Re: [osg-users] Post-render Camera Reusing the Depth-buffer
Hi, Okay, my setup is different. I might be wrong, but either you bind the depth buffer to a texture too, or read it to a texture after the first pass. Binding it to the first frame is not a problem however. There no magic about it. Just be sure that you bind it to all passes that perform depth tests afterwards. Maybe someone else has a better solution to your problem. cheers Sebastian Hello Sebastian, thanks for a quick reply. I wanted to do something like that, but I am missing the depth_tex part. The first camera doesn't render to texture, but to a classical frame buffer/depth_buffer. The second camera is then RTT, but it should be using the depth buffer from the first one. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48183#48183 ___ 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] OSG error handling
Hi. I see that OSG does not use exceptions, instead it only notifies of errors. Does it mean, that OSG encourages return-code error handling? Currently I use exceptions (which are only thrown if application cannot continue normal operation: invalid resource, invalid input parameter, etc) and would like to continue to use them, but since large part of my program (OSG) won't be using exceptions any more (I've used OGRE before), I wonder if using exceptions is suitable at all now. What error handling approach do you recommend for OSG based applications? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard Event handler Problem
Hi, Can any one please help me what could be the mistake. ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48188#48188 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Post-render Camera Reusing the Depth-buffer
I tried your suggestion and it works. I attached the depth texture to the first pass and reused it in the second. I guess the performance of RTT is just about the same as rendering to conventional buffer, so this should work pretty good. It also gives some more control over the situation. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48189#48189 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] server is down !
Hi, Can you confirm you can reach the server now? Cheers. 2012/6/11 Jordi Torres jtorresfa...@gmail.com Hi all, We are experiencing problems with the old server, it seems there is a problem with the university network, nothing related to the trac. Now I can't reach the server using ssh, so till tomorrow I won't be able to take a look. In the meanwhile you can use the github[1] or mercurial[2] mirror to get the code. Sorry for the inconvenience. [1] http://www.openscenegraph.com/index.php/downloads/code-repositories/31-git-mirror [2] http://www.openscenegraph.com/index.php/downloads/code-repositories/32-mercurial-mirror 2012/6/11 Carlos Sanches ces...@gmail.com Hi . I m trying to access the OSG website and download by svn the new version but looks like the that the site is down . Do you know how long to back on line ? -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG error handling
HI Michael, On 12 June 2012 07:59, michael kapelko korn...@gmail.com wrote: I see that OSG does not use exceptions, instead it only notifies of errors. The majority of the OSG doesn't use exception. It used to use more but I did a purge of use of exceptions in the core OSG to avoid problems with embedded platforms that didn't support exceptions properly. The main place that exceptions remain in use is some of the plugins which won't be compliable on platforms without exceptions. Does it mean, that OSG encourages return-code error handling? The error states returned from function/method calls tend to be very specific to the task in hand, much of the OSG will assume no error and have no error handling/return codes, things like memory errors will get passed back via the standard C++ exceptions. Case like file loading will have specific mechanism for giving feedback on errors. Currently I use exceptions (which are only thrown if application cannot continue normal operation: invalid resource, invalid input parameter, etc) and would like to continue to use them, but since large part of my program (OSG) won't be using exceptions any more (I've used OGRE before), I wonder if using exceptions is suitable at all now. There is nothing wrong with using exceptions with the OSG in your application. The only limit would be if you want to target specific embedded platforms that don't support exceptions. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard Event handler Problem
On 12 June 2012 07:58, Koduri Lakshmi ankiredd...@gmail.com wrote: Hi, Can any one please help me what could be the mistake. The code looks kinda messy but I can't really spot what might be the mistake as there is clearly stuff missing, but can't say whether this is because you simply didn't copy and paste it into the email or it's missing. Please have a look at the OSG examples, plenty of them have event handlers and they work so use this as a base. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] server is down !
Hi Jordi, On 12 June 2012 08:16, Jordi Torres jtorresfa...@gmail.com wrote: Can you confirm you can reach the server now? I just tried openscenegraph.org but I've just got a: Trac detected an internal error: TimeoutError: Unable to get database connection within 20 seconds Subversion looks to be working fine though. Thanks for your efforts on try to keep the old server up. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] server is down !
Hi Robert, This error is related to trac, and is intermitent, if you get this error try to reload, at the end it tends to load. I will take a look to this, but J.L. Hidalgo said me that the real solution for this is to not use trac, that's the reason why we are migrating the web :(. I will report if I can do something to fix it. Cheers. 2012/6/12 Robert Osfield robert.osfi...@gmail.com Hi Jordi, On 12 June 2012 08:16, Jordi Torres jtorresfa...@gmail.com wrote: Can you confirm you can reach the server now? I just tried openscenegraph.org but I've just got a: Trac detected an internal error: TimeoutError: Unable to get database connection within 20 seconds Subversion looks to be working fine though. Thanks for your efforts on try to keep the old server up. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard Event handler Problem
Hi, This is my mistake. I am deactivating the render window and activating another window. I am getting messages when I selected the render window. ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48195#48195 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] ffmpeg plugin
Hi, I wand to play video in my application but I don't have ffmpeg plugin dll. I have OpenSceneGraph-3.0.1. Could someone send me this dll? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48196#48196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instanced Arrays support
Hi guys, anyone on this?? I have done some more digging in the code, but wasn't able to find support for this feature... Thanks! Ricky On Thu, Jun 7, 2012 at 11:48 AM, Riccardo Corsi riccardo.co...@kairos3d.itwrote: Hi all, I'm about to implement some instanced rendering in my application and I was looking for the best way to pass per-instance data to the shaders. I've then discovered that besides the Draw Instaced ARB there is another extension called Instanced Arrays, which basically allows to bind vertex attributes per instance ( or per multiple instances, controlled by a divisor attribute) instead of per vertex. Here is the link to the specs: http://www.opengl.org/registry/specs/ARB/instanced_arrays.txt I couldn't find how to use this extension with osg. Is there support for this functionality? Thank you, Ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] set material basic question
Hi folks, I got a similar problem. Some parts of my model are always black. Despite setting the front and back color. @Shayne: I've enabled both ambient and diffuse color. And turning the model around (which changes the direction to the light source) doesn't change the color of the black faces. A rework of the normals isn't easy, because I get them from an external system. My Code looks like: Code: osg::Material* material = new osg::Material; material-setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); material-setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); material-setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); material-setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); material-setShininess(osg::Material::FRONT_AND_BACK, 64.0f); stateSet-setAttribute(material,osg::StateAttribute::ON | material,osg::StateAttribute::OVERRIDE); currentFace-setStateSet(stateSet); ... Add the primitives (triangles, strips, fans) below. Each vertex has its own normal currentFace-setNormalBinding(osg::Geometry::BIND_PER_VERTEX); Thank you! Cheers, Matthias [/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48166#48166 Attachments: http://forum.openscenegraph.org//files/whiteandblack_176.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] combine functionality my own shader with shadowmap shader
Hi , I want to combine custom shaders (normal map, reflection, specular lighting and ect) with osgShadow. I have my shader generator class which generates combination of shaders and gives only one faragment and one vertex shader. Without osgShadow it works ok. But when i use osgShadow this disables my shaders because osgShadow class overrides my custom shaders. Who knows how to use custom shaders and osgShadow together? Thank you! Cheers, Umid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47489#47489 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Why doesn't the viewer first destroy existing camera before assigning new camera?
