Re: [osg-users] VBO Bug ?
Dear Wojtek et al., This mail reminded me of an issue I had a couple of years ago with VBO's on a particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as it was quite unstable, so I didn't report the problem at that time. The solution I accidently found back then was to turn off Threaded Optimization in the NVidia Control Panel (Auto per default). But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), and that fix works again. After turning off Threaded Optimization, I see the proper gradient displayed. Could you try this as well? Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: donderdag 13 oktober 2011 7:39 To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT, driver 280.13, good result on single screen. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
I've just tried this, and indeed: Setting Threaded Optimization from Auto to Off yields the good result. So maybe we should try to reproduce this with pure OpenGL and send a sample to NVidia (they have been very responsive in the past if you send an example) cheers Sebastian Dear Wojtek et al., This mail reminded me of an issue I had a couple of years ago with VBO's on a particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as it was quite unstable, so I didn't report the problem at that time. The solution I accidently found back then was to turn off Threaded Optimization in the NVidia Control Panel (Auto per default). But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), and that fix works again. After turning off Threaded Optimization, I see the proper gradient displayed. Could you try this as well? Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: donderdag 13 oktober 2011 7:39 To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT, driver 280.13, good result on single screen. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/emaildisclaimer ___ 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] rendering a texture on a .osg model
Hi, I would like to render a texture onto an .osg model that I have read in. My code works for a primitive sphere but not the model, instead of the texture the model colour is changed to a darker grey. Could anyone tell me what I am doing wrong ? Basically i load the model which is ok I then create a geode pointer which points to the model geode and then i set the stateset of the geode to that containing the texture information. I have read something about setting texture coordinates ? i don't do anything like this could this be my problem. Code below osg::Group *Root; osg::Geode *mySphereGeode; osg::ref_ptrosg::Node tModel; osg::Geode* modelGeode; void createSphere() { const double sphereRadius = 0.5; osg::Sphere* mySphere = new osg::Sphere(osg::Vec3d(0,0,0),sphereRadius); osg::ShapeDrawable* mySphereDrawable = new osg::ShapeDrawable(mySphere); mySphereGeode = new osg::Geode(); mySphereGeode-addDrawable(mySphereDrawable); mySphereGeode-setName(mySphere); osg::PositionAttitudeTransform * mySpherePAT = new osg::PositionAttitudeTransform(); mySpherePAT-addChild(mySphereGeode); Root-addChild(mySpherePAT); } void setTexture(osg::Geode *myGeode) { osg::Texture2D* texture = new osg::Texture2D; texture-setDataVariance(osg::Object::DYNAMIC); texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP); osg::Image* img = osgDB::readImageFile(drillText.tga); if (!img) { //std::cout couldn't find texture, quiting. std::endl; //return -1; } texture-setImage(img); osg::StateSet* stateOne = new osg::StateSet(); // Assign texture unit 0 of our new StateSet to the texture // we just created and enable the texture. stateOne-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); //myGeode-setStateSet(stateOne); myGeode-setStateSet(stateOne); } void loadModel(char* name) { osg::ref_ptrosg::Node tModel = osgDB::readNodeFile(name); osg::PositionAttitudeTransform* modelPAT = new osg::PositionAttitudeTransform(); tModel-setName(name); if(!tModel) { //throw std::string(Error! Could not load node file.); //return 0; } tModel-setDataVariance( osg::Object::STATIC ); modelPAT-setPosition(osg::Vec3d(0, 0, 0)); modelPAT-addChild(tModel.get()); Root-addChild(modelPAT); GeodeFinder myGeodeFinda; Root-accept(myGeodeFinda); modelGeode = myGeodeFinda.getGeode(name); } void main(void) { Root = new osg::Group(); //createSphere(); //setTexture(mySphereGeode); loadModel(cyl60x10.osg); setTexture(modelGeode); osgViewer::Viewer viewer; viewer.setUpViewInWindow( 50, 50, 768, 768 ); viewer.setSceneData(Root); viewer.run(); } Any pointers would be greatly appreciated Thank you! Cheers, Craig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43385#43385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgBullet v2.0 RC available
