Re: [osg-users] SVN commit bottleneck
Hi all, sorry for coming late... just some thoughts, I don't claim to have all the answers... Chris 'Xenon' Hanson wrote: Paul Martz wrote: I am booked 100% with client work, and if my clients are content on the current release, and there are no pending new features that the clients need, then I have no funding or availability to support a new stable release. And that's totally reasonable. I also don't have time to admin releases, but would gladly test a trunk+patches tree and provide feedback if one existed and I could easily get hold of it. Ultimately, Chris, if you have a need for a stable release, or even a need to get your changes into a branch that will eventually lead to a stable release, then you have just volunteered. :-) Actually, while I _am_ volunteering, it's not because I need a new release. Anybody I'm working with right now can build from source with patches I send. But, I dislike seeing the trunk get stale and fragmented, so I want to ensure that we hold together a community release protocol. We are also running trunk with manual patches and I don't like it. If many people do this, it also means we are duplicating a lot of work and testing. If I'm not mistaken, we can branch the trunk either right now, or just prior to the start of Robert's GL ES2 work, and Chris could add his changes to the branch, and that branch could eventually lead to a 2.10 stable release. Robert's trunk work could eventually lead to a 2.12 release. The downside of this is there might be a potentially nasty merge in there somewhere. Robert, Chris: Thoughts? While I'm very opposed to the nasty merge part, I don't have any need to force any sort of branches or releases myself. I'm simply trying to look out for the continued maintenance of the entire trunk. I see two approaches with releases: 1) branch trunk, add patches to branch, make release from branch 2) branch trunk, add patches to branch, merge changes to trunk, make release from trunk. I like 2 more, which means the trunk gets up to date when Robert has time to merge patches from the branch (this is almost like the staging or -mm trees in the linux kernel) and Robert knows what has been merged. The only change from the current way of working is that users have some way to test patches without applying it themselves. So instead of saying try the trunk version ... one can say try the staging version and report if it fixes your problem. If feedback is received on patches working, and this info is visible in some way [*], Robert could more easily merge these back to trunk (we will need some way to cherry pick patches). [*] This relates to issue tracking in some way. Currently the only way to know if a patch has been applied is to read osg-submissions or browse code. I think Robert tracks patches (Robert, correct me if I'm wrong) by just using his inbox, but this does not scale to more than one person applying fixes. regards jp Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unable to save just captured screen
Hi again: I've found the problem involving saving JPEG files from the example osgscreencapture. Currently, the writeImageFile lines are commented out, and this may lead to thinking that uncommenting them will work and make the file test_1.jpg. But this is not actually true, since: - The pixelFormat that WindowCaptureCallback use to recover the framebuffer is either GL_BGRA or GL_BGR. - JPEG pluggin can only save GL_LUMINANCE, GL_ALPHA or GL_RGB pixel formats. A change in the WindowCaptureCallback pixel format to GL_RGB makes the file saving work. Iñaki García escribió: Hi everybody: I am trying to capture images to disk, using the WindowCaptureCallback of the example osgscreencapture, but I became locked in the osgDB::writeImageFile (callback is called, I hope it creates an image from readPixels). But I always get 0KB test_1.jpg file. The error output of the operation is: Error writing file test_1.jpg: Warning: Error in writing to test_1.jpg. Error writing file test_1.jpg: Warning: Could not find plugin to write image to file test_1.jpg. And I don't understand it. osgdb_jpeg.dll is in a directory in the PATH, I've also copied there jpeg62.dll in case it's needed. The oddest thing is that if I do: osg::Image* img = osgDB::readImageFile(captura I.JPG); osgDB::writeImageFile(*img, captura_copy.jpg); in other places (i.e. after creating the CompositeViewer, before realize it), it loads the image and stores it again. But writeImageFile fails in WindowCaptureCallback::contextData::readPixels. Any idea of what's happening? May that warning log be spawned if the image is badly captured? Sorry for the probably obvious question, but it's been two days since I'm trying to solve the riddle. ___ 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] How i build the osg dll on WINXP
Hi, where i can download the libjpeg for windows. I can't find sourcecode? Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18751#18751 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How i build the osg dll on WINXP
now i found http://gnuwin32.sourceforge.net/packages/jpeg.htm and try it! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18752#18752 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] crash with setTextureAttributeAndModes
Hi, I'm having a crash with setTextureAttributeAndModes I don't know how to fix. To explain the issue. I have a list of data sets which hold a pointer to a osg::Texture3D. The texture mixing is done in a shader and my texture update function containing the following loop is called from an update callback. Since the order of the textures can/must change i loop over the textures and do this Code: osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet(); for ( size_t i = 0; i datasetList.size(); ++i) { osg::Texture3D* texture3D = datasetList[i] )-getTexture3D(); sliceState-setTextureAttributeAndModes( i, texture3D, osg::StateAttribute::ON ); } This works just find when adding one texture after another. However when the order changes, thus overwriting a different order it crashes. So apparently I'm doing it wrong. Any help would be greatly appreciated. ... Thank you! Cheers, Otto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18753#18753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Wiki editing permissions?
