[osg-users] Pixel Buffer Object and Texture2D
Hi, I tried many thing with out success and i would like to close this step. I use one texture to set a video on the back-screen. This is already made but with out PBO. How can i use PBO to Write in using memcpy? it is usefull, i saw it on openGL pure but i wouldn't like to use it directly. I found the osgExemple for read PBO but not to Write it... Someone have a such code example or can help me? thanks you in advance. Thank you! Cheers, Anthony (http://www.hordes.fr?ref=litllechicken) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32005#32005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] isCurrent() doesn't really work.
Hi David, Interesting observation, this is certainly a bug GraphicsContext::isCurrent(). Your suggestion of a method to get the current context sounds like a good means for a new implementation. My suggestion would be to have a static GraphicsContext::getCurrentContext() method, and then have it check the Thread::CurrentThread() against a thread safe map of the contexts that have been made current on each thread. The GraphicContext:makeCurrent() and GraphicsContext::releaseContext() methods would also need to manipulate this map to keep it updated. If you want to dive in a have a bash at implementing this then it'd be appreciated ;-) Cheers, Robert. On Thu, Sep 23, 2010 at 10:18 PM, David Guthrie dguth...@alionscience.com wrote: I was looking at the isCurrent call and way contexts and made current and released. isCurrent is not virtual, and simply checks to see if the thread on which the context was made current matches the current thread. Every OpenGL api I've looked at provides a way to get a handle to the active context, which could be compared to the handle of the context in the GraphicsContext implementation. That would mean the isContext would always work. Currently something like A-makeCurrent(); B-makeCurrent(); A-isCurrent(); won't work, but it could be fixed pretty easily. At the same time, releaseContext() could check to see if the context is actually the active context and do nothing if it isn't. In wgl, glx, agl, and cgl you can call GetCurrentContext with the respective prefix to accomplish this. Even Qt has QGLContext::currentContext(). I'll be happy to implement it in some cases, although I am still working with 2.8.3 and the changes will have to be ported to the trunk. Thanks, David Guthrie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31999#31999 ___ 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] OSG 2.9.9 - Problem building osgSim
Hi Erin, On Thu, Sep 23, 2010 at 10:34 PM, Erin Morrow erin.mor...@arup.com wrote: So this issue (and many others) arises from the GL.h file that QT installs in place of the default windows version. Reverting to the vanilla GL.h file fixes it. Does anyone understand why QT does this and are there any tips for making QT play nice with OSG? It does rather sounds like the QT GL.h is a bit wayward and has started doing more #define's than it really should. If changing the variable name on the OSG fixes this then this should be an easy change to apply. Could you get things compiling with the variable name change and then post the resulting file to osg-submissions. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on OS X in examples_osgviewerCocoa
Hi Eduardo, I don't have an OSX box, nor expertise with Cocoa, so can't directly help fix the problem. One thing I can raise as a possible solution is to remove this example. osgViewer now directly supports Cocoa so a stand alone example is possibly not required anymore. Thoughts OSX users? Robert. On Fri, Sep 24, 2010 at 2:10 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, I've sent this e-mail to osg-users@lists.openscenegraph.org but I didn't receive it on the list. I'm re-sending it just in case. Here is my problem: When building OpenSceneGraph on OS X 10.6.4 and creating application bundles, I have the error below, on the examples_osgviewerCocoa target. It happened on OSG 2.9.8 and it's still happening on 2.9.9. This only happens when I set cmake to build application bundles, and only on examples_osgviewerCocoa. A Copy Files step is set up with a path of ../., which Xcode doesn't like. I think recreating the examples_osgviewerCocoa target should fix it for me, but there must be a way to fix it in the cmake configuration files... or is no one else getting this? Thanks Eduardo -- PBXCp /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist examples/osgviewerCocoa/Info.plist cd /Users/epoyart/OpenSceneGraph-2.9.9 /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -strip-debug-symbols -resolve-src-symlinks /Users/epoyart/OpenSceneGraph-2.9.9/examples/osgviewerCocoa/Info.plist /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/../. pbxcp: error: open(): /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist [/SourceCache/pbx_tools/pbx_tools-1706/pbxcp/file_utils.m:420]: No such file or directory Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1 - ___ 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] Pixel Buffer Object and Texture2D