Great news I'll check it out. K. On 13 October 2011 04:48, Paul Martz pma...@skew-matrix.com wrote: Hi all -- I'm pleased to announce that osgBullet v2.0 has release candidates available. I hope some of you will join in the testing of this, the first major refresh of osgBullet since its debut. Grab the featured download from osgbullet.googlecode.com, or check out from this URL: https://osgbullet.googlecode.**com/svn/tags/osgBullet_02_00_**00-rc2https://osgbullet.googlecode.com/svn/tags/osgBullet_02_00_00-rc2 Thanks for any and all feedback. osgBullet v2.00.00 Release Notes v2.00.00 is not backwards-compatible with osgBullet v1.xx. osgBullet-based applications and projects will need to port their code to the new version. Changes from v1.01.00 to v2.00.00 include the following: * The osgbBullet library has been replaced with two libraries: osgbCollision and osgbDynamics. Your project will need to link with the new libraries. The v2.00.00 contains an analogous change in the namespaces and header file directory structure. * By linking with osgbCollision, your osgBullet application can use Bullet for collision detection without a dependency on libBulletDynamics. The new collision example program demonstrates this usage. * The OSGToCollada class has been replaced by new rigid body creation convenience routines. See the osgbDynamics/RigidBody.h header file. Nearly all of the examples and tests use the new interface. A new library, osgbInteraction, has been added to allow user interaction with the physics simulation. The library contains the following classes: * The HandNode class features a fully articulated hand model that can be driven by a data glove or keyboard. Support for the P5 data glove is provided. * The DragHandler allows the user to drag rigid bodies using the mouse. * The LaunchHandler allows the user to fire objects into the scene. * The SaveRestoreHandler allows the user to capture the physics simulation at a particular point in time, then restore back to the capture point. * New examples demonstrate hinge and slider constraints. * The MotionState class now exposes routines to convert between Bullet collision object and OSG coordinates while correctly accounting for differences due to center of mass and scaling. * A new example, saverestore, demonstrates saving current physics state and restoring from file. * Many classes are now documented using Doxygen. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] rendering a texture on a .osg model
Hi, Craig Does your model have texture coordinates for tex unit 0 assigned? If not - you should generate them with texgen or use shaders to map texture correctly. Cheers 13.10.2011, 13:23, Craig Fletcher c...@hw.ac.uk: Hi, I would like to render a texture onto an .osg model that I have read in. My code works for a primitive sphere but not the model, instead of the texture the model colour is changed to a darker grey. Could anyone tell me what I am doing wrong ? Basically i load the model which is ok I then create a geode pointer which points to the model geode and then i set the stateset of the geode to that containing the texture information. I have read something about setting texture coordinates ? i don't do anything like this could this be my problem. Code below osg::Group *Root; osg::Geode *mySphereGeode; osg::ref_ptrosg::Node tModel; osg::Geode* modelGeode; void createSphere() { const double sphereRadius = 0.5; osg::Sphere* mySphere = new osg::Sphere(osg::Vec3d(0,0,0),sphereRadius); osg::ShapeDrawable* mySphereDrawable = new osg::ShapeDrawable(mySphere); mySphereGeode = new osg::Geode(); mySphereGeode-addDrawable(mySphereDrawable); mySphereGeode-setName(mySphere); osg::PositionAttitudeTransform * mySpherePAT = new osg::PositionAttitudeTransform(); mySpherePAT-addChild(mySphereGeode); Root-addChild(mySpherePAT); } void setTexture(osg::Geode *myGeode) { osg::Texture2D* texture = new osg::Texture2D; texture-setDataVariance(osg::Object::DYNAMIC); texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP); osg::Image* img = osgDB::readImageFile(drillText.tga); if (!img) { //std::cout couldn't find texture, quiting. std::endl; //return -1; } texture-setImage(img); osg::StateSet* stateOne = new osg::StateSet(); // Assign texture unit 0 of our new StateSet to the texture // we just created and enable the texture. stateOne-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); //myGeode-setStateSet(stateOne); myGeode-setStateSet(stateOne); } void loadModel(char* name) { osg::ref_ptrosg::Node tModel = osgDB::readNodeFile(name); osg::PositionAttitudeTransform* modelPAT = new osg::PositionAttitudeTransform(); tModel-setName(name); if(!tModel) { //throw std::string(Error! Could not load node file.); //return 0; } tModel-setDataVariance( osg::Object::STATIC ); modelPAT-setPosition(osg::Vec3d(0, 0, 0)); modelPAT-addChild(tModel.get()); Root-addChild(modelPAT); GeodeFinder myGeodeFinda; Root-accept(myGeodeFinda); modelGeode = myGeodeFinda.getGeode(name); } void main(void) { Root = new osg::Group(); //createSphere(); //setTexture(mySphereGeode); loadModel(cyl60x10.osg); setTexture(modelGeode); osgViewer::Viewer viewer; viewer.setUpViewInWindow( 50, 50, 768, 768 ); viewer.setSceneData(Root); viewer.run(); } Any pointers would be greatly appreciated Thank you! Cheers, Craig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43385#43385 ___ 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] ANN: osgBullet v2.0 RC available
