Re: [osg-users] Help. KeyboardEventHandler and native keyboard layout bug in Linux
First name - Maxim, last name - Gammer 2009/5/20 Robert Osfield robert.osfi...@gmail.com: Hi ? My previous email I wrote: Hi Gammer? Maximum? Could you sign with your first name please so we know how to address you, thanks. Alas you still didn't sign your name... it's a small thing, but it does make for more congenial communication so please could you sign your post with your first name. 2009/5/20 Maxim Gammer maxgam...@gmail.com: I have looked src/osgViewer/GraphicsWindowX11.cpp and it helped to localise my problem. I printed the debug info with osg::notify in key points of the code and got very interesting results. Here are key points and results: The debugging results do point the adaptKey not coping with the new keyboard layout. I'm afraid I no X11/multi-language experience so can't point to any specific solution here. I'm surprised that others aren't coming across the same issue. Could you try changing your lanaguage to other lanauges such as French/German/Chinese to see what happens in this instance. I guess all might be broken, or perhaps just something specific language support. If it's generally broken then we'll need to look at how to use a different part of X11 to get the keycodes, otherwise we'll need to look at X11 itself why the Russian side is broken. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB
Hi Phil, I would write a custom Registry::ReadFileCallback that loads the models using the standard Registry::readFileImplementation() way and then runs a custom visitor on the loaded model before returning this model to application. The custom visitor would look for nodes in the scene graph that are animated and then toggle their state to the state you want, and potentially add extra callbacks or mapping so that you application can keep track of these animating nodes. Robert. On Wed, May 20, 2009 at 9:20 PM, Philip Lamb p...@eden.net.nz wrote: Hi all, Apologies if the answer to this question should be self-evident, but I'm having some trouble implementing a solution for pausing, restarting, resetting and detecting the end of animations contained in a subgraph read in via osgDB. Basically, I have some models with animations embedded (exported from 3DS Max via osgExp plugin for Max) and I load these in via osgDB. What I want to do is provide a set of controls to start the animations, pause them while in progress, resume them from pause, and then get a callback (or detect via some other means) when they've finished running. My idea in general was to use a keyboard handler which then creates a node visitor, asks the models to accept the visitor, and then in the visitor I change some state. Any hints on whether this is the recommended approach, and how to actually implement it gladly welcomed. Regards, Phil. ___ 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] Destruction order for static objects
Hi Fredrik, I haven't seen reports of problems relating to renderbin destruction before. Perhaps you use of a static build of the OSG/OT is what is uncovering the issue. It seems odd that a dependent library would be destructed after objects in the core. What happens on the release build? Have you tried any other compilers? Robert. On Thu, May 21, 2009 at 1:25 AM, Fredrik Orderud fredrik.orde...@idi.ntnu.no wrote: There seems to be a problem with the destruction order for the static objects in OpenSceneGraph. At program termination when executing in debug mode, I get a mutex lock error in the destructor for s_renderBinPrototypeList (osgUtil/RenderBin.cpp line 44). This error is caused by the static mutex s_ReferencedGlobalMutext (osg/Referenced.cpp line 82) already being destructed prior to the destruction of s_renderBinPrototypeList. Is this a known problem and/or does anyone have suggestions on how to resolve it? I've already tried changing the link-order of the osg/osgutil libraries, but this does not seem to make any difference. Configuration: OSG 2.8.1, built with static OSG and OT libs. on MS visual C++ 9/2008 SP1. Thanks in advance, Fredrik Orderud ___ 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] [osgOcean] problem with ocean surface in svn
Hi Roman, Are you running the example application or is it something that you've created yourself using the library? No need to send a screenshot. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 20 May 2009 18:22 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn you see in the middle of the picture there is flat surface so there is no waves there. and all surface is like a chess board with waves and without if you want I can send a screenshot with textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12620#12620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g* 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] Pausing and restarting animations in a subgraph read in via osgDB
Thanks for the help. However, I'm not sure how I go about locating which nodes have AnimationPathCallback attached in the nodevisitor. I think I understand that usually in a nodevisitor, one can just overload the accept() method with the node type one is interested in, but in this case the callbacks are attached to MatrixTransformation nodes; how to I identify whether a MatrixTransform has an attached AnimationPathCallback? If there's a piece of sample code which shows a method, I'd be happy just to be pointed to that. Regards, Phil. On 21/05/2009, at 9:44 AM, Robert Osfield wrote: Hi Phil, I would write a custom Registry::ReadFileCallback that loads the models using the standard Registry::readFileImplementation() way and then runs a custom visitor on the loaded model before returning this model to application. The custom visitor would look for nodes in the scene graph that are animated and then toggle their state to the state you want, and potentially add extra callbacks or mapping so that you application can keep track of these animating nodes. Robert. On Wed, May 20, 2009 at 9:20 PM, Philip Lamb p...@eden.net.nz wrote: Hi all, Apologies if the answer to this question should be self-evident, but I'm having some trouble implementing a solution for pausing, restarting, resetting and detecting the end of animations contained in a subgraph read in via osgDB. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph
Hi everyone A quick post to tell you about my release of EdDidIt v0.5. EdDidIt is a Material editing application for OpenSceneGraph. Users are able to load models, edit and create materials, define thier own custom GLSL based materials and finally export the model back out to the native OpenSceneGraph format. EdDidIt is avaliable for both Windows XP/Vista and OSX 10.4. All source code has also been made avaliable, as my contribution to the ever growing OpenSceneGraph comunity. Check out my website a href=http://www.hogbox.co.uk;www.hogbox.co.uk/a for more information and to download EdDidIt. Check out a video a href=http://www.youtube.com/watch?v=Lh1XQYIcVD0;here/a here This version is built against OSG 2.6.1 although I have built it against 2.8. Cheers hope you enjoy Thomas Hogarth ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB
HI Philip, On Thu, May 21, 2009 at 9:44 AM, Philip Lamb p...@eden.net.nz wrote: Thanks for the help. However, I'm not sure how I go about locating which nodes have AnimationPathCallback attached in the nodevisitor. I think I understand that usually in a nodevisitor, one can just overload the accept() method with the node type one is interested in, but in this case the callbacks are attached to MatrixTransformation nodes; how to I identify whether a MatrixTransform has an attached AnimationPathCallback? If there's a piece of sample code which shows a method, I'd be happy just to be pointed to that. In the NodeiVisitor simply do: void apply(osg::Transform tranform) { osg::AnimationPathCallback* apc = dynamic_castosg::AnimationPathCallback*(transform.getUpdateCallback()); if (apc) { // do your stuff... } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] No texture loaded on 3d model with osgViewer
Hi all, I have trying to work this out but unfortunately with no success yet. I still can not get the textures on the 3D models displayed. I changed the path but still osgviewer can not find the textures for some reasons. As in my previous post i enabled the debug logging in order to c if the render is loading the textures. But from what i posted it seems that the loader is not attempting to load any textures! Can any one direct me please? Regards Fad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12647#12647 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Direction vector to Rotation (Attitude) Quaternion
Hi, All I have direction vector , how can I convert it to rotation quat? As I know I need also Up vector, I can take Z_AXIS. So I need formula to convert direction and Up vectors into Attitude quat. Thank you! Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12648#12648 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph
Hi Thomas, I've just tested and it's very cool ! Thanks ! Should it be possible to have a description of the advanced materials you've created and the example data to use to make them work ? Best regards, On Thu, May 21, 2009 at 10:45 AM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Hi everyone A quick post to tell you about my release of EdDidIt v0.5. EdDidIt is a Material editing application for OpenSceneGraph. Users are able to load models, edit and create materials, define thier own custom GLSL based materials and finally export the model back out to the native OpenSceneGraph format. EdDidIt is avaliable for both Windows XP/Vista and OSX 10.4. All source code has also been made avaliable, as my contribution to the ever growing OpenSceneGraph comunity. Check out my website a href=http://www.hogbox.co.uk;www.hogbox.co.uk/a for more information and to download EdDidIt. Check out a video a href=http://www.youtube.com/watch?v=Lh1XQYIcVD0;here/a here This version is built against OSG 2.6.1 although I have built it against 2.8. Cheers hope you enjoy Thomas Hogarth ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport
