Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7
Hi, I had a everything working using GCC 4.2.1 from XCode 4.3 but due to issues with GDAL I've had to "upgrade" to GCC 4.3 from MacPort. So I have: /opt/local/bin/gcc -> /opt/local/bin/gcc-mp-4.3 which is found by default with CMake. I'm getting issues when building the Cocoa code: Code: [ 21%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowCocoa.mm.o In file included from /System/Library/Frameworks/Foundation.framework/Headers/NSArray.h:5, from /System/Library/Frameworks/Foundation.framework/Headers/Foundation.h:10, from /System/Library/Frameworks/Cocoa.framework/Headers/Cocoa.h:12, from /Volumes/MVEData/Users/Mike/Developer/OSG/src/osgViewer/GraphicsWindowCocoa.mm:18: /System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:140: error: stray '@' in program Any ideas on how to fix this? Or anybody know if I can safely build the rest with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode? Thank you! Cheers, Mike Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48687#48687 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ho to change slave cameras offset matrix later on?
Hi, If the slave is set to RELATIVE_RF (default), then the slaves view matrix and projectionmatrix is overwritten each frame by multiplying the min camera matrix with the slaves offset matrix. Therefor I do not want to change to slaves matrix but the slaves offset matrix. It seems I have to write and submit a setter funcion which allows later changes of the offset matrices.. Thanks, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48703#48703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgText with GraphicsWindowEmbedded and Qt causes problems
Hi. I have a scene consisting of just an osgText object and its shaders. The scene works fine in a default application where OpenSceneGraph is the only library being used, but won't render correctly when I try to draw to a QGLFrameBufferObject. Drawing to the FBO works fine if I don't use osgText (other than text, I've just tried simple models so far). Using osgText 'messes' the Qt UI up, by changing the order of what (Qt items) are painted or changing their size or stretching them... nothing from OSG seems to be painted at all. I'm guessing there's a conflict with OpenGL calls between Qt and OSG. OSG is set up using GraphicsWindowEmbedded, and in Qt, I bind my framebuffer before calling osgViewer's frame(), and release it after. I'm lost as to why using osgText of all things would cause this issue. Just the inclusion of osgText in my scene tree causes the problem. Does anyone have any suggestions as to how I can force Qt and OSG to play nice? Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue adding transparency to a simple model
Thanks Paul and Sergey I'll try both methods. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText not working with programmable pipeline?
After some trial and error, osgText renders fine when explicitly setting up shaders. Here's a bare minimum working example in case anyone else runs into this. Scene Graph: // text geometry std::string textStr("Hello World"); osg::ref_ptr myText = new osgText::Text; myText->setFont("DroidSans-Bold.ttf"); myText->setCharacterSize(20.0f); myText->setText(textStr); // text node osg::ref_ptr textGeode = new osg::Geode; textGeode->addDrawable(myText); // text shaders osg::ref_ptr shProgram = new osg::Program; shProgram->setName("TextShader"); std::string vShader = std::string("#version 120\n") + readFileAsString("vertexshader.glsl"); shProgram->addShader(new osg::Shader(osg::Shader::VERTEX,vShader)); std::string fShader = std::string("#version 120\n") + readFileAsString("fragmentshader.glsl"); shProgram->addShader(new osg::Shader(osg::Shader::FRAGMENT,fShader)); osg::ref_ptr textColor = new osg::Uniform("MaterialColor",osg::Vec4(0,1,1,1)); osg::ref_ptr textTexture = new osg::Uniform("GlyphTexture",0); osg::StateSet *ss = textGeode->getOrCreateStateSet(); ss->addUniform(textColor); ss->addUniform(textTexture); ss->setAttributeAndModes(shProgram,osg::StateAttribute::ON); osg::ref_ptr nodeRoot = new osg::Group; nodeRoot->addChild(textGeode); Vertex Shader: #version 120 varying mediump vec4 VertexColor; varying mediump vec2 TexCoord0; uniform vec4 MaterialColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; VertexColor = MaterialColor; TexCoord0 = gl_MultiTexCoord0.xy; } Fragment Shader: varying vec4 VertexColor; varying vec2 TexCoord0; // set to zero by default uniform sampler2D GlyphTexture; void main() { gl_FragColor = VertexColor * texture2D(GlyphTexture,TexCoord0).; } Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText not working with programmable pipeline?