Although the Wiki says, Go ahead and edit., when I log in to the wiki, I don't seem to have appropriate permissions? I want to try out formatting in the Sandbox for the spelling bee file listing, but no editing facilities appear. Is this something about my setup, or must someone allocate editing permissions to me? ( Username: jmmp ) Thanks. :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2
Hello Dat, On 27/10/09 2:05 AM, Nguyen Tien Dat wrote: So I have read about .mtl and .obj files and understood what you meant. I created a program to optimize the model (http://cs.uiowa.edu/~tinguyen/OptimizeMtlFiles.rar) But the new one that I created doesn't look the same as the old one when I don't use texture. Please click this link to download both versions, and use osgviewer.exe to view them. http://cs.uiowa.edu/~tinguyen/supermarket_3ds.rar The old one has some color (again, without texture), but the new one doesn't. So I'm wondering what's wrong. Quite simple: if you look at the beginning of the 'supermarket_new.obj' file you'll see the reference to the material file: 'mtllib supermarket_new.mlt' Note the file extension, it's 'mlt' but it should be 'mtl'. The obj reader should complain rather loudly that it can't find this file but apparently it isn't. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OS X mouse handling Warp pointer.
Hi David, David Guthrie schrieb: Hi, I'm having an issue which with warping the mouse pointer on Mac OS X that is generally expected, but behaves differently than on other platforms. That is, when you warp the mouse pointer using either of the warp functions (GraphicsWindowCarbon uses CGDisplayMoveCursorToPoint), all input is frozen for 0.25 seconds. When trying to implement a mouse look style mouse movement, the normal method is to move the mouse pointer back to the center of the screen even frame on other platforms, but doing this blocks all input in OS X for a quarter second unless I call CGSetLocalEventsSuppressionInterval(0); The other method is to disassociate the mouse pointer position from the mouse movement, but that solution won't work with the current osx window classes because they track the mouse position, not its movement. I was going to submit a change adding the above line to GraphicsWindowCarbon, and possible the Cocoa version, but it appears that this function is deprecated in 10.6 in favor of CGEventSourceSetLocalEventsSuppressionInterval(...); So, to conclude, I have two points to this post. 1. I think we should make this the default behavior so it will work the same across platforms, unless there is another solution 2. I don't know how to implement this using the other function because I'm not an expert on event sources, and I haven't really been able to make it work. Does anyone more skilled than I in this area know how to make this work or do you recommend I just use the older function for now? There's really no documentation about using CGEventSourceSetLocalEventsSuppressionInterval correctly. I tried something along these lines, but it didn't work. CGEventSourceRef event_source_ref = CGEventSourceCreate(kCGEventSourceStateCombinedSessionState); CGEventSourceSetLocalEventsSuppressionInterval(event_source_ref, 0.0); CFRelease(event_source_ref); So I think it's best we use the deprecated call to CGSetLocalEventsSuppressionInterval. The carbon implementation is full of deprecated calls :) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki editing permissions?
Try a search the email archives this question has been answered many times and within the last 5 days or so Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Montgomery, John T. Sent: Tuesday, October 27, 2009 6:14 AM To: OpenSceneGraph Users Subject: [osg-users] Wiki editing permissions? Although the Wiki says, Go ahead and edit., when I log in to the wiki, I don't seem to have appropriate permissions? I want to try out formatting in the Sandbox for the spelling bee file listing, but no editing facilities appear. Is this something about my setup, or must someone allocate editing permissions to me? ( Username: jmmp ) Thanks. :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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] runtime bug when loading obj model in OpenSceneGraph 2.8.2
Hi Dat, Maybe I am not seeing something obvious here, but why don't you use the OpenSceneGraph VRML loader instead of taking a detour via 3DS Max and convert to .obj format? Erik den Dekker On 26-10-2009, at 16:10, Nguyen Tien Dat wrote: Dear Ulrich, Sorry for my stupidity, but I don't know anything about modifying models. The model is actually created in VRML, and I use 3DS Max to export it to obj format. So if you can, please tell me a bit more about how to optimize the model: - How can you remove duplicate materials (if you can tell me how to do it by hand, that helps too) - What else can I do to load the model in an efficient way? Thank you very much, Dat On Mon, Oct 26, 2009 at 7:33 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: Hi Dat, On 23/10/09 5:26 PM, tien dat wrote: Dear Ulrich, Could you tell me more about how to specify that option? Can I specify it while using osgviewer.exe or I have to rebuild osgviewer.exe with the option? Unfortunately you can't (at the moment) set this option externally or internally, because the .obj loader doesn't pass the options object along. Even if you could it would only avoid loading the same image over and over again. It will not solve the massively duplicated state/material that the model has. Either the modelling is done very inefficiently in the 3D application or whatever exporter is used messes things up. If you absolutely have to use osgviewer (rather than your own app) I'd actually write a script to optimise the .obj and .mtl files by removing duplicate materials. What you might also want to do is to remove the 'map_Ka' (ambient texture map) statements since they are not used with the standard OpenGL paths (but are still loaded). Cheers, /ulrich On Fri, Oct 23, 2009 at 5:02 AM, Ulrich Hertleinu.hertl...@sandbox.de wrote: On 23/10/09 10:58 AM, Ulrich Hertlein wrote: On 22/10/09 9:40 PM, tien dat wrote: I have a model in obj format and want to load the model into OpenSceneGraph. When there is no texture, OpenSceneGraph can load the model fine. But when I use the model with texture, OpenSceneGraph allocates a huge amount of memory and crashes. I think it's a runtime bug and would like to know how to fix it. Please find some pictures Not really a bug, I'd say you're running out of memory. - try to reduce the image sizes. - a lot of materials reference the same image. I don't think the obj loader caches this which means you're loading that image over and over again. Use osgDB::Options to specify caching of images. Oh, and you seem to have pretty much one material per drawable. This will absolutely kill your performance. Have a look at the .mtl file, you'll notice that there are heaps of materials that have identical properties. ___ 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] Wiki editing permissions?
