Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK

2012-06-18 Thread Alberto Luaces
Hi Vijay,

Vijay Patil writes:

 Hello,

 As mentioned in thread:
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-January/055703.html

 I too installed 'libopenscenegraph-dev' package on Ubuntu 12.04 and struggled 
 with compile time linking errors for simple application 'osglogo.cpp' etc.

 As Alberto pointed correctly following works perfectly fine:

 $ g++ osglogo.cpp -lOpenThreads -losg -losgDB -losgUtil -losgGA -losgText 
 -losgViewer -o osglogo.exe

 OSG headers are installed in /usr/include and libraries are in /usr/lib, 
 which are known to compiler and linker so no need to explicitly use -I or -L 
 flags.

 Specifically one has to be careful about the order of your application 
 objects and osg shared libraries, to make linker happy.

Thanks for publishing your achievements.  It will help others in the
future.

-- 
Alberto

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[osg-users] iPad3 Retina Display Support

2012-06-18 Thread Joerke, Robin
Hello,

I have developed an iPad-App using osgViewer::GraphicsWindowIOS.
When deploying to an iPad 3 with iOS 5.1, I noticed that iOS automatically
upscales the graphics context by factor 2, for filling the Retina Display.
However, osg still renders in a low resolution (1024x768), leading to
aliasing artifacts.

I tried to increase the rendering resolution to 2048x1536, but I could not
find out how to disable the iOS upscale. This leads to the problem that
only a quarter of the rendered image is visible. Even changing the
contentScaleFactor property of the UIView did not help.

I read about osg already supporting Retina Displays. What am I missing?

Best regards,

Robin Jörke

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Re: [osg-users] iPad3 Retina Display Support

2012-06-18 Thread Stephan Maximilian Huber
Am 18.06.12 12:23, schrieb Joerke, Robin:

 I have developed an iPad-App using osgViewer::GraphicsWindowIOS.
 When deploying to an iPad 3 with iOS 5.1, I noticed that iOS automatically
 upscales the graphics context by factor 2, for filling the Retina Display.
 However, osg still renders in a low resolution (1024x768), leading to
 aliasing artifacts.
 
 I tried to increase the rendering resolution to 2048x1536, but I could not
 find out how to disable the iOS upscale. This leads to the problem that
 only a quarter of the rendered image is visible. Even changing the
 contentScaleFactor property of the UIView did not help.
 
 I read about osg already supporting Retina Displays. What am I missing?

Support for Retina-display is only available when compiling osg against
a SDK = 4.0

It should work out of the box, so when you request a graphicscontext for
1024x768 you'll get a view sized 1024x768 and a graphics-context with
2048 x 1536.

Hoy do you set up your GraphicsWindowIOS?

cheers,
Stephan

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Re: [osg-users] iPad3 Retina Display Support

2012-06-18 Thread Joerke, Robin
Thanks for your reply.
I am using iOS SDK 5.1.
This is the initialization code inside of a UIViewController:

osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
CGRect lFrame = [self.view bounds];
unsigned int w = lFrame.size.width;

unsigned int h = lFrame.size.height;

osg::ref_ptrosg::Referenced windata = new
osgViewer::GraphicsWindowIOS::WindowData(self.view,
osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS);
std::cout  the screen Scale is:   [[UIScreen mainScreen] scale]
 std::endl;
// Setup the traits parameters
traits-x = 0;
traits-y = 0;
traits-width = w;
traits-height = h;
traits-depth = 16; //keep memory down, default is currently 24
//traits-alpha = 8;
//traits-stencil = 8;
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;

traits-inheritedWindowData = windata;

// Create the Graphics Context
osg::ref_ptrosg::GraphicsContext graphicsContext =
osg::GraphicsContext::createGraphicsContext(traits.get());

_viewer = new osgViewer::Viewer();

if(graphicsContext)
{
_viewer-getCamera()-setGraphicsContext(graphicsContext);
_viewer-getCamera()-setViewport(new osg::Viewport(0, 0, traits-width,
traits-height));
}

Best regards,
Robin Jörke



Am 18.06.12 14:36 schrieb Stephan Maximilian Huber unter
ratzf...@digitalmind.de:

Am 18.06.12 12:23, schrieb Joerke, Robin:

 I have developed an iPad-App using osgViewer::GraphicsWindowIOS.
 When deploying to an iPad 3 with iOS 5.1, I noticed that iOS
automatically
 upscales the graphics context by factor 2, for filling the Retina
Display.
 However, osg still renders in a low resolution (1024x768), leading to
 aliasing artifacts.
 