Hi Anthony, It does sound like you might be over-complicating things. The OSG natively supports copying image data to textures using PixelBufferObject, all you need to do is assign an osg::PixelBufferObject to an osg::Image, then assign this osg::Image to the texture you want, and the OSG will do the rest for you. The osg::ImageStream class which subclasses from osg::Image by defaults assigns a PBO, so all the video related plugins will automatically use PBO for copy data from main member to the GPU. Robert. On Fri, Sep 24, 2010 at 8:12 AM, Anthony Face litllechic...@hotmail.com wrote: Hi, I tried many thing with out success and i would like to close this step. I use one texture to set a video on the back-screen. This is already made but with out PBO. How can i use PBO to Write in using memcpy? it is usefull, i saw it on openGL pure but i wouldn't like to use it directly. I found the osgExemple for read PBO but not to Write it... Someone have a such code example or can help me? thanks you in advance. Thank you! Cheers, Anthony (http://www.hordes.fr?ref=litllechicken) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32005#32005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on OS X in examples_osgviewerCocoa
Hi, Am 24.09.10 09:57, schrieb Robert Osfield: One thing I can raise as a possible solution is to remove this example. osgViewer now directly supports Cocoa so a stand alone example is possibly not required anymore. Thoughts OSX users? I think this example should be refactored to show the new usage-pattern to include osgViewer::GraphicsWindowCocoa with an existing Cocoa application similar to the MFC/Qt examples. Unfortunately I have no spare time coding this. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with samples
Thanks Farshid, I think you should post it in separate thread with proper subject. I guess large number of people will be grateful for sharing this info ; - ) Wojtek From: Farshid Lashkari Sent: Friday, September 24, 2010 6:19 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Problem with samples Hi, I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB to WGL_SWAP_COPY_ARB. This completely solved the issue for me. Hopefully nVidia will fix their drivers in a future release. Cheers, Farshid On Thu, Sep 2, 2010 at 7:00 AM, Martin Anderson poet_mar...@yahoo.co.uk wrote: Hi, Thanks for all your responses guys - that seems to answer the problem ! Will try the offered fixes when I get home from work Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31274#31274 ___ 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] Collision between two 3DS objects in OSG.
Hello, In an OSG scene, I have to objects imported from a 3DS file. I can grossly approximate these objects with bounding boxes (but not with bounding spheres). I load my objects in this way : Code: Registry::instance()-getDataFilePathList().push_back(resources/data); ref_ptr ReaderWriter::Options options = new ReaderWriter::Options; options-setObjectCacheHint( ReaderWriter::Options::CACHE_NONE); m_ksterNode = osgDB::readNodeFile(FILE_NAME, options); So my object is an osg::Node. I had seen that OSG::Node have a method computeBound wich return a bounding Sphere (but I want a bounding box). I had seen that both osg::Geode, osg::Drawable and osg::Shape can return a bounding box thanks to the method getBoundingBox. I read a method to wich explain how to convert an OSG::Drawable object into an bullet TriangleMesh object to perform fine collision detection with bullet. But, my imported object isn't a OSG::Drawable, that is an OSG::Node. So here are my questions : 1 - How to convert an OSG::Node into an osg::Drawable or osg::Geode ? 2 - If question 1 is absurd, my second question is : How to load a 3DS object as a osg::Drawable or osg::Geode (and not as an osg::Node). I had read a nice tutorial (http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/collisions/collisions.html) on the collision detection, but this tutorial doesn't answer to my questions. So , thanks very much for your answers, Regads, A. BARRAL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32018#32018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision between two 3DS objects in OSG.
