[osg-users] [3rdparty] FWTools on Visual Studio 2010?
Hi, I am working with an entire app built with Visual Studio 2010. I am using the pre-built OpenSceneGraph 3rd Party files that were built with 2010, but FWTools was NOT built with 2010 and I have not found binaries built with 2010. Further, upon downloading some source for FWTools components, (Proj, to start with), I see it does not have a VS project of any kind. Is anyone able to provide FWTools built with 2010 or a older complete solution that I could upgrade to 2010 and compile? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34189#34189 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgPango Bevel Effect
Hi Jeremy, This effect seems great ! Thanks ! About the dependencies on Windows, I found it not so hard, even pretty simple compared to other projects. Will you let the ability to link dynamicaly and make the static link an option ? Static linking can be even worse in some case. Cheers, On Sat, Nov 27, 2010 at 4:53 PM, Jeremy Moles jer...@emperorlinux.comwrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] MRT with trunk version
Hi, I checked out today the trunk of osgPPU and could see that the MRT seems not working anymore. My code was working with osgPPU 0.4.0, the only differences are the allocation of the output images of the output textures of my InOutUnits. One of my shaders writes in gl_FragData[0], gl_FragData[1] and gl_FragData[2]. 0 is used for the rendering in the next unit, 1 and 2 are redirected as input textures to the concerned input UnitTextures. A colleague could read in former post that the MRT could not work correctly in this version of PPU. Is that really the case ? Vincent ... Thank you! Cheers, Vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34201#34201 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Use OSG with QT
Hi, I want to integrate OSG(2.8.2) with QT(4.7.1). I tried the example http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgQtBrowser/osgQtBrowser.cpp but when I compile it i have an error: the inclusion file osgQt/QGraphicsViewAdapter is not found. How i can solve it ? There are other solution ? Thank you! Cheers, Cosimo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34210#34210 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use OSG with QT
Hi Cosimo, osgQt is part of the svn/trunk version of the OSG, it isn't available in the OSG-2.8.2 stable release. So... you'll need to use svn/trunk. Robert. On Mon, Nov 29, 2010 at 4:38 PM, Cosimo Luigi Manes man...@cheapnet.it wrote: Hi, I want to integrate OSG(2.8.2) with QT(4.7.1). I tried the example http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgQtBrowser/osgQtBrowser.cpp but when I compile it i have an error: the inclusion file osgQt/QGraphicsViewAdapter is not found. How i can solve it ? There are other solution ? Thank you! Cheers, Cosimo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34210#34210 ___ 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] Use OSG with QT
robertosfield wrote: Hi Cosimo, osgQt is part of the svn/trunk version of the OSG, it isn't available in the OSG-2.8.2 stable release. So... you'll need to use svn/trunk. Robert. I will try with svn/trunk. Meanwhile, are there other possibilities to implement OSG 2.8.2 with Qt? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34218#34218 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use OSG with QT
Hi Cosimo, Meanwhile, are there other possibilities to implement OSG 2.8.2 with Qt? Yes, take a look at osgviewerQT example. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple UV-sets
Hi, Is it possible to have more than 1 UV-set assigned to a geometry? I loaded a COLLADA-file, exported from Maya, with osgviewer but all textures use the first UV-set. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34221#34221 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use OSG with QT
Hi, I have already integrated Qt with OSG using the adapter viewer. The frame rate is slower than the osgviewer. Check the osgviewerQt example. It provides quite a hint Thank you! Cheers, Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34211#34211 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1
Hi Ulrike, Thanks! a 64-bit flag was enough (it also removes benign warnings from the cmake 32-bit built). I don't really get the mess with 64/32 versions from macports once snow leopard showed up, but that's a long (and another) story.. Cheers, Nikos -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34224#34224 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgPango Bevel Effect
On Mon, 2010-11-29 at 10:42 +0100, Serge Lages wrote: Hi Jeremy, This effect seems great ! Thanks ! About the dependencies on Windows, I found it not so hard, even pretty simple compared to other projects. Will you let the ability to link dynamicaly and make the static link an option ? Static linking can be even worse in some case. Yeah, it'll be up to your osgPango CMake setup whether you want to use the pkg-config path dynamically or the static deps. If it works. :) Cheers, On Sat, Nov 27, 2010 at 4:53 PM, Jeremy Moles jer...@emperorlinux.com wrote: Hey guys, as a result of some very welcome and appreciated private funding on osgPango, it now has the ability to create rasterized (into the texture atlas) font bevel effects. http://jeremymoles.com/bevel2d.png http://jeremymoles.com/bevel3d.png Features coming along great! Next stop is to squash the dependency nightmare on windows by compiling everything statically using a custom CMake build for EVERYTHING. Wish me luck... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transparency and RenderBin problem.
