Re: [osg-users] Animation of shared model

2012-08-16 Thread Sergey Polischuk
Hi, Thilo.

I believe you can achieve this by creating new top-nodes of animated model 
(nodes which contain animation manager callback), sharing model itself, and 
attaching new animation managers to them (sharing existing animations).

Cheers,
Sergey.

16.08.2012, 01:01, Thilo Weigel thilo.wei...@atrics.de:
 Hi,

 I'd like to place several instances of the same model in a scene and play the 
 model's animation individually on each instance - just like having several 
 nathans standing around and letting each one scratch his head asynchronously 
 to the others.

 The model is loaded once and assigned  to a osg::Group. The model's instances 
 are placed by attaching the osg::Group  to different 
 PositionAttitudeTransforms. Similar code as in the osganimationviewer is used 
 to retrieve the model's osgAnimation::BasicAnimationManager which is then 
 added as an UpdateCallback for each PositionAttitudeTransform.

 Obviously, the animations can now only be played synchronously on all 
 instances. How could I achieve being able to start the animation of each 
 instance individually - for example to let each nathan start scratching its 
 head for a few seconds after clicking on it?

 Thanks a lot for any hints,

 Cheers,
 Thilo

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[osg-users] OSG application onMicrosoft Surfface table?

2012-08-16 Thread Helen Wang
Hi,

We recently bought a  Samsung SUR40 with Microsoft PixelSense. 

We would like to migrate a current exsiting OSG application to this multi-touch 
surface table. 

However, after some quick exploration, it seems this is a very tricky task 
because its Microsoft Surface SDK 2.0 only supports the development using WPF 
and XNA. 

Is it possible to migrate OSG applications to Microsfot surface table at all? 

Does anyone have any experience of developing applications using OSG on the 
multi-touch surface table?

Looking forward to your advice!
 
Thank you!

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[osg-users] [vpb] why the ive created by osgDem more butiful beautiful than vpbmaster?

2012-08-16 Thread Gaichao Bai
Hi,

Why the ive created by osgDem more beautiful than the ive created by vpbmaster?
The texture  created by osgDem is smoother. 

Thank you!

Cheers,
Gaichao

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Re: [osg-users] [ANN] Looking for forum moderators and administrators

2012-08-16 Thread Stephan Maximilian Huber
Hi,

I can help out, and take some of the moderation tasks if needed. I am
part of this community since 2006 (i think), and i am helping people on
the list if possible. I do some contributions for OS X and iOS.

I am moderating a german speaking mailing-list with some other guys
since 2010.

cheers,

Stephan


Am 02.05.12 13:00, schrieb Art Tevs:
 Dear OSG-Community,
 
 I am posting this thread in order to find suitable persons to be moderator 
 and/or an administrator of the official OSG forum. What we need and expect 
 for specific tasks:
 
 Moderator (3-5 positions):
 - check if new users  do respect to our forum rules (i.e. name convention)
 - check and approve posts of new users (check for spam, ban usernames, kindly 
 ask users to change names, etc.)
 - check for double posts and merge them together (it happens sometimes that 
 threads are get separated and need to be merged again)
 - Usually it takes up-to max 30 minutes a day to moderate a forum. In best 
 case, when there are more moderators, this time decreases of course
 
 
 Administrator (1-2 position):
 - important You must have already be seen in our community, so that we really 
 know what expect from you. Or somebody of long term member can bail for you.
 - You must have experience with PHP and Unix environment.
 - You will get full access to forum's source code (on my servers) in order to 
 hunt for bugs. Yeah, there are still bugs which need to be solved
 
 
 
 I hope to find somebody who can take over this tasks. Moderators are 
 currently more important than an administrator. However due to the move of 
 OSG webpage to the new system and a wish to combine all the subsystems (svn, 
 joomla, forum, mailing list) into one, it would be great to have somebody who 
 can make this happen :) 
 
 Payment: No payment at all ladies and gentlemens, you do this for the sake of 
 our community :)
 
 Contact: Please post your applications directly here to this thread. In this 
 case we can learn you already before assigning you such a responsible 
 position. If you want to stay anonym, then write me a PM (or better email) 
 and I will try to discuss with senior community members  about your 
 application.
 
  
 Best regards
 Art
 
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[osg-users] osgAnimations with different models, howto concept

2012-08-16 Thread Bob Smith
Hi,

I'm wondering how to best implement animations with osgAnimation and FBX.

