Re: [osg-users] Searcing for raytracer implementation based on OSG
KD-Tree...[5804:1000] KD-Tree Build Time = 0.0550397s Intersection Time = 0.0336411s - KD Tree Triangles Checks= 33 Intersection Time osg = 0.331938s - OSG intersection visitor Total Bench Time: 0.423215s 2007/10/10, Ulrich Hertlein [EMAIL PROTECTED]: Hi Adrian, Quoting Adrian Egli [EMAIL PROTECTED]: i am working on a KD-Tree based line intersection test. First result are quite better, event for the cow object with 5804 and passed 1000.0 lines trought the object with 2 real intersection we have just to check against 33 triangles instead of all (5804). ... TrianglesChecks=5804 Total Bench Time: 0.209096s ... TrianglesChecks=33 Total Bench Time: 0.0879453s Interesting stuff. I assume you're doing some initial pass to build the kd-tree? If so, how long does that take and is the setup time included in the total time? Thanks, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Slave cameras in a view
Hi, I'm trying to add two cameras to one View in compositeViewer. The first camera is added as a master camera and the second as a slave camera. Frustums for the cameras: master={-50, 0, -40, 40} slave={0, 50, -40, 40} For the first camera I set the projectionMatrix with setProjectionMatrixAsFrustum. How do I calculate the projectionOffset for the slave camera? The offset is needed in call to addSlave(osg::Camera* camera,const osg::Matrix projectionOffset, const osg::Matrix viewOffset, bool useMastersSceneData=true); I've also tried to set the reference frame to ABSOLUTE_RF_INHERIT_VIEWPOINT and then call the setProjectionMatrixAsFrustum for both cameras. This test ended up in a black scene for the second camera. Am I missing something? Thanks, Karl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Slave cameras in a view
Thanks David for your try to help. The reply didn't answer to the question about how to calculate the projectionOffset for slave cameras. How to? On 10/10/07, David Callu [EMAIL PROTECTED] wrote: Hi Karl 2007/10/10, Karl Heijdenberg [EMAIL PROTECTED]: Hi, I'm trying to add two cameras to one View in compositeViewer. The first camera is added as a master camera and the second as a slave camera. other correct me if I am wrong, frustum is map on interval [0, XWindowSize] and [0, YWindowSize] That is the interval values of the viewport for the camera in the view. Frustums for the cameras: master={-50, 0, -40, 40} slave={0, 50, -40, 40} I use near=1 and far=100 For the first camera I set the projectionMatrix with setProjectionMatrixAsFrustum. I give these required arguments to the setProjectionMatrixAsFrustum method (for the master cam): {left,right,bottom,top,near,far} = {tan(degToRad(-50)) * near, tan(degToRad(0)) * near, tan(degToRad(-40)) * near, tan(degToRad(40)) * near, near, far} How do I calculate the projectionOffset for the slave camera? This is the question I'm interested in a good answer to! during update of camera position, the projection matrix for slaveis compute as this slaveCamera-setProjectionMatrix( masterCamera-getProjectionMatrix() * slaveCamera-getProjectionOffset() ); idem for the view matrix and the viewOffset. The offset is needed in call to addSlave(osg::Camera* camera,const osg::Matrix projectionOffset, const osg::Matrix viewOffset, bool useMastersSceneData=true); I've also tried to set the reference frame to ABSOLUTE_RF_INHERIT_VIEWPOINT and then call the setProjectionMatrixAsFrustum for both cameras. This test ended up in a black scene for the second camera. Am I missing something? Thanks, Karl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org HTH David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Regards Karl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg gui
I am trying to use a gui library (guichan) with osg. I have derived an osgViewer widget from its Container class. The gui works fine when I don't invoke the viewer, but if I do, then I get the 3D view as the background of the widget but the children of the widget won't display on top of the view. I thought it had to do with osg not restoring the OpenGL state and I tried pushing everything at the start and popping it before the gui draw calls... No luck. Can someone help me out here? I have attached the relevant code that does all the drawing for the gui. Thanks, Gerald - Catch up on fall's hot new shows on Yahoo! TV. Watch previews, get listings, and more!