Re: [osg-users] openscenegraph.org stats
Hi J-S, On Sat, Feb 28, 2009 at 3:00 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Robert, Competing standards are a bad thing as it breaks interoperability and divides the market place into targeting one or other, or both standards. I understand your points, but I don't see how that's different from any market... I could give lots of examples of similar competition: Mac vs Windows vs Linux, No, you just don't get it. There isn't free market competition between OpenGL and Direct3D. Microsoft is a MONOPOLY, it's been found guilty of abusing it's monopoly position in several markets segments across several continents. Because of Microsoft's monopoly position and complete control of the Windows platforms it uses it's leverage to control those who develop the competiting technology - all the hardware vendors that contribute to OpenGL also have to jump to Microsoft's demands, they run a tightrope between not pissing off Microsoft and loosing software vendors that use OpenGL. Even you're suggestion of a free market competation between Windows vs Linux vs OSX is well off make. Microsoft has hardware vendors uses it's monopoly position vigorously here as well, only completely non Windows manufacture can safely promote a non Windows operating system, this meens OSX and the small vendors like Jeremey's company that builds Linux boxes. I don't see how we can do anything to change that, we just have to accept it and try to drive OpenGL to take DirectX's market share (which is what we're trying to do, of course). Putting blinkers on when it comes to see the dynamics is not helpful, to know how best to be effective you have to understand what is really going on. There is not free market comptetion when it comes to Direct3D vs OpenGL. The hardware vendors are stuck with a very rich and powerful monopoly on one hand pushing Direct3D very hard and trying to crush OpenGL, and and a set of software vendors and on the other hand sticking to OpenGL. The only hardware vendors that might be a position to really push OpenGL is Apple doesn't, instead just behaves like a consumer of OpenGL more than a driver, perhaps because it just reuses graphics hardware components, rather than being an actual manufacturer. Perhaps if Apple was bothered about gaming it might be different, rather than multi-media - you'll notice that they did come up with and has pushed OpenCL which really is great for multi-media processing. So, first up know the underlying dyamics of the market. We have to work doubly hard to overcome the hold that Microsoft has over the hardware vendors. We have to make it more painful not to properly support OpenGL than the pressure that Microsoft can exert, and we have to make it more rewarding to properly support OpenGL than the rewards that Microsoft can provide. We can't provide direct money incentives, but we can offer killer apps that require OpenGL, and we can offer positive marketing opportunities for those that support our apps well, and we can provide negative marketing for those that don't. Given the killer app for graphics on the PC right now is firmly games, which MS has captured very well, we have to come up with either new great games that are OpenGL only or a new breed of killer graphics app. This is a challenge to come up with. Until we have a killer or set of killer apps we have to work with calling attention to our apps that are very important to smaller market segments. It's a less compelling angle, but it's what we have to work with. Our own community is pretty big, so we might be able to illustrate that OpenGL is really useful to a wide range of smaller market segments, and while each one is a minow compared to gaming, overall there are very compelling. Robert. I can also think of many reasons why competition is good, one of which is faster rate of innovation. I think if it weren't Direct3D, if some other standard were competing with OpenGL, we'd be having this same discussion. Even if that other standard was also an open standard (which could happen because of the nature of open standards). So I don't really see the point in discussing it, we can only accept it and try to make the best of it. J-S -- __ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi Sukender, On Sat, Feb 28, 2009 at 3:06 PM, Sukender suky0...@free.fr wrote: I understand. And what about using code from osgAL for your needs? In what form? I've only briefly looked at osgAL a couple of time so don't know that code base well yet. Are you thinking of some specific classes? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightning problem with camera point of view
Hi, thanks for the help, but it still is not solved. i now generate the plane using some for loops that create triangle strips, but the result is the same (even if I set the distance between vertices to 1, which creates a ground plane of 2M polygons). any other ideas? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7723#7723 attachment: renderingquestion2.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi A., On Sun, Mar 1, 2009 at 3:14 AM, Alejandro Aguilar Sierra algsie...@gmail.com wrote: I updated ffmpeg a month and a half ago in order to be able to encode videos to h264, so I need that version, I can't downgrade it. It is SVN-r17646. I agree on not using deprecated functions. I'll have a bash at integrating J.P's suggested changes to the use the new scale functions, if that works with last stable svn version of ffmpeg (the one that Tanguy's based his work on) then I'll move on to trying the latest svn version of ffmpeg to double check that it works. I should get a fix checked into today. You're welcome to beat me to it :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] IVE plugin crashes when saving textured geometry
Hi Bjarn, I haven't heard of the ive plugin crashing when writing out textured data before - almost everytime the .ive plugin writes out a model it will be with a texture assigned to it so it's a very comonly used code path, so it's a bit surprising to here of problem after so many active years of service. Clearly there must be something different about how you are setting things up, so you'll need to do some more digging at your end. At your end run the OSG in the debugger and then do the write out, capture the stack trace and send this in. This might give us clues. It would also be very useful if your could provide an .osg + image file that reproduces the problem so that others can test against it. Robert. On Sun, Mar 1, 2009 at 8:58 AM, Björn Giesler osgfo...@tevs.eu wrote: Hi, I'm using OSG for a computer vision application which produces a textured triangle mesh. The texture is set directly (osg::Image from data pointer, not from a file), and the image data is owned by OSG (USE_NEW_DELETE). The app runs robustly, deleting and re-adding the geometry several times is no problem and doesn't produce any memory leaks, so I'm quite sure that memory management works OK. The texture is 24-bit RGB, displayed as GL_BGR_EXT. However, when I try to save the geometry as an .ive file, my program crashes. Saving without the texture works great, but as soon as I have the texture in the scene graph, it crashes. Is this a known problem? Can anyone give me advice on where to look? Thanks a lot in advance! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7703#7703 ___ 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] PNG not displaying correctly..
Hi Paul, That worked fine. I shall investigate further. Thanks for the help Neil. Paul Martz pma...@skew-matrix.com wrote: Try osgviewer --image filename and see if you get different results. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ 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] OpenGL and OSG advocacy
On Sun, Mar 1, 2009 at 2:38 PM, Sukender suky0...@free.fr wrote: Hi all, Anyone heard about SPECgpc? If not: http://www.specbench.org/gwpg/gpc.static/overview.html Could it be something to dive into for benchmarks using OpenGL/OSG? The SPEC benchmarks for OpenGL have been around for a very long time. As far as I know they capture the OpenGL calls for certain types of apps then replay this stream of calls+data at OpenGL to provide a pure benchmark un-encombard by CPU overhead. To include the OSG in the mix would break this convention, but perhaps they might be open to this. I think we need to come up with our own set of benchmarks, we might be able to make them compatible with the way that the SPEC ones are done, or perhaps similar to the way that other benchmarking tools generate output. We'd want to make it easy to pull down and install the tests, easy to run them, then easy to get and present the results. I haven't ever dived into package performance tests like this before, so am open to suggestions. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PNG not displaying correctly..
Hi Stephan, I'm not sure. I shall investigate further. Paul's suggestion has demonstrated that the osgviewer displays the png correctly, so I guess that, coupled with you suggestion, gives me a good starting point for investigating what's wrong at my end. Many thanks. Neil Stephan Maximilian Huber ratzf...@digitalmind.de wrote: neil.hug...@tesco.net schrieb: Hi All, Please find attached a png file that has a purple circle, black boarder, and an alpha channel. I'm using OSG1.2, and trying to read it in via the png pluggin, and apply it to an object. The PNG loads, but the alpha channel is being ignored, and I get solid white instead of the underlying object color/texture. Please could someone tell me is there something wrong with the png file, the reader, or am I doing something that's not possible. Many thanks for any help. there was no attachment. Have you enabled GL_BLEND for your geometry? node-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON); 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] Why is my texture flipped when written to .osg file?
Hi Bjarn, On Sun, Mar 1, 2009 at 4:13 PM, Björn Giesler osgfo...@tevs.eu wrote: I'm writing a textured model to a .osg file, referencing a jpg file as the texture. In my program, this renders perfectly, but when I open the resulting file with osgviewer, the texture is upside-down. I've tried experimenting with osg::Image::setOrigin(), but that doesn't change anything. Can someone tell me what I'm doing wrong? Which way up the image will be when textured onto a geometry is down to the texture coordinates on the geometry. The OSG's itself stikes to OpenGL conventions which has the origin at the lower left by default, while most image formats include jpeg have an origin at the top left, because of this difference the OSG image plugins typically do a flip to make sure the image data is the same way round to the imagery. For moving data on typically doesn't want to do this flip as it's expensive to do for every new movie frame, so instead we use the Image::set/getOrigin() to help tell the app which way up the image is and to adjust the tex coords to handle this. In your case I can't really say what exactly is happening - I don't know how you've loaded the jpg file, I don't know how you've set up your scene graph... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] New plugin tutorial: Loading from a virtual file system
Hi Boto, Many thanks for posting this useful tutorial, for those too lazy to go search for the page it's at: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/VFS Cheers, Robert. On Sun, Mar 1, 2009 at 11:35 PM, Botorabi osgfo...@tevs.eu wrote: hello, i have posted a new tutorial to wiki's documentation/tutorial section. it describes a mechanism for ..., well as this post title says loading your osg resources from a virtual file system. it would be useful to hear if something is missing or misleading in the tutorial. cheers boto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7714#7714 ___ 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] Which document(s) should I reference in order to learn about...