First post in this forum. While trying to understand the viewer, I was going thru the OSG source code and saw that when a master camera is assigned to the viewer thru setCamera, OSG does not actually destroy the existing default master camera. See... Code: void View::setCamera(osg::Camera* camera) { if (_camera.valid()) _camera-setView(0); _camera = camera; if (_camera.valid()) { _camera-setView(this); _camera-setRenderer(createRenderer(camera)); } } Why is it like this? Won't this result in a memory leak when I do: osg::ref_ptrosg::Camera camera = new osg::Camera; osgViewer::Viewer viewer; viewer.setCamera( camera.get() ); Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47711#47711 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
Just copy and paste the DLL into the folder where your program's exe is located. If you don't want to do that, then go to Visual Studio's project settings and set the value Working Directory to the same directory that the DLL is located in. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47736#47736 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Headtracking (osg+vrpn)
hi all, am new to this world and i am trying to do a final project with GSO VRPN. i'm trying to create a program with heatracking, well I got that when I move the image to move, just to prove that I do correctly, by VRPN. Well when that happens, the next thing I'm trying to do is create a sphere in which it has a camera attached, so that when I move the sphere through nodetrackermanipulator, to continue, so that if an object in front and I move my head to get something like the following: In youtube search: Head Tracking for Desktop VR Displays using the WiiRemote Now my problem is this, do not get any of the ways that the camera following the ball in question was created, I tried the following: osg :: ref_ptr osg::Node model = sphere (); osg :: ref_ptr osg::MatrixTransform mt = new osg :: MatrixTransform; mt- addChild (model.get ()); osg :: ref_ptr osg::Camera osg :: camera = new Camera; camera- setClearMask (GL_DEPTH_BUFFER_BIT); camera- setRenderOrder (osg :: Camera :: POST_RENDER); camera- setReferenceFrame (osg :: Camera :: ABSOLUTE_RF); camera- setViewMatrixAsLookAt ( osg :: vec3 (0.0f, 0.0f, 0.0f), osg :: vec3 (), osg :: vec3 (0.0f, 0.0f, 0.0f) ); camera- addChild (mt.get ()); osgGA :: NodeTrackerManipulator * tm = new osgGA :: NodeTrackerManipulator; tm- setTrackerMode (osgGA :: NodeTrackerManipulator :: NODE_CENTER_AND_ROTATION); tm- setRotationMode (osgGA :: NodeTrackerManipulator :: TRACKBALL); tm- setTrackNode (Camera.get ()); viewer.setCameraManipulator (tm); What you get with this through GUIEventHandler, is to move the sphere, without the camera to follow. What am I doing wrong? Not if you have something to do with the topic of coordinates and coordinate diferntes SYSTEMS has the object relative to the viewer, not that I am wrong. really thank you, i hope you can help, cause im really lost, and i dont know what to do :( Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47743#47743 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Topic approval in this forum
Hi, I'm glad to see an OSG forum which is very necessary, given that OSG is a bit tough to understand in the beginning. I would like to urge the owner of the forum to not have a rule where the posts of newbies have to wait for approval. It has been more than a week since I've posted a question and answered somebody else's question, but my posts are still waiting for approval. Internet forums manage this situation by giving administrator privileges to trusted forum users and by taking backups of the forum posts. Couldn't this forum do the same? This way, collaboration between osg users would improve and people would be happy to introduce themselves to osg, knowing there's a good forum that can help them. Hoping that you'd consider improving the forum this way. Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47816#47816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Hi Nav. First of all, if you had followed the rules of the forum corresponding to your real name, your post would be approved much faster. Second, there are not enough moderators available to take over the job about new user's post approval. I, as admin, don't have enough time to do this job. Unfortunately there are still nobody interested in this job :( Hence, I am sorry for longer waiting times before new messages get approved, but this is the only way we currently have to have nice cooperation between the established osg community acting on the mailing list side with the new one from the forum side. cheers, art Nav wrote: Hi, I'm glad to see an OSG forum which is very necessary, given that OSG is a bit tough to understand in the beginning. I would like to urge the owner of the forum to not have a rule where the posts of newbies have to wait for approval. It has been more than a week since I've posted a question and answered somebody else's question, but my posts are still waiting for approval. Internet forums manage this situation by giving administrator privileges to trusted forum users and by taking backups of the forum posts. Couldn't this forum do the same? This way, collaboration between osg users would improve and people would be happy to introduce themselves to osg, knowing there's a good forum that can help them. Hoping that you'd consider improving the forum this way. Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48203#48203 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Quick Start Picking Example - Why is DYNAMIC not used?
Hello All, New to OSG and just finished reading the OSG Quick Start guide. I wanted to make sure I understood when it is necessary to set the data variance of a Node to DYNAMIC. The OSG Quick Start Callback example set the rotation MatrixTransform node to DYNAMIC since it would be modifying the transform in each update callback and that made perfect sense. However, the Picking example does not do this, even though it is essentially performing the same thing though with user interaction involved. It's still modifying one of the MatrixTransform nodes as the Callback example did, but the node's data variance was specifically set to STATIC when it was created. I thought maybe the data variance value would be changed to DYNAMIC after it was determine that it had been selected, but that doesn't appear to be the case. So, my question is, why aren't the rotation MatrixTransform nodes in the Picking example set to DYNAMIC like the one MatrixTransform node in the Callback example was? Wouldn't that leave the possibility of updating the scene graph during the cull and/or draw phases? Thank you! Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47868#47868 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL ES 2.0 and LIGHTING
Hi, I am developing an application for iPhone and iPod touch using OpenSceneGraph. In origin I written my own shaders and I used to control light using a uniform. It was working. Now I wanted to switch to use osg::Light and osg::LightSource because I think it is more object-oriented, but when I run my code I obtain this warning: Code: Warning: Light::apply(State) - not supported. Does this mean that I can't use this approach with OpenGL ES 2.0 ? I post the code I use for managing light: Code: #define LIGHT_0 0 - (osg::ref_ptrosg::Light)createLight:(osg::Vec4)color atPosition:(osg::Vec4)position { osg::ref_ptrosg::Light light = new osg::Light; // each light must have a unique number light-setLightNum(LIGHT_0); // we set the light's position via a PositionAttitudeTransform object light-setPosition(position); light-setDiffuse(color); light-setSpecular(osg::Vec4(1.0, 1.0, 1.0, 1.0)); light-setAmbient( osg::Vec4(0.0, 0.0, 0.0, 1.0)); return light; } - (void)setupLights { osg::StateSet* state = _root-getOrCreateStateSet(); state-setMode( GL_LIGHTING, osg::StateAttribute::ON ); state-setMode( GL_LIGHT0, osg::StateAttribute::ON ); // Create a MatrixTransform to position the Light. osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform; osg::Matrix m; m.makeTranslate( osg::Vec3( -3.f, 2.f, 5.f ) ); mt-setMatrix( m ); osg::ref_ptrosg::Light light = [self createLight:osg::Vec4(1.0,0.0,0.0,1.0) atPosition:osg::Vec4(3.0,2.0,1.0,1.0)]; // Add the Light to a LightSource. Add the LightSource and // MatrixTransform to the scene graph. osg::ref_ptrosg::LightSource ls = new osg::LightSource; _root-addChild( mt.get() ); mt-addChild( ls.get() ); ls-setLight( light.get() ); } - (void) viewDidLoad { //some other code //initialize the model and attach it to _root [self initModel]; //setup the lights [self setupLights]; //initialize the shaders and attach them to _root [self initShaders]; //create scene and attach it to _viewer _viewer-setSceneData(_root.get()); //some other code } Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47877#47877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Improving performance of OBJ rendering by back face culling
Hello, I am developing an application for iphone and ipod touch using openscenegraph. It is an augmented reality application and I have to load a very complex model. The original 3d model has 5 million vertices. Since I am using a mobile platform which is limited in computational power I simplified the model using 3d studio max. I reduced the size of the model from 500Mb to 4.2 Mb using proOptimizer. The model now has in total about 36,000 vertices and about 53,000 faces. I am able to render it but frame rate is slow. I'd like to improve performance using back face culling. The point is I don't know how to activate it (if it is possible): I tried with these lines of code but frame rate is still low: Code: osg::StateSet* ss = _root-getOrCreateStateSet(); osg::CullFace* cf = new osg::CullFace(osg::CullFace::BACK ); ss-setAttribute( cf ); I am using OpenGL ES 2.0 and shaders. I setup the camera in this way: Code: //set the clear color of the camera to be transparent _viewer-getCamera()-setClearColor(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f)); //set the clear mask for the camera _viewer-getCamera()-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); _viewer-getCamera()-setRenderOrder(osg::CameraNode::PRE_RENDER); _viewer-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR); I use DO_NOT_COMPUTE_NEAR_FAR because I need to set manually projection and viewMatrix at every drawing cycle. I also initially set viewport like this: Code: _viewer-getCamera()-setViewport(new osg::Viewport(0, 0, graphicsContext-getTraits()-width, graphicsContext-getTraits()-height)); The hierarchy of my object is structured as: _root is a osg::MatrixTransform my 3d model is divided in subparts. all the subparts of my 3d model are direct child of _root and are of type osg::Node I hope you can give me some tips to improve performance. If you need some other information about my setup I will be glad to give it. Thank you. Greetings, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47880#47880 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow and multitexturing
Hi, all How i can apply shadow texture for object's native state? I don't want modify osg's sources (native shaders). I implement shader for multitexture terrain + grass and other objects, and i want get shadow map and bind it to my shaders. Now i implement like this: Code: class TestDrawCallback: public osg::Drawable::DrawCallback { public: TestDrawCallback() { isFirst = true; } virtual void drawImplementation(osg::RenderInfo renderInfo,const osg::Drawable* drawable) const { osg::State* state = renderInfo.getState(); const osg::StateSet* stateset = state-getStateSetStack().back(); osg::StateSet* ownStateSet = const_castosg::StateSet*(drawable-getStateSet()); osg::Texture2D* tex = const_castosg::Texture2D*(dynamic_castconst osg::Texture2D*(stateset-getTextureAttribute(1, osg::StateAttribute::TEXTURE))); if(tex) { if(isFirst) { ownStateSet-setTextureAttributeAndModes(2, tex, osg::StateAttribute::ON); isFirst = false; } state-pushStateSet(ownStateSet); state-applyTextureAttribute(2, tex); drawable-drawImplementation(renderInfo); state-popStateSet(); }else { drawable-drawImplementation(renderInfo); } } private: mutable bool isFirst; }; I tested this texture map as base texture. The object which I rendered was white, that is, texture is not passed on or something like that. I Thank you! e Cheers, Sedov[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47881#47881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] When I call the traverse method, my variables lose their values!