OK, I'll search. :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki editing permissions?
Following a search, it seems, JL says.. In order to edit content and to avoid spam we decided to selectively add edit permissions to those who ask for them. Could you please send me an email with your Trac's username ? I have to send an email with my track username? That's what I did at the start of this thread: Subject: Wiki Editing Permissions? Username: jmmp :-) John Montgomery Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD. Mob: 07592453757, Skype search: jmmp08 Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/ | http://www.thevigils.co.uk/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: 27 October 2009 11:26 To: OpenSceneGraph Users Subject: Re: [osg-users] Wiki editing permissions? Try a search the email archives this question has been answered many times and within the last 5 days or so Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Montgomery, John T. Sent: Tuesday, October 27, 2009 6:14 AM To: OpenSceneGraph Users Subject: [osg-users] Wiki editing permissions? Although the Wiki says, Go ahead and edit., when I log in to the wiki, I don't seem to have appropriate permissions? I want to try out formatting in the Sandbox for the spelling bee file listing, but no editing facilities appear. Is this something about my setup, or must someone allocate editing permissions to me? ( Username: jmmp ) Thanks. :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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 The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki editing permissions?
Hi John, I'm sure you can spot the difference between sending a mail (to the list) or sending me a mail. Sorry but I can barely follow the list, so please, all these wiki-editing issues mail them directly to me (that means, no need to pollute the list). By the way, you should be able to modify content by now... Cheers, JL. On Tue, Oct 27, 2009 at 12:40 PM, Montgomery, John T. j.t.montgom...@abdn.ac.uk wrote: Following a search, it seems, JL says.. In order to edit content and to avoid spam we decided to selectively add edit permissions to those who ask for them. Could you please send me an email with your Trac's username ? I have to send an email with my track username? That's what I did at the start of this thread: Subject: Wiki Editing Permissions? Username: jmmp :-) John Montgomery Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD. Mob: 07592453757, Skype search: jmmp08 Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/ | http://www.thevigils.co.uk/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: 27 October 2009 11:26 To: OpenSceneGraph Users Subject: Re: [osg-users] Wiki editing permissions? Try a search the email archives this question has been answered many times and within the last 5 days or so Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Montgomery, John T. Sent: Tuesday, October 27, 2009 6:14 AM To: OpenSceneGraph Users Subject: [osg-users] Wiki editing permissions? Although the Wiki says, Go ahead and edit., when I log in to the wiki, I don't seem to have appropriate permissions? I want to try out formatting in the Sandbox for the spelling bee file listing, but no editing facilities appear. Is this something about my setup, or must someone allocate editing permissions to me? ( Username: jmmp ) Thanks. :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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 The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki editing permissions?
Lovely, thanks - sorry about the pollution. Won't do it again. :-) John Montgomery Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD. Mob: 07592453757, Skype search: jmmp08 Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/ | http://www.thevigils.co.uk/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jose Luis Hidalgo Sent: 27 October 2009 11:54 To: OpenSceneGraph Users Subject: Re: [osg-users] Wiki editing permissions? Hi John, I'm sure you can spot the difference between sending a mail (to the list) or sending me a mail. Sorry but I can barely follow the list, so please, all these wiki-editing issues mail them directly to me (that means, no need to pollute the list). By the way, you should be able to modify content by now... Cheers, JL. On Tue, Oct 27, 2009 at 12:40 PM, Montgomery, John T. j.t.montgom...@abdn.ac.uk wrote: Following a search, it seems, JL says.. In order to edit content and to avoid spam we decided to selectively add edit permissions to those who ask for them. Could you please send me an email with your Trac's username ? I have to send an email with my track username? That's what I did at the start of this thread: Subject: Wiki Editing Permissions? Username: jmmp :-) John Montgomery Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD. Mob: 07592453757, Skype search: jmmp08 Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/ | http://www.thevigils.co.uk/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: 27 October 2009 11:26 To: OpenSceneGraph Users Subject: Re: [osg-users] Wiki editing permissions? Try a search the email archives this question has been answered many times and within the last 5 days or so Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Montgomery, John T. Sent: Tuesday, October 27, 2009 6:14 AM To: OpenSceneGraph Users Subject: [osg-users] Wiki editing permissions? Although the Wiki says, Go ahead and edit., when I log in to the wiki, I don't seem to have appropriate permissions? I want to try out formatting in the Sandbox for the spelling bee file listing, but no editing facilities appear. Is this something about my setup, or must someone allocate editing permissions to me? ( Username: jmmp ) Thanks. :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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 The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How i build the osg dll on WINXP
Hello Mike, where i can download the libjpeg for windows. I can't find sourcecode? You don't need to go hunting for binaries or compile source yourself for these basic dependencies, you can just go to: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies and get the dependencies you need for your version of compiler. This is for the basic dependencies, like jpeg, freetype, png, etc. For the optional dependencies you need to get binaries or compile them from source yourself, as you have found out for Collada for example. This was all explained on this page: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] z-fighting issue with coplanar polygons