/* ___ __ __ __ __ __ __ ___ __ __ * / _/\ / /\ / /\ / /\ / /\ / /\ / /\ / ___ /\ / |\/ /\ */ /\\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / / * / / /__ / / // / // / // / // ___ / // ___ / // /| ' / / * / /_// /\ / /_// / // / // /_/_ / / // / // /\_/ / // / | / / * /__/ //__/ //_/ //_/\ /_/ //_/ //_/ //_/ //_/ /|_/ / * \__\/ \__\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/ * * Copyright (c) 2004, 2005, 2006, 2007 Olof Naessén and Per Larsson * * Js_./ * Per Larsson a.k.a finalman _RqZ{a^_aa * Olof Naessén a.k.a jansem/yakslem_asww7!uY` )\a// * _Qhm`] _f 'c 1!5m * Visit: http://guichan.darkbits.org )QkP ` _: :+' .' {[ * .)j(] .d_/ '-( P . S * License: (BSD)Td/Z fP5(\??\a. .L * Redistribution and use in source and _dVws?a-?' ._/L #' * binary forms, with or without )4d[#7r, . ' )d`)[ * modification, are permitted provided _Q-5'5W..j/?' -?!\)cam' * that the following conditions are met: jWP+k/);._W=j f * 1. Redistributions of source code must .$%w\/]Q . .' . mj$ *retain the above copyright notice,]E.pYY(Q]. a [EMAIL PROTECTED] *this list of conditions and the j(]1usEL,. . ./^ ]{a *following disclaimer. 4'_uomm\. )L);-4 (3= * 2. Redistributions in binary form must)_]X{Z('a_a7'aa, ][ *reproduce the above copyright notice, #}]m7`Za??4,P-'7. ).m *this list of conditions and the]d2e)Q(Q( ?94 b- LQ/ *following disclaimer in theB!/]C)d_, '(' .f. =C+m *documentation and/or other materials .Z!=J ]e []('-4f _ ) -.)m]' *provided with the distribution. .w[5]' _[ /.)_-+? _/ W * 3. Neither the name of Guichan nor the :$we` _! + _/ .j? *names of its contributors may be used =3)= _f (_yQmWW$#( *to endorse or promote products derived - W, smZQ#Wwa].. *from this software without specific(js, \[QQW$QWW#?!V. *prior written permission.]y:.\.. . * -]n w/ ' [. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT )/ )/ ! * HOLDERS AND CONTRIBUTORS AS IS AND ANY (; sac,' * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, ]^ .- % * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OFcr * MERCHANTABILITY AND FITNESS FOR A PARTICULARaga La * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE 5% )P'-3L * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR_bQf` y`..)a * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, ,J?4P'.P_(\?d'., * EXEMPLARY, OR CONSEQUENTIAL DAMAGES _Pa,)!f/[]/ ? * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT _2-..:. .r+_,.. . * OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ?a.%' -'.a_ _, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ^ * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * For comments regarding functions please see the header file. */ #include guichan/opengl/openglgraphics.hpp #if defined (_WIN32) #define WIN32_LEAN_AND_MEAN #include windows.h #endif #if defined (__amigaos4__) #include mgl/gl.h #define glVertex3i glVertex3f #elif defined(__APPLE__) #include OpenGL/gl.h #else #include GL/gl.h #endif #include guichan/exception.hpp #include guichan/image.hpp #include guichan/opengl/openglimage.hpp namespace gcn { OpenGLGraphics::OpenGLGraphics() { setTargetPlane(640, 480); mAlpha = false; } OpenGLGraphics::OpenGLGraphics(int width, int height) { setTargetPlane(width, height);
Re: [osg-users] Please test SVN version of OpenSceneGraph
ALberto see my response below Alberto Luaces wrote: As I say I check the CMAKE_ flags you mentioned and mine match yours and to answer my questions from above - Yes I have X installed on my Cygwin, 2nd question: I have left the X11_ paths alone and I have changed them to be their X11_???-NOTFOUND equivalents and I have in the past had errors leaving them as ccmake sets them and better luck with them set to NOTFOUND. Third question - I have been doing plain makes. Out of curiosity, where do you get those plain Makefiles? I think the original ones were eliminated from recent versions of the SVN. I'm only using the cmake generated Makefile. Sorry - bad choice of words. I have in the past used the original make files from the earlier revisions to diagnose issues but the test builds I did for you were all total current svn and then doing a ccmake and generate the makefile and then at the command prompt type make with no options (that is what I meant by plain make - my mistake). I did delete the full obj directory (as I have done other tests) and I did an SVN update and I did change the CMAKE_VERBOSE_MAKEFILE switch to on and the dang thing ran all the way through [100%]. I think when you touch any of the cmake options, the Makefile is rewritten, so you have to build all the project again. It makes sense when one changes some compiler switch, but unfortunately when there are only minor changes to the configuration it also requires the complete build. That is what I have tried to do is always make uninstall, make clean and then change the config and regenerate and then do a new fresh make. Thanks for the assistance - maybe we can find something. bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