Hi Paul, Congratulations, this looks great! It looks like something we'll be very interested in integrating with our system. I look forward to giving it a try - unfortunately I'm consumed with other projects at the moment so I won't be able to contribute to the testing any time soon. Hopefully in the next few months though! Thank you! Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43388#43388 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT with Shadows (LispSM)
Thanks Robert, Will the osgShadow::ViewDependentShadowMap implementation work with a scene placed under an RTT camera? I'd like to move to osgViewer but unfortunately that's just not an option for this project. On Thu, Oct 13, 2011 at 12:18 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Craig, I would recommend using OSG-3.0.1 as their are improvements in shadow support, I would also recommend using osgViewer rather than SceneView. If you are happy using the svn/trunk version of the OSG then the new osgShadow::ViewDependentShadowMap implementation will probably be your best bet as it's more stable w.r.t quality than LispSM. Robert. On Wed, Oct 12, 2011 at 10:58 PM, Craig S. Bosma craig.bo...@gmail.com wrote: Hi, I'm trying to incorporate the LispSM shadow technique into my renderer (osg 2.8.2, SceneView-based) but can't get the shadows to work when added under an RTT camera (FBO). I came across this thread http://forum.openscenegraph.org/viewtopic.php?t=8347 that seems to describe my problem exactly. Has there been any changes on this front -- in other words, what's the best way to have a shadowed scene participate in RTT without osgViewer's slave cameras? Thanks, Craig ___ 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
Re: [osg-users] VBO Bug ?
Hi guys, So maybe we should try to reproduce this with pure OpenGL and send a sample to NVidia (they have been very responsive in the past if you send an example) And actually in my experience, even if you send an OSG-based example (binaries only) they can reproduce it and look at the OpenGL calls and find the problem that way. You don't even need to make a pure OpenGL example. I agree, they've been responsive, which reminds me I still haven't sent a repro example for an Optimus bug I found... Dev Support devsupp...@nvidia.com Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Hi, Guys Big Thanks for testing. And Very Big Thanks to Ruben for this workaround. Yes it also works for me. I am glad I started this thread before trying to dig deeper in the OSG. Thats definitely something with drivers. I am not sure if I will be able to quickly prepare pure GL test case quickly, though. Sebastian: Just out of curiosity where do you send or post OpenGL bugs ? Thru Registered developer's site or NVidia forums ? I have mixed results with registered devs site. Maybe other paths are a faster ? Cheers, Wojtek Lewandowski -Oryginalna wiadomość- From: Sebastian Messerschmidt Sent: Thursday, October 13, 2011 9:05 AM To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? I've just tried this, and indeed: Setting Threaded Optimization from Auto to Off yields the good result. So maybe we should try to reproduce this with pure OpenGL and send a sample to NVidia (they have been very responsive in the past if you send an example) cheers Sebastian Dear Wojtek et al., This mail reminded me of an issue I had a couple of years ago with VBO's on a particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as it was quite unstable, so I didn't report the problem at that time. The solution I accidently found back then was to turn off Threaded Optimization in the NVidia Control Panel (Auto per default). But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), and that fix works again. After turning off Threaded Optimization, I see the proper gradient displayed. Could you try this as well? Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: donderdag 13 oktober 2011 7:39 To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT, driver 280.13, good result on single screen. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/emaildisclaimer ___ 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
Re: [osg-users] VBO Bug ?
