Re: [osg-users] What's the mpr.dll ?
After installed,my app is all ok on no-installed .Net Framework machine , but on installed .Net Framework machine ,it doesn't works.use DEPENDS.exe to find mpr.dll have Error and Warning, no ways at all recently!!! who can give a help? 在2008-04-23,"Mike Weiblen" <[EMAIL PROTECTED]> 写道: to remove an unknown from your diagnosis, are you able to install and run the prebuilt win32 binary installer on the target machine? -- mew 2008/4/23 <[EMAIL PROTECTED]>: > I still no ways. is it the reason of opengl32.dll,because use DEPENDS.exe > to find opengl32.dll is the root of mpr.dll, does opengl32.dll conflict with > mpr.dll? > > Donlin > > > [EMAIL PROTECTED] 写道: > > > > > Hi,Neil, > > Nice receive from you. > > Yes,it's really the mpr.dll problem.I notice that on all installed .Net > Framework cann't run my osg app,on all no-installed .Net Framework can run > my osg app freely. > > It may be that the two mpr.dll is different. is it really the problem of > .Net Framework? > > I have copy all necessary osg dlls. > > (my osg app is run on internet use .cab including all dlls zipped in it ,it > can automantic download dlls,when downlaod mpr.dll,it give notice: cann't > copy mpr.dll ,the current mpr.dll is used by system...) > > not only the file mpr.dll,there are the files commctrl.dll CoreDll.dll > ws2_32.dll and ws2help.dll, sometimes the file msjava.dll msvcr80.dll > msvcp80.dll and mfc80u.dll show errors while copy. > > How to do? I still have no ways. who can help? > > Donlin > > > [EMAIL PROTECTED] 写道: > > Hi, > > You've just encountered the wonderful world of Windows. > > If you look up the mpr.dll problem on the internet, you eventually get to > find out that the Depends.exe of windows has problems with late binding > dependencies. This is really an issue with Depends, not your programme. The > best advice I can give - having spent many an hour trying to resolve this > myself - is that you can safely ignore this warning, and any to do with > shlapi(?) as well. At run time, the relavent stubs run, and everything is > fine. > > If you application is failing on another machine, it is highly unlikely that > these warnings can contribute to tracking down what the problem is. > > If the app is an osg one, did you copy across all the osg dlls? I usualy > forget openthreads myself ;-( > > Hope this shortens your search. > > Neil. > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > 买房不必东奔西走,上房老大看二手房实景照片 > > > 自信源自成熟 全新换代上市 东风雪铁龙新爱丽舍 > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ 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] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
I compiled the svn version on gentoo linux, and ran some test, it did not notice issue Cedric Robert Osfield wrote: > Hi All long suffering testers! ;-) > > I have just tagged 2.3.11, the release candidate 3 for OSG-2.4, > details can be found at: > > http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases > > * OpenSceneGraph-2.3.11, released on 24th April 2008. > OpenSceneGraph-2.3.11 is the 3rd release candidate for 2.4. Minor > changes are to NEWS, ChangeLog?, AUTHORS, and a small tweak of osgDB > for Quicktime live plugin support, and Win32 build support of libcurl. > > source package : OpenSceneGraph-2.3.11.zip > svn tag: svn co > http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.11 > OpenSceneGraph > > > I'd appreciate any further testing that you can muster, my plan is > that this is our last release candidate, and baring major problems > will tag OSG-2.4 tomorrow morning. > > Thanks for you help, > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Off-screen rendering
Thank you, Phil -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, April 24, 2008 4:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Off-screen rendering On Thu, 2008-04-24 at 15:48 -0500, Tessier, Philip wrote: > All, > > I was able to use the osgprerender example to obtain most of what I > need - the rendering of a scene into an osg::Image. As that's ALL I > want, I need help with a tweak to it. It uses a viewer.run() to do > the work. I've replaced this with a viewer.frame(). This produces a > flicker on the screen as the viewer realizes the frame. As I'm > interested in an off-screen grab, this is annoying. > > I'm reasonably sure that I don't want a viewer at all, but I don't > know what to simplify it to. This is a copy/paste of a response Robert gave to a question like this a few months ago... -- Where supported one can use a pbuffer on Win32, X11 and Carbon implementations in osgViewer. Just create the Traits with the pbuffer option set to true, then create your GraphicsContext as per the osgcamera or osgwindows examples. -- I had recommended looking at how SDL hides the Window, but this is almost certainly a better solution. :) If you want to get real crazy you could do something like: # OSG_WINDOW="0 0 1 1" ./myApp ...but that's an abysmal hack, and still ends up showing a little tiny block you can't do anything about. :) > Thanks, in advance, > Phil > > Philip A. Tessier > Northrop Grumman IT > [EMAIL PROTECTED] > 210-867-6775 > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Off-screen rendering
On Thu, 2008-04-24 at 15:48 -0500, Tessier, Philip wrote: > All, > > I was able to use the osgprerender example to obtain most of what I > need - the rendering of a scene into an osg::Image. As that's ALL I > want, I need help with a tweak to it. It uses a viewer.run() to do > the work. I've replaced this with a viewer.frame(). This produces a > flicker on the screen as the viewer realizes the frame. As I'm > interested in an off-screen grab, this is annoying. > > I'm reasonably sure that I don't want a viewer at all, but I don't > know what to simplify it to. This is a copy/paste of a response Robert gave to a question like this a few months ago... -- Where supported one can use a pbuffer on Win32, X11 and Carbon implementations in osgViewer. Just create the Traits with the pbuffer option set to true, then create your GraphicsContext as per the osgcamera or osgwindows examples. -- I had recommended looking at how SDL hides the Window, but this is almost certainly a better solution. :) If you want to get real crazy you could do something like: # OSG_WINDOW="0 0 1 1" ./myApp ...but that's an abysmal hack, and still ends up showing a little tiny block you can't do anything about. :) > Thanks, in advance, > Phil > > Philip A. Tessier > Northrop Grumman IT > [EMAIL PROTECTED] > 210-867-6775 > > > ___ > 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] Off-screen rendering
All, I was able to use the osgprerender example to obtain most of what I need - the rendering of a scene into an osg::Image. As that's ALL I want, I need help with a tweak to it. It uses a viewer.run() to do the work. I've replaced this with a viewer.frame(). This produces a flicker on the screen as the viewer realizes the frame. As I'm interested in an off-screen grab, this is annoying. I'm reasonably sure that I don't want a viewer at all, but I don't know what to simplify it to. Thanks, in advance, Phil Philip A. Tessier Northrop Grumman IT [EMAIL PROTECTED] 210-867-6775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hi Robert, Builds of OSG svn trunk @ r8221 in both Release and Debug configs on VS2005sp1/WinXPsp2 succeeded without issue, just some mild warnings in osgIntrospection. will continue w/ spot testing... -- mew > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Robert Osfield > Sent: Thursday, April 24, 2008 10:59 AM > To: OpenSceneGraph Users > Subject: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 > released > > Hi All long suffering testers! ;-) > > I have just tagged 2.3.11, the release candidate 3 for OSG-2.4, > details can be found at: > > http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperRele > ases > > * OpenSceneGraph-2.3.11, released on 24th April 2008. > OpenSceneGraph-2.3.11 is the 3rd release candidate for 2.4. Minor > changes are to NEWS, ChangeLog?, AUTHORS, and a small tweak of osgDB > for Quicktime live plugin support, and Win32 build support of libcurl. > > source package : OpenSceneGraph-2.3.11.zip > svn tag: svn co > http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGrap > h-2.3.11 > OpenSceneGraph > > > I'd appreciate any further testing that you can muster, my plan is > that this is our last release candidate, and baring major problems > will tag OSG-2.4 tomorrow morning. > > Thanks for you help, > Robert. > ___ > 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] mouse location (x,y) in pixel units
I found a workaround to my problems, my thanks to Jeremy for pointing a few things out. If I make the following setting: camera->setAllowEventFocus(false); Then in Viewer::eventTraversal() this will avoid setCameraWithFocus(camera); code. As to the reasoning of why there is separate handling for this case in OSG, I don't know. It's certainly an issue that can come up in osgWidget sometime in the future. - Andrew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GeoTIFF dem coordinate system?
Hi Robert, I didn't use any options except: osgdem -d DEM_1m_VictoriaCrater_1.tif -l 4 -o test.ive -a test.osga DEM_1m_VictoriaCrater_1.tif was generated using OpenEV from the data set on: http://webgis.wr.usgs.gov/download/VictoriaCrater_HiRISE/VictoriaCrater_HiRISE.zip After you unzip it, you will find under the directory VictoriaCrater_HiRISE/GIS_EQUI360_OC: DEM_1m_VictoriaCrater.tif DEM_1m_VictoriaCrater.prj DEM_1m_VictoriaCrater.rrd DEM_1m_VictoriaCrater.aux DEM_1m_VictoriaCrater.asc.gz I then open DEM_1m_VictoriaCrater.tif using the OpenEV tool, and export DEM_1m_VictoriaCrater_1.tif as GTiff. I don't know if going through OpenEV is neccessary but when I ran osgdem -d DEM_1m_VictoriaCrater.tif -l 4 -o test.ive -a test.osga on the original DEM_1m_VictoriaCrater.tif file, osgdem died with: ERROR 6: Unable to load PROJ.4 library (libproj.so), creation of OGRCoordinateTransformation failed. Thanks alot Robert, Linh Robert Osfield wrote: Hi Linh, VPB/osgdem decorates databases with a CoordinateSystemNode which will record the cooridnate system it uses. VPB does default to using WGS84 when working geocentric, but you haven't mentioned any of the osgdem options so I can't really say whether this will have been applied. I must admit I have yet to work with anything other than earth bound imagery/dem's so have not been able to test it out on other planetary data. Would it be possible to provide me with some? Robert. On Thu, Apr 24, 2008 at 3:40 AM, Linh Phan <[EMAIL PROTECTED]> wrote: Hi, I have GeoTIFF file with a DEM_1m_VictoriaCrater.prj: PROJCS["Plate_Carree",GEOGCS["EQUIRECTANGULAR_CYLINDRICAL_MARS",DATUM["D_MARS", SPHEROID["MARS",3396190,0]],PRIMEM["Reference_Meridian",0],UNIT["Degree",0.017453292519943295]], PROJECTION["Plate_Carree"],PARAMETER["latitude_of_origin",0],PARAMETER["central_meridian",180], PARAMETER["false_easting",0],PARAMETER["false_northing",0],UNIT["Meter",1]] osgdem successfully generate a dem for the DEM_1m_VictoriaCrater.tif. I was wondering if osg's getWorldIntersectPoint: intersectPoint=hlist.front().getWorldIntersectPoint(); will return the intersectPoint in the Mars body frame, ie will the norm of "intersectPoint._v" be around 3396190 meters, the Mars radius? Thanks alot, Linh ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hi Mike, >> > echo OSG_FILE_PATH >> OSG_FILE_PATH > > heh perhaps instead, but your point taken: > echo %OSG_FILE_PATH% Of course you're right... D'oh. :-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hi J-S, > > I haven't yet uploaded a paged database to openscenegraph.org, but I > > guess we could just reference the SVN repository directly: > > > >osgviewer http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg > > > set OSG_FILE_PATH= > > > echo OSG_FILE_PATH > OSG_FILE_PATH heh perhaps instead, but your point taken: echo %OSG_FILE_PATH% > > osgviewer http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg > > It displays the cow, with textures and all! Nice job, really cool. Almost too easy, so I mangled the filenames on my remote testdata, to avoid any possible shortcircuit to local data. and yes, it really does work. Nice! cheers -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mouse location (x,y) in pixel units
Jeremy Moles <[EMAIL PROTECTED]> writes: > > Again, I never get the normalized values in osgWidget (and haven't since > I began writing it). This has to have something to do with the kind of > camera the event appears within, as looking through the code I see that > the event{X,Y} values are calculated two different ways depending on > whether a function getFocusedCamera() returns true or not... You're right, that there are two ways that the event (X,Y) is calculated, and in my case, the first branch is used [ if (getCameraWithFocus()) ]. If I comment out this branch, then the (X,Y) locations can be used correctly (after transforming them back). One of these two branches will be used, since pointerEvent is set to true earlier. I don't think I'm doing anything special with my camera setup (looks pretty plain vanilla to me),so I'll have to look into it a bit more. Thanks for the tip. As a note related to osgWidget, you might want to also keep this issue in mind - the mouse X,Y can be transformed in a different way, depending on a setting related to the camera. > > How is your scene laid out? I've never used CEGUI with OSG, so I'm not > sure how people in the past have done it. > I'm just using fairly standard settings. To get CEGUI to render last, I've done a stateset->setRenderBinDetails( 11, "RenderBin"); for the group containing CEGUI. As well, I'm using singlethreading for drawing. The rest of the code I'm trying looks pretty standard... mViewer = new osgViewer::Viewer(); osg::ref_ptr traits = new osg::GraphicsContext::Traits; osg::ref_ptr windata = new osgViewer::GraphicsWindowWin32::WindowData((HWND)this->Handle.ToInt32()); // Setup traits traits->x = 0; traits->y = 0; traits->width = this->Width; traits->height = this->Height; traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = 0; traits->setInheritedWindowPixelFormat = true; traits->inheritedWindowData = windata; // graphics context osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits.get()); // new camera initialization osg::ref_ptr camera = new osg::Camera(); // Assign Graphics Context to the Camera camera->setGraphicsContext(gc); // camera viewport camera->setViewport(new osg::Viewport(traits->x, traits->y, traits->width, traits->height)); mViewer->addSlave(camera.get()); mViewer->setCameraManipulator(new osgGA::TrackballManipulator()); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
