[osg-users] Node Callback never called
Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] statically linking osgPlugins for Android
I managed to get OSG compiled without issue for Android and incorporate it into my application. However, the models I would like to use are .3DS and I'm trying to get the 3ds plugin used. It was disabled in the build process, but was reenable without much issue. However, I don't know how to tie it into my application. Currently the Android toolchain builds OSG statically but when I enable debugging messages the code is still looking for .so plugins. This is also an issue for the texture files (osgdb_imageio.so). So I have two questions for possible solutions: 1) is there a way to make things that currently use plugins use statically linked code? Like an alternative registration to permanently register those plugins at init and make sure the code gets linked in? 2) if not, can anyone suggest how to make the plugins build as a .so and the core code to build as a static library (for Android). Or any other approaches you guys can suggest. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49415#49415 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph.org
Hi, I'm having a hard time getting to the website openscenegraph dot org. I'd like to read documentation (wiki, manuals etc) on how to use the software. Is anyone else able to get to it? I'm glad I found the forums here. I was able to find the code ok /w git. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49401#49401 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgpick can not pick?
I run the osgpick example in windows mode by adding th code Code: viewer.setUpViewInWindow(0, 0, 800, 600); , but osgpick example cannt pick the model when the osgpick example window's size is resized. I find that the error in the code Code: bool View::computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections intersections, osg::Node::NodeMask traversalMask) { if (!_camera.valid()) return false; float local_x, local_y = 0.0; const osg::Camera* camera = getCameraContainingPosition(x, y, local_x, local_y); if (!camera) camera = _camera.get(); ... the function getCameraContainingPosition() return the local_x, local_y is wrong position. please help me , thanks! My osg source revision is 13111. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49397#49397 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Callback never called
Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Callback never called
Hi, Nice idea, but there is no other callback antwhere in the code, so i don't think so. thanks, Vincent. Le 23/08/2012 08:55, Stephan Huber a écrit : Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] statically linking osgPlugins for Android
Hi James, in c++ code add the macro: #include osgDB/Registry USE_OSGPLUGIN(3ds) link with osgdb_3ds.lib this is also used in the static linked viewer example: OpenSceneGraph\examples\osgstaticviewer Regards, Laurens. On 8/23/2012 12:51 AM, James Cotton wrote: I managed to get OSG compiled without issue for Android and incorporate it into my application. However, the models I would like to use are .3DS and I'm trying to get the 3ds plugin used. It was disabled in the build process, but was reenable without much issue. However, I don't know how to tie it into my application. Currently the Android toolchain builds OSG statically but when I enable debugging messages the code is still looking for .so plugins. This is also an issue for the texture files (osgdb_imageio.so). So I have two questions for possible solutions: 1) is there a way to make things that currently use plugins use statically linked code? Like an alternative registration to permanently register those plugins at init and make sure the code gets linked in? 2) if not, can anyone suggest how to make the plugins build as a .so and the core code to build as a static library (for Android). Or any other approaches you guys can suggest. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49415#49415 ___ 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] Node Callback never called
Hi iirc update traversals (and may be event traversals too) dont traverse subgraphs under nested cameras. Is it your case? Cheers. 23.08.2012, 11:09, Vincent Bourdier vincent.bourd...@gmail.com: Hi, Nice idea, but there is no other callback antwhere in the code, so i don't think so. thanks, Vincent. Le 23/08/2012 08:55, Stephan Huber a écrit : Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. ___ 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] how to be notified that the viewport is changed?
dear friends: when the user resize the applicatioin's window, how do i know the viewport of the camera is changed? wh_xiexing___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying to make Qt HUD inside OSG scene
Hi Max, Just place the OSG/Qt widget subgraph below an orthographic Camera to create the HUD effect you are after. See the osghud example. Robert. On 16 August 2012 09:26, Max Sergeev sergeev.m...@gmail.com wrote: 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cannot get floating-point multisampled FBOs
On 17 August 2012 11:15, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote: Hi Robert I wonder if this bug has been investigated further or even fixed. Do you have any news concerning this? I have now news on this front. I am slowly getting back to investigating issues/merging submissions but as I have rather a long backlog I'll be spread rather thinly over topics. What does scale better is the community so I'd encourage the community like yourself to investigate the issue and report back findings/suggestions. I face the exact same problem. No AA / multisampling on floating point render targets... I haven't tried combining multi-sampling and floating point render targets so can't comment on what to expect. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] play animation backwards?
