Re: [osg-users] osgIntrospection serialization
Hi, On 15/04/10 08:33, J.P. Delport wrote: Hi, On 14/04/10 18:50, Torben Dannhauer wrote: Hi Delport, I'm a bloody beginner using boost, so I tried to compile it myself (failed) and to install/use prebuild packages for VC 2005 (also failed). Finally, after a full week of disappointment I stopped this approach and implemented my own simple upd transmission. In linux, I think it is simple, just installing boost and it's dev package. How to start in windows? compile it myself? Or should I use precompiled packages? Do you have a tutorial? On Debian/Ubuntu we just install the -dev packages. On Windows we use the installer from here: http://www.boostpro.com/download AFAIR the installer just downloads some precompiled libs for a specific VS version. Another thing... The precompiled Win libs have some really long and convoluted names. To avoid having to type this into VS, we use CMake's find_package, e.g.: SET(Boost_USE_STATIC_LIBS ON) SET(Boost_USE_MULTITHREADED ON) SET(Boost_ADDITIONAL_VERSIONS "1.40" "1.40.0") FIND_PACKAGE(Boost 1.40.0 REQUIRED COMPONENTS thread system) rgds jp rgds jp Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26793#26793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgIntrospection serialization
Hi, On 14/04/10 18:50, Torben Dannhauer wrote: Hi Delport, I'm a bloody beginner using boost, so I tried to compile it myself (failed) and to install/use prebuild packages for VC 2005 (also failed). Finally, after a full week of disappointment I stopped this approach and implemented my own simple upd transmission. In linux, I think it is simple, just installing boost and it's dev package. How to start in windows? compile it myself? Or should I use precompiled packages? Do you have a tutorial? On Debian/Ubuntu we just install the -dev packages. On Windows we use the installer from here: http://www.boostpro.com/download AFAIR the installer just downloads some precompiled libs for a specific VS version. rgds jp Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26793#26793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to not show textures
Speaking of this, is there an easier way to turn off *all* texturing (1D,2D,RECT,3D,CUBE,...) on *all* texture units in one go? /ulrich On 14/04/10 8:15 , Tomlinson, Gordon wrote: > This is what we use every day and it works > > http://www.vis-sim.com/osg/osg_faq_1.htm#f47 > > we also tend to do stateSet->setDataVariance(osg::Object::DYNAMIC); as > well > > 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 Inos > Tranac > Sent: Wednesday, April 14, 2010 9:49 AM > To: osg-users@lists.openscenegraph.org > Subject: [osg-users] How to not show textures > > Hi everyone, > > I'm having a tough time preventing textures from showing in the scene. > I've tried the approach explained in the QuickStartGuide, but I'm > obviously missing something bigtime... > Here is the main part of the code: > > > Code: > > unsigned int mode = osg::StateAttribute::OVERRIDE | > osg::StateAttribute::OFF; > osg::ref_ptr osg::StateSet state = sceneNoColor->getOrCreateStateSet(); > > for( unsigned int ii=0; ii< 12; ii++) > { > state->setTextureMode( ii, GL_TEXTURE_1D, mode ); > state->setTextureMode( ii, GL_TEXTURE_2D, mode ); > state->setTextureMode( ii, GL_TEXTURE_3D, mode ); > } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
Hi Michael, You guess correctly, yes old files read fine :) I should have said the latest SDK breaks compatibility with previous versions/ of the plugin code/; there's no break in compatibility with any .fbx files. Great, thanks, that clears it up. Guess I'll install the new SDK. Will your modified CMake find file find the required version (2011.2) even if both 2010.2 and 2011.2 are installed? I'll probably keep 2010.2 installed so I'm able to compile OSG 2.8.3... Thanks, 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] strange Matrix interface
Hi, can somebody explain to me why in Matrixd/Matrixf there is a getRotate, setRotate, getTrans, setTrans, getScale ... but no setScale? is there a reason for this? and why do i have to pass a matrix to the (non-static) bool Matrix::invert method? Cheers, Jason PS: a Matrix& MatrixTransform::getMatrix (no const reference) would also be nice, so i could operate on the contained matrix directly if i wanted to and would not have to copy it with getMatrix and copy it again with setMatrix...) ithrak (Jason Fisher) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26806#26806 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use namespace...
Thanks for the helpful replies! So it is just a matter of preference, i guess :) -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D model fomat
Essentially, it REALLY depends, because some formats are text based while others may be proprietary file types. Some are designed for animation, others may include textures. It might help to try experimenting with some of them. See which ones you like. -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
> > > Wouldn't there have been a way to keep it compatible with both? (#ifdefs or > something) > I would have if I could have without making the code nightmarishly complicated but the structure of how animations are presented by the SDK is very different now. > Also, will the new sdk/plugin read older files (that the old plugin read > fine)? I guess the answer is yes, otherwise you wouldn't have modified the > plugin in that way, but then where does the incompatibility come from? > You guess correctly, yes old files read fine :) I should have said the latest SDK breaks compatibility with previous versions* of the plugin code*; there's no break in compatibility with any .fbx files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Issues drawing interactive line
Hi, In my windows machine i am using osg and qt based framework for making a small application. I am able to draw lines as AXES in my application, but when i try to draw line using mouse. It does not work. The same code of line drawing using mouse works on windows 7 to my surprise. it also works on any machine having external graphics card. I am using osg 2.8.2 and Qt 4.6.1. Anyone having any idea? Regards, Nem ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using draggers to move objects in a scene
Hi, I created a scene consisting of a man holding onto a book. Now I am trying to get the scene to act as follows: * when i pick the man, the book moves with it * when i pick the book, it moves without the man, and actually detaches from it (if i move the man again another time the book will not move) I tried to use some dragger (axis transform ,tabBox) method but to no avail - everytime the object i move is being duplicated, and i cannot move the man with the book. any ideas on how to to it? I'm using visual studio 2008 with the osg 2.8.0 If my question is in any way missing or unclear, please let me know and i'll elaborate. P.S. : The node tree i used to do it is: root --> body --> all the body parts (head, arms, legs etc...) each of them has it's own tranform root --> book (also with it's own transform) ... Thank you! Cheers, marc -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26659#26659 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!
