Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
On Tue, Mar 13, 2012 at 9:24 PM, Zachary Hilbun wrote: > You mentioned that "you need the libpng development libraries installed on > your system". The closest thing I have to that is ReaderWriterPNG.cpp > under OpenSceneGraph-3.0.1/src/osgPlugins/png. Is that it? Nope. You're looking for some headers and a .so library. If not, where would I download what I need for my version of OGS? Is it > documented anywhere that you have to do this if you want to do PNG? > PNG is usually covered in the "third part dependencies" discussion. > Doing a search in Synaptic Package Manager it shows packages such as > linpng12-dev and linpng++-dev but I have no idea if those are compatible > with OSG. > LibPNG dev is most likely what you want. Alternately, you can download current versions of all the thirdparty libraries from my web page http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads > You mentioned "I'm guessing you installed OSG-3.0.0 from a package in your > Linux > distribution". The only thing available from Synaptic Package Manager was > version 2.8.3 so I downloaded version 3.0.0 from the OSG site. After I > installed it (didn't need to build from source), I found out a mistake had > been made in it and they had left out the Qt support. > That's not necessarily a mistake. Many people don't want/need Qt support. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
Hi, You mentioned that "you need the libpng development libraries installed on your system". The closest thing I have to that is ReaderWriterPNG.cpp under OpenSceneGraph-3.0.1/src/osgPlugins/png. Is that it? If not, where would I download what I need for my version of OGS? Is it documented anywhere that you have to do this if you want to do PNG? Doing a search in Synaptic Package Manager it shows packages such as linpng12-dev and linpng++-dev but I have no idea if those are compatible with OSG. You mentioned "I'm guessing you installed OSG-3.0.0 from a package in your Linux distribution". The only thing available from Synaptic Package Manager was version 2.8.3 so I downloaded version 3.0.0 from the OSG site. After I installed it (didn't need to build from source), I found out a mistake had been made in it and they had left out the Qt support. OSG V 3.0.1 didn't have a binary you could download so I had to build it from source. Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46248#46248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] using a TV remote control
Hi Helen, On 13/03/12 22:35 , Helen Diez wrote: > I'm using Microsoft Windows 7. > I still haven't found a solution to me problem. Any help will be really > apreciated You wrote 'When I press "red" button on my remote, letter "a" is written...'. Writte where? How do you interface with the remote control stuff? Is it through an SDK? A separate applications that fakes key presses? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG within firebreath?
Hi Paul, Also have a look at the source code of the coming book OpenSceneGraph 3.0 Cookbook. It has an initial implementation of integrating OSG and FireBreath under Windows. :-) https://github.com/xarray/osgRecipes The book link: http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book Wang Rui 2012/3/14 Paul Griffiths > Thanks for the link. > > Don't think ill be using firebreath, seems a bit of a overkill considering > its windows only. > > Theres next to nothing on the osg forum about osg and web browsers, which > is quite surprising if not shocking! :O > > Anyone have any code to share for browsers internet explorer, firefox and > any others on other systems other than windows? > > If not ill get my head down, pretty good at this sort of stuff. > > cheers. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=46226#46226 > > > > > > ___ > 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] Hiding a node from a single view
Hi Don, What is the best way to accomplish this? Node masks, cull callbacks? Chris's solution will work fine, but you may have many objects you want to control independently and then you'll run out of bits in your node mask. If that's the case, a cull callback can be another way to do it. In a cull callback, you can dynamic_cast the nodevisitor pointer to an osgUtil::CullVisitor, then get the current camera and its view. If you have any way of identifying the nodes you want to see and the ones you don't, and the views in which you want them to be visible or not (something as simple as a string comparison to the name of the node/view, or a hash map lookup, or whatever) then in the cull callback you can simply not traverse and that node's children (geometry etc) will not be visible. You could get fancy and implement your own "PerViewSwitch" node, that would inherit from osg::Group and override the traverse() method to decide whether to traverse or not based on the name of the view/camera/node or whatever. Hope this helps, J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca 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] Hiding a node from a single view