HI Jason, On Mon, Mar 2, 2009 at 12:52 AM, Jason Rupert jasonkrup...@yahoo.com wrote: Which OpenSceneGraph document(s) should I reference in order to learn about the terrain formats that can be imported and also the creation of terrains that can be imported into OpenSceneGraph. I'm not quite sure by what you mean by terrain formats, do you mean DEM's? If so then the OSG's and VirtualPlanetBuilder use GDAL to load DEM's, so have a look at GDAL for list of the DEM formats supported. If not DEM's then I'm not sure what you can mean. The OSG supports it's own binary and ascii formats that can be used for terrain. It also loads OpenFlight that is often used for terrain databases, and it also loads TerrPage paged databases. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding Camera Position
HI Sunitha, I'm afraid I couldn't understand your email clearly enough to give you an answer. Could yo please have another bash at explaining what you are trying to do, and include details such as a what q0, q1, q2 are etc. Robert. On Mon, Mar 2, 2009 at 6:34 AM, sunitha sunagad sunithassuna...@gmail.com wrote: Hi All, I need to know the xyz and the q0,q1,q2 from the osgviewer how can i get the x y and z position and the orientation of the camera as i am collectin it and later i need it to play... as we use the saved_animation.path where the saved_animation.path gets the data similarly i need to collect the deatils and store it and later use it to play I need to do dis with out the recording facility which is present in OSG can any one tell me how do i get these details manually and use it -- Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ 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] A GUIEventAdapter::MOVE event every frame
Thak you Roland, I'll apply it immediately ;) Iván. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7737#7737 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A GUIEventAdapter::MOVE event every frame
Hi Ivan, Roland's fix is checked into svn/trunk and the OSG-2.8 branch. Robert. On Mon, Mar 2, 2009 at 10:23 AM, Iván osgfo...@tevs.eu wrote: Thak you Roland, I'll apply it immediately ;) Iván. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7737#7737 ___ 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] Regarding Camera
-- Hi how do i get the camera position and the quaternion... the data that is getting recorded in saved_anaimation.path with out using the record option of OSG i mean i need t,x,y,z,q0,q1,q2,q3 this values which get stored in saved_animation.path file i nead it externally not using the record option of OSG I hope u understood Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Model get twisted in osgviewer
Hi All I came into such a problem. When I view a tunnel model in the format of shapefile with osgviewer, I found it get twisted. And when I turn it around, the distortion also changes. Since the value of vertices in my model are a little big, like (34462366.949, 2667053.504, 756.321), and generated by translating, rotating with Matrixd. So, I'm wondering the problem is that osgviewer uses Matrixf? And, What should I do? Thanks!! Cheers! legeo attachment: tunnel.JPGattachment: twistedsection.JPG data.rar Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GraphicsWindowCocoa : Cocoa backend for osgViewer
Hi Sylvain, Sylvain MARIE schrieb: OK I'm back to my lectures, hoping to be able to attack/enhance the osgViewer/Cocoa backend ASAP If you want to try the new cocoa-backend you can use the following branch at http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/osg-cocoa-dev I committed my development and added CMake support for imageio and cocoa-backend (set OSG_WINDOWING_SYSTEM to Cocoa in CMake) As noted on Friday, there are a lot of loose ends, and not everything works as expected. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could not be read by OpenFlight-API
Hello again, i'm still having this problem with Subfaces and the OpenFlightPlugin. Has nobody any idea? @Paul Martz: I do not know, if you got my answer, because I only posted in the osg forum. I do not see your E-Mail adress here. If you can give it to me, i can send the example file again. Thanks, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7746#7746 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation and 3ds max exporter
hello Roland, Cedric, Farshid, i am happy to see the osgAnimation growing in features. i would like to replace osgCal3d with osgAnimation in our project. as far i could read there is already a blender exporter. are there any plans to include bone animation export also to 3ds max? if not, i would do the work and extend the OSGExp exporter. cheers boto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7747#7747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi J.P, I'm currently looking at introducing using of sws_scale, but don't find these methods in the ffmpeg I built. Looking at the links to the mailing list thread you provided I could quite work out whether these methods require the sws library to be built, or whether there would be sws_ functions in other ffmpeg libs, and if so then would have to guess that they are only in an svn rev later/earlier than the one I have. Could you provide any more clarity on which rev of ffmpeg I'd need + and what build options. My aim is to be able to use off the self versions of ffmpeg from linux repositories as well svn versions of ffmpeg. Robert. On Sat, Feb 28, 2009 at 10:38 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, I'll send some references and code later. See e.g. here: http://lists.mplayerhq.hu/pipermail/libav-user/2008-November/001618.html and http://lists.mplayerhq.hu/pipermail/libav-user/2008-June/000683.html e.g. img_convert vs swscale ---8--- #if defined IPF_USE_SWSCALE int err = sws_scale(ConvertToSaveCtx_, InputFrame_-data, InputFrame_-linesize, 0, cc-height, SaveFrame_-data, SaveFrame_-linesize); #else img_convert((AVPicture *)SaveFrame_, cc-pix_fmt, (AVPicture *)InputFrame_, InputFrameFormat_, cc-width, cc-height); #endif You have to create the swscale context earlier, e.g. ConvertToSaveCtx_ = sws_getContext(ImageFormat_.getWidth(), ImageFormat_.getHeight(), InputFrameFormat_, ImageFormat_.getWidth(), ImageFormat_.getHeight(), SaveFrameFormat_, SWS_BILINEAR, NULL, NULL, NULL); ---8--- One other thing that changed at some stage was this. The version might have to be tuned: #if LIBAVFORMAT_VERSION_INT ((5216) + (18) + 0) url_fclose(FormatContext_-pb); #else url_fclose(FormatContext_-pb); #endif ---8--- jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi, Robert Osfield wrote: Hi J.P, I'm currently looking at introducing using of sws_scale, but don't find these methods in the ffmpeg I built. Looking at the links to the mailing list thread you provided I could quite work out whether these methods require the sws library to be built, or whether there would be sws_ functions in other ffmpeg libs, and if so then would have to guess that they are only in an svn rev later/earlier than the one I have. Could you provide any more clarity on which rev of ffmpeg I'd need + and what build options. The one I compiled with LGPL only, has the sws functions in libavcodec.so. nm ./libavcodec/libavcodec.so | grep sws 0008c1b0 T sws_freeContext 0008d1f0 T sws_getCachedContext 0008d0f0 T sws_getContext 0008caf0 T sws_scale I compiled it using the debian source from: http://www.debian-multimedia.org/ So I recompiled the debian package (not straight from svn). The source package was called ffmpegcvs-20090128. I don't think it differs too much from the svn repo. I disabled the following in the debian rules file: swscaler, gpl, postproc, x264, faad I also paste my instructions I saved for myself at the bottom. My aim is to be able to use off the self versions of ffmpeg from linux repositories as well svn versions of ffmpeg. This is going to depend a lot on what the repositories compile by default. I know the debian ones from http://www.debian-multimedia.org/ has swscaler compiled in by default. So has the ubuntu packages if I remember correctly. A guy here that uses gentoo does not have swscale, but has the lgpl version. To cover everything we would need to check: if (img_resample available) { use it (Tanguys code) do not link to swscale } else { use swscale if (swscale in libavcodec) { do not link to swscale } else { link to swscale } } The img_resample check can prob be made by using ffmpeg version info from the headers. I'm not certain how to check for where swscale lives. jp ---8--- compile lgpl only version set sources: deb-src http://www.debian-multimedia.org/ sid main mkdir ffmpeg-lgpl cd ffmpeg-lgpl sudo apt-get source ffmpeg cd ffmpegcvs-20090128/debian edit 'rules' and remove --enable-swscaler and --enable-gpl and --enable-postproc and x264 and faad edit 'control' and remove libswscale packages $ cd .. get build deps $ sudo apt-get build-dep ffmpeg build $ sudo dpkg-buildpackage -uc -b One gotcha, we need the swscale header to be installed even in libswscale is not installed. The header is LGPL tho. ---8--- Robert. -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which document(s) should I reference in order to learn about...
Whoops. I guess I mean terrain databases, e.g. OpenFlight, Terrapage, etc. Will have a building with some terrain in the OpenFlight format and want to load it in and fly around the terrain using the OpenSceneGraph. What is the best documentation and references for learning how to import your own OpenFlight model, etc.? And then fly around and set view points? Thanks again. --- On Mon, 3/2/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Which document(s) should I reference in order to learn about... To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Monday, March 2, 2009, 3:45 AM HI Jason, On Mon, Mar 2, 2009 at 12:52 AM, Jason Rupert jasonkrup...@yahoo.com wrote: Which OpenSceneGraph document(s) should I reference in order to learn about the terrain formats that can be imported and also the creation of terrains that can be imported into OpenSceneGraph. I'm not quite sure by what you mean by terrain formats, do you mean DEM's? If so then the OSG's and VirtualPlanetBuilder use GDAL to load DEM's, so have a look at GDAL for list of the DEM formats supported. If not DEM's then I'm not sure what you can mean. The OSG supports it's own binary and ascii formats that can be used for terrain. It also loads OpenFlight that is often used for terrain databases, and it also loads TerrPage paged databases. 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] Which document(s) should I reference in order to learn about...
The code, the examples in the example directory and the list of tutorials and books listed on the OSG web site has everything you need __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Rupert Sent: Monday, March 02, 2009 7:40 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Which document(s) should I reference in order to learn about... Whoops. I guess I mean terrain databases, e.g. OpenFlight, Terrapage, etc.Will have a building with some terrain in the OpenFlight format and want to load it in and fly around the terrain using the OpenSceneGraph. What is the best documentation and references for learning how to import your own OpenFlight model, etc.? And then fly around and set view points? Thanks again. --- On Mon, 3/2/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Which document(s) should I reference in order to learn about... To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Monday, March 2, 2009, 3:45 AM HI Jason, On Mon, Mar 2, 2009 at 12:52 AM, Jason Rupert jasonkrup...@yahoo.com wrote: Which OpenSceneGraph document(s) should I reference in order to learn about the terrain formats that can be imported and also the creation of terrains that can be imported into OpenSceneGraph. I'm not quite sure by what you mean by terrain formats, do you mean DEM's? If so then the OSG's and VirtualPlanetBuilder use GDAL to load DEM's, so have a look at GDAL for list of the DEM formats supported. If not DEM's then I'm not sure what you can mean. The OSG supports it's own binary and ascii formats that can be used for terrain. It also loads OpenFlight that is often used for terrain databases, and it also loads TerrPage paged databases. 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] Regarding Camera
Have you looked at the code and headers of the camera or that use by osg when saving a path? Have you looked at the examples in OSG ? Have you looked at the tutorials listed on the web site ? Have you searched the mail/forum archives These will all help you solve your problem __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of sunitha sunagad Sent: Monday, March 02, 2009 6:24 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Regarding Camera -- Hi how do i get the camera position and the quaternion... the data that is getting recorded in saved_anaimation.path with out using the record option of OSG i mean i need t,x,y,z,q0,q1,q2,q3 this values which get stored in saved_animation.path file i nead it externally not using the record option of OSG I hope u understood Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi J.P, On Mon, Mar 2, 2009 at 12:34 PM, J.P. Delport jpdelp...@csir.co.za wrote: The one I compiled with LGPL only, has the sws functions in libavcodec.so. nm ./libavcodec/libavcodec.so | grep sws 0008c1b0 T sws_freeContext 0008d1f0 T sws_getCachedContext 0008d0f0 T sws_getContext 0008caf0 T sws_scale I just updated my ffmpeg to latest in svn and it defines the above methods, but doesn't declare them in the headers. This is going to depend a lot on what the repositories compile by default. I know the debian ones from http://www.debian-multimedia.org/ has swscaler compiled in by default. So has the ubuntu packages if I remember correctly. A guy here that uses gentoo does not have swscale, but has the lgpl version. To cover everything we would need to check: if (img_resample available) { use it (Tanguys code) do not link to swscale } else { use swscale if (swscale in libavcodec) { do not link to swscale } else { link to swscale } } Ack... a pretty horrible matrix to test/build against. One gotcha, we need the swscale header to be installed even in libswscale is not installed. The header is LGPL tho. I tried to compile ffmpeg with libswscale but it wouldn't build it without it --enable-gpl, and without this when I do an install the libswscale headers are not installed. I could copy the header across by hand but this really isn't a viable solution for end users of the OSG. I guess we could declare the missing functions on the OSG side - if the ffmpeg has these functions built into it, this is rather asking for a build break though. I'm tempted to just go implement the conversion colour conversion ourselves, and provide a simple CPU based conversion that is relatively inefficient but at least works on all ffmpeg versions Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi, Robert Osfield wrote: Hi J.P, On Mon, Mar 2, 2009 at 12:34 PM, J.P. Delport jpdelp...@csir.co.za wrote: The one I compiled with LGPL only, has the sws functions in libavcodec.so. nm ./libavcodec/libavcodec.so | grep sws 0008c1b0 T sws_freeContext 0008d1f0 T sws_getCachedContext 0008d0f0 T sws_getContext 0008caf0 T sws_scale I just updated my ffmpeg to latest in svn and it defines the above methods, but doesn't declare them in the headers. Yes, it seems they still want you to use swscale.h (which is LGPL), but it seems it is not installed by the build process. This is going to depend a lot on what the repositories compile by default. I know the debian ones from http://www.debian-multimedia.org/ has swscaler compiled in by default. So has the ubuntu packages if I remember correctly. A guy here that uses gentoo does not have swscale, but has the lgpl version. To cover everything we would need to check: if (img_resample available) { use it (Tanguys code) do not link to swscale } else { use swscale if (swscale in libavcodec) { do not link to swscale } else { link to swscale } } Ack... a pretty horrible matrix to test/build against. Welcome to the wonderful world of ffmpeg :) After working with it for a while, I do understand the suggestion made at one point to just include a copy of their code in one's own repository. One gotcha, we need the swscale header to be installed even in libswscale is not installed. The header is LGPL tho. I tried to compile ffmpeg with libswscale but it wouldn't build it without it --enable-gpl, and without this when I do an install the libswscale headers are not installed. I could copy the header across by hand but this really isn't a viable solution for end users of the OSG. Yes, I'm not sure how to work around this. It seems to be a problem with their build system. I'm not sure how the distros that distrib the lgpl versions cope with this. Maybe they add the file manually? I guess we could declare the missing functions on the OSG side - if the ffmpeg has these functions built into it, this is rather asking for a build break though. Yes, I don't think this would be a good option. I'm tempted to just go implement the conversion colour conversion ourselves, The colour conversion just cries for a shader yes :), but beware that even though there are a few normal cases e.g. yuv420 - rgb, there are a myriad of other less used cases. and provide a simple CPU based conversion that is relatively inefficient but at least works on all ffmpeg versions Would you restrict all versions to all distributed (packaged by distro) versions? I'm not sure how many people would compile ffmpeg themselves? jp Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which document(s) should I reference in order to learn about...