Hi Kim, I am in a hurry for this and willing to fund the finalization of the new code. Any time estimation to make it work? Please let me know -Nick On Tue, Apr 13, 2010 at 2:15 PM, Kim Bale wrote: > Hi Nick, > > > Sorry chap, I'm afraid not. I haven't had the time to sit down with it > for a while. > > > Kim. > > > On 12 April 2010 18:10, Trajce (Nick) Nikolov > wrote: > > Hi Kim, > > any progress on this? > > -Nick > > > > > > On Tue, Apr 6, 2010 at 10:09 PM, Jean-Sébastien Guay > > wrote: > >> > >> Hi Kim, > >> > >>> Just got round to looking at this stack trace and I can't find any > >>> references to osg::GLBufferObject in the 2.8.2 code. > >>> > >>> What version of OSG were you running when you got the crash? I'll see > >>> if I can reproduce it. > >> > >> I was running it on SVN trunk (2.9.8 right now). That would seem to > >> indicate that the new buffer object pools are tripping up osgOcean... > >> > >> 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 > > > > > ___ > 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] FBX plugin with FBX SDK 2011.2
Hi Michael, I've now updated the FBX plugin to compile with the latest FBX SDK. Unfortunately this breaks compatibility with previous versions so next time you get the plugin you'll need to install version 2011.2 FBX SDK if you want to recompile the plugin. Wouldn't there have been a way to keep it compatible with both? (#ifdefs or something) Also, will the new sdk/plugin read older files (that the old plugin read fine)? I guess the answer is yes, otherwise you wouldn't have modified the plugin in that way, but then where does the incompatibility come from? Just curious. 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] Should I stop the rendering thread when updating the scene graph? I suppose not, but..
Hi, I am a relative new OSG user and I am developing OSG ActiveX application. My C++ project is compiled in VS2008 with /CLR (I am using .NET platform for the Web services communication). In my application the rendering (viewer->frame()) is running in a separate thread which is started when the application in initialized. The OpenLocalFile function (running in the main thread) is responsible for loading scenes from the local disk. The following is the function source code: void CDl3dViewerCtrl::OpenLocalFile() { // sigal the rendering thread to stop and wait for it StopRenderingThread(); // clean the model (except of the service nodes) int cnt = _root->getNumChildren(); _root->removeChildren(NUMBER_SERVICE_NODES, cnt - NUMBER_SERVICE_NODES); // Load a new model osg::ref_ptr node = osgDB::readNodeFile(_loadedFile); if (node.valid()) { node->setDataVariance(osg::Object::DYNAMIC); _root->addChild(node.get()); _viewer->setSceneData(_root.get()); // Back to home position to see the whole scene _viewer->getCameraManipulator()->computeHomePosition(); _viewer->getCameraManipulator()->home( 0.0 ); _viewer->realize(); } else { ::MessageBox(0, A2BSTR("Fail to open file."), L"Error", MB_OK); } // run the rendering thread StartRenderingThread(); } My problem is that without StopRenderingThread() the code doesn't work. Actually it works, but after number of sequential calls i am getting debug assertion: Expression: ("this->_Has_container()", 0). That call stack presented below. I suppose that is normal practice to make changes in the scene graph when the rendering is running, but in my case it makes problems. I'd happy to get any suggestion/ideas regarding this problem. Thanks and Best Regards Oleg Some additional info: I took Wang Rui http://markmail.org/message/shdd6p5lqcqg62bf sample as a start point for my application. The same problem is reproducible in the original (Wang Rui) ActiveX, that is not /CLR. It also occurs when the ActiveX is running in my tester (ActiveX container), so I think the Internet Explorer is not guilty here. It is happing at least on four computers (Vista/Windows 7). The call stack: > osg55-osgd.dll!std::_Vector_const_iterator,std::allocator > > >::operator++() Line 116 + 0x3a bytes C++ osg55-osgd.dll!std::_Vector_iterator,std::allocator > >::operator++() Line 350 C++ osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor & nv={...}) Line 60 + 0x8 bytes C++ osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node & node={...}) Line 191 + 0x1c bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node & node={...}) Line 300 + 0xf bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Transform & node={...}) Line 1034 C++ osg55-osgd.dll!osg::NodeVisitor::apply(osg::MatrixTransform & node={...}) Line 136 + 0x13 bytes C++ osg55-osgd.dll!osg::MatrixTransform::accept(osg::NodeVisitor & nv={...}) Line 37 + 0x41 bytes C++ osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor & nv={...}) Line 62 + 0x25 bytes C++ osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node & node={...}) Line 191 + 0x1c bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node & node={...}) Line 300 + 0xf bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Transform & node={...}) Line 1034 C++ osg55-osgd.dll!osg::NodeVisitor::apply(osg::MatrixTransform & node={...}) Line 136 + 0x13 bytes C++ osg55-osgd.dll!osg::MatrixTransform::accept(osg::NodeVisitor & nv={...}) Line 37 + 0x41 bytes C++ osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor & nv={...}) Line 62 + 0x25 bytes C++ osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node & node={...}) Line 191 + 0x1c bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node & node={...}) Line 300 + 0xf bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group & node={...}) Line 1011 C++ osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor & nv={...}) Line 38 + 0x41 bytes C++ osg55-osgd.dll!osg::Group::traverse(osg::NodeVisitor & nv={...}) Line 62 + 0x25 bytes C++ osg55-osgd.dll!osg::NodeVisitor::traverse(osg::Node & node={...}) Line 191 + 0x1c bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node & node={...}) Line 300 + 0xf bytes C++ osg55-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group & node={...}) Line 1011 C++ osg55-osgd.dll!osg::Group::accept(osg::NodeVisitor & nv={...}) Line 38 + 0x41 bytes C++ osg55-osgUtild.dll!osgUtil::SceneView::cullStage(const osg::Matrixd & projection={...}, const osg::Matrixd & modelview={...}, osgUtil::CullVisitor * cullVisitor=0x027cd700, osgUtil::StateGraph * rendergraph=0x027c9638, osgUtil::RenderStage * renderStage=0x027cd358, osg::Viewport * viewport=0x027c55b8) Line 962 + 0x42 bytes C++ osg55-osgUtild.dll!osgUtil::SceneView
Re: [osg-users] Quadro FX 2500M weird polygon edge lines