Nodemasks can be set on the Nodes, and each view can have a unique nodemask. The bitwise AND of the two must be non-zero for a Node to display in a view. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] place osgtext above moving object
On Wed, Mar 7, 2012 at 8:19 AM, jo mo wrote: > I have a scene with moving teams (represented as spheres) and I want to > place an osgText above each of these team such that the text movels along > the object. I tried the following code (teamPos is the node representing > the team, lat, lon and z is the current team position): >osg::ref_ptr positionGeode = new osg::Geode; >positionGeode->addDrawable(teamPos); >positionGeode->addDrawable(teamLabel); > > Has anybody got an idea what I am doing wrong? > > You don't say what results you get or how they are wrong. Is the positioning of the team sphere working? You say teamPos is a node, but really it should be a Drawable, which is NOT a node. > Thank you! > > Cheers, > jo > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=46089#46089 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] write to collada
On 03/12/2012 08:49 AM, David De Weerdt wrote: Hi, I have the following osg file. If I load this in my application, it loads fine. If I use osgDB::writeNodeFile to write the scenegraph to a collada (.dae) file, the cube is not added to the collada file. I do not get any errors/warnings and I have other osg files that I can convert to .dae perfectly fine. So it is probably something specific with this file. Your file includes a ShapeDrawable. This doesn't mean anything to anyone except for OSG itself. If you want to export a cube to COLLADA, you'll need to change that ShapeDrawable cube to be a Geometry with all the necessary vertices, indexes, etc. In general, it's best to avoid ShapeDrawables except for quick tests and toy applications. They often lead to problems like this :-) --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG within firebreath?
On 13/03/2012 19.04, Chris Hanson wrote: Anyone have any code to share for browsers internet explorer, firefox and any others on other systems other than windows? If not ill get my head down, pretty good at this sort of stuff. I would think the osg4web work is the best place to start as it claims: Our latest work can be viewed here: http://www.aquaepatavinae.lettere.unipd.it/portale/?page_id=2174 unfortunately is just italian and german, you should get the plugin for widows http://147.162.44.41/portale/wp-content/extra/osg4web-setup.exe or mac http://147.162.44.41/portale/wp-content/extra/OSG4Web.pkg this is not using Firebreath, but we would really like here is a tentative project of Firebreath + OSG under Linux https://code.launchpad.net/~osg4web/osg4weblinux/main It is not really up to date... it runs OSG within a separate process, using gtk_drawing_area to draw inside the plugin window browser The window code, more complex and, unfortunately, not based on firebreath, use similar idea: OSG run in a separate process This tecnique can not be used on OSX If someone is intersted, we can give more detail >Currently the supported browsers are Firefox and IE and the OS platform is Windows XP-Vista. Nevertheless, most part of the code is OS neutral. Yes, it isusing Firebreath should enhance prortability by going also cross-browser HTH Luigi -- Luigi Calori SuperComputing Applications and Innovation Department CINECA - via Magnanelli, 6/3, 40033 Casalecchio di Reno (Bologna) - ITALY Tel: +39 051 6171509 Fax: +39 051 6132198 hpc.cineca.it ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] My PNG plugin in missing after buildingOSG V 3.0.1
On 03/13/2012 06:04 PM, Zachary Hilbun wrote: Hi, This is a Linux machine and I am using Eclipse for development of a Qt app. I installed OSG V 3.0.0 and found it did not have the Qt integration in it. I then downloaded and built OSG V 3.0.1. I need to read a PNG image but find that I have no osgdb_png.so in my 3.0.1 directory which is under /usr/local/lib/osgPlugins-3.0.1. I do have it under my home directory /OpenSceneGraph/lib/osgPlugins-3.0.0. Can I just copy the 3.0.0 plugin to my 3.0.1 directory or is there a version problem? Why didn't my osgdb_png.so get placed in the 3.0.1 plugin directory along with the rest of the plugins? How can I get it there? What needs to be set up in order for the plugins to be found? I now have 2 OSG versions on my computer. Can I safely get rid of the 3.0.0 version? How can I do that? I'm guessing you installed OSG-3.0.0 from a package in your Linux distribution. If so, you can use the regular package management system for your distribution to remove OSG-3.0.0 (if you can tell us which Linux distribution you have, we can probably give you more specific instructions). In order to build the osgdb_png.so plugin, you need the libpng development libraries installed on your system (most likely, you only have the runtime libraries, which doesn't include the headers needed for development). If your distribution has a package called libpng-devel or libpng-dev, you'll need to install that. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] write to collada
