[osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Thomas Hogarth
I all

I'm interested in using the new osg formats, a new xml and binary format I
believe. I was wondering if there is any information on using the
new system, Example questions being

What plugins do I need? osgdb_osg? osgdb_serializers_osg?

Do any of the exporters support it? Especially 3DS Max osgExp

Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)?

What are the biggest benefits of the new system?


Any advice would be appreciated
Tom
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Re: [osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Wang Rui
Hi Thomas,

2010/11/4 Thomas Hogarth thomas.hoga...@googlemail.com:
 What plugins do I need? osgdb_osg? osgdb_serializers_osg?

You will need osgdb_osg and osgdb_serializers_... for reading/writing
with the new formats

 Do any of the exporters support it? Especially 3DS Max osgExp

At present, no one as I've known. But it will be easy to convert any
osg supported formats to the new serialization ones, for example:
osgconv cow.osg cow.osgb // convert to binary format

 Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)?

No relation. USE_DOTOSGWRAPPER is only used in the .osg format.
ADD_SERIALIZER macros are used in the new formats.

 What are the biggest benefits of the new system?


Have a look at:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/SerializationSupport

Hope these can help you. The serialization support is still young. It
is always appreciated if you can help test and improve it. :-)

Cheers,

Wang Rui
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Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-04 Thread Axel Spirtaat
Hi all,
for completeness i share here a site [¹] that allows to convert sketchup models 
into 3ds, obj and other formats. I found and tried it yesterday evening and 
sees to work well.
I hope this post can help those who had my own doubts and problems.

Thanks again to all, best regards,


Axel


[1] http://www.babel3d.com

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Re: [osg-users] Get texcoord form PolytopeIntersector intersection

2010-11-04 Thread Robert Osfield
Hi Aitor,

The PolytopeIntersector doesn't record this information, and one could
interpret intersections with a polytope in many ways, certainly
nothing a simple as a index and ratio like you can with a line or
planar intersection.

Intersecting a mesh with a polytope is very different than with a line
segment, you can't just apply the same expectations, just have think
about it, there isn't one intersection point when a triangle
intersects a polytope, you simply can't suddenly apply a point
intersection style approach.

Robert.

On Wed, Nov 3, 2010 at 11:21 AM, Aitor Ardanza aitoralt...@terra.es wrote:
 Hi,

 I have the code to do with LineSegmentIntersector, but I don't know how can I 
 get the IndexList and RatioList to do the same with PolytopeIntersector.


 Code:
 osg::Drawable* drawable = intersection.drawable.get();
 osg::Geometry* geometry = drawable ? drawable-asGeometry() : 0;
 osg::Vec3Array* vertices = geometry ? 
 dynamic_castosg::Vec3Array*(geometry-getVertexArray()) : 0;
 if (vertices)
 {
  // get the vertex indices.
  const osgUtil::LineSegmentIntersector::Intersection::IndexList indices = 
 intersection.indexList;
 const osgUtil::LineSegmentIntersector::Intersection::RatioList ratios = 
 intersection.ratioList;

  if (indices.size()==3  ratios.size()==3)
 {
  unsigned int i1 = indices[0];
 unsigned int i2 = indices[1];
 unsigned int i3 = indices[2];

 float r1 = ratios[0];
 float r2 = ratios[1];
 float r3 = ratios[2];

 osg::Array* texcoords = (geometry-getNumTexCoordArrays()0) ? 
 geometry-getTexCoordArray(0) : 0;
 osg::Vec2Array* texcoords_Vec2Array = 
 dynamic_castosg::Vec2Array*(texcoords);
 if (texcoords_Vec2Array)
 {
 // we have tex coord array so now we can compute the final tex coord at the 
 point of intersection.
 osg::Vec2 tc1 = (*texcoords_Vec2Array)[i1];
  osg::Vec2 tc2 = (*texcoords_Vec2Array)[i2];
 osg::Vec2 tc3 = (*texcoords_Vec2Array)[i3];
 osg::Vec2 tc = tc1*r1 + tc2*r2 + tc3*r3;
 }
 }





 Any idea

 Thank you!

 Cheers,
 Aitor

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Re: [osg-users] problem with osgshadow compilation in osgshadow example

2010-11-04 Thread Robert Osfield
Hi Juan,

Using mingw with the OSG is not often done so you'll best testing
something that few others do so if you spot problems then you'll need
to pitch in to help resolve.

As a general note, this error with linking against OpenThreads points
to a an issue with how the OSG/OpenThreads was built and what the
example is linking against.  Normally the OSG is able to keep this all
consistent, but if you build the OpenThreads with one configuration,
change the configuration and build your application against that new
configuration but link against the OpenThreads with the old
configuration you might see problems.  The include/OpenThreads/Config
file is autogenerated and should be consistent.