I've added a _geometry->dirtyBound() to be called each visit but that didn't help. I printed out the bounding sphere data and as it does change slightly it looks correct even when the square sections of the point cloud disappear and reappear. Any other ideas? Could this have something to do with the terrain being visible? This only seems to happen if the terrain is visible to the camera via its NodeMask. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian R Hill Sent: Thursday, April 24, 2008 1:02 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging Steve, Verify that your bounding sphere is what you think it should be. Print out the point cloud's bounding sphere every frame and check that it's correct. osg::BoundingSphere bs = pointcloud->getBound(): std::cout << "Ctr " << bs.center() << " rad " << bs.radius() << "\n"; Brian [EMAIL PROTECTED] wrote: - To: "OpenSceneGraph Users" From: "Steven Powers" <[EMAIL PROTECTED]> Sent by: [EMAIL PROTECTED] Date: 04/24/2008 11:11AM Subject: [osg-users] Point cloud culling/paging I'm experiencing some weird problems with my point cloud. I have a fairly large terrain and a point cloud that expands the whole terrain. When I build the point cloud and look around the environment whole sections of the point cloud disappear when they aren't centered within the camera's view. They will then reappear when the center of the missing section is within view. The point cloud is a POINTS primitive set and I have turned culling off ( setCullingActive (false)) as well as display lists. I've noticed that if I do not add the terrain model to the scene it works ok. What culling/paging option do I need to set to make sure this doesn't happen? -Steve ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g--- - This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
"Robert Osfield" wrote: > I have just tagged 2.3.11, [...] Would you mind putting the ZIP file onto the web site ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
Steve, Verify that your bounding sphere is what you think it should be. Print out the point cloud's bounding sphere every frame and check that it's correct. osg::BoundingSphere bs = pointcloud->getBound(): std::cout << "Ctr " << bs.center() << " rad " << bs.radius() << "\n"; Brian [EMAIL PROTECTED] wrote: - To: "OpenSceneGraph Users" From: "Steven Powers" <[EMAIL PROTECTED]> Sent by: [EMAIL PROTECTED] Date: 04/24/2008 11:11AM Subject: [osg-users] Point cloud culling/paging I’m experiencing some weird problems with my point cloud. I have a fairly large terrain and a point cloud that expands the whole terrain. When I build the point cloud and look around the environment whole sections of the point cloud disappear when they aren’t centered within the camera’s view. They will then reappear when the center of the missing section is within view. The point cloud is a POINTS primitive set and I have turned culling off ( setCullingActive (false)) as well as display lists. I’ve noticed that if I do not add the terrain model to the scene it works ok. What culling/paging option do I need to set to make sure this doesn’t happen? -Steve ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hello Robert, > I haven't yet uploaded a paged database to openscenegraph.org, but I > guess we could just reference the SVN repository directly: > >osgviewer > http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg > set OSG_FILE_PATH= > echo OSG_FILE_PATH OSG_FILE_PATH > osgviewer http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/co w.osg It displays the cow, with textures and all! Nice job, really cool. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ 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 of OpenSceneGraph
We use cmake for everything, and don't treat the mac differently than unix at this point. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, April 24, 2008 12:30 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Please test SVN of OpenSceneGraph On Thu, Apr 24, 2008 at 5:12 PM, Andy Skinner <[EMAIL PROTECTED]> wrote: > The latest SVN reports version 2.3.11, and builds on our solaris, mac, > win32, and linux 64 systems. Thanks for the feedback Andy, its good to hear things working. What version of Mac/build system are you using? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] cullface problem
I cant seem to turn off cullface on the geometry. I am doing the following: _stateSet = new osg::StateSet; _cullFaceState = new osg::CullFace; _stateSet->setAttributeAndModes(_cullFaceState.get(), osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); _someGeometry->setStateSet(_stateSet); still only renders when i'm on one side of the geometry ps. i do this in a class which inherits from osg::Group, also tried to just set: getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); in my class.. using: osg2.3.7, SceneView Erlend ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using the .curl plugin
Hi J-S, well after a little experimenting, I've answered my own question. the new curl plugin seems to work just fine for a couple small testcases I've put at http://mew.cx/testing/ Try for youself... a simple model, completely contained in 1 file: osgviewer http://mew.cx/testing/xyz1_curltest.osg simple quad geometry, with a reference to an external texture file: osgviewer http://mew.cx/testing/colorbars_curltest.osg certainly deserves more sophisticated testcases, but this is sufficient for a basic smoketest imho. cheers -- mew On Thu, Apr 24, 2008 at 11:10 AM, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote: > Hi all, > > > > Not being familiar w/ that plugin, what's the basic method of > > operation for testing? I'd like to see it (or at least hear about it) > > actually working. > > I'd also like a test case for the curl plugin. I noticed that CMake > picked up Mike's curllib, and the plugin is being compiled, but how can > I test it? (potentially just a command line I can use to see if it works) > > Thanks, > > J-S > -- > __ > Jean-Sebastien Guay[EMAIL PROTECTED] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
HI Steven, Are you calling _geometry->dirtyBound() anywhere in your update code?? If not then there's your problem. Robert. On Thu, Apr 24, 2008 at 5:28 PM, Steven Powers <[EMAIL PROTECTED]> wrote: > > > Currently I'm entering all points as 0,0,0 and update them with values > within the render loop. > > Except for these: > addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0)); > addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0)); > > Which I wont ever update with new values. I never force an update of the > bounding box. > > The farthest extent of a point that I modify should be +/- 1000. > > Here is my code for creating the pointCloud: > > void PointCloud::factory() > { > _lastEntered = -1; > _geometry = new osg::Geometry(); > > _geometry->setSupportsDisplayList(false); > _geometry->setUseDisplayList(false); > > _cloud3DRep = new osg::Geode(); > _points = new osg::Vec3Array(); > _colors = new osg::Vec4Array(); > > PCPoint p(0,0,0); > PCColor c(0,0,0,0); > > double px, py, pz, cr, cb, cg, ca(1.0); > for (int i = 0; i < _maxSize; i++) > { > _points->push_back(p); > _colors->push_back(c); > } > > _geometry->setVertexArray(_points.get()); > > _geometry->setColorArray(_colors.get()); > > _geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); > _geometry->addPrimitiveSet(new > osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, _maxSize)); > > _cloud3DRep->setCullingActive(false); > _cloud3DRep->addDrawable(_geometry.get()); > addChild(_cloud3DRep.get()); > > osg::StateSet *set = new osg::StateSet(); > > /// Give some size to the points to be able to see the > sprite > osg::Point *point = new osg::Point(); > point->setSize(2.0f); > set->setAttribute(point); > > /// Disable depth test to avoid sort problems and > Lighting > set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); > set->setMode(GL_LIGHTING, osg::StateAttribute::OFF); > > _cloud3DRep->setStateSet(set); > > addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0)); > addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0)); > addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0)); > } > > > And my code for editing each point: > > void PointCloud::addPoint(PCPoint p, PCColor c) > { > //if we hit the end of the array start at the beginning > _lastEntered++; > if (_lastEntered >= _maxSize && _maxSize >= 0) > _lastEntered = 0; > (*_points.get())[_lastEntered] = p; > (*_colors.get())[_lastEntered] = c; > > } > > > -Original Message- > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Gordon > Tomlinson > Sent: Thursday, April 24, 2008 12:15 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Point cloud culling/paging > > > Hi > > Sounds like it could be a bounding sphere/box issue > > How are you loading and creating the point cloud ? > > You might possibly have one or more errant points that are out side the > range/volume of all the other points of a geode > > Depending on how your loading/creating the geodes, you should check the > bounding box/spheres against the expected > Extents of the point cloud for the geode etc... > > > > ___ > 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] Please test SVN of OpenSceneGraph
On Thu, Apr 24, 2008 at 5:12 PM, Andy Skinner <[EMAIL PROTECTED]> wrote: > The latest SVN reports version 2.3.11, and builds on our solaris, mac, > win32, and linux 64 systems. Thanks for the feedback Andy, its good to hear things working. What version of Mac/build system are you using? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hi J-S, On Thu, Apr 24, 2008 at 5:16 PM, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote: > Still would like to see a command line to test the curl support, as it's > pretty much the only new feature I haven't tested yet. I haven't yet uploaded a paged database to openscenegraph.org, but I guess we could just reference the SVN repository directly: osgviewer http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/cow.osg Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
Currently I'm entering all points as 0,0,0 and update them with values within the render loop. Except for these: addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0)); addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0)); addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0)); Which I wont ever update with new values. I never force an update of the bounding box. The farthest extent of a point that I modify should be +/- 1000. Here is my code for creating the pointCloud: void PointCloud::factory() { _lastEntered = -1; _geometry = new osg::Geometry(); _geometry->setSupportsDisplayList(false); _geometry->setUseDisplayList(false); _cloud3DRep = new osg::Geode(); _points = new osg::Vec3Array(); _colors = new osg::Vec4Array(); PCPoint p(0,0,0); PCColor c(0,0,0,0); double px, py, pz, cr, cb, cg, ca(1.0); for (int i = 0; i < _maxSize; i++) { _points->push_back(p); _colors->push_back(c); } _geometry->setVertexArray(_points.get()); _geometry->setColorArray(_colors.get()); _geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); _geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, _maxSize)); _cloud3DRep->setCullingActive(false); _cloud3DRep->addDrawable(_geometry.get()); addChild(_cloud3DRep.get()); osg::StateSet *set = new osg::StateSet(); /// Give some size to the points to be able to see the sprite osg::Point *point = new osg::Point(); point->setSize(2.0f); set->setAttribute(point); /// Disable depth test to avoid sort problems and Lighting set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); set->setMode(GL_LIGHTING, osg::StateAttribute::OFF); _cloud3DRep->setStateSet(set); addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0)); addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, 9, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, -9, 0), PCColor(0,0,0,0)); addPoint(PCPoint(0, 0, 9), PCColor(0,0,0,0)); addPoint(PCPoint(0, 0, -9), PCColor(0,0,0,0)); } And my code for editing each point: void PointCloud::addPoint(PCPoint p, PCColor c) { //if we hit the end of the array start at the beginning _lastEntered++; if (_lastEntered >= _maxSize && _maxSize >= 0) _lastEntered = 0; (*_points.get())[_lastEntered] = p; (*_colors.get())[_lastEntered] = c; } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Thursday, April 24, 2008 12:15 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Point cloud culling/paging Hi Sounds like it could be a bounding sphere/box issue How are you loading and creating the point cloud ? You might possibly have one or more errant points that are out side the range/volume of all the other points of a geode Depending on how your loading/creating the geodes, you should check the bounding box/spheres against the expected Extents of the point cloud for the geode etc... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mouse location (x,y) in pixel units
On Thu, 2008-04-24 at 16:21 +, Andrew Lett wrote: > Hello Donald, > > I actually tried something along the lines of what you wrote: > > int my_x = (int) ( ((ea.getX() + 1.0) / 2.0) * 640.0 ); > int my_y = 480 - (int)(((ea.getY() + 1.0) / 2.0) * 480.0); > > Your lines basically do the same thing (except flip the y axis). However, my > problem is that the mouse tracking in x is still off by a little bit, > especially > near the left and right hand side of the screen. It appears that the values in > OSG aren't exactly normalized as expected (e.g. with getXnormalized() ). I > even > tried the following code, but it didn't solve my problems with the tracking > in x: > > int my_x = (int) ( ((ea.getXnormalized() + 1.0) / 2.0) * 640.0 ); > int my_y = 480 - (int)(((ea.getYnormalized() + 1.0) / 2.0) * 480.0); > > This is why I'm trying to get the raw pixel position. So if there are any > other > suggestions, please pass them along. Again, I never get the normalized values in osgWidget (and haven't since I began writing it). This has to have something to do with the kind of camera the event appears within, as looking through the code I see that the event{X,Y} values are calculated two different ways depending on whether a function getFocusedCamera() returns true or not... How is your scene laid out? I've never used CEGUI with OSG, so I'm not sure how people in the past have done it. > Best regards, > - Andrew > > > ___ > 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] mouse location (x,y) in pixel units
Hello Donald, I actually tried something along the lines of what you wrote: int my_x = (int) ( ((ea.getX() + 1.0) / 2.0) * 640.0 ); int my_y = 480 - (int)(((ea.getY() + 1.0) / 2.0) * 480.0); Your lines basically do the same thing (except flip the y axis). However, my problem is that the mouse tracking in x is still off by a little bit, especially near the left and right hand side of the screen. It appears that the values in OSG aren't exactly normalized as expected (e.g. with getXnormalized() ). I even tried the following code, but it didn't solve my problems with the tracking in x: int my_x = (int) ( ((ea.getXnormalized() + 1.0) / 2.0) * 640.0 ); int my_y = 480 - (int)(((ea.getYnormalized() + 1.0) / 2.0) * 480.0); This is why I'm trying to get the raw pixel position. So if there are any other suggestions, please pass them along. Best regards, - Andrew ___ 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 of OpenSceneGraph
The latest SVN reports version 2.3.11, and builds on our solaris, mac, win32, and linux 64 systems. andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hi Robert, > I have just tagged 2.3.11, the release candidate 3 for OSG-2.4, Built fine here (Vista 32bit, VS2005). All tested examples run fine. Still would like to see a command line to test the curl support, as it's pretty much the only new feature I haven't tested yet. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