Hi Wojtek, Sebastian: Just out of curiosity where do you send or post OpenGL bugs ? Thru Registered developer's site or NVidia forums ? I have mixed results with registered devs site. Maybe other paths are a faster ? Please see my message, generally there's no need to make a pure OpenGL test case, and I gave you the e-mail address to send to directly :-) J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Hi, J-S Hehe, do you read my mind ? You posted the answer before my question I arrived on the list. I will send them broken model then. If they have osg installed, they could easily see the OpenGL calls with glDebuger. Cheers, Wojtek Lewandowski -Oryginalna wiadomość- From: Jean-Sébastien Guay Sent: Thursday, October 13, 2011 3:30 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi guys, So maybe we should try to reproduce this with pure OpenGL and send a sample to NVidia (they have been very responsive in the past if you send an example) And actually in my experience, even if you send an OSG-based example (binaries only) they can reproduce it and look at the OpenGL calls and find the problem that way. You don't even need to make a pure OpenGL example. I agree, they've been responsive, which reminds me I still haven't sent a repro example for an Optimus bug I found... Dev Support devsupp...@nvidia.com Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 52, Issue 20
HI Jack Can you Please stop flooding the list with copies of the whole digests and hiding a question/reply in the middle of hundreds of lines, I could not even make out of there is a question in there Please send a clean email with your questions? or snipped out digest so we may have a chance of actually seeing your question/reply and perhaps helping you Thanks Gordon Tomlinson 3D Technical Product Manager (System Engineering Consultant) Overwatch An Operating Unit of Textron Systems __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jack big Sent: Thursday, October 13, 2011 9:04 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osg-users Digest, Vol 52, Issue 20 [snip] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Hi Wojtek, Hehe, do you read my mind ? You posted the answer before my question I arrived on the list. I will send them broken model then. If they have osg installed, they could easily see the OpenGL calls with glDebuger. I suggest you send them a zip with osgviewer and the required DLLs too, just to simplify their life. I doubt they have OSG installed, and requiring them to go get the binaries will just be a barrier to them examining this bug. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )
Hi, I am on Win 7, osg 3.0.1 When writing out files which include a osgAnimation::RigGeometry to the new formats osgb, osgt, osgx and playing these files in the osganimationviewer, I get these messages in the CommandPrompt: InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback The problem seems to come from these lines ( found in osgt file ), which are not present in the old osg file format. osgAnimation::RigGeometry { UniqueID 26 DataVariance DYNAMIC ComputeBoundingBoxCallback TRUE { osg::ComputeBoundingBoxCallback { UniqueID 27 } } SupportsDisplayList FALSE UseVertexBufferObjects TRUE UpdateCallback TRUE { osg::UpdateCallback { UniqueID 28 } } } The problem is re-constructable with the osganimationskinning example, writing it to disk and reading back into osganimationviewer. So far no visual problem is noticeable, only the annoying error messages. Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer thread safety question
Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost. Cheers, PP On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote: On 10/12/2011 8:31 AM, Joshua Cook wrote: To make a long story short COIN was failing in a bad way but the standard notify message at the INFO level is: DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_ivd.dll Warning: Could not find plugin to read objects from file ../../some_file.iv. So, I know that COIN's failure is not an OSG problem but I do believe there may be room for a more useful debug output when a dll has problems that don't revolve around not existing. Are you 100% sure the DLL _is_ actually loading but the IV file fails to load? How have you verified this? You can set breakpoints in the DLL, or use something like SysInternals' ProcessMonitor to snoop on successful (and unsuccessful) DLL loads. Assuming the error message is correct and the plugin isn't being found... osgWorks has an app to find plugins. I don't have the .iv plugin, but here's an example of using it to find the .flt plugin: osgwwhich -p flt Using plugin name: osgPlugins-3.0.1/osgdb_openflight.dll. C:\Program Files\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_openflight.dll You can also set OSG_NOTIFY_LEVEL=DEBUG_FP to have OSG print each path that it searches to try to find the plugin. Hopefully these two tricks will help you figure out why OSG is claiming it can't load the plugin. -Paul ___ 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] rendering a texture on a .osg model