Robert.

2010/11/3 Juan S. Valverde García j.valve...@virtualmech.com:
 Hi,

 Thank you very much in advance for any help!

 So I'm trying to cast some shadows on my OSG virtual world. I started
 looking for the osgshadow example and manual to have a clue about this.
 When I try to compile the example, using mingww gcc 4.4.0, i get the
 followeing error:

 debug/osgshadow.o: In function `ViewData':

 C:\devtools\projects\OSG\pruebas
 ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:176:
 undefined reference to `_imp___ZN11OpenThreads5MutexC1ENS0_9MutexTypeE'

 C:\devtools\projects\OSG\pruebas
 ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:176:
 undefined reference to `_imp___ZN11OpenThreads5MutexD1Ev'

 debug/osgshadow.o: In function `~ViewData':

 C:\devtools\projects\OSG\pruebas
 ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:152:
 undefined reference to `_imp___ZN11OpenThreads5MutexD1Ev'

 C:\devtools\projects\OSG\pruebas
 ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:152:
 undefined reference to `_imp___ZN11OpenThreads5MutexD1Ev'

 collect2: ld returned 1 exit status


 Of course, first thing I tried was understanding the problem. No way. Second
 googled it. No trace of it in the www. So I came to the forum. Any clue
 about it?
 Again, any help would be much appreciated. My world is sad without a shadow!

 Best regards
 Juan


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Re: [osg-users] Integrating OSG with freevr

2010-11-04 Thread Robert Osfield
Hi Mohammad,

Use osgViewer::Viewer along with the GraphicsWindowEmbedded support to
provide similar functionality to SceneView.  See the osgviewerGLUT and
osgviewerSDL examples.

Robert.

On Wed, Nov 3, 2010 at 4:16 PM, Mohammad Reza Shakouri
mimreza...@yahoo.com wrote:
 Hi everybody,

 I have assigned to a task which I should integrate freevr to osg in order to  
 create an interactive graphical world. I have a sample using 
 osgUtil::sceneView  to make it possible . But I have to do this task using 
 osgViewer::Viewer .. I tried to modify the code but it seems the procedure in 
  osgUtil::sceneView and osgViewer::Viewer are different. Recently , I have 
 bee study these two namespace and their classes. But so far no luck with 
 integration. I really appreciate if somebody would help me by giving me a 
 hint or a sample code.

 Thank you!

 Cheers,

 Mohammad Reza shakouri

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Re: [osg-users] How to show all objects

2010-11-04 Thread Robert Osfield
Hi Robert,

On Wed, Nov 3, 2010 at 9:35 PM, Robert Gosztyla
robert.goszt...@gmail.com wrote:
 I have i think a simple question. If i'm adding new objects on scene and they 
 are invisible (culled) or partialy invisible, how to force view or camera to 
 show all objects (whole scene). Is there any simple method?

Is it simply that you want to change the viewers master Camera to look
at the newly expanded scene?  Are you wanting to reset the camera
manipulators home position?

Robert.
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Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-04 Thread Robert Osfield
Hi Thomas,

Interesting investigation and fix.  Does this issue occur on the
target hardware and software emulators of it?

Robert.

On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 Fixed it,

 So after a bit of thinking I realised that the default buffer must be re
 binded at some point so did another search and found 3 calls to

 fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);

 And my earlier hunch was correct that ios' default buffer id is actually 1
 so changing to the below makes it work

 fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 1);

 So now I need to add a DEFAULT_FRAMEBUFFER define or something in the
 FrameBufferObject header file that is set it to 1 on ios

 Over all though, good news. Performance seems great too.

 Tom

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Re: [osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Robert Osfield
Hi Thomas  Wang Rui,

On Thu, Nov 4, 2010 at 6:16 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)?

This reminds me of an item on the TODO list for serializers - support
for statically linking the serializers.   To achieve this the osg
plugin itself will have to directly reference the serializers, so have
something like USE_OSGSERIALIZERS(osg), USE_OSGSERIALIZERS(osgDB) etc,
ideally we'd have the list automatically generated.

Robert.
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Re: [osg-users] How to show all objects

2010-11-04 Thread Robert Gosztyla
Hi,


 ...that you want to change the viewers master Camera to look
 at the newly expanded scene?...


I want to do this. Regarding home position probably i could use home() method, 
right? I have a case that i'm expanding my terrain with new tiles (i'm building 
it) and after adding new tile i would like to see whole terrain (of course if 
it is possible (camera ranges etc.)).