I compiled OSG against OpenGL 3 and disabled all the fixed function stuff, and I can do basic things like build up geometry, apply shaders and so on. Trying to draw text using osgText doesn't work out so well though. I'm not sure what's going on... but basically the output looks like font character quads, just not textured correctly (wild guess). Here's a screenshot from the results of running osgtext in the example folder: http://i.imgur.com/NX6dv.png?1 Do I need to specify my own shader for the text geode I create? If so, are there any examples on how to do this? Also here's the debug output for a minimal osg text example (just create some text, attach it to a geode, and render the scene): http://pastie.org/4200461 I see ShaderComposer is called but I don't know if it's doing anything. Also this line doesn't seem right: "Glyph::subload(): texture sub-image width and/or height of 0, ignoring operation". I'd appreciate any advice. Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Clipping planes for slave camera
Slave camera relies on main camera matrix and matrix offset, so it's meaningless to set their matrix. By contrast, view camera is independent of other view. 在 2011-9-27,23:05,"He, Yefei" 写道: > Thanks, Robert, I'll take a look at the examples. Another question: in a > composite viewer, if I set the view and projection matrices directly on the > slave camera, what are the internal differences between doing this and simply > creating another view and setting the view and projection matrices of its > camera? I'm trying to set up a composite viewer with multiple views of the > same scenegraph. I noticed that the main view (the first view added to the > composite viewer) and its slave cameras all render properly, but in the > contents of the other views, the depth sorting is incorrect, most noticeably > the skydome obscures a lot of faces that should be in front of the skydome. > > Yefei > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert > Osfield > Sent: Tuesday, September 27, 2011 3:16 AM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Clipping planes for slave camera > > Hi Yefei, > > On Mon, Sep 26, 2011 at 9:20 PM, He, Yefei wrote: >> Is it possible for a slave camera to have different near and far >> clipping planes from the master camera? Are there examples for it? I >> figure it will be more complicated than changing the angle of view or >> adding a shear to the view frustum. > > You have assign different projection matrices to the slave camera either by > setting the projection offset matrix for the slave and keeping the slave > Camera's ReferenceFrame set to RELATIVE_RF (relative the master Camera) or by > setting the view and projection matrices directly on the slave Camera and > setting the ReferenceFrame to ABSOLUTE_RF. > > There isn't a specific example that illustrates what you want but the osghud > and osgdistortion examples should give you an idea of the different things > you can. > > Robert. > ___ > 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] Ho to change slave cameras offset matrix later on?
osg::View::getSlave(index) Get slave and do everything you want, Viewer will update their matrixs each frame. 在 2012-7-1,22:03,"Torben Dannhauer" 写道: > Hi, > I would like to change a slave cameras viewOffset and projectionOffset matrix > _after_ I added the camera via viewer->addSlavecamera(camera, > viewoffset,projOffset). > > Is there a interface to set the offsets later on? I haven't found anything. > > What would you recommend to achieve the desired functionality? > Maybe I should add some functions to allow later changes and submit it to > Robert. > > Thank you! > > Cheers, > Torben > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=48621#48621 > > > > > > ___ > 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] [forum] How to acquire the current location information of a drawable object? And how to calculate the distance between an object and the viewpoint?