Jason, I was able to figure out the technique to accomplish this on Thursday before I went out of town. Here are the steps I went through: * Create a polygon of the lake * Create an osg::Texture2D * Create an osg::Camera o Set to pre-render mode o Set to render in the frame buffer o Set to an orthographic view o Attach the lake polygon to the camera, it seems to me that this is how the geometry is used to populate the newly created texture and that this is referred to and render to texture (RTT or RTT camera) * Apply the newly created texture to the osg::Heightfield I got this working using a simple test application to figure out how to do it. I will add it to the real application today, but I expect it will work out as nicely as it did in the test application. I will let you know how it goes and at that time I will also post the source code for my test application in case anyone else wants to see how this works. Thanks, James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Thursday, October 22, 2009 4:41 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons James, I am fairly new to OSG so I do not know what specific classes or API calls might be used. In non-OSG terms I think a way to do it would be to: 1. Create your lake geometry placed in relation to the terrain 2. Set up an orthographic camera looking from above, down towards the lake 3. Render the lake to texture 4. Set the uv texture coordinates of your terrain geometry to be equal to x,y (i.e., ignore the height) 5. Apply the lake texture to the terrain geometry I am sure there are more specific steps to think about as you implement it. Let us know if it works or if you think of something better. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Thursday, October 22, 2009 4:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons Jason, I'm going to try the 'project textures onto the terrain via UV mapping' solution today. I searching how to do this right now and I'm not sure if I finding relevant information. Can you provide a brief/high-level description of the steps I would need to go through to perform the UV mapping, specifically what classes and/or API calls would be involved, or a tutorial? I found some information on a RTT camera but I'm not sure if this is what I'm looking for. James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 9:09 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons I don't see much for performance implications as long as you are not dynamically changing the texture every frame. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 11:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons I'm not very experienced in OSG and I spoke to a co-worker about this approach. The thought is that there might be some performance implications with this approach. This is because there may be multiple surface feature types and they can be enabled/disabled separately. For example, if there are lakes and forests they will be created in the texture but each time one of them is enabled disabled this process has to be repeated and each texture would be approx 1k x 1k. I'm going to give it a shot and see how it performs. Any other thoughts in the mean time? James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons Can you project onto a texture and then apply the texture to the geometry? Either in a modeling package or algorithmically by rendering to a texture and then project that texture onto the terrain by planar uv mapping? Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 10:25 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] z-fighting issue with coplanar polygons I'm using an Heightfield to represent my terrain and parts of the terrain could have a surface feature (e.g. a lake). The lake is being drawn as a polygon directly on the surface of the terrain. This, of course, is causing z-fighting to occur between the terrain and the surface feature. I
Re: [osg-users] [osgPPU] turn off and on osgppu?
Hi, Thanks a lot, I follow your suggestion and right now I can turn on/off it. Thank you! Cheers, Hui -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18765#18765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] crash with setTextureAttributeAndModes
Hi Otto We don't have enough information to solve you problem. Have you try to debug you application ? Have you an available callstack to found where you application crash ? Have you a simple program test which isolate the problem ? but more simply, is your datasetList array store texture pointer in osg::ref_ptr ? Nobody can help you with this too little description. This probably a misusing of osg code more than a bug in OSG. HTH David Callu 2009/10/27 Otto Cologne schur...@gmx.de Hi, I'm having a crash with setTextureAttributeAndModes I don't know how to fix. To explain the issue. I have a list of data sets which hold a pointer to a osg::Texture3D. The texture mixing is done in a shader and my texture update function containing the following loop is called from an update callback. Since the order of the textures can/must change i loop over the textures and do this Code: osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet(); for ( size_t i = 0; i datasetList.size(); ++i) { osg::Texture3D* texture3D = datasetList[i] )-getTexture3D(); sliceState-setTextureAttributeAndModes( i, texture3D, osg::StateAttribute::ON ); } This works just find when adding one texture after another. However when the order changes, thus overwriting a different order it crashes. So apparently I'm doing it wrong. Any help would be greatly appreciated. ... Thank you! Cheers, Otto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18753#18753 ___ 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] crash with setTextureAttributeAndModes