Hi, The error you describe is something that has been fixed two days ago. Could you try again Cheers Cedric On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote: Were getting closer, though I am sure its not the Python version at least not on Ubuntu. Attached the console output (from the Ubuntu machine): seems only Jansen.osg could be exported (there is an .osg file and it loads) - the others had the same issue. Btw. the export took ages (as in ~10 min) - on a Quad 2.4 GHz machine. The .log file for Jansen.osg is filled all other .log are empty. Cheers, Hartmut On 21/5/09 4:58 AM, Cedric Pinson wrote: Hi, It makes sense now, your python version used with blender is too old. I dont know about macos soft, but could you check if you can use an up to date version of python ? Cheers, Cedric On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote: Hi Cedric, I'm getting also problems with the osgexport, here is my output [ 0%] /Users/rgaitan/Projects/OSG/osgexport/data/robot/robot.blend guessing 'blender' == '/Users/rgaitan/Applications/blender.app/Contents/MacOS/blender' Compiled with Python version 2.3.5. Checking for installed Python... got it! Traceback (most recent call last): File osgExport.py, line 35, in ? import osg File ./osg/__init__.py, line 1, in ? import osgconf File ./osg/osgconf.py, line 25, in ? import osgobject File ./osg/osgobject.py, line 31 CONCAT= lambda s, j=: j.join(str(v) for v in s) ^ SyntaxError: invalid syntax Error executing Python script from command-line: osgExport.py (at line 31). Blender quit For the rest of the models is the same error. Rafa. On Tue, May 19, 2009 at 12:27 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi, Humm very strange, ok try this: - hg clone http://hg.plopbyte.net/osgexport/ - cd osgexport - mkdir build - cd build - cmake ../ - make it should say something in the console while exporting Can you report the content of the console output ? It works on my ubuntu 9.04 here Cheers, Cedric On Tue, 2009-05-19 at 10:07 +1200, Hartmut Seichter wrote: Thanks, Cedric - I just checked out latest revision. Same result ... On a fresh Ubuntu 9.04 with blender 2.48.1 - install into ~/.blender/scripts (the readme says ~/.blender - this however does not work at all) - open blender with default layout and template (including the unit box) - File Export OpenSceneGraph (.osg) - Leave everything as default - Press Write button - Name file Test.osg (directory is $HOME) - Press Export AnimTK button - No error message (btw. on Mac OSX I get a message about checking on the console which is futile because no error messages are logged) - Check if Test.osg exists ... no - however Test.log exists with 0byte - I tested to add a simple translation animation - also no avail Disclaimer - I poke more or less in the dark with blender however I would suspect the exporter can handle a single box - or is the exporter only capable to export rigged animations, which would raise the question how this exporter can work in conjuntion with the existing osg exporter. Cheers, Hartmut On 19/5/09 1:14 AM, Cedric Pinson wrote: Hi Harmut, I just updated the osgexport repository with some bug fixes if you use this exporter maybe it could help, else i will need a blender file to debug it. Cheers, Cedric On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote: Hi Hartmut, Can you give more information about the exporter you are using ? i take care of the version on this page http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation If you have problem with it, could you report the blender file and step that result in a empty osg file, without that i can't really help Cheers, Cedric On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote: Hi there, I am having a hard time to get the osgexport doing anything - is there a known-to-work revision? Right now with the latest rev I get the GUI but after Write File an empty Filename.log file - so kind of hard to debug. Cheers, Hartmut ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion
Hi Sergey; osg::Quat quad; osg::Matrix matrix; matrix.makeLookAt(headVector, directionVector, upVector); matrix.get(quad); Hope this helps. Regards. 2009/5/21 Sergey Bocharov osgfo...@tevs.eu Hi, All I have direction vector , how can I convert it to rotation quat? As I know I need also Up vector, I can take Z_AXIS. So I need formula to convert direction and Up vectors into Attitude quat. Thank you! Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12648#12648 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Glow Example
Hi Paul, so, you can take a look now into the glow example in the osgPPU's svn repository. I've added a simple workaround to support depth test, when rendering glowed objects. This will make sure, that glowed objet does not shine through other objects. regards, art PaulG wrote: Hi, Is there a way to change the glow example so the glow effect does not glow through other objects? Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12653#12653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion
On Thu, May 21, 2009 at 10:42 AM, Ümit Uzun umituzu...@gmail.com wrote: Hi Sergey; osg::Quat quad; osg::Matrix matrix; matrix.makeLookAt(headVector, directionVector, upVector); matrix.get(quad); A small tweak to the above is required. makeLookAt takes a eye point, center and upvector, so one would use: matrix.makeLookAt(osg::Vec3d(0.0,0.0,0.0), directionVector, upVector); Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pausing and restarting animations in a subgraph read in via osgDB
Robert, Thanks for this. It works well. When I get a moment, I'll write up a patch for the osganimate example to add a play/pause function. Regards, Phil. On 21/05/2009, at 10:48 AM, Robert Osfield wrote: In the NodeiVisitor simply do: void apply(osg::Transform tranform) { osg::AnimationPathCallback* apc = dynamic_cast osg::AnimationPathCallback*(transform.getUpdateCallback()); if (apc) { // do your stuff... } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with drawInstanced
HI Riccardo, One of the bug fixes in 2.8.1 was to the draw instanced support, it could be that your tripping over this bug. Could you try 2.8.1? Robert. On Thu, May 21, 2009 at 11:49 AM, Riccardo Corsi riccardo.co...@vrmmp.it wrote: Hi All, I'm experiencing a problem with the drawInstanced extension when a geometry contains TRIANGLE_STRIPS as PrimitiveSet type: the geometries rendered with the instancing mechanism are corrupted. I attach a modified version of the drawinstanced example which is able to load the geometry from a file (--loadFile option). In my case it works fine with the pyramid.osg model - which contains simple triangles, but not with the box.osg model, which contains several strips. I also wondered if the problem was related to the multiple PrimitiveSets, but that's not the case - several primitiveSet made of simple triangles work fine. Am I missing something? Is there any known limit with the instancing and the stripped geometries? I'm on osg 2.8.0, WinXP, nVidia 8600GT. Thank you, Ricky ___ 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] No texture loaded on 3d model with osgViewer
Thanks Robert for your reply. The thing is the imagery data does not look like it is being loaded or read from anywhere as shown in the logs. I get the 3ds model being located and its data traversed but there is no indication of any Texturing info during the traversal. That is why i am not sure if the loading of textures is ever being done, regardless of the images path. Cheers Fadi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12660#12660 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] problem with ocean surface in svn
No It's your example compiled with openscenegraph svn. Regards, Roman -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: Thursday, May 21, 2009 12:18 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Roman, Are you running the example application or is it something that you've created yourself using the library? No need to send a screenshot. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 20 May 2009 18:22 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn you see in the middle of the picture there is flat surface so there is no waves there. and all surface is like a chess board with waves and without if you want I can send a screenshot with textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12620#12620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Direction vector to Rotation (Attitude) Quaternion
Hi, Robert , Ümit So if I have object with coordinates (100,200,300) and want it to turn to point (10,20,30) I must make this : osg::PositionAttitudeTransform* Transf;// this is transform of my object Transf-setPosition(osg::Vec3(100,200,300)); osg::Quat quad; osg::Matrix matrix; matrix.makeLookAt( Transf-getPosition(), osg::Vec3(10,20,30), osg::Z_AXIS); matrix.get(quad); Transf-setAttitude(quad); Am I right? ... Thank you! Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12662#12662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg on Windows
Hi Serge, I've put it in a sibling directory of OSG and set the FFMPEG_DIR env variable to this directory. But the FindFFmpeg.cmake script can't find the include and libs files. Any idea on what I am doing wrong ? Perhaps you need to delete your CMakeCache.txt and start fresh? Or you can always put the directories manually, but it should work if the FFMPEG_DIR is set correctly. 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
[osg-users] Doxygen documentation still at 2.8.0
I just noticed that the OpenSceneGraph Doxygen documentation has not been recreated after the 2.8.1 release. I am not sure if there would be any significant changes to 2.8.1, considering that it is a bugfix release only. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/ Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pausing and restarting animations in a subgraphread in via osgDB