Thank you!

Cheers,
Robert

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Re: [osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Wang Rui
Hi Robert,

I've just made a compatibility fix of the serializers which allows
specifying the working OSG version while developing class wrappers.
I'll have more tests and try to add the static link support as well.
All are hoped to be finished tomorrow.

Cheers,

Wang Rui


2010/11/4 Robert Osfield robert.osfi...@gmail.com:
 Hi Thomas  Wang Rui,

 On Thu, Nov 4, 2010 at 6:16 AM, Thomas Hogarth
 thomas.hoga...@googlemail.com wrote:
 Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)?

 This reminds me of an item on the TODO list for serializers - support
 for statically linking the serializers.   To achieve this the osg
 plugin itself will have to directly reference the serializers, so have
 something like USE_OSGSERIALIZERS(osg), USE_OSGSERIALIZERS(osgDB) etc,
 ideally we'd have the list automatically generated.

 Robert.
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[osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Sukender
Hi all,

I need to generate mipmaps from an osg::Image (a 2D image actually, which may 
be S3TC-DXTC compressed or not), and I have no OpenGL context. I just want my 
image to have mipmaps. Do you know anything that may help me?
- Something to get a context without having to realize something, or with an 
invisible window?
- Something to allocate mipmap memory, compute mipmaps, and store them in the 
osg::Image?

I guess osg::gluBuild2DMipmaps() is the key, but it needs a context and process 
does not appear to be straightforward to me.
Thanks.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Robert Osfield
Hi Sukender,

My plan is to add a Image::buildMipmaps() functions that will use the
new local gluScaleImage function that no longer requires a graphics
context.  However, this function won't support compressed textures as
GLU has never support texture compression, and our integration of GLU
parts into the OSG hasn't magically changed this.

I am also planning to integrate NVidiaTextureTools as an OSG
plugin/extension which will be able to compliment the GLU functions
and add support for compressed texture formats.  This will however
require the NVTT as external dependency.

I may be able to get on to these tasks next week.

Robert.


On Thu, Nov 4, 2010 at 11:47 AM, Sukender suky0...@free.fr wrote:
 Hi all,

 I need to generate mipmaps from an osg::Image (a 2D image actually, which may 
 be S3TC-DXTC compressed or not), and I have no OpenGL context. I just want my 
 image to have mipmaps. Do you know anything that may help me?
 - Something to get a context without having to realize something, or with an 
 invisible window?
 - Something to allocate mipmap memory, compute mipmaps, and store them in the 
 osg::Image?

 I guess osg::gluBuild2DMipmaps() is the key, but it needs a context and 
 process does not appear to be straightforward to me.
 Thanks.

 Cheers,

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Sukender
Hi Robert,

Having a Image::buildMipmaps() would be nice to me. I'd handle compressed 
textures by myself. Please let me know via osg-users...

And having NVTT as an extension could be nice too.
What about the KTX/ETC format ( http://www.khronos.org/opengles/sdk/tools/KTX/ 
)? Are there plans to integrate Khronos' format using libktx?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Robert Osfield robert.osfi...@gmail.com a écrit :

 Hi Sukender,
 
 My plan is to add a Image::buildMipmaps() functions that will use the
 new local gluScaleImage function that no longer requires a graphics
 context.  However, this function won't support compressed textures as
 GLU has never support texture compression, and our integration of GLU
 parts into the OSG hasn't magically changed this.
 
 I am also planning to integrate NVidiaTextureTools as an OSG
 plugin/extension which will be able to compliment the GLU functions
 and add support for compressed texture formats.  This will however
 require the NVTT as external dependency.
 
 I may be able to get on to these tasks next week.
 
 Robert.
 
 
 On Thu, Nov 4, 2010 at 11:47 AM, Sukender suky0...@free.fr wrote:
  Hi all,
 
  I need to generate mipmaps from an osg::Image (a 2D image actually,
 which may be S3TC-DXTC compressed or not), and I have no OpenGL
 context. I just want my image to have mipmaps. Do you know anything
 that may help me?
  - Something to get a context without having to realize something, or
 with an invisible window?
  - Something to allocate mipmap memory, compute mipmaps, and store
 them in the osg::Image?
 
  I guess osg::gluBuild2DMipmaps() is the key, but it needs a context
 and process does not appear to be straightforward to me.
  Thanks.
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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[osg-users] Integrating OSG with Qt: QOSGWidget memory consumption

2010-11-04 Thread Shahar Kosti
Hi,

I'm new to OSG and trying to create a Qt-based application with OSG windows 
inside. To do this, I'm following the osgviewerQT example using the 
multi-threaded CompositeViewer mode (--MTCompositeViewer).