Hi Sounds like it could be a bounding sphere/box issue How are you loading and creating the point cloud ? You might possibly have one or more errant points that are out side the range/volume of all the other points of a geode Depending on how your loading/creating the geodes, you should check the bounding box/spheres against the expected Extents of the point cloud for the geode etc... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Thursday, April 24, 2008 12:08 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging I should mention that perfect square sections of the point cloud will be missing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Thursday, April 24, 2008 11:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging Thanks for the reply. I thought the near clippling plane might have been the problem but its not clipping the terrain adjacent to the points. It also makes me wonder why this would only happen if the terrain is visible. I've set my near clipping plane to .1 and the far to 1000. The camera I'm using is the default one created by the viewer. double fovY, aspectRatio, near, far; mcam->getProjectionMatrixAsPerspective(fovY, aspectRatio, near, far); mcam->setProjectionMatrixAsPerspective(fovY, aspectRatio, .1, 1000); mcam ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); mcam ->setCullingMode(osg::CullSettings::NO_CULLING); Even with these settings the problem still occurs. Any other Ideas? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, April 24, 2008 11:25 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: > HI Steve, > > It's much more likely that near plane clipping is at fault than > culling, unless your bounding volume for the point clouds is not > correct. I should clarify, when I said "near plane clipping is at fault" I didn't mean to imply that it might be a bug lurking, but that even normal near plane clipping by can result in parts of the scene looking like they are being culled. The near and far planes are totally under your control so if you want you can set them explictly to what you want. So rather than a bug is just an aspect of OpenGL/OSG rendering that one has to be aware of and mange accoridingly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] using the .curl plugin
Hi all, > Not being familiar w/ that plugin, what's the basic method of > operation for testing? I'd like to see it (or at least hear about it) > actually working. I'd also like a test case for the curl plugin. I noticed that CMake picked up Mike's curllib, and the plugin is being compiled, but how can I test it? (potentially just a command line I can use to see if it works) Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
I should mention that perfect square sections of the point cloud will be missing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Powers Sent: Thursday, April 24, 2008 11:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging Thanks for the reply. I thought the near clippling plane might have been the problem but its not clipping the terrain adjacent to the points. It also makes me wonder why this would only happen if the terrain is visible. I've set my near clipping plane to .1 and the far to 1000. The camera I'm using is the default one created by the viewer. double fovY, aspectRatio, near, far; mcam->getProjectionMatrixAsPerspective(fovY, aspectRatio, near, far); mcam->setProjectionMatrixAsPerspective(fovY, aspectRatio, .1, 1000); mcam ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); mcam ->setCullingMode(osg::CullSettings::NO_CULLING); Even with these settings the problem still occurs. Any other Ideas? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, April 24, 2008 11:25 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: > HI Steve, > > It's much more likely that near plane clipping is at fault than > culling, unless your bounding volume for the point clouds is not > correct. I should clarify, when I said "near plane clipping is at fault" I didn't mean to imply that it might be a bug lurking, but that even normal near plane clipping by can result in parts of the scene looking like they are being culled. The near and far planes are totally under your control so if you want you can set them explictly to what you want. So rather than a bug is just an aspect of OpenGL/OSG rendering that one has to be aware of and mange accoridingly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Race conditionUpdateCallbackvsGLCompileObjectVisitor ?
Hi Robert, Attached is a modified version of prerender.cpp. Waving flag geometry has commented /*setSupportsDisplayLists( false )*/ to actually allow display list compilation on it. Without display list compilation, race condition existed but did not cause obvious visual problems in this example, because drawable was actually applied in draw phase. It was possible to notice it in Debugger, though. I modified update callback to set flag color to red at the beginning, wait one second (to see results and yield control to other threads) and set colour to green just before returning from update callback. In other words if gl compile objects gets called concurently with update it will be possible to see red flag. If everything is fine we should constantly see green flag. (See attached screenhots) My Testing (Windows XP, NVidia 7800, Athlon x2) Red flag is always shown at application startup on first frame then changes to green in subsequent frames. If one is lucky, red can be also noticed when threading mode gets changed with threading handler (does not happen always). I hope this test is reproducible at your site ;-) I am going home now, will be back tomorrow. Cheers, Wojtek Lewandowski Hi Wojtek, On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: I will try to create a simpler example that clearly shows the issue. I hope this issue its not Windows only and you will be able to repeat it. Thanks for pursuing this. I wouldn't have thought this is a windows specific issue, but.. threading bugs are often hard to reproduce and track down, slight timing differences can mean a crash or not, so slight differences in timing across platforms can make it seem like the problem is platform specific when it isn't really. Distilling an example down to what makes it break, and charaterising when and where it happens is what will lead us to properly characterising the problem, the shortly after this it's likely we'll know how to fix it. FYI, on multi-threading rendering to texture effects on my dual head machine I do see occasional flickers that suggest a threading issue, but I don't see a crash, but there is a least a hint that things aren't quite right. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org <><> /* OpenSceneGraph example, osgprerender. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // call back which creates a deformation field to oscillate the model. class MyGeometryCallback : public osg::Drawable::UpdateCallback, public osg::Drawable::AttributeFunctor { public: MyGeometryCallback(const osg::Vec3& o, const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z, double period,double xphase,double amplitude): _firstCall(true), _startTime(0.0), _time(0.0), _period(period), _xphase(xphase), _amplitude(amplitude), _origin(o), _xAxis(x), _yAxis(y), _zAxis(z) {} virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable) { const osg::FrameStamp* fs = nv->getFrameStamp(); double simulationTime = fs->getSimulationTime(); if (_firstCall) { _firstCall = false; _startTime = simulationTime; } _time = simulationTime-_startTime; osg::Geometry* geometry = dynamic_cast(drawable); // Change flag color to red !!! static_cast( geometry->getColorArray() )->at(0) = osg::Vec4( 1, 0, 0, 1 ); drawable->accept(*this)
Re: [osg-users] Newbie question about concave polygons
from a quick look, it appears your geometry is just two adjacent quads (ie 4 triangles), no? No need to invoke a tesselator for a concave polygon. Just use 3 verts for each of the 4 triangles (12 verts total) and draw as GL_TRIANGLES. cheers -- mew On Wed, Apr 23, 2008 at 2:34 PM, R Schwantes <[EMAIL PROTECTED]> wrote: > Hi list, > > I've been a long time lurker. Finally have some free time to get my hands > dirty with OSG. I'm new to computer graphics, and so far its definitely > been an adventure. > > I'm stuck trying to draw a concave polygon, it looks like I need to use > tessellation to break the geometry down into smaller convex parts? I wrote > some code using osgUtil::Tessellator but it doesn't work quite right. If I > set boundryOnly = true, it looks how I would want it. If boundryOnly is set > to false the polygon is not shaped correctly, and in this example is > splintered into two parts. > > I've attached my code, can someone point me in the right direction? > > > Thanks, > Rick > > . > > /* Polygon should look similar to > * > * ___ > * || > * | |_ > * | | > * | | > * | | > * || > */ > osg::Geometry* geom = new osg::Geometry; > > osg::Vec3Array* vertices = new osg::Vec3Array; > vertices->push_back(osg::Vec3(0,68,0)); > vertices->push_back(osg::Vec3(0,57,0)); > vertices->push_back(osg::Vec3(86,57,0)); > vertices->push_back(osg::Vec3(86,0,0)); > vertices->push_back(osg::Vec3(98,0,0)); > vertices->push_back(osg::Vec3(98,57,0)); > vertices->push_back(osg::Vec3(92,57,0)); > vertices->push_back(osg::Vec3(92,68,0)); > geom->setVertexArray(vertices); > > geom->addPrimitiveSet(new > osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements())); > > osgUtil::Tessellator* tessellator = new osgUtil::Tessellator(); > tessellator->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); > tessellator->setBoundaryOnly(True); > tessellator->setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD); > tessellator->retessellatePolygons(*geom); > > buildingGeode->addDrawable(geom); > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-2.3.11 dev release/ 2.4 rc3 released
Hi All long suffering testers! ;-) I have just tagged 2.3.11, the release candidate 3 for OSG-2.4, details can be found at: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases * OpenSceneGraph-2.3.11, released on 24th April 2008. OpenSceneGraph-2.3.11 is the 3rd release candidate for 2.4. Minor changes are to NEWS, ChangeLog?, AUTHORS, and a small tweak of osgDB for Quicktime live plugin support, and Win32 build support of libcurl. source package : OpenSceneGraph-2.3.11.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.11 OpenSceneGraph I'd appreciate any further testing that you can muster, my plan is that this is our last release candidate, and baring major problems will tag OSG-2.4 tomorrow morning. Thanks for you help, Robert. ___ 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 of OpenSceneGraph
Mike Weiblen wrote: > Hi, > > If there are any files or docs I can put in the 3rdParty repo that > would've helped avoid any confusion, pls let me know. I strongly > believe a repo should be self-documenting, and users (rather than > authors) are the best judges of what constitutes sufficient > documentation. > > The 7.1 binaries are frozen, since I dont have access to a 7.1 > devsystem anymore. Besides, one version is more than enough to > maintain, I'm sure you understand ;-) I understand, I understand. Also I have the Visual Studio version frozen (at least till my main user return from Hong Kong). Anyway, many thanks for your work! Ciao! mario > > -- mew > > -- Ing. Mario Valle Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Newbie question about concave polygons
Hi Rick, On Thu, Apr 24, 2008 at 4:31 PM, R Schwantes <[EMAIL PROTECTED]> wrote: > So now I'm left wondering what is wrong with my computer? I deleted > osg and rebuilt ver 2.2.0, updated the driver for my Nvidia GeForce > 8600GTS, still no success. Are their any known issues simialr to > this? The tessellation is done by glu, and is effectively just a software utility library that sits ontop of OpenGL. Have a look it which version of the glu you have on the different machines as it would seem that this is what is buggy in your instance. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
Thanks for the reply. I thought the near clippling plane might have been the problem but its not clipping the terrain adjacent to the points. It also makes me wonder why this would only happen if the terrain is visible. I've set my near clipping plane to .1 and the far to 1000. The camera I'm using is the default one created by the viewer. double fovY, aspectRatio, near, far; mcam->getProjectionMatrixAsPerspective(fovY, aspectRatio, near, far); mcam->setProjectionMatrixAsPerspective(fovY, aspectRatio, .1, 1000); mcam ->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); mcam ->setCullingMode(osg::CullSettings::NO_CULLING); Even with these settings the problem still occurs. Any other Ideas? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, April 24, 2008 11:25 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Point cloud culling/paging On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: > HI Steve, > > It's much more likely that near plane clipping is at fault than > culling, unless your bounding volume for the point clouds is not > correct. I should clarify, when I said "near plane clipping is at fault" I didn't mean to imply that it might be a bug lurking, but that even normal near plane clipping by can result in parts of the scene looking like they are being culled. The near and far planes are totally under your control so if you want you can set them explictly to what you want. So rather than a bug is just an aspect of OpenGL/OSG rendering that one has to be aware of and mange accoridingly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Newbie question about concave polygons
Thanks for the input. I first tried using GL_TRIANGLES, incorrect output was 2 triangles. Then I read Glenn's response and tried my code on a different computer, and it worked fine. So now I'm left wondering what is wrong with my computer? I deleted osg and rebuilt ver 2.2.0, updated the driver for my Nvidia GeForce 8600GTS, still no success. Are their any known issues simialr to this? I've attached screen shots of setBoundaryOnly=false, and using GL_Triangles with no tessellation . Other specs on my computer: Intel core 2 quad, 4gb ram, Windows XP 32bit, 2x19" NEC LCDs Thanks, Rick <><>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: > HI Steve, > > It's much more likely that near plane clipping is at fault than > culling, unless your bounding volume for the point clouds is not > correct. I should clarify, when I said "near plane clipping is at fault" I didn't mean to imply that it might be a bug lurking, but that even normal near plane clipping by can result in parts of the scene looking like they are being culled. The near and far planes are totally under your control so if you want you can set them explictly to what you want. So rather than a bug is just an aspect of OpenGL/OSG rendering that one has to be aware of and mange accoridingly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point cloud culling/paging