HI I would recommend reading the OSG Starter guide written by Paul Martz the PDF is free, http://osgbooks.com/books/osg_qs.html You don't seem to fully understand how the scenegraph is created in OSG and what is created etc, the 3DS loader does create Geodes and you will have them if you load a file. I would also recommend looking at the examples there are many and they show how geodes and nodes are used. Also search the OSG mail archive for information on Geodes and drawable and how to access them, __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of BARRAL Adrien Sent: Friday, September 24, 2010 11:27 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Collision between two 3DS objects in OSG. Hello, In an OSG scene, I have to objects imported from a 3DS file. I can grossly approximate these objects with bounding boxes (but not with bounding spheres). I load my objects in this way : Code: Registry::instance()-getDataFilePathList().push_back(resources/data); ref_ptr ReaderWriter::Options options = new ReaderWriter::Options; options-setObjectCacheHint( ReaderWriter::Options::CACHE_NONE); m_ksterNode = osgDB::readNodeFile(FILE_NAME, options); So my object is an osg::Node. I had seen that OSG::Node have a method computeBound wich return a bounding Sphere (but I want a bounding box). I had seen that both osg::Geode, osg::Drawable and osg::Shape can return a bounding box thanks to the method getBoundingBox. I read a method to wich explain how to convert an OSG::Drawable object into an bullet TriangleMesh object to perform fine collision detection with bullet. But, my imported object isn't a OSG::Drawable, that is an OSG::Node. So here are my questions : 1 - How to convert an OSG::Node into an osg::Drawable or osg::Geode ? 2 - If question 1 is absurd, my second question is : How to load a 3DS object as a osg::Drawable or osg::Geode (and not as an osg::Node). I had read a nice tutorial (http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/collisions /collisions.html) on the collision detection, but this tutorial doesn't answer to my questions. So , thanks very much for your answers, Regads, A. BARRAL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32018#32018 ___ 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] Windows 7 Aero Color Scheme issue
Hi Magnus, Not sure about the answer to your question. But I believe this to be fixed in the latest NVidia Beta driver(well for my single screen anyway). I did look at the code and my brain went numb trying to find a fix. Might be worth trying the latest beta drivers see if it still occurs? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Magnus Kessler Sent: 24 September 2010 06:43 To: OpenSceneGraph Users Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue On Thursday 08 July 2010, Martin Naylor wrote: Hi, Yeah its certainly Aero... I two have the same issue, disabling Aero sorts its out, but mine is on a single screen. Alt-Tab will make it work as well. Have a look here http://www.opengl.org/pipeline/article/vol003_7/ Are we using GDI? I don't understand the viewer code, I might have another attempt later... http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest. This what I posted a while back: I did mention this a while back about osgShadow. All my are examples do this now after installing a new Nvidia GTX 480 card(from a gtx 9800), with the latest drivers from Nvidia. My guess you are running Windows Vista/7, try alt tab? For a permanent fix disable the pesky Aero desktop! I tried looking for a fix last night and its something to do with swapbuffers either being called or not, I cannot remember it was late and the viewer code was baffling me! Ok it might be Never found a fix, i have looked into the viewer code, but never got to the bottom of it. Martin. I made an interesting observation recently. One and the same code (essentially osgviewer) showed the black screen when starting up in the automatically chosen DrawThreadPerContext threading mode, but worked fine when SingleThreaded was forced. What is different in the way the OpenGL context is created in these two cases? Magnus ___ 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] [osgPlugins] NO Normal Map from FBX.