Hi, I have the following osg file. If I load this in my application, it loads fine. If I use osgDB::writeNodeFile to write the scenegraph to a collada (.dae) file, the cube is not added to the collada file. I do not get any errors/warnings and I have other osg files that I can convert to .dae perfectly fine. So it is probably something specific with this file. Code: Switch { UniqueID Switch_0 name "World switch" nodeMask 0x cullingActive TRUE StateSet { UniqueID StateSet_1 rendering_hint DEFAULT_BIN renderBinMode INHERIT GL_LIGHTING OFF PolygonMode { mode FRONT_AND_BACK FILL } } NewChildDefaultValue 1 ValueList { 1 } num_children 1 Group { UniqueID Group_2 name "Virtual world 1" nodeMask 0x cullingActive TRUE num_children 1 Geode { UniqueID Geode_3 name "myCube" nodeMask 0x cullingActive TRUE description { "-" "Cube" } num_drawables 1 ShapeDrawable { UniqueID ShapeDrawable_4 Box { UniqueID Box_5 Center 0 0 0 HalfLengths 0.5 0.5 0.5 Rotation 0 0 0 1 } useDisplayList TRUE useVertexBufferObjects FALSE color 1 1 1 1 } } } } The dae file that this generated is: Code: 2006-07-25T00:00:00Z 2006-07-25T00:00:00Z 1 I'd appreciate any ideas. Thank you, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46177#46177 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stack overflow error with derived osg classes
On 03/02/2012 02:32 PM, Antony Tomarelli wrote: (Sorry, couldn't figure out how to be specific but concise with the title) I created a class (called Test) that derived from PositionAttitudeTransform which would control the position of a shape (so a geode) in the scene. I wanted to then update it by setting that class as the geode's user data, and then having it update via a callback (which is irrelevant to the problem (as far as I can see)). However, when I add an instance of Test as geode's user data a stack overflow occurs when the viewer calls realize(). No stack overflow if I don't. I see that addChild() is virtual, but I don't know if that would cause problems - I'm still rather a novice to OSG and C++. Can anyone explain the problem? A stack overflow usually means some kind of infinite recursion is happening. A method is calling another method, which calls another method, and so forth, until eventually the original method is called again. This cycle continues forever until the system runs out of stack space (there's no more room to keep track of all the method calls). --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1
Hi, This is a Linux machine and I am using Eclipse for development of a Qt app. I installed OSG V 3.0.0 and found it did not have the Qt integration in it. I then downloaded and built OSG V 3.0.1. I need to read a PNG image but find that I have no osgdb_png.so in my 3.0.1 directory which is under /usr/local/lib/osgPlugins-3.0.1. I do have it under my home directory /OpenSceneGraph/lib/osgPlugins-3.0.0. Can I just copy the 3.0.0 plugin to my 3.0.1 directory or is there a version problem? Why didn't my osgdb_png.so get placed in the 3.0.1 plugin directory along with the rest of the plugins? How can I get it there? What needs to be set up in order for the plugins to be found? I now have 2 OSG versions on my computer. Can I safely get rid of the 3.0.0 version? How can I do that? Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46238#46238 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stack overflow error with derived osg classes
(Sorry, couldn't figure out how to be specific but concise with the title) I created a class (called Test) that derived from PositionAttitudeTransform which would control the position of a shape (so a geode) in the scene. I wanted to then update it by setting that class as the geode's user data, and then having it update via a callback (which is irrelevant to the problem (as far as I can see)). However, when I add an instance of Test as geode's user data a stack overflow occurs when the viewer calls realize(). No stack overflow if I don't. I see that addChild() is virtual, but I don't know if that would cause problems - I'm still rather a novice to OSG and C++. Can anyone explain the problem? Here's the code for Test: Code: #include class Test : public osg::PositionAttitudeTransform { public: Test(osg::ref_ptr geode) { addChild(geode); } ~Test() { } }; And here's main: Code: int main(int argc, const char** argv) { osg::ref_ptr root = new osg::Group(); // Create viewer osgViewer::Viewer viewer; viewer.setSceneData(root); osg::ref_ptr geode = new osg::Geode(); Test* t = new Test(geode); root->addChild(t); geode->setUserData(t); // Create camera viewer.setCameraManipulator(new osgGA::TrackballManipulator()); // Run scene viewer.setUpViewInWindow(0, 0, 800, 600); viewer.realize(); while (!viewer.done()) { // Step the graphics display viewer.frame(); } return 0; } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45999#45999 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Hiding a node from a single view
