Re: [osg-users] OSG on Android ?
On 10/06/10 14:32 , Vivek Kumar Dwivedi wrote: Don't send me messages Unsubscribe and they'll go away: 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] Using osgAnimation for material animation?
Hi Serge, I am looking into nathan.osg and osganimationtimeline and see that the head diffuse should be animated. Is that correct? However, I don't see that the diffuse value is being animated (checked the values). Can you please confirm that this demo is supposed to work? I am using svn of both osg and osg-data. Cheers Raymond On 6/9/2010 3:02 PM, Raymond de Vries wrote: Hi, Ah, I did take a look at nathan but not close enough, obviously... Any idea how to get it from 3dsmax? thnx Raymond On 6/9/2010 2:51 PM, Serge Lages wrote: Hi, Have a look to the nathan.osg example file, one of the animations animates the material. Cheers, On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi everyone, I would like to find a way to animate my material (amb, diff, spec, emiss), and more specifically for now: the alpha component. Now that osgAnimation is very useful I would like to implement this via osgAnimation. In the examples (svn) I don't see an example, or else I am overlooking it maybe. Is there such an example? Or else what's the best way to animate the material colors? Also, does anyone know a way to get an animated opacity from 3dsmax into osg? thanks a lot Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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] OSGEXP 0.9.7 Crashing Max
Hi, I have experienced the same problem, I test in 3ds Max2009/WindowsXP/Windows7, it can popup the preview window, but error writing to file when exporting .osg, and no respond when exporting .ive. can anyone help? ... Thank you! Cheers, Huan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28762#28762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] hide shadow map receiver
Hi, i use osgshadow in osgart, the shadow map work fine. the model is standing on a plane, shadow cast to the plane, the plane is attach to the pattern, what i want is to make the plane invisible but the shadow remains, to make it looks like shadow on the top of pattern. i try alpha blending the plane, the result is not good, shadow become transparency too. ... Thank you! Cheers, weihuan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28718#28718 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP 0.9.7 Crashing Max
delete all osg*.dll and plugindir in system32 2010/6/10 Huan Wei kuta...@163.com: Hi, I have experienced the same problem, I test in 3ds Max2009/WindowsXP/Windows7, it can popup the preview window, but error writing to file when exporting .osg, and no respond when exporting .ive. can anyone help? ... Thank you! Cheers, Huan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28762#28762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] strange problems about memory used
Hi, I currently do a car sim program, and I encount a problem about heigh memory CPU used when I add RTT camera: I want add 3 back mirrors to the car, so I create 3 relative camera to render the scene to a texture, and use root-addChild(mirror_camera) to bind camera to root node, these mirror camera render the same scene but with different shader(which is more simple than main camera rendering), the struct of the root is like this: root / \ mirror_camera0 group(complex shader) / \ group(bind simple shader) scene_node / scene_node the scene is load from ive file which is about 10MB, when I render with no mirror camera, the memory left is about 900MB( I read from windows taskManager and the total memory of my computer is 2GB), and when I use 3 mirror cameras, the memory left is only about 80MB, and also high CPU used. and My scene is very simple which only contained 2 textures and 80 Geometry, with about 400,000 tri_strip, In my opinion the scene_node can be shadered between diffferent sub cameras and main scene, is there anything wrong with my approach? Thank you! Cheers, Kai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28769#28769 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Draw polyline from vertex array
Hi Manuel, There isn't really enough code provided to pinpoint the problem. Odd things are that you assign a ColorBinding to BIND_OVERALL but then don't provide any colour array for it to get it's colour from. Have a look the osggeometry example as it has a code segment that does a line strip. Robert. On Thu, Jun 10, 2010 at 5:40 AM, Manuel Garea m.garea...@gmail.com wrote: Hi, I need to draw a polyline from an array of vertex, that is, I have an array of points, for example: vertex[1] = (1,3,4) vertex[2] = (7,4,0) vertex[3] = (5,5,1) vertex[4] = (1,2,9) and I need to join them making a line strip: For this I tried the following code, but it doest'n work, do someone know why it doesnt show anything??? Code: osg::Vec3Array* vertices = . osg::Geometry* geometry = new osg::Geometry; geometry-setVertexArray(vertices); geometry-addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, vertices-size())); geometry-setColorBinding(osg::Geometry::BIND_OVERALL); geode-addDrawable(geometry); Thank you! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28765#28765 ___ 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] How can I define the screen which show me my viewer?