Hi, I have a class: Code: class Atualizador: public osg::NodeCallback The variables in this class, when I call the method traverse in the method operator(), lose their values. Why it's happen? How can I call this method, but maintain my values? Thank you! Cheers, Tiago -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47899#47899 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Change object in the scene
Hi, I'm a new openscenegraph developer from Brazil, and I have a doubt: I'm trying to do a program in which I have an array of objects that have a path animation each. When I perform an action (like pressing a key on the keyboard), I need the actual object is deleted from the scene and the next vector object, enters the scene. How I do it? Thank you! Cheers, Tiago -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47878#47878 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEphemeris building errors
i fixed this problem by adding OSGEPHEMERIS_LIBRARY_STATIC to the preprocessor defines in the project settings -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47943#47943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] creating widgets using osg
Hi, I am working on a HMI project for which I have to build screen widgets. How can we create widgets using openscenegraph nodes? The idea is basically this: 1. Create widgets as group nodes 2. Add/Remove widgets from the HMI scene on runtime any suggestions/comments/feedback will be appreciated Thank you! Cheers, Siddharth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47953#47953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] itk and openscenegraph
Hi, I'm new to openscenegraph development. Could anyone tell me how i could use itk with openscenegraph? Specifically, i would like to open some images with itk, process them in a particular way and than render them with openscenegraph, but i don't know how to integrate the itk result in the osg scene. Thanks for your help Antonio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47967#47967 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] DXF plugin : Test export
Hi, I am implementing DXF file output in my software and I was wondering if osgText::Text objects output is possible in DXF format. I can see that standard geometries output works well, but I could not find information regarding osgText::Text. DXF format seems to handle text entities, but so far I have not been able to export text in DXF format. Thank you! Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47974#47974 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Two questions about surface normals and the SmoothingVisitor
Hi, this is my first post to this forum and I am also quite new to OpenSceneGraph. My current project is to write a converter from an XML-based format to OpenFlight using OSGs OpenFlight plugin. In general, everything works nicely already but now I am diving into some remaining details. 1. I do not have any surface normals on input so I tried to generate them via the SmoothingVisitor. It seems to work but the normals are pointing the wrong way (to the inside of the objects). I would guess that my input polygons are oriented the wrong way. Is there a simple flag that I can set? 2. Out of curiosity I looked into the source and found something that might be a bug in SmoothingVisitor.cpp (SVN r13084) lines 655-663: A variable 'stif2' is instantiated but inside the if-block 'stif' is used. This looks wrong to me. Thank you! Cheers, Wolfgang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47995#47995 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Reader-Plugin Callbacks for unsupported data-types
Hi, When reading models in OpenFlight format, not all data will be read (i.e. surface material code or feature id will not be read). But some application need this data, therefore my idea is, there could be a callback-function, which the reader-plugin is calling when it reads an unsupported data-type (Similar to update-callbacks). So the application could solve the problem. Are there any comments or drawbacks about this idea? @Robert Osfield: Does such a solution have a change to come into the trunc of osg? Thank you! Cheers, WeSee -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48025#48025 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Create osgVolume from a geode
Hi, i have a function that gives me back a osg geode with the rendering of a dicom volume..now i need to use osgVolume for some functionality..how can i pass from this geode to the osgVolume? what should i use? Thank you very much Cheers, Antonio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48054#48054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Comparison of open-source rendering libraries
Hi all, I have recently started to work on a diploma thesis about open-source rendering libraries, which mostly should be about the comparison between each other and demonstration of the most notable characteristics on both indoor and outdoor scenes using some select few. So far have I taken into account these: OpenSceneGraph (plain), OGRE, Delta3D, Irrlicht, Crystal Space, Visualization Library and OpenSG. Do you think there are any notable advantages/disadvantages of plain OpenSceneGraph I should definitely be aware of? Or do you have any other useful advice? Also, if you could provide me any links to printable material, so I can go through it while afk, that would be quite helpful to me. Any help would be greatly appreciated! Cheers, Marten -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48056#48056 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Inserting Alpha values in RGB textures
Hi, I have just started with OpenSceneGraph. I am working on a project in which i need to capture frames from a video source and render them as texured quads. I need to enable transparency on these textures but my problem is that frames i am grabbing are in RGB format so need to add an alpha channel. My research told me if i set texture internal format to RGBA OSG will create an alpha channel for me. Now problem is how do i insert value in that alpha channel at runtime. I only need one alpha value that will apply to whole texture. I cannot use shaders in this for some reasons. Please Help !! Thank you! Cheers, Abhishek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48104#48104 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Webcam feed - From OpenCV to OSG
Hi, So far I've been successful in showing the first captured frame using OpenCV, in OSG. Code: // IplImage* cvImg is the webcam output image captured using cvQueryFrame(capture) osg::ref_ptrosg::Image osgImage = new osg::Image; osgImage-setImage(cvImg-width,cvImg-height, 3, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, (BYTE*)(cvImg-imageData), osg::Image::AllocationMode::NO_DELETE,1); osg::ImageStream* imageStream = dynamic_castosg::ImageStream*( osgImage.get() ); if( imageStream ) imageStream-play(); osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; texture-setImage( osgImage.get() ); osg::ref_ptrosg::Drawable quad = osg::createTexturedQuadGeometry( osg::Vec3(), osg::Vec3(1.0f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 1.0f) ); quad-getOrCreateStateSet()-setTextureAttributeAndModes(0,texture.get() ); osg::ref_ptrosg::Geode geode = new osg::Geode; geode-addDrawable( quad.get() ); But I want the entire webcam stream in OSG, after preprocessing in OpenCV. After googling I found this answer as a guide: http://markmail.org/message/txqiv4plykf3bm3r#query:+page:1+mid:txqiv4plykf3bm3r+state:results (http://markmail.org/message/txqiv4plykf3bm3r#query:+page:1+mid:txqiv4plykf3bm3r+state:results) According to that I made my Camera class inherit from osg::ImageStream and called dirty() whenever a new frame is captured. But when I run the program it crashes! How can I get this to work? Code: class Camera : public QObject, public osg::ImageStream { Q_OBJECT public: Camera(); ~Camera(); IplImage* getFrame(); private: CvCapture* capture; IplImage* frame; int timerId; public slots: void timerEvent(QTimerEvent *); private slots: void initialize(); }; Camera::Camera() : QObject(), osg::ImageStream() { capture = cvCreateCameraCapture(0); frame = cvQueryFrame(capture); QTimer::singleShot(0,this,SLOT(initialize())); } void Camera::initialize(){ frame = cvQueryFrame(capture); timerId = startTimer(10); } void Camera::timerEvent(QTimerEvent *){ frame = cvQueryFrame(capture); dirty(); } Thanks -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48007#48007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Building OSG with FFMPEG