Hi, I have a scene with a number of 3D models and I need to be able to view the scene from the point of view of one of the models. When I view the scene from one of the models, I'd like to hide that model from view so it doesn't block the view. I'm using Switch nodes to enable/disable the models now, but I need to add support for multiple views with different viewpoints, and I want the model to be visible from those other viewpoints. I tried using update callbacks to set the node masks to zero to hide the models, but then the callbacks stopped getting called and I couldn't unhide the models. What is the best way to accomplish this? Node masks, cull callbacks? I'm using version 2.8.4 of OSG. Thank you! Cheers, Don (P.S. This is my first post in the OSG forums!) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46003#46003 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] place osgtext above moving object
Hi, I have a scene with moving teams (represented as spheres) and I want to place an osgText above each of these team such that the text movels along the object. I tried the following code (teamPos is the node representing the team, lat, lon and z is the current team position): osg::ref_ptr teamLabel = new osgText::Text(); osg::ref_ptr g_font = osgText::readFontFile("fonts/arial.ttf"); teamLabel->setDataVariance(osg::Object::DYNAMIC); teamLabel->setFont(g_font.get()); teamLabel->setCharacterSize( 100.0 ); teamLabel->setFontResolution( 22, 22 ); teamLabel->setColor( osg::Vec4(1.0,1.0,1.0,0.5) ); teamLabel->setPosition( osg::Vec3f(lon,lat,z) ); teamLabel->setAlignment( osgText::Text::CENTER_TOP ); teamLabel->setAxisAlignment(osgText::TextBase::SCREEN); teamLabel->setCharacterSizeMode( osgText::Text::SCREEN_COORDS ); teamLabel->setBackdropType( osgText::Text::OUTLINE ); teamLabel->setBackdropColor( osg::Vec4(0,0,0,1) ); teamLabel->setBackdropImplementation( osgText::Text::STENCIL_BUFFER ); teamLabel->setBackdropOffset(0.2f,0.2f); teamLabel->setAutoRotateToScreen( true ); teamLabel->setText( teamString.toStdString().c_str() ); osg::ref_ptr positionGeode = new osg::Geode; positionGeode->addDrawable(teamPos); positionGeode->addDrawable(teamLabel); Has anybody got an idea what I am doing wrong? Thank you! Cheers, jo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46089#46089 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Add control buttons to control animation scene
Hi, I created an animation by setting setUpdateCallback an AnimationPath to a MatrixTransform. Then, I run the animation by using while( !viewer.done() ) { viewer.frame(); } The animation works well. Now, I would like to add control buttons to control the animation. For example, when I push a button, I would like to have the animation play from key frame 1 to 10 and stop. When I push another button, I would like to have the animation play from key frame 11 to 20 and stop. I have some ideas on how to create control buttons. However, I don't know how to modify these code while( !viewer.done() ) { viewer.frame(); } to make it play as I want. If anyone knows how to do this, could you please let me know? Thank you! Cheers, GP -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46208#46208 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgCompute] Graph layout using osgCompute
Hi everybody, I've got here some issue I would like to discuss with you first because I am kind of newbie in osg and also osgCompute. I would like to accelerate computation of graph layout with osgCompute, but I am not sure if possible or if it's osgCompute suitable for this task. My graph nodes are represented as geodes in scene graph and I need to recalculate their positions according to their neighbouring nodes. This part I have already implemented but I would like to tranfers this position computation on GPU. I looked at this particle demo example which is in some way similar to my problem but the major difference is that in this particle demo there is just one geode with particles as vertices in geometry but in my case there one geode for every graph node. Do you think it can work? Thank you! Cheers, Vladimir -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46014#46014 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG within web browsers?
