Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted
Hi Jim, On Wed, Jul 27, 2011 at 11:50 PM, Jim Bates jsba...@pacbell.net wrote: Zip file containing source code : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc2.zip Sorry about this, I've now fixed the 3.0.1-rc2. I'll be reviewing a couple of submissions this morning and will likely make rc3 later today. 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] problem compiling osg 3.0.0 for Android
Hi, just a quick one... (I was not sure whether I should have posted it here or somewhere else. anyway...) I was testing the example application for OpenGL ES 2.0 and worked flawlessly using the Android 2.2 SDK. I tested on a Samsung Galaxy Tablet. I am testing now, using the Android 3.1 SDK for an ASUS Eee Pad Transformer. And I am out of luck... The result I get is the application starting (I can see the menu but the rest is black) and suddenly exiting a couple of seconds after. No error messages. Is this version of android (3.0 or 3.1) supported? Thank you! Cheers, Rubén -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41700#41700 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011
Hi John, sorry for the late response. It just became clear that I go to SIGGRAPH. Is there still a presentation slot available (5-10min)? If not, no problem. I could talk about AVANGO, a VR System using OpenSceneGraph and a selection of recent projects. Please let me know. Cheers, David On Tue, Jul 5, 2011 at 8:55 PM, John F. Richardson richa...@spawar.navy.mil wrote: Hello, 37 days till OpenScengraph BOF at SIGGRAPH 2011. 10 AM Wed 10 Aug 2011. Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes. John F. Richardson ___ 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] Metadata: add new types?
Hi Robert, hi all, I'm moving our software to the current meta implementation. And clearly, adding new types handled by ValueObject is difficult: I may try adding META_ValueObject(SomeType, SomeTypeName), I won't be able to compile as Set/GetValueVisitor classes don't handle the new type. I may also try to create a MyTemplateValueObject which accept some MySet/MyGetValueVisitor (I did!), but there is plenty of problems, and cumbersome code to work around them. So I think I'm going to store my custom types directly as Objects, not as ValueObjects, manually handling the retreival of the values. However, if for exotic types there is no solution apart from modifying (again) the OSG's implementation, I ask if more common types may be added. Namely: - long - osg::Vec[n](f|d)Array classes - a DateTime class Thoughts? Do you think of any other type that could be added? For the DateTime class, I know there is no censensus on it and users may have choose different implementations. However this is quite common to require such a feature, and it may be useful to have a class in OSG for it... or at least a simple string that users may convert from/to their own type. Cheers, Sukender ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Metadata: add new types?
Hi Suikender, It's meant that one would subclass from osg::Object rather than ValueObject for complex user types. The ValueObject type is meant just for simple values not composite/array values. Extended the OSG serializer classes is quite straight forward so I wouldn't worry about this aspect - once you wrapped a couple of classes it becomes pretty natural. The osguserdata example illustrates this in action. Robert. On Thu, Jul 28, 2011 at 11:16 AM, suky0...@free.fr wrote: Hi Robert, hi all, I'm moving our software to the current meta implementation. And clearly, adding new types handled by ValueObject is difficult: I may try adding META_ValueObject(SomeType, SomeTypeName), I won't be able to compile as Set/GetValueVisitor classes don't handle the new type. I may also try to create a MyTemplateValueObject which accept some MySet/MyGetValueVisitor (I did!), but there is plenty of problems, and cumbersome code to work around them. So I think I'm going to store my custom types directly as Objects, not as ValueObjects, manually handling the retreival of the values. However, if for exotic types there is no solution apart from modifying (again) the OSG's implementation, I ask if more common types may be added. Namely: - long - osg::Vec[n](f|d)Array classes - a DateTime class Thoughts? Do you think of any other type that could be added? For the DateTime class, I know there is no censensus on it and users may have choose different implementations. However this is quite common to require such a feature, and it may be useful to have a class in OSG for it... or at least a simple string that users may convert from/to their own type. Cheers, Sukender ___ 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] Using existing OpenGL texture with OSG
