Re: [osg-users] Rotating a Pyramid about its peak
Hi, order of transformations matter. rotate * translate != translate * rotate You can also visualise the tranformations either from a fixed coordinate system of from moving with the transformed object. You probably need just another translation to move the origin of the pyramid to the tip. E.g. transformations when moving with the object. 1) translate so that tip is at 0,0,0 2) rotate so that it points where you want 3) translate to final position jp John Galt wrote: Hi, I am trying to move a pyramid in the following manner. (X,Y,Z,Roll,Pitch,Yaw) -> read from a txt file. Move the pyramid by (X,Y,Z) and then rotate it about its peak by (Roll, Pitch, Yaw) Here's the code I made till now: osg::AnimationPath* animationPath = createAnimationPath("autoPath2.txt",0.1); {... Defined the Pyramid ... } const osg::BoundingSphere& bs = pyramidGeode->getBound(); float size = radius/bs.radius()*0.3f; osg::MatrixTransform* positioned = new osg::MatrixTransform; positioned->setDataVariance(osg::Object::STATIC); positioned->setMatrix(osg::Matrix::translate(-bs.center())* osg::Matrix::scale(size,size,size)* osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f)); positioned->addChild(pyramidGeode); osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform; xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0)); xform->addChild(positioned); model->addChild(xform); My animation is defined as follows: osg::AnimationPath* createAnimationPath(std::string filename,double deltatime) { std::ifstream infile; infile.open(filename.c_str(),std::ios::in); double time=0.0f; osg::AnimationPath* animationPath = new osg::AnimationPath; animationPath->setLoopMode(osg::AnimationPath::LOOP); while(infile.is_open() && !infile.eof()) { double x,y,z,r,p,ya; infile >> x >> y >> z>> r>> p>>ya; osg::Vec3 position(x,y,z); osg::Quat rotation; rotation.makeRotate( osg::DegreesToRadians(r), osg::Vec3(-1,0,0), osg::DegreesToRadians(p), osg::Vec3(0,-1,0) , osg::DegreesToRadians(ya), osg::Vec3(0,0,1) ); animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation)); time += deltatime; } infile.close(); return animationPath; } But what this does is move the pyramid by X,Y,Z and rotate it by Roll,Pitch,Yaw about the ORIGIN! I want to rotate it around its peak and not the origin. Can you suggest any modifications? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25432#25432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rotating a Pyramid about its peak
Hi, I am trying to move a pyramid in the following manner. (X,Y,Z,Roll,Pitch,Yaw) -> read from a txt file. Move the pyramid by (X,Y,Z) and then rotate it about its peak by (Roll, Pitch, Yaw) Here's the code I made till now: > osg::AnimationPath* animationPath = > createAnimationPath("autoPath2.txt",0.1); > > {... > Defined the Pyramid > ... > } > > const osg::BoundingSphere& bs = pyramidGeode->getBound(); > > float size = radius/bs.radius()*0.3f; > osg::MatrixTransform* positioned = new osg::MatrixTransform; > positioned->setDataVariance(osg::Object::STATIC); > positioned->setMatrix(osg::Matrix::translate(-bs.center())* > osg::Matrix::scale(size,size,size)* > > osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f)); > > positioned->addChild(pyramidGeode); > > osg::PositionAttitudeTransform* xform = new > osg::PositionAttitudeTransform; > xform->setUpdateCallback(new > osg::AnimationPathCallback(animationPath,0.0,1.0)); > xform->addChild(positioned); > > model->addChild(xform); My animation is defined as follows: > osg::AnimationPath* createAnimationPath(std::string filename,double deltatime) > { > std::ifstream infile; > infile.open(filename.c_str(),std::ios::in); > double time=0.0f; > > osg::AnimationPath* animationPath = new osg::AnimationPath; > animationPath->setLoopMode(osg::AnimationPath::LOOP); > > > > while(infile.is_open() && !infile.eof()) > { > >double x,y,z,r,p,ya; >infile >> x >> y >> z>> r>> p>>ya; >osg::Vec3 position(x,y,z); >osg::Quat rotation; > >rotation.makeRotate( osg::DegreesToRadians(r), osg::Vec3(-1,0,0), >osg::DegreesToRadians(p), osg::Vec3(0,-1,0) , >osg::DegreesToRadians(ya), osg::Vec3(0,0,1) ); > > > animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation)); > time += deltatime; > } > > infile.close(); > > return animationPath; > > } But what this does is move the pyramid by X,Y,Z and rotate it by Roll,Pitch,Yaw about the ORIGIN! I want to rotate it around its peak and not the origin. Can you suggest any modifications? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25432#25432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
Hi Stephan, The problem was that quicktime was found, but that it found the 32 bit libraries. I thought that I tested for the default settings so that the test would pass except if you explicitly changed the image library. -- Nico On Tue, Mar 9, 2010 at 10:45 PM, Stephan Huber wrote: > Hi, > > Am 09.03.10 17:52, schrieb Nico Kruithof: > > I submitted a patch to be able to use the 10.6 framework. The trunk > > compiles, with this patch together with the two CMake defines you > provided. > > Your fixes will probably break compilation of the quicktime-plugin on > windows. There should be another solution to this problem. Perhaps when > compiling for 64bit setting QUICKTIME_FOUND to false. But I don't know a > good way to tackle this in cmake. > > cheers, > Stephan > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] automatic pixel transparency adjustment
This is the current solution we implemented in our group. I was looking for a more accurate solution that will also work for the whole scene, but the problem Michael Platins indicated holds. The accurate solution would to give each object's pixel, alpha that corresponds to its coverage, but the destination alpha shouldn't be 1-SRC_ALPHA but 1-(area percentage of destination object covered by source object). To calculate these areas intersection seems complex solution... Guy. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chuck Seberino Sent: Tuesday, March 09, 2010 8:52 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] automatic pixel transparency adjustment Guy, One option that I have used in the past is to use super-sampling. You would render your scene at a higher resolution, and then perform any variation of averaging or weighting you want as you scale it down to the final size. This will help to make sure sub-pixel objects contribute to the final rendered image. One of my previous implementations just rendered a specific node geometry by itself at a high resolution and then scaled/blended it in with the rest of the scene. HTH Chuck On 9 March 2010 14:32, Guy wrote: Hi, thanks, I've just read that SMOOTH isn't supported since several years ago. It is important since this is physically correct that even objects which are very small, does contribute to the pixel color. Is it possible to calculate the pixel coverage or get it in a shader? That would be a good solution. Does anyone know how Multi-sampling is implemented algorithmically? Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] automatic pixel transparency adjustment