Many thanks. Was hoping there was a specific one, but will investigate all. Already downloaded all the examples and have them working. I also downloaded all the tutorial stuff, and flipped through about half. Did not see any thing in the tutorial that addresses OpenFlight type stuff specifically, but maybe I'm not there yet in the documentation. Thanks again. --- On Mon, 3/2/09, Gordon Tomlinson gor...@gordon-tomlinson.com wrote: From: Gordon Tomlinson gor...@gordon-tomlinson.com Subject: Re: [osg-users] Which document(s) should I reference in order to learn about... To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org Date: Monday, March 2, 2009, 7:03 AM The code, the examples in the example directory and the list of tutorials and books listed on the OSG web site has everything you need __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Rupert Sent: Monday, March 02, 2009 7:40 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Which document(s) should I reference in order to learn about... Whoops. I guess I mean terrain databases, e.g. OpenFlight, Terrapage, etc. Will have a building with some terrain in the OpenFlight format and want to load it in and fly around the terrain using the OpenSceneGraph. What is the best documentation and references for learning how to import your own OpenFlight model, etc.? And then fly around and set view points? Thanks again. --- On Mon, 3/2/09, Robert Osfield robert.osfi...@gmail.com wrote: From: Robert Osfield robert.osfi...@gmail.com Subject: Re: [osg-users] Which document(s) should I reference in order to learn about... To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: Monday, March 2, 2009, 3:45 AMHI Jason, On Mon, Mar 2, 2009 at 12:52 AM, Jason Rupert jasonkrup...@yahoo.com wrote: Which OpenSceneGraph document(s) should I reference in order to learn about the terrain formats that can be imported and also the creation of terrains that can be imported into OpenSceneGraph. I'm not quite sure by what you mean by terrain formats, do you mean DEM's? If so then the OSG's and VirtualPlanetBuilder use GDAL to load DEM's, so have a look at GDAL for list of the DEM formats supported. If not DEM's then I'm not sure what you can mean. The OSG supports it's own binary and ascii formats that can be used for terrain. It also loads OpenFlight that is often used for terrain databases, and it also loads TerrPage paged databases. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi, Robert Osfield wrote: Hi J.P, On Mon, Mar 2, 2009 at 12:34 PM, J.P. Delport jpdelp...@csir.co.za wrote: The one I compiled with LGPL only, has the sws functions in libavcodec.so. nm ./libavcodec/libavcodec.so | grep sws 0008c1b0 T sws_freeContext 0008d1f0 T sws_getCachedContext 0008d0f0 T sws_getContext 0008caf0 T sws_scale I just updated my ffmpeg to latest in svn and it defines the above methods, but doesn't declare them in the headers. I have just checked my lgpl libs and it does contain img_resample. Maybe we can use that? Just double check your latest libs. The matrix would then become: if (img_resample available) { use it (Tanguys code) do not link to swscale } else { use swscale link to swscale } jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mirrored camera
On Monday 02 March 2009 14:42, Joakim Simonsson wrote: I have created a slave camera. It should represent a rear mirror on a vehicle. See osg::FrontFace and the the man page of glFrontFace. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem compiling latest trunk, ffmpeg problem
Hi J.P, On Mon, Mar 2, 2009 at 1:43 PM, J.P. Delport jpdelp...@csir.co.za wrote: I have just checked my lgpl libs and it does contain img_resample. Maybe we can use that? Just double check your latest libs. The present ffmpeg plugin using the deprecated img_convert method, and this is in the libavcodec.sp of svn version of ffmpeg, as are the sws_scale and associated methods: nm ./libavcodec/libavcodec.so | grep img_convert 0008bd00 T img_convert rob...@harris:~/3rdParty/ffmpeg$ nm ./libavcodec/libavcodec.so | grep sws 0009ae20 T sws_freeContext 0009bed0 T sws_getCachedContext 0009bdb0 T sws_getContext 0009b8a0 T sws_scale But... the installed headers don't included any of them. So it looks like if your app is compiled against these methods say from an older rev of ffmpeg it will work when linking against a new rev. But... you can't compile against these functions without adding the headers in some way. The matrix would then become: if (img_resample available) { use it (Tanguys code) do not link to swscale } else { use swscale link to swscale } Perhaps another way would be to move the implementation of img_convert directly into our plugin. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting large obj file with osgconv
Hi, thanks for your help we've done the conversion with one file (not the biggest), but now when I try loading the data in IVE it makes a segfault ?! I've also successfully converted the IVE to osg, but it make the same segfault... I'm using OpenSceneGraph Library 2.6.1 with openthreads-version-number 2.3.0 Below is the log in the console setting OSG_NOTIFY_LEVEL=DEBUG. Maybe blocking the optimisations as suggested by Marcin Prus could help ? If you have any idea, for the conversion or for viewing the object ? We just would like to view the full object in a low resolution, and zoom to some part of the object in full resolution... It seems to me that building an LOD hierarchy, would be best way to do it... But is it the best in our case (we have a single big cylindrical object) to use simple LOD or do we need to build a pagedLOD or something different ? Any advice is welcome, Pierre. /mnt/s2/2$ export OSG_NOTIFY_LEVEL=DEBUG osgviewer /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive RegisterWindowingSystemInterfaceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x96a1530 0xb792f740 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() DriveManipulator::_height set to ==1.5 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() itr='/mnt/s2/2/ext/lib' FindFileInPath() : trying /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so ... FindFileInPath() : USING /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so Opened DynamicLibrary osgPlugins-2.6.1/osgdb_ive.so FindFileInPath(/mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive): returning /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive ive::DataInputStream.setLoadExternalReferenceFiles()=1 Stats before: Object Type #Unique #Instanced StateSet0 0 Group 1 1 Transform 0 0 LOD 0 0 Switch 0 0 Geode 1 1 Drawable1 1 Geometry1 1 Vertices5376293 5376293 Primitives 1076368510763685 Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES Optimizer::optimize() doing COMBINE_ADJACENT_LODS Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS Optimizer::optimize() doing SHARE_DUPLICATE_STATE Num of StateSet=0 Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS ** RemoveStaticTransformsVisitor *** Pass 0 Optimizer::optimize() doing CHECK_GEOMETRY Optimizer::optimize() doing MERGE_GEOMETRY MERGE_GEOMETRY took 1.40896 Optimizer::optimize() doing REMOVE_REDUNDANT_NODES Stats after: Object Type #Unique #Instanced StateSet0 0 Group 1 1 Transform 0 0 LOD 0 0 Switch 0 0 Geode 1 1 Drawable1 1 Geometry1 1 Vertices5376293 5376293 Primitives 1076368510763685 View::setSceneData() Reusing exisitng scene0x96a23c0 Erreur de segmentation Le vendredi 27 février 2009 à 11:04 +, Robert Osfield a écrit : Hi Cramp, It could be that the tri stripper is bluking at such a large dataset. Try disable the tri stripping via: osgconv myfile.obj myfile.osg -O noTriStripPolygons You can query the options via: osgconv --format obj Plugin osgPlugins-2.9.0/osgdb_obj.so { ReaderWriter : Wavefront OBJ Reader { extensions : .objAlias Wavefront OBJ format options: AMBIENT=unit Set texture unit for ambient texture options: BUMP=unit Set texture unit for bumpmap texture options: DIFFUSE=unit Set texture unit for diffuse texture options: DISPLACEMENT=unit Set texture unit for displacement texture options: OPACITY=unit Set texture unit for opacity/dissolve texture options: REFLECTION=unit Set texture unit for reflection texture options: SPECULAR=unit Set texture unit for specular texture options: SPECULAR_EXPONENT=unitSet texture unit for specular exponent texture options: noRotation Do not do the default rotate about X axis options: noTesselateLargePolygonsDo not do the default tesselation of large polygons options: noTriStripPolygons Do not do the default tri stripping of polygons } }
Re: [osg-users] Which document(s) should I reference in order to learn about...