Chris Hanson wrote: > > I would think the osg4web work is the best place to start as it claims: > > > > Currently the supported browsers are Firefox and IE and the OS platform is > > Windows XP-Vista. Nevertheless, most part of the code is OS neutral. > > > > There's also osg.js (osgjs.org), which approaches it differently, providing an "OSG-like" JavaScript API on top of WebGL. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46232#46232 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
On 03/13/2012 12:52 PM, Christian Buchner wrote: Attention, almost anything that is BIND_PER_PRIMITIVE will force osg into a slow render path that does make use of immediate draw calls. I mentioned this up a bit higher in the thread. The question of whether or not it will be slow is different than whether or not it will (or should) work properly at all. As far as I can tell, OSG implements the necessary glVertexAttrib() calls that you'd need for this to work, so I don't know why the attributes fail to make it to the vertex shader. Sure, it's generally not a good idea to rely on PER_PRIMITIVE bindings at all, but for a particular use case where, say, scientific data is being visualized, the visualization lends itself to per-primitive attributes, and there are few enough primitives that performance isn't a problem, is there a reason why OSG wouldn't handle this? --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG within firebreath?
> > Anyone have any code to share for browsers internet explorer, firefox and > any others on other systems other than windows? > If not ill get my head down, pretty good at this sort of stuff. > > I would think the osg4web work is the best place to start as it claims: >Currently the supported browsers are Firefox and IE and the OS platform is Windows XP-Vista. Nevertheless, most part of the code is OS neutral. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac: GLSL > 120?
Hi Chris, AFAIK it's not possible (yet) to use open gl 3 with osg on mac/lion. There's a submission at osg-submission to add GL 3 support, but it's not committed yet. cheers, Stephan Am 13.03.12 17:07, schrieb Chris Hanson: > http://lwjgl.org/forum/index.php?topic=4071.0 > > Apparently it's possible under Lion to get support for GLSL beyond 1.20 > (#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to > trigger this support from within OSG at this point? > > > > > ___ > 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 within firebreath?
Thanks for the link. Don't think ill be using firebreath, seems a bit of a overkill considering its windows only. Theres next to nothing on the osg forum about osg and web browsers, which is quite surprising if not shocking! :O Anyone have any code to share for browsers internet explorer, firefox and any others on other systems other than windows? If not ill get my head down, pretty good at this sort of stuff. cheers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46226#46226 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
My guess is that it affects the drawable only. But I am not really qualified to answer that. Christian Am 13. März 2012 17:57 schrieb Ethan Fahy : > Thanks Christian, > > To clarify, if I have a scene with lots of objects that are bound per vertex > and just one, relatively simply object that is bound per primitive, will that > one object that is bound per primitive harm the rendering speed of the entire > scene or just of that one object? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG within firebreath?
Read this thread: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-April/050282.html -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG within firebreath?