You are right. The only way to solve it completely in my opinion is ray tracing. However, according to OpenGL spec, the smooth implementation should calculate the coverage percentage to the pixels of the edge of the object, that means that if the situation you described occurs for two polygons of the same object, the effect you described won't happen. Only if two different objects edges falls in the same pixel and are not overlapping it will happen. Thanks anyway, Guy. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Platings Sent: Tuesday, March 09, 2010 7:01 PM To: OpenSceneGraph Users Subject: Re: [osg-users] automatic pixel transparency adjustment If "physically correct" is what you need then OpenGL probably isn't what you want. In general, OpenGL is suitable for rendering something that looks pretty good, FAST. I don't know of any way to get fragment coverage in a shader. However, even if you could that wouldn't be adequate: Imagine you have a white (255) square on a black (0) background. You size the square so that it precisely covers one pixel. When you render it, the pixel is coloured white (255). Now imagine you divide that white square in half. You would expect that rendering the two halves would also get you a value of 255, but... When you render the first half, the pixel is 255 * 0.5 + 0 * (1 - 0.5) = 127. When you render the second half the pixel is 255 * 0.5 + 127 * (1 - 0.5) = 191. NOT 255! Therefore, multiplying alpha by coverage wouldn't work unless you're only dealing with separate polygons, which isn't the case most of the time. HTH ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
On Mar 9, 2010, at 8:25 PM, Paul Martz wrote: [snip] > > What I'd like from the community: > > * Any suggestions for other changes? Ideally, they should be modular, > tight changes that merge onto the 2.8 branch with a minimum of > conflicts. Please post requests using the specific svn revision number. > (Also, please don't suggest anything unless you are willing and able to > test the change once it's in on the 2.8 branch.) > > * Anyone out there with Mac OS X experience? Specific things I'd like > assistance with would be: >- Input on which svn revisions are required to enable support for > Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the > 10.6 SDK. >- Somebody with a Mac that already has 10.6, for testing. I have > 10.5 but can upgrade if no one else steps forward. I can test on 10.6 but do not have much experience with the custom xcode project files in OSG. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2.8.3 release likely, need community assistance
Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the next few weeks. The release will not be API compatible with 2.8.2. I wanted to let you all know my plans, and also solicit input and assistance if there are any changes you'd like to get into this release. With some community input, I'm sure this release could be valuable to others besides myself. I'm not inclined to incorporate any major changes such as the Notify changes, new text/binary file format, or the weak_ptr-related changes. Large changes increase the complexity of the merge and the odds of me introducing errors as I apply the changes. I'm really just interested in bug fixes and feature changes that affect only a limited portion of OSG as a whole. The work will be done on the existing 2.8 branch. There was a little-publicized "2.8.2b" tag, which is just 2.8.2 plus a fix for MSFBO on Mac OS X. So the first change I'll make to the 2.8 branch is to fold in the MSFBO fix from 2.8.2b. Other changes I have in mind: * The biggest change is to backport current svn trunk osgAnimation and the FBX plugin. This will require changes to other parts of OSG, and so far I've identified these: - Changes to osgDB required by FBX. - Un-deprecation of the osgAnimation dotosg wrapper. - r10671 Core changes required for osgAnimation. - r10672 Core changes required for osgAnimation. - r11009 (only the portion applicable to the BVH plugin, so that it is compatible with osgAnimation). (This is a pretty complex change, and it's about as complex as I would want to get. In a test merge, I ran into quite a few merge conflicts that had to be resolved manually, with risk of introducing error. Hopefully everything else will be much simpler to merge over to the 2.8 branch.) * Fix for osgUtil::Optimizer FlattenStaticTransformsVisitor (r11131). * Fix for OcclusionQueryNode (r10933 and r11127). * Mac OS X 10.6 support. Not yet sure which svn revisions. * New Xcode updates for osgAnimation. * A run of genwrappers to support any and all API changes. * Possibly backport some examples such as osganimationviewer, haven't looked at them yet. What I'd like from the community: * Any suggestions for other changes? Ideally, they should be modular, tight changes that merge onto the 2.8 branch with a minimum of conflicts. Please post requests using the specific svn revision number. (Also, please don't suggest anything unless you are willing and able to test the change once it's in on the 2.8 branch.) * Anyone out there with Mac OS X experience? Specific things I'd like assistance with would be: - Input on which svn revisions are required to enable support for Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the 10.6 SDK. - Somebody with a Mac that already has 10.6, for testing. I have 10.5 but can upgrade if no one else steps forward. - An Xcode expert to create appropriate Xcode files for the 2.8.3 release (needs to work with the osgAnimation backport). If everything goes well, I see no reason why we can't release by end of March, so I'd like to set this schedule: * All change requests by end of day Friday 12 March. * All code changes in by 17 March. * All Xcode and genwrapper changes in by 22 March. * Release candidate 1, 22 March. * Testing period, 23-30 March. * Release, 31 March. Please give this some thought, and thanks in advance for pitching in. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ScreenShot File name
Hi, I'm trying to cupture screenshot with the following code: Code: osgViewer::ScreenCaptureHandler* scnsvr; scnsvr = new osgViewer::ScreenCaptureHandler(); osgViewer::ViewerBase* viewer = _viewer->getViewerBase(); _scnsvr->captureNextFrame(*viewer); I would like to do the following: 1) To disable static counter on the output file name and alway overwrite the last file. 2) Save this file in custom path on hard drive. How can set these option to ScreenCaptureHandler? Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25423#25423 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures on loaded models are flipped.