robertosfield wrote: > Hi Chris, > > This is almost certainly a driver bug, so if can't change the driver > your options are likely to be pretty limited. Sometimes drivers screw > up on display list generation so you could try disabling display > lists. > > Robert. > > I was wondering if it comes up when you run anything else that uses OpenGL? If so, that might be the driver or worse! I had an Alienware lap heater that had a Quadro card in it and after a year, I got some funky shadows that truned out that since they didn't heat sink the Quadro chip properly, the heat was burring it out! As a result, Alienware (Dell) had to replace the GPU with a lesser GPU that didn't crank out as much heat as the Quadro did - hence it didn't burn out on me! I've since traded in that box for a nice (cooler) Toshiba gaming lap top that doen't burn holes on the lap of my blue genes. FYI: Alienware is owned by Dell, so most likely the M90 you have an Alienware built lap heater - E lap top! D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26798#26798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolute position of an object
daniele argiolas wrote: Hi, I create a simple scene with osg where I load an osg model. Then I try to position it with PositionAttitudeTransform and setPosition but it remains always in the same position (center of the scene). How can I position objects in absolute way? The viewer always looks directly at your model. So unless you've loaded something else so show your model's relative position, such as axes.osg, then it will appear to be in the same place. -- -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] osgIntrospection serialization
Hi Delport, I'm a bloody beginner using boost, so I tried to compile it myself (failed) and to install/use prebuild packages for VC 2005 (also failed). Finally, after a full week of disappointment I stopped this approach and implemented my own simple upd transmission. In linux, I think it is simple, just installing boost and it's dev package. How to start in windows? compile it myself? Or should I use precompiled packages? Do you have a tutorial? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26793#26793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
Hi all, I've now updated the FBX plugin to compile with the latest FBX SDK. Unfortunately this breaks compatibility with previous versions so next time you get the plugin you'll need to install version 2011.2 FBX SDK if you want to recompile the plugin. -Michael On 13 April 2010 13:29, Doug McCorkle wrote: > Hello Michael, > > > On Apr 13, 2010, at 3:45 AM, Michael Platings wrote: > > The FBX plugin is written for version 2010.2 of the SDK. >> > OK. > > > That version is still available in the "SDK Archives" page on Autodesk's >> website. >> > Right, I have been grabbing these but wanted to check and see if it was > supported on a new version of OSG. > > > I'll look into getting 2011.2 working, cheers. >> > Wow! Thanks. > > > Doug > ___ > 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] Absolute position of an object
As you don't show your code I have to ask a couple of obvious questions Is the node you loaded a child of the PAT? Has the PAT been added to the Scene? 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 daniele argiolas Sent: Wednesday, April 14, 2010 12:00 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Absolute position of an object Hi, I create a simple scene with osg where I load an osg model. Then I try to position it with PositionAttitudeTransform and setPosition but it remains always in the same position (center of the scene). How can I position objects in absolute way? Thank you! Cheers, daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26790#26790 ___ 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] Absolute position of an object
Hi, I create a simple scene with osg where I load an osg model. Then I try to position it with PositionAttitudeTransform and setPosition but it remains always in the same position (center of the scene). How can I position objects in absolute way? Thank you! Cheers, daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26790#26790 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Manipulator initial camera pos/orientation
thanks Alberto. t On Tue, Apr 13, 2010 at 2:25 AM, Alberto Luaces wrote: > "Ted Morris" writes: > > > Hi, > > > > I need to set an initial viewpoint of my camera manipulators with respect > to the local coordinate system of the object. What is the best way to go > about that? > > Hi Ted, > > I think that osg::Node::getWorldMatrices and > osgGA::MatrixManipulator::setHomePosition can help you to do what you > are looking for. > > -- > Alberto > ___ > 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] Quadro FX 2500M weird polygon edge lines
Yeah try the website below, I had a problem with a Sony Vaio laptop I just updated to Windows 7. It has a geforce 7600 gt (go) . Using the drivers from the site below and a hacked .inf file got my OpenGL working on the laptop.It just crashed when you fired up anything OpenGL. Good luck. Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: 14 April 2010 15:57 To: OpenSceneGraph Users Subject: Re: [osg-users] Quadro FX 2500M weird polygon edge lines Robert Osfield wrote: > Hi Chris, > > This is almost certainly a driver bug, so if can't change the driver > your options are likely to be pretty limited. Sometimes drivers screw > up on display list generation so you could try disabling display > lists. > There may not be an official driver update, but there is probably a driver update available via third party means. Try http://laptopvideo2go.com I used to have an M90 myself, and I got drivers from there all the time. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to not show textures
This is what we use every day and it works http://www.vis-sim.com/osg/osg_faq_1.htm#f47 we also tend to do stateSet->setDataVariance(osg::Object::DYNAMIC); as well Personally I would not use ref_ptr on the state here but that's me Also were are doing this ? 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 Inos Tranac Sent: Wednesday, April 14, 2010 9:49 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How to not show textures Hi everyone, I'm having a tough time preventing textures from showing in the scene. I've tried the approach explained in the QuickStartGuide, but I'm obviously missing something bigtime... Here is the main part of the code: Code: unsigned int mode = osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF; osg::ref_ptr osg::StateSet state = sceneNoColor->getOrCreateStateSet(); for( unsigned int ii=0; ii< 12; ii++) { state->setTextureMode( ii, GL_TEXTURE_1D, mode ); state->setTextureMode( ii, GL_TEXTURE_2D, mode ); state->setTextureMode( ii, GL_TEXTURE_3D, mode ); } Frankly, I wouldn't mind removing the textures alltogether, but I'm not sure how to do that efficiently. I would very much appreciate any suggestions about how to make this work. Thank you in advance. Inos -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26773#26773 ___ 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] osgIntrospection serialization
