Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
Bruce Wheaton wrote: The Xcode project seems better - executables can now create the correct sort of windows. Thanks Stephan! Good to hear. I think we're really close to a release now with the new rc3, which has the updated XCode file. I also got to learn something more about OSG, so that was nice. BTW, Paul - thanks for the OSGQSG - very nice, good introduction. You're welcome. It needs updating, starting to be irrelevant in spots... -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
The Xcode project seems better - executables can now create the correct sort of windows. Thanks Stephan! I also got to learn something more about OSG, so that was nice. BTW, Paul - thanks for the OSGQSG - very nice, good introduction. Bruce On Apr 1, 2010, at 10:05 AM, Bruce Wheaton wrote: I'm working on it, but I ran out of time compiling it this morning. Will continue later. The correct flags seem to be there, in a place they will get picked up. The PNG plug-in seems like an easy fix - it's their recommended fix. Did you try it with the older library, just in case that version number isn't getting though at the right time? Bruce On Mar 31, 2010, at 8:46 PM, Paul Martz wrote: Bruce Wheaton wrote: I certainly defer to Stephan on this... but I presume the fix he found is similar, or addresses the core problem. If time becomes a factor Stephan, or you need testing of a changed version, let me know. Stephan sent me a new XCode project file and I have checked it in to the 2.8 branch but I have not yet made another release candidate. I want to consider updating the PNG plugin before I tag another rc. (If the changes to PNG are non-intrusive, and I'm suspecting they are, it might be a good idea to update it.) In the meantime, if you could test the XCode project files on the head revision of the 2.8 branch, I'd appreciate it. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Flickering in camera views with multiple cameras
Hi, I am using two views with viewports in my composite viewer. While running the code I see the two views but they seem to be flickering. Does anyone know what's the reason behind it and how I can fix it so that I can get a smooth feed for both views at the same time? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26374#26374 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2.8.3 rc3 tagged -- hopefully the last rc
Hi all -- I've just tagged 2.8.3 rc3. You can download it from here: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc3 More info on the 2.8.3 release is here: http://www.openscenegraph.org/projects/osg/wiki/Support/283release Changes in rc3 include: * Fixes for mingw builds. * Fix for static linking of 3DS, OBJ, and FBX plugins. * Fix XCode problems with the osgviewer and osgmovie executables. * Add the OSG_CPP_EXCEPTIONS_AVAILABLE CMake option. * Update PNG plugin for compatibility with multiple versions of libPNG. * CMake build enhancements for the COLLADA plugin. Really the only code change was the update of the PNG plugin, and the other changes are all build-related. As a result, I'm optimistic I can rename the rc3 as the final release on 3 April, late Saturday. I appreciate any testing you can do between now and then. Thanks to everyone who contributed suggestions, changes, fixes, and all the testing! I think we're getting really close to the final release now. I'm changing my name to Paul "Merge Monkey" Martz. :-) -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ 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 imminent
Rafa Gaitan wrote: Hi Paul, I'm not sure if we arrive on time, but maybe it will be interesting to add lastest mods of CMake for Collada plugin. What do you think? Hi Rafa -- As the release was held back due to other changes anyway, and the COLLADA build changes were non-invasive and didn't change any actual code, I have added these CMake changes. I've tested on Windows w/ VS9. With this change, setting up and building the COLLADA plugin on 2.8.3 is just as easy as on trunk. This is in 2.8.3 rc3 (just tagged). Thanks for the input. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] looking for a terrain database building