On Mon, Mar 2, 2009 at 1:40 PM, Jason Rupert jasonkrup...@yahoo.com wrote: Was hoping there was a specific one, but will investigate all. The OSG has many dozen image and 3d formats that it supports, one doesn't need a tutorial to teach one how to loaded each one when they are all read exactly the same way. Most of the examples illustrate how load and rendering models. It seems like you are expecting it to be much more difficult that it really is. Already downloaded all the examples and have them working. I also downloaded all the tutorial stuff, and flipped through about half. Did not see any thing in the tutorial that addresses OpenFlight type stuff specifically, but maybe I'm not there yet in the documentation. There is wiki page on options that the OpenFlight plugin supports. Just do a each on the wiki for OpenFlight. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mirrored camera
I have created a slave camera. It should represent a rear mirror on a vehicle. See osg::FrontFace and the the man page of glFrontFace. Thank you for your tip, its much better to use that StateAttribute. But... I am not able to apply it just for one slave camera. As I wrote in my previous mail, I use two cameras that share the same scene (where one camera is mirrored) So, my question still is: Is it possible to use two cameras, where one is mirrored, that share the same scene? -- Joakim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Curious osgText crash
Hi all, I'm getting some odd errors in conjunction with osgText. I'm loading two font files and assigning them to various osgText drawables, which are in turn added to a series geodes. Each geode is then rendered to texture using individual pre render FBO cameras. When I set the application to single threaded all is well, however when I set it to AutomaticSelection It prints the error: before Font::Glyph::subload(): detected OpenGL error 'invalid operation before Font::Glyph::subload(): detected OpenGL error ' Before crashing with an access violation. Last four entries on the call stack are at the base of the post. I'm not changing the text at any point after I've done the initial set up and I've tried setting the data variance on the osgText drawables to DYNAMIC. But it doesn't seem to help. Anybody have any ideas what's gone wrong here? Hopefully I've given enough information. Cheers, Kim. msvcr80d.dll!strlen(unsigned char * buf=0x0549ef78) Line 81 Asm msvcp80d.dll!std::char_traitschar::length(const char * _First=0x) Line 559 + 0x9 bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const char * _Val=0x) Line 748 + 0xc bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const unsigned char * _Val=0x) Line 929 + 0xd bytes C++ * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightning problem with camera point of view
Using 3ds max, applying modifier Edit Normal - Unify, I do not have my old lighting problem. (exported as .osg file with osgExp from 3ds max 9) Don't know why this is necessary ... because normals still exist before I decided to Unify them... Vincent. 2009/3/2 Jonatan osgfo...@tevs.eu: There must be a solution to it. If I load a wavefront file of a plane (4 vertices), the lighting works as it should. For now I will use that approach, but still I am wondering what is missing in my plane generation code. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7739#7739 ___ 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] Curious osgText crash
Hi Kim, I had a problem like this in the past, I solved it using a draw callback to update the texts. you can read this problem here : http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408 Hopping this can help you. Regards, Vincent. 2009/3/2 Kim C Bale k.b...@hull.ac.uk: Hi all, I’m getting some odd errors in conjunction with osgText. I’m loading two font files and assigning them to various osgText drawables, which are in turn added to a series geodes. Each geode is then rendered to texture using individual pre render FBO cameras. When I set the application to single threaded all is well, however when I set it to AutomaticSelection It prints the error: before Font::Glyph::subload(): detected OpenGL error 'invalid operation before Font::Glyph::subload(): detected OpenGL error ' Before crashing with an access violation. Last four entries on the call stack are at the base of the post. I’m not changing the text at any point after I’ve done the initial set up and I’ve tried setting the data variance on the osgText drawables to DYNAMIC. But it doesn’t seem to help. Anybody have any ideas what’s gone wrong here? Hopefully I’ve given enough information. Cheers, Kim. msvcr80d.dll!strlen(unsigned char * buf=0x0549ef78) Line 81 Asm msvcp80d.dll!std::char_traitschar::length(const char * _First=0x) Line 559 + 0x9 bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const char * _Val=0x) Line 748 + 0xc bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const unsigned char * _Val=0x) Line 929 + 0xd bytes C++ * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ 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] Mirrored camera
Hi, On Monday 02 March 2009 15:24, Joakim Simonsson wrote: Is it possible to use two cameras, where one is mirrored, that share the same scene? You should be able to have that attached either to the camera itself, the mirrored one (is this true, or are the StateSets at the camera something special - I dont remember by heart?). Or attach a group to the camera that is not shared , apply that state at this group and attach the shared graph to those two groups. This only works if there is either - no such state in the scenegraph below or - if you set that StateSttribute to StateAttribute::OVERRIDE. GReetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Curious osgText crash
Hi Kim Not much help: I have seen the same message occasionally when updating text ( not had crashes) But have no been able to track down issue that may causing subload message yet -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier Sent: Monday, March 02, 2009 9:37 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Kim, I had a problem like this in the past, I solved it using a draw callback to update the texts. you can read this problem here : http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408 Hopping this can help you. Regards, Vincent. 2009/3/2 Kim C Bale k.b...@hull.ac.uk: Hi all, I'm getting some odd errors in conjunction with osgText. I'm loading two font files and assigning them to various osgText drawables, which are in turn added to a series geodes. Each geode is then rendered to texture using individual pre render FBO cameras. When I set the application to single threaded all is well, however when I set it to AutomaticSelection It prints the error: before Font::Glyph::subload(): detected OpenGL error 'invalid operation before Font::Glyph::subload(): detected OpenGL error ' Before crashing with an access violation. Last four entries on the call stack are at the base of the post. I'm not changing the text at any point after I've done the initial set up and I've tried setting the data variance on the osgText drawables to DYNAMIC. But it doesn't seem to help. Anybody have any ideas what's gone wrong here? Hopefully I've given enough information. Cheers, Kim. msvcr80d.dll!strlen(unsigned char * buf=0x0549ef78) Line 81 Asm msvcp80d.dll!std::char_traitschar::length(const char * _First=0x) Line 559 + 0x9 bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const char * _Val=0x) Line 748 + 0xc bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const unsigned char * _Val=0x) Line 929 + 0xd bytes C++ ** *** To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html ** *** ___ 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] Mirrored camera
On Mon, 02 Mar 2009 15:37:07 +0100, Mathias Fröhlich m.froehl...@science-computing.de wrote: Hi, On Monday 02 March 2009 15:24, Joakim Simonsson wrote: Is it possible to use two cameras, where one is mirrored, that share the same scene? You should be able to have that attached either to the camera itself, the mirrored one (is this true, or are the StateSets at the camera something special - I dont remember by heart?). I tried to attach that stateattribute to the mirrored camera only. But it does not seem to work. Or attach a group to the camera that is not shared , apply that state at this group and attach the shared graph to those two groups. I'll go for the group approach. Thanks for your help. -- Joakim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mirrored camera
Hi Joakim, in examples osgcamera, in function: void multipleWindowMultipleCameras(osgViewer::Viewer viewer, bool multipleScreens) i tried this code sample: if (i != 2) viewer.addSlave(camera.get(), osg::Matrix::scale(aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() ); else viewer.addSlave(camera.get(), osg::Matrix::scale(-1.0 * aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() ); camera which has id 2 become mirrored. is it something that you want? On Mon, Mar 2, 2009 at 4:46 PM, Joakim Simonsson joa...@autosim.no wrote: On Mon, 02 Mar 2009 15:37:07 +0100, Mathias Fröhlich m.froehl...@science-computing.de wrote: Hi, On Monday 02 March 2009 15:24, Joakim Simonsson wrote: Is it possible to use two cameras, where one is mirrored, that share the same scene? You should be able to have that attached either to the camera itself, the mirrored one (is this true, or are the StateSets at the camera something special - I dont remember by heart?). I tried to attach that stateattribute to the mirrored camera only. But it does not seem to work. Or attach a group to the camera that is not shared , apply that state at this group and attach the shared graph to those two groups. I'll go for the group approach. Thanks for your help. -- Joakim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Curious osgText crash
Hi Vincent/Gordon, Thanks for your quick replies. I've had a read of the thread, but I'm not actually updating the text once it's added as a drawable so, if I understand correctly, I shouldn't need to worry about thread safety. But to be on the safe side, I've also set the text data variance to DYNAMIC, which worked for me in the past when I had similar issues but only when updating text objects. What is odd though is that the crash only happens when I use two fonts. If I use just one I get the: before Font::Glyph::subload(): detected OpenGL error 'invalid operation' error, but continues on, if I use two fonts it bombs. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: 02 March 2009 14:40 To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Kim Not much help: I have seen the same message occasionally when updating text ( not had crashes) But have no been able to track down issue that may causing subload message yet -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier Sent: Monday, March 02, 2009 9:37 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Kim, I had a problem like this in the past, I solved it using a draw callback to update the texts. you can read this problem here : http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408 Hopping this can help you. Regards, Vincent. 2009/3/2 Kim C Bale k.b...@hull.ac.uk: Hi all, I'm getting some odd errors in conjunction with osgText. I'm loading two font files and assigning them to various osgText drawables, which are in turn added to a series geodes. Each geode is then rendered to texture using individual pre render FBO cameras. When I set the application to single threaded all is well, however when I set it to AutomaticSelection It prints the error: before Font::Glyph::subload(): detected OpenGL error 'invalid operation before Font::Glyph::subload(): detected OpenGL error ' Before crashing with an access violation. Last four entries on the call stack are at the base of the post. I'm not changing the text at any point after I've done the initial set up and I've tried setting the data variance on the osgText drawables to DYNAMIC. But it doesn't seem to help. Anybody have any ideas what's gone wrong here? Hopefully I've given enough information. Cheers, Kim. msvcr80d.dll!strlen(unsigned char * buf=0x0549ef78) Line 81 Asm msvcp80d.dll!std::char_traitschar::length(const char * _First=0x) Line 559 + 0x9 bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const char * _Val=0x) Line 748 + 0xc bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const unsigned char * _Val=0x) Line 929 + 0xd bytes C++ ** *** To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html ** *** ___ 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* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Well, I don't know your needs! :D Do you need OpenAL++ things like: - A class for converting audio? (AudioConvert) - Support for streaming? (FileStream) - Support for ogg-Vorbis streaming? - Various classes around OpenAL (Listener, PositionedObject, Source, Sample...)? Do you need to put a node in your scene graph? (osgAL::*) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 02 Mar 2009 10:13:00 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi Sukender, On Sat, Feb 28, 2009 at 3:06 PM, Sukender suky0...@free.fr wrote: I understand. And what about using code from osgAL for your needs? In what form? I've only briefly looked at osgAL a couple of time so don't know that code base well yet. Are you thinking of some specific classes? 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] OpenGL and OSG advocacy
Well, I'm sorry, I don't have any suggestion... I was just googling around. ;) Maybe yes, SPEC could be used as a benchmark (among others). Anyone else having a suggestion? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 02 Mar 2009 10:29:36 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: On Sun, Mar 1, 2009 at 2:38 PM, Sukender suky0...@free.fr wrote: Hi all, Anyone heard about SPECgpc? If not: http://www.specbench.org/gwpg/gpc.static/overview.html Could it be something to dive into for benchmarks using OpenGL/OSG? The SPEC benchmarks for OpenGL have been around for a very long time. As far as I know they capture the OpenGL calls for certain types of apps then replay this stream of calls+data at OpenGL to provide a pure benchmark un-encombard by CPU overhead. To include the OSG in the mix would break this convention, but perhaps they might be open to this. I think we need to come up with our own set of benchmarks, we might be able to make them compatible with the way that the SPEC ones are done, or perhaps similar to the way that other benchmarking tools generate output. We'd want to make it easy to pull down and install the tests, easy to run them, then easy to get and present the results. I haven't ever dived into package performance tests like this before, so am open to suggestions. 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] Problem compiling latest trunk, ffmpeg problem