I have several FBX models with different animations in takes, verified in 
MotionBuilder. I create for each model an animation node, inherited from PAT, 
based on the osganimation example. Then I tried to create 
animationManagerfinders for each model and start animations with 
am-playanimations.

However, no animatins get started. When I just use the example from osg, I can 
start each animation by its name. How do I have to design the animationfinder, 
updatecallback etc to have working independent animations?

Thank you!

Cheers,
Bob

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Re: [osg-users] OSG application onMicrosoft Surfface table?

2012-08-16 Thread Jean-Sébastien Guay

Hi Helen,

I've seen some applications using WPF for their GUI and rendering OSG 
into a widget. Essentially you can embed OSG into a widget given its 
HWND. I don't remember the details so you may have to look around and do 
some testing on your own.


On the other hand, if this tech really restricts the technologies that 
can display onto it, then it may well prevent C++ applications from 
running (in favor of C#) or prevent OpenGL applications from running at 
all. This you'll have to discover on your own. The wonders of being an 
early adopter! :-)


In addition, some discussion took place before concerning OSG and 
multi-touch interfaces, I think some development was done to enable this 
(in particular for iOS and Android) so multi-touch should be possible in 
the general sense, but I don't know whether that piece of hardware uses 
standard protocols to send touch events to applications or if it's a 
Microsoft-specific thing (probably the latter). Again, you'll have to do 
some testing, and maybe some modifications to OSG to enable multi-touch 
on this device.


Hope this helps,

J-S


On 16/08/2012 6:36 AM, Helen Wang wrote:

Hi,

We recently bought a  Samsung SUR40 with Microsoft PixelSense.

We would like to migrate a current exsiting OSG application to this multi-touch 
surface table.

However, after some quick exploration, it seems this is a very tricky task 
because its Microsoft Surface SDK 2.0 only supports the development using WPF 
and XNA.

Is it possible to migrate OSG applications to Microsfot surface table at all?

Does anyone have any experience of developing applications using OSG on the 
multi-touch surface table?

Looking forward to your advice!
  
Thank you!


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[osg-users] libosg.dll crash with OSG 3.0.1 and mingw

2012-08-16 Thread Paul Johnson
Having troubles figuring out crash of libosg.dll

Running with OSG 3.0.1
Built with mingw 
Running on XP SP 3
Integrated with QT 4.7.1

OSG Window appears, but then crashes. 

Stack trace and OSG log attached. 

Any hints would be appreciated.

Paul

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Attachments: 
http://forum.openscenegraph.org//files/osglog_102.txt
http://forum.openscenegraph.org//files/stacktrace_128.txt


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[osg-users] post-rendering warping and off-axis projection

2012-08-16 Thread Ruigang Yang
Hi,

I am in the process of converting an OpenGL-based multi-channel program to OSG. 
It is designed for a multi-projector environment. Could someone provide some 
hints as how to implement a 2D warping of the rendered image? It has to be 
efficient since it needs to be done for every frame. Is the function 
setPostDrawCallback a good place to start? 

In addition, is there any glFrustrum-equivalent function call to allow off-axis 
projection? 

Any help is grreatly appreciated. I am new to OSG.

Cheers,
Mark

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Re: [osg-users] MatrixTransform behaving strangely on OSX 1.8 with XCode 4.4

2012-08-16 Thread Abraham Schneider
I've recently switch to Mountain Lion, and am getting weird behavior with the 
general behavior of OSG, and wanted to see if anyone else had similar issues.

If I apply a MatrixTransform to a node with a translation matrix, the object I 
have added to the node becomes a diagonal line. If I instead use a 
PositionAndTranslation node, it works as expected. Finally, if I just add the 
object to the root node, everything works as expected.

Here's the code I'm using:


Code:

int main(int argc, char **argv) {
  osgViewer::Viewer *viewer = new osgViewer::Viewer;

  
osgDB::Registry::instance()-getDataFilePathList().push_back(../../resources/);
  osg::Group *rootNode = new osg::Group;

  osg::Node *node = osgDB::readNodeFile(cow.osgt);
  osg::MatrixTransform *transformNode = new osg::MatrixTransform;
  transformNode-setMatrix(osg::Matrix::translate(osg::Vec3(0, 0, 0)));
  transformNode-addChild(node);
  rootNode-addChild(transformNode);

  viewer-setSceneData(node);
  viewer-run();
}





One additional issue, I'm getting occasional crashes with:


Code:

Simulator(74311,0x7fff7c095180) malloc: *** error for object 0x102f1c6a8: 
incorrect checksum for freed object - object was probably modified after being 
freed.
*** set a breakpoint in malloc_error_break to debug




