Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] iPad3 Retina Display Support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iPad3 Retina Display Support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iPad3 Retina Display Support
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 ___ 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] [ANN] osgRecipes: Integrate OSG with almost everything :-)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iPad3 Retina Display Support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLT, LODs and Light Points
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error reported when using RGB_16F cubemap as FBO
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
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). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org