Hi Terry, Hi J-S. When you convert a file to .flt and then back to .ive, your PagedLOD nodes are lost. I meant converting the leaf tiles. Unless I'm mistaken (it's been a while since I analyzed the structure so I might remember wrong), in a VPB database, you have a master .ive file, which has PagedLOD nodes that refer to other .ive files, which might have other PagedLODs, etc. Eventually you have geometry in .ive files that have no PagedLODs. You could convert these to flt, edit the geometry, and reconvert. But it does mean that each LOD of each tile is in a separate file, so it's a bit of a pain to edit all LODs of a certain region to match (you have to convert and edit as many files as you have levels, separately). The new .ive file is also 50X larger than the original and missing its textures, but those problems are probably solvable. The 50x larger is weird, but the textures you just have to convert to .osg with -O OutputTextureFiles to recover them (convert to .osg and to .flt then delete the .osg file). I don't know if the flt output plugin has a similar option, I know about that one for the .osg output plugin so I've always used that. No, I need tiles to be in separate files. I understand that, but what I meant is that the VPB structure is hierarchical. You have the first LOD (lowest-res) with the whole terrain at very low resolution, then two or four tiles at higher resolution, then each of those splits into four again, etc. So level i has 4^i tiles in general for square terrain. If you want to make all tiles at all LODs the same size, then I guess that could be added as an option in VPB. But then what would you replace PagedLOD with? ProxyNode? I don't understand what you mean here. I mean if you want VPB to build non-quadtree LOD structures. i.e. each LOD you have the same number of tiles, and each tile fits the same world-space bound. 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] looking for a terrain database building
> > Message: 2 > Date: Thu, 01 Apr 2010 09:13:21 -0400 > From: Jean-S?bastien Guay > To: OpenSceneGraph Users > Subject: Re: [osg-users] looking for a terrain database building > Message-ID: <4bb49bf1.8070...@cm-labs.com> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > Hi Terry, > >> Both VPB and osgEarth seem to default to building scenegraphs with >> PagedLOD nodes, which I don't think will work for me. One option I >> thought of is to use VPB to create a big database in a single file >> with traditional LOD nodes, then use a separate program to convert it >> all to individual .flt tiles and a Metaflight file or something >> similar. I'll have to do more thinking about this option. Anyone >> know of any alternatives to Metaflight that can describe tiled >> databases but still let you store and edit tiles individually? I just >> want to consider all the options. > > What's the specific problem with PagedLOD? You could still find the tile > you want to modify, convert it to .flt (using osgconv with the flt write > support in recent OSG versions), edit it, reconvert it to .ive (with > osgconv, keeping the name the same) and run it. Hi J-S. When you convert a file to .flt and then back to .ive, your PagedLOD nodes are lost. More accurately, I think they get turned into regular LOD nodes that don't link to any external files the way PagedLOD nodes do. That's the biggest problem. The new .ive file is also 50X larger than the original and missing its textures, but those problems are probably solvable. > > Is the problem that the multiple LODs for the same region are not in the > same file? That's not just caused by using PagedLOD, but also the fact > that VPB (and I assume osgEarth too) make quadtree-LOD structures. If > you needed all LODs of a given region to be in a single file, then all > the geometry would be in a single file because the lowest-res LOD > contains the geometry for the whole terrain. Tiles become more numerous > and smaller as you go to higher-res LODs. No, I need tiles to be in separate files. The databases we need to build here are large enough that having all LODs in one file will be impractical or impossible. But I want to consider building one big file with LOD nodes as an intermediate step. I'd process that file and split it all up into separate tiles. If I did that I still don't know if I'd build a metaflight description file or something else. > > If you want to make all tiles at all LODs the same size, then I guess > that could be added as an option in VPB. But then what would you replace > PagedLOD with? ProxyNode? I don't understand what you mean here. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Re : Publicly Available TerraPage Database
vous pouver telecharger piazip cest un logiciel libre qui fait la compression de fichier GHARBI MABROUK MAITRISE GENIE ELECTRIQUE TEL +216 94232502 De : Ben Cain À : osg-users@lists.openscenegraph.org Envoyé le : Jeu 1 avril 2010, 20 h 43 min 08 s Objet : Re: [osg-users] Publicly Available TerraPage Database Ryan.H.Kawicki wrote: > We currently have a publicly available database. It is small and not very > complex, [...] If you like, I can also make this available to the OSG > community. In its uncompressed form, it is about 150 MB. Hi Ryan, I'd be very interested in a sample TerraPage database (simple or not). Can you provide URL? Any compressed format is good (e.g. RAR, ZIP, TAR, ...). Thanks, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26368#26368 ___ 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] Publicly Available TerraPage Database