Hi Robert You are absolutely right :) Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25422#25422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
Stephan, How about something like: #First check to see if we are running with a native 64-bit compiler (10.6 default) and implicit arch if(NOT CMAKE_OSX_ARCHITECTURES AND CMAKE_SIZEOF_VOID_P EQUAL 8) set(QUICKTIME_FOUND OFF) else() #Otherwise check to see if 64-bit is explicitly called for. list(FIND CMAKE_OSX_ARCHITECTURES "x86_64" has64Compile) if(NOT has64Compile EQUAL -1) set(QUICKTIME_FOUND OFF) endif() endif() Chuck On Mar 9, 2010, at 1:45 PM, Stephan Huber wrote: > Hi, > > Am 09.03.10 17:52, schrieb Nico Kruithof: >> I submitted a patch to be able to use the 10.6 framework. The trunk >> compiles, with this patch together with the two CMake defines you provided. > > Your fixes will probably break compilation of the quicktime-plugin on > windows. There should be another solution to this problem. Perhaps when > compiling for 64bit setting QUICKTIME_FOUND to false. But I don't know a > good way to tackle this in cmake. > > cheers, > Stephan > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
Hi, Am 09.03.10 17:52, schrieb Nico Kruithof: > I submitted a patch to be able to use the 10.6 framework. The trunk > compiles, with this patch together with the two CMake defines you provided. Your fixes will probably break compilation of the quicktime-plugin on windows. There should be another solution to this problem. Perhaps when compiling for 64bit setting QUICKTIME_FOUND to false. But I don't know a good way to tackle this in cmake. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
Hi, Am 08.03.10 13:19, schrieb Tobias Duckworth: > Are you able to provide a method to create the XCode projects from CMake as > so many people are suggesting? Just use the xcode generators. if you use cmake from a command line, then just use the following command % ccmake . -G Xcode this should create a xcode project holding all necessary stuff. HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Model Texture Compression Options
Chris 'Xenon' Hanson wrote: There are two kind of compression you're maybe mixing up here. OSGConv can compress the texture data using the DXT/S3TC style compression method. This reduces the texture size both in memory (and on disk, when stored in a compatible way). The other is just on-disk compression (JPEG/TIFF) which does not affect the in-memory storage size at all. Also, when converting to .ive, the traditional compressed formats (like .jpg) will be decoded and written in uncompressed form to the .ive file (since this is the format that's actually used for texturing). The advantage of the compressed texture formats (DXT/S3TC) and .dds files is that you save space everywhere, including in the .ive file itself. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Model Texture Compression Options
On 3/9/2010 12:47 PM, Colin Knowles wrote: > Hi, > Currently we're using 3DS models (entire city's) with TGA imagery for > textures. At the initial run of the database in the viewer we build ive's of > all the models and associated LOD's - I'm guessing (in absence of our > developers who are on holiday) that we're using OSGConv to convert the models > to the ive format - my question is this: > When ive's are built for models does the input texture type determine the > compression of the final ive? The reason I ask is that for convenience we'd > like to move away from TGA imagery to TIFF or JPEG , but will this alter the > final size of the ive's and ultimately the performance of the rendering? > I'd appreciate any input here as in the absence of the programmers I need to > give an answer about this to our data suppliers ASAP. > Not to over simplify it but we've gone from dealing with 5,000 models to > 150,000 models in the last 12 months in our databases and need to optimise > the models as much as possible - I know that 3DS is not a particularly good > format for alot of optimising techniques but we use it from a 'ability to > resupply' to end users point of view. That said we also handle nearly all > common formats so if anyone has an idea on a better format which I can > justify the use of to the company that would be great. I think the compression is chosen automatically by osgconv. There are two kind of compression you're maybe mixing up here. OSGConv can compress the texture data using the DXT/S3TC style compression method. This reduces the texture size both in memory (and on disk, when stored in a compatible way). The other is just on-disk compression (JPEG/TIFF) which does not affect the in-memory storage size at all. OSGConv's automatic compression option: http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgconv osgconv --compressed cow.obj cow.ive (and the other --compressed-blah options) do the former -- conversion to a compressed texture image which is then stored as compressed data in the IVE. Did that make sense? -- 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
[osg-users] [vpb] Model Texture Compression Options
Hi, Currently we're using 3DS models (entire city's) with TGA imagery for textures. At the initial run of the database in the viewer we build ive's of all the models and associated LOD's - I'm guessing (in absence of our developers who are on holiday) that we're using OSGConv to convert the models to the ive format - my question is this: When ive's are built for models does the input texture type determine the compression of the final ive? The reason I ask is that for convenience we'd like to move away from TGA imagery to TIFF or JPEG , but will this alter the final size of the ive's and ultimately the performance of the rendering? I'd appreciate any input here as in the absence of the programmers I need to give an answer about this to our data suppliers ASAP. Not to over simplify it but we've gone from dealing with 5,000 models to 150,000 models in the last 12 months in our databases and need to optimise the models as much as possible - I know that 3DS is not a particularly good format for alot of optimising techniques but we use it from a 'ability to resupply' to end users point of view. That said we also handle nearly all common formats so if anyone has an idea on a better format which I can justify the use of to the company that would be great. ... Thank you! Cheers, Colin www.k2vi.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25414#25414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgViewer::View::EventHandlers