Hello, I get the number of screens with the following lines: _wsi = _gc-getWindowingSystemInterface(); std::cout Detected Screens: _wsi-getNumScreens() std::endl; My question is: How can I define the screen which show me my viewer? Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I define the screen which show me my viewer?
looks in the traits for setup your viewer. osgcompositeviewer example shows usage of traits -Nick 2010/6/10 Martin Großer grosser.mar...@gmx.de Hello, I get the number of screens with the following lines: _wsi = _gc-getWindowingSystemInterface(); std::cout Detected Screens: _wsi-getNumScreens() std::endl; My question is: How can I define the screen which show me my viewer? Cheers Martin ___ 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 can I define the screen which show me my viewer?
Hi LittleG, you can control the screen which OSG should use with the env variable OSG_SCREEN screen number, beginning with 0 You could set this env variable in your software with putenv. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28773#28773 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Raycasting
Is there a way or a library to ray cast in OSG? Thanks, Nikhil. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28775#28775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Raycasting
Hi Nikhil, On Thu, Jun 10, 2010 at 11:33 AM, nikhil raprolu simha r.nikhilsi...@gmail.com wrote: Is there a way or a library to ray cast in OSG? The OSG doesn't natively support ray casting of convention OpenGL geometry. The osgVolume NodeKIt does ray casting of 3d textures on the GPU but I presume you don't mean this. Members of the community have implemented their own ray casting algorithms utilizing the OSG's KdTree/LineSegmentIntersector support, but I can't comment in particular on these as I have had direct experience with these projects. One has to ask what one is trying to achieving, ray casting is such an open ended topic, with so many different goals that different users might require. A simple statement like yours really doesn't help people answer your question too well. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Read texels from texture in GPU memory
OK, this is what I've done. I've Subclassed osg::Camera::DrawCallback and read from the texture in the operator() using osg::Image::readPixels, with an applied FBO with the texture i want to read from attached. The retrieved value seems to be correct. The callback object is set as final draw callback in a camera I create and add to the root of my scene graph. Even though I am able to get the data I need this way, it seems to me that this is not a good solution. The only reason why I create a dummy camera which doesn't render anything is to get a valid osg::State object to apply the FBO in operator(). There must be a better way to do this? This way I have to request a value and wait untill the next frame to collect it (??) because readPixels is called in the operator() which I can't call in the update traversal were I need the value. Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) is printed each frame when the camera in the scene graph. class ReadBufferCallback: public osg::Camera::DrawCallback { public: osg::Texture2D* tex; osg::Image* image; osg::FrameBufferObject* fbo; osg::FrameBufferAttachment *fba; ReadBufferCallback(osg::Texture2D *_tex){ tex = _tex; image = new osg::Image; fbo = new osg::FrameBufferObject(); fba = new osg::FrameBufferAttachment(tex); fbo-setAttachment(osg::Camera::COLOR_BUFFER, *fba); } virtual void operator() (osg::RenderInfo renderInfo) const { fbo-apply(*(renderInfo.getState()), osg::FrameBufferObject::READ_FRAMEBUFFER); image-readPixels(500, 500, 1, 1, GL_LUMINANCE, GL_FLOAT); float* height = (float*)image-data(); cout height: *height endl; } }; //Added to root of scene graph osg::Camera* HeightTile::getHeightSampleCamera() { osg::Camera* cam = new osg::Camera; cam-setRenderOrder(osg::Camera::PRE_RENDER); cam-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); cam-setFinalDrawCallback(new ReadBufferCallback(m_elevation_tex)); return cam; } Any help is much appreciated! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28777#28777 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] resuming vpb build, revisited :)
Hi all, thanks for your help so far. I tried the --machines (4 processes) switch together with manually settting the split level to 5, but still no luck; some parts of my DTM are not build. Here is some more information: OSG 2.8.3, VPB 0.9.10, OSX 10.6.3, Mac Pro 2.93 GHz Quad Core Xeon with 8 GB RAMS The DTM is a 16bit grayscale (2100x6000) tif without worldfile, I am producing a flat (Switzerland...) DTM, and the vpbmaster command to build it is: vpbmaster -d dtm.tif --machines machinepool.txt --split 5 --xx 1 --yy 1 -v 0.006332397 -l 7 --default-color 0.7,0.7,0.7,1 -o laegeren.ive The error of the logfiles that are not build is still the same. Thank you for your help, it is much appreciated! Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28778#28778 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] resuming vpb build, revisited :)