Ryan.H.Kawicki wrote: > We currently have a publicly available database. It is small and not very > complex, [...] If you like, I can also make this available to the OSG > community. In its uncompressed form, it is about 150 MB. Hi Ryan, I'd be very interested in a sample TerraPage database (simple or not). Can you provide URL? Any compressed format is good (e.g. RAR, ZIP, TAR, ...). Thanks, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26368#26368 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] libPNG API changes
Bruce Wheaton wrote: LibPNG changed their API in January. I have a current Arch Linux install which uses the newer version, but we can presume it will crop up more. The only two current issues are addressed by: /OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 176d175 < #if PNG_LIBPNG_VER < 10004 178,180d176 < #else < if (fin.gcount() == 8 && png_sig_cmp(header, 0, 8) == 0) < #endif 231,232d226 < { < #if PNG_LIBPNG_VER < 10004 234,237d227 < #else
Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system
I'm working on it, but I ran out of time compiling it this morning. Will continue later. The correct flags seem to be there, in a place they will get picked up. The PNG plug-in seems like an easy fix - it's their recommended fix. Did you try it with the older library, just in case that version number isn't getting though at the right time? Bruce On Mar 31, 2010, at 8:46 PM, Paul Martz wrote: Bruce Wheaton wrote: I certainly defer to Stephan on this... but I presume the fix he found is similar, or addresses the core problem. If time becomes a factor Stephan, or you need testing of a changed version, let me know. Stephan sent me a new XCode project file and I have checked it in to the 2.8 branch but I have not yet made another release candidate. I want to consider updating the PNG plugin before I tag another rc. (If the changes to PNG are non-intrusive, and I'm suspecting they are, it might be a good idea to update it.) In the meantime, if you could test the XCode project files on the head revision of the 2.8 branch, I'd appreciate it. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Backing off elevation
I know I could do it with GlobalMapper as a pre-process. But you are missing the point. What I am looking for is that level of control in VPB just like I have with imagery, but for elevation. David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26365#26365 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake Structure for new projects
Hi, I've migrated my Project to CMAKE, it works great. For other CMAKE beginners: http://www-flc.desy.de/ldcoptimization/documents/talks/CMake_Tutorial.pdf Generating vcproj file, if using MSVC to preset debugging parameter: http://stackoverflow.com/questions/1005901/how-to-set-path-environment-variable-using-cmake-and-visual-studio-to-run-test Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26364#26364 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Backing off elevation
Hi, or preprocess you data with globalmapper to lower resolution. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26363#26363 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] binaries of osgDem
Hi, I use cmake 2.8.0 Waht are your error messages? At which stages? compiling? linking? I haven't used VS 2005 Express, so I dont know if you fail on a specifiy 2005 Express limitation.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26362#26362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Backing off elevation
if i understand correctely : why not build your terrain with lower dted files resultion DTED1 or srtm (30m/90m) ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26361#26361 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] binaries of osgDem
32 bit version what is your cmake version please ? 2010/4/1, Torben Dannhauer : > Hi, > > Are you sure you tested all osg versions in combination with all vpb > versions? thats a lot... :) > > You have seen the compatiblity list provided on vpb project site? > > I use osg dev 2.9.7 with newest vpb and it works like a charm. I use VC2005. > Do you use 32bit or 64 bit? > > > > Cheers, > Torben > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26359#26359 > > > > > > ___ > 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] binaries of osgDem