Hi Torben, On 14/04/10 16:14, Torben Dannhauer wrote: Hi Paul, I'm working on extact the same issue! My plan was to finish my cluster implementation and then discuss with the community if some parts could be reused to add cluster functionality to osg something like "osgCluster". At first I tried to use boost::asio for my project, because the usage seems quite simple and it has great features (e.g. sending my serializeed stream over network would be only some lines of code), but I did'nt managed to get boost::asio compiling with my osg application. Maybe you have a solution? what problem did you have? We've used boost::asio 1.42 on Win/Lin/Mac with our OSG apps. rgds jp At the moment I use my own udp implementation. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26775#26775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quadro FX 2500M weird polygon edge lines
Robert Osfield wrote: Hi Chris, This is almost certainly a driver bug, so if can't change the driver your options are likely to be pretty limited. Sometimes drivers screw up on display list generation so you could try disabling display lists. There may not be an official driver update, but there is probably a driver update available via third party means. Try http://laptopvideo2go.com I used to have an M90 myself, and I got drivers from there all the time. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D model fomat
Hi Generally in many cases yes IVE's will/can help improve your runtime performance especially load time, when converting from other formats such as 3DS, FLT to IVE optimizations can be done that can aid the run time as well , but could model a lot of that as but most folks don't model that way these days, it's a skill that being lost Whatever the run-time you use it is generally found that the native binary format IVE in the case of OSG will typically outperform the generic modeling formats Having said that how you model a feature or set of features can also dramatically improve or hit the runtime performance whether or not you use IVE etc 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 Yong Wang Sent: Wednesday, April 14, 2010 10:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 3D model fomat Hi, Gordon: Thanks a lot for your quick response, does that mean IVE provides better performance for runtime? Yong -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, April 14, 2010 10:24 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 3D model fomat Depends on what you want and the tools you have I personally think Open-flight through Creator or one of the few clones out there now, is a good choice for to modeling and then convert to IVE for run time. Others uses 3ds and obj fine but I' also old school and know Creator very well. (Main problem with Creator is simply cost compared to other tools ) We recently created a SKP importer/export for Sketch up to OSG and the models that come out of Sketch up are no really ready prime time Vis-Sim it create what to complex models that look very simple in SketchUp but when exported become nightmares... 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 Yong Wang Sent: Wednesday, April 14, 2010 9:37 AM To: OpenSceneGraph Users Subject: [osg-users] 3D model fomat Hi, I'm learning OSG, and trying to build a ship simulator. What is the best 3D model format I should use? Is it OpenFlight, or 3ds, or obj? Thanks a lot, Yong ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D model fomat
Hi, Gordon: Thanks a lot for your quick response, does that mean IVE provides better performance for runtime? Yong -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, April 14, 2010 10:24 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 3D model fomat Depends on what you want and the tools you have I personally think Open-flight through Creator or one of the few clones out there now, is a good choice for to modeling and then convert to IVE for run time. Others uses 3ds and obj fine but I' also old school and know Creator very well. (Main problem with Creator is simply cost compared to other tools ) We recently created a SKP importer/export for Sketch up to OSG and the models that come out of Sketch up are no really ready prime time Vis-Sim it create what to complex models that look very simple in SketchUp but when exported become nightmares... 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 Yong Wang Sent: Wednesday, April 14, 2010 9:37 AM To: OpenSceneGraph Users Subject: [osg-users] 3D model fomat Hi, I'm learning OSG, and trying to build a ship simulator. What is the best 3D model format I should use? Is it OpenFlight, or 3ds, or obj? Thanks a lot, Yong ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgIntrospection serialization
Torben, At the minute I'm cobbling a prototype together. I'm using VTK's client/server socket implementation. I plan to wrap this with something that derives from ostream. (Hopefully, VTK is not considered the devils work here but it is something I'm more familiar with. :-) I'll let you know how I get on. I could probably package up something cleaner when things settle down. Cheers, Paul Gotzel Torben Dannhauer wrote: Hi Paul, I'm working on extact the same issue! My plan was to finish my cluster implementation and then discuss with the community if some parts could be reused to add cluster functionality to osg something like "osgCluster". At first I tried to use boost::asio for my project, because the usage seems quite simple and it has great features (e.g. sending my serializeed stream over network would be only some lines of code), but I did'nt managed to get boost::asio compiling with my osg application. Maybe you have a solution? At the moment I use my own udp implementation. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26775#26775 ___ 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] 3D model fomat
Depends on what you want and the tools you have I personally think Open-flight through Creator or one of the few clones out there now, is a good choice for to modeling and then convert to IVE for run time. Others uses 3ds and obj fine but I' also old school and know Creator very well. (Main problem with Creator is simply cost compared to other tools ) We recently created a SKP importer/export for Sketch up to OSG and the models that come out of Sketch up are no really ready prime time Vis-Sim it create what to complex models that look very simple in SketchUp but when exported become nightmares... 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 Yong Wang Sent: Wednesday, April 14, 2010 9:37 AM To: OpenSceneGraph Users Subject: [osg-users] 3D model fomat Hi, I'm learning OSG, and trying to build a ship simulator. What is the best 3D model format I should use? Is it OpenFlight, or 3ds, or obj? Thanks a lot, Yong ___ 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] run-on-demand