Hi J.P and A. As a crude hack to get me svn/trunk version of ffmpeg compiling against our ffmpeg plugin I've added to FFmpegDecorderVideo.cpp the extern definition of the img_convert. extern C { int img_convert(AVPicture *dst, int dst_pix_fmt, const AVPicture *src, int src_pix_fmt, int src_width, int src_height); }; This allows the plugin to compile and link properly, it's certainly not an ideal solution, but might give us a bit more breathing space till we work out a final solution. I've tried this with ffmpeg svn/trunk and r15261 the last stable svn tag, so I've gone ahead an check it into OSG svn/tunk. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi Sukender, The needs for the providing audio for movies read by the ffmpeg is that we have a AudioSink implementation that can pull the data from osg::AudioStream and play it. We don't need a scene graph node, or reading support for the ffmpeg plugin as it stands. I'm basically working to get the present plugin up to feature competitive for first the xine-lib plugin and later hopefully the quicktime plugin. FYI, the ffmpeg has ogg support available - in fact I'm just download a .ogg movie for testing. I would be not be surprised if we could get it handle the audio reading as well. Robert. On Mon, Mar 2, 2009 at 3:50 PM, Sukender suky0...@free.fr wrote: Well, I don't know your needs! :D Do you need OpenAL++ things like: - A class for converting audio? (AudioConvert) - Support for streaming? (FileStream) - Support for ogg-Vorbis streaming? - Various classes around OpenAL (Listener, PositionedObject, Source, Sample...)? Do you need to put a node in your scene graph? (osgAL::*) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 02 Mar 2009 10:13:00 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi Sukender, On Sat, Feb 28, 2009 at 3:06 PM, Sukender suky0...@free.fr wrote: I understand. And what about using code from osgAL for your needs? In what form? I've only briefly looked at osgAL a couple of time so don't know that code base well yet. Are you thinking of some specific classes? 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could not be read by OpenFlight-API
Sorry for triple posting, but i have some new findings: Correctly reading in Subfaces with the OpenFlight API is dependent on the node sequence. Group - child1 = Subface Node - child2 = Other Geometry does not produce a subface in the API. Where as Group - child1 = Other Geometry - child2 = Subface Node leads to the desired result. Do I have to garantee in osg, that the order of the nodes is correct before exporting to flt, or could the plugin be adjusted to put subface childs last? The latter would help to avoid invalid results in future for people who are not aware of the problem. Greetings, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7776#7776 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ImageStream and texture updates synch
Hi, From what I understand, an ImageStream indicates that the image as been changed by calling the dirty() method. From there, a texture will update its content with the new image when the scenegraph is traversed. The problem is that I've not found any way to synchronize the point where the ImageStream updates its current image and where a texture update its content with the current image, which leads to visual tearing (very similar to vsync off) if the ImageStream and the texture update their content at the same time. This is quite visible on some videos when using the FFmpeg plugin. Any ideas? Cheers, Tanguy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Troubles building osg_Freetype plugin
Hi I give up for the moment of building OSG with MinGW32 and decided to use Microsoft Visual Studio .NET 2003 (I'm using a low resources of hardware but OSG goes OK). I have compiled OSG but some plugins didn't compile for example the freetype plugin don't get linked because MSVS linker raises me the following Building Custom Rule D:/Installers/libraries/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/src/osgPlugins/freetype/CMakeLists.txt CMake does not need to re-run because CMakeFiles/generate.stamp is up-to-date. Compiling... ReaderWriterFreeType.cpp FreeTypeLibrary.cpp FreeTypeFont3D.cpp FreeTypeFont.cpp Generating Code... Linking... FreeTypeFont3D.obj : error LNK2019: unresolved external symbol _FT_Outline_Get_BBox referenced in function protected: void __thiscall FreeTypeFont3D::init(void) (?i...@freetypefont3d@@IAEXXZ) D:\Installers\libraries\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\bin\Debug\..\osgPlugins-2.8.0\osgdb_freetyped.dll : fatal error LNK1120: 1 unresolved externals Build log was saved at file://d:\Installers\libraries\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\freetype\osgdb_freetype.dir\Debug\BuildLog.htm Plugins freetype - 2 error(s), 0 warning(s) -- Done -- Build: 0 succeeded, 1 failed, 0 skipped I have downloaded the 3rdParty dependencies form here (http://www.openscenegraph.org/downloads/dependencies/Windows/VisualStudio7/3rdParty_Win32binaries_2005_05_10.zip). If somebody knows how to solve this problem i'll be very grateful greetings SirErnest -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7779#7779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph.org stats
Jean-Sébastien Guay wrote: Hi Jason, Ever try DosBox ( http://dosbox.com/information.php?page=0 ) ? Yes, of course, but running it on the real hardware is its own reward. :-) Of course, like I said, it depends on *why* you keep them around. Mind you, I haven't thrown my hardware away, either :-) Plus, I hate how nothing in DosBox really runs that well (even something that ran well on a 486DX/33 has trouble in DosBox, and I have to spend about 5 minutes each time finding the right settings...). So I prefer keeping the machines around, getting them out every year or so when I feel like it and having things run exactly like they used to. In my case I had better luck with DosBox than with the old hardware. It even runs Wing Commander III pretty well on my PC. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ImageStream and texture updates synch
HI Tanguy, You don't want a synchronization point in the image stream as it'd cause the rendering thread to stall waiting for the movie reading thread. Rather than add such a sync operation, it's best to double buffer the image data and then just do a pointer swap on the image to tell it which buffer is current, this is what I implemented in the xine-lib plugin. Something else I have been wondering about is the possibility of having two ImageStream that are managed so that they are one frame apart, then in the graphics thread you'd have a geometry with two textures applied, and a mixing of the two textures based on the time for the rendering frame vs the time of each of the texture. This way one might be able to provide a smoother video experience. I must admit, I don't know how effective this would be on movies, but it might be an interesting thing to try out further down the line. Robert. On Mon, Mar 2, 2009 at 4:44 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Hi, From what I understand, an ImageStream indicates that the image as been changed by calling the dirty() method. From there, a texture will update its content with the new image when the scenegraph is traversed. The problem is that I’ve not found any way to synchronize the point where the ImageStream updates its current image and where a texture update its content with the current image, which leads to visual tearing (very similar to vsync off) if the ImageStream and the texture update their content at the same time. This is quite visible on some videos when using the FFmpeg plugin. Any ideas? Cheers, Tanguy ___ 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] Troubles building osg_Freetype plugin
Did you build the actual FreeType library ? this is a 3rd party lib you have to build etc.. There are several 3rd Party libs that you either have to build or find a prebuilt package for your OS/build Env See the OSG web site and dependency lists for what you need etc __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ernesto Sent: Monday, March 02, 2009 12:02 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Troubles building osg_Freetype plugin Hi I give up for the moment of building OSG with MinGW32 and decided to use Microsoft Visual Studio .NET 2003 (I'm using a low resources of hardware but OSG goes OK). I have compiled OSG but some plugins didn't compile for example the freetype plugin don't get linked because MSVS linker raises me the following Building Custom Rule D:/Installers/libraries/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneG raph/src/osgPlugins/freetype/CMakeLists.txt CMake does not need to re-run because CMakeFiles/generate.stamp is up-to-date. Compiling... ReaderWriterFreeType.cpp FreeTypeLibrary.cpp FreeTypeFont3D.cpp FreeTypeFont.cpp Generating Code... Linking... FreeTypeFont3D.obj : error LNK2019: unresolved external symbol _FT_Outline_Get_BBox referenced in function protected: void __thiscall FreeTypeFont3D::init(void) (?i...@freetypefont3d@@IAEXXZ) D:\Installers\libraries\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneG raph\build\bin\Debug\..\osgPlugins-2.8.0\osgdb_freetyped.dll : fatal error LNK1120: 1 unresolved externals Build log was saved at file://d:\Installers\libraries\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\Op enSceneGraph\build\src\osgPlugins\freetype\osgdb_freetype.dir\Debug\BuildLog .htm Plugins freetype - 2 error(s), 0 warning(s) -- Done -- Build: 0 succeeded, 1 failed, 0 skipped I have downloaded the 3rdParty dependencies form here (http://www.openscenegraph.org/downloads/dependencies/Windows/VisualStudio7/ 3rdParty_Win32binaries_2005_05_10.zip). If somebody knows how to solve this problem i'll be very grateful greetings SirErnest -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7779#7779 ___ 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] Troubles building osg_Freetype plugin
Hello Ernesto, I have downloaded the 3rdParty dependencies form here (http://www.openscenegraph.org/downloads/dependencies/Windows/VisualStudio7/3rdParty_Win32binaries_2005_05_10.zip). That's the old 3rdparty package, which is not useful anymore because we need a newer version of the Freetype lib in particular, which is why you're getting that error. The Dependencies page clearly states where to get the dependencies for VS7.1 (2003): http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies VisualStudio 7.1 - https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs71/; (Note that I removed the Visual Studio 7 item in the list, it was misleading since VS7 is not really supported and it linked to the old dependencies zip from 2005 which will not work as you discovered. The page should now be more accurate.) Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] New ffmpeg plugin checked into svn/trunk
Robert Osfield wrote: Hi Sukender, The needs for the providing audio for movies read by the ffmpeg is that we have a AudioSink implementation that can pull the data from osg::AudioStream and play it. We don't need a scene graph node, or reading support for the ffmpeg plugin as it stands. I'm basically working to get the present plugin up to feature competitive for first the xine-lib plugin and later hopefully the quicktime plugin. FYI, the ffmpeg has ogg support available - in fact I'm just download a .ogg movie for testing. I would be not be surprised if we could get it handle the audio reading as well. In my experience, ffmpeg will decode just about anything you throw at it. It shouldn't even break a sweat on a Vorbis stream. I think most of osgAL would be superfluous here. We don't need spatialization or decoding. The only thing we'd use is the interface to the audio hardware. I guess the question becomes whether it is worth it to use osgAL (which uses OpenAL++, which in turn uses OpenAL), or whether it would be better to just write an OpenAL implementation for AudioSink and make it a plugin (much like the freetype plugin is a concrete implementation of osgText::Font::FontImplementation). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi Jason, On Mon, Mar 2, 2009 at 5:13 PM, Jason Daly jd...@ist.ucf.edu wrote: I think most of osgAL would be superfluous here. We don't need spatialization or decoding. The only thing we'd use is the interface to the audio hardware. I guess the question becomes whether it is worth it to use osgAL (which uses OpenAL++, which in turn uses OpenAL), or whether it would be better to just write an OpenAL implementation for AudioSink and make it a plugin (much like the freetype plugin is a concrete implementation of osgText::Font::FontImplementation). I was thinking that an OpenAL plugin would be doable, and could either return an audio sink or an AudioStream. Going the OpenAL route would also pave the way for an osgAudio library, as the OpenAL dependency wouldn't change as one migrated osgAudio into the core. Go for another audio solution and one would have a more complicated evolution of external dependencies. I'm going to experiment with OpenAL at this end how things go. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ImageStream and texture updates synch
Hi Robert, It's then probably a good idea to update the ffmpeg plugin to also use a pointer swap. The current implementation of the ffmpeg plugin is not optimal. Internally there are already two buffers (a private and a public one), because of the colour conversion routines, synch issues, and also because of the vertical orientation (see void FFmpegDecoderVideo::swapBuffers()). FFmpegDecoderVideo::publishFrame() and FFmpegDecoderVideo::swapBuffers() could be improved to feature a real double buffering (and remove the then-useless copy) so that FFmpegImageStream could implement a pointer swap. I think I could tackle this and submit the modifications during this week. Tanguy -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday 02 March 2009 17:07 To: OpenSceneGraph Users Subject: Spam: Re: [osg-users] ImageStream and texture updates synch HI Tanguy, You don't want a synchronization point in the image stream as it'd cause the rendering thread to stall waiting for the movie reading thread. Rather than add such a sync operation, it's best to double buffer the image data and then just do a pointer swap on the image to tell it which buffer is current, this is what I implemented in the xine-lib plugin. Something else I have been wondering about is the possibility of having two ImageStream that are managed so that they are one frame apart, then in the graphics thread you'd have a geometry with two textures applied, and a mixing of the two textures based on the time for the rendering frame vs the time of each of the texture. This way one might be able to provide a smoother video experience. I must admit, I don't know how effective this would be on movies, but it might be an interesting thing to try out further down the line. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Curious osgText crash