Hi, I recently got hold of the book OpenSceneGraph 3 Cookbook. I want to show a live webcam feed in OSG like in the example given in the book (I'm working on an Augmented Reality project). In order to this, it says I need to have FFMPEG built with OSG. So, I downloaded the FFmpeg git-9c27f29 64-bit Static (Latest) under 64-bit Builds (Static) from zeranoe site but I have no idea how to link these files in CMake, when Building OSG. File Structure: +presets +licenses +doc -bin |__ffmpeg.exe |__ffplay.exe |__ffprobe.exe According to this tutorial (**I'm not allowed to share a URL**) I'd only have to Set “FFMPEG_ROOT” to: C:/Projects/3rdParty/ffmpeg . Is this correct? Have I downloaded the correct FFMPEG build? Which values need to be entered into CMake when building OSG with FFMPEG? My configuration: Windows 7, 64-bit OSG 3.0.1 Visual Studio 2008 (Professional Edition) ... Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47928#47928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
Hi guys, Extremely sorry for the confusion caused. I figured out it's not the case with Environment variables but calling of Release version while having Debug versions built! Calling Code: osgviewerd instead of Code: osgviewer worked! By the way, I still can't figure out what's the difference between OSG_FILE_PATH and OSG_SAMPLES_PATH? Documentation doesn't clearly describe the difference between those. Any help? ... Thank you! Cheers, Praveena -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47871#47871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES 2.0 and LIGHTING
Hi John, You need use your own shaders as GLES2 does not support materials or OpenGL lighting. AFAIK shader generator to emulate fixed pipeline is a work in progress, but it's not completed yet. Cheers. 2012/5/27 John Moore kahar...@gmail.com Hi, I am developing an application for iPhone and iPod touch using OpenSceneGraph. In origin I written my own shaders and I used to control light using a uniform. It was working. Now I wanted to switch to use osg::Light and osg::LightSource because I think it is more object-oriented, but when I run my code I obtain this warning: Code: Warning: Light::apply(State) - not supported. Does this mean that I can't use this approach with OpenGL ES 2.0 ? I post the code I use for managing light: Code: #define LIGHT_0 0 - (osg::ref_ptrosg::Light)createLight:(osg::Vec4)color atPosition:(osg::Vec4)position { osg::ref_ptrosg::Light light = new osg::Light; // each light must have a unique number light-setLightNum(LIGHT_0); // we set the light's position via a PositionAttitudeTransform object light-setPosition(position); light-setDiffuse(color); light-setSpecular(osg::Vec4(1.0, 1.0, 1.0, 1.0)); light-setAmbient( osg::Vec4(0.0, 0.0, 0.0, 1.0)); return light; } - (void)setupLights { osg::StateSet* state = _root-getOrCreateStateSet(); state-setMode( GL_LIGHTING, osg::StateAttribute::ON ); state-setMode( GL_LIGHT0, osg::StateAttribute::ON ); // Create a MatrixTransform to position the Light. osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform; osg::Matrix m; m.makeTranslate( osg::Vec3( -3.f, 2.f, 5.f ) ); mt-setMatrix( m ); osg::ref_ptrosg::Light light = [self createLight:osg::Vec4(1.0,0.0,0.0,1.0) atPosition:osg::Vec4(3.0,2.0,1.0,1.0)]; // Add the Light to a LightSource. Add the LightSource and // MatrixTransform to the scene graph. osg::ref_ptrosg::LightSource ls = new osg::LightSource; _root-addChild( mt.get() ); mt-addChild( ls.get() ); ls-setLight( light.get() ); } - (void) viewDidLoad { //some other code //initialize the model and attach it to _root [self initModel]; //setup the lights [self setupLights]; //initialize the shaders and attach them to _root [self initShaders]; //create scene and attach it to _viewer _viewer-setSceneData(_root.get()); //some other code } Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47877#47877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change object in the scene
Tiago De Gaspari writes: Hi, I'm a new openscenegraph developer from Brazil, and I have a doubt: I'm trying to do a program in which I have an array of objects that have a path animation each. When I perform an action (like pressing a key on the keyboard), I need the actual object is deleted from the scene and the next vector object, enters the scene. How I do it? You can put all those nodes under a osg::Switch and activate or deactivate them one by one as you wish. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Problems installing osgPPU using cmake 2.8.4
Hi Christian, try to setup the paths manually. Just click on the paths which are marked as NOTFOUND and set there the path to your osg installation manually. This should solve the issue with FindOSG.cmake Let us know if this helps or not. art Rumpfi wrote: I tried to install the latest osgPPU version I found today, using cmake 2.8.4 and Visual Studio 10, but when i started to configure the folder I got the following cmake-error: Check for working C compiler using: Visual Studio 10 Check for working C compiler using: Visual Studio 10 -- works Detecting C compiler ABI info Detecting C compiler ABI info - done Check for working CXX compiler using: Visual Studio 10 Check for working CXX compiler using: Visual Studio 10 -- works Detecting CXX compiler ABI info Detecting CXX compiler ABI info - done Found OpenGL: opengl32 CUDA installation wasn't found Could not find nvcc, CUDA examples wouldn't be built Could not find cudart library (cudart) Could not find cuda libraries. CMake Warning (dev) at CMakeLists.txt:45 (INCLUDE): Policy CMP0011 is not set: Included scripts do automatic cmake_policy PUSH and POP. Run cmake --help-policy CMP0011 for policy details. Use the cmake_policy command to set the policy and suppress this warning. The included script C:/osgPPU-0.4.0/CMakeModules/cuda/FindCuda.cmake affects policy settings. CMake is implying the NO_POLICY_SCOPE option for compatibility, so the effects are applied to the including context. This warning is for project developers. Use -Wno-dev to suppress it. CMake Error: The following variables are used in this project, but they are set to NOTFOUND. Please set them or make sure they are set and tested correctly in the CMake files: OPENTHREADS_LIBRARY_RELEASE linked by target osgppu_hdr in directory C:/osgPPU-0.4.0/src/example/hdr linked by target osgppu_viewer in directory C:/osgPPU-0.4.0/src/example/viewer linked by target osgppu_dof in directory C:/osgPPU-0.4.0/src/example/dof linked by target osgppu_cubemap in directory C:/osgPPU-0.4.0/src/example/cubemap linked by target osgppu_texture3D in directory C:/osgPPU-0.4.0/src/example/texture3D linked by target osgppu_video in directory C:/osgPPU-0.4.0/src/example/video linked by target osgppu_ssao in directory C:/osgPPU-0.4.0/src/example/ssao linked by target osgppu_glow in directory C:/osgPPU-0.4.0/src/example/glow linked by target osgPPU in directory C:/osgPPU-0.4.0/src/osgPPU OSGDB_LIBRARY_RELEASE linked by target osgppu_hdr in directory C:/osgPPU-0.4.0/src/example/hdr linked by target osgppu_viewer in directory C:/osgPPU-0.4.0/src/example/viewer linked by target osgppu_dof in directory C:/osgPPU-0.4.0/src/example/dof linked by target osgppu_cubemap in directory C:/osgPPU-0.4.0/src/example/cubemap linked by target osgppu_texture3D in directory C:/osgPPU-0.4.0/src/example/texture3D linked by target osgppu_video in directory C:/osgPPU-0.4.0/src/example/video linked by target osgppu_ssao in directory C:/osgPPU-0.4.0/src/example/ssao linked by target osgppu_glow in directory C:/osgPPU-0.4.0/src/example/glow linked by target osgPPU in directory C:/osgPPU-0.4.0/src/osgPPU OSGGA_LIBRARY_RELEASE linked by target osgppu_hdr in directory C:/osgPPU-0.4.0/src/example/hdr linked by target osgppu_viewer in directory C:/osgPPU-0.4.0/src/example/viewer linked by target osgppu_dof in directory C:/osgPPU-0.4.0/src/example/dof linked by target osgppu_cubemap in directory C:/osgPPU-0.4.0/src/example/cubemap linked by target osgppu_texture3D in directory C:/osgPPU-0.4.0/src/example/texture3D linked by target osgppu_video in directory C:/osgPPU-0.4.0/src/example/video linked by target osgppu_ssao in directory C:/osgPPU-0.4.0/src/example/ssao linked by target osgppu_glow in directory C:/osgPPU-0.4.0/src/example/glow OSGTEXT_LIBRARY_RELEASE linked by target osgppu_hdr in directory C:/osgPPU-0.4.0/src/example/hdr linked by target osgppu_viewer in directory C:/osgPPU-0.4.0/src/example/viewer linked by target osgppu_dof in directory C:/osgPPU-0.4.0/src/example/dof linked by target osgppu_cubemap in directory C:/osgPPU-0.4.0/src/example/cubemap linked by target osgppu_texture3D in directory C:/osgPPU-0.4.0/src/example/texture3D linked by target osgppu_video in directory C:/osgPPU-0.4.0/src/example/video linked by target osgppu_ssao in directory C:/osgPPU-0.4.0/src/example/ssao linked by target osgppu_glow in directory C:/osgPPU-0.4.0/src/example/glow linked by target osgPPU in directory C:/osgPPU-0.4.0/src/osgPPU OSGUTIL_LIBRARY_RELEASE linked by target osgppu_hdr in directory C:/osgPPU-0.4.0/src/example/hdr linked
Re: [osg-users] When I call the traverse method, my variables lose their values!