HI Steve, It's much more likely that near plane clipping is at fault than culling, unless your bounding volume for the point clouds is not correct. Robert. On Thu, Apr 24, 2008 at 4:11 PM, Steven Powers <[EMAIL PROTECTED]> wrote: > > > > > I'm experiencing some weird problems with my point cloud. > > > > I have a fairly large terrain and a point cloud that expands the whole > terrain. When I build the point cloud and look around the environment whole > sections of the point cloud disappear when they aren't centered within the > camera's view. They will then reappear when the center of the missing > section is within view. > > > > The point cloud is a POINTS primitive set and I have turned culling off > (setCullingActive(false)) as well as display lists. > > > > I've noticed that if I do not add the terrain model to the scene it works > ok. > > > > What culling/paging option do I need to set to make sure this doesn't > happen? > > > > -Steve > > > > > > > ___ > 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] Point cloud culling/paging
Hello it is just an idea, but maybe your camera's frustrum is not good... Regard, Vincent. 2008/4/24 Steven Powers <[EMAIL PROTECTED]>: > I'm experiencing some weird problems with my point cloud. > > > > I have a fairly large terrain and a point cloud that expands the whole > terrain. When I build the point cloud and look around the environment whole > sections of the point cloud disappear when they aren't centered within the > camera's view. They will then reappear when the center of the missing > section is within view. > > > > The point cloud is a POINTS primitive set and I have turned culling off ( > setCullingActive(false)) as well as display lists. > > > > I've noticed that if I do not add the terrain model to the scene it works > ok. > > > > What culling/paging option do I need to set to make sure this doesn't > happen? > > > > -Steve > > > > > > > > ___ > 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] Please test SVN of OpenSceneGraph
I recently tested 2.3.9 in our software, and although I haven't been able to give it a thorough testing, it does work. I'm currently building SVN (downloaded this morning after your request) on windows, 64 bit linux, solaris, and mac. (We use cmake on everything.) I'll let you know when it is done building, but I won't be able to hook it up to our software at this time. Since I did that very recently, I think it'll be OK. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, April 24, 2008 6:51 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Please test SVN of OpenSceneGraph Hi All, I have just reverted yesterdays changes that I made to the various CMakeLists.txt files, and also merged a fix the Windows 3rd party checking sent in my Mattias, these changes are all now in SVN. So... Could you please do another svn update and build to make sure that things are still working fine. Under OSX there may be problems left unresolved with the CMake build but these I'm afraid we'll need to live with for 2.4, so the hand maintained XCode projects will remain the official build route for OSX. Under Windows Visual Studio build could you please check to see if header files are now coming in correctly. Once I have positive reports of builds under Windows, OSX and the unices I'll tag 2.3.11, then tag 2.4 tomorrow morning. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Point cloud culling/paging
I'm experiencing some weird problems with my point cloud. I have a fairly large terrain and a point cloud that expands the whole terrain. When I build the point cloud and look around the environment whole sections of the point cloud disappear when they aren't centered within the camera's view. They will then reappear when the center of the missing section is within view. The point cloud is a POINTS primitive set and I have turned culling off (setCullingActive(false)) as well as display lists. I've noticed that if I do not add the terrain model to the scene it works ok. What culling/paging option do I need to set to make sure this doesn't happen? -Steve ___ 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 of OpenSceneGraph
Hi, If there are any files or docs I can put in the 3rdParty repo that would've helped avoid any confusion, pls let me know. I strongly believe a repo should be self-documenting, and users (rather than authors) are the best judges of what constitutes sufficient documentation. The 7.1 binaries are frozen, since I dont have access to a 7.1 devsystem anymore. Besides, one version is more than enough to maintain, I'm sure you understand ;-) -- mew On Thu, Apr 24, 2008 at 9:47 AM, Mario Valle <[EMAIL PROTECTED]> wrote: > > > Jean-Sébastien Guay wrote: > > Hello Mario, > > > >> Downloaded and installed FreeType 2.3.5 from > >> http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php > >> Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault: > >> I was pointing to the wrong library) > >> So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to > >> contain Freetype 2.3.5 and no more 2.1.9 > > > > See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies > > > > It is clearly stated that for OSG 2.3.x +, you should get your 3rd party > > dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That > > Done exactly this... > > > > file is only there for versions of OSG prior to 2.3.x . The SVN repo > > contains, among other things, pre-compiled freetype 2.3.5 binaries. > > > But not the 7.1 one (the critical missing piece of info, shame on me...) > > > > So, it was not necessary to download freetype from gnuwin32, only to get > > the 3rdParty dependencies from the right place. The zip file will not be > > updated (perhaps Mike can make a new zip file for people who don't have > > SVN, but that's another matter). > > Anyway, now everything is back to normality. > Ciao! > mario > > > > > > Hope this helps, > > > > J-S > > -- > > Ing. Mario Valle > Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle > Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 > v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 > ___ > > > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Race condition UpdateCallback vsGLCompileObjectVisitor ?
Hi Wojtek, Thanks for the explanation. I don't see any crashes here unfortunately, it's typically a relief when I can as it gives a chance of debugging first hand. I've done of a review of the ViewerBase.cpp and Renderer.cpp codes that are responsible for set up the threading and running the draw traversals and it looks to me like the DataVariance changed should prevent the next frame from advancing before the GLObjectVisitor has completed. I would have liked to get this bug fully characterised and fixed before 2.4, but given how close we are to the release, and how open ended this quest might be, I feel that we should push ahead on 2.4, and in the 2.5.x dev series fully shake down the multi-threaded RTT beast. Robert. On Thu, Apr 24, 2008 at 2:42 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > Hi Robert, > > > > What issues were you seeing at your end? Also how did you monitor the > > race condition? > > Did problems still occur after you added the DataVariance setting? > > I have some time now, and I decided to investigate what is the context of > these Windows/multimonitor/multithread/FBO crashes. I don't have any hard > evidence but usually when such crashes occured I had some GLObjectsVisitor > traversals on the call stack. > > So I started to debug with VS 2008 and after some breakpoint stop I noticed > such case on Threads/Cull Stack. I was surpirsed to see that one thread was > inside drawable->apply( state ) method and main thread was in Update > Callback. > > I noticed that drawable did not have DYNAMIC variance set so I added it but > issue did not disappear. > > I believe that when threading is stopped and restarted GLObjectsVisitors are > invoked. So I started to suspect that this race condition might be involved > in crashses when changing threading modes with Threading Handler. I suppose > multimonitor use might be also affect it somehow (at least initialization of > synchronization barriers and blocks is). > > Currently I am further investigating it by freezing and activating some > threads and stepping through selected threads but I am freely able to repeat > this scenarios without deadlocks(caused by my debug thread suspends). So it > looks like synchronization blocks and barriers do allow for such case. Of > course without my manual interventions it does not happen so often but it > still occurs every few runs. > > Thanks, > Wojtek > > > > > > > > > > ___ > 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] Please test SVN of OpenSceneGraph
Jean-Sébastien Guay wrote: > Hello Mario, > >> Downloaded and installed FreeType 2.3.5 from >> http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php >> Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault: >> I was pointing to the wrong library) >> So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to >> contain Freetype 2.3.5 and no more 2.1.9 > > See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies > > It is clearly stated that for OSG 2.3.x +, you should get your 3rd party > dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That Done exactly this... > file is only there for versions of OSG prior to 2.3.x . The SVN repo > contains, among other things, pre-compiled freetype 2.3.5 binaries. > But not the 7.1 one (the critical missing piece of info, shame on me...) > So, it was not necessary to download freetype from gnuwin32, only to get > the 3rdParty dependencies from the right place. The zip file will not be > updated (perhaps Mike can make a new zip file for people who don't have > SVN, but that's another matter). Anyway, now everything is back to normality. Ciao! mario > > Hope this helps, > > J-S -- Ing. Mario Valle Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 ___ 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 of OpenSceneGraph
Robert Osfield wrote: >Hi All, > >Hiccups under OSX/Cmake and Windows/FreeType builds have held back >making 2.4 today, I haven't yet received any update on the >Windows/FreeType but on the OSX/Cmake side we "may" have a bit of >progress. However, this progress was made via tweaks to the core osg >libs' CMakeLists.txt, while in theory nothing should change on other >platforms, we cannot assume this. So far my linux build looks OK, and >Stephan suggests that the changes should work under OSX, but under >other platforms we need feedback, in particular Windows as this is >very different in needs to unices. > >So... once again I have a ask, with a pretty please, for more testing, >this time of the SVN version of the OSG. I things look OK with this >tomorrow morning I'll tag the next dev release (2.3.11). Ideally >overnight we'll magically see resolution of the remaining problems >under OSX and Windows, alas the "magic" will only come about via hard >labour for engineers under Windows and OSX, so good luck on this >front. > > Compiling went fine on linux. Just noticed that the in osgtext3D example one of the text objects gets clipped (the "CharacterSizeMode ..." one), while I don't see anything in the code to suggest that automatic clipping plane placement is disabled. Perhaps the clipping is the result of a faulty bounding box? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader Program on Slave Computer
Thanks for the input. I realized this before and made the correction but it still seems to ignore the shader when it is applied to a slave camera's state set. Do slave cameras ignore their state sets? I'm running OSG 2.2 -Steve Hi Steven, You're using the logical or operator "||" rather than bitwise or "|". If any parents of the camera are using the OVERRIDE flag on a shader, this can cause the problem you describe. Mark Steven Powers wrote: > Let me know if you need more code than this. I can throw together a full > executable if it is needed. > > So far I've added a camera as a slave camera to the viewer. I have no > problems doing that. > > viewer->addSlave(_camera); > > Then when I add a shader to the slave camera: > >osg::ref_ptr ss = _camera->getOrCreateStateSet(); > //shaders > osg::ref_ptr mode = new osg::PolygonMode; > mode->setMode(osg::PolygonMode::FRONT_AND_BACK, > osg::PolygonMode::FILL); > osg::ref_ptr program = new osg::Program; > program->setName( "SimpleShader"); > program->addShader( new osg::Shader( osg::Shader::VERTEX, > simpleVertexShaderSrc ) ); > program->addShader( new osg::Shader( osg::Shader::FRAGMENT, > simpleFragShaderSrc ) ); > > ss->addUniform(0); > ss->setAttributeAndModes( program.get(), osg::StateAttribute::ON || > osg::StateAttribute::OVERRIDE || osg::StateAttribute::PROTECTED); > ss->setAttributeAndModes( mode.get(), osg::StateAttribute::ON || > osg::StateAttribute::OVERRIDE || osg::StateAttribute::PROTECTED); > > > The shader does not seem to be invoked. If I use this same code and but add > the shader to the root node: > > //osg::ref_ptr ss = _camera->getOrCreateStateSet(); > osg::ref_ptr ss = _renderRoot->getOrCreateStateSet(); > > the shader works appropriately but is used on all cameras. I can throw > together a quick example program that will illustrate the problem if you need > more code than this. > > I have also tried removing the slave camera then re-adding it after I attach > the shader to it. > This same code works if I add the camera to the scene rather than adding it > as a slave camera. > > > > Thanks, > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::SceneView thread model
Hi Erland, osg::Camera has threading support, but this is in support of osgViewer, and isn't used at all by SceneView. SceneView simple knows nothing about threading, it really just existing for backwards compatibility for old apps, and temporarily within osgViewer as an implementation detail, its something that will be replaced though. As for integrating osgViewer with existing renderers/apps, this is what osgViewer::GraphicsWindowEmbedded can help out with. See osgviewerGLUT and osgviewerSDL for examples of it in action. This makes it easy to embed a viewer into an existing window without any need for complex wiring up of windows. Robert. On Thu, Apr 24, 2008 at 3:14 PM, <[EMAIL PROTECTED]> wrote: > Hi Robert, > > I mean the osgUtil::SceneView, which has a osg::Camera, which has a method > setCameraThread(OperationsThread *gt). Whats the point of OperationsThread in > camera then? Im using osg as a scenegraph now with a other renderer which > calls cull/draw in it's own thread So I was concerned there could be some > threading issue using osgUtil::SceneView. I would like to use Viewer but at > the time im afraid chaning the rendering/window/event system would involve > too much time/risk. > > Erlend > > > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield > Sent: 24. april 2008 16:00 > To: OpenSceneGraph Users > Subject: Re: [osg-users] osg::SceneView thread model > > Hi Erland, > > I don't know what part of the OSG you are refering to when you say > SceneView-Camera. > > SceneView doesn't do any threading whatsoever. > > Its only osgViewer that added threading, and here SceneView is just an > implementation details, its not something > you'll typically interact with. > > I don't personally recommend using SceneView directly anymore as > osgViewer classes are far more functional. > > > Robert. > > On Thu, Apr 24, 2008 at 2:48 PM, <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Do SceneView->Camera create a own thread / using multiple threads when > > drawing and culling? If so is it possible to use a single threaded model? > > > > > > > > Erlend > > ___ > > 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 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] Race condition UpdateCallbackvsGLCompileObjectVisitor ?