Hi Otto, On 27/10/09 10:12 AM, Otto Cologne wrote: I'm having a crash with setTextureAttributeAndModes I don't know how to fix. To explain the issue. I have a list of data sets which hold a pointer to a osg::Texture3D. The texture mixing is done in a shader and my texture update function containing the following loop is called from an update callback. Since the order of the textures can/must change i loop over the textures and do this ... osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet(); for ( size_t i = 0; i datasetList.size(); ++i) { osg::Texture3D* texture3D = datasetList[i] )-getTexture3D(); sliceState-setTextureAttributeAndModes( i, texture3D, osg::StateAttribute::ON ); } This works just find when adding one texture after another. However when the order changes, thus overwriting a different order it crashes. So apparently I'm doing it wrong. David already hinted at the answer: you need to use ref_ptrTexture3D for your datasetList, not Texture3D*. Or manually do a 'ref' on each object. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] crash with setTextureAttributeAndModes
Yes you are right :) I was just about to post that i followed that hint and used it. It works now. Thanks. Ulrich Hertlein wrote: Hi Otto, On 27/10/09 10:12 AM, Otto Cologne wrote: I'm having a crash with setTextureAttributeAndModes I don't know how to fix. To explain the issue. I have a list of data sets which hold a pointer to a osg::Texture3D. The texture mixing is done in a shader and my texture update function containing the following loop is called from an update callback. Since the order of the textures can/must change i loop over the textures and do this ... osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet(); for ( size_t i = 0; i datasetList.size(); ++i) { osg::Texture3D* texture3D = datasetList[i] )-getTexture3D(); sliceState-setTextureAttributeAndModes( i, texture3D, osg::StateAttribute::ON ); } This works just find when adding one texture after another. However when the order changes, thus overwriting a different order it crashes. So apparently I'm doing it wrong. David already hinted at the answer: you need to use ref_ptrTexture3D for your datasetList, not Texture3D*. Or manually do a 'ref' on each object. Cheers, /ulrich ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18770#18770 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation update
Hi, I just commited a big update about osgAnimation. It contains a cleanup of some class name related to Timeline, i split all Actions in differents file for better usability. I Refactored RigGeometry class to support hardware and software skinning. The default implementation is software because most of the time (because of shader) the hardware implementation needs to be customized and can't fit for each usage. I added an example osganimationhadware to demonstrate how to setup the hardware implementation. I also remove the computation of bounding box for the RigGeometry in all case. Be default setting a setComputeBoundingBoxCallback(new ComputeBoundingBoxCallback); Disable the computation using vertex array. If you want to restore computation computation of the bounding box as before simply setComputeBoundingBoxCallback(0); I updated and added new model to work with hardware implementation: - nathan.osg has now a bounding box to show how to set a bounding box on a bone to fit the character motion. - bignathan.osg is the same mesh with more vertex and only one mesh for the entire body. to test a bit: osganimationhardware --software --number 15 nathan.osg #software test osganimationhardware --number 15 nathan.osg # hardware test osganimationhardware --software --number 15 bignathan.osg osganimationhardware --number 15 bignathan.osg those data and example are not yet in the trunk so you can get them from http://hg.plopbyte.net/osg-data/ http://hg.plopbyte.net/osg-trunk/ dont hesitate to report feedback Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki editing permissions?
Jose Luis Hidalgo wrote: Hi John, list) or sending me a mail. Sorry but I can barely follow the list, so please, all these wiki-editing issues mail them directly to me (that means, no need to pollute the list). By the way, you should be able to modify content by now... Can we edit the wiki page footer to add a note right there that says for wiki editing permission please contact Jose Luis Hidalgo? No need to put the e-mail address there,w e don't want to make it too easy for spammers. But that way potential editors can see the information right in-page where they'd be looking for the edit link. Cheers, JL. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2
Dear Ulrich and Erik, Yeah, I can load the model with texture now. Thanks Ulrich for your help. I really appreciate that. For Erik's question, I must say that I did try the VRML loader, but it didn't compile. I had another thread to ask for the issue (you can search in osg mails for VRML plug in), and there were some answers. Some said I may use Linux instead, and some said I should be able to compile in in Windows. Anyway, I wasn't able to compile the plug-in, so converting to obj model is the next thing I try. It works for me now, so I think I'm good. Thanks, Dat On Tue, Oct 27, 2009 at 6:27 AM, Erik den Dekker e...@dendekker.com wrote: Hi Dat, Maybe I am not seeing something obvious here, but why don't you use the OpenSceneGraph VRML loader instead of taking a detour via 3DS Max and convert to .obj format? Erik den Dekker On 26-10-2009, at 16:10, Nguyen Tien Dat wrote: Dear Ulrich, Sorry for my stupidity, but I don't know anything about modifying models. The model is actually created in VRML, and I use 3DS Max to export it to obj format. So if you can, please tell me a bit more about how to optimize the model: - How can you remove duplicate materials (if you can tell me how to do it by hand, that helps too) - What else can I do to load the model in an efficient way? Thank you very much, Dat On Mon, Oct 26, 2009 at 7:33 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: Hi Dat, On 23/10/09 5:26 PM, tien dat wrote: Dear Ulrich, Could you tell me more about how to specify that option? Can I specify it while using osgviewer.exe or I have to rebuild osgviewer.exe with the option? Unfortunately you can't (at the moment) set this option externally or internally, because the .obj loader doesn't pass the options object along. Even if you could it would only avoid loading the same image over and over again. It will not solve the massively duplicated state/material that the model has. Either the modelling is done very inefficiently in the 3D application or whatever exporter is used messes things up. If you absolutely have to use osgviewer (rather than your own app) I'd actually write a script to optimise the .obj and .mtl files by removing duplicate materials. What you might also want to do is to remove the 'map_Ka' (ambient texture map) statements since they are not used with the standard OpenGL paths (but are still loaded). Cheers, /ulrich On Fri, Oct 23, 2009 at 5:02 AM, Ulrich Hertleinu.hertl...