Hello I have several SVG images which I want to use as textures in my application which uses both Qt and OpenSceneGraph. I want to do it using QSvgRenderer on QGLFramebufferObject. It allows to render SVG image directly on FBO and then use rendered image as texture like this: QGLFramebufferObject * fbo = new QGLFramebufferObject(width, height); QSvgRenderer renderer(QString(texture.svg)); QPainter painter(fbo); renderer.render(painter); After that I can use fbo-texture() to get OpenGL texture id and everything works perfectly in a simple test project (Qt + raw OpenGL). However I can't find any way to use this texture id with existing OSG classes. I've googled for the ability to use existing OpenGL textures with OSG and looked breifly through the code of the osg::Texture and osg::Texture2D and it looks like I have to create a class derived from the osg::Texture which will wrap external texture. Is it the right way? Are there any good articles how to create your own texture class? Sergey Vidyuk signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading textures into VRAM
Hi Frank, On 27/07/11 20:48 , Frank Sullivan wrote: My understanding is that most OpenGL implementations will not load a texture into VRAM until the time that it is first used. I was wondering, will a call to glBindTexture suffice for using a texture? If so, could I write a node visitor that just visits every StateSet in my graph, pulls out the texture objects, and calls Texture::TextureObject::bind()? I'm trying to think of a way to preload all of my textures into VRAM so that I don't get a frame rate stutter the first time one object or another comes into view. Unfortunately, the only way to *absolutely* make sure a texture is resident on the graphics card is to draw geometry that uses the texture. Cheers, /uli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
The examples don't contain exactly what I want to do. I'd like to have an EventHandler triggered with the mouseRelease action, but I need to keep the GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I can't do this with the current mouseHandler / keyboardHandler for the widgets, right? However, it would be nice to extend the functionality, so that I could avoid implementing again the logic to pick the correct widget. The needs that bring up keeping the GUI parameters are so that all the information can be accessed from the Release event itself. Eg say I want to trigger new events only if I clicked in a widget. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41710#41710 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Curious error on exit under Kubuntu 11.04
Hi All, Since I moved to Kubuntu 11.04 I've been getting a Inconsistency detected by ld.so: dl-close.c: 737: _dl_close: Assertion `map-l_init_called' failed! on exit from OSG apps runh from the console, it doesn't happen for all app/models, but even the same app can see the problem with certainly models, but not others. Looking on the web there seems to plenty of other applications with the same error since moving to Kubuntu/Ubuntu 11.04. I haven't really seen any good leads - the best I can guess from what I've seen with online discussion and my own tests is that it looks might to be something todo with libc, I don't wonder if it also might be related to dynamic loading of plugins. Anyone with anyone thoughts or experience with this issue? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Picking objets
Hi ! I m trying to detect wich object is selected with LineSegmentIntersector . I m using the example osgpick to help. The problem is that I can only see where the line is intersected but I want to execute some command only if a test objet is intersected. For example if I have two spheres A and B . How do I know if I m touching only the A sphere ? thank you ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking objets
On 07/28/2011 11:31 AM, Carlos Sanches wrote: Hi ! I m trying to detect wich object is selected with LineSegmentIntersector . I m using the example osgpick to help. The problem is that I can only see where the line is intersected but I want to execute some command only if a test objet is intersected. For example if I have two spheres A and B . How do I know if I m touching only the A sphere ? The osgpick code demonstrates how to get all kinds of information from the Intersection objects in the osgUtil::LineSegmentIntersector::Intersections list. You can get the local and world coordinates, the model matrix, the drawable object, the primitive index of the drawable, and even the node path traversed through the scene to get to the drawable. It's all in the Intersection object. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Moving skinned mesh by manually transforming the bones.