Hi Wojtek, On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > I will try to create a simpler example that clearly shows the issue. I hope > this issue its not Windows only and you will be able to repeat it. Thanks for pursuing this. I wouldn't have thought this is a windows specific issue, but.. threading bugs are often hard to reproduce and track down, slight timing differences can mean a crash or not, so slight differences in timing across platforms can make it seem like the problem is platform specific when it isn't really. Distilling an example down to what makes it break, and charaterising when and where it happens is what will lead us to properly characterising the problem, the shortly after this it's likely we'll know how to fix it. FYI, on multi-threading rendering to texture effects on my dual head machine I do see occasional flickers that suggest a threading issue, but I don't see a crash, but there is a least a hint that things aren't quite right. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::SceneView thread model
Hi Robert, I mean the osgUtil::SceneView, which has a osg::Camera, which has a method setCameraThread(OperationsThread *gt). Whats the point of OperationsThread in camera then? Im using osg as a scenegraph now with a other renderer which calls cull/draw in it's own thread So I was concerned there could be some threading issue using osgUtil::SceneView. I would like to use Viewer but at the time im afraid chaning the rendering/window/event system would involve too much time/risk. Erlend -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 24. april 2008 16:00 To: OpenSceneGraph Users Subject: Re: [osg-users] osg::SceneView thread model Hi Erland, I don't know what part of the OSG you are refering to when you say SceneView-Camera. SceneView doesn't do any threading whatsoever. Its only osgViewer that added threading, and here SceneView is just an implementation details, its not something you'll typically interact with. I don't personally recommend using SceneView directly anymore as osgViewer classes are far more functional. Robert. On Thu, Apr 24, 2008 at 2:48 PM, <[EMAIL PROTECTED]> wrote: > > > > > Do SceneView->Camera create a own thread / using multiple threads when > drawing and culling? If so is it possible to use a single threaded model? > > > > Erlend > ___ > 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Race condition UpdateCallbackvsGLCompileObjectVisitor ?
Robert, I will try to create a simpler example that clearly shows the issue. I hope this issue its not Windows only and you will be able to repeat it. Cheers, Wojtek > Hi Wojtek, > > Thanks for the explanation. I don't see any crashes here > unfortunately, it's typically a relief when I can as it gives a chance > of debugging first hand. I've done of a review of the ViewerBase.cpp > and Renderer.cpp codes that are responsible for set up the threading > and running the draw traversals and it looks to me like the > DataVariance changed should prevent the next frame from advancing > before the GLObjectVisitor has completed. > > I would have liked to get this bug fully characterised and fixed > before 2.4, but given how close we are to the release, and how open > ended this quest might be, I feel that we should push ahead on 2.4, > and in the 2.5.x dev series fully shake down the multi-threaded RTT > beast. > > Robert. > > On Thu, Apr 24, 2008 at 2:42 PM, Wojciech Lewandowski > <[EMAIL PROTECTED]> wrote: >> Hi Robert, >> >> >> > What issues were you seeing at your end? Also how did you monitor the >> > race condition? >> > Did problems still occur after you added the DataVariance setting? >> >> I have some time now, and I decided to investigate what is the context >> of >> these Windows/multimonitor/multithread/FBO crashes. I don't have any >> hard >> evidence but usually when such crashes occured I had some >> GLObjectsVisitor >> traversals on the call stack. >> >> So I started to debug with VS 2008 and after some breakpoint stop I >> noticed >> such case on Threads/Cull Stack. I was surpirsed to see that one thread >> was >> inside drawable->apply( state ) method and main thread was in Update >> Callback. >> >> I noticed that drawable did not have DYNAMIC variance set so I added it >> but >> issue did not disappear. >> >> I believe that when threading is stopped and restarted GLObjectsVisitors >> are >> invoked. So I started to suspect that this race condition might be >> involved >> in crashses when changing threading modes with Threading Handler. I >> suppose >> multimonitor use might be also affect it somehow (at least >> initialization of >> synchronization barriers and blocks is). >> >> Currently I am further investigating it by freezing and activating some >> threads and stepping through selected threads but I am freely able to >> repeat >> this scenarios without deadlocks(caused by my debug thread suspends). So >> it >> looks like synchronization blocks and barriers do allow for such case. >> Of >> course without my manual interventions it does not happen so often but >> it >> still occurs every few runs. >> >> Thanks, >> Wojtek >> >> >> >> >> >> >> >> >> >> ___ >> 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mouse location (x,y) in pixel units
How about: float fMouseX = ((ea.getX() + 1.0)*0.5) * (float)ea.getWindowWidth(); float fMouseY = ((ea.getY() + 1.0)*0.5) * (float)ea.getWindowHeight(); - Donny On Thu, Apr 24, 2008 at 8:56 AM, Andrew Lett <[EMAIL PROTECTED]> wrote: > In OSG2.2 I'd like to find the 'real' x,y location of the mouse cursor. If > my > window is 640x480, then the value for x should be between 0 and 639, while > y > should be from 0 to 479. I need the x,y values in this form so that it can > be > injected into CEGUI correctly. > > The GUIEventAdapter has protected members _mx and _my, along with the > access > methods getX() and getY(). However, these methods both yield values between > -1 > and 1. While stepping through the code, the _mx and _my actually correctly > hold > the pixel based values I need until encountering the following section in > Viewer.cpp: > > osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix; > x = new_coord.x(); > y = new_coord.y(); > ... > event->setX(x); > event->setY(y); > > Aside from making private changes on GUIEventAdapter, is there any other > way to > read the mouse x,y location in the format I need? > > All suggestions are very much appreciated. > > Sincerely, > - Andrew > > > ___ > 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] mouse location (x,y) in pixel units
osgWidget does this, and converts the origin to the upper-left instead of lower-left in the WindowManager object just using getX/getY. They have never returned "normalized" coordinates in my usage... but perhaps I've been benefiting from a bug all along...? On Thu, 2008-04-24 at 13:56 +, Andrew Lett wrote: > In OSG2.2 I'd like to find the 'real' x,y location of the mouse cursor. If my > window is 640x480, then the value for x should be between 0 and 639, while y > should be from 0 to 479. I need the x,y values in this form so that it can be > injected into CEGUI correctly. > > The GUIEventAdapter has protected members _mx and _my, along with the access > methods getX() and getY(). However, these methods both yield values between -1 > and 1. While stepping through the code, the _mx and _my actually correctly > hold > the pixel based values I need until encountering the following section in > Viewer.cpp: > >osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix; >x = new_coord.x(); >y = new_coord.y(); >... >event->setX(x); >event->setY(y); > > Aside from making private changes on GUIEventAdapter, is there any other way > to > read the mouse x,y location in the format I need? > > All suggestions are very much appreciated. > > Sincerely, > - Andrew > > > ___ > 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] osg::SceneView thread model
Hi Erland, I don't know what part of the OSG you are refering to when you say SceneView-Camera. SceneView doesn't do any threading whatsoever. Its only osgViewer that added threading, and here SceneView is just an implementation details, its not something you'll typically interact with. I don't personally recommend using SceneView directly anymore as osgViewer classes are far more functional. Robert. On Thu, Apr 24, 2008 at 2:48 PM, <[EMAIL PROTECTED]> wrote: > > > > > Do SceneView->Camera create a own thread / using multiple threads when > drawing and culling? If so is it possible to use a single threaded model? > > > > Erlend > ___ > 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] Newbie question, when to use osg::Object datavariance on update
Hi Erland, For StateSet and Drawable that are dynamically updated (or their contents are dynamically updated) you'd should set the DataVariance to DYNAMIC on them to ensure that when using a multi-threaded viewer you don't have updates and rendering happening at the same time. Robert. On Thu, Apr 24, 2008 at 2:45 PM, <[EMAIL PROTECTED]> wrote: > > > > > I have a osg objects (Drawables, StateAttributes ( Texture2D) Image, Arrays) > that need frequent update's, do I have to set datavariance DYNAMIC on all of > those objects? > > > > For example a Geode has Geometry of type DrawArrays and Vec3Array, do i set > DYNAMIC on all four objects in addition to set dirty() dirtyBound() and > dirtyDisplayList() or else the update will not be noticed by the scenegraph, > etc bounding box will not be recalculated, displaylists not recreated..? Is > it not easier if osg implmented so that a dirty flag is set each time an > object's value set? > > > > Erlend > > > > > ___ > 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] mouse location (x,y) in pixel units
In OSG2.2 I'd like to find the 'real' x,y location of the mouse cursor. If my window is 640x480, then the value for x should be between 0 and 639, while y should be from 0 to 479. I need the x,y values in this form so that it can be injected into CEGUI correctly. The GUIEventAdapter has protected members _mx and _my, along with the access methods getX() and getY(). However, these methods both yield values between -1 and 1. While stepping through the code, the _mx and _my actually correctly hold the pixel based values I need until encountering the following section in Viewer.cpp: osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix; x = new_coord.x(); y = new_coord.y(); ... event->setX(x); event->setY(y); Aside from making private changes on GUIEventAdapter, is there any other way to read the mouse x,y location in the format I need? All suggestions are very much appreciated. Sincerely, - Andrew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin gif
yes, since the patent expired, the project expanded to cover both gif creation & extraction,rather than just extraction. If you are targeting win32, have a look at the 3rdParty binary repo. -- mew On Thu, Apr 24, 2008 at 8:25 AM, LeRetha Childress <[EMAIL PROTECTED]> wrote: > Hello > > I just read that libungif is no longer supported and that giflib is taking > its place. > Will giflib work in place of libungif with the osg plugin gif? > > Thanks > LeRetha > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::SceneView thread model
Do SceneView->Camera create a own thread / using multiple threads when drawing and culling? If so is it possible to use a single threaded model? Erlend ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Newbie question, when to use osg::Object datavariance on update
I have a osg objects (Drawables, StateAttributes ( Texture2D) Image, Arrays) that need frequent update's, do I have to set datavariance DYNAMIC on all of those objects? For example a Geode has Geometry of type DrawArrays and Vec3Array, do i set DYNAMIC on all four objects in addition to set dirty() dirtyBound() and dirtyDisplayList() or else the update will not be noticed by the scenegraph, etc bounding box will not be recalculated, displaylists not recreated..? Is it not easier if osg implmented so that a dirty flag is set each time an object's value set? Erlend ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Race condition UpdateCallback vsGLCompileObjectVisitor ?