Robert Osfield wrote on Thursday, May 21, 2009 3:49 AM: On Thu, May 21, 2009 at 9:44 AM, Philip Lamb p...@eden.net.nz wrote: Thanks for the help. However, I'm not sure how I go about locating which nodes have AnimationPathCallback attached in the nodevisitor. I think I understand that usually in a nodevisitor, one can just overload the accept() method with the node type one is interested in, but in this case the callbacks are attached to MatrixTransformation nodes; how to I identify whether a MatrixTransform has an attached AnimationPathCallback? If there's a piece of sample code which shows a method, I'd be happy just to be pointed to that. In the NodeiVisitor simply do: void apply(osg::Transform tranform) { osg::AnimationPathCallback* apc = dynamic_castosg::AnimationPathCallback*(transform.getUpdateCallback()) ; if (apc) { // do your stuff... } } If you're just worried about AnimationPathCallback, it has a setPause(bool pause) function. Also, if Philip wants to pause all animations in the scene (instead of just ones from the subgraph), he could just pause the simulation time in the frame loop like this untested code: while (!viewer.done()) { double simTime = USE_REFERENCE_TIME; if (paused) { simTime = timeAtPause; } viewer.frame(simTime); } -- 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] Doxygen documentation still at 2.8.0
Hi Christian, The docs are identical between 2.8.0 and 2.8.1 as the two releases are binary compatible and have no API changes. Robert. On Thu, May 21, 2009 at 2:58 PM, Christian Buchner christian.buch...@gmail.com wrote: I just noticed that the OpenSceneGraph Doxygen documentation has not been recreated after the 2.8.1 release. I am not sure if there would be any significant changes to 2.8.1, considering that it is a bugfix release only. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/ Christian ___ 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] [osgOcean] problem with ocean surface in svn
Hi Roman, Which version of OSG 2.8 or 2.8.1? I haven't tried linking it against 2.8.1 yet, so it's possible something broke. What graphics card/drivers are you using? Sorry about all the questions but nobody has reported similar problems and I'm rather at a loss as to why the tessellation would break so badly. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 21 May 2009 12:32 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn No It's your example compiled with openscenegraph svn. Regards, Roman -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: Thursday, May 21, 2009 12:18 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Roman, Are you running the example application or is it something that you've created yourself using the library? No need to send a screenshot. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 20 May 2009 18:22 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn you see in the middle of the picture there is flat surface so there is no waves there. and all surface is like a chess board with waves and without if you want I can send a screenshot with textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12620#12620 ___ 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* 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] osg2cpp sample needs a tweak?
Hi Robert; I have realized that when using --shader option in osg2cpp it parses shader file in cpp but it add unneccessary endline sign(\n) every line's end. I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command should be shaderSource.substr(startOfLine,endOfLine-startOfLine-1) Regards. -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] problem with ocean surface in svn
Hi Roman, Kim, I'm experiencing the same issue on Ubuntu 9.04 Nvidia 8800 GTX. Osg version 2.8. Jordi. 2009/5/21 Kim C Bale k.b...@hull.ac.uk Hi Roman, Which version of OSG 2.8 or 2.8.1? I haven't tried linking it against 2.8.1 yet, so it's possible something broke. What graphics card/drivers are you using? Sorry about all the questions but nobody has reported similar problems and I'm rather at a loss as to why the tessellation would break so badly. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 21 May 2009 12:32 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn No It's your example compiled with openscenegraph svn. Regards, Roman -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: Thursday, May 21, 2009 12:18 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Roman, Are you running the example application or is it something that you've created yourself using the library? No need to send a screenshot. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 20 May 2009 18:22 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn you see in the middle of the picture there is flat surface so there is no waves there. and all surface is like a chess board with waves and without if you want I can send a screenshot with textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12620#12620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag * 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 -- Jordi Torres Fabra Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions][osgParticle] Something fishy with ModularEmitter.cpp 8881
I have forwarded to users as requested. In particular it appears to be this line 96 P-setPosition(P-getPosition() * worldToPs); If I remove this line the problem goes away... (work in progress...) - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Submissions osg-submissi...@lists.openscenegraph.org Sent: Thursday, May 21, 2009 8:48 AM Subject: Re: [osg-submissions] Something fishy with ModularEmitter.cpp 8881 Hi James, There must be a difference in the way you are using osgParticle from what the examples are doing that is triggering this problem as the examples didn't break with this change (r8881) from Tim Moore. Tim's submission included other modifications to osgParticle, these are also a topic for current discussion on another thread. So it looks like Tim's changes fix some issues, but introduce new ones. The final solution may well be to refactor the code in osgParticle for tracking coordinate systems. Unfortunately I'm not an expert on osgParticle so am very much in the same boat as yourself and others in terms of having to read the code to understand how it works - this means I can't just pinpoint a problem and come up with a quick solution. Could join the existing osg-users thread on problems in osgParticle or start a new one, so the discussion can go on with a wider coverage, osg-submissions really is just for submissions. Cheers, Robert. On Thu, May 21, 2009 at 3:37 AM, James Killian james_kill...@hotmail.com wrote: After a solid week of continuous builds I have finally found the code change which breaks are game. See picture. In this picture, before build 8881 (Which is only the ModularEmitter change)... I shoot the upper ship and the particals are only emitted from that position... With the 8881 change the particals are being emitted from both that position and the position of the ship below. I was hoping this information may be enough to investigate the 8881 change submitted to see if it is sound... I'm going to review our code stress from the game end and see if perhaps there is something we are doing wrong as well. Now that we have narrowed it down, hopefully the cause will reveal itself very soon. ___ osg-submissions mailing list osg-submissi...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org ___ osg-submissions mailing list osg-submissi...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg2cpp sample needs a tweak?
Hi Umit, The \n is used to make sure that the warnings you get back from the OpenGL driver map to distrinct line numbers, without this all the lines would be treated as a whole program ecoded in a single line. Robert. On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Robert; I have realized that when using --shader option in osg2cpp it parses shader file in cpp but it add unneccessary endline sign(\n) every line's end. I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command should be shaderSource.substr(startOfLine,endOfLine-startOfLine-1) Regards. -- Ümit Uzun ___ 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] Outline Effect traversal crash
Hi Robert, Thanks for that clarification, as my understanding of where nodes should be added and removed was exactly backwards. I did paraphrase my code extensively, because there was a lot of unrelated code - but I guess I didn't include enough. I went to create a simpler example using osgcompositeviewer as a starting point, when I noticed that it is doing exactly the same thing that I am trying to, only in the handle() function of osgaGA::GUIEventHandler, which is called during the event traversal of frame(). When you said it's best to avoid modifying the scenegraph during a traversal, did that specifically mean the Update Traversal, when NodeCallbacks are called, and that modifications in event callbacks are OK? Thank you! Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12675#12675 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg2cpp sample needs a tweak?
Hi Robert; Yes I know we need endline sign on every line break. Actually we put endline sign by foutvariableString\shaderSource.substr(startOfLine,endOfLine-startOfLine) *\\n\*std::endl; So there is one \n sign in shaderSource.substr(startOfLine,endOfLine-startOfLine) substring. Could you look at the attached samples and converted type of vertex shader. Do you see shadow_vert.cpp files distorted format? If I am wrong, so sorry for inconvenience. Regards. 2009/5/21 Robert Osfield robert.osfi...@gmail.com Hi Umit, The \n is used to make sure that the warnings you get back from the OpenGL driver map to distrinct line numbers, without this all the lines would be treated as a whole program ecoded in a single line. Robert. On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Robert; I have realized that when using --shader option in osg2cpp it parses shader file in cpp but it add unneccessary endline sign(\n) every line's end. I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command should be shaderSource.substr(startOfLine,endOfLine-startOfLine-1) Regards. -- Ümit Uzun ___ 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 -- Ümit Uzun shadows.vert Description: Binary data char shadows_vert[] = //hogbox standardised shadowmappig functions \n \n \n varying vec4 ShadowCood; \n \n void GenShadowCoords(in vec4 ecPosition) \n { \n ShadowCood.s = dot( ecPosition, gl_EyePlaneS[0] ); \n ShadowCood.t = dot( ecPosition, gl_EyePlaneT[0] ); \n ShadowCood.p = dot( ecPosition, gl_EyePlaneR[0] ); \n ShadowCood.q = dot( ecPosition, gl_EyePlaneQ[0] ); \n } \n \n \n; ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Picking and ignoring clipped parts of models?