Hi Felix, I don't know what is causing the stall, and can't really given the information at hand. Building to level 7 isn't a big build, and osgdem on it's own should be able to build this without a problem. The best I can suggest is run a single osgdem run within a debugger and see if you can ascertain what is wrong. As a general note, you shouldn't need the --xx and --yy settings if you .tif file is a GeoTiff. Using GeoTiff or other formats with inbuilt geospatial coords are by far the most convenient way to work with VPB so I would recommend using them over raw image formats that you have to manually specific the coords. Robert. On Thu, Jun 10, 2010 at 12:59 PM, Felix Morsdorf felix.morsd...@geo.uzh.ch wrote: Hi all, thanks for your help so far. I tried the --machines (4 processes) switch together with manually settting the split level to 5, but still no luck; some parts of my DTM are not build. Here is some more information: OSG 2.8.3, VPB 0.9.10, OSX 10.6.3, Mac Pro 2.93 GHz Quad Core Xeon with 8 GB RAMS The DTM is a 16bit grayscale (2100x6000) tif without worldfile, I am producing a flat (Switzerland...) DTM, and the vpbmaster command to build it is: vpbmaster -d dtm.tif --machines machinepool.txt --split 5 --xx 1 --yy 1 -v 0.006332397 -l 7 --default-color 0.7,0.7,0.7,1 -o laegeren.ive The error of the logfiles that are not build is still the same. Thank you for your help, it is much appreciated! Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28778#28778 ___ 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] resuming vpb build, revisited :)
Hi Robert, thanks, will try that and see what is going wrong. Will post as soon as I have a clue what might be the problem. Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28780#28780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] thanks for your quick reply
Hello, Once again, for OSG questions please post to the OpenSceneGraph mailing list (subscribe at http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) or on the Forum (http://forum.openscenegraph.org/). Please DO NOT send e-mail personally to one of the members of the list. Thanks for your quick reply.Your speculation is correct.Your information is very useful for me.Excuse me,professor.As a beginner of osg,could you give me the corresponding code to show me how to?Any reply from you will be apprecated.Thanks again! Please do some research. Look for createGraphicsContext in the OSG examples (you need to download the sources package, and then search in the examples folder). The general idea is that you set up an osg::GraphicsContext::Traits structure to represent what kind of graphics context you're requesting. In your case, you'll want to set a different ScreenIdentifier (with a screen num of 0, 1, or 2) to specify on which graphics card/screen you want the context to exist. Then you pass that Traits to createGraphicsContext which returns you a graphics context. As I said in my previous message, once you have three contexts one on each card, you set up a Viewer/View with one master camera and three slave cameras. Each slave will have one of the graphics contexts, and its projectionOffset will be set to translate the projection up or down compared to the others. But as I said, first try researching yourself, come up with something you think should work, try things out, and if you have more questions, post to the osg-users mailing list or the forum. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ffmpeg synchronisation
Hi Michael, It's been a long time since I've touched the ffmpeg plugin, but here is how it was: 1/ when the video sound is being played, the video time is synchronized with the audio player (this tries to keep the video tightly synchronized with the audio track); 2/ when there is no video sound (or no audio player has been associated with this video), then the video used to be synchronized with an internal timer. Quickly looking at the code on SVN, it does not seem to have changed. Changing case 2 to be optionally synchronized with FrameStamp shouldn't be too hard (but will require code changes in the plugin). Case 1 looks more problematic though. Tanguy From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Platings Sent: 09 June 2010 3:31 PM To: OpenSceneGraph Users Subject: [osg-users] ffmpeg synchronisation I've been playing around with the ffmpeg plugin and I've been very impressed with how capable it is. The only problem I have with it is that its playback speed is decoupled from the timing of the main scene. Does anyone know of an easy way to ensure that the time of the ffmpeg video is consistent with the time of the FrameStamp? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I define the screen which show me my viewer?