Hi Robert, > What issues were you seeing at your end? Also how did you monitor the > race condition? > Did problems still occur after you added the DataVariance setting? I have some time now, and I decided to investigate what is the context of these Windows/multimonitor/multithread/FBO crashes. I don't have any hard evidence but usually when such crashes occured I had some GLObjectsVisitor traversals on the call stack. So I started to debug with VS 2008 and after some breakpoint stop I noticed such case on Threads/Cull Stack. I was surpirsed to see that one thread was inside drawable->apply( state ) method and main thread was in Update Callback. I noticed that drawable did not have DYNAMIC variance set so I added it but issue did not disappear. I believe that when threading is stopped and restarted GLObjectsVisitors are invoked. So I started to suspect that this race condition might be involved in crashses when changing threading modes with Threading Handler. I suppose multimonitor use might be also affect it somehow (at least initialization of synchronization barriers and blocks is). Currently I am further investigating it by freezing and activating some threads and stepping through selected threads but I am freely able to repeat this scenarios without deadlocks(caused by my debug thread suspends). So it looks like synchronization blocks and barriers do allow for such case. Of course without my manual interventions it does not happen so often but it still occurs every few runs. Thanks, Wojtek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin gif
Hi LeRetha, On Thu, Apr 24, 2008 at 2:25 PM, LeRetha Childress <[EMAIL PROTECTED]> wrote: > I just read that libungif is no longer supported and that giflib is taking > its place. What is your source for this information? I'd like to found out the situation. > Will giflib work in place of libungif with the osg plugin gif? It is likely to work OK, it's a quite a few years since I last looked at giflib. There recall there was originally IP issues with giflib which is why libungif exists, it it that the patents have expired and giflib is free of legal doubt now? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] plugin gif
Hello I just read that libungif is no longer supported and that giflib is taking its place. Will giflib work in place of libungif with the osg plugin gif? Thanks LeRetha ___ 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 of OpenSceneGraph
Hello Mario, > Downloaded and installed FreeType 2.3.5 from > http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php > Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault: > I was pointing to the wrong library) > So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to > contain Freetype 2.3.5 and no more 2.1.9 See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies It is clearly stated that for OSG 2.3.x +, you should get your 3rd party dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That file is only there for versions of OSG prior to 2.3.x . The SVN repo contains, among other things, pre-compiled freetype 2.3.5 binaries. So, it was not necessary to download freetype from gnuwin32, only to get the 3rdParty dependencies from the right place. The zip file will not be updated (perhaps Mike can make a new zip file for people who don't have SVN, but that's another matter). Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ 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 of OpenSceneGraph
Hi Robert, > Small suggestion: is it possible to remove references to freetype219 > from FindFreeType.cmake? > This version does not works with 2.3.10 anyway (and helps generate my > error...) That's a good idea, would help remove these errors. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] antialiased lines
On Thu, Apr 24, 2008 at 1:26 PM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Thank you. > So, the filter specified via osg::Hint > can be set only from OSG ver. 2.0, isn't it? osg::Hint only exists in 2.x. You should be able to add the osg::Hint StateAttribute into a OSG-1.2 build if you so wished, its just a standard StateAttribute. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] antialiased lines
AFAIK osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST) worked well for me under 2.0, 2.2, 2.4, no idea bout pre 2.0 though. Note that smoothing works also without setting such flag, that's simply an hint sent to the driver which is free to ignore it or interpret it in which ever way. Michele On Thu, Apr 24, 2008 at 2:26 PM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Thank you. > So, the filter specified via osg::Hint > can be set only from OSG ver. 2.0, isn't it? > > Gianluca > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robert > Osfield > Sent: Thursday, April 24, 2008 12:35 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] antialiased lines > > Hi Gianluca, > > The OSG just passes state along to the OpenGL, the glHint support is > just another means to setting OpenGL state. How the OpenGL driver > responds to the that State is down to the driver/hardware. In the > case of line smoothing I believe that you still need to enable > GL_LINE_SMOOTH even when using the hints, the mode simply enables the > use of filtering that the hints specify. > > Robert. > > On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale > <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Hi OSG developers! > > > > > > > > I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having > > problems. > > > > > > > > This is my code: > > > > > > > >osg::ref_ptr antialiasHint = new > > osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST); > > > >StateSet->setAttributeAndModes(antialiasHint.get(), > > osg::StateAttribute::ON); > > > > > > > > Obviously I've also set a blending function. > > > > Is there something wrong in my code, or a well-known bug in OSG 2.2? > > > > > > > > Note that in OSG ver. 1.2 I obtained the same effect just by calling: > > > > > > > >StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON); > > > > > > > > This still does work in OSG ver 2.2, but I wanted to update my code to the > > correct use of glHint > > > > under OSG. > > > > > > > > Thank you in advance. > > > > Gianluca Natale > > > > > > ___ > > 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 > > > -- > No virus found in this incoming message. > Checked by AVG. > Version: 7.5.524 / Virus Database: 269.23.4/1394 - Release Date: 23/04/2008 > 19.16 > > > > > ___ > 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] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged
Hi Luigi, Thanks for the note, its nice to know why what I did din't work. I've gone ahead a reverted the change as it looks like the build problem under OSX due to the headers is most likely a CMake bug, and for frameworks these headers will actually be needed, so once the CMake side is fixed this problem should go away, if we remove the headers then we'll preclude the frameworks side from working. Robert. On Thu, Apr 24, 2008 at 1:01 PM, Luigi Calori <[EMAIL PROTECTED]> wrote: > I think the problem with recent changes not showing headers in > VisualStudio, is related to a typo: > the ELSEIF in this context is bad: > > so, instead of reverting patches, at least under visualstudio, one can > substitute > ELSEIF(APPLE) with ELSE(APPLE) > > so > > > > IF(APPLE) > SET(ADD_LIBRARY_HEADERS "") > ELSE(APPLE) > > SET(ADD_LIBRARY_HEADERS ${LIB_PUBLIC_HEADERS} ) > ENDIF(APPLE) > > then the headers appers again > > Hope it helps > > > > > Robert Osfield wrote: > > >Hi Eric, > > > >Thanks for chiming in. > > > >Looks like I'll have to revert the header change then... and leave > >resolution of the problems that Stephan has seen to a later CMake & > >OSG revision. > > > >Robert. > > > > > >On Wed, Apr 23, 2008 at 11:06 PM, E. Wing <[EMAIL PROTECTED]> wrote: > > > > > >>Hi, sorry, I've been really busy with other work (day job) which happens > to have no OSG or CMake at the moment so it has been hard for me to finish > fixing everything up. I have some stuff written, but it is incomplete and am > still trying to get over various CMake bugs which requires me to write > additional unit tests for CMake to help the authors isolate things. > >> > >> I'm thinking I could use some help, particularly in the area of testing. > So if there are any volunteers, please let me know. I've put up a quick/dirty > snapshot things on a Mercurial repo. I probably should have spent more time > making a proper bridge to Subversion so I can also refresh against the OSG > SVN head (so help is welcome there too). > >> > >> > >> > >> > >> > I can "fix" these warnings when I comment out the line > >> > "${LIB_PUBLIC_HEADERS}" from the CMakeLists.txt-files (here for osg): > >> > > >> > ADD_LIBRARY(${LIB_NAME} > >> > ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC} > >> > # ${LIB_PUBLIC_HEADERS} > >> > AlphaFunc.cpp > >> > . > >> > . > >> > . > >> > > >> > I don't know if this change can break other platforms. > >> > >> Ironically, this will break the the Mac framework support. The CMake > proper thing to do is include the headers as is. I'm not sure why you're > seeing those warnings. We might need to file a CMake bug. It could be the > extensionless headers are confusing things, but I haven't noticed the error > myself. > >> > >> Anyway let me know if you can help out. > >> > >> Thanks, > >> Eric > >> > >> > >> > >> ___ > >> 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 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] antialiased lines
Thank you. So, the filter specified via osg::Hint can be set only from OSG ver. 2.0, isn't it? Gianluca -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, April 24, 2008 12:35 PM To: OpenSceneGraph Users Subject: Re: [osg-users] antialiased lines Hi Gianluca, The OSG just passes state along to the OpenGL, the glHint support is just another means to setting OpenGL state. How the OpenGL driver responds to the that State is down to the driver/hardware. In the case of line smoothing I believe that you still need to enable GL_LINE_SMOOTH even when using the hints, the mode simply enables the use of filtering that the hints specify. Robert. On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > > > > > Hi OSG developers! > > > > I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having > problems. > > > > This is my code: > > > >osg::ref_ptr antialiasHint = new > osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST); > >StateSet->setAttributeAndModes(antialiasHint.get(), > osg::StateAttribute::ON); > > > > Obviously I've also set a blending function. > > Is there something wrong in my code, or a well-known bug in OSG 2.2? > > > > Note that in OSG ver. 1.2 I obtained the same effect just by calling: > > > >StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON); > > > > This still does work in OSG ver 2.2, but I wanted to update my code to the > correct use of glHint > > under OSG. > > > > Thank you in advance. > > Gianluca Natale > > > ___ > 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 -- No virus found in this incoming message. Checked by AVG. Version: 7.5.524 / Virus Database: 269.23.4/1394 - Release Date: 23/04/2008 19.16 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Newbie question about concave polygons
Rick, Can you post an image of what you are seeing? I ran your code (without the setBoundaryOnly line) and it seems to render correctly. Screenshot is attached. Glenn On Wed, Apr 23, 2008 at 3:34 PM, R Schwantes <[EMAIL PROTECTED]> wrote: > Hi list, > > I've been a long time lurker. Finally have some free time to get my hands > dirty with OSG. I'm new to computer graphics, and so far its definitely > been an adventure. > > I'm stuck trying to draw a concave polygon, it looks like I need to use > tessellation to break the geometry down into smaller convex parts? I wrote > some code using osgUtil::Tessellator but it doesn't work quite right. If I > set boundryOnly = true, it looks how I would want it. If boundryOnly is set > to false the polygon is not shaped correctly, and in this example is > splintered into two parts. > > I've attached my code, can someone point me in the right direction? > > > Thanks, > Rick > > . > > /* Polygon should look similar to > * > * ___ > * || > * | |_ > * | | > * | | > * | | > * || > */ > osg::Geometry* geom = new osg::Geometry; > > osg::Vec3Array* vertices = new osg::Vec3Array; > vertices->push_back(osg::Vec3(0,68,0)); > vertices->push_back(osg::Vec3(0,57,0)); > vertices->push_back(osg::Vec3(86,57,0)); > vertices->push_back(osg::Vec3(86,0,0)); > vertices->push_back(osg::Vec3(98,0,0)); > vertices->push_back(osg::Vec3(98,57,0)); > vertices->push_back(osg::Vec3(92,57,0)); > vertices->push_back(osg::Vec3(92,68,0)); > geom->setVertexArray(vertices); > geom->addPrimitiveSet(new > osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements())); > osgUtil::Tessellator* tessellator = new osgUtil::Tessellator(); > tessellator->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); > tessellator->setBoundaryOnly(True); > tessellator->setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD); > tessellator->retessellatePolygons(*geom); > buildingGeode->addDrawable(geom); > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 <>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Job Opportunity
The Bio-imaging and Vision group at the Electronics, Computer Sciences and Systems department , University of Bologna invites application for a job/position. The successful candidate will work on an international and multidisciplinary project funded under the FP6 programme. Minimum requirements: -Experience using Object Oriented paradigms (C++). -Working knowledge of real-time 3D visualization systems (OSG). -Solid communication skills and abilities to work with an heterogeneous and international research group. Desired: -Knowledge of 3D immersive/stereo visualization systems. -Knowledge of 3D image processing an scientific visualization techniques. -Experience using ITK, VTK libraries. -Experience with multiple 3D data formats for importing and conversion. -Parallel/Distributed/threaded processing. -Knowledge of 3D modeling and rendering. -Knowledge of relational database. -A good first degree in an appropriate subject, and/or a PhD in a related discipline (or be close to completion) For further informations about the position please contact us at [EMAIL PROTECTED] The Bio-Imaging and Vision group Electronics, Computer Sciences and Systems department. University of Bologna Italy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged
I think the problem with recent changes not showing headers in VisualStudio, is related to a typo: the ELSEIF in this context is bad: so, instead of reverting patches, at least under visualstudio, one can substitute ELSEIF(APPLE) with ELSE(APPLE) so IF(APPLE) SET(ADD_LIBRARY_HEADERS "") ELSE(APPLE) SET(ADD_LIBRARY_HEADERS ${LIB_PUBLIC_HEADERS} ) ENDIF(APPLE) then the headers appers again Hope it helps Robert Osfield wrote: >Hi Eric, > >Thanks for chiming in. > >Looks like I'll have to revert the header change then... and leave >resolution of the problems that Stephan has seen to a later CMake & >OSG revision. > >Robert. > > >On Wed, Apr 23, 2008 at 11:06 PM, E. Wing <[EMAIL PROTECTED]> wrote: > > >>Hi, sorry, I've been really busy with other work (day job) which happens to >>have no OSG or CMake at the moment so it has been hard for me to finish >>fixing everything up. I have some stuff written, but it is incomplete and am >>still trying to get over various CMake bugs which requires me to write >>additional unit tests for CMake to help the authors isolate things. >> >> I'm thinking I could use some help, particularly in the area of testing. So >> if there are any volunteers, please let me know. I've put up a quick/dirty >> snapshot things on a Mercurial repo. I probably should have spent more time >> making a proper bridge to Subversion so I can also refresh against the OSG >> SVN head (so help is welcome there too). >> >> >> >> >> > I can "fix" these warnings when I comment out the line >> > "${LIB_PUBLIC_HEADERS}" from the CMakeLists.txt-files (here for osg): >> > >> > ADD_LIBRARY(${LIB_NAME} >> > ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC} >> > # ${LIB_PUBLIC_HEADERS} >> > AlphaFunc.cpp >> > . >> > . >> > . >> > >> > I don't know if this change can break other platforms. >> >> Ironically, this will break the the Mac framework support. The CMake proper >> thing to do is include the headers as is. I'm not sure why you're seeing >> those warnings. We might need to file a CMake bug. It could be the >> extensionless headers are confusing things, but I haven't noticed the error >> myself. >> >> Anyway let me know if you can help out. >> >> Thanks, >> Eric >> >> >> >> ___ >> 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Race condition UpdateCallback vs GLCompileObjectVisitor ?