When I start the example with a model it seems to be loaded 6 times, which is 
also the number of views. This makes the memory consumption much larger than 
the other modes in that example. Why is the model loaded multiple times? Is it 
possible to load it once for all views?

OSG version - 2.9.9, Qt version - 4.5.1
Command line parameters: osgviewerQT.exe -- QOSGWidget --MTCompositeViewer 
my_model.ive

Thank you!

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[osg-users] include obj, camera fov, complex texture formats

2010-11-04 Thread Ares Lagae
Hi all,

I am new to OpenSceneGraph. My goal is to create an osg input file for use with 
osgviewer demonstrating some complex GLSL shaders. Since I cannot easily find 
documentation for the osg file format, I am posting some quick questions here. 
I appreciate any quick pointers, the answer does not have to be detailed, I'll 
figure it out.

* Which node do I need to load geometry from an external obj file? My geometry 
is in separate OBJ files, which I want to include in a single osg file.

* Which node do I need to set the properties of a perspective camera, including 
the field of view?

* One of my GLSL shaders uses a usampler1D sampler and a corresponding 
glTexImage1D with GL_LUMINANCE8UI_EXT as internal format and 
GL_LUMINANCE_INTEGER_EXT as format. What do I need to do to support this 
texture? If the Texture2D node can handle the internal format and formats above 
then I should be fine?

* One of my GLSL shaders uses a sampler3D sampler and a corresponding 
glTexImage3D with GL_LUMINANCE32F_ARB as internal format and GL_LUMINANCE as 
format. Same question as above. Are 3D textures supported?

Thanks,

Ares

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Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Robert Osfield
Hi Sukender,

On Thu, Nov 4, 2010 at 12:13 PM, Sukender suky0...@free.fr wrote:
 What about the KTX/ETC format ( 
 http://www.khronos.org/opengles/sdk/tools/KTX/ )? Are there plans to 
 integrate Khronos' format using libktx?

I'm not familiar with libktx and don't have any plans w.r.t to it.

Robert.
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Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Frederic Bouvier
Hi Robert,

I recently implemented a shader technique in FlightGear that needed to 
compute the mipmaps levels with the min operator on the alpha channel 
instead of the classical average that is usually used. For that technique,
I computed the mipmaps on the CPU. 

If you design a new function that can compute mipmaps, would it be 
possible to choose the operation that merge the four source pixels into 
the pixel of the next level ? By providing a callback or a function 
object that default to average on all channels ?

My implementation is here : 
http://gitorious.org/fg/simgear/blobs/next/simgear/scene/material/mipmap.cxx

The technique implemented is shown in this short video :
http://www.youtube.com/watch?v=lwVrKb2yShk

Regards,
-Fred

- Robert Osfield a écrit :

 Hi Sukender,
 
 My plan is to add a Image::buildMipmaps() functions that will use the
 new local gluScaleImage function that no longer requires a graphics
 context.  However, this function won't support compressed textures as
 GLU has never support texture compression, and our integration of GLU
 parts into the OSG hasn't magically changed this.
 
 I am also planning to integrate NVidiaTextureTools as an OSG
 plugin/extension which will be able to compliment the GLU functions
 and add support for compressed texture formats.  This will however
 require the NVTT as external dependency.
 
 I may be able to get on to these tasks next week.
 
 Robert.
 
 
 On Thu, Nov 4, 2010 at 11:47 AM, Sukender suky0...@free.fr wrote:
  Hi all,
 
  I need to generate mipmaps from an osg::Image (a 2D image actually,
 which may be S3TC-DXTC compressed or not), and I have no OpenGL
 context. I just want my image to have mipmaps. Do you know anything
 that may help me?
  - Something to get a context without having to realize something, or
 with an invisible window?
  - Something to allocate mipmap memory, compute mipmaps, and store
 them in the osg::Image?
 
  I guess osg::gluBuild2DMipmaps() is the key, but it needs a context
 and process does not appear to be straightforward to me.
  Thanks.
 
  Cheers,
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
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Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-04 Thread Thomas Hogarth
Hi Robert

I occurs on the hardware,I haven't tried the emulator yet as it takes so
long to build everything :( (Stephan, do you have the emulator running at
the mo). I got suspicious when I noticed the rtt fbo id was 2, after a
little reading it became clear this issue had tripped a few people up.

In terms of fixing it with a define, where would you feel the best place for
the define is as the 0 id is used in FrameBufferObject.cpp and
RenderStage.cpp. The reason I ask is that you need to #include
TargetConditionals.h to determine we are on the IOS platform and this is
already done in GL header. So I was wondering if perhaps I should put it
into GL header.

