Re: [osg-users] cross axes
Dear Sir, I still don't know how to settle the scale problem. Would you please help me with that. Thank you very much. Jonathan Richard wrote: Hi Gianni Thank you for your reply. It's ok I finally got it working. Jonathan On Wed, Aug 11, 2010 at 9:34 AM, Gianni Ambrosio wrote: Sorry Jonathan for the delay. Unfortunately I don't remember exactly which modifications I did but if you need I can give you my actual piece of code. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30691#30691 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41755#41755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Site web down
Hi, http://www.openscenegraph.org/ is not accessible :s Thank you! Mohamed ALJI -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41756#41756 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Collada reader fill name with collada id
Hi, I was wondering why the collada ID is used to fill the name of osg node and if It would be suitable to change it to use the NAME field of collada node ? Regards, Cedric -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com 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
[osg-users] [ANN] New ocean framework released
Hello dear OSG-community, I think some users of this mailing list are using Sundogs Silverlining SDK for sky and cloud rendering, so it could be useful or those: Sundog now has a second product, it is called Triton an provides ocean rendering functionality. The gallery screenshots looks quite nice. I have downlaoded and testes the demo application: The performance is good, but the visual impression (especially the moving waves) is not bleeding edge. For more information visit http://sundog-soft.com Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41758#41758 ___ 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, great! Do you need a title or an introduction slide? Cheers, David On Thu, Jul 28, 2011 at 6:56 PM, John F. Richardson richa...@spawar.navy.mil wrote: 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 ___ 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] compiling trunk of osgIntrospection with osg3.0 with vs2010
Hi All, I'm trying to compile osgIntrospection with OSG 3.0.0 in Visual Studio 2010. While osgIntrospection compiles, the osgWrappers (e.g. Wrapper osg) do not. It seem to be that VS2010 has severe Problems with finding operator-methods of classes such as string or map. Maybe this is a template instatiation issue. The error messages I'll get from VS2010: 1E:\OpenSceneGraph-3.0.0\include\osg/State(2477): error C2784: 'bool std::operator (const std::move_iterator_RanIt ,const std::move_iterator_RanIt2 )' : could not deduce template argument for 'const std::move_iterator_RanIt ' from 'const std::string' 1 D:\development\visual studio 2010\VC\include\iterator(371) : see declaration of 'std::operator ' or 1E:\OpenSceneGraph-3.0.0\osgIntrospection\include\osgIntrospection/ReaderWriter(217): error C2678: binary '' : no operator found which takes a left-hand operand of type 'std::istream' (or there is no acceptable conversion) 1 D:\development\visual studio 2010\VC\include\istream(1053): could be 'std::basic_istream_Elem,_Traits std::operator std::char_traitschar(std::basic_istream_Elem,_Traits ,signed char *)' [found using argument-dependent lookup] In need some hints or help to sort this out. I'm definitely stuck. Can somebody help me please? Any advice is welcome, Cheers Carsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] any plans to update the online OSG Doxygen from 2.8.0 to 3.0.0?
Right now this link displays the 2.8.0 classes and APIs. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html With 3.0.x now being the current release branch, let me ask if anyone feels responsible for making the online Doxygen reference documentation up to date? ;) Thank you, Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeCallback
Hi, I have problems with understanding the use of a NodeCallback. Can anyone explain me what a Nodecallback is doing? Another concrete question: I have some code with a class that derives from osg::Nodecallback. This class implements operator(): Code: class CameraUpdateCallback : public osg::NodeCallback { private: osg::ref_ptrosg::Camera mOtherCam; public: CameraUpdateCallback(osg::Camera* otherCam) : mOtherCam(otherCam) { } osg::ref_ptrosg::Camera m_sourceCamera; void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Camera* cam = static_castosg::Camera*( node ); cam-setViewMatrix(mOtherCam-getViewMatrix() ); cam-setProjectionMatrix(mOtherCam-getProjectionMatrix() ); traverse(node , nv); } ... camera-setUpdateCallback( new CameraUpdateCallback( currentView-getCamera() ) ); Does anyone understand this code? It adds a CameraUpdateCallback to the camera. When is this operator() called? Is this called only for the camera or for every node in the graph? Thanks for any help! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41762#41762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeCallback
On 08/01/2011 11:05 AM, Martin Haffner wrote: Hi, I have problems with understanding the use of a NodeCallback. Can anyone explain me what a Nodecallback is doing? A NodeCallback is a class that implements a method ( operator() ), which is called when a particular traversal (update, cull, draw, event, etc) reaches that node in the scene. These traversals are run every time a new frame is drawn. Another concrete question: I have some code with a class that derives from osg::Nodecallback. This class implements operator(): Code: class CameraUpdateCallback : public osg::NodeCallback { private: osg::ref_ptrosg::CameramOtherCam; public: CameraUpdateCallback(osg::Camera* otherCam) : mOtherCam(otherCam) { } osg::ref_ptrosg::Cameram_sourceCamera; void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Camera* cam = static_castosg::Camera*( node ); cam-setViewMatrix(mOtherCam-getViewMatrix() ); cam-setProjectionMatrix(mOtherCam-getProjectionMatrix() ); traverse(node , nv); } ... camera-setUpdateCallback( new CameraUpdateCallback( currentView-getCamera() ) ); While I don't really understand the purpose of this code, I can tell you that this is defining a callback that seems to be setting the view and projection matrices of an osg::Camera (camera) to be equal to those of another osg::Camera (otherCam). The callback is attached to camera and will be run during the update traversal ( setUpdateCallback() ). NodeCallbacks and traversals are fundamental operations of OSG (and most other scene graphs as well). If you aren't grasping them from my brief description, I'd recommend checking out the OSG Quick Start Guide, which explains them in a bit more depth. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
One more point to add onto the problem is that I guess the actual problem is that in the debugger I receive the message: Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Is there any way to actually working out what is causing this error, it only every occurs if in any combination of GLSL code the texel of a textureCube is any in way blended with a texel of a texture2D. Even the following statement doesn't work. Code: vec4 red = vec4(1.0,0.0,0.0,1.0); if(reflectionColor.r 0.5) gl_FragColor = red; else gl_FragColor = diffuseColor; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41763#41763 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
On 08/01/2011 11:44 AM, Joe Abreu wrote: One more point to add onto the problem is that I guess the actual problem is that in the debugger I receive the message: Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Is there any way to actually working out what is causing this error, it only every occurs if in any combination of GLSL code the texel of a textureCube is any in way blended with a texel of a texture2D. Even the following statement doesn't work. What hardware are you running on? It's almost as if you don't have enough texture units (i.e.: more than one) to handle the operation... --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeCallback
Classes derived from NodeCallback are attached to nodes in the scene graph and operated during a scene graph traversal. Since the class you've posted is named CameraUpdateCallback, I'm guessing it is added using the setUpdateCallback method. During the update traversal of the scene, the update visitor calls the operator()(osg::Node* n, osg::NodeVisitor* nv) method. Since the callback is attached to a Camera node, n can be cast to a pointer to the Camera. The view and projection matrices of the camera are set based on the view and projection matrices of some other camera (mOtherCamera). So to answer your final questions, it is operated during the update traversal (until it is removed from the Camera node, if that ever happens), and it operates on whichever node in the scene graph that it is attached to. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41765#41765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
Jason Daly wrote: What hardware are you running on? It's almost as if you don't have enough texture units (i.e.: more than one) to handle the operation... I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of other shader stuff before with multiple textures, for some reason in this example I'm running it just isn't working. It's the first time trying to link to OSG 3.0.0, but I've tried linking back to the previous version of open scene graph I was using (2.8.3) and it still doesn't work. Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41767#41767 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] compiling trunk of osgIntrospection with osg3.0 with vs2010
I've gotten fairly close to building this, even using the Clang compiler. You'll want to get my fork of the 'cppintrospection' library, which is just a name-change of osgIntrospection with some updates. https://github.com/rpavlik/cppintrospection There were a number of changes to the config needed, and I made a number of other fixes in the wrapper generator, as well as the library itself. This improved version also includes a single-step generate and build of wrappers, and also reduces the size of the wrapper libraries by reducing the number of reflection template instantiations required. I've used it successfully with the 2.8 branch and the Clang compiler on Linux - haven't tested it on other platforms yet but I've been careful to keep it cross-platform. Ryan On Mon, Aug 1, 2011 at 8:46 AM, Carsten Scharfe cscha...@dspace.de wrote: Hi All, I’m trying to compile osgIntrospection with OSG 3.0.0 in Visual Studio 2010. While osgIntrospection compiles, the osgWrappers (e.g. Wrapper osg) do not. It seem to be that VS2010 has severe Problems with finding operator-methods of classes such as string or map. Maybe this is a template instatiation issue. The error messages I’ll get from VS2010: “1E:\OpenSceneGraph-3.0.0\include\osg/State(2477): error C2784: 'bool std::operator (const std::move_iterator_RanIt ,const std::move_iterator_RanIt2 )' : could not deduce template argument for 'const std::move_iterator_RanIt ' from 'const std::string' 1 D:\development\visual studio 2010\VC\include\iterator(371) : see declaration of 'std::operator '“ or “1E:\OpenSceneGraph-3.0.0\osgIntrospection\include\osgIntrospection/ReaderWriter(217): error C2678: binary '' : no operator found which takes a left-hand operand of type 'std::istream' (or there is no acceptable conversion) 1. D:\development\visual studio 2010\VC\include\istream(1053): could be 'std::basic_istream_Elem,_Traits std::operator std::char_traitschar(std::basic_istream_Elem,_Traits ,signed char *)' [found using argument-dependent lookup]” In need some hints or help to sort this out. I’m definitely stuck. Can somebody help me please? Any advice is welcome, Cheers Carsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