Hi, Im using code based on the osgpick example, im clipping a model so some of is it is invisible on screen. But I can pick the part with the mouse pointer even though that part of the model is invisible, is there an easy way for the pick code to ignore cliped parts? heres my code, my PWidgetBase class is inhereted from osg::Group class [code] PWidgetBase* PWidgetHandler::pick(osg::ref_ptrosgViewer::View view, const osgGA::GUIEventAdapter ea) { osgUtil::LineSegmentIntersector::Intersections intersections; std::string gdlist=; float x = ea.getX(); float y = ea.getY(); #if 0 osg::ref_ptr osgUtil::LineSegmentIntersector picker = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, x, y); osgUtil::IntersectionVisitor iv(picker.get()); view-getCamera()-accept(iv); if (picker-containsIntersections()) { intersections = picker-getIntersections(); #else if (view-computeIntersections(x,y,intersections)) { #endif for (osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin(); hitr != intersections.end(); ++hitr) { if (!hitr-nodePath.empty()) { osg::Node* node = hitr-nodePath.back(); if (node node-getNumParents() 0) { node = node-getParent(0); while (node != NULL) { if (node strcmp(node-className(), PWidgetBase) == 0) { PWidgetBase* obj = (PWidgetBase*)node; if (obj) { return obj; } } if (node-getNumParents() 0) node = node-getParent(0); else break; } } } else if (hitr-drawable.valid()) { return NULL; } } } return NULL; }; [/code] ... Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12680#12680 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB stuff
Thank all of you for the helpful answer! From: Mao [mailto:sherlock...@gmail.com] Sent: Friday, May 15, 2009 11:09 AM To: 'osg-users@lists.openscenegraph.org' Subject: VPB stuff Hi! Recently, our project is planning to migrate from mini to VPB. However, we encounter with several questions. 1. In the example of osgDEM, I infer that osgDEM processes tiff format only. But tiff uses 32-bit offset which limits its size to 4G bytes. Most of our data are ERDAS img file or rrd file, which are huge in size. Yesterday, we processed an img file of size 20G bytes, and gdal_translate it to a 21G bytes tiff. That confused me. How can VPB handle extra bytes? 2. Another thing is that, texture files we got sometimes are in pieces, and we should use gdal_merge.py to merge them into one big tiff. According to the source code, VPB can handle only one texture file. Can we use multiple texture files? 3. The last question is when applied with “--Terrain” or “—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate both texture and DEM data into one output file? And it seems that osg::HeightField does not provide height = getHieghtAt(terrain.x, terrain.y) method. Thank you very much for listening! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph
Hi Everyone Serge Should it be possible to have a description of the advanced materials you've created and the example data to use to make them work ? I'm still working on documentation, but a basic explanation of how to create your own advanced materials can be found on the EdDidIt page http://www.hogbox.co.uk/eddidit/eddidit_hfxGuide.php I also feel the GUI should contains at least a name for the type of advanced material to help prompt the user about the different attributes. Also check out the 'advanced_materials' and 'EampleMaps' folders included in the install they contain all the Materials and Maps I use in the examples, mit I have subscribed osg-mail group for more that 1 year and haven't heard old release about HogBox. Have you created very soon? I've been working on it for around a year and a half, but this is my first release. It's grown from an experimenting project I used to help learn things for work. Overtime it became a project in itself Thanks for the kind words Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with drawInstanced
Hi Ricky, On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsi riccardo.co...@vrmmp.it wrote: Also GPU time increases, but that's probably due to a poor fill-rate of my graphics board - and it's not as killing as the draw time. What does it depend on? It does sounds like a fill rate issue. The draw traversal must be growing because the GPU is not coping with the amount of overdraw that is present when you zoom and look at a shallow angle - so it the draw thread ends up blocking on a a full OpenGL FiFO. A good check for fill limit is to reduce the window size, if the frame rate goes up then you're almost certainly fill limited. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and ignoring clipped parts of models?
The scene graph that you perform the pick on doesn't have to be the same scene graph as the one you display, if that helps. 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 Paul Griffiths Sent: Thursday, May 21, 2009 9:26 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Picking and ignoring clipped parts of models? Hi, Im using code based on the osgpick example, im clipping a model so some of is it is invisible on screen. But I can pick the part with the mouse pointer even though that part of the model is invisible, is there an easy way for the pick code to ignore cliped parts? heres my code, my PWidgetBase class is inhereted from osg::Group class [code] PWidgetBase* PWidgetHandler::pick(osg::ref_ptrosgViewer::View view, const osgGA::GUIEventAdapter ea) { osgUtil::LineSegmentIntersector::Intersections intersections; std::string gdlist=; float x = ea.getX(); float y = ea.getY(); #if 0 osg::ref_ptr osgUtil::LineSegmentIntersector picker = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, x, y); osgUtil::IntersectionVisitor iv(picker.get()); view-getCamera()-accept(iv); if (picker-containsIntersections()) { intersections = picker-getIntersections(); #else if (view-computeIntersections(x,y,intersections)) { #endif for (osgUtil::LineSegmentIntersector::Intersections::iterator hitr = intersections.begin(); hitr != intersections.end(); ++hitr) { if (!hitr-nodePath.empty()) { osg::Node* node = hitr-nodePath.back(); if (node node-getNumParents() 0) { node = node-getParent(0); while (node != NULL) { if (node strcmp(node-className(), PWidgetBase) == 0) { PWidgetBase* obj = (PWidgetBase*)node; if (obj) { return obj; } } if (node-getNumParents() 0) node = node-getParent(0); else break; } } } else if (hitr-drawable.valid()) { return NULL; } } } return NULL; }; [/code] ... Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12680#12680 ___ 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 with drawInstanced
Sounds like a fillrate issue. 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 Riccardo Corsi Sent: Thursday, May 21, 2009 9:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Problem with drawInstanced Hi Robert, that's it, with 2.8.1 it works like a charm! I have one more concern about the performance boost though. When I do instance a thousand of the box I attached in the previous email, I have very good performance until they are at a certain distance from the camera. When they get closer, I start to drop frames. I added the stats handler to check on possible causes, and the culprit seems to be the draw time - which explodes when the objects get closer to the camera. Check the attached screenshots. Also GPU time increases, but that's probably due to a poor fill-rate of my graphics board - and it's not as killing as the draw time. What does it depend on? Thank you, Ricky On 21/05/2009 13.04, Robert Osfield wrote: HI Riccardo, One of the bug fixes in 2.8.1 was to the draw instanced support, it could be that your tripping over this bug. Could you try 2.8.1? Robert. On Thu, May 21, 2009 at 11:49 AM, Riccardo Corsi riccardo.co...@vrmmp.it wrote: Hi All, I'm experiencing a problem with the drawInstanced extension when a geometry contains TRIANGLE_STRIPS as PrimitiveSet type: the geometries rendered with the instancing mechanism are corrupted. I attach a modified version of the drawinstanced example which is able to load the geometry from a file (--loadFile option). In my case it works fine with the pyramid.osg model - which contains simple triangles, but not with the box.osg model, which contains several strips. I also wondered if the problem was related to the multiple PrimitiveSets, but that's not the case - several primitiveSet made of simple triangles work fine. Am I missing something? Is there any known limit with the instancing and the stripped geometries? I'm on osg 2.8.0, WinXP, nVidia 8600GT. Thank you, Ricky ___ 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] osg2cpp sample needs a tweak?