Hi, Thanks for that, no I don't believe the model has any texture coordinates. I will take a look at texgen All the best Craig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43401#43401 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mouse release event issue
Hi osg-users, I recently found something disturbing ine the way the mouse release event is processed. When I press left mouse button + right mouse button, then I drag the cursor out of the Osg viewport and release both buttons simultaneously I only receive 1 mouse release event on the left or right button, the second one is never received. Digging in the LRESULT GraphicsWindowWin32::handleNativeWindowingEvent( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) function I found that reproducing the same gesture is only calling getEventQueue()-mouseButtonRelease(mx, my, button, eventTime); once. I think it's due to the fact that the view doesn't has focus anymore so the second released button is never received. Is there a way to get bot mouse release event ?? (For info I'm using OSG 3.0.1 under Windows Seven) Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )
Hi, I am on Win 7, osg 3.0.1 When writing out files which include a osgAnimation::RigGeometry to the new formats osgb, osgt, osgx and playing these files in the osganimationviewer, I get these messages in the CommandPrompt: InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback The problem seems to come from these lines ( found in osgt file ), which are not present in the old osg file format. osgAnimation::RigGeometry { UniqueID 26 DataVariance DYNAMIC ComputeBoundingBoxCallback TRUE { osg::ComputeBoundingBoxCallback { UniqueID 27 } } SupportsDisplayList FALSE UseVertexBufferObjects TRUE UpdateCallback TRUE { osg::UpdateCallback { UniqueID 28 } } } The problem is re-constructable with the osganimationskinning example, writing it to disk and reading back into osganimationviewer. So far no visual problem is noticeable, only the annoying error messages. This is a repost, as the previous post ended up at the wrong place, sorry. Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Culling Issue with osgAnimation::rigGeometry
Hi, I created a cube with one bone in the center, and 3 children at three corners of the cube. When the child bones are translated away from center, the expanded cube corners get culled away. Do I need to write some kind of Compute Bounding Box Callback, or do I have to use some for osgAnimation Namespace ( can't find any ). Osgt file attached, this happens in osg file format as well. Launch with osganimationviewer, play the animation and rotate around. Non Transformed Cube: Transformed Cube: Thank you, ! Cheers, PP #Ascii Scene #Version 80 #Generator OpenSceneGraph 3.0.1 osg::Group { UniqueID 1 Name M2O_Skin UpdateCallback TRUE { osgAnimation::BasicAnimationManager { UniqueID 2 Animations 1 { osgAnimation::Animation { UniqueID 3 Name No Character Weight 1 Channels 4 { Type Vec3LinearChannel { Name position TargetName jnt_PX_PY_PZ_Callback KeyFrameContainer TRUE 3 { 0 2 2 2 0.5 5 5 5 1 2 2 2 } } Type Vec3LinearChannel { Name position TargetName jnt_NX_PY_NZ_Callback KeyFrameContainer TRUE 3 { 0 -2 2 -2 0.5 -5 5 -5 1 -2 2 -2 } } Type Vec3LinearChannel { Name position TargetName jnt_NX_NY_PZ_Callback KeyFrameContainer TRUE 3 { 0 -2 -2 2 0.5 -5 -5 5 1 -2 -2 2 } } Type Vec3LinearChannel { Name position TargetName jnt_PX_NY_NZ_Callback KeyFrameContainer TRUE 3 { 0 2 -2 -2 0.5 5 -5 -5 1 2 -2 -2 } } } } } } } StateSet TRUE { osg::StateSet { UniqueID 4 ModeList 1 { GL_NORMALIZE ON } } } Children 1 { osg::Group { UniqueID 5 Name world Children 5 { osg::MatrixTransform { UniqueID 6 Name plyCube Children 1 { osgAnimation::Skeleton { UniqueID 7 Name plyCubeShape UpdateCallback TRUE { osgAnimation::UpdateSkeleton { UniqueID 8 } } Children 2 { osgAnimation::Bone { UniqueID 9 Name jntCenter DataVariance DYNAMIC UpdateCallback TRUE { osgAnimation::UpdateBone { UniqueID 10 Name jntCenter_Callback StackedTransforms 3 { osgAnimation::StackedTranslateElement { UniqueID 11 Name position } osgAnimation::StackedQuaternionElement { UniqueID 12 Name quaternion } osgAnimation::StackedScaleElement { UniqueID 13 Name scale Scale 1 1 1 } } } } Children 4 { osgAnimation::Bone { UniqueID 14 Name jnt_PX_PY_PZ DataVariance DYNAMIC UpdateCallback TRUE { osgAnimation::UpdateBone { UniqueID 15 Name jnt_PX_PY_PZ_Callback StackedTransforms 3 { osgAnimation::StackedTranslateElement { UniqueID 16 Name position Translate 2 2 2 } osgAnimation::StackedQuaternionElement { UniqueID 17 Name quaternion } osgAnimation::StackedScaleElement { UniqueID 18 Name scale Scale 1 1 1 } } } } Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 2 2 2 1 }
Re: [osg-users] [SOLVED] Viewer thread safety question