This occurs in random places, but one example is in 'void 
DarwinWindowingSystemInterface::_init()'



Thanks,

Abe[/code]

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Re: [osg-users] MatrixTransform behaving strangely on OSX 1.8 with XCode 4.4

2012-08-16 Thread Abraham Schneider
I think I found the issue. There were a few previous posts that I thought were 
unrelated to what I was doing since they referred to using gcc, and I use 
clang. However, on closer inspection, it turns out gcc was the default during 
the make process (as a side note, I would think most people who use XCode would 
prefer clang). This is my current cmake configuration:


Code:

cmake -D QT_QMAKE_EXECUTABLE=~/path/to/qmake -D BUILD_OSG_APPLICATIONS:BOOL=OFF 
-D CMAKE_OSX_ARCHITECTURES:STRING=x86_64 -D OSG_WINDOWING_SYSTEM:STRING=Cocoa 
-D OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio -D 
OSG_COMPILE_FRAMEWORKS:BOOL=ON -D CMAKE_CXX_COMPILER=clang++ -D 
CMAKE_C_COMPILER=clang .. -G Xcode




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[osg-users] Camera manipulation with trackball manipulator

2012-08-16 Thread Zak Stromquist
Hi,

I'm trying to create a camera at a fixed location that can be rotated using a 
manipulator.

From what I've read, it looks like a trackball manipulator might be the way to 
do this.  The only problem is that when I set it up, in order to keep the 
camera at the fixed location, the eye and center of the trackball need to be 
the same.  This leads to a bad starting view.

Is there any way to get around this while still using a trackball manipulator, 
or would something else work better?

... 

Thank you!

Cheers,
Zak

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[osg-users] Force remove pagedLOD

2012-08-16 Thread Cedric Le Maitre
Hi,

I use PagedLOD to manage the display of large amount of data. To avoid an 
overload of GPU memory, I would like to force OSG to remove these pagedLOD when 
inactives.
I know the setTargetMaximumNumberOfPageLOD enable to disactivate the use of 
pagedLOD in cache for all application.
But what I expect here, is to set a specific priority or attribute on specific 
PagedLOD which force them to be removed when expiry even if the 
TargetMaximumNumberOfPageLOD is 300.

Thank you!

Cheers,
clm

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[osg-users] [osgPlugins] osgVRPN Extension

2012-08-16 Thread William Hollingsworth
Hi,

I've made some additions to Mike Weiblen's osgVRPN plugin as part of a summer 
project.  This mostly consists of new Tracker and Manipulator classes that make 
it easier to navigate through a model with the tracking data.  Is there any 
process I can go through to see if these changes can get pushed back out to 
source?

Thank you!

Cheers,
William

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[osg-users] [3rdparty] osgvp build errors

2012-08-16 Thread Craig Niles
Hi,

I am trying to build osgvp and am getting the following errors from maven:


Code:

[cniles@cniles osgvp]$ ant
Buildfile: /home/cniles/workspace/osgvp/build.xml

mvn-clean:
 [exec] /usr/java/default
 [exec] [INFO] Scanning for projects...
 [exec] [ERROR] The build could not read 1 project - [Help 1]
 [exec] [ERROR]   
 [exec] [ERROR]   The project org.gvsig.osgvp:libjni-osgvp:2.9.0-SNAPSHOT 
(/home/cniles/workspace/osgvp/wrappers/java/pom.xml) has 1 error
 [exec] [ERROR] Non-resolvable parent POM: Could not find artifact 
org.gvsig:osgvp:pom:2.9.0-SNAPSHOT and 'parent.relativePath' points at wrong 
local POM @ line 12, column 10 - [Help 2]
 [exec] [ERROR] 
 [exec] [ERROR] To see the full stack trace of the errors, re-run Maven 
with the -e switch.
 [exec] [ERROR] Re-run Maven using the -X switch to enable full debug 
logging.




I'm not familiar with maven, could anyone tell me whats going on?

Thank you!

Cheers,
Craig

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[osg-users] Cannot add dragger to group node

2012-08-16 Thread Oliver Neubauer
Hi,

I'm having a problem setting up any type of dragger, adding a dragger into 
group node causes unhandled exception. I tried very simple code like this


Code:
osg::ref_ptrosg::Group root = new osg::Group;

osg::ref_ptrosgManipulator::TranslateAxisDragger dragger = new 
osgManipulator::TranslateAxisDragger;
dragger-setupDefaultGeometry();

root-addChild(dragger.get());




and i tried some manipulator examples. Everytime i get unhandled exeption when 
i try to add dragger to the group node.
Any idea what may cause this problem?