在 2012-7-2,22:48,"Fan ZHANG" 写道: > Hi all, > > I'm quite new to OSG and have no OPENGL background. > > I want to know how to acquire the current location information of a drawable > object? > Actually the initial position of the geometry is set by me. But when I move > the objects with mouse, the spatial information changes, right? So I want to > acquire such information. > the world coordinate of a drawable is determined by scene graph. So it's world coordinate never change before you change the scene graph, logically. What you see after mouse action is probably controlled by view matrix and projection matrix. The pipeline looks like: object coordinate --> world coordinate --> eye coordinate --> device coordinate --> window coordinate. View matrix affects the eye coordinate and projection matrix affects the device coordinate. Mouse action will change the two matrixes. osg::Camera maintains these matrixes. > For the second question, how to calculate the distance between an object and > the viewpoint? Because I want to differentiate the 'stateset' when objects > are far away from the viewpoint and when they are close to the camera. And I > don't even know where the camera viewpoint is! > viewpoint can be accessed in CullVisitor, so you should get it in cull traversal, by defining a cull callback and adding it to a Node. > Regards and thank you! > > Cheers, > Fan > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=48628#48628 > > > > > > ___ > 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] constant size overlay
maybe you can use alpha to coverage? It's another state attribute you can set, maybe you can google that It only works if you have antialiasing enabled. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48695#48695 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
Thanks! My other mistake was using DECAL instead of REPLACE in my TexEnv. I didn't realize DECAL was keeping the point's original alpha, which made the entire point sprite transparent, not just the X. I still don't quite have the visual effect I want yet. When the X's are close enough to overlap, the topmost ones appear to be cutting a gap or casting a shadow on the X's beneath, even though alpha is 0 for every black texel (see attachment ps.jpg). I'd like to just have the white overlap (as in attachment at.jpg, from my AutoTransform implementation). Is there anything I can do to fix it? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48694#48694 Attachments: http://forum.openscenegraph.org//files/at_303.jpg http://forum.openscenegraph.org//files/ps_140.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] How to creat a simple rugby ball model in osg
Hi Simon. >Can some one tell me the most simple way to creat a model of ellipsoid to represent the rugby ball. you might want to find something like a ready 3D model, say searching in google "rugby ball model blender" would produce something like http://www.blendswap.com/blends/misc-objects/rugby-ball/ and some more then, when you grab both blender and a model, you might export this from blender either using osg export plugin or as 3ds or obj file then the only thing would be to load the model as a Node. regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] How to creat a simple rugby ball model in osg
Hello Simon, On Tue, Jul 3, 2012 at 2:39 PM, simon wrote: > Hi, > > I am the beginer of open scene graph, beacause I only want to simulate the > parabolic traject of a rugby ball, I do not want to spend many time to > learn this complex library. Can some one tell me the most simple way to > creat a model of ellipsoid to represent the rugby ball. Thank you very much. > Perhaps OSG is not the best tool for the job, then. OSG is a scene graph library, not a modelling tool or a full 3D environment to simulate stuff in. You do not "create" a ball in OSG, It doesn't have anything like "draw me an ellipsoid/box/sphere ..." However, it can draw arbitrary meshes. Typically you would make a ball model in something like Blender, 3DS Max or Maya and export the mesh in some format that OSG can read, either the native .osg or some other (.obj, COLLADA, .3ds, etc.). I suggest that you have a look at some of the tutorials if you want to use OSG for your task - they show how to load models and interact with them. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render depth into texture with 32 bits
Hi, sourceFormat and sourceType are used if you read back the texture in CPU memory. To ease my debug in gDebugger, I use sourceType=GL_FLOAT It doesn't change how the fbo works, but I can read floats between 0 and 1 in the debugger. Regards, -Fred - Mail original - De: "Sergey Polischuk" À: "OpenSceneGraph Users" Envoyé: Mercredi 4 Juillet 2012 12:57:14 Objet: Re: [osg-users] Render depth into texture with 32 bits Hi I think if you render to fbo bit depth depends of internal texture format, in case of rendering to framebuffer idk. Cheers. 