in "/usr/local/bin" which is the not the right place for resources. When running the "oceanExample" after installing, it doesn't find the resources (unless you manually change the current directory to "usr/local/bin"). - The "addResourcePaths" method is repeated by copy&paste across different classes. Not a real problem, but it's not elegant. To fix these issues, I propose the following modification: Remove the "addResourcePaths" methods (eg. not adding relative path items to the osg file path). When loading a resource, add the folder prefix in the code (for example "osgDB::readImageFile("textures/sun_glare.png");" instead of "osgDB::readImageFile("sun_glare.png");"). The user would have to add the content of the osgOcean resource folder into OpenSceneGraph-Data or add the osgOcean resource folder to the OSG_FILE_PATH environment variable. Resources would be excluded from the files to copy at install stage. Please let me know if you see other ways to fix these issues. I'm happy to submit a patch if I'm on the right track. Cheers, Jean-Claude ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg threading model
Hi, Thanks a lot Jason Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44404#44404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Exporting to SVG from OpenSceneGraph.
Hi again, Yeah, the original question was rendering to Vector SVG (or EMF directly), but osgNVPR definitely looks interesting for other tasks. Thanks for the suggestions regarding GL2PS, but I'm a little bit worried about its dependence on the deprecated OpenGL feedback buffer. I also tried getting an OpenGL->SVG test output from it, and converting that one to EMF, and I had a number of graphical artifact with visible triangle edges and such. I'm currently thinking that the best solution for my specific case will be to recreate the graphs by outputting to Python MatPlotLib and using it for SVG/EMF export, but this is clearly outside the scope of the OSG mailing list. Thanks for the suggestions, and I might still try to integrate the GL2PS solution at some point. Jesper D. Thomsen AnyBody Technology -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: 15. december 2011 18:03 To: OpenSceneGraph Users Subject: Re: [osg-users] Exporting to SVG from OpenSceneGraph. On 12/15/2011 11:37 AM, Chris 'Xenon' Hanson wrote: > On 12/14/2011 9:31 AM, Jason Daly wrote: >> Actually, Jeremy Moles is working on a nodekit that uses nVidia's >> path rendering extension to OpenGL to render 2d vector graphics in 3d >> space. I believe the extension can read SVG files natively, so Jeremy's >> osgNVPR kit should be able to as well. >But, I think that's the reverse of what he wanted to do, right? > Probably. The OP asked whether one could "render to vector SVG from OpenSceneGraph". I guess I read it too quickly and missed the "to" :-) --"J" ___ 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