Hi, I was noticing that the Normals maps, assigned in 3DSMAX, aren't exported in the osg format. The Normal map file reference is in the FBX model but no in the converted osg file. This is a my problem? I'm using OSG 2.8.3 with the FBX SDK 2010.2. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32022#32022 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows 7 Aero Color Scheme issue
Hi Guys, Have you seen last post from Farshid Lashkari in Re: [osg-users] Problem with samples thread ? Start Quote I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB to WGL_SWAP_COPY_ARB. This completely solved the issue for me. Hopefully nVidia will fix their drivers in a future release. Farshid End Quote IMHO He has found the workaround and but also the source of the problem. I just checked his solution and it simply works. So I think that with Aero DWM not having front buffer but internal Direct3D texture, its quite understandable why COPY works better than EXCHANGE. Its hard to understand though why NvIdia drivers suggest EXCHANGE in ChoosePixelFormat when it does not work correctly. Btw I checked with DescribePixelFormat if the returned PixelFormat is compatible with PFD_SUPPORTS_COMPOSITION . And yes, returned description structure reports this compatibility. So this whole issue looks weird and definitely points to the drivers as the source of the problem. The drivers have the option to return PixelFormat with SWAP_COPY method but it keeps returning SWAP_EXCHANGE. Regards, Wojtek -- From: Martin Naylor martinnay...@virginmedia.com Sent: Friday, September 24, 2010 2:11 PM To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue Hi Magnus, Not sure about the answer to your question. But I believe this to be fixed in the latest NVidia Beta driver(well for my single screen anyway). I did look at the code and my brain went numb trying to find a fix. Might be worth trying the latest beta drivers see if it still occurs? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Magnus Kessler Sent: 24 September 2010 06:43 To: OpenSceneGraph Users Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue On Thursday 08 July 2010, Martin Naylor wrote: Hi, Yeah its certainly Aero... I two have the same issue, disabling Aero sorts its out, but mine is on a single screen. Alt-Tab will make it work as well. Have a look here http://www.opengl.org/pipeline/article/vol003_7/ Are we using GDI? I don't understand the viewer code, I might have another attempt later... http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest. This what I posted a while back: I did mention this a while back about osgShadow. All my are examples do this now after installing a new Nvidia GTX 480 card(from a gtx 9800), with the latest drivers from Nvidia. My guess you are running Windows Vista/7, try alt tab? For a permanent fix disable the pesky Aero desktop! I tried looking for a fix last night and its something to do with swapbuffers either being called or not, I cannot remember it was late and the viewer code was baffling me! Ok it might be Never found a fix, i have looked into the viewer code, but never got to the bottom of it. Martin. I made an interesting observation recently. One and the same code (essentially osgviewer) showed the black screen when starting up in the automatically chosen DrawThreadPerContext threading mode, but worked fine when SingleThreaded was forced. What is different in the way the OpenGL context is created in these two cases? Magnus ___ 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] Regarding image::data
Hello Guys, I have a small situation here, i'm trying to write float data into an image file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically converts it into char, how can i prevent this? Thanks, Best regards -- http://www.mahendragr.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding image::data
Hi Mahendra? G.R? All you need to do is cast the data return type to float. Robert. On Fri, Sep 24, 2010 at 2:04 PM, Mahendra G.R mahen...@mahendragr.com wrote: Hello Guys, I have a small situation here, i'm trying to write float data into an image file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically converts it into char, how can i prevent this? Thanks, Best regards -- http://www.mahendragr.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding image::data
Hi Mahendra G.R, what type does image have? If it is something like RGBA you try to assign a float to an unsigned byte. This will do implicit conversion. - Werner - On Friday 24 September 2010 15:21:37 Robert Osfield wrote: Hi Mahendra? G.R? All you need to do is cast the data return type to float. Robert. On Fri, Sep 24, 2010 at 2:04 PM, Mahendra G.R mahen...@mahendragr.com wrote: Hello Guys, I have a small situation here, i'm trying to write float data into an image file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically converts it into char, how can i prevent this? Thanks, Best regards -- http://www.mahendragr.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 -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] QTKit plugin checked in, OSX users please test ;-)
Hi All, I'm please to write that today I checked into svn/trunk Eric Wing's work on a QTKit/CoreVideo plugin for OSX. This plugin should pave the way for deprecating the old Quicktime plugin, and open the door for easier support for 32bit and 64bit builds under OSX. Thanks Eric Wing, and the DigitalLearningFoundation for funding this effort. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.9 - Problem building osgSim