On this topic, is there a way of having an eventHandler remove itself? I want a one-shot selection of a point. I can't call removeHandler(this) inside the handler and there is no callback function I can pass to the handler to be triggered when handle() returns true. Any suggestions? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25413#25413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] automatic pixel transparency adjustment
Guy, One option that I have used in the past is to use super-sampling. You would render your scene at a higher resolution, and then perform any variation of averaging or weighting you want as you scale it down to the final size. This will help to make sure sub-pixel objects contribute to the final rendered image. One of my previous implementations just rendered a specific node geometry by itself at a high resolution and then scaled/blended it in with the rest of the scene. HTH Chuck On 9 March 2010 14:32, Guy wrote: > > Hi, thanks, I've just read that SMOOTH isn't supported since several years > ago. > > It is important since this is physically correct that even objects which are > very small, does contribute to the pixel color. > > Is it possible to calculate the pixel coverage or get it in a shader? That > would be a good solution. > Does anyone know how Multi-sampling is implemented algorithmically? > > Thanks, > Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Subfaces in OpenFlight models
Tomlinson, Gordon wrote: Not looked at the current OSG code. But its used be done with the GL POLYGON_OFFSET calls and settings Gordon I think you're right, so stencil would probably not help. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Subfaces in OpenFlight models
just from experience, you can experiment with the projection matrix (only far/near planes) to get better / different results. -Nick On Tue, Mar 9, 2010 at 8:43 PM, Jason Daly wrote: > > The current loader also uses osg::PolygonOffset > > You might check the list archives to see if there has been any traffic > about this issue. I seem to remember some, but I don't recall if it was for > this OpenFlight loader or the previous one (from OSG versions 1.2 and > prior). > > --"J" > > > > > Tomlinson, Gordon wrote: > > Not looked at the current OSG code. > > But its used be done with the GL POLYGON_OFFSET calls and settings > > > Gordon Tomlinson > Product Manager 3d Technology & Project Wyvern > Overwatch(r) > An Operating Unit of Textron Systems > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org > ] On Behalf Of Paul > Martz > Sent: Tuesday, March 09, 2010 12:14 PM > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] Subfaces in OpenFlight models > > David Marchessault wrote: > > > Hi, > > First of all, I am a new user of openSceneGraph so bear with me :) . I > > > have a fairly simple question, is OSGViewer supporting subfaces in > openflight models? Of course I tried, but I am getting strange result > where the subface would only display under certain camera angles. > > I'm pretty sure that flt subfaces requires stencil, so try this: >osgviewer --stencil > > -Paul > > ___ > osg-users mailing > listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or > g > ___ > osg-users mailing > listosg-us...@lists.openscenegraph.orghttp://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] Subfaces in OpenFlight models
The current loader also uses osg::PolygonOffset You might check the list archives to see if there has been any traffic about this issue. I seem to remember some, but I don't recall if it was for this OpenFlight loader or the previous one (from OSG versions 1.2 and prior). --"J" Tomlinson, Gordon wrote: Not looked at the current OSG code. But its used be done with the GL POLYGON_OFFSET calls and settings Gordon Tomlinson Product Manager 3d Technology & Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Tuesday, March 09, 2010 12:14 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Subfaces in OpenFlight models David Marchessault wrote: Hi, First of all, I am a new user of openSceneGraph so bear with me :) . I have a fairly simple question, is OSGViewer supporting subfaces in openflight models? Of course I tried, but I am getting strange result where the subface would only display under certain camera angles. I'm pretty sure that flt subfaces requires stencil, so try this: osgviewer --stencil -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Subfaces in OpenFlight models
Not looked at the current OSG code. But its used be done with the GL POLYGON_OFFSET calls and settings Gordon Tomlinson Product Manager 3d Technology & Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Tuesday, March 09, 2010 12:14 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Subfaces in OpenFlight models David Marchessault wrote: > Hi, > > First of all, I am a new user of openSceneGraph so bear with me :) . I have a fairly simple question, is OSGViewer supporting subfaces in openflight models? Of course I tried, but I am getting strange result where the subface would only display under certain camera angles. I'm pretty sure that flt subfaces requires stencil, so try this: osgviewer --stencil -Paul ___ 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] Subfaces in OpenFlight models
David Marchessault wrote: Hi, First of all, I am a new user of openSceneGraph so bear with me :) . I have a fairly simple question, is OSGViewer supporting subfaces in openflight models? Of course I tried, but I am getting strange result where the subface would only display under certain camera angles. I'm pretty sure that flt subfaces requires stencil, so try this: osgviewer --stencil -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