Robert, Unfortunately, this causes another problem. Now when I do this: $ osgviewerd --run-on-demand --window 0 0 400 400 cow.osg The window doesn't rerender on resize or repaint. I would expect that a window resize would set a need to render flag. Thanks for you help. Paul Gotzel Robert Osfield wrote: Hi Paul, On Wed, Apr 14, 2010 at 2:31 PM, Robert Osfield wrote: So my guess is that the frame loop, when runing on demand, is just running in a continuous loop checking where a new frame is required. The solution to high CPU utilization is likely to be just to add a sleep when on demand rendering is enabled and there is nothing to do. I'll look into this. I've added a minimum frame time into the run loop when no rendering is required so that when you enable render of demand it now sleeps to 1/100th of second per time round the frame loop. With this in place the CPU usage is now pretty close to 0. An svn update will get this fix. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ConvexHull
I have created class AXConvexHull derive from osg::TriangleMesh class AXConvexHull:public osg::TriangleMesh { public: public: AXConvexHull() {} /* AXConvexHull(const AXConvexHull& mesh,const CopyOp& copyop=CopyOp::SHALLOW_COPY): Shape(mesh,copyop), _vertices(mesh._vertices), _indices(mesh._indices) {} META_Shape(osg, AXConvexHull);*/ void setVertices(osg::Vec3Array* vertices) { _vertices = vertices; } osg::Vec3Array* getVertices() { return _vertices.get(); } const osg::Vec3Array* getVertices() const { return _vertices.get(); } void setIndices(osg::IndexArray* indices) { _indices = indices; } osg::IndexArray* getIndices() { return _indices.get(); } const osg::IndexArray* getIndices() const { return _indices.get(); } void setNormals(osg::Vec3Array* normals) { _normals = normals; } osg::Vec3Array* getNormals() { return _normals.get(); } protected: virtual ~AXConvexHull(){} osg::ref_ptr _vertices; osg::ref_ptr _indices; osg::ref_ptr _normals; }; but when i do osg::ref_ptr geode=new osg::Geode(); adaptive3d::AXGraphicsMesh* patch =dynamic_cast(gObject); if(patch!=NULL) { myMesh->setIndices(patch->getIndicesData()); myMesh->setVertices(patch->getVerticesData()); myMesh->setNormals(patch->getNormalData()); } currentShapeDrawable = new osg::ShapeDrawable(myMesh); geode->addDrawable(currentShapeDrawable); rootgNode->addChild(geode.get()); its not showing anything . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgIntrospection serialization
Hi Paul, I'm working on extact the same issue! My plan was to finish my cluster implementation and then discuss with the community if some parts could be reused to add cluster functionality to osg something like "osgCluster". At first I tried to use boost::asio for my project, because the usage seems quite simple and it has great features (e.g. sending my serializeed stream over network would be only some lines of code), but I did'nt managed to get boost::asio compiling with my osg application. Maybe you have a solution? At the moment I use my own udp implementation. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26775#26775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] About OSG and Distributed Issue?
Hi,all how to develop OSG for Distributed usage? Could one give which Distributed tool or software is right or best? Thanks ahead Donlin 2010-4-15___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to not show textures
Hi everyone, I'm having a tough time preventing textures from showing in the scene. I've tried the approach explained in the QuickStartGuide, but I'm obviously missing something bigtime... Here is the main part of the code: Code: unsigned int mode = osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF; osg::ref_ptr osg::StateSet state = sceneNoColor->getOrCreateStateSet(); for( unsigned int ii=0; ii< 12; ii++) { state->setTextureMode( ii, GL_TEXTURE_1D, mode ); state->setTextureMode( ii, GL_TEXTURE_2D, mode ); state->setTextureMode( ii, GL_TEXTURE_3D, mode ); } Frankly, I wouldn't mind removing the textures alltogether, but I'm not sure how to do that efficiently. I would very much appreciate any suggestions about how to make this work. Thank you in advance. Inos -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26773#26773 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] run-on-demand
Hi Paul, On Wed, Apr 14, 2010 at 2:31 PM, Robert Osfield wrote: > So my guess is that the frame loop, when runing on demand, is just > running in a continuous loop checking where a new frame is required. > The solution to high CPU utilization is likely to be just to add a > sleep when on demand rendering is enabled and there is nothing to do. > I'll look into this. I've added a minimum frame time into the run loop when no rendering is required so that when you enable render of demand it now sleeps to 1/100th of second per time round the frame loop. With this in place the CPU usage is now pretty close to 0. An svn update will get this fix. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Hi Akilan, If you're talking about the FadeLayerNode in osgEarth it's basically just doing a shader that blends multiple texture units together. The osgFX::MultiTextureControl does something similar without using shaders is so that we could support fading along with imagery that contains an alpha channel. You should be able to use the shaders for the most part and apply them to a regular VPB model. Jason On Wed, Apr 14, 2010 at 5:23 AM, Torben Dannhauer wrote: > Hi, > > I think he intends fading out tiles (via alpha) which are replaced by tiles > with higher or lower LOD. > > Is there any predefined method? Would be nice to test, especially regarding > performance :) > > > > Cheers, > Torben > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26758#26758 > > > > > > ___ > 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] 3D model fomat
Hi, I'm learning OSG, and trying to build a ship simulator. What is the best 3D model format I should use? Is it OpenFlight, or 3ds, or obj? Thanks a lot, Yong ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgIntrospection serialization
Hi, On 14/04/10 15:28, Paul Gotzel wrote: Torben, I mainly want it for serialization/deseialization. I've tried the serialization available in 2.9.7 and it works a treat! Now I just need to implement a cross platform STL socket stream. Thanks for your help. I can recommend the asio (boost:asio) lib for cross-platform sockets. http://think-async.com/Asio/ jp Cheers, Paul Torben Dannhauer wrote: Hi Paul, I intended to use osgIntrospection to provide scripting functionality to my software. As I dived in deeper into osgIntrospection, I recognized that this framework is quite complicated. After lots of reading forum posts and discussions, I learned that this part of osg was once contributed to osg by a third party. This person is any longer active in the osg community, so Robert is thinking about removing osgIntrospection from the core project, as soon as any other technique is available. As far as I know, the wrapper definitions of osgIntrospection are created semi automatically. This seem to cause lots of trouble. Robert assumed that manual wrapper definition and maintenance would be easier. Now osgDB::Serializer enters