Tiago De Gaspari writes: Hi, I have a class: Code: class Atualizador: public osg::NodeCallback The variables in this class, when I call the method traverse in the method operator(), lose their values. Why it's happen? How can I call this method, but maintain my values? Strange... can you provide a minimal test case? A little complete program that shows your problem. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Include Sub-camera in Near/Far Computation
Hi, I have the main camera in my viewer and then there is a second (post-render) camera attached to the scene root. Both cameras have some geometry each in their own subgraph. When the first (main) camera computes near/far it ignores the geometry below the second camera. Is there a way to hint the first camera to include the geometry from the second camera when computing near/far plane? I need this since both cameras share the depth buffer. Thanks, Marko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48222#48222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Inserting Alpha values in RGB textures
Hi, Okay guys the problem has been solved !! thanx for approving my post in just 5 days :( Thank you! Cheers, Abhishek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48223#48223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation::UpdateBone, forcing to calculate bones matrixs
Hi, I want to update bones matrix and instantly calculate new bones skeleton matrix, this is... Code: void OSGAnimationManager::manualBonesRotate(std::string boneName, osg::Matrix mat) { for(int i = 0; i_bones.size();i++) { if(!_bones.at(i)-getName().compare(boneName)) { _pBoneUpdate.at(i)-getStackedTransforms().push_back(new osgAnimation::StackedQuaternionElement( ManualUpdates,mat.getRotate())); } } } With this funcion I add new rotation to stacked transforms, but after do it, in the same frame, I need to know the new bones skeleton matrix. How could I force it to calculate it? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48224#48224 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] building osgdem
Hi all, I would like to build osgdem. I have downloaded the most recent release (0.9.7) from here : http://www.openscenegraph.org/projects/VirtualPlanetBuilder http://www.openscenegraph.org/projects/VirtualPlanetBuilder It seems that this release is not compatible with OSG 3.0.0 (I got a lot of compilation errors). Is there a newer version of osggem/virtual planet builder ? Should I use a newer/older release of OSG ? Best regards, Frédéric. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why doesn't the viewer first destroy existing camera before assigning new camera?
Hi Joseph, The OSG uses smart pointers (ref_ptr/observer_ptr) coupled with reference counting to prevent memory leaks/dangling pointers. So the example you provide is prefectly safe, as soon as you assign the new Camera to the internal ref_ptrCamera the ref_ptr will call unref() on the old Camera and ref() on the new Camera. Lots has been written on ref_ptr usage over years on the mailing list/forum and the books contain information on it as well so I would recommend having look at these to understand about smart pointer usage. Robert. On 15 May 2012 10:43, Nav Joseph nk...@tatapowersed.com wrote: First post in this forum. While trying to understand the viewer, I was going thru the OSG source code and saw that when a master camera is assigned to the viewer thru setCamera, OSG does not actually destroy the existing default master camera. See... Code: void View::setCamera(osg::Camera* camera) { if (_camera.valid()) _camera-setView(0); _camera = camera; if (_camera.valid()) { _camera-setView(this); _camera-setRenderer(createRenderer(camera)); } } Why is it like this? Won't this result in a memory leak when I do: osg::ref_ptrosg::Camera camera = new osg::Camera; osgViewer::Viewer viewer; viewer.setCamera( camera.get() ); Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47711#47711 ___ 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] Improving performance of OBJ rendering by back face culling
Hi John, Back face culling will only be effective at improving performance on applications that are fill limited, if the bottleneck is elsewhere then you won't see an improvement in performance. I cannot say whether you are fill limited or not, the way to check it is to change the size of the viewport and then look at the performance - if performance goes up as you reduce the viewport size then you are fill limited. Robert. On 27 May 2012 19:12, John Moore kahar...@gmail.com wrote: Hello, I am developing an application for iphone and ipod touch using openscenegraph. It is an augmented reality application and I have to load a very complex model. The original 3d model has 5 million vertices. Since I am using a mobile platform which is limited in computational power I simplified the model using 3d studio max. I reduced the size of the model from 500Mb to 4.2 Mb using proOptimizer. The model now has in total about 36,000 vertices and about 53,000 faces. I am able to render it but frame rate is slow. I'd like to improve performance using back face culling. The point is I don't know how to activate it (if it is possible): I tried with these lines of code but frame rate is still low: Code: osg::StateSet* ss = _root-getOrCreateStateSet(); osg::CullFace* cf = new osg::CullFace(osg::CullFace::BACK ); ss-setAttribute( cf ); I am using OpenGL ES 2.0 and shaders. I setup the camera in this way: Code: //set the clear color of the camera to be transparent _viewer-getCamera()-setClearColor(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f)); //set the clear mask for the camera _viewer-getCamera()-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); _viewer-getCamera()-setRenderOrder(osg::CameraNode::PRE_RENDER); _viewer-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR); I use DO_NOT_COMPUTE_NEAR_FAR because I need to set manually projection and viewMatrix at every drawing cycle. I also initially set viewport like this: Code: _viewer-getCamera()-setViewport(new osg::Viewport(0, 0, graphicsContext-getTraits()-width, graphicsContext-getTraits()-height)); The hierarchy of my object is structured as: _root is a osg::MatrixTransform my 3d model is divided in subparts. all the subparts of my 3d model are direct child of _root and are of type osg::Node I hope you can give me some tips to improve performance. If you need some other information about my setup I will be glad to give it. Thank you. Greetings, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47880#47880 ___ 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] [osgPlugins] Reader-Plugin Callbacks for unsupported data-types
On 4 June 2012 14:06, We See alois.wis...@swiss-simtec.ch wrote: Hi, When reading models in OpenFlight format, not all data will be read (i.e. surface material code or feature id will not be read). But some application need this data, therefore my idea is, there could be a callback-function, which the reader-plugin is calling when it reads an unsupported data-type (Similar to update-callbacks). So the application could solve the problem. Are there any comments or drawbacks about this idea? @Robert Osfield: Does such a solution have a change to come into the trunc of osg? I don't have any opinions on OpenFlight as it's not my area of expertise - I'm not the plugin author so I'd defer to others about OpenFlight format specifics. The possibility of adding custom handling of reading/writing I'm open to, but I'll defer to others with a bit more experience with coding on the OpenFlight plugin to provide their more learned opinions. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Create osgVolume from a geode
Hi Antonio, osgVolume doesn't handle Geode's, it just handles 3D imagery packed into osg::Image. See the osgvolume example or the dicom plugin so see how the imagery is setup. As I don't know what form the data you have in your Geode takes I can provide absolutely no guidance on this except that osgVolume just take osg::Image so you'll need to extract these if you have them. Robert. On 5 June 2012 17:00, Antonio De Giorgio antonio.degior...@cetma.it wrote: Hi, i have a function that gives me back a osg geode with the rendering of a dicom volume..now i need to use osgVolume for some functionality..how can i pass from this geode to the osgVolume? what should i use? Thank you very much Cheers, Antonio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48054#48054 ___ 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] [osgPlugins] Create osgVolume from a geode
Thanks for your helpfull advice..I'll se better these examples and the documentation, in order to understand better the osgVolume specifications..Thank you very much cheers Antonio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48231#48231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osgdem
Hi, I had the same problem with VirtualPlanetBuilder. I did same changes in source and it worked. But for me VirtualPlanetBuilder-2.9.10 which needs OSG-2.8.3 is the best because i think that this version is optimal than others. You can use VPB-2.9.10 for creating mesh and then you can use this mesh in OSG-3.0.0. Strange but i test that osgGis dont work with other versions of VTB.. ... Thank you! Cheers, Umid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48232#48232 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change object in the scene