Thanks for any advice

Cheers,
Oliver

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[osg-users] osgDB/FileUtils causes compiler errors when building my project

2012-08-16 Thread Phuong Ngo
Hi,

I am trying to run some of my c++ code in OpenSUSE 12.1 using OSG. I installed 
the RPMs and should be good to go with OSG on that end.

 When I build my project though, all I do is #include osgDB/FileUtils and my 
compiler (gcc 4.6.2) crashes inside FileUtils saying expected identifier 
before '(' token.  

I go to the error in FileUtils and it brings me to 

enum Value 
{
OK, 
SOURCE_EQUALS_DESTINATION, 

... and so on
}

I have no idea why it is crashing inside of OSG code. I have not modified it 
obviously because it's not my code but any help would be appreiciated.

Thank you!

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[osg-users] Make osg::discardAllGLObjects() also discard shaders?

2012-08-16 Thread James Athey
How do I get OSG to re-create all GL objects in response to the GL context 
being recreated?

I'm trying to get my Android GLES2 app to gracefully handle switching to/from 
the Activity where OSG is running, as well as to handle sleep/wake.  Whenever 
these happen, the EGL context is lost, and all GL objects (buffers, textures, 
programs, etc.) are silently deleted.

Therefore, the usual approach is to call glGen*()  when the EGL surface is 
recreated.  Calling glDelete* is counter-productive; the GL objects are already 
gone.

I've tried using osg::discardAllGLObjects(), thinking that this will force OSG 
to regenerate the GL objects during the next frame().  It appears to correctly 
discard the VBOs and texture objects, but it does not discard shaders or 
programs.


Code:
void osg::discardAllGLObjects(unsigned int contextID)
{
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::discardAllDeletedDisplayLists(contextID);
#endif

#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::discardDeletedFragmentProgramObjects(contextID);
osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
#endif

osg::GLBufferObject::discardAllBufferObjects(contextID);
osg::Texture::discardAllTextureObjects(contextID);[/b]

osg::FrameBufferObject::discardDeletedFrameBufferObjects(contextID);
osg::Program::discardDeletedGlPrograms(contextID);
osg::RenderBuffer::discardDeletedRenderBuffers(contextID);
osg::Shader::discardDeletedGlShaders(contextID);
osg::OcclusionQueryNode::discardDeletedQueryObjects(contextID);
}



As you can see, this function will discard shaders and programs which have 
already been deleted, but as far as OSG knows, none of them have been deleted.  
The textures and buffers each have centralized managers, but the shaders and 
programs do not.

How should I approach this problem?  Is there a straightforward way to fix 
osg::discardAllGLObjects() so that it will discard all GL shader objects?  Do I 
need to track all of my osg::Shader instances myself so I can call 
Shader::releaseGLObjects() and Shader::dirtyShader()?

Thanks,
James

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[osg-users] VBO

2012-08-16 Thread Tina Guo
Hi:

Now I am trying to use VBO. And  I got false in 
viewer-getCamera()-getGraphicsContext()-getState()-isVertexBufferObjectSupported()
 

I am not sure if I am using in the correct way. 
And if I am using it right, is there anything I can do as I need VBO

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[osg-users] object disappears when using VBO

2012-08-16 Thread Tina Guo
Hi,

I am using VBO on simple models, it works fun. When the model becomes very 
complex, my object just disappear, and isVertexBufferObjectSupported() returns 
true in my case.
... 

Thank you!

Cheers,
Tina

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[osg-users] Trying to make Qt HUD inside OSG scene

2012-08-16 Thread Max Sergeev
Hello!

I'm kind of newbie in both OSG and Qt, still I'm trying to make Qt HUD upon my 
OSG window, what I want is Qt interface elements fixed inside OSG scene, not 
spinning with the model. The thing is, I need Qt elements INSIDE osg scene, not 
OSG scene inside Qt window (like in OSGviewerQt example).

What I've got yet is OSGQtWidgets example with --useWidgetImage --fullscreen 
arguments, which shows fixed Qt controls ontop of OSG Model. The thing is, it 
creates new (FIXED) camera for qt element ontop of OSG model -- because of 
that, user cannot spin and move OSG model because camera is not transparent.

So the question is: is there a way to make transparent camera with useable Qt 
elements in it? Or is there some other way to achieve my goals?

Thank you in advance!

Cheers,
Max

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