the game: Wang wrote it to allow file formats which can grow with the project. The old .osg and .ive format was hard coded, so later added node classes could not be saved to file/stream. In the new format, all classes have the usual class definition with members and attributes. For the serializer, all classes provide now additionally set/get functions for all members with a well defined signature AND they contain a macro call which connects all members and there set/get functions. To serialize nodes is now easy: Using predefined osg nodes you can serialize in one step, because all get/set functions and the MACRO call is implemented already. (you have to use at least 2.9.7) If you use one transportcontainsers, you have to define you transport container, the getters/setter and the serializer macro. Please note that my transport container node holds other customs nodes, so they are build in that serializer compatible way too. (not listed below) Regarding namespace: osgDB::serializer requires namespace usage! My application did not use namespace before, but I added it for the serializer and it works ) In detail, why do you want to use osgIntrospection? For serializing nodes or for scripting abilities? I would recommend you to try solving your issue with the “new” technique, because this will give your software a guaranteed future (at least more the using osgIntrospection, I assume) I myself would be happy if the serializer functionality would get a corresponding wrapper functionality. Maybe this could be realized by specifying the function signatures via calling them with a Macro. (only a fiorst simple approach of myself to that topic) Well , I hope I could help you, don’t hesitate to ask. I will post this email additionally in our thread in the forum to participate other persons in that discussion. Best regards from Salzburg, Torben My example dataIO_transportContainer.cpp: #include "dataIO_transportContainer.h" #include #include #include REGISTER_OBJECT_WRAPPER( dataIO_transportContainer, // The unique wrapper name new osgVisual::dataIO_transportContainer, // The proto osgVisual::dataIO_transportContainer, // The class typename "osg::Object osgVisual::dataIO_transportContainer" ) // The inheritance relations { ADD_INT_SERIALIZER( FrameID, 0 ); ADD_MATRIXD_SERIALIZER( ViewMatrix, osg::Matrixd() ); ADD_LIST_SERIALIZER( Executer, osgVisual::dataIO_transportContainer::executerList ); ADD_LIST_SERIALIZER( IOSlots, osgVisual::dataIO_transportContainer::slotList ); } My example dataIO_transportContainer.h: #pragma once /* -*-c++-*- osgVisual - Copyright (C) 2009-2010 Torben Dannhauer * * This library is based on OpenSceneGraph, open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * osgVisual requires for some proprietary modules a license from the correspondig manufacturer. * You have to aquire licenses for all used proprietary modules. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include namespace osgVisual { class dataIO_transportContainer : public osg::Object { public: META_Object(osgVisual,dataIO_transportContainer); // Required for serializer dataIO_transportContainer(const osgVisual::dataIO_transportContainer& tC_, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY): // Required for serializer Object(tC_,copyop), frameID(tC_.frameID), viewMatrix(tC_.viewMatrix), executer(tC_.executer), ioSlots
Re: [osg-users] run-on-demand
Hi Paul, I just did a test on my Kubuntu system and used top to track the CPU utilization and found that when spinning the cow.osg CPU usage is very low, but when I stop the model spinning the CPU usage goes up to 100%. Ooops looks like the code is going into a spin lock. However, if I enable the limiting of the frame rate CPU usage when using run-on-demand goes back down to near 0: osgviewer --run-max-frame-rate 100 --run-on-demand cow.osg So my guess is that the frame loop, when runing on demand, is just running in a continuous loop checking where a new frame is required. The solution to high CPU utilization is likely to be just to add a sleep when on demand rendering is enabled and there is nothing to do. I'll look into this. Robert. On Wed, Apr 14, 2010 at 2:22 PM,osgviewer --run-max-frame-rate 100 --run-on-demand cow.osg Paul Gotzel wrote: > Robert, > > Are you referring to a vsync option on my graphics card? I'm running Linux > and I have an option called Sync to VBlank. Checking or unchecking this > option has no effect. I also run develop other OpenGL applications without > this problem so I doubt it is a graphics card setting. > > I'm running the distributed 2.9.7 (debug) version of the osgviewer with the > following command: > > $ osgviewerd --run-on-demand cow.osg > > I also saw this with 2.8.2. I don't rotate the view or move the mouse. Any > thoughts? I'll try to debug it to see what logic is actually using CPU. > > Thanks, > Paul > > > Robert Osfield wrote: > > Hi Paul, > > On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel > wrote: > > > Something I've noticed since I started using osg is that the viewer uses all > of one cpu even when the view is not changing. > > > Do you have vsync off? If so enable it right away. You should only > ever have vsync off if you are doing very specific types of > benchmarking. Vsync off wastes energy and ruins visual quality. > > > > I've tried passing the > --run-on-demand option to osgviewer and doing > viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and > there is no difference. What gives? > > > On demand rendering checks to see if the the scene graph needs > updating, if it does it lets the frame go ahead. Perhaps you have > something that animates in your scene. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgIntrospection serialization
Torben, I mainly want it for serialization/deseialization. I've tried the serialization available in 2.9.7 and it works a treat! Now I just need to implement a cross platform STL socket stream. Thanks for your help. Cheers, Paul Torben Dannhauer wrote: Hi Paul, I intended to use osgIntrospection to provide scripting functionality to my software. As I dived in deeper into osgIntrospection, I recognized that this framework is quite complicated. After lots of reading forum posts and discussions, I learned that this part of osg was once contributed to osg by a third party. This person is any longer active in the osg community, so Robert is thinking about removing osgIntrospection from the core project, as soon as any other technique is available. As far as I know, the wrapper definitions of osgIntrospection are created semi automatically. This seem to cause lots of trouble. Robert assumed that manual wrapper definition and maintenance would be easier. Now osgDB::Serializer enters the game: Wang wrote it to allow file formats which can grow with the project. The old .osg and .ive format was hard coded, so later added node classes could not be saved to file/stream. In the new format, all classes have the usual class definition