Hi Nico, I have seen your submit, I am now compiling for i386 and x86_64. My fingers are crossed. ;) Best regards. 2010/3/9 Nico Kruithof > Hi Jordi, > > I submitted a patch to be able to use the 10.6 framework. The trunk > compiles, with this patch together with the two CMake defines you provided. > > Bests, > Nico > > > On Mon, Mar 8, 2010 at 2:08 PM, Nico Kruithof wrote: > >> Hi Jordi, >> >> I know for certain that the 10.6 framework was not specified in the root >> CMakeLists.txt, so I added that. I'll try to retrace my steps tomorrow. >> >> -- >> Nico >> >> >> On Mon, Mar 8, 2010 at 1:05 PM, Jordi Torres wrote: >> >>> Hi Nico and Tobias, >>> >>> This topic have been discussed in this list several times. In order to >>> compile osg for x86_64 you must disable Quicktime plugin and change the >>> default plugin to imageio, and set the osg_windowing_system to Cocoa. Then >>> you can compile with makefiles from a console, instead of using XCode. >>> >>> So, in CMake: >>> >>> OSG_WINDOWING_SYSTEM = "Cocoa" >>> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = "imageio" >>> >>> Hope this helps. >>> >>> >>> >>> >>> 2010/3/8 Nico Kruithof >>> >>> Hi, I managed to get OSG compiling on OSX (Snow Leopard). From the top of my head, I'm using the imageio instead of quicktime. Then I had to specify the 10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to submit these changes, but didn't have time yet. I'll give it a go tomorrow. Bests, Nico On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth wrote: > Hello again, > > Thanks for your prompt response. > > Yes disabling Quicktime is fine for my purposes - However, from what I > can work out the cleanest way to achieve this will be to get generated > XCode > projects, then I can pick and choose what gets built - I don't really want > to hack the Makefiles and there doesn't appear to be a way to disable the > Quicktime build from CMake. > > I look forward to hearing from 'the OSX guys', and hope that in the > future I can provide similar support to others. I'd be happy to update > the > OSX build instructions for example, once I have managed to build. > > Cheers, > Tobias > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 > > > > > > ___ > 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 >>> >>> >>> -- >>> Jordi Torres Fabra >>> >>> gvSIG 3D blog >>> http://gvsig3d.blogspot.com >>> 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 >>> >>> >> > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com 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] automatic pixel transparency adjustment
If "physically correct" is what you need then OpenGL probably isn't what you want. In general, OpenGL is suitable for rendering something that looks pretty good, FAST. I don't know of any way to get fragment coverage in a shader. However, even if you could that wouldn't be adequate: Imagine you have a white (255) square on a black (0) background. You size the square so that it precisely covers one pixel. When you render it, the pixel is coloured white (255). Now imagine you divide that white square in half. You would expect that rendering the two halves would also get you a value of 255, but... When you render the first half, the pixel is 255 * 0.5 + 0 * (1 - 0.5) = 127. When you render the second half the pixel is 255 * 0.5 + 127 * (1 - 0.5) = 191. NOT 255! Therefore, multiplying alpha by coverage wouldn't work unless you're only dealing with separate polygons, which isn't the case most of the time. HTH ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not find plugin on Mac OS X 10.6.2
Hi Jordi, I submitted a patch to be able to use the 10.6 framework. The trunk compiles, with this patch together with the two CMake defines you provided. Bests, Nico On Mon, Mar 8, 2010 at 2:08 PM, Nico Kruithof wrote: > Hi Jordi, > > I know for certain that the 10.6 framework was not specified in the root > CMakeLists.txt, so I added that. I'll try to retrace my steps tomorrow. > > -- > Nico > > > On Mon, Mar 8, 2010 at 1:05 PM, Jordi Torres wrote: > >> Hi Nico and Tobias, >> >> This topic have been discussed in this list several times. In order to >> compile osg for x86_64 you must disable Quicktime plugin and change the >> default plugin to imageio, and set the osg_windowing_system to Cocoa. Then >> you can compile with makefiles from a console, instead of using XCode. >> >> So, in CMake: >> >> OSG_WINDOWING_SYSTEM = "Cocoa" >> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = "imageio" >> >> Hope this helps. >> >> >> >> >> 2010/3/8 Nico Kruithof >> >> Hi, >>> >>> I managed to get OSG compiling on OSX (Snow Leopard). From the top of my >>> head, I'm using the imageio instead of quicktime. Then I had to specify the >>> 10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to >>> submit these changes, but didn't have time yet. I'll give it a go tomorrow. >>> >>> Bests, >>> Nico >>> >>> >>> On Mon, Mar 8, 2010 at 12:05 PM, Tobias Duckworth wrote: >>> Hello again, Thanks for your prompt response. Yes disabling Quicktime is fine for my purposes - However, from what I can work out the cleanest way to achieve this will be to get generated XCode projects, then I can pick and choose what gets built - I don't really want to hack the Makefiles and there doesn't appear to be a way to disable the Quicktime build from CMake. I look forward to hearing from 'the OSX guys', and hope that in the future I can provide similar support to others. I'd be happy to update the OSX build instructions for example, once I have managed to build. Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25332#25332 ___ 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 >>> >>> >> >> >> -- >> Jordi Torres Fabra >> >> gvSIG 3D blog >> http://gvsig3d.blogspot.com >> 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 >> >> > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] source for 3d glasses?