04.07.2012, 14:30, "Martin Groer" : > Hello Sergey, > > thanks, it works! :-) > > Should I change the number of depth buffer bits? GL_DEPTH_BITS is 24, so I > think it doesn't make sense to save this into 32 bit. Or is this independent > if the GL_DEPTH_BITS? > > Cheers > > Martin > > Original-Nachricht > >> Datum: Wed, 04 Jul 2012 14:13:11 +0400 >> Von: Sergey Polischuk >> An: OpenSceneGraph Users >> Betreff: Re: [osg-users] Render depth into texture with 32 bits >> Hi, Martin >> >> try this: >> >> texture2D->setSourceFormat(GL_DEPTH_COMPONENT); >> texture2D->setInternalFormat(GL_DEPTH_COMPONENT32); >> texture2D->setSourceType(GL_UNSIGNED_INT); >> >> Cheers, >> Sergey. >> >> 04.07.2012, 14:06, "Martin Groer" : >>> Hello, >>> >>> how many bits are used by the GL_DEPTH_COMPONENT? I want to render the >> depth buffer value into a texture and use the internal texture format >> GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try >> GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the >> rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know >> how >> many bits are used. Is the number of bits depending on the Z-Buffer? My >> Z-Buffer use 24 bits. >>> Following the error message of GL_DEPTH_COMPONENT24: >>> - >>> Using host libthread_db library "/lib64/libthread_db.so.1". >>> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 >>> Warning: FrameBufferObject: could not create the FBO >>> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 >>> Warning: FrameBufferObject: could not create the FBO >>> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 >>> FRAGMENT glCompileShader "" FAILED >>> FRAGMENT glCompileShader "" FAILED >>> glLinkProgram "" FAILED >>> >>> Cheers >>> >>> Martin >>> ___ >>> 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 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] Render depth into texture with 32 bits
Hi I think if you render to fbo bit depth depends of internal texture format, in case of rendering to framebuffer idk. Cheers. 04.07.2012, 14:30, "Martin Groer" : > Hello Sergey, > > thanks, it works! :-) > > Should I change the number of depth buffer bits? GL_DEPTH_BITS is 24, so I > think it doesn't make sense to save this into 32 bit. Or is this independent > if the GL_DEPTH_BITS? > > Cheers > > Martin > > Original-Nachricht > >> Datum: Wed, 04 Jul 2012 14:13:11 +0400 >> Von: Sergey Polischuk >> An: OpenSceneGraph Users >> Betreff: Re: [osg-users] Render depth into texture with 32 bits >> Hi, Martin >> >> try this: >> >> texture2D->setSourceFormat(GL_DEPTH_COMPONENT); >> texture2D->setInternalFormat(GL_DEPTH_COMPONENT32); >> texture2D->setSourceType(GL_UNSIGNED_INT); >> >> Cheers, >> Sergey. >> >> 04.07.2012, 14:06, "Martin Groer" : >>> Hello, >>> >>> how many bits are used by the GL_DEPTH_COMPONENT? I want to render the >> depth buffer value into a texture and use the internal texture format >> GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try >> GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the >> rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know >> how >> many bits are used. Is the number of bits depending on the Z-Buffer? My >> Z-Buffer use 24 bits. >>> Following the error message of GL_DEPTH_COMPONENT24: >>> - >>> Using host libthread_db library "/lib64/libthread_db.so.1". >>> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 >>> Warning: FrameBufferObject: could not create the FBO >>> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 >>> Warning: FrameBufferObject: could not create the FBO >>> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 >>> FRAGMENT glCompileShader "" FAILED >>> FRAGMENT glCompileShader "" FAILED >>> glLinkProgram "" FAILED >>> >>> Cheers >>> >>> Martin >>> ___ >>> 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render depth into texture with 32 bits
Hello Sergey, thanks, it works! :-) Should I change the number of depth buffer bits? GL_DEPTH_BITS is 24, so I think it doesn't make sense to save this into 32 bit. Or is this independent if the GL_DEPTH_BITS? Cheers Martin Original-Nachricht > Datum: Wed, 04 Jul 2012 14:13:11 +0400 > Von: Sergey Polischuk > An: OpenSceneGraph Users > Betreff: Re: [osg-users] Render depth into texture with 32 bits > Hi, Martin > > try this: > > texture2D->setSourceFormat(GL_DEPTH_COMPONENT); > texture2D->setInternalFormat(GL_DEPTH_COMPONENT32); > texture2D->setSourceType(GL_UNSIGNED_INT); > > Cheers, > Sergey. > > 04.07.2012, 14:06, "Martin Groer" : > > Hello, > > > > how many bits are used by the GL_DEPTH_COMPONENT? I want to render the > depth buffer value into a texture and use the internal texture format > GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try > GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the > rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know > how > many bits are used. Is the number of bits depending on the Z-Buffer? My > Z-Buffer use 24 bits. > > > > Following the error message of GL_DEPTH_COMPONENT24: > > - > > Using host libthread_db library "/lib64/libthread_db.so.1". > > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 > > Warning: FrameBufferObject: could not create the FBO > > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 > > Warning: FrameBufferObject: could not create the FBO > > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 > > FRAGMENT glCompileShader "" FAILED > > FRAGMENT glCompileShader "" FAILED > > glLinkProgram "" FAILED > > > > Cheers > > > > Martin > > ___ > > 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] Render depth into texture with 32 bits