Hi, Are you sure you tested all osg versions in combination with all vpb versions? thats a lot... :) You have seen the compatiblity list provided on vpb project site? I use osg dev 2.9.7 with newest vpb and it works like a charm. I use VC2005. Do you use 32bit or 64 bit? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26359#26359 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Help with glow example
Hi, Art, thank you for such details. I had studied the code and looked at the documentation on-line but I was still misunderstanding the basics of how to construct a pipe-line and how to inject scene camera data into that pipe-line. Your explanations have helped tremendously. > > allensaucier wrote: � Select � � Expand � > > 1. what line of code actually performs the glow effect? > a. I am a novice with shaders and osgPPU > b. I found how to increase the intensity of the glow within the shader source > code; it is the * 2 effect on glowColor > c. I can not find the line of code that actually performs the glow > > There is no direct one line or function. It is just matter of the algorithm > used behind. For glow effect the object which has to glow is rendered > separatly in a buffer. This buffer is then blurred (shaders) and added to the > main view also in a shader. So you have to understand first how the algorithm > works and then you will find the lines of code you actually need. > > Quote: � Select � � Expand � > > 2. Within the shader source code, the variables view and glow confuse me. > Nothing within glow.cpp refers directly to either of these variables and so I > do not know > 1) how the glow effect actually happens. > 2) how the different input to shaderSrc is actually differentiated between > view and glow. > Would someone please tell me? > > I have noticed that the resultShader receives input from unitCam1 and from > blury which gives the "view" and "glow" outputs, though I do not fully > understand how. > > See previously. View is the main view, glow is the glowed view. > I believe the glow method is the actual combining of the Main Camera's output with the slaveCamera's output. This feat is still a mystery to me but it is really kool. I have two reasons for wishing to understand it: 1) I want to blur an entire scene as viewed by my main camera; 2) I wish to glow a dynamically instantiated and added node to my scene where the entire scene is blurred and that new node is glowing. I understood that the "view" and "glow" within the shader code were for two different camera inputs. Could you tell me how the shader knows which input is from which camera? This fact still completely eludes me. > > UniCameraAttachmentBypass do bypass camera's attachments (i.e. render > textures) into the osgPPU pipeline. As I said before, every unit is a node > computing outputs by using inputs. Inputs are always textures. So in order to > bring it to the pipeline from OpenSceneGraph's cameras, we place this unit > either directly under Processor or under UnitCamera. UnitCamera do bypass the > osg's camera to the pipeline. It has no direct output and hence > UnitCameraAttachmentBypass is required to get camera attachments and put it > into the pipeline. Units placed under AttachmentBypass will use camera's > texture as input. > Question: when you say, "UniCameraAttachmentBypass do bypass camera's attachments," do you mean that UniCameraAttachmentBypass sends a camera's output into the pipeline without modification? The word bypass means to completely go around an object and not deal with it at all and LEAVE IT behind you so that it has NO FURTHER EFFECT in the path you have chosen to go. However, "to pass" a camera's attachments into the pipeline means to take a camera's output and simply send it forward into the pipeline without modification within that unit. One more question: It appears that the main camera or any camera for that matter must have a "texture" attachment added to it so that that camera's output may be sent into a pipeline as a texture. Is this correct? Thank you very much Art, I really do appreciate your time and I appreciate you answering my questions. After I have completed my tasks, I would really like to send you the example code that I am building and see what you think and perhaps even publish my example with your approval. :) Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26358#26358 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgDem binaries