On a slightly different note. I'm starting to feel the need for an
OSG_TARGET_PLATFORM or something similar. As we do more gles platforms I
think determining the platform we are building for is going to become more
difficult and at the moment it can be a problem for things like IPhone as
CMake and XCode may just think we are building for OSX, since thats the
platform we are on. An OSG_TARGET_PLATFORM define would give us a one stop
shop for that information.


Cheers
Tom

On 4 November 2010 09:29, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Thomas,

 Interesting investigation and fix.  Does this issue occur on the
 target hardware and software emulators of it?

 Robert.

 On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth
 thomas.hoga...@googlemail.com wrote:
  Fixed it,
 
  So after a bit of thinking I realised that the default buffer must be re
  binded at some point so did another search and found 3 calls to
 
  fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
 
  And my earlier hunch was correct that ios' default buffer id is actually
 1
  so changing to the below makes it work
 
  fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 1);
 
  So now I need to add a DEFAULT_FRAMEBUFFER define or something in the
  FrameBufferObject header file that is set it to 1 on ios
 
  Over all though, good news. Performance seems great too.
 
  Tom
 
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Re: [osg-users] Integrating OSG with Qt: QOSGWidget memory consumption

2010-11-04 Thread Shahar Kosti
Eventually I went with a modified version of the --CompositeViewer part of 
the example. I'm still not sure what is wrong with the other approach - the 
number of GraphicsContext and View objects is the same.

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Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Robert Osfield
Hi Frederic,

On Thu, Nov 4, 2010 at 2:00 PM, Frederic Bouvier fredlis...@free.fr wrote:
 If you design a new function that can compute mipmaps, would it be
 possible to choose the operation that merge the four source pixels into
 the pixel of the next level ? By providing a callback or a function
 object that default to average on all channels ?

My plan is to to simply use gluScaleImage to compute the mipmaps, with
this it won't be possible to introduce any custom callbacks.  To do
what you are asking about we'd need to refactor the internals of the
the glu functions which will be no small task.

Having compute mipmap code in osg::Image doesn't preclude users having
their own mipmap code, all you need to do is precompute the mipmaps,
something you'll already being doing so the new code shouldn't affect
you.

Robert.
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[osg-users] Animation end callback

2010-11-04 Thread Michail Lanam
Does osgAnimation has some sort of AnimationEndCallback?

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Re: [osg-users] VPB How to add geometry to an existing terrain

2010-11-04 Thread Alejandro Aguilar Sierra
Thanks.

The next natural question is, how do I know which levels belongs to
higher resolution texture and which to geometry, given that my
previous high resolution data was  3 for geometry and 1 for texture?

Regards,

-- A.


On Fri, Oct 29, 2010 at 2:13 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/PatchExisting

 On 29/10/10 08:05, Alejandro Aguilar Sierra wrote:

 Hello:

 A year ago we built a terrain of Mexico using data from GTopo30 (30)
 and SRTM (3) for the geometry and Bluemarble (15) and Landsat (near
 1) for the texture. It took a complete weekend and 100GB IVE database
 in a Dell Precision  T5400 with 8GB RAM and 1TB HD. Today we want to
 refine the terrain with data for specific regions (1 from INEGI)
 without rebuilding everything. After all we would not change the
 existing data (levels 1 to 12), just add finer geometry creating upper
 levels.

 Is that possible with current VPB? How?

 Thanks in advance.

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[osg-users] Crash with new StatsHandler?

2010-11-04 Thread Sukender
Hi all,

[Config: MSVC9, 32 bits, latest OSG trunk]
I got a strange crash when launching osgViewer. StatsHandler allocates a new 
Camera, and the Camera allocates a StateSet... and this crashes.

Stack trace looks like:
  std::mapstd::pairenum osg::StateAttribute::Type,unsigned 
int,std::pairosg::ref_ptrosg::StateAttribute,unsigned 
int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int 
,std::allocatorstd::pairstd::pairenum osg::StateAttribute::Type,unsigned 
int const ,std::pairosg::ref_ptrosg::StateAttribute,unsigned int   
::mapstd::pairenum osg::StateAttribute::Type,unsigned 
int,std::pairosg::ref_ptrosg::StateAttribute,unsigned 
int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int 
,std::allocatorstd::pairstd::pairenum osg::StateAttribute::Type,unsigned 
int const ,std::pairosg::ref_ptrosg::StateAttribute,unsigned int   ()  
Ligne 104  C++
  osg::StateSet::StateSet()  Ligne 89 + 0x7a octets C++
  osg::Camera::Camera()  Ligne 40 + 0x22 octets C++
  osgViewer::StatsHandler::StatsHandler()  Ligne 51 + 0x25 octets   C++
  main(int argc=2, char * * argv=0x00f49808)  Ligne 119 + 0x30 octets   C++

Any idea?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Crash with new StatsHandler?