I ordered some anaglyphic / polarized from http://www.berezin.com/3D/3dglasses.htm and was quite satisfied. The more you buy, the cheapier it gets. Erik On 09-03-2010, at 17:28, Cory Riddell wrote: > Just wondering if anybody had a good source for anaglyphic glasses? > There are some on eBay for about $10 per pair. Is that reasonable? > > Cory > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] source for 3d glasses?
http://www.3dstereo.com/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, March 09, 2010 9:29 AM To: OpenSceneGraph Users Subject: [osg-users] source for 3d glasses? Just wondering if anybody had a good source for anaglyphic glasses? There are some on eBay for about $10 per pair. Is that reasonable? Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RedHat versions and ffmpeg version
Jason Daly wrote: Robert Osfield wrote: I didn't make any changes to the include setup or usage so the difference would look a change that has happened at your end. Have you uninstalled ffmpeg and reinstalled the headers in a slightly different place? Could you remove CMakeCache.txt and force a new cmake . on the build machine? Very strange. Somehow my copy of avcodec.h went missing. I replaced it and it's building now. Actually, now that I think about it, it was probably operator error. I had to copy the header from the root account on this workstation (where the CDash cron is actually run) to my user account so I could send it to you. I probably just moved it instead of copying it. Sorry for the hang-up. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] source for 3d glasses?
Just wondering if anybody had a good source for anaglyphic glasses? There are some on eBay for about $10 per pair. Is that reasonable? Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RedHat versions and ffmpeg version
Robert Osfield wrote: I didn't make any changes to the include setup or usage so the difference would look a change that has happened at your end. Have you uninstalled ffmpeg and reinstalled the headers in a slightly different place? Could you remove CMakeCache.txt and force a new cmake . on the build machine? Very strange. Somehow my copy of avcodec.h went missing. I replaced it and it's building now. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problems about layer rendering
Hi, I have some problems while using geometry shader and TextureArray to optimize PSSM shadow, the test code is like following: C++ code: osg::TextureArray *ta = new osg::TextureArray; ta->setTextureSize(1024, 1024, 3); //3 layer texture ... shadowCamera->attach(osg::Camera::COLOR_BUFFER, ta, 0, 0); // shadowCamera->attach(osg::Camera::COLOR_BUFFER, ta, 0, 1); shadowCamera->attach(osg::Camera::COLOR_BUFFER, ta, 0, 2); Geometry shader code: #extension GL_EXT_geometry_shader4 : require varying vec4 color; void main() { //Route to Layer 0 for (int i = 0; i < 3; i++) { // You will recieve 3 positions since we set the input type to Triangles gl_Position = 0.5*gl_PositionIn[i] - vec4(0.5, 0.0, 0.0, 1.0); gl_FrontColor = vec4(1.0, 0.0, 0.0,1.0); gl_Layer = 0; EmitVertex(); } EndPrimitive(); //Route to Layer 1 for (int i = 0; i < 3; i++) { gl_Position = 0.5*gl_PositionIn[i]; //Just to see a difference in Layer 1 gl_FrontColor = vec4(0.0, 1.0, 0.0,1.0); gl_Layer = 1; EmitVertex(); } EndPrimitive(); //Route to Layer 2 for (int i = 0; i < 3; i++) { gl_Position = 0.5*gl_PositionIn[i] + vec4(0.5, 0.0, 0.0, 1.0); //Just to see a difference in Layer 1 gl_FrontColor = vec4(0.0, 1.0, 0.0,1.0); gl_Layer = 2; EmitVertex(); } EndPrimitive(); } during the testing , only the 1st layer of texture have avaliable context(scene with red color), other 2 layers are undefined. Has some one sucessed in layer rendering? please give some advise, thanks a lot! Cheers, xiakai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25314#25314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Subfaces in OpenFlight models
Hi, First of all, I am a new user of openSceneGraph so bear with me :) . I have a fairly simple question, is OSGViewer supporting subfaces in openflight models? Of course I tried, but I am getting strange result where the subface would only display under certain camera angles. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25396#25396 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] vertex arrays in a custom drawable
Hi, i'm trying to use vertex arrays in my own drawable. For some reason it crashes in the glDrawArrays call. The draw implementation is some code that works in another program of mine which uses pure opengl. Code: glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, 0, &(*verts)[0] ); glColorPointer( 3, GL_FLOAT, 0, &(*colors)[0] ); for ( size_t i = 0; i < active->size(); ++i ) { if ( (*active)[i] ) { glDrawArrays( GL_LINE_STRIP, (*startIndexes)[i] * 3, (*pointsPerLine)[i] ); } } glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); In the constructor of the drawable there is a setSupportsDisplayList( false ); For the opengl part this looks correct, the only thing i could think of now is that it's not ok to do stuff like glEnableClientState directly but have to use some osg state object. Any hints on how to do it correctly will be greatly appreciated. Thank you! Cheers, Otto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25393#25393 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] automatic pixel transparency adjustment
Hi Guy, the behaviour of multisampling is quite well defined - the more samples you request, the more accurate the render will be. Yes, objects smaller than a pixel may not be rendered. Why is that a problem for you? The behaviour of smooth rendering is not well defined. It's a hint to the OpenGL implementation, nothing more. To find out how it behaves on a particular graphics card you'll have to experiment. On 9 March 2010 14:32, Guy wrote: > Hi all, > > Thanks again for your answers, I've read about Multi-sampling, SMOOTH > rendering and centroid variables. It all helped a lot. > > > > I've few questions regarding these issues that were not clear: > > With multisampling: > > - if none of the samples falls within the intersection of the > object and the pixel, than nothing will be rendered? Does it mean that tiny > objects will disappear? > > - multi-sampling can never be accurate, right? I mean almost > never can set the object alpha to the object pixel coverage percentange? > > With SMOOTH rendering: > > - is it more accurate than multisampling? Is it possible that > OpenGL implementation will not calculate the pixel coverage correctly? > > - Does it works slower or faster than multisampling? > > - Will it work even for tiny objects? > > > > > > Thanks, > > Guy. > > > > ___ > 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] automatic pixel transparency adjustment