Hi Martin, I get the number of screens with the following lines: _wsi = _gc-getWindowingSystemInterface(); std::cout Detected Screens: _wsi-getNumScreens() std::endl; My question is: How can I define the screen which show me my viewer? If you're creating your window yourself using osg::GraphicsContext::createGraphicsContext, Nick's suggestion is the right track - you'll need to specify the screen you want in the Traits you pass to createGraphicsContext. If you're not, then the Viewer is probably creating the graphics context / window for you (using the osgViewer::View::setUpView*() methods). You can use osgViewer::View::setUpViewOnSingleScreen(screenNum) to get the equivalent behavior but be able to specify the screen you want. This will give you a fullscreen viewer - if you want it in a window use osgViewer::View::setUpViewInWindow(x,y,w,h,screenNum). You can also check out the code for these methods if you're curious. They're there for convenience, if you want total flexibility you'll probably want to inspire yourself from the code there and create your graphics contexts yourself. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hide shadow map receiver
Hi weihuan, i use osgshadow in osgart, the shadow map work fine. the model is standing on a plane, shadow cast to the plane, the plane is attach to the pattern, what i want is to make the plane invisible but the shadow remains, to make it looks like shadow on the top of pattern. i try alpha blending the plane, the result is not good, shadow become transparency too. You'll have to create your own shader based on the one that shadow map uses (you didn't specify which shadow map class you use, but the shader code is in the source files, see for example osg/src/osgShadow/ShadowMap.cpp, or osg/src/osgShadow/SoftShadowMap.cpp, or osg/src/osgShadow/StandardShadowMap.cpp for LISPSM). Just copy the default shader code, and then change it to do what you want. For example, you could set a Uniform bool to false on your scene root, then to true on your plane, and in your shader you would test this value and if true, simply discard fragments if the shadow test fails and render the shadow color if the shadow test succeeds. There could be other ways to do what you want, this is just off the top of my head. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Raycasting
Hi, Thanks Robert. And @all sorry for being vague in my previous post. I need to simulate range space of a sensor. (or more clearly) I need to cast rays from a point(cone like beam) recognizing obstacles . Thanks, nikhil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28785#28785 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Raycasting
Hi Nikhil, I need to cast rays from a point(cone like beam) recognizing obstacles . That's clearer. So what Robert said would probably work for you: look into LineSegmentIntersector, enabling kd-trees, and the osgintersection example in the OSG sources. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Porting FFMpeg to OSG 2.8.2
Hi, Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to Cmake as well as osg. ... Thank you! Cheers, Vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28788#28788 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Porting FFMpeg to OSG 2.8.2
Hello Vincent, Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to Cmake as well as osg. Please do a bit of research on your side. A simple case-insensitive grep (or find in files) for ffmpeg in the OSG source tree would tell you what you need to know... In particular, look in src\osgPlugins\CMakeLists.txt and search for ffmpeg. But a grep will also tell you that you need to modify the root CMakeLists.txt as well... 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] OSG on IPhone
Hi, I am also interested in getting OSG to work on the iPhone. If there is a version that works on the iPhone, can someone point me in its direction? Thank you! Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28786#28786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hide shadow map receiver
Hi, Skylark thanks a million for your advice. i was using shadow map, shadow volume did not work. one thing i was confuse, if i add an uniform bool varible to the scene node, is it can indicate which fragment(pixel) belong to shadow caster object or receiver object? maybe i just dont know that. ... Thank you! Cheers, Huan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28790#28790 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP 0.9.7 Crashing Max
Hi, On Tue, Jun 8, 2010 at 11:18 AM, Brad Acree brad.d.ac...@lmco.com wrote: When I export to IVE it crashes max, however when I export to osg it says “error writing to file”. The two machines are of similar hardware, but the second is slightly newer. Both machines are running windows Xp professional 32 bit. Any advice or ideas would be greatly appreciated. As Maxim already suggested, make sure you don't have any osg DLLs in your system directory. Some applications annoyingly install osg binaries in the system directory, which can cause problems for other osg apps. Also, I've seen crashes during export due to certain optimizations being checked (I think it was Tri Strip Geometry). Try disabling all the optimizations in the export dialog and see if that helps. If none of those help then you should try getting a stack trace of the crash. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP 0.9.7 Crashing Max
Hi, I checked my computer for those files you mentioned, but I could not find any of the files you mentioned in my sys32 file. Any other ideas? ... Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28797#28797 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX texture export problem.