On 4/1/2010 7:53 AM, Glenn Waldron wrote: > http://www.alphapixel.com/osg/ He beat me to it. I'm in the process of setting up an automated build system to make available a binary OSG with as many options/plugins as I can get to compile (including things like VRML, COLLADA, FBX, etc, which many people find difficult to compile). My plan is to eventually offer stable (2.8.x) and SVN-HEAD (2.9.x) with options like OpenGL 2 and 3 support. I currently have a pretty basic stable OSG with FBX included, VPB, and osgEarth. My osgEarth isn't 100% solid yet, I'm still figuring out what's up with my osgEarth build -- it seems not to be able to find the OSG loader plugins so it can't load VPB-built terrain, but I'm close to getting that sorted out. (No lie, I woke up in the middle of the night the other night and knew what was wrong. But I can't recall what my revelation was... ;) But my current OSG and VPB are solid, though my GDAL doesn't have all of the esoteric loaders built in yet. -- 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] osgText and Texture
Hi Akilan, On Thu, Apr 1, 2010 at 1:49 PM, Akilan Thangamani wrote: > Hi robert, > > True. I do follow the osgHud example. But I am trying to display lat, lon > values as text on mouse move over texture set from buffer. Anyway we use our > own tranformation. But I couldn 't set the transparency. Have a look @ my > code and let me get the mistake i do. I'm afraid I'm too pushed for time to go reviewing user code. How about looking at the osgfadetext, it shows another method of placing text into scene. Also consider disable depth test. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgDem binaries
ok i will try to post the cmake error messages tonight 2010/4/1, Jean-Sébastien Guay : > Hello Issam, > >> i have serious problems to buils the vpb applications with cmake 2.6 >> and vc++ 2008 express >> i tried all the combination between osg/vpb versions without succes >> >> what i want is simply to generate a pagedlod terrain with osgdem to >> use with delta3d application that use osg 2.8.2 i think >> >> if someone can share a visual studio solution or even better the exe >> files (osgdem) that can be used with osg 2.8.2 that can be very kindfull > > I doubt very much someone will build VPB for you... You should be able > to find out why it's not building, or at least post specific errors here > so we can help you more. > > Looking at the VPB wiki front page, for OSG 2.8.2 (actually any OSG on > the 2.8 branch) you need VPB 0.9.10. That should build. If not please > post the errors you get and maybe we can help... > > It's all about learning how to do things and fix problems, instead of > just saying that you have a problem and waiting for others to fix it for > you... > > J-S > -- > __ > Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgDem binaries
http://www.alphapixel.com/osg/ Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Thu, Apr 1, 2010 at 8:36 AM, issam boughanmi wrote: > Hi, > > i have serious problems to buils the vpb applications with cmake 2.6 > and vc++ 2008 express > i tried all the combination between osg/vpb versions without succes > > > what i want is simply to generate a pagedlod terrain with osgdem to > use with delta3d application that use osg 2.8.2 i think > > > if someone can share a visual studio solution or even better the exe > files (osgdem) that can be used with osg 2.8.2 that can be very > kindfull > > > > > Thanks and good day > > Cheers, > issam > ___ > 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] OsgDem binaries
Hello Issam, i have serious problems to buils the vpb applications with cmake 2.6 and vc++ 2008 express i tried all the combination between osg/vpb versions without succes what i want is simply to generate a pagedlod terrain with osgdem to use with delta3d application that use osg 2.8.2 i think if someone can share a visual studio solution or even better the exe files (osgdem) that can be used with osg 2.8.2 that can be very kindfull I doubt very much someone will build VPB for you... You should be able to find out why it's not building, or at least post specific errors here so we can help you more. Looking at the VPB wiki front page, for OSG 2.8.2 (actually any OSG on the 2.8 branch) you need VPB 0.9.10. That should build. If not please post the errors you get and maybe we can help... It's all about learning how to do things and fix problems, instead of just saying that you have a problem and waiting for others to fix it for you... 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] looking for a terrain database building