Hi, For now I think the best thing is to compile OSG with the standard GL.h and only use the Qt version when absolutely necessary for our project specific work. Thank you! Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32027#32027 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding image::data
Hello, @Robert, Mahendra is ok :). Btw, i gave GL_FLOAT as the type, i took Robert's suggestion and itseems working, however, i'm getting values from 0-255 (converted?) and not the actual float values stored. this is what i'm exactly doing : code: (float)image-data(0,0,0)[0] = 0.33 [1] = 0.56 [2] = .83 and printing them back casting to float. what am i doing wrong? Thanks, Best regards. On Fri, Sep 24, 2010 at 3:31 PM, Werner Modenbach werner.modenb...@texion.eu wrote: Hi Mahendra G.R, what type does image have? If it is something like RGBA you try to assign a float to an unsigned byte. This will do implicit conversion. - Werner - On Friday 24 September 2010 15:21:37 Robert Osfield wrote: Hi Mahendra? G.R? All you need to do is cast the data return type to float. Robert. On Fri, Sep 24, 2010 at 2:04 PM, Mahendra G.R mahen...@mahendragr.com wrote: Hello Guys, I have a small situation here, i'm trying to write float data into an image file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically converts it into char, how can i prevent this? Thanks, Best regards -- http://www.mahendragr.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 -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.mahendragr.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues
Hi JS, Can you confirm that the 2 examples you mention in your post made it into the 2.9.9 developer release? Thank you! Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32029#32029 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding image::data
Hi Mahendra, On Fri, Sep 24, 2010 at 2:46 PM, Mahendra G.R mahen...@mahendragr.com wrote: code: (float)image-data(0,0,0)[0] = 0.33 [1] = 0.56 [2] = .83 and printing them back casting to float. what am i doing wrong? This is really a C++ question. If you want to access the each colour components then you'd be best casting the data pointer to a (float*) then use this to access the components. float* pixel = static_castfloat*(image-data(i,j,k)); pixel[0] = r; pixel[1] = g; pixel[2] = b; Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error on OS X in examples_osgviewerCocoa
Hi Stephan, On Fri, Sep 24, 2010 at 9:29 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: I think this example should be refactored to show the new usage-pattern to include osgViewer::GraphicsWindowCocoa with an existing Cocoa application similar to the MFC/Qt examples. Unfortunately I have no spare time coding this. If no one has time to rewrite it right now, would it be appropriate to moved the osgviewerCocoa example to deprecated section of the svn repository, then when someone has the time for them to write a new Cocoa example? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Workaround for nVidia + fullscreen + Windows 7
Hi, Wojtek suggested I create a separate thread for this, so here it is. I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB to WGL_SWAP_COPY_ARB. This completely solved the issue for me. Others have reported that this fixed the issue for them as well. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OSG Namespace Functions
Hi, I built OSG from source on Windows and I have just gotten past the Hello World program. I am now trying to load a mesh using the following line: Code: osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg); However I get the following error: 1..\HelloWorld2\HelloWorld.cpp(8) : error C2039: 'readNodeFile' : is not a member of 'osgDB' 1..\HelloWorld2\HelloWorld.cpp(8) : error C3861: 'readNodeFile': identifier not found Now I suppose this makes sense because while I have a directory called osgDB/ with all of the osgDB classes in it, I don't have any header file for osgDB itself. Can anyone tell me where the lib for osgDB should be? Or clarify what is going wrong here? Thank you! Cheers, Matt[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32038#32038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeTrackerManipulator changes view at every keyswitchmanipulator call
Hi all, when I select the NodeTrackerManipulator using the keyswitchmanipulator more then one time, the view position changes every time. The problem I'm speaking about can be seen running the osgsimulation example (I'm running the osg trunk examples, but I guess it's always been there: the same was happening with the 2.8.3 too): the NodeTrackerManipulator can be chosen pushing the 0 (zero) key: try pressing it more times, or simply switch from the TrackBallManipulator to NodeTrackerManipulator (1 key and 0 key): - when selecting the TrackBallManipulator the cessna starts moving from the same view in which it was left by the NodeTrackerManipulator (correct behavior) - when selecting the NodeTrackerManipulator it changes view position at every manipulator switch. I've looked in the forum about such a problem, but could not find anything :( I've looked into the code, and it seems related to how the getMatrix(), setByMatrix and getInverseMatrix are implemented in the NodeTrackerManipulator: - in the getMatrix() it uses nodecenter, noderotation, _rotation and _distance to calculate the matrix - then in the setByMatrix method it sets the _rotation quaternion using this matrix - finally in the getInverseMatrix method it uses again all nodecenter, noderotation, _rotation and _distance to calculate the return matrix. So it seems that nodecenter and noderotation are used twice, and this maybe could explain the change in the view at every keyswitchmanipulator call. Any ideas? Thank you! Regards, Anna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32017#32017 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSG Namespace Functions