HI Umit, It looks to be an issue with the shadows.vert containing window line endings and osg2cpp not picking up on this. If you run a dos2unix on the shadows.vert file first and then run osg2cpp on the file it works perfectly. Robert. On Thu, May 21, 2009 at 4:21 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Robert; Yes I know we need endline sign on every line break. Actually we put endline sign by foutvariableString\shaderSource.substr(startOfLine,endOfLine-startOfLine)\\n\std::endl; So there is one \n sign in shaderSource.substr(startOfLine,endOfLine-startOfLine) substring. Could you look at the attached samples and converted type of vertex shader. Do you see shadow_vert.cpp files distorted format? If I am wrong, so sorry for inconvenience. Regards. 2009/5/21 Robert Osfield robert.osfi...@gmail.com Hi Umit, The \n is used to make sure that the warnings you get back from the OpenGL driver map to distrinct line numbers, without this all the lines would be treated as a whole program ecoded in a single line. Robert. On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote: Hi Robert; I have realized that when using --shader option in osg2cpp it parses shader file in cpp but it add unneccessary endline sign(\n) every line's end. I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command should be shaderSource.substr(startOfLine,endOfLine-startOfLine-1) Regards. -- Ümit Uzun ___ 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 -- Ümit Uzun ___ 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] Dinamic Line Drawing
Has anyone figured out how to draw only the last segment that was added? I've still not figured that out and I've got over 15,000 small line segments in my vertex array osg::ref_ptrosg::Vec3Array m_ov3aLineVerticesData; And from what I can tell: m_ov3aLineVerticesData-push_back(osg::Vec3(x2,y2,z2)); // curr position m_podreTrailDrawElements-setFirst(0); m_podreTrailDrawElements-setCount(m_ov3aLineVerticesData-size()); m_ogeomTrailGeometry-dirtyBound();// forces needed boundary recalc just causes the ALL the vertices to be redrawn. Is there a more efficient way? I'd like to draw only the last line, which would be the line segment between the last vertex and the new last vertex just added. Does anyone know if there is a way to do that? Thx! :) Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12688#12688 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and ignoring clipped parts of models?
Paul Martz wrote: The scene graph that you perform the pick on doesn't have to be the same scene graph as the one you display, if that helps. No, my scene is a bit too complicated for that. It's for a new 3D gui system im creating called RedWidget! I really do need to ignore cliped parts of models/scene. Having 2 scenes when theres loads of buttons, tables,windows and scroll panels etc would get a bit too complicated. . [Image: http://img195.imageshack.us/img195/6884/redwidget.png ] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12689#12689 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFC and OSG - letting MFC handle events
Ok, I am officially an idiot! During all my code changes to integrate the MFC OSG example code I forgot to properly inherit my MESSAGE MAP from the parent class. Works as expected now! I was not looking for the simple solution Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12691#12691 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Outline Effect traversal crash
Hi, I switched my code around to where the model was being added from the main loop rather than the update traversal, and it was still crashing. On closer examination I noticed that the crashes were occurring during the render traversal, so I began to suspect the effect itself. When I replaced the effect with an instance of osgFX::Scribe, then everything worked correctly. So something was amiss in the Outline effect itself. I was using it only because I did not know about the Scribe effect, which is better for my purposes anyway. Thank you! Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12692#12692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] resizedImplementation bug when resizing slave camera
HI Alexandre, I've now had a chance to have a look at the reproducing the problems using your modified example and data. The problem was due to a double scaling of the projection matrices due to the unusual combination of having an active master and slave combination, and while the usage case in not really what osgViewer was designed for it's still a bug. The solution to this bug was applying the inverse of the master's rescaling to the slave's projection offset. I applied this solution and tested against your modified osgwindows example and it now behaves fine, with the two cameras staying in sync. This fix is now checked into svn/trunk. Robert. On Fri, May 15, 2009 at 9:55 AM, Alexandre Amalric alex.pix...@gmail.com wrote: Hi osg-users, I apparently found something strange when adding slave camera to osg viewer and resizing window. I'm using osg SVN version I made a quick sample code to show community the weird behaviour. Quick explanation : My goal is to render an object made from 2 cubes (same size), one is opaque and the other one is transparent. The first main camera render only the opaque part, and the second camera (a slave one) render the transparent part. When resizing the window the projection matrix isn't well computed for the slave camera. So the transparent cube isn't the same aspect as the opaque cube. I think I found the bug in GraphicsContext.cpp file at : if (slave camera-getReferenceFrame()==osg::Transform::RELATIVE_RF) { switch(view-getCamera()-getProjectionResizePolicy()) { case(osg::Camera::HORIZONTAL): slave-_projectionOffset *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break; case(osg::Camera::VERTICAL): slave-_projectionOffset *= osg::Matrix::scale(1.0, aspectRatioChange,1.0); break; default: break; } } I do not understand why we only update the projectionOffset from the slave camera and why we don't update the projection matrix itself. Hope you'll understand my problem ;-) -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ 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 with drawInstanced
Hi again, and thanks both for your replies. It's actually a fill-rate problem, as reducing the window size I get a strong 60Hz. With the latest nVidia driver I obtain slightly better result by the way. What I still don't get exactly is: why the draw time is stuck at 15/16ms even when the GPU time is very short (about 3ms), and there's no fill rate problem? From what you explained Robert, I agree that the draw thread is somehow stuck waiting for the GPU, when it doesn't scale with the fill rate. But I'd expect the draw time to decrease when the GPU performs well. Also, I've noticed that the draw time increases with the number of instances that I send to OpenGL. Is this another parameter to take into account? Thanks, Ricky On 21/05/2009 17.33, Robert Osfield wrote: Hi Ricky, On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsiriccardo.co...@vrmmp.it wrote: Also GPU time increases, but that's probably due to a poor fill-rate of my graphics board - and it's not as killing as the draw time. What does it depend on? It does sounds like a fill rate issue. The draw traversal must be growing because the GPU is not coping with the amount of overdraw that is present when you zoom and look at a shallow angle - so it the draw thread ends up blocking on a a full OpenGL FiFO. A good check for fill limit is to reduce the window size, if the frame rate goes up then you're almost certainly fill limited. 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] [osgPlugins] Collada plugin texture problem
daniele argiolas wrote: Hi, I've a Nvidia Geforce 7900GS. If I use an OSG version from 2.8 to 2.9 when I open a Collada file with texture (taken from collada-dom sample) texture are not loaded. Then I've tried with version 2.6 of OSG and texture works fine. What can I do? Someone have resolved it? I must use version 2.9 of OSG. Output of 2.9.4 has a difference, write: "Failed to find matching bind_vertex_group for UVSET0" Thanks, daniele Danielle, The collada plugin is now much stricter its interpretation of the Collada spec. This message means that the file you are using does not conform to the collada schema. There are some samples on the Colllada website that are not conformant.. If you can send me the file you are using, I can probably show you how to hand edit it. This usually found in files generated by an old version of a popular 3d editor, I cannot remember which one, but the top of the Collada file should tell you. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and ignoring clipped parts of models?
2009/5/21 Paul Griffiths gaffe...@gmail.com: Paul Martz wrote: The scene graph that you perform the pick on doesn't have to be the same scene graph as the one you display, if that helps. No, my scene is a bit too complicated for that. It's for a new 3D gui system im creating called RedWidget! I really do need to ignore cliped parts of models/scene. Having 2 scenes when theres loads of buttons, tables,windows and scroll panels etc would get a bit too complicated. . Which picker are you using? If it's the polytop one, don't forget that that picks by using a picking volume consisting of planes. You could modify the volume it's using or add an extra plane if need be. Anything on the -ve sides of the pick planes is not considered; which is pretty much the same as clipping. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and ignoring clipped parts of models?
Simon Hammett wrote: Which picker are you using? Im using a LineSegmentIntersector, i did not know there were diferent types. am new to osg. just used the osgpick example. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12701#12701 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and ignoring clipped parts of models?
Im guessing ill have to create a method like getClipBoundingBox in the parent control of that being detected during the pick and check the world coords of the pick are within the bounds of the box. was hoping there was an out the box solution though. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12702#12702 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking and ignoring clipped parts of models?