I've recreated the problem I've been having in the attached CPP file. It's a very simple example, so I don't think I've overlooked anything. Occasionally this will run, but the majority of the time it bombs. If one of you kind ladies or gentlemen could run it and tell me if you get the same error/crash I would most grateful. I'm afraid I don't have access to a different machine to test it on at the moment. I compiled it with osg2.8 Cheers, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: 02 March 2009 15:47 To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Vincent/Gordon, Thanks for your quick replies. I've had a read of the thread, but I'm not actually updating the text once it's added as a drawable so, if I understand correctly, I shouldn't need to worry about thread safety. But to be on the safe side, I've also set the text data variance to DYNAMIC, which worked for me in the past when I had similar issues but only when updating text objects. What is odd though is that the crash only happens when I use two fonts. If I use just one I get the: before Font::Glyph::subload(): detected OpenGL error 'invalid operation' error, but continues on, if I use two fonts it bombs. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: 02 March 2009 14:40 To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Kim Not much help: I have seen the same message occasionally when updating text ( not had crashes) But have no been able to track down issue that may causing subload message yet -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier Sent: Monday, March 02, 2009 9:37 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Curious osgText crash Hi Kim, I had a problem like this in the past, I solved it using a draw callback to update the texts. you can read this problem here : http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408 Hopping this can help you. Regards, Vincent. 2009/3/2 Kim C Bale k.b...@hull.ac.uk: Hi all, I'm getting some odd errors in conjunction with osgText. I'm loading two font files and assigning them to various osgText drawables, which are in turn added to a series geodes. Each geode is then rendered to texture using individual pre render FBO cameras. When I set the application to single threaded all is well, however when I set it to AutomaticSelection It prints the error: before Font::Glyph::subload(): detected OpenGL error 'invalid operation before Font::Glyph::subload(): detected OpenGL error ' Before crashing with an access violation. Last four entries on the call stack are at the base of the post. I'm not changing the text at any point after I've done the initial set up and I've tried setting the data variance on the osgText drawables to DYNAMIC. But it doesn't seem to help. Anybody have any ideas what's gone wrong here? Hopefully I've given enough information. Cheers, Kim. msvcr80d.dll!strlen(unsigned char * buf=0x0549ef78) Line 81 Asm msvcp80d.dll!std::char_traitschar::length(const char * _First=0x) Line 559 + 0x9 bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const char * _Val=0x) Line 748 + 0xc bytes C++ osg55-osgTextd.dll!std::operatorstd::char_traitschar (std::basic_ostreamchar,std::char_traitschar _Ostr={...}, const unsigned char * _Val=0x) Line 929 + 0xd bytes C++ ** *** To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html ** *** ___ 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 osgTextIssue.cpp Description: osgTextIssue.cpp * To view the terms under which this email is distributed, please go to
[osg-users] Regarding Camera Position
I just need to know how will i get the camera position and the quaternion i need it to be recorded it with out the help of using the record option of the OSG feature that holds time x,y,z and quaternion So let me know if some one know how to get the Camera Position ans Quaternion -- Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgtessellate example question
hi, i have a question concerning the osgtessellate example. why vanishes the TRIANGLE_STRIP primitives constructed in the function makePolsTwo() after TESS_WINDING_NEGATIVE? as far as i understand, a similiar primitive, constructed in makePols() is created with same settings, like the one in makePolsTwo(), and it also (temporaly) disapperars while TESS_WINDING_ABS_GEQ_TWO. but when the tessellation cycle starts again, the one from makePols() is there again, the other one from makePolsTwo() isn't. thanks in advance, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7790#7790 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg debugging question
hi, i wanted to debug an osg example (osgtessellate) to see how the number of primitives changes inside a Geode instance while tessellation is done. first of all, let me tell you that i'm not only new to osg, but also to debugging c++ applications, so if something seems strange the way i have done please let me know. first, i changed the scope of the object i was interessed in to global scope: osg::Group *makeTessellateExample (void) { osg::Group *grp=new osg::Group; osg::Geode gd=new osg::Geode; ... extern osg::Geode *gd=0; osg::Group *makeTessellateExample (void) { osg::Group *grp=new osg::Group; gd=new osg::Geode; ... then i set a breakpoint inside a function of the applicationcode, which is also called once initalization is done. bool KeyboardEventHandle::handle(... { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (_scene ea.getKey()=='n') BREAKPOINT ... finally when i pressed 'n' during runtime i could inspect the Geode instance in debugmode. --- my questions are: * at first i had some problems to find a suited place for the breakpoint, to pause the debugger so i can inspect my object. if there wouldn't be the keyboard-event-handler function inside the osgtessellation example, nothing inside the applicationcode would be re-called once initialization is done. so whats the preferred place for a breakpoint if viewer.run() is used? * if i don't set a breakpoint, than it seems there is another possibility to pause the debugger of my IDE (vs 8.0). it's called BREAK ALL and program flow is paused inside of an arbitrary OSG function (xutility, vector, etc.). but from there i dont' have access to my Geode instane (because it's out of scope?). so whats the best way to debug an osg application? thanks in advance, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7791#7791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Retrieving an Image from osgPPU
Maybe I'm overlooking something simple, but I just don't seem to see it right off hand. I'm using osgPPU to do multiple passes on a scene and I have the case where I need the result in two ways (I need both simultaneously): 1) To the screen (done with UnitOut) 2) To an osg::Image Case #1 is obviously simple, but I'm having trouble with case #2. I've tried writing a custom unit similar to that of UnitOutCapture without the save to disk, but the call to readImageFromCurrentTexture is extremely slow. Is there a better way to do this? Thanks, Steve -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7792#7792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Retrieving an Image from osgPPU
Hi Stephan, there currently no unit exists, which copies the content of the texture into an image in a faster way. However looking on the example of UnitOutCapture is the way to go, as you did. Currently the implementation of UnitOutCapture does use the simple readImageFromCurrentTexture method as you pointed out. The problem with that method is that it does not run asynchronously and hence stall the CPU. I am not sure, but it also could be that the whenever the data is copied from the GPU memory into the CPU memory it has to get through the CPU which again slow downs the transfer. What you need is to take a look into PixelBufferObjects (http://www.songho.ca/opengl/gl_pbo.html). These can be used to accelerate transfer of the data from video memory to the system memory by using DMA and asynchronous transfer. In current Unit.cpp (v0.4) from line 580 you can find more how I have used PBOs. You could even use these PBOs (as used in CUDA example) to read your data into system memory (image). I think this would be the fastest method. I would be also like to improve the perforamance of UnitOutCapture with this methods as well, however currently I have no time for this. If you implement this functionality in a new Unit (e.g. UnitOutImage), then I would be happy to include it into the svn trunk. Cheers, art[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7793#7793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding Camera Position
Here the reply I gave you when you asked this question a couple of hours ago also a suggestion you read this link http://www.catb.org/~esr/faqs/smart-questions.html From my previous reply : Have you looked at the code and headers of the camera or that use by osg when saving a path? Have you looked at the examples in OSG ? Have you looked at the tutorials listed on the web site ? Have you searched the mail/forum archives ( clue: this has been answered many many many time before) These will all help you solve your problem __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of sunitha sunagad Sent: Monday, March 02, 2009 12:53 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Regarding Camera Position I just need to know how will i get the camera position and the quaternion i need it to be recorded it with out the help of using the record option of the OSG feature that holds time x,y,z and quaternion So let me know if some one know how to get the Camera Position ans Quaternion -- Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Retrieving an Image from osgPPU
Thanks Art, I'll take a look as time allows and see what I can do. Steve -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7795#7795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] modify children in node callback?
In general, is it ok to modify child nodes in a node callback method? That is, children of the node for which the callback was called? I assume it must be. If not, how do you add or remove nodes of a scene graph while running? Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling small feature culling for a subgraph
Hi Robert, Ok, so if I change the mask of the current CullingSet in a cull callback, should it only affect the culling of the node that the callback is attached to and not the nodes below in the scenegraph? If I change the culling mode of the cull visitor in a cull callback, should it affect all nodes traversed after the node with the callback? This was what I thought, but it didn't work for disabling or enabling small feature culling at least. From my debugging it seams like changing the culling mode of the cullvisitor during traversal doesn't have any affect on culling, i.e. it doesn't change the mask of any culling sets used after the culling mode is changed. I tried to fix this with the patch earlier that you rejected. Is there any other way to change the culling mode from a cull callback so that it affects the culling of nodes below the node with the cull callback? Regrads, Per Robert Osfield wrote: Hi Per, I'm a bit rusty on this topic, too many topics coming flying by each day that niche stuff drops out of focus quite quickly... Something I can answer right away is to to explain the relationship between the CullingSet CullingMode and CullingMask. The Mode is the base mode that specifies what the overall mode should be, while the CullingMask is the current active subset of this mode, that handles the fact that different faces of the view frustum get disabled when subgraphs are completely inside the faces of the view frustum. At least that what I can recall/work out from a brief look through the code. Robert. On Fri, Feb 27, 2009 at 9:16 PM, Per Fahlberg pe...@remograph.com wrote: A correction, my earlier proposed fix also solves this problem if the cull callback is changed to also modify the culling mode of the cull visitor, so that the callback reads something like this: ... osg::CullSettings::CullingMode cullVisitorCullingMode = cv-getCullingMode(); osg::CullingSet cs = cv-getCurrentCullingSet(); osg::CullingSet::Mask cullingSetMask = cs.getCullingMask(); cv-setCullingMode(cullVisitorCullingMode | osg::CullSettings::SMALL_FEATURE_CULLING); cs.setCullingMask(cullingSetMask | osg::CullSettings::SMALL_FEATURE_CULLING); traverse(node,nv); cs.setCullingMask(cullingSetMask); cv-setCullingMode(cullVisitorCullingMode); ... I'm a bit confused about all the culling masks/modes and which ones to modify and how they are propagated when the cull visitor traverses the scenegraph. Regards, Per Per Fahlberg wrote: Hi Robert, I've been busy with other work and only now been able to try your proposed change and found that it doesn't quite work as expected. When I run the attached modified osgscribe example with the attached box-sphere.osg model the small feature culling only culls the entire model, i.e. both the box and the sphere together not separately as I was expecting. If small feature culling is turned on on the camera the box and sphere is culled by the small feature culling individually. I would like to enable small feature culling on quite large subgraphs and it seams that it only turns on small feature culling on the node with the callback not on the nodes bellow it. This feels very similar to the problem I was originally trying to solve, where the disabling of small feature culling wasn't propagated downwards but the fix I submitted then didn't fix this problem. Do I need to add the callback to all nodes that I wish to be culled by small feature culling or is this a problem in osg? Regards, Per Robert Osfield wrote: Hi Per, On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com wrote: I don't really understand how this is not a bug since it is possible to switch small feature culling on for a subgraph but not switch it off? The scene graph itself doesn't support switching off small feature culling in a subgraph. The way you tried to add this back in was inappropriate, so didn't work. My proposed change to just enable small feature culling for subgraphs that needn't it didn't require disabling culling for subgraphs so would be more efficient as culling would never be complete disabled. Disabling culling for a deeply embedded subgraph causes all the parents culling to be disabled as well, which prevents early termination of traversal that would otherwise be done so I wouldn't recommend it. I will however scratch my head and try to figure out if I can somehow easily invert the enabling and disabling of small feature culling in my program. You could just use LOD's, this is effectively all that small feature culling simulates. Alternatively you could just set the bounding box of the drawables of interest to an artificially large size to prevent the small feature culling from effecting them. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] modify children in node callback?
Cory, You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between traversals. Brian 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-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Cory Riddell c...@codeware.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 02:45PM Subject: [osg-users] modify children in node callback? In general, is it ok to modify child nodes in a node callback method? That is, children of the node for which the callback was called? I assume it must be. If not, how do you add or remove nodes of a scene graph while running? Cory ___ 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] modify children in node callback?