Hi, anyone has any other information about this problem? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28796#28796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] reading png files in OSG
Hi, I am still a newbie and I'm lost. :( I am using OpenSceneGraph 2.9.7 with MS VS 2005 on Windows 7. I am trying perform the demos in osgOcean. I was able to build OSG 2.9.7 and osgOcean. But I am having troubles reading png and tiff files. (Cannot find plugin message). I Have OSG_NOTIFY_LEVEL = DEBUG So I've perused openscenegraph forums for others who have had difficulties reading png files and have found some sparse posts of problems. I am aware of libpng13(d).lib, osgdb_png.dll and having to place them in certain directories to some extent. But there is this lingering ambiguity that I am not building my projects properly (as evidenced by not finding the png and tiff plugins). Can someone help me verify the macro steps below? Then perhaps I can drill down further to isolate the problem. As a return favor to each of you, when I get good at this (I hope), I will contribute more to the OSG activities. Here is a five mile view of what I tried to do: 0) Build OSG 2.9.7 using CMAKE and VS 2005 (BTW JPEG,PNG,TIFF and other things are missing at this point as reported by CMAKE) 1) Build or obtain binaries [libpng13(d).* and zlib] (troubles linking during the build so I tried using the prebuilt stuff). 2) Obtain osgDB_png(d).dll file from somewhere(I have it but I'm not sure where I got it from or where it should come from). 3) Somehow cram 1) and 2) back into my OSG 2.9.7 project through the placement of files in directories and manipulation of VS 2005 project and build again. 4) Build osgOcean linking to OSG 2.9.7 which theoreticall should now have png file problem resolved. Can someone give me a little guidance of what I might be doing wrong? I don't want a solution as I'm sure you are all busy, I just need some guidance. Perhaps a link to look at? I apologize if the description is a bit nebulous. It is how I am feeling at the moment. Thanks for whatever attention you can give this. Cheers, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28798#28798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] reading png files in OSG
Hello Adam, Reading your message, it seems to me that you don't have a clear idea of what you need to do to get to your desired goal. Key phrases like obtain ... from somewhere and somehow cram... scream to me that you need to understand a bit more instead of just going from one site to another trying to execute a list of steps someone might have posted somewhere... First, is there some reason why you want to compile OSG from source? Version 2.8.3 is very recent, and there are prebuilt packages for Visual Studio 8 (2005) which you say you use. See: http://www.openscenegraph.org/projects/osg/wiki/Downloads And see this page about how to install and use the binary packages: http://dwightdesign.com/2009/05/installing-openscenegraph-280/ You should have no problem compiling osgOcean with OSG 2.8.3. If you really want to compile from source, I can't force you not to (it's what I do personally ;-) ) but using the binary packages would be easier while you get your feet wet... You can always try to build from source again later once you've gotten more experience. --- Read below if you still want to go the source route --- In order to be able to load png or jpeg images, you need three things: 1. OpenSceneGraph itself (specifically osgDB, but then you'll probably want to display what was read from the file in which case you need the rest too ;-) ) 2. The OpenSceneGraph plugin for that file type (the osgdb_png.dll you mentioned, but see below) 3. The plugin's dependencies, which can be needed at compile time and/or at run time. OSG and the plugin should be compiled together. Just getting osgdb_png.dll from some site and putting it in the directory where you put your compiled OSG DLLs is likely not to work (because the OSG or compiler versions don't match), or worse, it may seem to work but crash at random times. The plugin's dependencies generally consist of includes (headers) and libraries, which are needed at compile time, and may or may not include dynamic libraries (DLLs) that will be needed at run time, if applicable. If you were to compile the dependencies yourself you'd generally have the choice to build either static or dynamic libraries, but you can download a package that contains the most frequently used dependencies for OSG (see link below) and in that package, some dependencies are static and some dynamic (tiff and jpeg are static, whereas png is dynamic, for example). So, now that I've explained all that, I recommend you start over from scratch. Follow the instructions at