Re: [osg-users] Animation of shared model
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49274#49274 ___ 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] OSG application onMicrosoft Surfface table?
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49278#49278 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] why the ive created by osgDem more butiful beautiful than vpbmaster?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49279#49279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] Looking for forum moderators and administrators
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47493#47493 ___ 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] osgAnimations with different models, howto concept
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49281#49281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG application onMicrosoft Surfface table?
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49278#49278 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Jean-Sebastien Guay jean_...@videotron.ca http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] libosg.dll crash with OSG 3.0.1 and mingw
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49140#49140 Attachments: http://forum.openscenegraph.org//files/osglog_102.txt http://forum.openscenegraph.org//files/stacktrace_128.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] post-rendering warping and off-axis projection
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49141#49141 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MatrixTransform behaving strangely on OSX 1.8 with XCode 4.4
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49143#49143 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MatrixTransform behaving strangely on OSX 1.8 with XCode 4.4
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49151#49151 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera manipulation with trackball manipulator
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49161#49161 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Force remove pagedLOD
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49174#49174 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgVRPN Extension
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49177#49177 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osgvp build errors
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49178#49178 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cannot add dragger to group node
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49186#49186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDB/FileUtils causes compiler errors when building my project
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49198#49198 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Make osg::discardAllGLObjects() also discard shaders?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49231#49231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VBO
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49247#49247 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] object disappears when using VBO
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49262#49262 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trying to make Qt HUD inside OSG scene
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49276#49276 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org