Hi Terry, Both VPB and osgEarth seem to default to building scenegraphs with PagedLOD nodes, which I don't think will work for me. One option I thought of is to use VPB to create a big database in a single file with traditional LOD nodes, then use a separate program to convert it all to individual .flt tiles and a Metaflight file or something similar. I'll have to do more thinking about this option. Anyone know of any alternatives to Metaflight that can describe tiled databases but still let you store and edit tiles individually? I just want to consider all the options. What's the specific problem with PagedLOD? You could still find the tile you want to modify, convert it to .flt (using osgconv with the flt write support in recent OSG versions), edit it, reconvert it to .ive (with osgconv, keeping the name the same) and run it. Is the problem that the multiple LODs for the same region are not in the same file? That's not just caused by using PagedLOD, but also the fact that VPB (and I assume osgEarth too) make quadtree-LOD structures. If you needed all LODs of a given region to be in a single file, then all the geometry would be in a single file because the lowest-res LOD contains the geometry for the whole terrain. Tiles become more numerous and smaller as you go to higher-res LODs. If you want to make all tiles at all LODs the same size, then I guess that could be added as an option in VPB. But then what would you replace PagedLOD with? ProxyNode? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgDem binaries
Hi, i have serious problems to buils the vpb applications with cmake 2.6 and vc++ 2008 express i tried all the combination between osg/vpb versions without succes what i want is simply to generate a pagedlod terrain with osgdem to use with delta3d application that use osg 2.8.2 i think if someone can share a visual studio solution or even better the exe files (osgdem) that can be used with osg 2.8.2 that can be very kindfull Thanks and good day Cheers, issam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText and Texture
Hi, haven't looked at the code in detail, but in an ortho projection you can still put things in front of others by using the z coordinate. jp Akilan Thangamani wrote: Hi robert, True. I do follow the osgHud example. But I am trying to display lat, lon values as text on mouse move over texture set from buffer. Anyway we use our own tranformation. But I couldn 't set the transparency. Have a look @ my code and let me get the mistake i do. Code: osg::Camera* createTex() { osg::Group* group=new osg::Group; osg::Geometry *geom; osg::Camera* camera = new osg::Camera; camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200)); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); camera->setClearMask(GL_DEPTH_BUFFER_BIT); camera->setRenderOrder(osg::Camera::POST_RENDER); camera->setAllowEventFocus(true); { osg::Vec3 top_left(0.0f ,0.0f ,1200.0f); osg::Vec3 bottom_left(0.0f ,0.0f ,0.0f); osg::Vec3 bottom_right(1920.0f ,0.0f, 0.0f); osg::Vec3 top_right(1920.0f, 0.0f, 1200.0f); geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,0.0f,1.0f); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,0.2f); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); texture = new osg::Texture2D; texture->setName("TEXTURE"); texture->setDataVariance(osg::Object::DYNAMIC); texture->setResizeNonPowerOfTwoHint(false); // Setting buffer osg::Image* image = new osg::Image; image->setName("BUFFER"); image->setOrigin(osg::Image::BOTTOM_LEFT); image->setImage(buf_width, buf_height, 1, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE,buf, osg::Image::NO_DELETE); texture->setImage(image); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); camera->addChild(geom_geode); } return camera; } osg::Node* createLatLonLabel() { osg::Group* root=new osg::Group; osg::Camera* camera = new osg::Camera; root->addChild(camera); camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200)); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); camera->setClearMask(GL_DEPTH_BUFFER_BIT); camera->setRenderOrder(osg::Camera::POST_RENDER); camera->setAllowEventFocus(true); { osg::Geode* geode = new osg::Geode(); std::string timesFont("fonts/arial.ttf"); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Vec3 position(0.0f,0.0f,0.0f); { latLonDisp = new osgText::Text; geode->addDrawable( latLonDisp ); latLonDisp->setFont(timesFont); latLonDisp->setCharacterSize(15); latLonDisp->setFontResolution(25,25); latLonDisp->setPosition(position); latLonDisp->setText("(0,0)"); latLonDisp->setAlignment(osgText::Text::CENTER_TOP); latLonDisp->setAxisAlignment(osgText::Text::XY_PLANE); }
Re: [osg-users] osgText and Texture