On Friday 24 September 2010 16:27:58 Matt Caron wrote: Hi, I built OSG from source on Windows and I have just gotten past the Hello World program. I am now trying to load a mesh using the following line: Code: osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg); However I get the following error: 1..\HelloWorld2\HelloWorld.cpp(8) : error C2039: 'readNodeFile' : is not a member of 'osgDB' 1..\HelloWorld2\HelloWorld.cpp(8) : error C3861: 'readNodeFile': identifier not found Now I suppose this makes sense because while I have a directory called osgDB/ with all of the osgDB classes in it, I don't have any header file for osgDB itself. Can anyone tell me where the lib for osgDB should be? Or clarify what is going wrong here? It's not quite clear from your message if your code includes the header needed for readNodeFile(). Do you have #include osgDB/ReadFile in your code? HTH, Magnus Thank you! Cheers, Matt[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32038#32038 ___ 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] Workaround for nVidia + fullscreen + Windows 7
Hi Farshid, On Fri, Sep 24, 2010 at 4:24 PM, Farshid Lashkari fla...@gmail.com wrote: Wojtek suggested I create a separate thread for this, so here it is. I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB to WGL_SWAP_COPY_ARB. This completely solved the issue for me. Others have reported that this fixed the issue for them as well. Did you modify the OSG to achieve this? If so could you post the changes. Perhaps this could be made as an runtime option in osgViewer. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7
Hi Robert, On Fri, Sep 24, 2010 at 9:28 AM, Robert Osfield robert.osfi...@gmail.comwrote: Did you modify the OSG to achieve this? If so could you post the changes. Perhaps this could be made as an runtime option in osgViewer. My application handles all the windowing code itself, so I didn't need to make any changes to OSG. I noticed that GraphicsWindowWin32.cpp hard codes the swap method to WGL_SWAP_EXCHANGE_ARB. To apply this workaround the users would just need to change this to WGL_SWAP_COPY_ARB and recompile. Having this configurable would be ideal, however I'm not very familiar with osgViewer, so I'm probably not the best person to make this change, otherwise I would have already submitted a patch ;) Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSG Namespace Functions
I did not have the correct include statement, you're suggestion to check it was right on. I realized that was the problem a few minutes ago and I edited my post to say that, but thanks for the help anyway. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32041#32041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Hi Sergey, thanks for your hint to GImpact, I will look into it next week! Hi Paul, did you have time to try the solution from Sergey, yet? Otherwise I would try it myself next week, when I'm back in the office. Best regards and thanks for your help so far, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32043#32043 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7
On 9/24/2010 10:40 AM, Farshid Lashkari wrote: I noticed that GraphicsWindowWin32.cpp hard codes the swap method to WGL_SWAP_EXCHANGE_ARB. To apply this workaround the users would just need to change this to WGL_SWAP_COPY_ARB and recompile. Having this configurable would be ideal, however I'm not very familiar with osgViewer, so I'm probably not the best person to make this change, otherwise I would have already submitted a patch ;) At least at one time in the past, SWAP_COPY performed slower than SWAP_EXCHANGE (because it does a copy, duh). I don't know if this is relevant anymore. Cheers, Farshid -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
(Posting to osgworks-users, as it is where the discussion actually belongs.) On 9/24/2010 11:03 AM, Johannes Scholz wrote: Hi Paul, did you have time to try the solution from Sergey, yet? Otherwise I would try it myself next week, when I'm back in the office. I've thought about it. His suggestion assumes that computeLocalToWorld will contain only model (non-view) transformations. This is an invalid assumption if the scene graph contains Camera nodes. I imagine we could have logic like this: Check the NodePath for the presence of Camera nodes. If Camera nodes are present in the path Get the view matrix as in existing code else do as Sergey suggests: Get the accumulated model transform from the NodePath View = inverseModel * modelViewMatrix But this appears to be quite a bit of code bulk to support a corner case usage situation. Given that SceneView is deprecated, and there are workarounds available for anaglyphic stereo, it doesn't appear to me that any change is in order for osgWorks / osgBullet. -- -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] isCurrent() doesn't really work.