Replies below: Alberto Luaces wrote: What I'm planning to do is to set the CYGWIN environment variable to CYGWIN=error_start=[path_to_gdb]gdb.exe so gdb is called when a program crashes. Then I'll be able to get a stack trace and see where the crash happened. Is that the syntax - I can try it and see what I get. Another way is to attach gdb to a hanging process in order to also get the stack trace. I'll post any progress. Good - you can explain Cygwin PIDs to me. When I run one of the osg examples from a bash prompt in Cygwin it appears the PID I am seeing does not always match the PID that Windows Task Manager is showing. I actually have my Cygwin set up so it passes through login.exe before starting bash.exe and you never see the pid for bash shell but instead see the entry for Bash with a pid that belongs to the Login process so it becomes difficult to know where to attach. I'll turn that on and try a build. Three questions: Do you have X installed in your Cygwin? No. Do you have any reason for using it? We could also see that. For OSG - no, but I do like using X for some things and just to experiment. bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg gui (oops!)
I am new so I didn't know that an attached file wouldn't be available (thought it would be scubbed and made available with a link). Anyway, maybe somebody can tell me what's going wrong without seeing the code (perhaps this an issue with any OpenGL-based gui). I am pulling my hair out here and can't think of anything else to try to get it to work. If you need to see the code, send me an email to [EMAIL PROTECTED] and I'll email it to you. Thank you, Gerald - Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RTT and stereo (revisited)...
ahem.. Looking for some free debugging.. 8) I've included a very slimmed down modified osgprerender.cpp example with a second camera added in an attempt to get stereo-rtt working.. I've discovered that the RenderImplementation = osg::Camera::SEPERATE_WINDOW is a very useful tool (run with the --window option). It seems to show that the program is basically working in stereo but the final main window only shows the right eye. I've tried this on OSX (anaglyph) and Linux (quad-buffer) and they perform roughtly the same. (OSG-SVN 2.2.10+ or so) Anyone done this already with the SVN version? See anything obvious? ml #include osg/GLExtensions #include osg/DrawPixels #include osg/Node #include osg/Geometry #include osg/Notify #include osg/MatrixTransform #include osg/Texture2D #include osg/TextureRectangle #include osg/Stencil #include osg/ColorMask #include osg/Depth #include osg/Billboard #include osg/Material #include osg/AnimationPath #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgUtil/SmoothingVisitor #include osgDB/Registry #include osgDB/ReadFile #include osgViewer/Viewer #include iostream osg::Camera* create_camera( const int eye, const osg::BoundingSphere bs, unsigned int tex_width, unsigned int tex_height, osg::Camera::RenderTargetImplementation renderImplementation ) { osg::Camera* camera = new osg::Camera; // set up the background color and clear mask. //camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); // 2:1 aspect ratio as per flag geometry above. float proj_top = 0.25f*znear; float proj_right = 0.5f*znear; // 1:1 aspect ratio as per flag geometry above. /*mal*/proj_top = 1.0f*znear; /*mal*/proj_right = 1.0f*znear; znear *= 0.9f; zfar *= 1.1f; // set up projection. camera-setProjectionMatrixAsFrustum(-proj_right,proj_right,- proj_top,proj_top,znear,zfar); // set view camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrixAsLookAt( bs.center()-osg::Vec3(0.0f, 1.0f,0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f,0.0f,1.0f)); // set viewport camera-setViewport(0,0,tex_width,tex_height); // set stereo parameters camera-setCullMaskLeft( 0x1 ); camera-setCullMaskRight( 0x2 ); switch( eye ) { case 0: camera-setClearColor(osg::Vec4(0.3f,0.3f,0.1f,1.0f)); break; case 0x1: camera-setCullMask( 0x1 ); //camera-setViewport(0,0,tex_width/2,tex_height/2); camera-setClearColor(osg::Vec4(0.3f,0.1f,0.1f,1.0f)); camera-setViewMatrixAsLookAt( bs.center()-osg::Vec3(0.1f, 1.0f,0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f,0.0f,1.0f)); break; case 0x2: camera-setCullMask( 0x2 ); //camera-setViewport(tex_width/2,0,tex_width/ 2,tex_height/2); camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); camera-setViewMatrixAsLookAt( bs.center()-osg::Vec3(-0.1f, 1.0f,0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f,0.0f,1.0f)); break; } // set the camera to render before the main camera. camera-setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera-setRenderTargetImplementation(renderImplementation); return camera; } osg::Node* createPreRenderSubGraph( osg::Node* subgraph, unsigned int tex_width, unsigned int tex_height, osg::Camera::RenderTargetImplementation renderImplementation) { if (!subgraph) return 0; // create a group to contain the flag and the pre rendering camera. osg::Group* parent = new osg::Group; // texture to render to and to use for rendering of flag. osg::Texture* texture = 0; osg::Texture2D* texture2D = new osg::Texture2D; texture2D-setTextureSize(tex_width, tex_height); texture2D-setInternalFormat(GL_RGBA); texture2D-setFilter (osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2D-setFilter (osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); texture = texture2D; // // create the object on which to drape our rendered 'canvas'.. // osg::Geometry* polyGeom = new osg::Geometry(); polyGeom-setSupportsDisplayList(false); osg::Vec3 origin(0.0f,0.0f,0.0f);
[osg-users] osgViewer::Viewer and getSceneView
Hi, I'm updating a project to OSG-2.2, after several months (~6) of interrupted development, and I'm facing a problem. Before I based my code on the QT viewer example, with: class ViewerQT : public osgViewer::Viewer, public GraphicsWindowQT {...} and I could do: ViewerQT * viewerWindow = new ViewerQT; viewerWindow-getSceneView()-...; Now, I've updated my code using the latest osgviewerQT example, where: class AdapterWidget : public QGLWidget {...} class ViewerQT : public osgViewer::Viewer, public AdapterWidget {...} but now ViewerQT doesn't provide the getSceneView() method. How can I recover it? I needed it mainly to modify the near/far ratio: ...-getSceneView()-setNearFarRatio(1.0e-8); // big scene, with many tiny important details that need to be rendered and for debugging/verbose output such as: ...-getSceneView()-getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); Maybe now OSG 2.2 offers better ways to perform these two tasks? Thanks a lot, Pasquale (BTW, the first line of osgviewerQT.cpp says OpenSceneGraph example, osganimate., got to love cut'n'paste ;) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT and stereo (revisited)...
Hi Mike You need to set the left/right cull masks on the SceneView. Then set the node masks for each camera to the appropriate cull mask. I've successfully used this technique to render camera nodes in stereo. -Farshid On 10/10/07, Mike Logan [EMAIL PROTECTED] wrote: ahem.. Looking for some free debugging.. 8) I've included a very slimmed down modified osgprerender.cpp example with a second camera added in an attempt to get stereo-rtt working.. I've discovered that the RenderImplementation = osg::Camera::SEPERATE_WINDOW is a very useful tool (run with the --window option). It seems to show that the program is basically working in stereo but the final main window only shows the right eye. I've tried this on OSX (anaglyph) and Linux (quad-buffer) and they perform roughtly the same. (OSG-SVN 2.2.10+ or so) Anyone done this already with the SVN version? See anything obvious? ml #include osg/GLExtensions #include osg/DrawPixels #include osg/Node #include osg/Geometry #include osg/Notify #include osg/MatrixTransform #include osg/Texture2D #include osg/TextureRectangle #include osg/Stencil #include osg/ColorMask #include osg/Depth #include osg/Billboard #include osg/Material #include osg/AnimationPath #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgUtil/SmoothingVisitor #include osgDB/Registry #include osgDB/ReadFile #include osgViewer/Viewer #include iostream osg::Camera* create_camera( const int eye, const osg::BoundingSphere bs, unsigned int tex_width, unsigned int tex_height, osg::Camera::RenderTargetImplementation renderImplementation ) { osg::Camera* camera = new osg::Camera; // set up the background color and clear mask. //camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); // 