Hi Thilo, On 18 August 2012 20:42, Thilo Weigel thilo.wei...@atrics.de wrote: I locally changed Animation::update() to be virtual and inherited my own animation class with special backwards animation code in the update() function. Would it be possible to make Animation::update() virtual in future osg releases? Or is my approach rather discouraged? I'm not the author of this code so like yourself will have to read the code and make a decision about it, without this review I can't say whether changing Animation::update to virtual will present any issues. I would suggest that you modify the code and then post it to osg-submissions so that I or Cedric Pinson (osgAnimation author) can review the change with a view to merging it with OSG trunk if appropriate. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with GUIEventAdapter mouse wheel event in Qt
Hi Michael, I'm rather cold on this topic as I'm no Qt expert but from a general perspective of how osgGA::EventQueue::mouseScroll() and osgGA::GUIEventAdapter work together one should expect the X,Y values return for a scroll event to be of the previous mouse x,y position and the mouse coordinates previous set up in EventQueue. The X,Y values won't be directly related to the mouse scroll event itself, the values for the scroll event are encoded in the GUIEventAdaopter::ScrollingMotion value. Robert. On 19 August 2012 20:46, Michael Schanne michael.scha...@gmail.com wrote: Hi, I'm seeing something strange with mouse wheel (SCROLL) events in GUIEventAdapter. My app is a Qt app set up following the osgviewerQt example. I am trying to implement zooming with the mouse where the zoom follows the mouse cursor. In some cases I want to zoom with mouse clicks, and in other cases I want to use the mouse wheel. Zooming was not working correctly when I used the mouse wheel. I noticed that for SCROLL events, the x and y min/max were always -1 / +1, which caused GUIEventAdapter::getX/Ynormalized() to return the wrong values. So, I figured I would just use getX/Y() instead and use inverse viewport matrix to get the normalized device coordinates. But, then I noticed I was still getting inconsistent values for the Y coordinate. For a RELEASE event, the GUIEventAdapter has Y_INCREASING_DOWNWARDS for the y orientation, and getY() returns 0 in the top left corner of the window. For a SCROLL event, it has Y_INCREASING_UPWARDS and getY() returns 0 in the bott om left corner. Why are the two event types inconsistent? Is there some attribute I am forgetting to set somewhere? I am using OSG 3.0.0 and Qt 4.7. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49332#49332 ___ 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] how to do culling with shader tranformed geometry?
Hello, I need an advice regarding the culling setup. In my application I use a vertex shader to transform 3d geometry from the flat-world scene graph to the related position on a sphere (globe). Having a normal camera, which hovers over the transformed spheric world breaks the culling stage, cause the frustum culling is applied to the untransformed (flat) world in the scene graph compared to the rendered spheric world with transformed geometry. So how to setup the culling for such a scenario? * Can I setup two different cameras, one for culling and one for drawing (how)? * And how to deal with the culling on boundaries in the flat world which shall met in the spheric world -- they usually do not fit into a single frustum? Cheers, Alexej -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49428#49428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HUD disappeared
Hi wh? xiexin? Which human name would you like to be addressed as? There isn't any way we'll be able to pinpoint the problem you are seeing from just this code extract, there are simply too many unknowns about the rest of your application to pass judgement. The best I can do is provide a general comment. For on HUD compass I would recommend using a viewer slave Camera rather than a Camera in the main scene graph - this keeps the various components of the application behaviour nice and separate both conceptually and implementation wise. It might even solve the bug you are seeing as for all we know it might simply be that you are replacing the main scene graph with your new model and discarding the compass subgraph. Robert. On 20 August 2012 03:17, wh_xiexing wh_xiex...@sina.com wrote: i create a compass on the screen, but when i open an model , the HUD Compass disappeared . following is my code. can some one tell me how to resolve this problem? //create hud camera theCameraNode = new osg::Camera; theCameraNode-setReferenceFrame(osg::Transform::ABSOLUTE_RF); theCameraNode-setProjectionMatrix(osg::Matrix::ortho2D(-1,1,-1,1)); theCameraNode-setViewMatrix(osg::Matrix::identity()); theCameraNode-setViewport(0,0,200,200); theCameraNode-setClearMask(GL_DEPTH_BUFFER_BIT); theCameraNode-setRenderOrder(osg::CameraNode::POST_RENDER); theCompass = new ocsCompass; // compass node theCameraNode-addChild(theCompass); addChild(theCameraNode); wh_xiexing ___ 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] Evaluation of OpenSceneGraph as scene graph library for embedded devices