I was just thinking of making isCurrent() virtual and implementing it for each of the windowing implementations. Then in releaseContext, it could check to see if the context being released is actually the current context. It may be nice to get the current GraphicsContext, but the cost of that is someone could change the context using a direct api call and the osg calls would be broken again. Using the native api call internally would prevent that. Having a GetCurrentContext static call like you said could still be implemented, and it could be made more robust by verifying it using the isCurrent() call that works with the system level api. The best it could do, however, if isCurrent() returns false on the suspected current context would be to return NULL. Either way, the GetCurrentContext() call would be an additional feature to fixing isCurrent(). Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32046#32046 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Logitech Joystick Extreme 3D pro USB OSG
Hi, I would like to know how to get my Logitech Joystick Extreme 3D pro USB to work with Open Scene Graph. Is there an existing version for Windows XP that might already work with USB Joysticks? ... Thank you! Cheers, Patrick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32048#32048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG
Under wndows, your joystick should just work, as certain functions are mapped direclty to mouse functions. If you want specifics actions and use of other buttons and features of your joystick then you will have to add code to do that From: osg-users-boun...@lists.openscenegraph.org on behalf of Patrick Pagano Sent: Fri 9/24/2010 1:59 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Logitech Joystick Extreme 3D pro USB OSG Hi, I would like to know how to get my Logitech Joystick Extreme 3D pro USB to work with Open Scene Graph. Is there an existing version for Windows XP that might already work with USB Joysticks? ... Thank you! Cheers, Patrick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32048#32048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG
I've used SDL (Simple Direcmedia Layer) alongside OSG with success (for the Joystick you mentioned as well as gamepads, etc.). SDL is lightweight and simple to use. http://www.libsdl.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues
Hello Erin, Can you confirm that the 2 examples you mention in your post made it into the 2.9.9 developer release? In the previous post on this thread I mentioned more than 2 examples... Do you mean the osgQtWidgets and osgQtBrowser examples, or the osgViewerQtContext and osgViewerQtWidget examples? In any case, all four are in 2.9.9 (since it is made off the trunk). You just need to configure with Qt in CMake and they should be included in your build. CMake should find your Qt automatically, but if it doesn't or it finds the wrong one, I find putting the right path in the QT_QMAKE_EXECUTABLE variable and pressing Configure again makes it use that path for all other components it needs. 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] Logitech Joystick Extreme 3D pro USB OSG
I have installed binaries on windows and when i run OSGviewer with an .obj or an .flt i do not get any Joystick control. Perhaps i am using the wrong thing to load and joystick around models? The mouse and the number keys all work. Is there a flag that can be set at commandline to use the joystick? ... Thank you! Cheers, Patrick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32053#32053 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues
Hi, I was referring to the osgViewerQt* examples - though I can see that is not clear in my original post! Thank you for the clarification. I have built all the QT examples in 2.9.9 at this point and they seem to be working great. Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32054#32054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7
Hi, Exactly as Farshid Said I have modified PreparePixelFormatSpecification function in GraphicsWindowWin32.cpp to test the workaround. Interestingly PreparePixelFormatSpecification has a input allowSwapExchangeARB parameter as if someone had similar problem before. But this parameter is used when function is called but not influenced directly by GraphicContext::Traits. In my opinion the best option would be expose Swap method in the GraphicContext::Traits. I may try to come up with a patch on monday. Anyone to beat me on this ;-) ? Wojtek From: Farshid Lashkari Sent: Friday, September 24, 2010 6:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7 Hi Robert, On Fri, Sep 24, 2010 at 9:28 AM, Robert Osfield robert.osfi...@gmail.com wrote: Did you modify the OSG to achieve this? If so could you post the changes. Perhaps this could be made as an runtime option in osgViewer. My application handles all the windowing code itself, so I didn't need to make any changes to OSG. I noticed that GraphicsWindowWin32.cpp hard codes the swap method to WGL_SWAP_EXCHANGE_ARB. To apply this workaround the users would just need to change this to WGL_SWAP_COPY_ARB and recompile. Having this configurable would be ideal, however I'm not very familiar with osgViewer, so I'm probably not the best person to make this change, otherwise I would have already submitted a patch ;) Cheers, Farshid ___ 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] shadows and custom shaders