 I tried to increase the rendering resolution to 2048x1536, but I could
not
 find out how to disable the iOS upscale. This leads to the problem that
 only a quarter of the rendered image is visible. Even changing the
 contentScaleFactor property of the UIView did not help.
 
 I read about osg already supporting Retina Displays. What am I missing?

Support for Retina-display is only available when compiling osg against
a SDK = 4.0

It should work out of the box, so when you request a graphicscontext for
1024x768 you'll get a view sized 1024x768 and a graphics-context with
2048 x 1536.

Hoy do you set up your GraphicsWindowIOS?

cheers,
Stephan

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[osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-18 Thread Wang Rui
Hi all,

I'm glad to announce a new project I'm working on in the scope of
osgRecipes (also the repo of the book OpenSceneGraph 3 Cookbook):
https://github.com/xarray/osgRecipes/tree/master/integrations

Its main and only goal is to integrate as more as possible third-party
libraries/SDKs with OSG to make use of both features. It is in public
domain, so feel free to make use of everything here. :-)

All example code here will show how to integrate OSG with different kinds
of libraries and SDKs in a simple enough and extendible way, that means,
there will be few lines of code for each recipe to make them
understandable. Such external libraries can quickly add extra
functionalities like special effects, visual components and interaction
methods to your OSG scenes and greatly improve the performance of the
applications.

Current third-party libraries that are embedded within OSG are listed here:
* AntTweakBar (a light and intuitive GUI framework):
http://www.antisphere.com/Wiki/tools:anttweakbar
* AssImp (a library to import various well-known 3D model formats):
http://assimp.sourceforge.net/
* Awesomium (a web-browser framework for in-app browsing and HTML UIs):
http://awesomium.com/
* FreeImage (a library supporting popular image formats):
http://freeimage.sourceforge.net/
* Microsoft Kinect SDK:
http://www.microsoft.com/en-us/kinectforwindows/develop/developer-downloads.aspx
* NVIDIA PhysX (a well-rounded physics engine, version 3.2):
http://developer.nvidia.com/physx-downloads
* Spark (a crossplatform particle engine): http://spark.developpez.com/
* TUIO (a common API for tangible multitouch surfaces): already included in
the source code
* VLC (a cross-platform multimedia player and framework):
http://www.videolan.org/vlc/

And these are on my TODO list. Anybody is welcomed to add more here, or
just contribute your own works:
Animata, Microsoft DirectWrite, GUIChan, libGimzo, MyGUI, openNURBS, Sundog
Triton, Woody3D...

All the libraries must be free for downloading and for non-commercial
purpose of use to be added into the project. Also as far as I know, there
are also some good integrations like OSG+libRocket, and OSG+libRVO2, I
would like to merge them, too, or just have a link in my project, if
allowed.

I'm also very glad to see some of the examples merged into the core OSG
trunk, if Robert think it possible. :-)

Any attentions, feedbacks, and contributions are always appreciated. And it
is often existing to see more and more cool stuffs works in OSG.

Cheers,

Wang Rui
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Re: [osg-users] iPad3 Retina Display Support

2012-06-18 Thread Stephan Maximilian Huber
Hi,

Your code looks correct to me. What is the ios deployment target for
the osg-project? It should be = 4.0

You can try to force the scale via

osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowIOS::WindowData(self.view,
 osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS, [[UIScreen
mainScreen] scale]);

(haven't tested this personally)

Stephan

Am 18.06.12 16:25, schrieb Joerke, Robin:
 Thanks for your reply.
 I am using iOS SDK 5.1.
 This is the initialization code inside of a UIViewController:
 
 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
   CGRect lFrame = [self.view bounds];
   unsigned int w = lFrame.size.width;
 
   unsigned int h = lFrame.size.height;
   
   osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowIOS::WindowData(self.view,
 osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS);
 std::cout  the screen Scale is:   [[UIScreen mainScreen] scale]
  std::endl;
   // Setup the traits parameters
   traits-x = 0;
   traits-y = 0;
   traits-width = w;
   traits-height = h;
   traits-depth = 16; //keep memory down, default is currently 24
   //traits-alpha = 8;
   //traits-stencil = 8;
   traits-windowDecoration = false;
   traits-doubleBuffer = true;
   traits-sharedContext = 0;
   traits-setInheritedWindowPixelFormat = true;
   
   traits-inheritedWindowData = windata;
 