Hi, There is some ways to do this.. You can use osg:Switch.. Another way you can add to root node only which node you want to use, then remove it from root by *node-removeChild(childNode) method and then add another one... Another way you can do it by nodemask. nodes are dont need to you simple set their nodemask 0x0... ... Thank you! Cheers, Umid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48233#48233 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osgdem
Hi, I finally found a recent version here : svn checkout http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk VirtualPlanetBuilder This version has compiled fine with OSG 3.0.0. The content of this page : http://www.openscenegraph.org/projects/VirtualPlanetBuilder/ is quite confusing and IMHO should be deleted. Best regards, Frédéric Trastour -Message d'origine- De : osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] De la part de Umid Shahmaliyev Envoyé : mardi 12 juin 2012 14:45 À : osg-users@lists.openscenegraph.org Objet : Re: [osg-users] building osgdem Hi, I had the same problem with VirtualPlanetBuilder. I did same changes in source and it worked. But for me VirtualPlanetBuilder-2.9.10 which needs OSG-2.8.3 is the best because i think that this version is optimal than others. You can use VPB-2.9.10 for creating mesh and then you can use this mesh in OSG-3.0.0. Strange but i test that osgGis dont work with other versions of VTB.. ... Thank you! Cheers, Umid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48232#48232 ___ 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 error handling
I've come up with 3 types of errors: 1) constructor failure; 2) missing resource file; 3) invalid function parameter. How does OSG handle all these cases exactly? You mentioned a feedback on errors in file loading case, is it about 2)? Can you please summarize techniques for each of the errors? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
As Art said, it is very important to use your real name... they are sticklers regarding this issue... v/r Conan Doyle Sir Arty Nav wrote: Hi, I'm glad to see an OSG forum which is very necessary, given that OSG is a bit tough to understand in the beginning. I would like to urge the owner of the forum to not have a rule where the posts of newbies have to wait for approval. It has been more than a week since I've posted a question and answered somebody else's question, but my posts are still waiting for approval. Internet forums manage this situation by giving administrator privileges to trusted forum users and by taking backups of the forum posts. Couldn't this forum do the same? This way, collaboration between osg users would improve and people would be happy to introduce themselves to osg, knowing there's a good forum that can help them. Hoping that you'd consider improving the forum this way. Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47816#47816 ___ 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=48238#48238 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Monitoring time elapsed
Hi Robert, Sorry for bothering you with this but I think I don't really understand how to use viewer.advance() with viewer.getFrameStamp()-getReferenceTime(). Could you give an example, please ? In fact, what I would want to do is to compute and record the elapsed time between the time a scene is rendered on the screen ( i.e., the time at which the user is viewing the scene) and an event (e.g. the user is clicking on an object on the viewport). Thank you, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48239#48239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG error handling
On 12 June 2012 14:46, michael kapelko korn...@gmail.com wrote: I've come up with 3 types of errors: 1) constructor failure; 2) missing resource file; 3) invalid function parameter. How does OSG handle all these cases exactly? You mentioned a feedback on errors in file loading case, is it about 2)? Can you please summarize techniques for each of the errors? I can't summarize as I said what is done is class and method specific. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Monitoring time elapsed
Hi Maia, On 12 June 2012 15:50, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: Sorry for bothering you with this but I think I don't really understand how to use viewer.advance() with viewer.getFrameStamp()-getReferenceTime(). Could you give an example, please ? Go have a look at the source code in the examples and the OSG code base, use a search on FrameStamp. In fact, what I would want to do is to compute and record the elapsed time between the time a scene is rendered on the screen ( i.e., the time at which the user is viewing the scene) and an event (e.g. the user is clicking on an object on the viewport). The events have a time stamp, as does the event visitors and viewer. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Metaflight pager code
Hi, Some parties have asked about using the MetaFlight terrain loader/pager I wrote years ago. My employer says that it would be alright to opensource this piece of software. Does anyone have any suggestions for good places online to opensource a project like this? It's likely that this software satisfies too small of a niche to be included anywhere in OSG, but that would be fine by me. For some background, I wrote this software so that I could page in MetaFlight terrain databases without processing them to add PagedLOD nodes. It uses libxml2 to parse a MetaFlight file (.mft) which contains a description of the terrain layout. Then you updated it with one or more eyepoints each frame and it continuously loads and unloads the appropriate tiles. It does not support the entire MetaFlight spec, just common functionality that I use; maybe the opensource community will improve it. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building osgdem
I also have binary builds of VPB (and osgEarth, osgEphemeris, osgOcean, etc) available for my paying clients, typically on all 3 major platforms, both Windows compilers, 32 and 64-bit. -- 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] Metaflight pager code
It's likely that this software satisfies too small of a niche to be included anywhere in OSG, but that would be fine by me. It's Robert's call, but I wouldn't be opposed to seeing it integrated into OSG somehow. I don't know how it operates, so I don't know if it's a OSG-style loader plugin, or somethign different. If it doesn't belong in OSG core, I would recommend Google Code. I've used it for several F/OSS projects of mine, and it is functional and reliable in my experience. -- 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] Create osgVolume from a geode
It sounds like Antonio might be using some VTK code that is converting volume data, perhaps by marching cubes or the like, into renderable polygonal geometry. In which case, to use osgVolume, you want to feed it the original DICOM data you passed to VTK, not the data VTK produced for you. In fact, you REALLY want OSG to load the DICOM data for you so it produces an osg::Image that can be put into an osg::Texture3D and passed to osgVolume. -- 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] Improving performance of OBJ rendering by back face culling
I am able to render it but frame rate is slow. I'd like to improve performance using back face culling. The point is I don't know how to activate it (if it is possible): I tried with these lines of code but frame rate is still low: osg::StateSet* ss = _root-getOrCreateStateSet(); osg::CullFace* cf = new osg::CullFace(osg::CullFace::BACK ); ss-setAttribute( cf ); That should do it. I am using OpenGL ES 2.0 and shaders. I setup the camera in this way: Code: //set the clear mask for the camera _viewer-getCamera()-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); I've been told secondhand that on some tiled-renderer mobile platforms, not clearing all buffers (including the stencil buffer) can put you onto a slow path. I don't know if you need to be USING stencil buffers in order for this to be relevant or not. Try it and see. I hope you can give me some tips to improve performance. If you need some other information about my setup I will be glad to give it. Unfortunately, I don't think you can display the osgViewer Stats on an GLES2 platform, but it would be very useful to be able to gather those statistics and dump them out some other way, as this would tell you something about your scene's performance. Though, it won't tell you if you are fill limited or not. However, you could consider adding the discard statement to the end of your shader(s) -- this will cut out one step of the fill operation and might tell you if memory writes are the bottleneck. Similarly, you could replace your real shaders with trivial do-nothing shaders and see if shader execution is your problem. -- 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] OpenGL ES 2.0 and LIGHTING