Hi robert, True. I do follow the osgHud example. But I am trying to display lat, lon values as text on mouse move over texture set from buffer. Anyway we use our own tranformation. But I couldn 't set the transparency. Have a look @ my code and let me get the mistake i do. Code: osg::Camera* createTex() { osg::Group* group=new osg::Group; osg::Geometry *geom; osg::Camera* camera = new osg::Camera; camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200)); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); camera->setClearMask(GL_DEPTH_BUFFER_BIT); camera->setRenderOrder(osg::Camera::POST_RENDER); camera->setAllowEventFocus(true); { osg::Vec3 top_left(0.0f ,0.0f ,1200.0f); osg::Vec3 bottom_left(0.0f ,0.0f ,0.0f); osg::Vec3 bottom_right(1920.0f ,0.0f, 0.0f); osg::Vec3 top_right(1920.0f, 0.0f, 1200.0f); geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,0.0f,1.0f); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,0.2f); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); texture = new osg::Texture2D; texture->setName("TEXTURE"); texture->setDataVariance(osg::Object::DYNAMIC); texture->setResizeNonPowerOfTwoHint(false); // Setting buffer osg::Image* image = new osg::Image; image->setName("BUFFER"); image->setOrigin(osg::Image::BOTTOM_LEFT); image->setImage(buf_width, buf_height, 1, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE,buf, osg::Image::NO_DELETE); texture->setImage(image); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); camera->addChild(geom_geode); } return camera; } osg::Node* createLatLonLabel() { osg::Group* root=new osg::Group; osg::Camera* camera = new osg::Camera; root->addChild(camera); camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200)); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); camera->setClearMask(GL_DEPTH_BUFFER_BIT); camera->setRenderOrder(osg::Camera::POST_RENDER); camera->setAllowEventFocus(true); { osg::Geode* geode = new osg::Geode(); std::string timesFont("fonts/arial.ttf"); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Vec3 position(0.0f,0.0f,0.0f); { latLonDisp = new osgText::Text; geode->addDrawable( latLonDisp ); latLonDisp->setFont(timesFont); latLonDisp->setCharacterSize(15); latLonDisp->setFontResolution(25,25); latLonDisp->setPosition(position); latLonDisp->setText("(0,0)"); latLonDisp->setAlignment(osgText::Text::CENTER_TOP); latLonDisp->setAxisAlignment(osgText::Text::XY_PLANE); } c
[osg-users] Newbie questions...
Hi everyone, As I'm new to OSG and the community i'm not sure if this is an appropriate place for a newbie's questions, but i'm having much difficulty to learn some specifics... :-* In particular, I'm stucked with callback functions and keyboard handling. Callbacks My problem is : I can get back the nodes of a geode if it's a loaded model (like the tank), but I can't do the same for my own objects, such as simple osg::Sphere loaded in an osg::Geode. What I do is I set the Geode's name to "earth" and I call : Code: _earthNode = dynamic_cast \< osgSim::DOFTransform* \> (findEarth.getFirst()); ... which results in a NULL value in _earthNode. I've found out that the dynamic_cast fails when the returned named object is a geode, but I don't know what object should be named in my hierarchy to be handled sucessfully by a DOFTransform? Or should I use something else than a DOFTransform?? Keyboard Events Handling Here's the kind of code I'm writing : Code: _KEH->addFunction(' ', buildGraph); buildGraph() beeing declared in the .h and beeing defined just below in the .cpp Code: void buildGraph(); Im doing exactly what is in the tutorial, except that everything is in a class, but it fails to build with the following error : > 1>.\CGraph.cpp(49) : error C3867: 'graphs::CGraph::buildGraph': function call > missing argument list; use '&graphs::CGraph::buildGraph' to create a pointer > to member Is anyone familiar with this compilation error?... I don't see what "argument list" is missing, since my function doesn't take any... Any help on any of these topics would be greatly appreciated! Thanks in advance! :) Cheers, Ku -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26347#26347 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] binaries of osgDem
Hi, i have serious problems to buils the vpb applications with cmake 2.6 and vc++ 2008 express i tried all the combination between osg/vpb versions without succes what i want is simply to generate a pagedlod terrain with osgdem to use with delta3d application that use osg 2.8.2 i think if someone can share a visual studio solution or even better the exe files (osgdem) that can be used with osg 2.8.2 that can be very kindfull Thanks and good day Cheers, issam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26348#26348 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText and Texture