Hi, Just a quick ask. Has anyone had any experiance integrating OSG with Firebreath? ( http://www.firebreath.org/ ) Firebreath gives you the power of c++ as a plugin within the most popular browsers. Anyone? ... Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46223#46223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
Thanks Christian, To clarify, if I have a scene with lots of objects that are bound per vertex and just one, relatively simply object that is bound per primitive, will that one object that is bound per primitive harm the rendering speed of the entire scene or just of that one object? I have a physical model that outputs temperature for each facet of the model so if I want to color the model I can't use bind per vertex and still have a perfect representation of the physical model. Christian Buchner wrote: > Attention, almost anything that is BIND_PER_PRIMITIVE will force osg > into a slow render path that does make use of immediate draw calls. > > Christian > ___ > 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=46222#46222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
Attention, almost anything that is BIND_PER_PRIMITIVE will force osg into a slow render path that does make use of immediate draw calls. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
Oh OK gotcha. Thanks again, I did end up implementing everything correctly for a different model that needed to be indexed per vertex instead of per primitive. I also changed my shaders so that the lookup table logic went into the vertex shader instead of the frag shader. If I did the lookup in the frag shader then the vertex values were interpolated which is not what I wanted. For the models that must be bound per primitive, I'll probably just revert to encoding the index numbers in the vertex colors instead of generic vertex attributes. However I am debating whether I should create a separate forum thread about using generic vertex attributes that are BIND_PER_PRIMITIVE with GLSL; both of us were unable to get it working but since I can't find any documentation online for why it wouldn't work it might be worth asking to a larger audience since this thread has veered off from its original title somewhat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46219#46219 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mac: GLSL > 120?
http://lwjgl.org/forum/index.php?topic=4071.0 Apparently it's possible under Lion to get support for GLSL beyond 1.20 (#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to trigger this support from within OSG at this point? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library
I have just just posted this to osg-submissions. For the required 2D artwork, please contact me by E-mail once you have succeeded compiling this. It is probably a bit easier to get going on Linux than on Windows. The FindRVO2.cmake module needs more work to work on windows and accept pre-built RVO2 dependencies. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
On 03/13/2012 07:14 AM, Ethan Fahy wrote: Jason, it looks like something went wrong with your last post since it's awaiting approval. There was a file attached but it was identical to the last file. Was there something important in that message that I missed? Thanks again. No, it's fine. It looked to me like my attachment from the mailing list didn't make it through the gateway to the forum properly, so I went ahead and logged onto the forum to post it directly there. Of course, by the time I got through with that, the original attachment had shown up just fine. But then, of course, my post was flagged for approval because I'm a new user on the forum :-) --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] get nearest point from Camera
Hi, I'm currently working on a zoom function. The user has to select an area on the screen by dragging a rectangle, my goal is then to move camera such that what has been selected is exactly the new projected view (selection is forced to respect current ratio.) to do that: I project the center selection and the middle of the left-edge selection on the plan of first politope point (as it's the nearest from camera). With this two points and camera's forward vector, i'm able to compute the new position of my camera. My solution works fine, the result is what i wanted (without modify projection matrix) but my problem is that compute a polytope could be very long. Is there a faster way to get the nearest point from camera ? (like using the depthbuffer?) I didn't find something which can help me. Thank you for your help! Cheers, Jeremie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46191#46191 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
I typically just use the mailing list instead of the forum. I guess the Mail2Forum gateway doesn't handle attachments very well. Here it is... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46206#46206 Attachments: http://forum.openscenegraph.org//files/human_125.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] using a TV remote control
Hi Ulrich, I'm using Microsoft Windows 7. I still haven't found a solution to me problem. Any help will be really apreciated Thank you! Cheers, Helen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46212#46212 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?