If i have a osg:Group added to a osg:ClipNode and i set its bounding box how can i check when using a picker if the world pick point is within this bounding box? for example in my app i use this code on a group call someGroup this-clipNode = new osg::ClipNode; this-clipNode-addChild(someGroup); this-clipBoundingBox.set(xmin, ymin, zmin, xmax, ymax, zmax); this-clipNode-createClipBox(this-clipBoundingBox); someGroup-setStateSet(this-clipNode-getStateSet()); later during the pick i get this bounding box: how do i check if the world pick point is within this bounding box? im looking for something like if (clipBoundingBox.contains(hitr-getLocalIntersectPoint().x(), hitr-getLocalIntersectPoint().y(), hitr-getLocalIntersectPoint().y())) { // do something } I hope you understand what im after, im hoping to release my RedWidget system to the community so i need it right. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12704#12704 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BoundingSphere and IntersectionTest
Hi, today i wanted to build my own LineSegmentIntersector - well some kind of... while doing this, i looked into the sourcecode of the LineSegmentIntersector. There I saw, that the tests in LineSegmentIntersector::intersects(..) refer to start and end point of the lsi on the one hand, and to boundsphere.center()/radius() on the other hand. But here is my Problem. Start and end- points are in world coordinates, while the boundingsphere is in local coordinates...somewhere here in the newsgroup a read, that boundingssphere only refers to their children.. I came to this problem, while implementing my own Intersect-Bounding-Algorithms, where i get wrong results... Why is the original LinesegmentIntersector working or: is it actually working? At which point am i missunderstanding this? Thanks für your Help, MG ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio Setup Woes
Hi guys, I am a noob with graphics and 3d. I have some C++ experience but it has been more than a year so this may make a little less sense than the average post. I was trying to get familiar with OSG for a project and I tried to compile the binaries and didn't have a clue of what I was doing. Then I found this thread and Dwight's tutorial. Things started looking bright and I went ahead and followed the steps in Dwight's tutorial. I tried VS 2008 and after fighting with some problems decided to switch to VS 2005. Having finished the steps I stumbled into some problems, fixed some of them(or I think so, at least) but in the end it doesn't look like it worked a 100%. First of all, it gives me 12 warnings but whenever I restart VS and compile/ build again they vanish. So far so good. The warnings look like this: Code: 1-- Build started: Project: OSGDefaultProject, Configuration: Debug Win32 -- 1Compiling... 1Main.cpp 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(32) : warning C4273: 'osgViewer::StatsHandler::StatsHandler' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(76) : see previous definition of '{ctor}' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(51) : warning C4273: 'osgViewer::StatsHandler::handle' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(101) : see previous definition of 'handle' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(239) : warning C4273: 'osgViewer::StatsHandler::updateThreadingModelText' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(122) : see previous definition of 'updateThreadingModelText' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(253) : warning C4273: 'osgViewer::StatsHandler::reset' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(96) : see previous definition of 'reset' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(260) : warning C4273: 'osgViewer::StatsHandler::setUpHUDCamera' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(108) : see previous definition of 'setUpHUDCamera' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(571) : warning C4273: 'osgViewer::StatsHandler::createBackgroundRectangle' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(110) : see previous definition of 'createBackgroundRectangle' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(750) : warning C4273: 'osgViewer::StatsHandler::createGeometry' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(112) : see previous definition of 'createGeometry' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(906) : warning C4273: 'osgViewer::StatsHandler::createFrameMarkers' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(114) : see previous definition of 'createFrameMarkers' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(932) : warning C4273: 'osgViewer::StatsHandler::createTick' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(116) : see previous definition of 'createTick' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(959) : warning C4273: 'osgViewer::StatsHandler::setUpScene' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(120) : see previous definition of 'setUpScene' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(1519) : warning C4273: 'osgViewer::StatsHandler::createCameraTimeStats' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(118) : see previous definition of 'createCameraTimeStats' 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\statshandler(1646) : warning C4273: 'osgViewer::StatsHandler::getUsage' : inconsistent dll linkage 1c:\dev simar\osg\openscenegraph-2.8.0\include\osgviewer\viewereventhandlers(104) : see previous definition of 'getUsage' 1Linking... 1LINK : C:\Documents and Settings\Administrator\My Documents\Visual Studio 2005\Projects\OSGDefaultProject\Debug\OSGDefaultProject.exe not found or not built by the last incremental link; performing full link 1 Creating library C:\Documents and Settings\Administrator\My Documents\Visual Studio 2005\Projects\OSGDefaultProject\Debug\OSGDefaultProject.lib and object C:\Documents and Settings\Administrator\My Documents\Visual
Re: [osg-users] Picking and ignoring clipped parts of models?
i found out i can simple use: if (clipBox.contains(hitr-getWorldIntersectPoint())) how do i get a clipNodes clipBox? so i can check if the WorldIntersectPoint is within it? Any ideas? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12708#12708 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] argv = 1
Hi, I am quite new to OpenSceneGraph, therefore get lots of stupid questions: 1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. However when I tried to run those examples, I failed in lots of them, because the argc is always equal to 1, and lots of examples checks the value of argc. If it is equal to 1, then the program just retured. I have no idea how to deal with this bug.. 2. I try to setup OSG_FILE_PATH, but don't know where to input it. The Quick Start Guide says it should be set in runtime installation, but what is runtime installation. I didn't find OSG_FILE_FATH when I built osg with CMake. 3. Although I successfully built osg in XP, I got problem with vista. Actually I guess it should be blamed on CMake. Running under XP, when I click configure, the CMake will pop up a child window to let me choose the generator, (I use VS9.0). However running under Vista, there is no popup window to choose the generator when I click configure, then the process failed because the CMake cannot find CMake_CXX_Compiler and its path. I tried to specify the location of VS9.0 compiler, however I have no idea where the compiler is... I appreciate your potential help! Thanks Suyang[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12709#12709 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with drawInstanced
This really has little to do with draw instanced. The draw time in the stats display uses a host clock to display the elapsed time taken by the (essentially) SceneView::draw() method. The GPU time displays a timer value obtained from OpenGL using an NVIDIA extension (if I understand correctly). Since the two timings come from different sources, I'd expect some disparity. So, in other words, draw and GPU are related logically, and it's convenient for us to think of them as nearly identical. But the values displayed come from two completely different sources. 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 Riccardo Corsi Sent: Thursday, May 21, 2009 11:00 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Problem with drawInstanced Hi again, and thanks both for your replies. It's actually a fill-rate problem, as reducing the window size I get a strong 60Hz. With the latest nVidia driver I obtain slightly better result by the way. What I still don't get exactly is: why the draw time is stuck at 15/16ms even when the GPU time is very short (about 3ms), and there's no fill rate problem? From what you explained Robert, I agree that the draw thread is somehow stuck waiting for the GPU, when it doesn't scale with the fill rate. But I'd expect the draw time to decrease when the GPU performs well. Also, I've noticed that the draw time increases with the number of instances that I send to OpenGL. Is this another parameter to take into account? Thanks, Ricky On 21/05/2009 17.33, Robert Osfield wrote: Hi Ricky, On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsiriccardo.co...@vrmmp.it wrote: Also GPU time increases, but that's probably due to a poor fill-rate of my graphics board - and it's not as killing as the draw time. What does it depend on? It does sounds like a fill rate issue. The draw traversal must be growing because the GPU is not coping with the amount of overdraw that is present when you zoom and look at a shallow angle - so it the draw thread ends up blocking on a a full OpenGL FiFO. A good check for fill limit is to reduce the window size, if the frame rate goes up then you're almost certainly fill limited. 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] Pausing and restarting animations in a subgraphread in via osgDB