Hi all, Thanks again for your answers, I've read about Multi-sampling, SMOOTH rendering and centroid variables. It all helped a lot. I've few questions regarding these issues that were not clear: With multisampling: - if none of the samples falls within the intersection of the object and the pixel, than nothing will be rendered? Does it mean that tiny objects will disappear? - multi-sampling can never be accurate, right? I mean almost never can set the object alpha to the object pixel coverage percentange? With SMOOTH rendering: - is it more accurate than multisampling? Is it possible that OpenGL implementation will not calculate the pixel coverage correctly? - Does it works slower or faster than multisampling? - Will it work even for tiny objects? Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building collada plugin on windows
ok .. thanks -Nick On Tue, Mar 9, 2010 at 1:05 PM, Michael Platings wrote: > Hi Nick, > it appears they've rearranged things since I wrote those instructions. It > looks a lot more sensible now so our DAE CMake files need to be updated > accordingly. But meanwhile the closest I can find to the previous DOM is at > http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/2.1/colladadom.zip/download > > ___ > 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] automatic pixel transparency adjustment
Hi, thanks, I've just read that SMOOTH isn't supported since several years ago. It is important since this is physically correct that even objects which are very small, does contribute to the pixel color. Is it possible to calculate the pixel coverage or get it in a shader? That would be a good solution. Does anyone know how Multi-sampling is implemented algorithmically? Thanks, Guy. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Platings Sent: Tuesday, March 09, 2010 5:09 PM To: OpenSceneGraph Users Subject: Re: [osg-users] automatic pixel transparency adjustment Hi Guy, the behaviour of multisampling is quite well defined - the more samples you request, the more accurate the render will be. Yes, objects smaller than a pixel may not be rendered. Why is that a problem for you? The behaviour of smooth rendering is not well defined. It's a hint to the OpenGL implementation, nothing more. To find out how it behaves on a particular graphics card you'll have to experiment. On 9 March 2010 14:32, Guy wrote: Hi all, Thanks again for your answers, I've read about Multi-sampling, SMOOTH rendering and centroid variables. It all helped a lot. I've few questions regarding these issues that were not clear: With multisampling: - if none of the samples falls within the intersection of the object and the pixel, than nothing will be rendered? Does it mean that tiny objects will disappear? - multi-sampling can never be accurate, right? I mean almost never can set the object alpha to the object pixel coverage percentange? With SMOOTH rendering: - is it more accurate than multisampling? Is it possible that OpenGL implementation will not calculate the pixel coverage correctly? - Does it works slower or faster than multisampling? - Will it work even for tiny objects? Thanks, Guy. ___ 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] building collada plugin on windows
Michael, I got the colladacom-vc8.zip. No project files there. Only include and bin (with libs and dlls). Could you post the exact path of the file you are refering ? Thanks -Nick On Tue, Mar 9, 2010 at 11:42 AM, Michael Platings wrote: > On Windows with Visual Studio 2008 this is what I do prior to building > OSG from CMake: > >1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract >it to C:\COLLADA >2. Add the environment variable COLLADA_DIR as C:\COLLADA >3. Open C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom >project in both Debug and Release configurations. > > Once you've done this CMake should automatically fill in the COLLADA > options (library paths etc) for you. > > > -- > *From:* osg-users-boun...@lists.openscenegraph.org [mailto: > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick) > Nikolov > *Sent:* 09 March 2010 09:33 > *To:* OpenSceneGraph Users > *Subject:* [osg-users] building collada plugin on windows > > Hi community, > > this is my first attempt to build the dae plugin. In CMAke there are bunch > of options for COLLADA. I have downloaded the colladadom lib, and I am lost. > What is to be downloaded (and from where) in order to build the plugin, > > Thanks a lot > -Nick > > __ > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > __ > > __ > This email and any files transmitted with it are confidential and > intended solely for the use of the individual or entity to whom they > are addressed. If you have received this email in error please notify > the system manager. > > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > __ > > ___ > 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] building collada plugin on windows
Apologies, it's this one: http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download Despite being called 2.2 it creates version 2.1 DLLs :\ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg for VS Studion 2010 RC
Hi, I have successully compiled osg with VS Studion 2010 RC (64bit) on Windows 7 64bit. I also prepared a 3rdParty_X64 directory with i.e. collada dll. But I got some diffulities which I will report. I hope the developer team can solve them. osgviewerMFC: compiles but does not work any more. osgdb_directshow: not compiles to a supposed 64bit pointer difficulty. I got the error "cannot convert from 'int' to '_AMMediaType *'". Some further comments: example_osgviewerGLUT: I had to add a directory entry for the linker to directory where glut32.lib (32 bit) is located. Strange but osgviewerGLUT works. osgdb_gif: I had to ignore libcmt.lib/libcmtd.lib. Possibly this can be introduced into Cmake files. Thank you! Cheers, Wolfgang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25385#25385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] latest osg & osgocean - hangs after a while running