with members and attributes. For the serializer, all classes provide now additionally set/get functions for all members with a well defined signature AND they contain a macro call which connects all members and there set/get functions. To serialize nodes is now easy: Using predefined osg nodes you can serialize in one step, because all get/set functions and the MACRO call is implemented already. (you have to use at least 2.9.7) If you use one transportcontainsers, you have to define you transport container, the getters/setter and the serializer macro. Please note that my transport container node holds other customs nodes, so they are build in that serializer compatible way too. (not listed below) Regarding namespace: osgDB::serializer requires namespace usage! My application did not use namespace before, but I added it for the serializer and it works ) In detail, why do you want to use osgIntrospection? For serializing nodes or for scripting abilities? I would recommend you to try solving your issue with the “new” technique, because this will give your software a guaranteed future (at least more the using osgIntrospection, I assume) I myself would be happy if the serializer functionality would get a corresponding wrapper functionality. Maybe this could be realized by specifying the function signatures via calling them with a Macro. (only a fiorst simple approach of myself to that topic) Well , I hope I could help you, don’t hesitate to ask. I will post this email additionally in our thread in the forum to participate other persons in that discussion. Best regards from Salzburg, Torben My example dataIO_transportContainer.cpp: #include "dataIO_transportContainer.h" #include #include #include REGISTER_OBJECT_WRAPPER( dataIO_transportContainer, // The unique wrapper name new osgVisual::dataIO_transportContainer, // The proto osgVisual::dataIO_transportContainer, // The class typename "osg::Object osgVisual::dataIO_transportContainer" ) // The inheritance relations { ADD_INT_SERIALIZER( FrameID, 0 ); ADD_MATRIXD_SERIALIZER( ViewMatrix, osg::Matrixd() ); ADD_LIST_SERIALIZER( Executer, osgVisual::dataIO_transportContainer::executerList ); ADD_LIST_SERIALIZER( IOSlots, osgVisual::dataIO_transportContainer::slotList ); } My example dataIO_transportContainer.h: #pragma once /* -*-c++-*- osgVisual - Copyright (C) 2009-2010 Torben Dannhauer * * This library is based on OpenSceneGraph, open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * osgVisual requires for some proprietary modules a license from the correspondig manufacturer. * You have to aquire licenses for all used proprietary modules. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include namespace osgVisual { class dataIO_transportContainer : public osg::Object { public: META_Object(osgVisual,dataIO_transportContainer);// Required for serializer dataIO_transportContainer(const osgVisual::dataIO_transportContainer& tC_, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY): // Required for serializer
Re: [osg-users] run-on-demand
Robert, Are you referring to a vsync option on my graphics card? I'm running Linux and I have an option called Sync to VBlank. Checking or unchecking this option has no effect. I also run develop other OpenGL applications without this problem so I doubt it is a graphics card setting. I'm running the distributed 2.9.7 (debug) version of the osgviewer with the following command: $ osgviewerd --run-on-demand cow.osg I also saw this with 2.8.2. I don't rotate the view or move the mouse. Any thoughts? I'll try to debug it to see what logic is actually using CPU. Thanks, Paul Robert Osfield wrote: Hi Paul, On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel wrote: Something I've noticed since I started using osg is that the viewer uses all of one cpu even when the view is not changing. Do you have vsync off? If so enable it right away. You should only ever have vsync off if you are doing very specific types of benchmarking. Vsync off wastes energy and ruins visual quality. I've tried passing the --run-on-demand option to osgviewer and doing viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and there is no difference. What gives? On demand rendering checks to see if the the scene graph needs updating, if it does it lets the frame go ahead. Perhaps you have something that animates in your scene. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] gecko plugin
Hi Wang, I wouldn't recommend using the gecko plugin as gecko has turned out to be rather a beast to get working across platforms. In OpenSceneGraph svn/trunk and the 2.9.x series there is support for using QWebKit, so I'd recommend using this rather than the gecko plugin as Qt is much easier to get working across platforms. Robert. On Wed, Apr 14, 2010 at 1:37 PM, Wang Xianghua wrote: > Hi, > My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, > but I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND, > XUL_INCLUDE_DIR_NOTFOUND, > XUL_LIBRARY_NOTFOUND, > XUL_MOZJS_LIBRARY_NOTFOUND, > XUL_NSS_LIBRARY_NOTFOUND, > XUL_PLUGIN_LIBRARY_NOTFOUND, > XUL_XPCOM_LIBRARY_NOTFOUND > > why? What file I had missed? > > Another, I have read the code of gecko plugin, It includes a > header"nsIcaret.h" ,but the xulrunner sdk doesn't have this file. > How to solve this problem? > > ... > > Thank you! > > Cheers, > Wang > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26761#26761 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] gecko plugin
Hi Wang Xianghua, I have tried building osgdb_gecko on windows and found that the xulrunner prebuilt SDKs were not suitable. You should download the 1.8 source code, for instance, xulrunner_1.8.1.16, and obtain complete packages from it. BTW, why not have a try of the new osgQt library and osgbrowser example. It's much more recommended now because of the complexity of mozilla API, in my opinion. Wang Rui 2010/4/14 Wang Xianghua : > Hi, > My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, > but I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND, > XUL_INCLUDE_DIR_NOTFOUND, > XUL_LIBRARY_NOTFOUND, > XUL_MOZJS_LIBRARY_NOTFOUND, > XUL_NSS_LIBRARY_NOTFOUND, > XUL_PLUGIN_LIBRARY_NOTFOUND, > XUL_XPCOM_LIBRARY_NOTFOUND > > why? What file I had missed? > > Another, I have read the code of gecko plugin, It includes a > header"nsIcaret.h" ,but the xulrunner sdk doesn't have this file. > How to solve this problem? > > ... > > Thank you! > > Cheers, > Wang > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26761#26761 > > > > > > ___ > 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] osgshadow example does not work
hello, i try to run the osgshadow.exe on windows xp and it doesn't work. Have everyone a impression what the mistake is (see the image osgshadow.jpg)? I have a NVIDIA GeForce 9600 and the latest driver. Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] gecko plugin