George Bekos writes: Hello OSGers! The last days I am playing with osgAnimation in order to implement something. I managed to make something work like I want it to but I don't know if this is the right approach or not. I will describe my problem and then I will describe my solution. I would be more than grateful if you could give my suggestions,advices,tips etc. Problem: I have a skinned (it has a skeleton, it is based on bones) hand model in a DAE file. The model does not contain any keyframes or animation. I want to import this hand into my OSG application and be able to move the fingers independently using the k/b. The movement of the fingers is simple: only rotation around an axis. (have your palm wide open and try to make a fist, each finger rotates around one axis that passes through the joint). Solution: * I load the model normally. * I get a pointer to a bone(using an osg::NodeVisitor). * I get osgAnimation::UpdateBone callback for that bone * I get get the osgAnimation::StackedTransform from that osgAnimation::UpdateBone * I push_back() a new osgAnimation::StackedRotateAxisElement (I also store the pointer somewhere else) to the osgAnimation::StackedTransform * Then I pass (using the constructor) the previous stored osgAnimation::StackedRotateAxisTransform pointer to a custom EventHandler that inherits from osgGA::GUIEventHandler and I add it (the handler) to the osgViewer (using addEventhandler()). * Then inside the handler() function of my custom even handler I check for key presses and then I modify the angle of the osgAnimation::StackedRotateAxisTransform. All the above seem to work fine, but I don't know if this is the right way to solve this kind of problem. I would appreciate any comments/suggestions/ideas/tips. Thank you very much for your time! Hi George, if you are directly moving a bone, you could bypass all the transformation system and just replace its update callback with one of yours that should compute the bone position in skeleton space. Check the original osgAnimation::UpdateBone for details. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
On Thu, 2011-07-28 at 14:22 +0200, Daniel Cámpora wrote: The examples don't contain exactly what I want to do. I'd like to have an EventHandler triggered with the mouseRelease action, but I need to keep the GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I can't do this with the current mouseHandler / keyboardHandler for the widgets, right? However, it would be nice to extend the functionality, so that I could avoid implementing again the logic to pick the correct widget. The needs that bring up keeping the GUI parameters are so that all the information can be accessed from the Release event itself. Eg say I want to trigger new events only if I clicked in a widget. Ahh, now I see what you're saying. Unfortunately, this won't be possible without reimplementing a lot of code. What information are you missing? Perhaps there is an alternative way to get it? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41710#41710 ___ 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] osgWidget documentation?
Hi :) Well, the widget button will trigger an animation, and my whole application should be aware of this. I think the best way to do this is triggering a custom event on the start of the animation, so I'd need the GUIActionAdapter for my purposes. Nevermind, I'll go for a custom EventHandler then. I only wanted to know if this was the best solution I could go for, taking into account the amount of effort you've already put into the widgets :) Thanks a lot for answering my questions, Jeremy, Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41717#41717 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011
Hello David, Yesyou can have a 10 - 15 minute slot. We want to know all about the recent projects. John F. Richardson -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Angelo Sent: Thursday, July 28, 2011 2:58 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011 Hi John, sorry for the late response. It just became clear that I go to SIGGRAPH. Is there still a presentation slot available (5-10min)? If not, no problem. I could talk about AVANGO, a VR System using OpenSceneGraph and a selection of recent projects. Please let me know. Cheers, David On Tue, Jul 5, 2011 at 8:55 PM, John F. Richardson richa...@spawar.navy.mil wrote: Hello, 37 days till OpenScengraph BOF at SIGGRAPH 2011. 10 AM Wed 10 Aug 2011. Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes. John F. Richardson ___ 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to build osgdotnet wrapper for OpenSceneGraph-3.0.0
Hi List, I am trying to build osgdotnet warpper for OpenSceneGraph-3.0.0. I have read the document provided here and i have compiled generator .sln aslo. http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappersGenerator But i have read in archive mail that we need to modify osgdotnet wrapper to work for OpenSceneGraph-3.0.0. Is it correct? If some body already done this for OpenSceneGraph-3.0.0 or any new version . Plaese guide me or even any link will be welcome Thank you! Cheers, parmar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41718#41718 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-3.0.1-rc3 tagged, please test