Paul Martz wrote: On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote: Are you 100% sure the DLL _is_ actually loading but the IV file fails to load? How have you verified this? You can set breakpoints in the DLL, or use something like SysInternals' ProcessMonitor to snoop on successful (and unsuccessful) DLL loads. Well, there are a few indications we're using to know that the instructions in the osgDB_iv.dll and coin3.dll are loading and executing. First is the VS2010 output dialoge stating which dlls are being loaded and unloaded. Second, error messages that are printed by coin when running in release. Lastly, we're debugging coin atm to find out why it is failing before we move on to the .iv plugin and are seeing our debug statements in coin print. I assume that instructions from a shared library execute then the shared library loaded. However, since I'm still rather new at interacting with shared libraries like this, I'm not 100%. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43405#43405 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Image formats, most efficient?
It appears the native OSG formats include: a) Text formats: .osg .osgt b) Binary formats: .osgb .ive I know the text formats are much larger and slower to load. In my case, the binary formats are exactly the same size. So, I am curious what the differences specifically between the binary formats? What is the fastest format to load manipulate (really only scale, orient, translate)? I would presume that one of the OSG native binary formats would be the best to use. I realize my model is quite complex, so I am using osgconv to convert and reorient it. I tried scaling and compressing, but neither had an effect to the size. When I tried simplify, it did reduce the file size, but osgviewer crashes when I try to view the resulting image. Am I doing something wrong or is the model just too complex? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43406#43406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image formats, most efficient?
On 10/13/2011 05:58 PM, Thomas Lerman wrote: It appears the native OSG formats include: a) Text formats: .osg .osgt b) Binary formats: .osgb .ive I know the text formats are much larger and slower to load. In my case, the binary formats are exactly the same size. So, I am curious what the differences specifically between the binary formats? The .ive format was the original binary format for OSG. It is not extensible, so the binary format must be altered as new objects are added. The .osgb format is a newer, extensible format that makes use of serializers to store OSG objects in the file. All three formats .osgt (text), .osgb (binary), and .osgx (XML) use the same serializers, so the newer extensible formats are easier to maintain. What is the fastest format to load manipulate (really only scale, orient, translate)? I would presume that one of the OSG native binary formats would be the best to use. Correct, the native binary formats will be much quicker to load than any other format. It's probably a toss-up between .ive and .osgb at this point. The .osgb format is the way forward, though a lot of people still use .ive. I realize my model is quite complex, so I am using osgconv to convert and reorient it. I tried scaling and compressing, but neither had an effect to the size. When I tried simplify, it did reduce the file size, but osgviewer crashes when I try to view the resulting image. Am I doing something wrong or is the model just too complex? In general, scaling isn't going to reduce the size of the file. Compressing it (with zip or gzip, for example) will probably make the file smaller, but you'll have to decompress it to use it, even if you use the .zip plugin to decompress it into memory. In general, simplifying the model will reduce the overall size of the file. You don't say how you went about simplifying it, so I can't really determine why that's causing a crash. It sounds like the simplification process caused one or more of the objects in the resulting file to be invalid. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image formats, most efficient?
Thank you very much for the information . . . I will then use .osgb since that seems to be the best and most efficient. I was trying to simplify with the --simplify n parameter in osgconv. If I do anything other than '1' (do not simplify), even 0.99, osgviewer crashes trying to display the result. So, it does some like it messes up one or more of the objects. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43408#43408 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Explosion Effect removal
Hi folks, I'm using a modification of the Explosion Effect from the osgParticle. I want the effect to be removed when it's done but it's not obvious how to make this work. There are quite a few being created and over time they consume quite a bit of the frame time. Any ideas on how to remove them safely when they are done? Thanks! -B --- Brad Colbert Renaissance Sciences Corporation (480) 374-5073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org