Hi Wojeciech, What issues were you seeing at your end? Also how did you monitor the race condition? Did problems still occur after you added the DataVariance setting? Robert. On Thu, Apr 24, 2008 at 12:01 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > > > Hi Everyone, > > Is it normal to see UpdateCallback runninig concurently with > GLObjectsVisitor on the same drawable ? Drawable has DYNAMIC data variance > set. > > If the anwer is not, then I will tell a bit about the example code. Its > osgprerender ran by default in DrawThreadPerContext ? All I did was adding > DYNAMIC data variance to waving flag geometry and 1 second sleep to update > callback to slow down drawing to see the changes beetween frames. I have > added standard ViewerHnadlers but they dont affect this case. Code attached. > > Wojtek Lewandowski > > ___ > 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] antialiased lines
Ciao Gialluca, you absolutely need to enable GL_LINE_SMOOTH and GL_BLEND and to setup a blending function like for example osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). The same goes for GL_POINT_SMOOTH. Michele On Thu, Apr 24, 2008 at 12:20 PM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > > > > > Hi OSG developers! > > > > I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having > problems. > > > > This is my code: > > > >osg::ref_ptr antialiasHint = new osg::Hint(GL_LINE_SMOOTH_HINT, > GL_NICEST); > >StateSet->setAttributeAndModes(antialiasHint.get(), > osg::StateAttribute::ON); > > > > Obviously I've also set a blending function. > > Is there something wrong in my code, or a well-known bug in OSG 2.2? > > > > Note that in OSG ver. 1.2 I obtained the same effect just by calling: > > > >StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON); > > > > This still does work in OSG ver 2.2, but I wanted to update my code to the > correct use of glHint > > under OSG. > > > > Thank you in advance. > > Gianluca Natale > > > ___ > 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] Race condition UpdateCallback vs GLCompileObjectVisitor ?
Hi Wojciech, On Thu, Apr 24, 2008 at 12:01 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > Is it normal to see UpdateCallback runninig concurently with > GLObjectsVisitor on the same drawable ? Drawable has DYNAMIC data variance > set. I must admit to not having thought about the issues of GLObjectsVisitor running in parallel with the update traversal. GLObjectsVisitor isn't part of the rendering back end that knows about DataVariance being critical, and it isn't really something that should need to - what should be happening is that the osgViewer itself should hold back the next frame till the GLObjectsVisitor has completed. I'll have a look at the code to see if I can spot a straight forward fix. Robert. ___ 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 of OpenSceneGraph
Hi Stephan, On Thu, Apr 24, 2008 at 12:18 PM, Stephan Maximilian Huber <[EMAIL PROTECTED]> wrote: > > Something must have changed though, as only a couple of months ago I > > witnessed first hand the CMake Makefille working perfectly on an OSX > > box. > With 10.4 or 10.5? All my reported issues are for 10.5. On 10.4 > everything should work as expected. I did even test the cmake build of > osg 2.3.2, same issues. Thanks for the clarification, its the OSX version number that has changed, it's what has broken the CMake build then. The OSX box I sway most likely had 10.4 on it. > > The problems you have described are new. > > What CMake version are you using? > 2.4.8 on OS X 10.5 > > > OK. We'll tackle this after 2.4, and for 2.4 rely upon the XCode > > projects. I presume the XCode project are ready for 2.4? > > Yes, everything is compiling fine (for 10.4u and 10.5), and I tested > most of the examples. Not all new examples and plugins are part of the > handcrafted XCode-project, though. Good to hear, lack of support for new examples and plugins aren't show stoppers. I'm keen to see the CMake build work seemlessly under all versions of OSX, something we can chase up after 2.4. Robert. ___ 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 of OpenSceneGraph
Hi Robert, Robert Osfield schrieb: > Something must have changed though, as only a couple of months ago I > witnessed first hand the CMake Makefille working perfectly on an OSX > box. With 10.4 or 10.5? All my reported issues are for 10.5. On 10.4 everything should work as expected. I did even test the cmake build of osg 2.3.2, same issues. > The problems you have described are new. > What CMake version are you using? 2.4.8 on OS X 10.5 > OK. We'll tackle this after 2.4, and for 2.4 rely upon the XCode > projects. I presume the XCode project are ready for 2.4? Yes, everything is compiling fine (for 10.4u and 10.5), and I tested most of the examples. Not all new examples and plugins are part of the handcrafted XCode-project, though. Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Race condition UpdateCallback vs GLCompileObjectVisitor ?
Hi Everyone, Is it normal to see UpdateCallback runninig concurently with GLObjectsVisitor on the same drawable ? Drawable has DYNAMIC data variance set. If the anwer is not, then I will tell a bit about the example code. Its osgprerender ran by default in DrawThreadPerContext ? All I did was adding DYNAMIC data variance to waving flag geometry and 1 second sleep to update callback to slow down drawing to see the changes beetween frames. I have added standard ViewerHnadlers but they dont affect this case. Code attached. Wojtek Lewandowski /* OpenSceneGraph example, osgprerender. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // call back which creates a deformation field to oscillate the model. class MyGeometryCallback : public osg::Drawable::UpdateCallback, public osg::Drawable::AttributeFunctor { public: MyGeometryCallback(const osg::Vec3& o, const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z, double period,double xphase,double amplitude): _firstCall(true), _startTime(0.0), _time(0.0), _period(period), _xphase(xphase), _amplitude(amplitude), _origin(o), _xAxis(x), _yAxis(y), _zAxis(z) {} virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable) { OpenThreads::Thread::microSleep( 1000 ); const osg::FrameStamp* fs = nv->getFrameStamp(); double simulationTime = fs->getSimulationTime(); if (_firstCall) { _firstCall = false; _startTime = simulationTime; } _time = simulationTime-_startTime; drawable->accept(*this); drawable->dirtyBound(); osg::Geometry* geometry = dynamic_cast(drawable); if (geometry) { osgUtil::SmoothingVisitor::smooth(*geometry); } } virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin) { if (type == osg::Drawable::VERTICES) { const float TwoPI=2.0f*osg::PI; const float phase = -_time/_period; osg::Vec3* end = begin+count; for (osg::Vec3* itr=begin;itrgetPixelFormat()==GL_RGBA && _image->getDataType()==GL_UNSIGNED_BYTE) { // we'll pick out the center 1/2 of the whole image, int column_start = _image->s()/4; int column_end = 3*column_start; int row_start = _image->t()/4; int row_end = 3*row_start; // and then invert these pixels for(int r=row_start; rdata(column_start, r); for(int c=column_start; cdirty(); } else if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_FLOAT) { // we'll pick out the center 1/2 of the whole image, int column_start = _image->s()/4; int column_end = 3*column_start; int row_start = _image->t()/4; int row_end = 3*row_start; // and then invert these pixels for(int r=row_start; rdata(column_start, r); for(int c=column_start; cdirty(); } } osg::Image* _image; }; osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsigned tex_height, osg::Camera::RenderTargetImplementation renderImplementation, bool useImage, bool useTextureRectangle, bool useHDR) { if (!subgraph) return 0; // create a group to contain the flag and the pre rend
Re: [osg-users] Please test SVN of OpenSceneGraph
Hi All, I have just reverted yesterdays changes that I made to the various CMakeLists.txt files, and also merged a fix the Windows 3rd party checking sent in my Mattias, these changes are all now in SVN. So... Could you please do another svn update and build to make sure that things are still working fine. Under OSX there may be problems left unresolved with the CMake build but these I'm afraid we'll need to live with for 2.4, so the hand maintained XCode projects will remain the official build route for OSX. Under Windows Visual Studio build could you please check to see if header files are now coming in correctly. Once I have positive reports of builds under Windows, OSX and the unices I'll tag 2.3.11, then tag 2.4 tomorrow morning. Thanks, Robert. ___ 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 of OpenSceneGraph
HI Stephan, On Thu, Apr 24, 2008 at 11:28 AM, Stephan Maximilian Huber <[EMAIL PROTECTED]> wrote: > > The CMake makefile build used to work not long ago, and very little > > has changed since then to the OSG itslef, it it simply the the various > > SDK's that come from Apple are breaking things? Is it a CMake version > > issues? > > > No, I don't think that the SDKs from Apple broke things. With regard to > the freetype-issues the linker tries to be smart and fails, but this can > be fixed adding some options to the linker-flags (I tried hard, but > nothing worked -- I must doing something stupidly wrong) Something must have changed though, as only a couple of months ago I witnessed first hand the CMake Makefille working perfectly on an OSX box. The problems you have described are new. What CMake version are you using? > > Given there are a number of unresolved issues under OSX with the CMake > > build on certainly OSX version/SDK version/CMake combinations I'm > > inclined to put these as issues to resolve after 2.4 is out. > > > Yes, please. I am no CMake expert and I have no idea what to do next to > fix these outstanding issues. OK. We'll tackle this after 2.4, and for 2.4 rely upon the XCode projects. I presume the XCode project are ready for 2.4? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] antialiased lines
Hi Gianluca, The OSG just passes state along to the OpenGL, the glHint support is just another means to setting OpenGL state. How the OpenGL driver responds to the that State is down to the driver/hardware. In the case of line smoothing I believe that you still need to enable GL_LINE_SMOOTH even when using the hints, the mode simply enables the use of filtering that the hints specify. Robert. On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > > > > > Hi OSG developers! > > > > I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having > problems. > > > > This is my code: > > > >osg::ref_ptr antialiasHint = new > osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST); > >StateSet->setAttributeAndModes(antialiasHint.get(), > osg::StateAttribute::ON); > > > > Obviously I've also set a blending function. > > Is there something wrong in my code, or a well-known bug in OSG 2.2? > > > > Note that in OSG ver. 1.2 I obtained the same effect just by calling: > > > >StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON); > > > > This still does work in OSG ver 2.2, but I wanted to update my code to the > correct use of glHint > > under OSG. > > > > Thank you in advance. > > Gianluca Natale > > > ___ > 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] Please test SVN of OpenSceneGraph
Robert Osfield schrieb: > Hi Stephan, > > The CMake makefile build used to work not long ago, and very little > has changed since then to the OSG itslef, it it simply the the various > SDK's that come from Apple are breaking things? Is it a CMake version > issues? > No, I don't think that the SDKs from Apple broke things. With regard to the freetype-issues the linker tries to be smart and fails, but this can be fixed adding some options to the linker-flags (I tried hard, but nothing worked -- I must doing something stupidly wrong) > Given there are a number of unresolved issues under OSX with the CMake > build on certainly OSX version/SDK version/CMake combinations I'm > inclined to put these as issues to resolve after 2.4 is out. > Yes, please. I am no CMake expert and I have no idea what to do next to fix these outstanding issues. Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] antialiased lines
Hi OSG developers! I'm trying to draw antialiased lines with OSG ver .2.2, but I'm having problems. This is my code: osg::ref_ptr antialiasHint = new osg::Hint(GL_LINE_SMOOTH_HINT, GL_NICEST); StateSet->setAttributeAndModes(antialiasHint.get(), osg::StateAttribute::ON); Obviously I've also set a blending function. Is there something wrong in my code, or a well-known bug in OSG 2.2? Note that in OSG ver. 1.2 I obtained the same effect just by calling: StateSet->setMode(GL_LINE_SMOOTH, osg::StateAttribute::ON); This still does work in OSG ver 2.2, but I wanted to update my code to the correct use of glHint under OSG. Thank you in advance. Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Newbie question about concave polygons