http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Get the prebuilt dependencies from here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies and make sure you follow the directory structure that's suggested in the PlatformSpecifics/VisualStudio link. If you do, CMake should find your includes and libs for libpng, libjpeg, libtiff, freetype and other dependencies that are needed to do anything useful at all with OSG... And since CMake will find them, the project files it generates will include these plugins (osgdb_png, osgdb_jpeg, osgdb_freetype, etc.) so they will be built at the same time as OSG itself. BTW, make sure you specify the directory where you want OSG to be installed in the CMAKE_INSTALL_PREFIX variable in CMake, and that once you've generated the project files, you build the INSTALL project in both the Debug and Release configurations. Then you can follow the latter few steps of the tutorial at http://dwightdesign.com/2009/05/installing-openscenegraph-280/ Steps 1-7 only apply when you install binary packages - you built from source so they don't apply to you. Step 8 is included in the PlatformSpecifics/VisualStudio page. You do steps 9+10 to test the OSG you just compiled, and steps 11+12 to set up a project of your own using OSG. Also, since libpng is compiled as a dynamic library in the prebuilt depdendencies package I linked to above, you'll need to make sure the program you want to read png images with will be able to get to libpng13.dll. I recommend just copying it into your OSG bin directory, i.e. the directory where osgXX-osg.dll, osgXX-osgDB.dll and others live. At that point, if you want to compile osgOcean, again you should start with a fresh source tree, start CMake to generate project files and point it to your freshly compiled OSG. After compiling it, it should work without any problems. If you have any more questions, feel free to ask, but as I said at the start, you should try to understand what you're doing instead of whizzing from one step to the other trying things that possibly won't work. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/
Re: [osg-users] [osgPlugins] reading png files in OSG
J-S, You are correct. Other than getting my osgOcean demo to work, I am not clear on what I need to do. I only have a vague idea of the build environment and can generally get things to work by tinkering(hacking). This, fueled by a lack of patience on my part always ends in frustration and exhaustion. I need to take the extra time to understand what I am doing. There is no need for me to compile from source, I just didn't know any better. As I am trying to become competent, perhaps I need to take smaller steps before jumping in this world. And I used 2.9.7 because is seemed like the latest version but 2.8.3 is fine. You have expended a considerable amount of time and effort in crafting your response. I GREATLY appreciate your efforts so for my part, I will do as you say: I will start over and try to ensure I know what is going on at each step. It will take the time to view each link you have provided and hopefully I will be a more enlightened 8) osg person at the end of it. ;) Back to the drawing board for me and thanks yet again for your help!!! Wish me luck Cheers, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28800#28800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Small test program gets segmentation fault when doing own viewer loop in Qt environment
Hi , I havent check the example of integration linked to Qt yet but I am usingOsg embedded n Qt since a long time . A solution that work fine is to create your own class that extend from QGLWidget qnd has a member osgViewer::Viewer, then you add a timer who is connected to the signal updateGL() , in the paintGL you call your osgviewer-frame() to repaint the scene. for the event keyboard dont forget to map them between views since osg and Qt have different values for keys. Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28801#28801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] reading png files in OSG
Hello again Adam, I need to take the extra time to understand what I am doing. Just a note: it usually takes less time when you take it step by step and make sure you're doing it right, than when you just try tinkering until you get it right. This is true for anything, and I also have to watch myself sometimes. Whenever I'm writing shaders and I notice I'm tinkering with the code to get it to work, I force myself to take a step back and perhaps work things out on paper, and it's always helpful. There is no need for me to compile from source, I just didn't know any better. That's what I thought ;-) Go with the binary packages, it'll be easier to get up and running, and you'll get results up on your screen faster, which