Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
Great works!!! 在2012-06-18,Wang Rui wangra...@gmail.com 写道: -原始邮件- 发件人: Wang Rui wangra...@gmail.com 发送时间: 2012年6月18日 星期一 收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org 主题: [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] Error reported when using RGB_16F cubemap as FBO
Hi, Brad Add this lines and you should be ok: texture-setSourceType(GL_HALF_FLOAT); texture-setSourceFormat(GL_RGB); Cheers, Sergey. 19.06.2012, 05:01, Brad Colbert bcolb...@rscusa.com: 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 ___ 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, The Deployment target is 5.1. I tried to force the ScaleFactor using your code. This lead to the problem that I have to double the viewport size or everything except the top left quarter of the screen is black. This seems a bit strange to me... Further work must be deferred to next week. Then I will check the visual result and report back. Best regards, Robin Jörke Am 18.06.12 17:59 schrieb Stephan Maximilian Huber unter ratzf...@digitalmind.de: 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.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error reported when using RGB_16F cubemap as FBO
Sergey, That fixed it, thank you! -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sergey Polischuk Sent: Tuesday, June 19, 2012 1:59 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Error reported when using RGB_16F cubemap as FBO Hi, Brad Add this lines and you should be ok: texture-setSourceType(GL_HALF_FLOAT); texture-setSourceFormat(GL_RGB); Cheers, Sergey. 19.06.2012, 05:01, Brad Colbert bcolb...@rscusa.com: 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 ___ 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] Bug in osgGA::EventQueue?
Hi Everyone: I'm seeing behavior in my application whereby an osg Window will come up, but won't respond to any events for a few (sometimes 10 or more seconds). Rendering is happening during this time, but no event processing. I tracked it down to the following: 1. The event queue is constructed and initializes _startTick 2. Some events are pushed onto the queue (not explicitly, could be mouse move, etc) 3. Some time passes (generally related to model loading - we are using osgEarth) 4. Rendering starts and calls setStartTick() on the event queue with a new time. 5. takeEvents() is called during event traversal, but because the startTick has been reset, the top event is in the future and takeEvents() returns nothing. 6. Eventually enough time passes so that the event is no longer in the future and event processing starts happening. The time that the stall lasts for is clearly related to how long step 3 takes - which can be lengthy when osgEarth is fetching stuff off the network. I fixed it by clearing out the events when setStartTick is called, viz: void EventQueue::setStartTick(osg::Timer_t tick) { OpenThreads::ScopedLockOpenThreads::Mutex lock(_eventQueueMutex); // Since setting the start tick effectively invalidates the time // of any events already in the queue, clear it out _eventQueue.clear(); _startTick = tick; } I haven't got a sample that reproduces the behavior, but it seems to make sense that if the startTick is reset, all the existing events are toast? I'm not sure why no one else has seen this - maybe our usage pattern is different from the norm? Cheers Anthony Anthony Nixon Modelling Simulation Architect Systems Analysis Laboratory (SAL) Strategic Development Experimentation - International Boeing Defence Australia Ltd ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org