Thanks Brian, that makes sense. Is there a pre (or post) traversal callback that I can hook to make the changes, or must I manually mange the frame loop to make the changes? Cory Brian R Hill wrote: Cory, You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between traversals. Brian 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-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Cory Riddell c...@codeware.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 02:45PM Subject: [osg-users] modify children in node callback? In general, is it ok to modify child nodes in a node callback method? That is, children of the node for which the callback was called? I assume it must be. If not, how do you add or remove nodes of a scene graph while running? Cory ___ 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] osg::Camera setProjectionMatrixAsFrustum() not working as expected
Hello, I am trying to create a mirror view of a scene and my first instinct was to just negate the left and right parameters of the osg::Camera setProjectionMatrixAsFrustum() call; however, this is causing all of the models to appear inverted instead of mirrored. When I mirror the scene horizontally to create an upside-down view (by negating both the left and right, and top and bottom parameters), everything looks fine. Is there something I'm missing? Thanks, Bill -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7799#7799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] modify children in node callback?
I usually do it in the main loop, something like: while(!viewer.done()) { // do updates here update_scene_graph(...); viewer.frame(); } 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-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Cory Riddell c...@codeware.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 03:41PM Subject: Re: [osg-users] modify children in node callback? Thanks Brian, that makes sense. Is there a pre (or post) traversal callback that I can hook to make the changes, or must I manually mange the frame loop to make the changes? Cory Brian R Hill wrote: Cory, You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between traversals. Brian 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-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Cory Riddell c...@codeware.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 02:45PM Subject: [osg-users] modify children in node callback? In general, is it ok to modify child nodes in a node callback method? That is, children of the node for which the callback was called? I assume it must be. If not, how do you add or remove nodes of a scene graph while running? Cory ___ 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] Disabling small feature culling for a subgraph
Hi Per, Unfortunately this is too a niche a part of the OSG to provide an answer off the top of my head. Rober. On Mon, Mar 2, 2009 at 8:01 PM, Per Fahlberg pe...@remograph.com wrote: Hi Robert, Ok, so if I change the mask of the current CullingSet in a cull callback, should it only affect the culling of the node that the callback is attached to and not the nodes below in the scenegraph? If I change the culling mode of the cull visitor in a cull callback, should it affect all nodes traversed after the node with the callback? This was what I thought, but it didn't work for disabling or enabling small feature culling at least. From my debugging it seams like changing the culling mode of the cullvisitor during traversal doesn't have any affect on culling, i.e. it doesn't change the mask of any culling sets used after the culling mode is changed. I tried to fix this with the patch earlier that you rejected. Is there any other way to change the culling mode from a cull callback so that it affects the culling of nodes below the node with the cull callback? Regrads, Per Robert Osfield wrote: Hi Per, I'm a bit rusty on this topic, too many topics coming flying by each day that niche stuff drops out of focus quite quickly... Something I can answer right away is to to explain the relationship between the CullingSet CullingMode and CullingMask. The Mode is the base mode that specifies what the overall mode should be, while the CullingMask is the current active subset of this mode, that handles the fact that different faces of the view frustum get disabled when subgraphs are completely inside the faces of the view frustum. At least that what I can recall/work out from a brief look through the code. Robert. On Fri, Feb 27, 2009 at 9:16 PM, Per Fahlberg pe...@remograph.com wrote: A correction, my earlier proposed fix also solves this problem if the cull callback is changed to also modify the culling mode of the cull visitor, so that the callback reads something like this: ... osg::CullSettings::CullingMode cullVisitorCullingMode = cv-getCullingMode(); osg::CullingSet cs = cv-getCurrentCullingSet(); osg::CullingSet::Mask cullingSetMask = cs.getCullingMask(); cv-setCullingMode(cullVisitorCullingMode | osg::CullSettings::SMALL_FEATURE_CULLING); cs.setCullingMask(cullingSetMask | osg::CullSettings::SMALL_FEATURE_CULLING); traverse(node,nv); cs.setCullingMask(cullingSetMask); cv-setCullingMode(cullVisitorCullingMode); ... I'm a bit confused about all the culling masks/modes and which ones to modify and how they are propagated when the cull visitor traverses the scenegraph. Regards, Per Per Fahlberg wrote: Hi Robert, I've been busy with other work and only now been able to try your proposed change and found that it doesn't quite work as expected. When I run the attached modified osgscribe example with the attached box-sphere.osg model the small feature culling only culls the entire model, i.e. both the box and the sphere together not separately as I was expecting. If small feature culling is turned on on the camera the box and sphere is culled by the small feature culling individually. I would like to enable small feature culling on quite large subgraphs and it seams that it only turns on small feature culling on the node with the callback not on the nodes bellow it. This feels very similar to the problem I was originally trying to solve, where the disabling of small feature culling wasn't propagated downwards but the fix I submitted then didn't fix this problem. Do I need to add the callback to all nodes that I wish to be culled by small feature culling or is this a problem in osg? Regards, Per Robert Osfield wrote: Hi Per, On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com wrote: I don't really understand how this is not a bug since it is possible to switch small feature culling on for a subgraph but not switch it off? The scene graph itself doesn't support switching off small feature culling in a subgraph. The way you tried to add this back in was inappropriate, so didn't work. My proposed change to just enable small feature culling for subgraphs that needn't it didn't require disabling culling for subgraphs so would be more efficient as culling would never be complete disabled. Disabling culling for a deeply embedded subgraph causes all the parents culling to be disabled as well, which prevents early termination of traversal that would otherwise be done so I wouldn't recommend it. I will however scratch my head and try to figure out if I can somehow easily invert the enabling and disabling of small feature culling in my program. You could just use LOD's, this is effectively all that small feature culling simulates. Alternatively you could just set the bounding box of the drawables of interest to an artificially large size to prevent the small feature
Re: [osg-users] osg::Camera setProjectionMatrixAsFrustum() not working as expected
Hi Bill, You most likely a hitting up againt backface culling culling the wrong faces because you've inverted the windings by swapping the coords. You'll either need to disable back face culling or swap the face that is used for back face culling. This topic has already been discussed today so please search the archives. Robert. On Mon, Mar 2, 2009 at 8:42 PM, Bill Sause osgfo...@tevs.eu wrote: Hello, I am trying to create a mirror view of a scene and my first instinct was to just negate the left and right parameters of the osg::Camera setProjectionMatrixAsFrustum() call; however, this is causing all of the models to appear inverted instead of mirrored. When I mirror the scene horizontally to create an upside-down view (by negating both the left and right, and top and bottom parameters), everything looks fine. Is there something I'm missing? Thanks, Bill -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7799#7799 ___ 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] modify children in node callback?
Brian R Hill wrote on Monday, March 02, 2009 2:29 PM: You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between traversals. Changes to the scenegraph should be made during the update traversal (so, inside an UpdateCallback), which is single-threaded so it is safe. The easiest way to prevent certain nodes from being traversed is to modify their node mask (the Camera also needs its traversal mask set so it will ignore these nodes). The main problem with removing/adding nodes is invalidating iterators, so I think it should be safe to add or remove children of the node currently being visited in the update pass; at the point of the UpdateCallback, I wouldn't expect any iterators to be iterating over that node's child list. -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Cory Riddell c...@codeware.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 02:45PM Subject: [osg-users] modify children in node callback? In general, is it ok to modify child nodes in a node callback method? That is, children of the node for which the callback was called? I assume it must be. If not, how do you add or remove nodes of a scene graph while running? Cory ___ 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 -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New ffmpeg plugin checked into svn/trunk
Hi Jason and Robert, Okay, I didn't know what you were expecting. So now I'm aware of it! I'm just a bit embarassed by the fact your work *may* be a duplicate (well, kind of) of what's inside osgAL. Anyway, I guess osgAudio would integrate both your work and osgAL. Good luck in making your plugin work! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 02 Mar 2009 18:29:55 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi Jason, On Mon, Mar 2, 2009 at 5:13 PM, Jason Daly jd...@ist.ucf.edu wrote: I think most of osgAL would be superfluous here. We don't need spatialization or decoding. The only thing we'd use is the interface to the audio hardware. I guess the question becomes whether it is worth it to use osgAL (which uses OpenAL++, which in turn uses OpenAL), or whether it would be better to just write an OpenAL implementation for AudioSink and make it a plugin (much like the freetype plugin is a concrete implementation of osgText::Font::FontImplementation). I was thinking that an OpenAL plugin would be doable, and could either return an audio sink or an AudioStream. Going the OpenAL route would also pave the way for an osgAudio library, as the OpenAL dependency wouldn't change as one migrated osgAudio into the core. Go for another audio solution and one would have a more complicated evolution of external dependencies. I'm going to experiment with OpenAL at this end how things go. 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
[osg-users] Set resize NPOT hint -- add to osgUtil Optimizer?
Hi Robert -- I've got a client with some models that use NPOT textures. Just loading the models and rendering them causes OSG to resize the textures to powers of 2, even though NPOT is supported on their hardware. We need a visitor that will walk the scene graph and call setResizeNonPowerOfTwoHint(false) on each texture. I was wondering if there was a larger need for such functionality? And if so, would this fit in the Optimizer as part of the OPTIMIZE_TEXTURE_SETTINGS flag? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding Camera Position
On Mon, Mar 2, 2009 at 8:26 PM, Gordon Tomlinson gor...@gordon-tomlinson.com wrote: Here the reply I gave you when you asked this question a couple of hours ago also a suggestion you read this link http://www.catb.org/~esr/faqs/smart-questions.htmlhttp://www.catb.org/%7Eesr/faqs/smart-questions.html From my previous reply : Have you looked at the code and headers of the camera or that use by osg when saving a path? Have you looked at the examples in OSG ? Have you looked at the tutorials listed on the web site ? http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials Have you searched the mail/forum archives ( clue: this has been answered many many many time before) http://www.mail-archive.com/search?q=camera+positionl=osg-users%40lists.openscenegraph.org These will all help you solve your problem __ *Gordon Tomlinson * *gor...@gordontomlinson.com* IM: *gordon3db...@3dscenegraph.com* *www.vis-sim.com www.gordontomlinson.com* __ *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *sunitha sunagad *Sent:* Monday, March 02, 2009 12:53 PM *To:* osg-users@lists.openscenegraph.org *Subject:* [osg-users] Regarding Camera Position I just need to know how will i get the camera position and the quaternion i need it to be recorded it with out the help of using the record option of the OSG feature that holds time x,y,z and quaternion So let me know if some one know how to get the Camera Position ans Quaternion -- Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] modify children in node callback?
Bryan, Thanks for pointing that out. I've always just done it outside of all the traversals and never looked for other ways - probably has something to do with the old dog, no new tricks thing :) Brian -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Thrall, Bryan bryan.thr...@flightsafety.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 04:00PM Subject: Re: [osg-users] modify children in node callback? Brian R Hill wrote on Monday, March 02, 2009 2:29 PM: You can't modify the hierarchy during an active traversal - this will mess up the traversal. You need to cache your updates and perform them between traversals. Changes to the scenegraph should be made during the update traversal (so, inside an UpdateCallback), which is single-threaded so it is safe. The easiest way to prevent certain nodes from being traversed is to modify their node mask (the Camera also needs its traversal mask set so it will ignore these nodes). The main problem with removing/adding nodes is invalidating iterators, so I think it should be safe to add or remove children of the node currently being visited in the update pass; at the point of the UpdateCallback, I wouldn't expect any iterators to be iterating over that node's child list. -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Cory Riddell c...@codeware.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/02/2009 02:45PM Subject: [osg-users] modify children in node callback? In general, is it ok to modify child nodes in a node callback method? That is, children of the node for which the callback was called? I assume it must be. If not, how do you add or remove nodes of a scene graph while running? Cory ___ 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 -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ 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] Set resize NPOT hint -- add to osgUtil Optimizer?