Hi All, I have merged a couple of different bug fixes, most significant is an improvement to the dicom plugin that address scaling problems that plagued some models. Full list of changes sicne 3.0.0 below. You can download the source from: Zip file containing source code : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc3.zip Subversion tag : svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1-rc3 OpenSceneGraph I would very much appreciate testing out in the community of release candidate 3, if no problems arise I go ahead and make 3.0.1 tomorrow - so you have less than 24 hours to spot those problems that just hold your application back. Thanks in advance for help with testing, Robert. -- Changes since 3.0.0: 2011-07-28 16:41 robert * src/osgPlugins/dicom/ReaderWriterDICOM.cpp: Improved the handling of scaling of dicom imagery. 2011-07-28 12:08 robert * src/osgViewer/GraphicsWindowX11.cpp: Merged from svn/trunk revision 12722. Refectored the EGL setup so that it's honours the Traits values. 2011-07-28 11:05 robert * src/osg/Texture.cpp, src/osgWrappers/serializers/osg/Texture.cpp: Merged from svn/trunk, revision 12727, Reverted the change to the default setting of _resizeNonPowerOfTwoHint back to true for all platforms to ensure the same behaivour across platforms, something that can be achieved now thanks to the integrated GLU library. Corrected the default of the ResizeNonPowerOfTwoHint to true to reflect the actual default setting set by the Texture default constructor. 2011-07-28 08:19 robert * src/osgDB/ObjectWrapper.cpp: From Johannes Baeuerle, merged from svn/trunk revision 12725, in the file src/osgDB/ObjectWrapper.cpp, where the GlobalLookupTable for gl enums for serialization purposes is defined, some of the compressed texture formats are missing. I added enums for the pvr and etc formats. 2011-07-28 07:47 robert * src/osgViewer/View.cpp: From Jason Beverage, merged from svn/trunk revision 12723, Here is a small fix for getCameraContainingPosition. getXMin was being used in a case where getYMin should be used instead. 2011-07-25 19:28 robert * AUTHORS.txt, ChangeLog: Updated ChangeLog and AUTHORS file for 3.0.1-rc2 2011-07-25 18:39 robert * CMakeLists.txt: Updated release candidate number 2011-07-25 17:08 robert * src/osgViewer/Renderer.cpp: Merged from svn/trunk revision 12818, Fixed stats bug where not all stats fields were being collected by the cull_draw() method used in the SingleThreaded and CullDrawThreadPerContext threading models. 2011-07-22 09:28 robert * src/osg/Texture.cpp: From Alexander Irion, merged from svn/trunk revision 12716, Texture borders are not supported in ES. _isTextureBorderClampSupported is set to TRUE in Texture.cpp, because of the version number check (GL VERSION = 1.3). This leads to an invalid enum error, when GL_TEXTURE_BORDER_COLOR is tried to set. 2011-07-22 08:26 robert * src/osgViewer/ViewerEventHandlers.cpp: Merged from svn/trunk revision 12714, In the RecordCameraPathhandler fixed the handling of pressing 'Z' before 'z' which was causing the view to be reset to 0,0,0 by AnimationPathManipualtor with an empty AnimationPath. 2011-07-21 09:54 robert * AUTHORS.txt, CMakeLists.txt, ChangeLog, applications/osgversion/Contributors.cpp, include/osg/Version: Updated ChangeLog, Version and AUTHORS file for 3.0.1-rc1 2011-07-21 09:19 robert * src/osgText/TextBase.cpp: Merged from svn/trunk, workaround to culling issues assocaited with text that is set to scale relative to screen coords or is rotated to the screen. 2011-07-21 09:10 robert * src/osgPlugins/vrml/ReaderWriterVRML2.cpp: From Mathias Froehlich, merged from svn/trunk revision 12708, I have attached an updated version of the VRML2 loader. That change is the result of the '[osgPlugins] VRML plugin - file url' discussion on osg-users. The attached change avoids rewriting file names into some kind of file urls and then use the url for opening an fstream. Instead just use the given file name to open the stream. Also this change adds some Notify output for the error paths. 2011-07-21 08:53 robert * CMakeModules/FindFBX.cmake: From Wang Rui, merged from svn/trunk revision 12706, This fixes a small problem in the FindFBX file. In CMake scripts, VS2010 is not
Re: [osg-users] osgWidget documentation?
On Thu, 2011-07-28 at 18:53 +0200, Daniel Cámpora wrote: Hi :) Well, the widget button will trigger an animation, and my whole application should be aware of this. I think the best way to do this is triggering a custom event on the start of the animation, so I'd need the GUIActionAdapter for my purposes. Nevermind, I'll go for a custom EventHandler then. I only wanted to know if this was the best solution I could go for, taking into account the amount of effort you've already put into the widgets :) If you want to inject fake events into the system, the WindowManager already has an osgViewer::View* you can use to cal -getEventQueue() on from within your callback. bool MyClass::mouseReleased( double x, double y, const osgWidget::WindowManager* wm ) { ... wm-getView()-getEventQueue()-addEvent(YourCustomEvent); } Would this work? I could still be misunderstanding something, or making assumptions (wrongly) about what I remember of osgGA. :) Thanks a lot for answering my questions, Jeremy, Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41717#41717 ___ 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