On Sun, May 27, 2012 at 10:45 AM, John Moore kahar...@gmail.com wrote: Hi, I am developing an application for iPhone and iPod touch using OpenSceneGraph. In origin I written my own shaders and I used to control light using a uniform. It was working. Now I wanted to switch to use osg::Light and osg::LightSource because I think it is more object-oriented, but when I run my code I obtain this warning: Code: Warning: Light::apply(State) - not supported. Does this mean that I can't use this approach with OpenGL ES 2.0 ? Correct. There is some interest from several people in having this work. If you decide you want to extend the osg::Light code to make it setup new, custom uniforms to replicate the legacy GLSL Uniforms. Refer to the quick reference chart here: http://mew.cx/glsl_quickref.pdf See gl_LightSourceParameters and gl_LightSource[gl_MaxLights]; In the Good Old Days, OpenGL pre-loaded all interesting light values here. You will need to add code to the osg::Light::apply() to create and populate new osg_ uniforms to replace the legacy GLSL uniform gl_LightSource, and then your code will have access to the info it needs to re-create the lighting defined by osg::Light. Refer to some of the other apply() methods for parts of OSG that already support GLSL uniforms (maybe Texture) to see how and when to perform this uniform setup, as many people (not using GLES2 or GL3/GL4) may NOT want these uniforms pre-loaded for them. -- 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] Monitoring time elapsed
OK, I will do so, thank you very much. Maia robertosfield wrote: Hi Maia, On 12 June 2012 15:50, Maia Randria wrote: Sorry for bothering you with this but I think I don't really understand how to use viewer.advance() with viewer.getFrameStamp()-getReferenceTime(). Could you give an example, please ? Go have a look at the source code in the examples and the OSG code base, use a search on FrameStamp. In fact, what I would want to do is to compute and record the elapsed time between the time a scene is rendered on the screen ( i.e., the time at which the user is viewing the scene) and an event (e.g. the user is clicking on an object on the viewport). The events have a time stamp, as does the event visitors and viewer. Robert. ___ 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=48248#48248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possibility of an OSG bot
I have had a look at occlusion example and have been trying to hack it some and maybe get some understanding. At the same time I also tried using the PolytopeIntersector with the camera. To that end, I think I can use the intersections iterator to find all the nodes that intersect (though, that looks like it might be a very slow way of doing things). What I cannot even begin to fathom is how I can actually use occlusion nodes . I can see from the statistics in the viewer that it does not draw objects that are occluded (frame rates change, triangle count changes, etc). Any insight would be helpful. Thanks, Sterling -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48249#48249 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Installing osg for Android on Windows (Eclipse)
Hi, Jorge Thanks for your advice! After learning all the basic thing about linux and android programming, I successed in building osg for android and tested the sample with my android phone. As an absolute novice, it's really a long journey. For other newbies like me, i have found a easy to follow tutorial: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-March/057074.html Another problem: if i want to develope some big project just like osgVirtualPlanet or osgEarth for android, what is the best IDE for this task? Since the only IDE i'm familiar with is visual studio, i have searched something similiar with it but couldn't find any useful info. Maybe eclipse cdt? Thank you! Cheers, Ou :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48250#48250 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Metaflight pager code
Hi Terry, I'm open to a MetaFlight support being integrated into core OpenSceneGraph release. I know very little about your code so can't comment on how easily it'd fit within the OSG codebase. I know of others that are interested in MetaFlight support so I'm sure there is scope for others helping out. For me the first step would be to publish the code. github, googlecode or some other repository would be fine, but if it does look appropriate for merging with the OpenSceneGraph mainline it might be best to post the code informally and then let the discussion about it begin. Potentially we can add you as a wriiter for the directories within the OSG that it'd need. Robert. On 12 June 2012 17:03, Terry Welsh mogu...@gmail.com wrote: Hi, Some parties have asked about using the MetaFlight terrain loader/pager I wrote years ago. My employer says that it would be alright to opensource this piece of software. Does anyone have any suggestions for good places online to opensource a project like this? It's likely that this software satisfies too small of a niche to be included anywhere in OSG, but that would be fine by me. For some background, I wrote this software so that I could page in MetaFlight terrain databases without processing them to add PagedLOD nodes. It uses libxml2 to parse a MetaFlight file (.mft) which contains a description of the terrain layout. Then you updated it with one or more eyepoints each frame and it continuously loads and unloads the appropriate tiles. It does not support the entire MetaFlight spec, just common functionality that I use; maybe the opensource community will improve it. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgdem, any way to disable all texture compression?
Hello all, Is there any way to disable all texture compression when using osgdem? I realize this in an unusual request and that my frames per second and model size would go way up, but I was hoping to retrieve the exact original texel values from the textures for lookup table purposes. I thought that the -RGBA flag might do the trick but when I zoom in on the output terrain database and compare it to my source texture I can still see compression artifacts that would prevent me from using a lookup table in my shaders. Thanks, -Ethan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48252#48252 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom Camera and Multi-stage Rendering (RenderStage)
I'm almost there, just can't seem to figure out how to attach the osg::FrameBufferObject instances to the camera in a way that they will be recorded in the buffer attachment map. I've summarized the process below, replacing some variables with uppercase descriptions of what they represent. Anyone have an idea of how to fill in the TODO tags below? Code: void IRCamera::initBuffers( osg::GraphicsContext* pGfxContext ) { // Get graphics context state and ID and the FBO extensions osg::State* pGfxContextState = pGfxContext-getState(); unsigned int gfxContextID = pGfxContextState-getContextID(); osg::FBOExtensions* pFBOExtensions = osg::FBOExtensions::instance( gfxContextID, true ); // Extract some info ... bool isMultiSample = N_COLOR_SAMPLES 0; bool isCSAA = N_COVERAGE_SAMPLES N_COLOR_SAMPLES; size_t texWidth = COLOR_TEXTURE-getTextureWidth(); size_t texHeight = COLOR_TEXTURE-getTextureHeight(); // Create the framebuffer objects and apply the graphics context state to them m_RenderFBO = new osg::FrameBufferObject(); m_RenderFBO-apply( *pGfxContextState ); m_ResolveFBO = new osg::FrameBufferObject(); m_ResolveFBO-apply( *pGfxContextState ); // Non-multisample setup just attaches textures directly to the FBO's if ( !isMultiSample ) { // Attach color texture to the render FBO m_RenderFBO-setAttachment( osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment( COLOR_TEXTURE ) ); // Attach depth texture to the render FBO m_RenderFBO-setAttachment( osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment( DEPTH_TEXTURE ) ); // @TODO@: ATTACH THE RENDER FBO SOMEHOW SO THAT IT IS REGISTERED // IN THE BUFFER ATTACHMENT MAP } // Multisample setup else { // Create and attach a color renderbuffer to the RENDER FBO osg::RenderBuffer* pColorRB = new osg::RenderBuffer( texWidth, texHeight, COLOR_BUFFER_FORMAT, N_COVERAGE_SAMPLES, N_COLOR_SAMPLES ); m_RenderFBO-setAttachment( osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment( pColorRB ) ); // Create and attach a depth renderbuffer to the RENDER FBO osg::RenderBuffer* pDepthRB = new osg::RenderBuffer( texWidth, texHeight, DEPTH_BUFFER_FORMAT, N_COVERAGE_SAMPLES, N_COLOR_SAMPLES ); m_RenderFBO-setAttachment( osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment( pDepthRB ) ); // @TODO@: ATTACH THE RENDER FBO SOMEHOW SO THAT IT IS REGISTERED // IN THE BUFFER ATTACHMENT MAP // Attach color texture to RESOLVE FBO m_ResolveFBO-setAttachment( osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment( COLOR_TEXTURE ) ); // Attach depth texture to RESOLVE FBO m_ResolveFBO-setAttachment( osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment( DEPTH_TEXTURE ) ); // @TODO@: ATTACH THE RESOLVE FBO SOMEHOW SO THAT IT IS REGISTERED // IN THE BUFFER ATTACHMENT MAP } // Double check everything size_t nBuffers = this-getBufferAttachmentMap().size(); cout BUFFER ATTACHMENT MAP SIZE : nBuffers endl; sgp_core::String errorMsg; try { sgp_osg::CheckFramebufferStatus( pGfxContext ); } catch( ... ) { pFBOExtensions-glBindFramebuffer( GL_FRAMEBUFFER_EXT, 0 ); SGP_RETHROW; } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48253#48253 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem, any way to disable all texture compression?