Hi, Martin try this: texture2D->setSourceFormat(GL_DEPTH_COMPONENT); texture2D->setInternalFormat(GL_DEPTH_COMPONENT32); texture2D->setSourceType(GL_UNSIGNED_INT); Cheers, Sergey. 04.07.2012, 14:06, "Martin Groer" : > Hello, > > how many bits are used by the GL_DEPTH_COMPONENT? I want to render the depth > buffer value into a texture and use the internal texture format > GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try > GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the > rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know > how many bits are used. Is the number of bits depending on the Z-Buffer? My > Z-Buffer use 24 bits. > > Following the error message of GL_DEPTH_COMPONENT24: > - > Using host libthread_db library "/lib64/libthread_db.so.1". > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 > Warning: FrameBufferObject: could not create the FBO > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 > Warning: FrameBufferObject: could not create the FBO > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 > FRAGMENT glCompileShader "" FAILED > FRAGMENT glCompileShader "" FAILED > glLinkProgram "" FAILED > > Cheers > > Martin > ___ > 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] Render depth into texture with 32 bits
Hello, how many bits are used by the GL_DEPTH_COMPONENT? I want to render the depth buffer value into a texture and use the internal texture format GL_DEPTH_COMPONENT. I would like use 24 or 32 bits for this value so I try GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32 as internal format, but the rendering doesn't work. Only the GL_DEPTH_COMPONENT works, but I don't know how many bits are used. Is the number of bits depending on the Z-Buffer? My Z-Buffer use 24 bits. Following the error message of GL_DEPTH_COMPONENT24: - Using host libthread_db library "/lib64/libthread_db.so.1". RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 Warning: FrameBufferObject: could not create the FBO RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 Warning: FrameBufferObject: could not create the FBO RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 FRAGMENT glCompileShader "" FAILED FRAGMENT glCompileShader "" FAILED glLinkProgram "" FAILED Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue adding transparency to a simple model
Hi, If you can get by with rendering only first layer of transparency, or rendering all layers without respect to ordering (f.e. when all layers have low alpha values and/or close color values): for 1st case - you can draw your model first only to depth buffer, then 2nd time only to color buffer with depth test set to EQUAL for 2nd - you draw you model first only to color buffer, then only to depth buffer Cheers, Sergey. 04.07.2012, 00:06, "Preet" : > Hi. > > I have a simple model I wanted to apply transparency to. I load the > model data into a geometry node, and set my scene up. To get a > transparent effect, I apply an alpha value to gl_FragColor in my > fragment shader. > > The shaders are trivial: > Vertex: > void main() > { > gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > } > > Fragment: > void main() > { > gl_FragColor = vec4(1,0,0,0.5); > } > > I get a strange output that sort of works, but renders a different > result based on the camera position. It's hard to describe so I > attached a short youtube clip. It seems like certain triangles are > only rendered at certain camera angles. > > http://youtu.be/fQUFSff-uuU > > I played around with some of the settings I thought might be relevant > but I still get the effect that the video shows. > > osg::StateSet *ss = geodeMesh->getOrCreateStateSet(); > ss->setAttributeAndModes(shProgram,osg::StateAttribute::ON); > ss->setMode(GL_BLEND,osg::StateAttribute::ON); > > // options i tried changing around > // ss->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON); > // ss->setMode(GL_DEPTH_WRITEMASK,osg::StateAttribute::OFF); > // ss->setMode(GL_CULL_FACE,osg::StateAttribute::OFF); > // ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); > > Any advice would be appreciated. > ___ > 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] RenderBin implementation not found
Hi there, > A customer is having trouble running our OSG-based application on his > computer. I sent him osgviewer.exe and when he runs "osgviewer.exe cow.osg" > it works, but this message is printed on the console: Warning: RenderBin > "RenderBin" implementation not found, using default RenderBin as a fallback. > > It's just a warning and he does see the cow, but I'm wondering if this > message is a symptom of some other problem? FWIW, his workstation-class > laptop has a FirePro m8900 video card with up to date drivers. Some month ago, this post appeared on the forum and was not yet finally solved. I found that forum thread because I experienced very similar problems: - sporadical "Warning: RenderBin "RenderBin" implementation not found, using default RenderBin as a fallback" - even more sporadical "Warning: RenderBin "DepthSortedBin" implementation not found, using default RenderBin as a fallback" - the problem occurs, when setting up some scene data for several views on program start - most likely, the problem occurs only with multi-threaded threading models (furthermore, I could observe concurrent initialization of static RenderBinPrototypeList while debugging) Roberts suggestion was: > This suggests a race condition on the static initialization inside