2010-11-04 Thread Robert Osfield
Hi Sukender,

The pointer values suggest to be a dangling pointer of somekind, so
perhaps an uninitialized variables.  Another possibility is simply
that you've compiled against one version of the OSG and are now
linking at runtime to another, so perhaps a clean build and purge of
all install OSG libs would do the trunk.

Robert.

On Thu, Nov 4, 2010 at 3:38 PM, Sukender suky0...@free.fr wrote:
 Hi all,

 [Config: MSVC9, 32 bits, latest OSG trunk]
 I got a strange crash when launching osgViewer. StatsHandler allocates a new 
 Camera, and the Camera allocates a StateSet... and this crashes.

 Stack trace looks like:
  std::mapstd::pairenum osg::StateAttribute::Type,unsigned 
 int,std::pairosg::ref_ptrosg::StateAttribute,unsigned 
 int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int 
 ,std::allocatorstd::pairstd::pairenum osg::StateAttribute::Type,unsigned 
 int const ,std::pairosg::ref_ptrosg::StateAttribute,unsigned int   
 ::mapstd::pairenum osg::StateAttribute::Type,unsigned 
 int,std::pairosg::ref_ptrosg::StateAttribute,unsigned 
 int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int 
 ,std::allocatorstd::pairstd::pairenum osg::StateAttribute::Type,unsigned 
 int const ,std::pairosg::ref_ptrosg::StateAttribute,unsigned int   () 
  Ligne 104      C++
  osg::StateSet::StateSet()  Ligne 89 + 0x7a octets     C++
  osg::Camera::Camera()  Ligne 40 + 0x22 octets C++
  osgViewer::StatsHandler::StatsHandler()  Ligne 51 + 0x25 octets       C++
  main(int argc=2, char * * argv=0x00f49808)  Ligne 119 + 0x30 octets   C++

 Any idea?

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Thomas Hogarth
Thanks for the info Wang,Robert

The ability to easily extend wrappers looks very interesting.

I might have a little look at recompiling the 3ds max exporter to add
ability to export to the new formats. I'll let you know if I get round to it
:)

Tom

On 4 November 2010 09:32, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Thomas  Wang Rui,

 On Thu, Nov 4, 2010 at 6:16 AM, Thomas Hogarth
 thomas.hoga...@googlemail.com wrote:
  Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)?

 This reminds me of an item on the TODO list for serializers - support
 for statically linking the serializers.   To achieve this the osg
 plugin itself will have to directly reference the serializers, so have
 something like USE_OSGSERIALIZERS(osg), USE_OSGSERIALIZERS(osgDB) etc,
 ideally we'd have the list automatically generated.

 Robert.

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Re: [osg-users] does LiSPSM cull the objects in the scene?

2010-11-04 Thread Ramy Gowigati
Thanks for your answer :) I knew you were going to reply :-D

Thanks for your advise, those are the values I am playing with. I was also 
tried to give the ShadowScene the objects I want to cast shadows (by applying 
the castShadowMask on selected objects). that actually worked, but performance 
was still slow.

The problem appears to be that our scene is too big and too complex (in terms 
of tri count). I believe that's where the problem is, scene has a very large 
tri count and the shadow almost doubles it which is an overkill for the GPU. So 
I will look into trying to simplify the scene then having another go.

Are there any shadowing techniques that can help? Or is LiSPSM the best in my 
case?

thanks

ramy

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Re: [osg-users] problem with osgshadow compilation in osgshadow example

2010-11-04 Thread Juan S. Valverde García

Hi Robert,
Thanks for your quick response. I really appreciatte that.

So it happen that I fixed the problem just adding the following include:

#includeOpenThreads/Mutex

How does this sound to you? Does it make sense?
Regards
Juan

El 04/11/2010 10:15, Robert Osfield escribió:

Hi Juan,

Using mingw with the OSG is not often done so you'll best testing
something that few others do so if you spot problems then you'll need
to pitch in to help resolve.

As a general note, this error with linking against OpenThreads points
to a an issue with how the OSG/OpenThreads was built and what the
example is linking against.  Normally the OSG is able to keep this all
consistent, but if you build the OpenThreads with one configuration,
change the configuration and build your application against that new
configuration but link against the OpenThreads with the old
configuration you might see problems.  The include/OpenThreads/Config
file is autogenerated and should be consistent.