Jason, it looks like something went wrong with your last post since it's awaiting approval. There was a file attached but it was identical to the last file. Was there something important in that message that I missed? Thanks again. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46211#46211 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap
Hi Robert, I've made some tests today and gradually know my problems, but feels thorny to solve them. :-) The shadowed scene looks good when it is displayed separately. Although there are still aliasing when tilting the view point to have a horizontally view, I think one of the cause is the precision from the near to the far plane, and can bear or resolve it with some blurring methods. But when I place the city on the earth and try to make shadows on it (the earth tiles are not included as shadow casters or receivers), there is one major problem: the shadow may disappear suddenly when I'm adjusting the look-at vector for horizontally views. This issue always occurs when I'm in the opposite direction of the light. I tried following the code in ViewDependentShadowMap and guess it is still related to the near/far computation, as in my scene graph, the far plane value may be extremely large because of the earth radius. I don't have a proper solution for that case but wonder if we could have a callback/option in ViewDependentShadowMap to enable setting user-defined projection matrices instead of reading them from the cull visitor, with which we can set up the light frustum to have a fixed near/far pair instead of a changing one. As shadows are meaningless when they are far away from the viewer, I think this is suitable for most cases and can help improve the shadow quality when handling large scene cases. The theory of PSSM and CSM algorithm may help, but at present I think they are not implemented in the ViewDependentShadowMap class (yes, we have the PSSM but it has problems working with RTT cameras at present :-) Wang Rui 2012/3/12 Robert Osfield > HI Rui, > > Thanks for the links to the data, I will download and have a > experiment later, most likely tomorrow as I have to go out quite soon. > > The screenshot is suggests to me that the main artefact is simply that > the shader used/fixed function pipeline isn't computing the shadowed > colour correctly and would disappear if appropriate shaders were used > to make sure the back facing triangles are coloured the same as the > shadowed region. When using the standard fixed function pipeline you > just get black for the shadowed around so the result always has this > artefact. > > Robert. > > On 12 March 2012 13:20, Wang Rui wrote: > > Hi Robert, > > > > I'd like to provide a set of city models for shadow tests. It is already > > constructed with paged LODs so can be viewed smoothly on my Windows 7 and > > GTX 460. I've uploaded it at box.com, totally two compressed packages: > > http://www.box.com/s/s1bnf4eqenrc30opxzj4 > > http://www.box.com/s/ubu4186593fjc8tslntq > > > > Of course tarballs are not suitable for public test. It should be > > comfortable if we could load and render the city from an HTTP address, > just > > like the earth_bayarea example dataset. The snapshot attached shows that > > most of the shadows are at the right place but some with obvious aliasing > > issues and streaks (as on the right bottom side). > > > > Cheers, > > > > Wang Rui > > > > > > 2012/3/12 Robert Osfield > >> > >> Hi Rui, > >> > >> Artifacts can be caused by a number of different reasons, as I have > >> seen the models, screenshots of the artefacts I don't feel comfortable > >> pointing at any particular cause or solution. > >> > >> Having a public model we can test against would be very useful. Also > >> modifying the osgshadow example to have a unit test for these case > >> would also be useful. Given a unit test we as group can start > >> refining things for the problem cases. > >> > >> As a more general note ViewDependentShadowMap doesn't yet provide > >> shaders that resolve the issue correct lighting of shadows, the thread > >> you link to discusses this topic. Introducing the required shaders as > >> an option into ViewDependentShadowMap would address one of the areas > >> that artefacts can be seen when users don't provide their own shaders > >> that do the lighting correctly. This won't solve all the potential > >> artefacts that we see when doing shadow mapping but it would at least > >> discount one possible set of problems. > >> > >> Robert. > >> > >> On 12 March 2012 09:38, Wang Rui wrote: > >> > Hi all, > >> > > >> > I'm currently working on an example that uses > >> > osgShadow::ViewDependentShadowMap for generating dynamic shadows on a > >> > large > >> > area of buildings. It can work correctly on a huge city which is > created > >> > by > >> > CityEngine and then converted to OSG styled scene graph. It also > >> > generates > >> > aliasing issues as expected, but I'm still looking for some good > >> > solutions > >> > to reduce such problem and want to discuss them in this thread if > >> > possible. > >> > My test program and a simple shader file can be found in attachement. > >> > > >> > I've already read a similar topic at: > >> > > >> > > http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2011-August/053731.html > >