On 21/05/2009, at 4:21 PM, Thrall, Bryan wrote: Also, if Philip wants to pause all animations in the scene (instead of just ones from the subgraph), he could just pause the simulation time in the frame loop like this untested code: ... SNIP ... Bryan, That's a good tip, and closer to my original intent of having a global pause / resume of all time-based things happening in the scene. For reference for others, here is the code I've used. Class names removed for sake of brevity. In my application class header: double _mySimulationTimeStart, _mySimulationTimePause, _mySimulationTime; bool _globallyPaused; In my application class (_viewer is an osg::Viewer, already set up): _viewer.realize(); _mySimulationTimeStart = _mySimulationTimePause = _mySimulationTime = 0.0; _globallyPaused = false; // Could also be true, to start in a paused state. while (!_Viewer.done()) { _mySimulationTime = _viewer.getViewerFrameStamp()- getReferenceTime() - _mySimulationTimeStart; if (_globallyPaused) _viewer.frame(_mySimulationTimePause); else _viewer.frame(_mySimulationTime); } and the handler for pause/resume events: void setGloballyPaused(bool pause) { _globallyPaused = pause; // Set global state. if (_globallyPaused) _mySimulationTimePause = _mySimulationTime; else _mySimulationTimeStart += _mySimulationTime - _mySimulationTimePause; // Add elapsed time since pause started to offset. That's it. Incidentally, I've also discovered a bug/feature in osg::AnimationCallback::reset(). if the animation callback is in a paused state, the reset of the actual transform node which the callback is attached to only takes effect once the animation callback is placed into the unpaused state. This has the rather annoying effect that if an animation has run its course, and has been paused, a reset won't change it's state in the scene graph. I tried to work up a work- around for this, but haven't so far. Regards, Phil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport
Awsome, seems I have to get more familiar with Mercurial - hg pull didn't do what I expected (using bzr usually) - a fresh cloned repo and now at least my Box is working. I will test a few more things :) Cheers, Hartmut On 21/5/09 9:32 PM, Cedric Pinson wrote: Hi, The error you describe is something that has been fixed two days ago. Could you try again Cheers Cedric On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote: Were getting closer, though I am sure its not the Python version at least not on Ubuntu. Attached the console output (from the Ubuntu machine): seems only Jansen.osg could be exported (there is an .osg file and it loads) - the others had the same issue. Btw. the export took ages (as in ~10 min) - on a Quad 2.4 GHz machine. The .log file for Jansen.osg is filled all other .log are empty. Cheers, Hartmut On 21/5/09 4:58 AM, Cedric Pinson wrote: Hi, It makes sense now, your python version used with blender is too old. I dont know about macos soft, but could you check if you can use an up to date version of python ? Cheers, Cedric On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote: Hi Cedric, I'm getting also problems with the osgexport, here is my output [ 0%] /Users/rgaitan/Projects/OSG/osgexport/data/robot/robot.blend guessing 'blender' == '/Users/rgaitan/Applications/blender.app/Contents/MacOS/blender' Compiled with Python version 2.3.5. Checking for installed Python... got it! Traceback (most recent call last): File osgExport.py, line 35, in ? import osg File ./osg/__init__.py, line 1, in ? import osgconf File ./osg/osgconf.py, line 25, in ? import osgobject File ./osg/osgobject.py, line 31 CONCAT= lambda s, j=: j.join(str(v) for v in s) ^ SyntaxError: invalid syntax Error executing Python script from command-line: osgExport.py (at line 31). Blender quit For the rest of the models is the same error. Rafa. On Tue, May 19, 2009 at 12:27 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi, Humm very strange, ok try this: - hg clone http://hg.plopbyte.net/osgexport/ - cd osgexport - mkdir build - cd build - cmake ../ - make it should say something in the console while exporting Can you report the content of the console output ? It works on my ubuntu 9.04 here Cheers, Cedric On Tue, 2009-05-19 at 10:07 +1200, Hartmut Seichter wrote: Thanks, Cedric - I just checked out latest revision. Same result ... On a fresh Ubuntu 9.04 with blender 2.48.1 - install into ~/.blender/scripts (the readme says ~/.blender - this however does not work at all) - open blender with default layout and template (including the unit box) - File Export OpenSceneGraph (.osg) - Leave everything as default - Press Write button - Name file Test.osg (directory is $HOME) - Press Export AnimTK button - No error message (btw. on Mac OSX I get a message about checking on the console which is futile because no error messages are logged) - Check if Test.osg exists ... no - however Test.log exists with 0byte - I tested to add a simple translation animation - also no avail Disclaimer - I poke more or less in the dark with blender however I would suspect the exporter can handle a single box - or is the exporter only capable to export rigged animations, which would raise the question how this exporter can work in conjuntion with the existing osg exporter. Cheers, Hartmut On 19/5/09 1:14 AM, Cedric Pinson wrote: Hi Harmut, I just updated the osgexport repository with some bug fixes if you use this exporter maybe it could help, else i will need a blender file to debug it. Cheers, Cedric On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote: Hi Hartmut, Can you give more information about the exporter you are using ? i take care of the version on this page http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation If you have problem with it, could you report the blender file and step that result in a empty osg file, without that i can't really help Cheers, Cedric On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote: Hi there, I am having a hard time to get the osgexport doing anything - is there a known-to-work revision? Right now with the latest rev I get the GUI but after Write File an empty Filename.log file - so kind of hard to debug. Cheers, Hartmut ___ 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 -- Hartmut Seichter, PhD (HKU),
Re: [osg-users] Blender osgExport
Just to make sure I am not missing something obvious. From a quick play around: baked animations from the physics part are not supported? Is that correct? Cheers, Hartmut On 22/5/09 10:43 AM, Hartmut Seichter wrote: Awsome, seems I have to get more familiar with Mercurial - hg pull didn't do what I expected (using bzr usually) - a fresh cloned repo and now at least my Box is working. I will test a few more things :) Cheers, Hartmut On 21/5/09 9:32 PM, Cedric Pinson wrote: Hi, The error you describe is something that has been fixed two days ago. Could you try again Cheers Cedric On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote: Were getting closer, though I am sure its not the Python version at least not on Ubuntu. Attached the console output (from the Ubuntu machine): seems only Jansen.osg could be exported (there is an .osg file and it loads) - the others had the same issue. Btw. the export took ages (as in ~10 min) - on a Quad 2.4 GHz machine. The .log file for Jansen.osg is filled all other .log are empty. Cheers, Hartmut On 21/5/09 4:58 AM, Cedric Pinson wrote: Hi, It makes sense now, your python version used with blender is too old. I dont know about macos soft, but could you check if you can use an up to date version of python ? Cheers, Cedric On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote: Hi Cedric, I'm getting also problems with the osgexport, here is my output [ 0%] /Users/rgaitan/Projects/OSG/osgexport/data/robot/robot.blend guessing 'blender' == '/Users/rgaitan/Applications/blender.app/Contents/MacOS/blender' Compiled with Python version 2.3.5. Checking for installed Python... got it! Traceback (most recent call last): File osgExport.py, line 35, in ? import osg File ./osg/__init__.py, line 1, in ? import osgconf File ./osg/osgconf.py, line 25, in ? import osgobject File ./osg/osgobject.py, line 31 CONCAT= lambda s, j=: j.join(str(v) for v in s) ^ SyntaxError: invalid syntax Error executing Python script from command-line: osgExport.py (at line 31). Blender quit For the rest of the models is the same error. Rafa. On Tue, May 19, 2009 at 12:27 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi, Humm very strange, ok try this: - hg clone http://hg.plopbyte.net/osgexport/ - cd osgexport - mkdir build - cd build - cmake ../ - make it should say something in the console while exporting Can you report the content of the console output ? It works on my ubuntu 9.04 here Cheers, Cedric On Tue, 2009-05-19 at 10:07 +1200, Hartmut Seichter wrote: Thanks, Cedric - I just checked out latest revision. Same result ... On a fresh Ubuntu 9.04 with blender 2.48.1 - install into ~/.blender/scripts (the readme says ~/.blender - this however does not work at all) - open blender with default layout and template (including the unit box) - File Export OpenSceneGraph (.osg) - Leave everything as default - Press Write button - Name file Test.osg (directory is $HOME) - Press Export AnimTK button - No error message (btw. on Mac OSX I get a message about checking on the console which is futile because no error messages are logged) - Check if Test.osg exists ... no - however Test.log exists with 0byte - I tested to add a simple translation animation - also no avail Disclaimer - I poke more or less in the dark with blender however I would suspect the exporter can handle a single box - or is the exporter only capable to export rigged animations, which would raise the question how this exporter can work in conjuntion with the existing osg exporter. Cheers, Hartmut On 19/5/09 1:14 AM, Cedric Pinson wrote: Hi Harmut, I just updated the osgexport repository with some bug fixes if you use this exporter maybe it could help, else i will need a blender file to debug it. Cheers, Cedric On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote: Hi Hartmut, Can you give more information about the exporter you are using ? i take care of the version on this page http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation If you have problem with it, could you report the blender file and step that result in a empty osg file, without that i can't really help Cheers, Cedric On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote: Hi there, I am having a hard time to get the osgexport doing anything - is there a known-to-work revision? Right now with the latest rev I get the GUI but after Write File an empty Filename.log file - so kind of hard to debug. Cheers, Hartmut ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ ___ osg-users mailing list