Hi guys, So I have been reworking to support the shadows. Does the tex gen coords get stored in the texture matrix? Am I wrong to assume I can still use the fixed-function tex gen coords with a shader? Werner, I noticed you said you replaced the OSG shader with your own. Do you happen to know what happens when you stop using an uber-shader to render everything in your scene. My scene has many shaders in the graph. To me it seems like some data might be getting overridden down the traversal of the scene. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32056#32056 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadows and custom shaders
Hi Michael, So I have been reworking to support the shadows. Does the tex gen coords get stored in the texture matrix? Am I wrong to assume I can still use the fixed-function tex gen coords with a shader? Texture coordinate generation is done by the Vertex stage, so as soon as you start using a vertex shader you need to do tex coord generation for your shadow texture unit too. Check the vertex shaders in src/osgShadow/StandardShadowMap.cpp for guidance. I noticed you said you replaced the OSG shader with your own. Do you happen to know what happens when you stop using an uber-shader to render everything in your scene. My scene has many shaders in the graph. To me it seems like some data might be getting overridden down the traversal of the scene. If you use different shaders on different nodes, you need to do shadow texgen computation (vertex shader) and shadow application (fragment shader) in all of them. You can easily factor out those functions into small shader files that you will include everywhere you use your own shaders. That's what the shaders in StandardShadowMap.cpp do - the main shader declares a DynamicShadow() function and calls it, and the shadow shader defines that function. You can do the same, just write your own main shader, declaring the DynamicShadow() function and calling it, and include the same shadow shader (with the code of DynamicShadow()) in all of them. 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] shadows and custom shaders
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step of the shadow maps and getting rid of the fixed function tex gen and then pushing the matrices for the shadow projection into my vertex shaders and doing the math there. Thanks for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32058#32058 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadows and custom shaders
Hi Michael, Thanks J-S. Yea I finally got it working. I did it by taking over the cull step of the shadow maps and getting rid of the fixed function tex gen and then pushing the matrices for the shadow projection into my vertex shaders and doing the math there. I think you may have overcomplicated things for yourself a bit... You dind't have to remove any fixed function state at all, since when you use shaders it's implicitly replaced by your shader. Also, in the shader you have everything you need to be able to calculate the texgen already (care of the TexGen and some other calculations). This is all spelled out in the shaders at the top of src/osgShadow/StandardShadowMap.cpp, as I mentioned before. You have a function called DynamicShadow: void DynamicShadow( in vec4 ecPosition ) { // generate coords for shadow mapping gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] ); gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] ); gl_TexCoord[1].p = dot( ecPosition, gl_EyePlaneR[1] ); gl_TexCoord[1].q = dot( ecPosition, gl_EyePlaneQ[1] ); } (the gl_EyePlane* are set up by the TexGen) and you call it like this: vec4 ecPos = gl_ModelViewMatrix * gl_Vertex; DynamicShadow( ecPos ); And as I said, you can put the first part in a file that you will add to every osg::Program you have, in addition to your own shader that will have the second set of lines in it. Same for the fragment shader,, where you would do the shadowmap lookup using the texcoords that were calculated above in the vertex shader. That way you're not duplicating much code, you're reusing the same file in many places. And you're working within the system instead of replacing big parts of it, which I find preferable since it's less prone to break later on if OSG changes. Anyways, good to know you have something that works, but I just wanted to point out that there may be a better way. 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