Hi Akilan, Have a look at the osghud example as it provides a text overlay as sets up the camera appropriately. Robert. On Thu, Apr 1, 2010 at 7:46 AM, Akilan Thangamani wrote: > Hi, > > > > I created a texture and set to a camera. Another camera was set to a text. > Text and the texture are in different views. Always the text goes behind > the texture. What needs to be done to make the text appear always in front? > I tried by setting the texture state's rendering hint as TRANSPARENT. But > couldn 't any change. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26342#26342 > > > > > > ___ > 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] Two cameras for the same scene
Hi John, On Thu, Apr 1, 2010 at 1:16 AM, John Galt wrote: > I want to have the viewTwo camera follow the pyramidTwoXForm (PAT). How do I > set it to do the required? > > Please help me, I am unable to figure this out for a while now. "Following" a node is a bit open ended, so how to do it is a bit open ended as well. As we can't know exactly what you mean by "follow" as node we'll just take a few guess. First up would the osgGA::NodeTrackerManipulator work for you? Have a look at the osgsimulation example for an example of it in action. Second approach would be to manually set the second view's master camera's view matrix on each new frame yourself, either via a update callback attached to the camera, or a setting directly in the viewer main frame loop - just set the camera before the viewer.renderingTraversals() call. If you can this approach you next question will be how to compute the view matrix, for this is where the open ended bit comes in - only you know how you want it to follow. You will of course need to know the position of the node in question, and you can use node->getWorldMatrices() to work out where it is, then use this is whatever way you want to get the view matrix you need. This is vector maths that I'll have to presume you are comfortable with. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Callback to run existing OpenGL Code
HI Bruce, You can create a subclass from osg::Drawable, or use Drawable draw callback, or use a Camera pre/post draw callback to do your own OpenGL work. When doing this you'll need to make sure that the OSG knows about the state you have changed so it can correctly manage state - this is is crucial as the OSG does lazy state updating to reduce the number of OpenGL calls, and if you change OpenGL state without telling it then it'll just out of sync and won't apply the state when it needs to. osg::State object has a number of haveApplied*() methods for telling it that you've changed state. Personally I would suggest that that the native OSG is actually the best way to tackle your problem. The OSG has support for textures including PBO's and texture subloading, it also has support for GLSL shaders, so everything you want to do is very straight forward to do using native OSG classes. Yes it does mean learning about them, but it'll be a lot easier and loss problematic than learning about creating your callback and informing the osg::State state tracking about your state changes. Robert. On Thu, Apr 1, 2010 at 1:48 AM, Bruce Wheaton wrote: > I'm moving my backend to OSG, but I'm too chicken to do it all at once. > Where would be the best place to run existing code? > > The code is a set of texture transfers (individual planes of videos) and > then some drawing with a shader to convert it to floating point RGB. > > The transfer code should: > > run every single frame, before other operations (resulting textures get > used), > should ideally be split - transfer starts (PBOs) and transfer completion, > could optionally use a pre-process camera and osg::uniforms, > Can be overlapped with existing rendering (the tail of the previous drawing) > - first phase won't affect textures in use. > Should be done once per GPU (assuming contexts are shared on each card). > > Is there a callback or two that would fit? Is it kosher to do the work in a > draw callback, or is there an earlier point that is in the OpenGL context? > Maybe an example? > > Since I know the 'best advice' will probably be to bite the bullet, as a > sanity check, I mention that my code is an ffmpeg video channel that decodes > the video into native planes, then transfers multiple planes and uses a > shader and multiple texturing to convert to floating point and do various > color correction etc. I think fitting that into the existing ImageSequence, > which seems to assume single frames of RGB, would be too time consuming at > the moment. > > Regards, > > Bruce Wheaton > > ___ > 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