On 08/01/2011 12:04 PM, Joe Abreu wrote: I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of other shader stuff before with multiple textures, for some reason in this example I'm running it just isn't working. It's the first time trying to link to OSG 3.0.0, but I've tried linking back to the previous version of open scene graph I was using (2.8.3) and it still doesn't work. Yeah, that should definitely be enough (not that that's saying much, a GeForce 3 from 2001 would be enough...) Hmm, only other thing that comes to mind is the two sampler uniforms. Are they set to different values in the CPU code? That's all I can think of... --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying withtextureCube()
On 08/01/2011 01:43 PM, Jason Daly wrote: Yeah, that should definitely be enough (not that that's saying much, a GeForce 3 from 2001 would be enough...) Hmm, only other thing that comes to mind is the two sampler uniforms. Are they set to different values in the CPU code? That's all I can think of... Never mind, I see you already mentioned that they are in a previous post. Sorry, I'm stumped :-/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using ClipNode to cut a model in two, then cap the open side
Javier, Thanks so much for the link. I haven't seen this thread before. I'm looking at your code and I'm not exactly sure how the CappingEffect node fits into the scene graph. Say I want to cut the cow in half and cap it. I am going to need a ClipNode / ClipPlane and the CappingEffect node, correct? Do I then have to have a topmost group node, with CappingEffect and ClipNode children then have the cow scene be a child to both of those nodes? Cory On 7/26/2011 6:44 AM, Javier Taibo wrote: Hi Cory, Sorry I came a bit late to this thread, but just in case you sill find it useful, I sent some code to the list about a year ago, that implements the stencil technique described in the red book. It is in this message: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html Regards, On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddell c...@codeware.com wrote: I've been thinking about using a ClipNode to cut my model in two to expose the inside details like a cutaway drawing. Just sticking a ClipNode at the root of my model graph does remove half of it, but the model ends up looking hollow rather than solid. I want to cap the open side. For example, if a sphere is cut in two, I would cap the open side with a circle. A bit of searching for how to do this with OpenGL turned up this page (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side using the stencil buffer. Does the technique outlined in the article look like a reasonable OSG-friendly approach? Any advice or pointers to other examples? Grepping the example code turns up a bunch of stencil code, but I'm still a little lost (OpenGL newbie). Thanks, Cory ___ 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 ClipNode to cut a model in two, then cap the open side
Hi just an example of what can be done with ogs in this respect http://forum.openscenegraph.org/viewtopic.php?t=8512 ( also some hints ) Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using ClipNode to cut a model in two, then cap the open side
ClipNode is positional state (like lights). It just needs to be somewhere in your scene graph, and it it in effect at *any* part of your scene graph that enables GL_CLIP_PLANEn. So the placement of ClipNode relative to the cow is irrelevant. Don't know about Javier's CappingEffect; I'd just use a Camera node to post-render a fullscreen quad with appropriate stencil settings. It'll only show up on the capped area if done correctly. Be sure to specify a normal that matches your clip plane for correct lighting. -Paul On 8/1/2011 2:15 PM, Cory Riddell wrote: Javier, Thanks so much for the link. I haven't seen this thread before. I'm looking at your code and I'm not exactly sure how the CappingEffect node fits into the scene graph. Say I want to cut the cow in half and cap it. I am going to need a ClipNode / ClipPlane and the CappingEffect node, correct? Do I then have to have a topmost group node, with CappingEffect and ClipNode children then have the cow scene be a child to both of those nodes? Cory On 7/26/2011 6:44 AM, Javier Taibo wrote: Hi Cory, Sorry I came a bit late to this thread, but just in case you sill find it useful, I sent some code to the list about a year ago, that implements the stencil technique described in the red book. It is in this message: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html Regards, On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddellc...@codeware.com wrote: I've been thinking about using a ClipNode to cut my model in two to expose the inside details like a cutaway drawing. Just sticking a ClipNode at the root of my model graph does remove half of it, but the model ends up looking hollow rather than solid. I want to cap the open side. For example, if a sphere is cut in two, I would cap the open side with a circle. A bit of searching for how to do this with OpenGL turned up this page (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side using the stencil buffer. Does the technique outlined in the article look like a reasonable OSG-friendly approach? Any advice or pointers to other examples? Grepping the example code turns up a bunch of stencil code, but I'm still a little lost (OpenGL newbie). Thanks, Cory ___ 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 -- -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