   // Create the Graphics Context
   osg::ref_ptrosg::GraphicsContext graphicsContext =
 osg::GraphicsContext::createGraphicsContext(traits.get());
   
 _viewer = new osgViewer::Viewer();
   
   if(graphicsContext)
   {
   _viewer-getCamera()-setGraphicsContext(graphicsContext);
   _viewer-getCamera()-setViewport(new osg::Viewport(0, 0, traits-width,
 traits-height));
   }
 
 Best regards,
 Robin Jörke
 
 
 
 Am 18.06.12 14:36 schrieb Stephan Maximilian Huber unter
 ratzf...@digitalmind.de:
 
 Am 18.06.12 12:23, schrieb Joerke, Robin:

 I have developed an iPad-App using osgViewer::GraphicsWindowIOS.
 When deploying to an iPad 3 with iOS 5.1, I noticed that iOS
 automatically
 upscales the graphics context by factor 2, for filling the Retina
 Display.
 However, osg still renders in a low resolution (1024x768), leading to
 aliasing artifacts.

 I tried to increase the rendering resolution to 2048x1536, but I could
 not
 find out how to disable the iOS upscale. This leads to the problem that
 only a quarter of the rendered image is visible. Even changing the
 contentScaleFactor property of the UIView did not help.

 I read about osg already supporting Retina Displays. What am I missing?

 Support for Retina-display is only available when compiling osg against
 a SDK = 4.0

 It should work out of the box, so when you request a graphicscontext for
 1024x768 you'll get a view sized 1024x768 and a graphics-context with
 2048 x 1536.

 Hoy do you set up your GraphicsWindowIOS?

 cheers,
 Stephan

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[osg-users] FLT, LODs and Light Points

2012-06-18 Thread Chris Hanson
  Had someone consult with me off-list about an issue involving near/far
computation that boiled down to an issue occurring when certain models are
paged into the OSG scene. The user is fairy certain the issue arises when
multiple LODs and Light Points are present in a FLT file. I suspect that
this is a red herring and that the actual cause is more subtle, but perhaps
MANIFESTS in a way that appears like this is the cause. Just on the off
chance though, I figured I'd put out a call for knowledge or insight about
whether anyone else had seen anything fishy happening in FLT files with
Light Points messing up the automatic near/far computation.

  I expect to get sample data to dissect in the next week or so, but I
figured I'd put out a ping now in case there was some issue others were
aware of that I should be on the look out for.

-- 
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
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[osg-users] Error reported when using RGB_16F cubemap as FBO

2012-06-18 Thread Brad Colbert
Hi,

I'm getting an error when I try to use a floating point texture as a cube map 
for an FBO.  I'm able to repeat the error using the prerendercubemap example 
where I changed line 223 to:

texture-setInternalFormat(GL_RGB16F_ARB);

The error I get is:

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6

My hardware and driver versions are:

HW: NVidia GT 540M
Driver: 268.30

I have not dug yet to see if this is something in OSG that may be incorrectly 
setting up the FBO or if it's a fundamental problem.

Any quick ideas?

... 

Thank you!

Cheers,
Brad
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Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-18 Thread michael kapelko
Great news!
Although, I would really like to see OSG + libRocket integration since
GUI is lacking in OSG :)
I recall there was a guy who wrote dtEntity thing which has OSG +
libRocket integration, but I'm unsure how well it supports it.
I'll be doing OSG + libRocket research myself in the coming months, so
it's only good to omit such task by having it already supported.
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Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-18 Thread Wang Rui
Hi Michael,

I also recall that their is someone working on OSG and libRocket so I don't
put it in my TODO list. :-) I'm going to first consider some other GUI
libraries like MyGUI, and... HTML5 and Flash?

The project page is : https://code.google.com/p/dtentity/. Maybe you could
just check if his implementation is good enough.

Wang Rui


2012/6/19 michael kapelko korn...@gmail.com

 Great news!
 Although, I would really like to see OSG + libRocket integration since
 GUI is lacking in OSG :)
 I recall there was a guy who wrote dtEntity thing which has OSG +
 libRocket integration, but I'm unsure how well it supports it.
 I'll be doing OSG + libRocket research myself in the coming months, so
 it's only good to omit such task by having it already supported.
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Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-18 Thread michael kapelko
Yeah, I definitely will, later.
As for MyGUI, I've used CEGUI instead due to lack of support/docs and
Russian comments (even being Russian myself).
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