Re: [osg-users] Remote execution and OSG
Thanks Robert.. That helped... But I'm having way too much fun interfacing OSG to Qt to stop there:-). I seem to be able to get it to work now but I'm having trouble running on a LINUX machine but shooting my display to a PC running Hummingbird Exceed 3D (my actual requirement). I'm logged into the PC and then use exceed to remotely login to a LINUX machine. I seem to have trouble switching to a valid Graphics Context (i.e. glGetString(GL_VERSION) returns null string within OSG) and causes OSG to seg fault... Logging remotely into a LINUX machine and shooting the display to another LINUX machine works fine. Am I setting up my graphics context incorrectly? I'm not using the AdapterWidget from the example. I'm also having trouble getting GraphicsWindowEmbedded to work... So, here is what I'm doing: myViewer::myViewer(void) { mViewer = new osgViewer::Viewer; mViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded); mViewer-setCameraManipulator(new osgGA::TrackballManipulator); mCamera = mViewer-getCamera(); } void myViewer::initialize(int height, int width) { osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-readDISPLAY(); traits-doubleBuffer = true; traits-useCursor = false; traits-x = 0; traits-y = 0; traits-width = width; traits-height = height; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowX11::WindowData(mGLWindow); traits-inheritedWindowData = windata; osg::GraphicsContext* gc; gc = osg::GraphicsContext::createGraphicsContext(traits.get()); mCamera-setGraphicsContext(gc); mCamera-setClearColor(osg::Vec4(0.5235, 0.8745, 1.0, 1.0)); mCamera-setViewport(traits-x, traits-y, traits-width, traits-height); mViewer-setCamera(mCamera.get()); mViewer-setSceneData(osgDB::readNodeFile(cow.osg)); } I am calling the myViewer-initialize() method in another class derived from a QGLWidget and where it is called in its first paintGL callback. I'm also calling the myViewer-frame() call in this callback which simply calls mViewer-frame(). I'm using Qt's QGLWidget's window ID (i.e. winId() stored in mGLWindow) to set the inheritedWindowData. Is this okay to do it? If I don't do this initialization of the inheritedWindowData data, my widget DOES appear (in all cases) except it is detached from my Qt application. I'm not sure if this is my programming problem, an Hummingbird Exceed problem or a Qt problem. Can anybody help? I've been working on this for weeks... Thanks, Paul P. - Original Message From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, May 15, 2009 4:24:08 AM Subject: Re: [osg-users] Remote execution and OSG HI Paul, J.P, et. al, On Fri, May 15, 2009 at 8:56 AM, J.P. Delport jpdelp...@csir.co.za wrote: Not sure, but it looks like some code ignores the $DISPLAY setting and just tries to open :0.0. I can confirm that I get the same behaviour between two Debian machines: osgviewer cow.osg runs at a staggering 2fps osgkeyboardmouse fails with: No protocol specified Error: Unable to open display :0.0. Error: unable to create graphics window. The GraphicsContext::Traits structure is used to control how the graphics window is created, and in it's default state the display and screen settings (see osg::GraphicsContext::ScreenIndentifier) are 0:0. To override this default one needs to explictly call readDISPLAY() which reads the DISPLAY env variable to set the display and screen number. Now the osgView::setUpView*() methods all call readDISPLAY(), but if the example does use on of these methods, and instead creates the GraphicsWindow it requires directly use GraphicsContext::Traits without calling the readDISPLAY then it won't pick up your settings of this variable, so you'll get different behavior. 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] [build] argv = 1
Hi Suyang, 1. Just run the examples in the Command Prompt and type something like osgviewer cow.osg. Argc always equals to 1 because you don't give any more arguments. It's not a bug. 2. The OSG_FILE_PATH should be set as a system environment variable. See My Computer - Properties for details. It is not managerd by OSG but your OS. 3. I also have no idea because I've never used the terrible vista. :-) Maybe you should check the visual studio environment variables. BTW, you comes from China, aren't you? Why not discuss more rookie questions at: bbs.osgchina.org It's a Chinese forum with nearly 2000 members and also the mirror of the OpenSceneGraph website. Hope that helps. Wang Rui 2009/5/22 Suyang Dong dsuy...@umich.edu Hi, I am quite new to OpenSceneGraph, therefore get lots of stupid questions: 1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. However when I tried to run those examples, I failed in lots of them, because the argc is always equal to 1, and lots of examples checks the value of argc. If it is equal to 1, then the program just retured. I have no idea how to deal with this bug.. 2. I try to setup OSG_FILE_PATH, but don't know where to input it. The Quick Start Guide says it should be set in runtime installation, but what is runtime installation. I didn't find OSG_FILE_FATH when I built osg with CMake. 3. Although I successfully built osg in XP, I got problem with vista. Actually I guess it should be blamed on CMake. Running under XP, when I click configure, the CMake will pop up a child window to let me choose the generator, (I use VS9.0). However running under Vista, there is no popup window to choose the generator when I click configure, then the process failed because the CMake cannot find CMake_CXX_Compiler and its path. I tried to specify the location of VS9.0 compiler, however I have no idea where the compiler is... I appreciate your potential help! Thanks Suyang[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12709#12709 ___ 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] Compute axis aligned bounding box of a given size
Hi, I wish to compute an axis aligned bounding box of a given size whos position is centered to a node. This node cound be scaled, translated or rotated. it must be axis aligned. I need to know this to test if a picked part of a node picked with the mouse is inside the bounds a bounding box surrounding the node, but i need to spesify the size. ... Thank you! Cheers, PaulG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12717#12717 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] problem with ocean surface in svn
OSG version from SVN 8600M GT linux 180.51 drivers -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: Thursday, May 21, 2009 6:45 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Roman, Which version of OSG 2.8 or 2.8.1? I haven't tried linking it against 2.8.1 yet, so it's possible something broke. What graphics card/drivers are you using? Sorry about all the questions but nobody has reported similar problems and I'm rather at a loss as to why the tessellation would break so badly. Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 21 May 2009 12:32 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn No It's your example compiled with openscenegraph svn. Regards, Roman -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale Sent: Thursday, May 21, 2009 12:18 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn Hi Roman, Are you running the example application or is it something that you've created yourself using the library? No need to send a screenshot. Regards, Kim. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev Sent: 20 May 2009 18:22 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn you see in the middle of the picture there is flat surface so there is no waves there. and all surface is like a chess board with waves and without if you want I can send a screenshot with textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12620#12620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bad OSG geometry
Hi Andrew; osgviewer, take the scene graph and start to accumulate all nodes bounding boxes, by this all accumulated boundingboxes it configure it's viewing area to show you all nodes which are in the screen. So as a result there is some nodes which are not visible on the screen, but viewer take these nodes bounding box on accumulated boundingbox. This is my humble opinion :) Regards. 2009/5/22 Andrew Cunningham o...@a-cunningham.com Hi, There seems to be something wrong with this geometry I have created that seems to cause OSG some problems. It should be 4 squares centered around the origin in a cross like pattern. When I load it into a standard viewer the viewer seems to have problems centering it. Anyone OSG gurus who can look at this? ... Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12719#12719 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org