@sandbox.de wrote: On 23/10/09 10:58 AM, Ulrich Hertlein wrote: On 22/10/09 9:40 PM, tien dat wrote: I have a model in obj format and want to load the model into OpenSceneGraph. When there is no texture, OpenSceneGraph can load the model fine. But when I use the model with texture, OpenSceneGraph allocates a huge amount of memory and crashes. I think it's a runtime bug and would like to know how to fix it. Please find some pictures Not really a bug, I'd say you're running out of memory. - try to reduce the image sizes. - a lot of materials reference the same image. I don't think the obj loader caches this which means you're loading that image over and over again. Use osgDB::Options to specify caching of images. Oh, and you seem to have pretty much one material per drawable. This will absolutely kill your performance. Have a look at the .mtl file, you'll notice that there are heaps of materials that have identical properties. ___ 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 -- Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving multisampled FBO
Hi Paul, I have just submitted proposed changes to osg-submissions. Please, see [osg-submissions] DisplaySettings masks for implicit buffer attachments thread for details. Cheers, Wojtek Lewandowski - Original Message - From: Paul Martz pma...@skew-matrix.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, October 26, 2009 10:09 PM Subject: Re: [osg-users] Improving multisampled FBO Yes it's quite confusing. The RenderStage code was already set up as follows: If doing MSFBO (and therefore need two FBOs, one for multisampled rendering and one for final resolve), then configure fbo as the resolve FBO, and When done configuring, swap it into _resolveFbo (see line 554). But, if not using MSFBO, then fbo is just the render fbo. (I did not write this code, I am just the poor sap left to maintain it. :-) My code handles this correctly: If using MSFBO, then resolveBuffersMask is the value set by the app for the resolve buffers. But if not using MSFBO, then resolveBuffersMask is the value set by the app for render buffers. In both cases, resolveBuffersMask is used to configure fbo. So, my code is correct, in light of how the existing code is written. I attempted to explain this briefly in code comments at lines 349-351 and also lines 377-378, but perhaps to clarify things further, you could paste this email from me as a code comment about line 442. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Wojciech Lewandowski wrote: Hi Paul, Thanks. I am almost done with modifications for DisplaySettings. I have to test it and will submit the code tomorrow. But I have one question regarding your changes in RenderStage.cpp. I have understood that RenderMask defines implicit attachments for main FBO and ResolveMask defines implicit attachments for multisample FBO. I noticed that when multisampling is not used both masks are actually set to RenderMask value (RenderStage.cpp line 352). But when multisampling is on, it looks like masks are swapped because ResolveMask is used to force implicit buffers for main FBO and RenderMask is used to force implicit buffers for MS FBO. Its bit surprising to me, but maybe its correct ? For example: see excerpt from RenderStage lines 440-455 if (!depthAttached) { if( resolveBuffersMask osg::Camera::USE_DEPTH_BUFFER ) { fbo-setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_DEPTH_COMPONENT24))); depthAttached = true; } if (fbo_multisample.valid() ( renderBuffersMask osg::Camera::USE_DEPTH_BUFFER ) ) { fbo_multisample-setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_DEPTH_COMPONENT24, samples, colorSamples))); depthAttached = true; } } Cheers, Wojtek Lewandowski - Original Message - From: Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org Sent: Monday, October 26, 2009 2:56 PM Subject: Re: [osg-users] Improving multisampled FBO Wojciech Lewandowski wrote: I will prepare and submit a code with these modifications if you accept general direction. Sounds good to me, please go ahead and make these changes (including the entry point name change). And thanks for the help with this. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] z-fighting issue with coplanar polygons
Great! I am happy to hear it seems to be working for you. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Tuesday, October 27, 2009 6:13 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons Jason, I was able to figure out the technique to accomplish this on Thursday before I went out of town. Here are the steps I went through: . Create a polygon of the lake . Create an osg::Texture2D . Create an osg::Camera o Set to pre-render mode o Set to render in the frame buffer o Set to an orthographic view o Attach the lake polygon to the camera, it seems to me that this is how the geometry is used to populate the newly created texture and that this is referred to and render to texture (RTT or RTT camera) . Apply the newly created texture to the osg::Heightfield I got this working using a simple test application to figure out how to do it. I will add it to the real application today, but I expect it will work out as nicely as it did in the test application. I will let you know how it goes and at that time I will also post the source code for my test application in case anyone else wants to see how this works. Thanks, James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Thursday, October 22, 2009 4:41 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons James, I am fairly new to OSG so I do not know what specific classes or API calls might be used. In non-OSG terms I think a way to do it would be to: 1. Create your lake geometry placed in relation to the terrain 2. Set up an orthographic camera looking from above, down towards the lake 3. Render the lake to texture 4. Set the uv texture coordinates of your terrain geometry to be equal to x,y (i.e., ignore the height) 5. Apply the lake texture to the terrain geometry I am sure there are more specific steps to think about as you implement it. Let us know if it works or if you think of something better. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Thursday, October 22, 2009 4:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons Jason, I'm going to try the 'project textures onto the terrain via UV mapping' solution today. I searching how to do this right now and I'm not sure if I finding relevant information. Can you provide a brief/high-level description of the steps I would need to go through to perform the UV mapping, specifically what classes and/or API calls would be involved, or a tutorial? I found some information on a RTT camera but I'm not sure if this is what I'm looking for. James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 9:09 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons I don't see much for performance implications as long as you are not dynamically changing the texture every frame. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 11:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons I'm not very experienced in OSG and I spoke to a co-worker about this approach. The thought is that there might be some performance implications with this approach. This is because there may be multiple surface feature types and they can be enabled/disabled separately. For example, if there are lakes and forests they will be created in the texture but each time one of them is enabled disabled this process has to be repeated and each texture would be approx 1k x 1k. I'm going to give it a shot and see how it performs. Any other thoughts in the mean time? James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons Can you project onto a texture and then apply the texture to the geometry? Either in a modeling package or algorithmically by rendering to a texture and then project that texture onto the terrain by planar uv mapping? Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 10:25 AM To:
Re: [osg-users] Help with Run-Time Error
Robert, Thanks for responding to my question about the Run-Time Error. I will certainly look into the vpbmaster solution. However, I had a couple other questions for you regarding osgdem and the userlist in general: 1) I tried to respond to your post and it was asking me for a username. I just signed up yesterday and submitted my e-mail and created a password, so I have no idea what my username is/would be, so I'm unable to respond and view other posts. 2) I was wondering when the osgdem process would begin generating the output .ive files. I have it running in a command prompt window with the environment variable OSG_NOTIFY_LEVEL set to DEBUG and I keep getting areCoordinateSystemEquivalent lhs= rhs= messages on the screen, with an occasional No need to divide or Need to Divide X + Y for level 9 for example. It's been running for 29 hours and I have no files in my output directory. I specified 25 levels for the -l argument when launching the process, but I wasn't sure when to expect some files to be generated in this process. Thanks for your time and help! Jake _ Windows 7: It helps you do more. Explore Windows 7. http://www.microsoft.com/Windows/windows-7/default.aspx?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_evergreen3:102009___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with DOF Nodes
Hi, I am trying to make a scene with a Helicopter flying over a terrain and with the option to change its course or stop it in real time. I have been looking tutorial 8, and I have tried to do a modification to rotate tank instead the two DOF nodes. Here is the code, i have GTKviewer but it is possible to do with classic viewer. Tuto_8.cpp #include osg/Group #include osg/Node #include osgDB/ReadFile #include osgViewer/Viewer #include osgSim/DOFTransform #include osgSim/MultiSwitch #include osgGA/TrackballManipulator #include tankDataType.h #include tankNodeCallback.h #include gtk/gtk.h #include ViewerGtk.h int main() { osg::Node* tankNode = NULL; osg::Group* root = new osg::Group(); osgViewer::ViewerGtk viewer; tankNode = osgDB::readNodeFile(./models/t72-tank_des.flt); root-addChild(tankNode); tankDataType* tankData = new tankDataType(tankNode); tankNode-setUserData( tankData ); tankNode-setUpdateCallback(new tankNodeCallback); osgGA::TrackballManipulator *Tman = new osgGA::TrackballManipulator(); viewer.setUpViewInWindow( 100, 100, 800, 650 ); viewer.setSceneData( root ); viewer.realize(); viewer.setCameraManipulator( Tman ); while( !viewer.done() ) { viewer.frame(); } } tankDataType.cpp #include tankDataType.h tankDataType::tankDataType(osg::Node* n) { rotation= 0; tank = dynamic_cast osgSim::DOFTransform* (n); } void tankDataType::updateTurretRotation() { rotation -= 0.01; tank-setCurrentHPR( osg::Vec3(rotation,0,0) ); } tankDataType.h #ifndef _TANKDATATYPE_H_ #include osgSim/DOFTransform #include osgSim/MultiSwitch class tankDataType : public osg::Referenced { public: tankDataType(osg::Node* n); void updateTurretRotation(); protected: osgSim::DOFTransform* tank; double rotation; }; #endif tankNodeCallBack.h #ifndef _TANKNODECALLBACK_H_ class tankNodeCallback : public osg::NodeCallback { public: virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::ref_ptrtankDataType tankData = dynamic_casttankDataType* (node-getUserData() ); if(tankData != NULL) { tankData-updateTurretRotation(); } traverse(node, nv); } }; #endif The code compiles but when run it gives the following error: Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0xb5ae2a60 (LWP 502)] tankDataType::updateTurretRotation (this=0x962b410) at /usr/local/include/osgSim/DOFTransform:48 48void setCurrentHPR(const osg::Vec3 hpr) {_currentHPR = hpr; dirtyBound(); } Any help is welcome!!! Thank you! Cheers, Felipe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18779#18779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Non-core projects, code library
Jean-Sébastien Guay wrote: Nothing came of it, and there was not much enthusiasm about the idea (I still think it would be nice) so I ended up hosting my own projects on googlecode. I know others do the same (osgOcean, osgPango/osgCairo, ...) I think basically that offering a central place for the OSG ecosystem (things that surround OSG without being part of it) would be very good both for people who are looking for specialized libraries built on top of OSG (more certainty that it will work without too much trouble), and the developers of such libraries (more visibility). I think we're all on the same page here. The question is, what would it take to allow some of these projects to be collected and hosted on the OSG web site. I'm going to inquire with Jose about his opinion. J-S -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki editing permissions?