HI Kim, lowering the resolution in osgOcean::FFTOceanSurface seam to fix the crash . just a hint for you -Nick On Mon, Mar 8, 2010 at 9:25 PM, Trajce (Nick) Nikolov < nikolov.tra...@gmail.com> wrote: > oko .. sounds good. Thanks ! > > -Nick > > > > On Mon, Mar 8, 2010 at 9:23 PM, Kim Bale wrote: > >> Hi Nick, >> >> I'm on holiday this week so I'll take a look at this tomorrow. I must >> confess I haven't tried osgOcean with the latest version of osg so >> there may well be some conflict. Will know more tomorrow. >> >> Kim. >> >> >> On 8 March 2010 13:42, Trajce (Nick) Nikolov >> wrote: >> > I did a bit of investigation, and when there are no oceanscene children, >> it >> > doesnt crash. when I add children to the ocean scene, then it crashes >> > -Nick >> > >> > >> > On Mon, Mar 8, 2010 at 3:03 PM, Trajce (Nick) Nikolov >> > wrote: >> >> >> >> HI community, >> >> I am experiencing heap corruption with the latest osg & osgocean >> >> after a while running, it just hangs in debug mode, in release heap >> >> corruption error happens. For you using osgocean, could you confirm the >> same >> >> case? >> >> Thanks >> >> -Nick >> > >> > >> > ___ >> > 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] building collada plugin on windows
Hi Nick, it appears they've rearranged things since I wrote those instructions. It looks a lot more sensible now so our DAE CMake files need to be updated accordingly. But meanwhile the closest I can find to the previous DOM is at http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/2.1/colladadom.zip/download ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building collada plugin on windows
Thanks a lot Michael !!! -Nick On Tue, Mar 9, 2010 at 11:42 AM, Michael Platings wrote: > On Windows with Visual Studio 2008 this is what I do prior to building > OSG from CMake: > >1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract >it to C:\COLLADA >2. Add the environment variable COLLADA_DIR as C:\COLLADA >3. Open C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom >project in both Debug and Release configurations. > > Once you've done this CMake should automatically fill in the COLLADA > options (library paths etc) for you. > > > -- > *From:* osg-users-boun...@lists.openscenegraph.org [mailto: > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick) > Nikolov > *Sent:* 09 March 2010 09:33 > *To:* OpenSceneGraph Users > *Subject:* [osg-users] building collada plugin on windows > > Hi community, > > this is my first attempt to build the dae plugin. In CMAke there are bunch > of options for COLLADA. I have downloaded the colladadom lib, and I am lost. > What is to be downloaded (and from where) in order to build the plugin, > > Thanks a lot > -Nick > > __ > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > __ > > __ > This email and any files transmitted with it are confidential and > intended solely for the use of the individual or entity to whom they > are addressed. If you have received this email in error please notify > the system manager. > > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > __ > > ___ > 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] VPB Terrain Simplification Missing?
Hi Mark, On Mon, Mar 8, 2010 at 10:41 PM, Mark Yantek wrote: > In the more recent versions of Virtual Planet Builder(0.9.11->trunk) > terrain simplification stopped working for me. It seems VPB is functioning > as if –no-terrain-simplification is always set. Was terrain simplification > killed off or disabled? > VPB by default now builds databases that use osgTerrain::TerrainTile rather than osg::Geometry tiles. TerrainTile's are regular grids that are tessellated at viewer runtime, rather than like the old osg::Geometry that are tessellated and simplified at VPB build time. The advantage of using osgTerrain is that you can change the geometry complexity on the fly in your final application, and can also customize the TerrainTechnque that is used to render the tiles, so you can implement your own schemes rather than the brute force GeometryTechnique that is the current one provided by osgTerrain. Building in VPB using osgTerrain is also many times faster as the simplification process is comparitively slow. To see how you can alter the sample density at runtime have a look at the osgmultitexturecontrol example, and in particular the _terrain->setSampleRatio(..); line. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
Hi Maya, On Mon, Mar 8, 2010 at 9:35 PM, maya leonard wrote: > I will try this. Do you have any hints on what a good number would be > for performance? > The defaults are typically what you should use. If you want best performance then building local file caches on your cluster and using a decent OS (i.e. not Windows) will make the most difference. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building collada plugin on windows
On Windows with Visual Studio 2008 this is what I do prior to building OSG from CMake: 1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract it to C:\COLLADA 2. Add the environment variable COLLADA_DIR as C:\COLLADA 3. Open C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom project in both Debug and Release configurations. Once you've done this CMake should automatically fill in the COLLADA options (library paths etc) for you. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce (Nick) Nikolov Sent: 09 March 2010 09:33 To: OpenSceneGraph Users Subject: [osg-users] building collada plugin on windows Hi community, this is my first attempt to build the dae plugin. In CMAke there are bunch of options for COLLADA. I have downloaded the colladadom lib, and I am lost. What is to be downloaded (and from where) in order to build the plugin, Thanks a lot -Nick __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RedHat versions and ffmpeg version
Hi Jason, Thanks for the file. Yesterday I added a guard that checks for a minimum version of 52.32 which should fail for your version of ffmpeg (52.20) and use the old deprecated functions, this is checked into svn/trunk so I was hoping that you system would build overnight, alas there is slew of new errors that kinda look like the ffmpeg plugin include paths have gone awry: http://cdash.openscenegraph.org/viewBuildError.php?buildid=1564 I didn't make any changes to the include setup or usage so the difference would look a change that has happened at your end. Have you uninstalled ffmpeg and reinstalled the headers in a slightly different place? Could you remove CMakeCache.txt and force a new cmake . on the build machine? Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] building collada plugin on windows
Hi community, this is my first attempt to build the dae plugin. In CMAke there are bunch of options for COLLADA. I have downloaded the colladadom lib, and I am lost. What is to be downloaded (and from where) in order to build the plugin, Thanks a lot -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org