Hi, My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, but I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND, XUL_INCLUDE_DIR_NOTFOUND, XUL_LIBRARY_NOTFOUND, XUL_MOZJS_LIBRARY_NOTFOUND, XUL_NSS_LIBRARY_NOTFOUND, XUL_PLUGIN_LIBRARY_NOTFOUND, XUL_XPCOM_LIBRARY_NOTFOUND why? What file I had missed? Another, I have read the code of gecko plugin, It includes a header"nsIcaret.h" ,but the xulrunner sdk doesn't have this file. How to solve this problem? ... Thank you! Cheers, Wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26761#26761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] use osgSim::SphereSegment to create a cone
Hi Lv, You are trying to push a specialist node well beyond it's intended design, please use a more appropriate class like osg::Geometry to create exactly the geometry you want. See the osggeometry example. Robert. On Wed, Apr 14, 2010 at 11:51 AM, Lv Qing wrote: > Hi, > > ... > > I am using osgSim::SphereSegment to create a cone.like this: > > SphereSegment::SphereSegment(osg::Vec3(0,0), 100,0,360,-50,0). > > It looks OK,but there always has a secton betwen the acme and the > > bottom.I try to disable side color,surface color,spoke color,edgeLine > > color,there always has the secton,need help! > > Thank you! > > Cheers, > Lv > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26759#26759 > > > > > > ___ > 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] use osgSim::SphereSegment to create a cone
Hi, ... I am using osgSim::SphereSegment to create a cone.like this: SphereSegment::SphereSegment(osg::Vec3(0,0), 100,0,360,-50,0). It looks OK,but there always has a secton betwen the acme and the bottom.I try to disable side color,surface color,spoke color,edgeLine color,there always has the secton,need help! Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26759#26759 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Hi, I think he intends fading out tiles (via alpha) which are replaced by tiles with higher or lower LOD. Is there any predefined method? Would be nice to test, especially regarding performance :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26758#26758 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Hi Akilan, When you say "fading effect" do you simply mean that you want to change the alpha value of the terrain so that it becomes transparent? Robert. On Wed, Apr 14, 2010 at 8:12 AM, Akilan Thangamani wrote: > Hi, > > Similar to osgEarth which provides to set fading effect to the terrain > tiles, could it be is possible to get the same effect directly from osg alone > and how? Bcoz, to exploit that feature from osgEarth, it puts some > constraints like the terrainDB should be generated with --terrain options and > some other split level specifications. By passing all those constraints I wud > like to see thru my terrainDB with the fading effect. I hope dat dis s not > just to do with pagedLOD. > > Thanks > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=26753#26753 > > > > > > ___ > 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] Quadro FX 2500M weird polygon edge lines
Hi Chris, This is almost certainly a driver bug, so if can't change the driver your options are likely to be pretty limited. Sometimes drivers screw up on display list generation so you could try disabling display lists. Robert. On Wed, Apr 14, 2010 at 5:48 AM, Chris 'Xenon' Hanson wrote: > One of the machines I've been exposed to this week is a Dell Precision M90 > laptop with a > Quadro FX 2500M. I guess they use them for on-site demos sometimes. Now, > normally a Quadro > is a pretty desirable card. but this one is doing some weird stuff in OSG > that I can't > identify. The model being displayed shows thin spiderweb edges on some > polygon edges. Not > always, it seems view-dependent. Turning off lighting and texturing in > OSGviewer does not > solve the problem. > > The same model, viewed on my 9600M GT laptop is fine. > > It seems like I've seen this weirdness before somewhere, and it's familiar, > but it's > escaping me. I've looked at all the Quadro settings (antialiasing, etc) and > they are all off. > > Is this ringing a bell with anyone? > > The driver version is Forceware 156.69, and I'm told the driver can't be > updated. either > there isn't a newer driver, or it won't install on this Dell machine. > > Any insight welcomed. > > -- > 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] run-on-demand
Hi Paul, On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel wrote: > Something I've noticed since I started using osg is that the viewer uses all > of one cpu even when the view is not changing. Do you have vsync off? If so enable it right away. You should only ever have vsync off if you are doing very specific types of benchmarking. Vsync off wastes energy and ruins visual quality. > I've tried passing the > --run-on-demand option to osgviewer and doing > viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and > there is no difference. What gives? On demand rendering checks to see if the the scene graph needs updating, if it does it lets the frame go ahead. Perhaps you have something that animates in your scene. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add a color node in the scenegraph?
Hello, I tried what you said, but it doesn't work. Do you see an error in my code ? Code: osg::ref_ptr sphere = new osg::Sphere(osg::Vec3f(0.0, 0.0, 0.0), .5f); osg::ref_ptr sphereDrawable = new osg::ShapeDrawable(sphere.get()); sphereDrawable->getOrCreateStateSet()->setMode(osg::StateAttribute::BLENDCOLOR, osg::StateAttribute::ON); osg::ref_ptr sphereGeode = new osg::Geode(); sphereGeode->addDrawable(sphereDrawable.get()); osg::Matrix I = osg::Matrix::identity(); osg::ref_ptr mtI = new osg::MatrixTransform(I); mtI->addChild(sphereGeode.get()); double x = 0.0; for (int k = 0; k < 10; k++) { osg::ref_ptr patSphere = new osg::PositionAttitudeTransform(); patSphere->setPosition(osg::Vec3f(x, 0.0, 0.0)); if (k == 5) { osg::BlendColor* bc = new osg::BlendColor(osg::Vec4(1.0, 0.0, 0.0, 1.0)); patSphere->getOrCreateStateSet()->setAttributeAndModes(bc, osg::StateAttribute::ON); patSphere->getOrCreateStateSet()->setMode(osg::StateAttribute::BLENDCOLOR, osg::StateAttribute::ON); } patSphere->addChild(mtI.get()); root->addChild(patSphere.get()); } Thanks. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26754#26754 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEarth fading effect?
Hi, Similar to osgEarth which provides to set fading effect to the terrain tiles, could it be is possible to get the same effect directly from osg alone and how? Bcoz, to exploit that feature from osgEarth, it puts some constraints like the terrainDB should be generated with --terrain options and some other split level specifications. By passing all those constraints I wud like to see thru my terrainDB with the fading effect. I hope dat dis s not just to do with pagedLOD. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26753#26753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org