Hi Chris, Done, I've written a one-liner wiki page and linked to the main TOC at the bottom. Feel free to modify it, correct it (sorry my English is awful), or whatever :) Cheers, JL On Tue, Oct 27, 2009 at 5:14 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Jose Luis Hidalgo wrote: Hi John, list) or sending me a mail. Sorry but I can barely follow the list, so please, all these wiki-editing issues mail them directly to me (that means, no need to pollute the list). By the way, you should be able to modify content by now... Can we edit the wiki page footer to add a note right there that says for wiki editing permission please contact Jose Luis Hidalgo? No need to put the e-mail address there,w e don't want to make it too easy for spammers. But that way potential editors can see the information right in-page where they'd be looking for the edit link. Cheers, JL. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help with Run-Time Error
Hi Jacob, On Tue, Oct 27, 2009 at 6:40 PM, Jacob Armstrong jaco...@hotmail.com wrote: 1) I tried to respond to your post and it was asking me for a username. I just signed up yesterday and submitted my e-mail and created a password, so I have no idea what my username is/would be, so I'm unable to respond and view other posts. Are you talking about the forum or mailing list? I guess the forum, in which case I'll have to defer to Art Tevs to answer questions as he's the administrator of the osg-forum. 2) I was wondering when the osgdem process would begin generating the output .ive files. I have it running in a command prompt window with the environment variable OSG_NOTIFY_LEVEL set to DEBUG and I keep getting areCoordinateSystemEquivalent lhs= rhs= messages on the screen, with an occasional No need to divide or Need to Divide X + Y for level 9 for example. It's been running for 29 hours and I have no files in my output directory. I specified 25 levels for the -l argument when launching the process, but I wasn't sure when to expect some files to be generated in this process. A osgdem running for 29 hours is a an osgdem run that shouldn't have been run. osgdem is only handle portions of large databases, you can't push too many levels through it otherwise it'll end up consuming all your memory. Please just go to the VPB wiki and ready the guide on how to use vpbmaster, it's the tool you need to use, let it do the appropriate calls to osgdem. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with DOF Nodes
Felipe Lemus wrote on Tuesday, October 27, 2009 1:57 PM: tankDataType::tankDataType(osg::Node* n) { rotation= 0; tank = dynamic_cast osgSim::DOFTransform* (n); } void tankDataType::updateTurretRotation() { rotation -= 0.01; tank-setCurrentHPR( osg::Vec3(rotation,0,0) ); } This code assumes that tanks is never null (i.e. that the top node of the loaded file is a DOFTransform), but this is not guaranteed; the dynamic_cast could return null, then updateTurretRotation() would segfault. You should use a NodeVisitor to find the DOFTransform in the loaded model and pass that to the tankDataType constructor. HTH, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VRML files with LOD?
Has anyone had any problem with converting a VRML file (ie. 'blah.wrl') containing LOD nodes into other file formats with properly working LOD ranges? I'm currently trying to load in VRML files with several LOD nodes, each LOD node has a line similar to this in it: range [ 2337.82, 7854.97, 29222.8 ] Below this node are four groups of geometry, with the apparent intention of having active ranges of [0, 2337.82], [2337.82, 7854.97], [7854.97, 29222.8], [29222.8, MAXFLOAT] Using osg-2.4, I get the following when I convert the file to .osg: RangeList 4 { 0 2337.82 2337.82 7854.97 0 0 29222.8 3.40282e+38 } Is the above behavior a known problem with the osg-2.4 VRML plugin? I'm using osg-2.4 only because the VRML files choke later versions due to other issues that I'm also investigating. Has anyone else tried loading complex vrml files (30MB, hundreds of thousands of triangles, multiple LOD's) with the OSG vrml loader? Don ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML files with LOD?
Hi Don, dtid...@patriot.net wrote: Has anyone had any problem with converting a VRML file (ie. 'blah.wrl') containing LOD nodes into other file formats with properly working LOD ranges? I'm currently trying to load in VRML files with several LOD nodes, each LOD node has a line similar to this in it: range [ 2337.82, 7854.97, 29222.8 ] ... Is the above behavior a known problem with the osg-2.4 VRML plugin? I'm using osg-2.4 only because the VRML files choke later versions due to other issues that I'm also investigating. Has anyone else tried loading complex vrml files (30MB, hundreds of thousands of triangles, multiple LOD's) with the OSG vrml loader? Don First of all, which VRML plugin are you using? The one that is using OpenVRML doesn't support LOD nodes if I remember right. Are you using Coin3D by chance? That would match the old version of OSG you have. Coin3D was later replaced and that old plugin removed, because Coin was very buggy. Regarding the second issue - you need to try, I do not have that big test file in VRML format anywhere. The current OpenVRML plugin does not support LODs, it could be easy to add that, though. However, if you need something more advanced from VRML than simple textured meshes, you may need to convert the model using other tools beforehand - the plugin is not intended to load any VRML you throw at it. Regards, Jan signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SpeedTree Example for late version of OSG?
I would like to integrated SpeedTree 5.0 into an osg application. Having searched the mailing list archives the most recent mention of a SpeedTree example that I found was over a year ago. Has anyone been using SpeedTree with OSG and possibly put together an example that would show how to use SpeedTree with a later version of OSG? Wyatt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PositionAttitudeTransform - rotation and translation
Hi Mourad , I got it to work. Thank you very much for your prompt responses. Regards, Ash -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18788#18788 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org