Robert.

2010/11/3 Juan S. Valverde Garcíaj.valve...@virtualmech.com:

Hi,

Thank you very much in advance for any help!

So I'm trying to cast some shadows on my OSG virtual world. I started
looking for the osgshadow example and manual to have a clue about this.
When I try to compile the example, using mingww gcc 4.4.0, i get the
followeing error:

debug/osgshadow.o: In function `ViewData':

C:\devtools\projects\OSG\pruebas
ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:176:
undefined reference to `_imp___ZN11OpenThreads5MutexC1ENS0_9MutexTypeE'

C:\devtools\projects\OSG\pruebas
ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:176:
undefined reference to `_imp___ZN11OpenThreads5MutexD1Ev'

debug/osgshadow.o: In function `~ViewData':

C:\devtools\projects\OSG\pruebas
ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:152:
undefined reference to `_imp___ZN11OpenThreads5MutexD1Ev'

C:\devtools\projects\OSG\pruebas
ascensor\shadow/../../../../library/OpenSceneGraph-2.9.8/include/osgShadow/ViewDependentShadowTechnique:152:
undefined reference to `_imp___ZN11OpenThreads5MutexD1Ev'

collect2: ld returned 1 exit status


Of course, first thing I tried was understanding the problem. No way. Second
googled it. No trace of it in the www. So I came to the forum. Any clue
about it?
Again, any help would be much appreciated. My world is sad without a shadow!

Best regards
Juan


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Re: [osg-users] problem with osgshadow compilation in osgshadow example

2010-11-04 Thread Robert Osfield
HI Juan,

2010/11/4 Juan S. Valverde García j.valve...@virtualmech.com:
 So it happen that I fixed the problem just adding the following include:

 #include OpenThreads/Mutex

 How does this sound to you? Does it make sense?

Wow, no I can't make any of sense of it yet.  One normally fixing
linking errors by adding in libs to your link line, not changes to
headers that should have been read in anyway - otherwise how would the
code compile in the first place?

What code did you add the #include OpenThreads/Mutex to?

Robert.
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Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-04 Thread Thomas Hogarth
Hi Stephan

One other note on getting FBO rtt to work. Seems you have to wait for the
uiview to be launched before the context is actually ready. At the moment
I'm doing this by attaching the rtt camera to the graph after the first call
to update, but i'm guessing this would be very device and frame
rate specific. I currently have my timer set at around 30 fps.

I think I might be able to move the call to createframebuffers in the iphone
viewer to happen during realize rather then waiting for the view itself to
be displayed. But i'm unsure if it is framebuffer or context related at this
time.

Cheers
Tom



 On 4 November 2010 09:29, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Thomas,

 Interesting investigation and fix.  Does this issue occur on the
 target hardware and software emulators of it?

 Robert.

 On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth
 thomas.hoga...@googlemail.com wrote:
  Fixed it,
 
  So after a bit of thinking I realised that the default buffer must be re
  binded at some point so did another search and found 3 calls to
 
  fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
 
  And my earlier hunch was correct that ios' default buffer id is actually
 1
  so changing to the below makes it work
 
  fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 1);
 
  So now I need to add a DEFAULT_FRAMEBUFFER define or something in the
  FrameBufferObject header file that is set it to 1 on ios
 
  Over all though, good news. Performance seems great too.
 
  Tom
 
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[osg-users] OSG and OpenGL version testing and OpenGL extension testing

2010-11-04 Thread David Glenn
Greetings all!

I was wondering if there is any OpenGL version checks and/or OpenGL extension 
testing that goes on in the background in OSG.

I'm having a problem that while using a GeForce 7800 card (that uses OpenGL 
2.0) that some of my models come up half way alpha channeled at times. I don't 
have anything that changes that part of the color in the code. I go to the card 
that I'm developing with, a GeForce 8600 card (that uses OpenGL 2.1) and I 
don't have the problem. 

Is there some issues that come up when you use OpenGL 2.0?

I know that we are talking about the difference between 4 year old and 5 year 
old cards and the easy answer would be Get a Newer Card, Dummy, but I have to 
get a handle of what is going on to explain to my bosses what is going on!
... 

Thank you!
D Glenn


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Re: [osg-users] OSG and OpenGL version testing and OpenGL extension testing

2010-11-04 Thread Robert Osfield
Hi David,

The has lots of GL checks when setting up use of advanced features -
anything above what is in OpenGL 1.1 is checked for!