Hi, This is a very simple piece of code and I don't understand why I having some artifacts. I am trying to show a transparent box around the loaded model. Code: _root = new osg::Group(); osg::Node * part = osgDB::readNodeFile(D:\\3rd Party Downloads\\OpenSceneGraph-2.9.9\\Data\\Stock_0.stl); osg::BoundingBox bb; bb.expandBy( part-asGeode()-getDrawable(0)-getBound() ); double l = bb.xMax() - bb.xMin(); double w = bb.yMax() - bb.yMin(); double h = bb.zMax() - bb.zMin(); ShapeDrawable * drawable = new ShapeDrawable( new Box(bb.center(), l, w, h) ); drawable-setColor(osg::Vec4(.5,.5,.5,.5)); osg::Node * workpiece = new osg::Geode(); workpiece-asGeode()-addDrawable( drawable); workpiece-getOrCreateStateSet()-setMode(GL_BLEND,osg::StateAttribute::ON); workpiece-getOrCreateStateSet()-setRenderingHint(StateSet::TRANSPARENT_BIN); _root-asGroup()-addChild(part); _root-asGroup()-addChild(workpiece); If I change the order in the group workpiece before part then I don't have anymore problem. Shouldn't the renderBin have sorted the object? Why the result depends on the order of my objects in the group. ... Thank you! Cheers, Dominique -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34228#34228 Attachments: http://forum.openscenegraph.org//files/transparency_problem_848.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How can I change the colour of the model?
Hi, I read a model (ive),which is created by 3dMax.How can I change the colour of the model when it is displayed on the screen? Thank you! Cheers, Duan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34229#34229 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] FWTools on Visual Studio 2010?
Hi, I don't know of any FWTools binaries that have been built with 2010 but you can get proj (and quite a few other useful libs) by downloading the GDAL developer binaries found here: http://vbkto.dyndns.org/sdk/ I am the fool responsible for most of the 2010 OSG binaries and I must say this is the last time I will be using a new version of VS soon after release. It is a real pain building 3rd party libraries with 2010 as most don't yet support it so you are on your own. Good luck! Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Farrier Sent: Sunday, 28 November 2010 11:26 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [3rdparty] FWTools on Visual Studio 2010? Hi, I am working with an entire app built with Visual Studio 2010. I am using the pre-built OpenSceneGraph 3rd Party files that were built with 2010, but FWTools was NOT built with 2010 and I have not found binaries built with 2010. Further, upon downloading some source for FWTools components, (Proj, to start with), I see it does not have a VS project of any kind. Is anyone able to provide FWTools built with 2010 or a older complete solution that I could upgrade to 2010 and compile? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34189#34189 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org DISCLAIMER:--- This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Limitation in current ImageLayer serializer
Hi, I have discovered a piece of missing functionality in the new serializer for osgTerrain::ImageLayers. The issue is that all optional layers are loaded when an osgb file is loaded regardless of weather they should be or not. The relevant piece of code for the the .ive format is in (in osgDB_ive) void ImageLayer::read(DataInputStream* in) at line 64: bool deferExternalLayerLoading = osgTerrain::TerrainTile::getTileLoadedCallback().valid() ? osgTerrain::TerrainTile::getTileLoadedCallback()-deferExternalLayerLoading() : false; // Should we read image data from stream IncludeImageMode includeImg = (IncludeImageMode)in-readChar(); if (includeImg==IMAGE_REFERENCE_FILE deferExternalLayerLoading) { setFileName(in-readString()); } else { setImage(in-readImage(includeImg)); } The new serializer simple adds an image serializer for an ImageLayer with no similar checks. I have had a quick look at coding a fix but have to admit I still dont fully understand how the new system works in such cases. If anyone can give me some pointers on how to go about adding this functionality that would be greatly apprecaited as at the momment I am having to covert my terrain databases back to .ive. For reference, I discovered the issue as my osgb databses where laoding alot slower than my ive based ones. The reason was that all optional layers were being loaded even if they weren't active. Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34231#34231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgb/t/x format and archives
Hi, I have being doing some work on getting my VPB generated terrains working from within an archive. In doing so I discovered that the new formats do not work with the current archive mechanism. The reason for this is the fact that when the Registry loads a file from an archive it always calls the readObject method regardless of wether a node or image etc is being loaded. The relevent code is in Registry.cpp, ln 977 ReaderWriter::ReadResult Registry::read(const ReadFunctor readFunctor) { ... .. if an archive is found return archive-readObject(fileName,options.get()); } This case seems to be handled in most of the other ReaderWriters, for example, in the .ive ReaderWriter: virtual ReadResult readObject(const std::string file, const Options* options) const { return readNode(file, options); } and in the .dds ReaderWriter: virtual ReadResult readObject(std::istream fin, const Options* options) const { return readImage(fin,options); } My first thought is that the code in Registry should be changed so it respects the type of the ReadFunctor it is passed and calls the appropritae method. While this is probably worth doing, I see no reason why the new serializer ReaderWriter shouldnt handle all cases from its read/write object calls. I have had a quick look at the code and it seems like it should be an easy fix as we can tell the object type from the header (at least in the case of reads). Making these changes to the ReaderWriter would also greatly increase the ease of writing a tool to archive a selection of files such as osgarchive. In this situation you will not know the type of file (node, image etc) that you are reading. For my current work, I know know the file type I am adding to an archive from its extension so I have hard coded the correct calls to readNode/readImage but this is not a good approach. My main concern is somehow breaking the extensablility/flexablity of the new serializers with these changes. Are there any thoughts on this? Are both changes worth while, or just one or the other? Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34233#34233 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgb/t/x format and archives
Hi Brad, 2010/11/30 Brad Christiansen brad.christian...@thalesgroup.com.au: My main concern is somehow breaking the extensablility/flexablity of the new serializers with these changes. Are there any thoughts on this? Are both changes worth while, or just one or the other? It should not break anything if we could determine the scene type (node, image, etc.) in the readObject() method and make it work with archives. I personally think your fix will be good for the serializers to be more compatible with other OSG mechanism. :-) Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org