Hi Paul, Hi Robert -- I've got a client with some models that use NPOT textures. Just loading the models and rendering them causes OSG to resize the textures to powers of 2, even though NPOT is supported on their hardware. We need a visitor that will walk the scene graph and call setResizeNonPowerOfTwoHint(false) on each texture. I was wondering if there was a larger need for such functionality? And if so, would this fit in the Optimizer as part of the OPTIMIZE_TEXTURE_SETTINGS flag? This precise functionality was on my todo list of items to do when I have a bit of free time. If you get to it first (or if you can get funding for it) be my guest, but otherwise I think I would have gotten to it in the next 2 months or so. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] [osgPlugins] OpenFlight-Plugin - Subfaces could notbe read by OpenFlight-API
Sorry I have not gotten to this yet, but I have been busy with paying work. Your models are still in my inbox. Not sure when I'll have enough down time to get to this. (However, I'll add that OSG is a community effort, so you are more than welcome to debug the issue and post a fix to osg-submissions.) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Katharina Plugge Sent: Monday, March 02, 2009 4:54 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] OpenFlight-Plugin - Subfaces could notbe read by OpenFlight-API Hello again, i'm still having this problem with Subfaces and the OpenFlightPlugin. Has nobody any idea? @Paul Martz: I do not know, if you got my answer, because I only posted in the osg forum. I do not see your E-Mail adress here. If you can give it to me, i can send the example file again. Thanks, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7746#7746 ___ 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] multiple views on separate Qt widgets
hi, the 2.6 screenshot shows the expected functionality (the right panel is a top down view). The problem is in 2.8 my composite views are rendered on the desktop instead of within the window. Can you think of a reason for this? I suspected the problem is how I create the view in the SceneOSG::addView() function. Richard On Mon, Mar 2, 2009 at 8:41 PM, Robert Osfield robert.osfi...@gmail.comwrote: HI Richard, The right window looks odd, is this correct? Is this way one should expect if everything is working or is this an example of the problem? Robert. On Sun, Mar 1, 2009 at 11:54 PM, Richard Baron Penman osgfo...@tevs.eu wrote: Sure, here is a screenshot with 2.6 where the composite views are contained within the window. Richard -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7715#7715 ___ 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] New ffmpeg plugin checked into svn/trunk
Aye-aye, sir! ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 03 Mar 2009 00:50:43 +0100, Jason Daly jd...@ist.ucf.edu a écrit: Sukender wrote: Hi Jason and Robert, Okay, I didn't know what you were expecting. So now I'm aware of it! I'm just a bit embarassed by the fact your work *may* be a duplicate (well, kind of) of what's inside osgAL. Anyway, I guess osgAudio would integrate both your work and osgAL. Good luck in making your plugin work! I wouldn't be embarassed. I think the issue is just that using osgAL for the ffmpeg plugin would be like attacking a flea with a sledge hammer (overkill :-) ). When osgAudio (or whatever osgAL eventually becomes) is done and part of the core, I imagine this little plugin will no longer be necessary. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL and OSG advocacy
Hi Robert, hi all, I don't know if ideas (slogans) I got before going to sleep are to be good ones, but here we go! :) For OpenGL, regarding to portability: - Having only one client is risky for your company. Supporting only one platform is also risky. Use cross-platform open APIs based on OpenGL. Note to JS: I didn't say standard :) But if it sounds a better slogan, just say Use OpenGL, *the* corss-platform open standard. - Open your market to new customers. Build your apps with OpenGL. - Don't put all your eggs in one basket! Be cross-platform, be open, use OpenGL. - Tired to be tied to Windows? Switch to OpenGL. - OpenGL: Same performances, same features, but portable across platforms. Please note that these could also work for OSG... And for OSG: - Open Scene Graph: A high abstraction level, performance gains using optimizers and culling, ease of use, cool features, open source... What are you waiting for? - Dramatically cut your development costs by building your 3D app on a powerful open source and cross-platform toolkit. Open Scene Graph. - Why trying to build a powerful cross-platform 3D toolkit upon OpenGL when an open source and rock solid one exists? - Don't even try to be as good as a 375k lines toolkit, with 350 authors and 2000 registered users. Just use Open Scene Graph, it's free. - Don't even try to create your 3D app directly from a 3D API; it will cost years until you reach the Open Scene Graph features. - Open Scene Graph is simply what you need to avoid re-inventing the wheel. - No need for proprietary solutions that just can't be adapted to your needs... simply switch to Open Scene Graph. - For vis-sim, high performance apps, games, scientific visualization and modelling: Open Scene Graph. Certainly one of the best scene graph ever. - Don't want to meddle too low in OpenGL but want to keep manoeuvrability and scalability? Open Scene Graph is *your* solution. (Thanks kuba for his(her?) post on ohloh.net!) I guess some could be split/merged/rearanged. Thoughts? Things to change (Sorry, that's not easy to find good ads when not in your mothertongue language!)? Ideas? ...Anyone mastering a vector graphics editor to make cool ads? :) Sukender, going to bed PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 27 Feb 2009 09:51:56 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi Sukender, On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote: I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I did not put OpenGL in the page name). See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and start discussing! Also feel free to complete 2 other pages (and feel free to add links to some articles if revelant): http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Myths http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Demos Please note these are only placeholders for now... :) Thanks for putting up the pages, it looks like a good start of the process. I begin, by giving some more ideas: - May we try to find short sentences that sounds like advertising (about OpenGL or OSG) we could put as banners or logos on our websites/blogs? Any idea? Too early in the morning for me to be creative I'm afraid. I guess we could add short phases to our email signatures, as well as to blogs. The OSG website doesn't yet sport OpenGL logos we we really should get on with as a starter. Perhaps OpenGL ES and OpenGL CL, Collada be worth talking about in the mix and include logos would also be worth doing. - May we insist on the fact that OpenGL is used on consoles (except Xbox)? Existing consoles are already set in stone, the next gen ones might still be open to influence, none of which actually use a standard version of OpenGL or OpenGL ES. One can be sure that MS's next console will be Direct3D and not contain OpenGL, but I guess it wouldn't do any harm to lobby for it, even if you knew it was not going to be successful, as it points to the need for a single graphics API to be present across all consoles. Costs and time to market in recession are more critical than ever, being able to write software once and recompile everywhere is one of the most compelling aspect to standards like OpenGL. Thougts? Ideas? We build a magic wand capable of ushering peace to all that inhabit the earth and ensuring that open standards become the foundation of all computing ;-) Trawling the web/community for good examples of advocacy might be a place to start for getting inspiration. The OpenGL website might also be place to look for articles/quotes. Distilling what value OpenGL and separately OSG/OpenGL provides to the graphics market to a couple of key phrases might be useful. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] OpenGL and OSG advocacy
Hi Robert, I noticed you didn't put the OpenGL logos on the site. So I'm ringing you :) (Sorry if you *did* see the mail). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 27 Feb 2009 20:24:16 +0100, Sukender suky0...@free.fr a écrit: Hi Robert, hi all, I downloaded the officials OpenGL logos and registered (as requested on the site) using the email address I use for posting here, indicating it was for openscenegraph.org. I uploaded the standard logo+small version on the FTP. Robert, could you add the big one on the front page (and/or anywhere suitable)? Thanks. I don't have much ideas at the moment too... I'll post again later about short/key phrases and the investigation of the OpenGL site. About consoles, should we try to periodically contact manufacturers? Should we do it publicly (= I mean with a copy of the letters on the wiki or blog)? To all: Come on! Throw your ideas in this thread! PS: I like the idea of the magic wand! :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 27 Feb 2009 09:51:56 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Hi Sukender, On Thu, Feb 26, 2009 at 11:40 PM, Sukender suky0...@free.fr wrote: I created Community/Advocacy (Robert: since it's about OpenGL *AND* OSG, I did not put OpenGL in the page name). See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and start discussing! Also feel free to complete 2 other pages (and feel free to add links to some articles if revelant): http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Myths http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy/Demos Please note these are only placeholders for now... :) Thanks for putting up the pages, it looks like a good start of the process. I begin, by giving some more ideas: - May we try to find short sentences that sounds like advertising (about OpenGL or OSG) we could put as banners or logos on our websites/blogs? Any idea? Too early in the morning for me to be creative I'm afraid. I guess we could add short phases to our email signatures, as well as to blogs. The OSG website doesn't yet sport OpenGL logos we we really should get on with as a starter. Perhaps OpenGL ES and OpenGL CL, Collada be worth talking about in the mix and include logos would also be worth doing. - May we insist on the fact that OpenGL is used on consoles (except Xbox)? Existing consoles are already set in stone, the next gen ones might still be open to influence, none of which actually use a standard version of OpenGL or OpenGL ES. One can be sure that MS's next console will be Direct3D and not contain OpenGL, but I guess it wouldn't do any harm to lobby for it, even if you knew it was not going to be successful, as it points to the need for a single graphics API to be present across all consoles. Costs and time to market in recession are more critical than ever, being able to write software once and recompile everywhere is one of the most compelling aspect to standards like OpenGL. Thougts? Ideas? We build a magic wand capable of ushering peace to all that inhabit the earth and ensuring that open standards become the foundation of all computing ;-) Trawling the web/community for good examples of advocacy might be a place to start for getting inspiration. The OpenGL website might also be place to look for articles/quotes. Distilling what value OpenGL and separately OSG/OpenGL provides to the graphics market to a couple of key phrases might be useful. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Set resize NPOT hint -- add to osgUtil Optimizer?
Hi J-S -- I'm having some second thoughts on this. If I understand correctly (I've heard this, but I haven't confirmed it in the OpenGL spec), using NPOT textures turns off hardware mipmapping; mipmaps must be created on the host, or not used at all. Is that correct? If so, I'll likely suggest an alternative to my client, which would be a NodeVisitor that resizes any NPOT textures to a power of 2. Maybe this is another candidate for being added to the Optimizer? Let me know what you think. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Monday, March 02, 2009 3:18 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Set resize NPOT hint -- add to osgUtil Optimizer? Hi Paul, Hi Robert -- I've got a client with some models that use NPOT textures. Just loading the models and rendering them causes OSG to resize the textures to powers of 2, even though NPOT is supported on their hardware. We need a visitor that will walk the scene graph and call setResizeNonPowerOfTwoHint(false) on each texture. I was wondering if there was a larger need for such functionality? And if so, would this fit in the Optimizer as part of the OPTIMIZE_TEXTURE_SETTINGS flag? This precise functionality was on my todo list of items to do when I have a bit of free time. If you get to it first (or if you can get funding for it) be my guest, but otherwise I think I would have gotten to it in the next 2 months or so. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Set resize NPOT hint -- add to osgUtil Optimizer?
Hi Paul, If I understand correctly (I've heard this, but I haven't confirmed it in the OpenGL spec), using NPOT textures turns off hardware mipmapping; mipmaps must be created on the host, or not used at all. Is that correct? By 'created on the host', you mean embedded in the texture files (.dds format generally) instead of generated on the fly by OpenGL, is that right? Not sure, but it would be somewhat logical. Mipmaps are most efficient when powers of two are used, and it might be that the hardware doesn't want to make assumptions as to how you want to scale if non-standard conditions are present... If so, I'll likely suggest an alternative to my client, which would be a NodeVisitor that resizes any NPOT textures to a power of 2. Maybe this is another candidate for being added to the Optimizer? You mean resizes the textures and then re-saves the model? (otherwise it already exists :-) ) Yes, that's also a good idea, though each would have its potential uses. But if NPOT textures really turn off hardware mipmapping then the resize and re-save would be more useful in general, I agree. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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