Hi Ethan, You'll need to use one of: --RGB-16 Use 16bit RGB destination imagery. --RGB-24 Use 24bit RGB destination imagery. --RGB32F Use 3 channel, 32bit per channel destination imagery. --RGBAUse 32bit RGBA destination imagery. --RGBA-16 Use 16bit RGBA destination imagery. Use osgdem -h to list all the options. Note, -RGBA won't be recognized as --RGBA. Robert. On 12 June 2012 19:58, Ethan Fahy ethanf...@gmail.com wrote: Hello all, Is there any way to disable all texture compression when using osgdem? I realize this in an unusual request and that my frames per second and model size would go way up, but I was hoping to retrieve the exact original texel values from the textures for lookup table purposes. I thought that the -RGBA flag might do the trick but when I zoom in on the output terrain database and compare it to my source texture I can still see compression artifacts that would prevent me from using a lookup table in my shaders. Thanks, -Ethan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48252#48252 ___ 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] Custom Camera and Multi-stage Rendering (RenderStage)
I guess what I am asking is this ... I have attached render buffers and textures to the two FrameBufferObject instances m_ResolveFBO and m_RenderFBO ... Now, how do I attach the two FrameBufferObject instances to a Camera's buffer attachment map? I see two Camera 'attach(...)' methods and neither deals with a FrameBufferObject ... Thanks, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48255#48255 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zoom to object with camera
Torben, Thanks for reply, and it works perfectly. However is there a way to make it animate to the zoom points. I have a Nodetracker-Manipulator set as my default manipulator, and I change the node path as the user selects objects from the scene, it would be nice if I could animate the zoom to the object? I know I could do it all manually, but I am assuming that OSG would probably provide some easy mechanism maybe ? Thanks in advance. Cheers Jason On 06/06/2012, at 3:50 PM, Torben Dannhauer wrote: Hi, yes this function is called node tracking. You can track a node and configure which degrees of freedom your camera should provide. There is a default Nodetracker-Manipulator in OSG. You just have to set the Node you want to track. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48067#48067 ___ 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] Scene graph construction advice
Hi all, Working with OSG, and all is going well. But would like to know would be the recommended way to do the following: User picks an object. Turn off the rest of the scene so only the single object they selected is displayed? also User picks an object, depth peal the entire scene to the single object selected? Thank you in advance for any help Cheers Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
kcbale wrote: Is anyone else getting these Chinese emails quoting the subject of a post made to osg-users? I've had a few now and I have no idea where they're coming from. K. -- Post generated by Mail2Forum I've been getting them as resently as yesterday it seems to apper after they send out the list of forum subbitions to e-mail and it targets, prople that post messages on the boards - that's the only time I've been hit. I've reported it to my handlers and took other corrective action. That's all I can do! You might consiter adding this guy to your spam filter - if you have one! David Glenn --- D Glenn 3D Computer Graphics amp; Media Systems. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48258#48258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building OSG with FFMPEG
hi,I think the FFEMPG config is the same as other project, Include Bin and so on . you can specific the path in CMake. 2012/5/30 Praveena Sara pravee...@gmail.com Hi, I recently got hold of the book OpenSceneGraph 3 Cookbook. I want to show a live webcam feed in OSG like in the example given in the book (I'm working on an Augmented Reality project). In order to this, it says I need to have FFMPEG built with OSG. So, I downloaded the FFmpeg git-9c27f29 64-bit Static (Latest) under 64-bit Builds (Static) from zeranoe site but I have no idea how to link these files in CMake, when Building OSG. File Structure: +presets +licenses +doc -bin |__ffmpeg.exe |__ffplay.exe |__ffprobe.exe According to this tutorial (**I'm not allowed to share a URL**) I'd only have to Set “FFMPEG_ROOT” to: C:/Projects/3rdParty/ffmpeg . Is this correct? Have I downloaded the correct FFMPEG build? Which values need to be entered into CMake when building OSG with FFMPEG? My configuration: Windows 7, 64-bit OSG 3.0.1 Visual Studio 2008 (Professional Edition) ... Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47928#47928 ___ 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] Building OSG with FFMPEG
Hi, There have been a few API changes in ffmpeg and the latest ones don't link with OSG. I use a snapshot (part of ffmpeg 0.11 branch I think) from a few months ago (not using it through OSG) and have to disable ffmpeg in my OSG build. OSG will build with the version in the Ubuntu repositories, part of the 0.8 branch, so you might need to get something from 0.8.x. Cheers, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48260#48260 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
praveenaj wrote: By the way, I still can't figure out what's the difference between OSG_FILE_PATH and OSG_SAMPLES_PATH? Documentation doesn't clearly describe the difference between those. Any help? There's no difference between those environment variables. Both aren't standard OSG variables, so you can even have ABC_DEF as an environment variable to point to the OSG path. Someone probably decided that they wanted a variable to hold the path to OSG code samples, so they created OSG_SAMPLES_PATH. In my system, I've created only OSG_FILE_PATH which points to F:\ProgramFiles\OSG\OpenSceneGraph-Data-3.0.0, and this folder is where I've stored all the cessna.osg files and the image files etc. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48261#48261 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Reader-Plugin Callbacks for unsupported data-types
robertosfield wrote: On 4 June 2012 14:06, We See wrote: Hi, When reading models in OpenFlight format, not all data will be read (i.e. surface material code or feature id will not be read). But some application need this data, therefore my idea is, there could be a callback-function, which the reader-plugin is calling when it reads an unsupported data-type (Similar to update-callbacks). So the application could solve the problem. Are there any comments or drawbacks about this idea? @Robert Osfield: Does such a solution have a change to come into the trunc of osg? I don't have any opinions on OpenFlight as it's not my area of expertise - I'm not the plugin author so I'd defer to others about OpenFlight format specifics. The possibility of adding custom handling of reading/writing I'm open to, but I'll defer to others with a bit more experience with coding on the OpenFlight plugin to provide their more learned opinions. Robert. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Hi Robert, My suggestion would be common for all plugins. Is there a person responsible for all plug-ins? WeSee -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48262#48262 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Hi Art and sholmes: Thanks for approving me into the community. Sorry, but it's because I'm so accustomed to a much-less-strict registration process on other forums, that I thought that even here, the rules would be the same. I don't mean any offence...just trying to suggest alternatives, that if moderation is slowly becoming a problem, would it be possible to gradually start asking and answering OSG questions on StackOverflow.com? Or to start a new forum on http://area51.stackexchange.com/ I understand there may be ownership issues and the very sentiment of having ones own forum to be discussed, but if there's the slightest chance that the users of osg can benefit from the questions being asked on StackOverflow (which is an excellent forum), and the moderators can be spared of the arduous moderation task, so that they can focus on what they like (programming), then it's a win-win for everyone. Meanwhile, I'm happy to be here, and glad to contribute to the community (which I already have started doing :-) ). Thanks :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48263#48263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
Thanks guys for the input. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48264#48264 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rotate an osg object with two fingers on a touch screen (Android)
Sounds more like an algorithm solution than an osg solution. The below algo isn't perfect, but it'll give you an idea. finger1=false; finger2=false; while(checkForFingerPressRelease) { if (finger1pressed) finger1=true; if (finger2pressed) finger2=true; if (finger1released) finger1=false; if (finger2released) finger2=false; if (finger1 finger2) { check for dragging of finger2 and rotate else check for dragging of finger1 and rotate } }//while -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48265#48265 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org