the static > RenderBinPrototypeList* renderBinPrototypeList() method. On technique we > could employ is to use a local static initializer object that forces the > static initialization: > > struct ForceRenderBinProtypeListInitializer > { > ForceRenderBinProtypeListInitializer() > { > OSG_NOTICE<<"Forcing initialization"< renderBinPrototypeList(); > } > }; > > static ForceRenderBinProtypeListInitializer > s_ForceRenderBinProtypeListInitializer; > > This is a bit hacky, but it might work. The alternative would be to add a > static mutex and use this with the renderBinPrototypeList() but this would > have it's usage slower just because of initialization which isn't a good > solution. I've attached a modified version of RenderBin.cpp from svn/trunk, > could you try this out on your system to see if cures the warning? After recompiling my OSG 3.0.1 with this change, I tried it out on a couple of Win 7 x64 machines where the problem occurred from time to time. Well, the warnings did not show up in about 500 runs per system. As I stated in the web repository of svn trunk, this change was not committed yet. Maybe, one could submit it, now? Cheers, Matthias Schütze, Germany ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tree Rendering system based on OpenSceneGraph
Hi Vincent, I looked and analysed some articles about generation procedural trees. I prefer this article. This is easy to implement and gives more realistic results. About project this is personal and will be open source. For everyone who uses OSG in their projects. If you have some ideas or work together on it please contact me. ... Thank you! Best Regards, Umid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48676#48676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem crashes because of large memory usage
Hi, I've a problem with osgdem.exe, which was built with OSG 3.0.0 with visual studio 2008 32 bit. here are the arguments i use : osgdem --TERRAIN --geocentric -e -180 -90 360 180 -o layout.osgb -t c:\maps c:\maps folder includes app. 13.000 .tif files and every single .tif file is 2048x1024 px RGB GeoTIFF. first when i tried to use osgdem.exe, it crashed before even creating the layout_root_l0_x0_y0 folder, then i realized that it uses more than 2.00 GB of ram and crashes. So i made a trick and used "editbin" tool and changed the header of the osgdem.exe file with /LARGEADDRESSAWARE flag. Glad that now my osgdem.exe file can use up to 4.00 GB of RAM, but, unfortunately that's not enough as well, so it crashes again, but this time it could create some of layout_L13_Xx_Yx_subtile.osgb files. So, what do you suggest? Is it OK that osgdem.exe should use that much RAM? Do i have to build it in x64 platform to let it exploit all 8.00 GB of my RAM? Thank you! Cheers, sevketcaba -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48661#48661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] model placing using osgdem
Hi, Earth file is like as follow: Code: elevation.osgb global-geocentric 5 11 map.osgb global-geocentric 5 11 you can add this into your osg application as: Code: osg::ref_ptr _map = osgDB::readNodeFile( earthFile.toStdString() ); osg::ref_ptr _mapNode = osgEarth::MapNode::findMapNode( _map ); _root->addChild(_mapNode); But you will have some trouble with vpbmaster, just use osgdem and forget about the split levels about :) And about to add some model in the virtual world, you can use osgEarthUtil/ObjectPlacer, an easy way of place sthg in the earth model. if you want to know more about the .earth file just visit http:// www. osgearth .org/wiki/MapElement Good Luck! Sevket -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48664#48664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] How to creat a simple rugby ball model in osg
Hi, I am the beginer of open scene graph, beacause I only want to simulate the parabolic traject of a rugby ball, I do not want to spend many time to learn this complex library. Can some one tell me the most simple way to creat a model of ellipsoid to represent the rugby ball. Thank you very much. Thank you! Cheers, simon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48653#48653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tree Rendering system based on OpenSceneGraph
Hi, I'm interested in procedural generation, more precisely in L-Systems (base system of fractals). I'd be interested to work on something like tree generation. I also have some LOD / pagedLOD experiences. Does this project is a personal one ? something industrial ? Regards, Vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48675#48675 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Segmentation fault -- resizeGLObjectBuffers
Hello, I want to render a Group in a pre render step and my camera is a child of this group. So I created a loop (maybe it is a little bit dirty). Group --> Camera (pre-render) -- ^| || When I want to run my application, I got this error: [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib64/libthread_db.so.1". Program received signal SIGSEGV, Segmentation fault. 0x0030215bcdd3 in osg::Node::resizeGLObjectBuffers(unsigned int) () from /usr/lib64/libosg.so.80 Is the loop the problem? Was that to be expected? Or is this maybe a untested situation? Thanks Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org