Hi Schwantes, yes, OpenGL (and DirectX) don't directly support concave polygons, you have to use several triangles to make a polygon look concave. You don't really need a Tessellator, you could simply divide your concave polygon in a bunch of triangles like in the attached picture. You simply specify a vertex for each corner of each triangle and then call: geom->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLES, 0, vertices->getNumElements())); Good luck, Michele On Wed, Apr 23, 2008 at 9:34 PM, R Schwantes <[EMAIL PROTECTED]> wrote: > Hi list, > > I've been a long time lurker. Finally have some free time to get my hands > dirty with OSG. I'm new to computer graphics, and so far its definitely > been an adventure. > > I'm stuck trying to draw a concave polygon, it looks like I need to use > tessellation to break the geometry down into smaller convex parts? I wrote > some code using osgUtil::Tessellator but it doesn't work quite right. If I > set boundryOnly = true, it looks how I would want it. If boundryOnly is set > to false the polygon is not shaped correctly, and in this example is > splintered into two parts. > > I've attached my code, can someone point me in the right direction? > > > Thanks, > Rick > > . > > /* Polygon should look similar to > * > * ___ > * || > * | |_ > * | | > * | | > * | | > * || > */ > osg::Geometry* geom = new osg::Geometry; > > osg::Vec3Array* vertices = new osg::Vec3Array; > vertices->push_back(osg::Vec3(0,68,0)); > vertices->push_back(osg::Vec3(0,57,0)); > vertices->push_back(osg::Vec3(86,57,0)); > vertices->push_back(osg::Vec3(86,0,0)); > vertices->push_back(osg::Vec3(98,0,0)); > vertices->push_back(osg::Vec3(98,57,0)); > vertices->push_back(osg::Vec3(92,57,0)); > vertices->push_back(osg::Vec3(92,68,0)); > geom->setVertexArray(vertices); > geom->addPrimitiveSet(new > osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements())); > osgUtil::Tessellator* tessellator = new osgUtil::Tessellator(); > > tessellator->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); > tessellator->setBoundaryOnly(True); > tessellator->setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD); > tessellator->retessellatePolygons(*geom); > buildingGeode->addDrawable(geom); > > ___ > 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] Please test SVN of OpenSceneGraph
Hi Stephan, The CMake makefile build used to work not long ago, and very little has changed since then to the OSG itslef, it it simply the the various SDK's that come from Apple are breaking things? Is it a CMake version issues? Given there are a number of unresolved issues under OSX with the CMake build on certainly OSX version/SDK version/CMake combinations I'm inclined to put these as issues to resolve after 2.4 is out. Thoughts? Robert. On Thu, Apr 24, 2008 at 10:20 AM, Stephan Maximilian Huber <[EMAIL PROTECTED]> wrote: > Robert Osfield schrieb: > > > Hi All, > > > > Hiccups under OSX/Cmake and Windows/FreeType builds have held back > > making 2.4 today, I haven't yet received any update on the > > Windows/FreeType but on the OSX/Cmake side we "may" have a bit of > > progress. However, this progress was made via tweaks to the core osg > > libs' CMakeLists.txt, while in theory nothing should change on other > > platforms, we cannot assume this. So far my linux build looks OK, and > > Stephan suggests that the changes should work under OSX, but under > > other platforms we need feedback, in particular Windows as this is > > very different in needs to unices. > > OS X cmake with unix makefiles does not compile when using the 10.4u sdk > (on 10.5): > > [ 17%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85: > error: 'io_user_reference_t' was not declared in this scope > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87: > error: 'io_user_reference_t' does not name a type > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92: > error: 'OSAsyncReference64' does not name a type > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103: > error: 'io_user_reference_t' does not name a type > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85: > error: 'io_user_reference_t' was not declared in this scope > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87: > error: 'io_user_reference_t' does not name a type > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92: > error: 'OSAsyncReference64' does not name a type > > /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103: > error: 'io_user_reference_t' does not name a type > lipo: can't figure out the architecture type of: > /var/folders/FI/FIKjn7B7E5Ki2YvG6bwbwU+++TM/-Tmp-//ccDqI0iR.out > make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o] Error 1 > make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2 > make: *** [all] Error 2 > > > I suspect the include of AvailabilityMacros.h in FileUtils.cpp, where a > wrong version (from the 10.5 sdk) is picked up. Don't know how to fix > this, this is not an issue, when using cmake for Xcode. > > Still compiling the other variations ... > > cheers, > Stephan > > > > > > ___ > 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] Please test SVN of OpenSceneGraph
Robert Osfield schrieb: > Hi All, > > Hiccups under OSX/Cmake and Windows/FreeType builds have held back > making 2.4 today, I haven't yet received any update on the > Windows/FreeType but on the OSX/Cmake side we "may" have a bit of > progress. However, this progress was made via tweaks to the core osg > libs' CMakeLists.txt, while in theory nothing should change on other > platforms, we cannot assume this. So far my linux build looks OK, and > Stephan suggests that the changes should work under OSX, but under > other platforms we need feedback, in particular Windows as this is > very different in needs to unices. OS X cmake with unix makefiles does not compile when using the 10.4u sdk (on 10.5): [ 17%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85: error: ‘io_user_reference_t’ was not declared in this scope /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92: error: ‘OSAsyncReference64’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:85: error: ‘io_user_reference_t’ was not declared in this scope /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:87: error: ‘io_user_reference_t’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:92: error: ‘OSAsyncReference64’ does not name a type /System/Library/Frameworks/IOKit.framework/Headers/OSMessageNotification.h:103: error: ‘io_user_reference_t’ does not name a type lipo: can't figure out the architecture type of: /var/folders/FI/FIKjn7B7E5Ki2YvG6bwbwU+++TM/-Tmp-//ccDqI0iR.out make[2]: *** [src/osgDB/CMakeFiles/osgDB.dir/FileUtils.o] Error 1 make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2 make: *** [all] Error 2 I suspect the include of AvailabilityMacros.h in FileUtils.cpp, where a wrong version (from the 10.5 sdk) is picked up. Don't know how to fix this, this is not an issue, when using cmake for Xcode. Still compiling the other variations ... cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged
Hi Eric, Thanks for chiming in. Looks like I'll have to revert the header change then... and leave resolution of the problems that Stephan has seen to a later CMake & OSG revision. Robert. On Wed, Apr 23, 2008 at 11:06 PM, E. Wing <[EMAIL PROTECTED]> wrote: > Hi, sorry, I've been really busy with other work (day job) which happens to > have no OSG or CMake at the moment so it has been hard for me to finish > fixing everything up. I have some stuff written, but it is incomplete and am > still trying to get over various CMake bugs which requires me to write > additional unit tests for CMake to help the authors isolate things. > > I'm thinking I could use some help, particularly in the area of testing. So > if there are any volunteers, please let me know. I've put up a quick/dirty > snapshot things on a Mercurial repo. I probably should have spent more time > making a proper bridge to Subversion so I can also refresh against the OSG > SVN head (so help is welcome there too). > > > > > > I can "fix" these warnings when I comment out the line > > "${LIB_PUBLIC_HEADERS}" from the CMakeLists.txt-files (here for osg): > > > > ADD_LIBRARY(${LIB_NAME} > > ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC} > > # ${LIB_PUBLIC_HEADERS} > > AlphaFunc.cpp > > . > > . > > . > > > > I don't know if this change can break other platforms. > > Ironically, this will break the the Mac framework support. The CMake proper > thing to do is include the headers as is. I'm not sure why you're seeing > those warnings. We might need to file a CMake bug. It could be the > extensionless headers are confusing things, but I haven't noticed the error > myself. > > Anyway let me know if you can help out. > > Thanks, > Eric > > > > ___ > 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] GLSL Setting up gl_EyePlane
Hi Paul, > Hi,Just a small one - > Are the gl_EyePlanes automatically setup when calling > texgen->setPlanesFromMatrix(...)? > > I'm trying to replicate simple Projective texturing using glsl. I am not sure what you mean by automatically... It will be applied to OpenGL in draw phase. When used with TexGenNode it will be applied globally for whole render stage nad used for all the scene. If used as TextureStateAttribute it will be applied by lazy state update when drawables using this attribute are drawn. Small warning: If you intend to use EYE_LINEAR TexGen as a texture state attribute it won't most probably work as you expect. Its due to unpredictability of glModelView matrix which will be current when TexGen gets applied by lazy state update. Basically TexGen as texture state attribute will work in predictable way with modes that use vertex coords (not require eye coords). Cheers, Wojtek Lewandowski ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GeoTIFF dem coordinate system?
Hi Linh, VPB/osgdem decorates databases with a CoordinateSystemNode which will record the cooridnate system it uses. VPB does default to using WGS84 when working geocentric, but you haven't mentioned any of the osgdem options so I can't really say whether this will have been applied. I must admit I have yet to work with anything other than earth bound imagery/dem's so have not been able to test it out on other planetary data. Would it be possible to provide me with some? Robert. On Thu, Apr 24, 2008 at 3:40 AM, Linh Phan <[EMAIL PROTECTED]> wrote: > Hi, > > I have GeoTIFF file with a DEM_1m_VictoriaCrater.prj: > > > PROJCS["Plate_Carree",GEOGCS["EQUIRECTANGULAR_CYLINDRICAL_MARS",DATUM["D_MARS", > > SPHEROID["MARS",3396190,0]],PRIMEM["Reference_Meridian",0],UNIT["Degree",0.017453292519943295]], > > PROJECTION["Plate_Carree"],PARAMETER["latitude_of_origin",0],PARAMETER["central_meridian",180], > PARAMETER["false_easting",0],PARAMETER["false_northing",0],UNIT["Meter",1]] > > osgdem successfully generate a dem for the DEM_1m_VictoriaCrater.tif. > I was wondering if osg's getWorldIntersectPoint: > > intersectPoint=hlist.front().getWorldIntersectPoint(); > > will return the intersectPoint in the Mars body frame, ie will the norm > of "intersectPoint._v" be around 3396190 meters, the Mars radius? > > Thanks alot, > > Linh > > > ___ > 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] Please test SVN of OpenSceneGraph
Hi Robert, all, Quick note while I'm building after starting fresh after delete of cmake cache. It didn't find the curllib in Mike's 3rdParty since Find3rdPartyLibraries only searches for libcurl and not culrlib. Posting my cmake mod on osg-sub in a minute cheers, Mattias On 4/24/08, Mattias Helsing <[EMAIL PROTECTED]> wrote: > Hi Robert, > > I build fine on Win32 XPsp2 MSVS8sp1. Now deleteing the CMake cache to > see if I can build it fresh. > > Mattias > > On 4/23/08, Robert Osfield <[EMAIL PROTECTED]> wrote: > > Hi All, > > > > So... once again I have a ask, with a pretty please, for more testing, > > this time of the SVN version of the OSG. I things look OK with this > > tomorrow morning I'll tag the next dev release (2.3.11). Ideally > > overnight we'll magically see resolution of the remaining problems > > under OSX and Windows, alas the "magic" will only come about via hard > > labour for engineers under Windows and OSX, so good luck on this > > front. > > > > Thanks, > > Robert. > > ___ > > 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] Error building v2.3.10 with OSX 10.5 using cmake
Emerald Fox Software, LLC. schrieb: > Not sure if this is the correct way to submit a bug report so please > let me know if I need to submit this somewhere else. > > I am getting an the following error messages when I build v2.3.10 > under OSX 10.5 using cmake. switch the option OSG_GLU_TESS_CALLBACK_TRIPLEDOT in ccmake from OFF to ON and try a rebuild. hth, Stephan ___ 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 of OpenSceneGraph
Hi Robert, I build fine on Win32 XPsp2 MSVS8sp1. Now deleteing the CMake cache to see if I can build it fresh. Mattias On 4/23/08, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi All, > > So... once again I have a ask, with a pretty please, for more testing, > this time of the SVN version of the OSG. I things look OK with this > tomorrow morning I'll tag the next dev release (2.3.11). Ideally > overnight we'll magically see resolution of the remaining problems > under OSX and Windows, alas the "magic" will only come about via hard > labour for engineers under Windows and OSX, so good luck on this > front. > > Thanks, > Robert. > ___ > 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