2:1 aspect ratio as per flag geometry above. float proj_top = 0.25f*znear; float proj_right = 0.5f*znear; // 1:1 aspect ratio as per flag geometry above. /*mal*/proj_top = 1.0f*znear; /*mal*/proj_right = 1.0f*znear; znear *= 0.9f; zfar *= 1.1f; // set up projection. camera-setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar); // set view camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrixAsLookAt( bs.center()-osg::Vec3(0.0f,1.0f,0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f,0.0f,1.0f)); // set viewport camera-setViewport(0,0,tex_width,tex_height); // set stereo parameters camera-setCullMaskLeft( 0x1 ); camera-setCullMaskRight( 0x2 ); switch( eye ) { case 0: camera-setClearColor(osg::Vec4(0.3f,0.3f,0.1f,1.0f)); break; case 0x1: camera-setCullMask( 0x1 ); //camera-setViewport(0,0,tex_width/2,tex_height/2); camera-setClearColor(osg::Vec4(0.3f,0.1f,0.1f,1.0f)); camera-setViewMatrixAsLookAt( bs.center()-osg::Vec3(0.1f,1.0f,0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f,0.0f,1.0f)); break; case 0x2: camera-setCullMask( 0x2 ); //camera-setViewport(tex_width/2,0,tex_width/2,tex_height/2); camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); camera-setViewMatrixAsLookAt( bs.center()-osg::Vec3(-0.1f,1.0f,0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f,0.0f,1.0f)); break; } // set the camera to render before the main camera. camera-setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera-setRenderTargetImplementation(renderImplementation); return camera; } osg::Node* createPreRenderSubGraph( osg::Node* subgraph, unsigned int tex_width, unsigned int tex_height, osg::Camera::RenderTargetImplementation renderImplementation) { if (!subgraph) return 0; // create a group to contain the flag and the pre rendering camera. osg::Group* parent = new osg::Group; // texture to render to and to use for rendering of flag. osg::Texture* texture = 0; osg::Texture2D* texture2D = new osg::Texture2D; texture2D-setTextureSize(tex_width, tex_height); texture2D-setInternalFormat(GL_RGBA); texture2D-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
Re: [osg-users] osgViewer::Viewer and getSceneView
Hi Pasquale now you need to use the osgViewer::Viewer which derive from osgViewer::View which derive from osg::View You have access to - the scene graph by osgViewer::View::GetScene() - the camera by osgViewer::View::GetCamera() ... osgUtil::SceneView is use internally by osgViewer in osgViewer::Renderer. And inherited its setting form the camera that osgViewer::Renderer render. this is done in osgViewer::Renderer::updateSceneView. HTH David 2007/10/11, Pasquale Tricarico [EMAIL PROTECTED]: Hi, I'm updating a project to OSG-2.2, after several months (~6) of interrupted development, and I'm facing a problem. Before I based my code on the QT viewer example, with: class ViewerQT : public osgViewer::Viewer, public GraphicsWindowQT {...} and I could do: ViewerQT * viewerWindow = new ViewerQT; viewerWindow-getSceneView()-...; Now, I've updated my code using the latest osgviewerQT example, where: class AdapterWidget : public QGLWidget {...} class ViewerQT : public osgViewer::Viewer, public AdapterWidget {...} but now ViewerQT doesn't provide the getSceneView() method. How can I recover it? I needed it mainly to modify the near/far ratio: ...-getSceneView()-setNearFarRatio(1.0e-8); // big scene, with many tiny important details that need to be rendered and for debugging/verbose output such as: ...-getSceneView()-getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); Maybe now OSG 2.2 offers better ways to perform these two tasks? Thanks a lot, Pasquale (BTW, the first line of osgviewerQT.cpp says OpenSceneGraph example, osganimate., got to love cut'n'paste ;) ___ 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] Did anyone compile osg 2.2 with MINGW?
Just to inform the few ones interested in building OSG with MinGW: the problem seems to arise when BUILD_OSG_WRAPPERS is set to ON in both 2.0 and 2.2 version. So if anyone gets this error the thing that you have to do is to switch off that variable. It seems that MinGW (Current and Candidate) are unable to build the introspection modules in both OSG 2.0 and 2.2 because it doesn't support the wide character part of the Standard C++ Library (see http://www.mingw.org/MinGWiki/index.php/wide%20characters). A suggested solution is to use STLPort instead of libstdc++. Good luck MinGW users! Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org