In your case it's very likely that the difference you are seeing has
nothing to do with the graphics card unless you are using a feature
that the 7800 doesn't support and the 8600 card does.  Much more
likely is a driver bug.

Robert.

On Thu, Nov 4, 2010 at 5:59 PM, David Glenn david.e.glenn@navy.mil wrote:
 Greetings all!

 I was wondering if there is any OpenGL version checks and/or OpenGL extension 
 testing that goes on in the background in OSG.

 I'm having a problem that while using a GeForce 7800 card (that uses OpenGL 
 2.0) that some of my models come up half way alpha channeled at times. I 
 don't have anything that changes that part of the color in the code. I go to 
 the card that I'm developing with, a GeForce 8600 card (that uses OpenGL 2.1) 
 and I don't have the problem.

 Is there some issues that come up when you use OpenGL 2.0?

 I know that we are talking about the difference between 4 year old and 5 year 
 old cards and the easy answer would be Get a Newer Card, Dummy, but I have 
 to get a handle of what is going on to explain to my bosses what is going on!
 ...

 Thank you!
 D Glenn

 
 D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
 Desk!

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[osg-users] how to transform bounding sphere

2010-11-04 Thread abdelrahman . salah . cs

Hi
how can i reposition the bounding sphere of a Node,
when i reposition a node, it's bounding sphere does not relocate.
i need help. :S
thanks in advance

abdo
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Re: [osg-users] how to transform bounding sphere

2010-11-04 Thread Paul Martz

On 11/4/2010 1:31 PM, abdelrahman.salah...@gmail.com wrote:

Hi
how can i reposition the bounding sphere of a Node,
when i reposition a node, it's bounding sphere does not relocate.
i need help. :S
thanks in advance


Normally you don't need to do this, as any parent Transforms take care of this 
automatically. But sometimes you do need to do it. OSG does it in 
Transform::computeBound, so you could copy that code.


But as it turns out I've already done that for you. The svn trunk of osgWorks 
(osgworks.googlecode.com) contains a utility function for performing this task, 
based on the code in Trancform.cpp:


namespace osgwTools {
osg::BoundingSphere transform( const osg::Matrix m, const 
osg::BoundingSphere sphere )

}

The osgWorks header for this is: #include osgwTools/Transform.h

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-11-04 Thread Huron Sam Perera
Hi Yurii,

I followed your instructions and rebuilt OSG libraries. Then I rebuilt my app 
and tried it. It worked.


Thank you!

Cheers,
Huron

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[osg-users] [forum] TranslateAxisDragger constructor warnings

2010-11-04 Thread Scott Shaw
Hi,

I'm getting a couple warnings while constructing a 
osgManipulator::TranslateAxisDragger:

ObjectWrapperManager::addCompressor(): 'null' already exists.
ObjectWrapperManager::addCompressor(): 'zlib' already exists.

I also get a segfault when closing the application at the deconstructor of 
RegisterCompressorProxy I think as a result of having the TranslateAxisDragger 
in my program. Does anyone know anything about this? If I just leave these 
alone, are they going to cause any errors in my program?

Thank you!
Scott

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Re: [osg-users] OSG and OpenGL version testing and OpenGL extension testing

2010-11-04 Thread David Glenn
Greetings Robert!

Well if it is a driver bug, then it's a persistent one since I've tried just 
about all of the Nvidia Linux drivers from 195.36 up to the latest and it still 
happens. Yet when I try it on a card that supports OGL 2.1 and the problem goes 
away - and in that case, at least wonce, I was using the same driver on both 
cards.

The only thing I can figure that there is a function that I go in and change 
the color of an object. I used a variant of the example osgtexture1D to set 
the color of the whole object, rather than rainbow it. Looking at the OGL spec 
book, I found that there were two improvements that were made in OGL 2.1. One 
on Pixel Buffer Objects and another about sRGB.


... 
D Glenn


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[osg-users] [build] How to use the DatabasePager

2010-11-04 Thread Huron Sam Perera
Hi,

I am converting an application that uses Performer to work with OpenSceneGraph 
in place of Performer. In my application, the paging is done by adding a 
Callback using pfDBaseFunc in which all paging is performed. I looked for a 
similar Callback in the DatabasePager class and could not find one. So, how can 
I convert the functionality of my pfDBaseFunc callback? 


Thank you!

Cheers,
Huron

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Re: [osg-users] [forum] TranslateAxisDragger constructor warnings

2010-11-04 Thread Scott Shaw
I'm writting a qt 4.6 application by the way and it turns out the error shows 
up before constructing the dragger, but didn't show up before having the 
dragger in the program.

Thanks
Scott

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