will motivate you to go on with learning even more! And I used 2.9.7 because is seemed like the latest version but 2.8.3 is fine. The OSG release cycle is kind of like the Linux kernel: the second number in the version number is even for stable releases, and odd for development versions. So 2.9.x are the development versions on the road to 2.10 (or 3.0), and 2.8.3 is the latest stable release. Unless you really need the features / bug fixes in the development versions, you can stick to the stable releases. Besides, the development versions are kind of bleeding edge, so you might run into other problems along the way. Oh, and you can usually switch back and forth between stable / development at will. So if in the future you want to compile a development version from source, your application's code shouldn't have to change much to work with the new OSG version. You have expended a considerable amount of time and effort in crafting your response. I GREATLY appreciate your efforts It's my pleasure, I enjoy helping the people on this mailing list since I think the community that exists around OSG is one of its strong points. And whenever I have questions others are always ready to help me too. I will start over and try to ensure I know what is going on at each step. I think that's the way to go. Let us know how it goes! 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] scene data and manipulator
its normal that when you set an osg::Group as the SceneData that when you add a child the viewer is notify and update the graphic, imaging that you have to create 1000 of objects, if you have to recreate a a root and set it to the viewer each time its a pain... , for the detail you can lok the function insertCHild() of osg::Group , you will see that there is a a call to a callback to traverse the new scene updated. If you want to keep something not Display , its simple just keep it in a Node , group that is not linked to the SceneData, and when you want to use it define it as your SceneData . THe problem you get with the manipulator is pretty odd , can you give more detail ? Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28802#28802 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] reading png files in OSG
J-S, Will definitely let you know! :D I am working on it as we speak. Thanks again and stay tuned Cheers, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28804#28804 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] old QOSGWidget and new trunk Manipulators : mouse event problem
Try to use the function grabMouse() in the construstor of your viewer. Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28805#28805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGEXP 0.9.7 Crashing Max
Hi, i solved it by remove myosgroot\bin\osgPlugins-2.8.3 from the path environment variable, or you can add yourOSGExproot\bin to the path, make sure it is in front of myosgroot\bin\osgPlugins-2.8.3, you can check these 2 folder, they have same name dlls, might be the reason cause conflict. i thought the best way is to compile osgExp by ourselves. Thank you! Cheers, Huan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28807#28807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hide shadow map receiver
Hi, Skylark thank you for the detailed explanation. i'll try it. ... Thank you! Cheers, Huan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28808#28808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] I don't want OSG to rescal textures, how can I avoid it?
Hi, I have a problem with textures: my textures have sizes that are not power of two, and I don't want OSG to rescale them. OSG show me a message like: Scalling image '...' from (200x200) to (256x256) although I'm calling the function texture-setResizeNonPowerOfTwoHint(false); The code I'm using is: Code: osg::Image* image = osgDB::readImageFile(texturePath); osg::Texture2D* texture = new osg::Texture2D; texture-setDataVariance(osg::Object::DYNAMIC); texture-setResizeNonPowerOfTwoHint(false); texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture-setImage(image); Could someone tell me the reason of the problem and how can I solve it??? Thank you! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28809#28809 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I don't want OSG to rescal textures, how can I avoid it?
On 11/06/10 15:13 , Manuel Garea wrote: Hi, I have a problem with textures: my textures have sizes that are not power of two, and I don't want OSG to rescale them. OSG show me a message like: Scalling image '...' from (200x200) to (256x256) although I'm calling the function texture-setResizeNonPowerOfTwoHint(false); ... Does your OpenGL driver support non-power-of-two textures? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org