Hi Frank, The OSG is capable of providing all these features on the desktop with fixed function pipe and embedded systems with the appropriate shaders. Performance wise the OSG will help you in your quest as it provides are wide range of features are written specifically for maximizing performance - i.e. culling, LOD's, state sorting, fast paths etc. Doing all what you require on embedded systems is not exceptional compared to what others are using the OSG for, and the OSG itself won't limit you. What will limit you is the hardware that you are deploying on and as this is a moving target and what exactly you'll have on screen on any time, and how well you build for scene graph are all variables that none of us can predict, so to yes or no would be simply irrational. The best we can advise is that OSG itself will help you in your quest as that's it's job. Any more or less than other API's? Again one can't really say yes or no, it depends upon what features the other API's support. I would however say that open source API's that are backed by active communities is a huge asset no matter what middle-ware you choose to use, and would say that on an evolving target like embedded systems this is far more critical as the community can pull together to keep track of new developments. Robert. On 17 August 2012 16:27, Frank Schmidt comzufr...@gmx.de wrote: Hi, we are currently evaluating scene graph libraries for an application in the CAD/Engineering domain, which shall run on embedded devices. We would like to visualize data (points, polylines, digital terrain models (DTMs), point clouds) in 2D and 3D views. The estimated amount of data is: - number of points: 5.000 (worst case: 200.000); visualized with a texture - number of polylines: 5.000 (worst case: 100.000) - number of vertices per polyline: ~10 - number of triangles in DTMs: 100.000 (worst case: 1.000.000) - number of points in point clouds: 100.000 (worst case: 500.000); visualized as 1 pixel per point - number and size of textures: negligible We have to render mainly wire frame. Triangles half-transparent with lights for a better visualization. Good performance is a must. A good visual user-experience is important (anti-aliasing, stippled lines). There is no need for physics, sounds, materials, etc. Platform: - OS: Windows EC7 - Rendering API: OpenGL ES 2.0 (we have HW acceleration) - RAM: 50...100 MB available for scene graph and rendering - Screen size: WVGA (800 x 480) - Floating Point Unit (FPU) available The scene graph library has to be portable to: - OS: WinCE 6.0, Windows 8 RT, Android - Rendering API: any - RAM: 50...100 MB available for scene graph and rendering - Screen size: VGA (640 x 480) ... WSVGA (1024 x 600) Questions: - Do you think the requirements could be fulfilled by this scene graph library? - What are the biggest challenges you see? - Is there a company offering consultancy, customization and support services for this library? ... Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49312#49312 ___ 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] Transparent objects distorsion
Hi Andrey, On 2 August 2012 05:26, Andrey Zubarev azb...@gmail.com wrote: Hi, all! I have a problem with transparent objects. In the code (please, see attached file) there is a red (opaque) sphere inside a yellow (transparent) capsule. But when the capsule rotates, some kind of distorsions appear on it... Is it possible to avoid these distorsions? How? I have so many posts to get through I'll not dive into getting source code to build, could you explain what you mean by distortion, a series of screen shots would be a good way to explain this. I would also recommend looking up on the issues of rendering transparent objects with z buffer based systems like OpenGL/hardware. This topic has been covered many times in the OSG community with lots of explanations and suggestions. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Garret, Could I suggest that you try out the new osgShadow::ViewDependentShadowMap found in svn/trunk of the OSG, it's more robust and flexible than the old LispSM implementation. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] window-in-window terrain view
Hi Dan, Have a look at the osgcompositeviewer example as this demonstrate how you set up multiple views that have separate or shared scene graphs. Robert. On 19 August 2012 18:55, Dan Marshal dash...@gmail.com wrote: Hi, I am using OSG to create a simple flight sim app. I want to have a terrain 'window-in-window' to show the aircrafts path over the earth. The terrain view would have its own coordinates. Is there a simple way to create a view inside another view? Thank you! Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49331#49331 ___ 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] OSG Serialization - changes on custom Classes
Hi Peter and Rui, On 21 August 2012 12:59, Peter Bako osgfo...@tevs.eu wrote: It would be nice if we can set an auxiliary version number manually, when writing or reading files. This mechanism would be perfect! Can I assume that this modification will be implemented in the next month? Or what do you suggest to me to do? It is not time critical in the next month, but then it will be :-). As I have plenty of other work on my plate I'll defer to Rui to come up with a suggested solution, or yourself if you fancy rolling up your sleeves up. I do wonder if a user definable format key/string might be appropriate - I guess the schema and present version number take us a bit down this route, but perhaps one needs a list of schema or versions so that multiple layers can be added on for 3rd party libs can add their own feature set and rev it independently from the OSG versioning. This is a little off-topic, but why is the osg web page inaccessible? Trac detected an internal error: OperationalError: database is locked The openscenegraph.org server has been rather beset by problems so we are working on a replacement. Try the new openscenegraph.com when the .org version is down. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph.org
On 22 August 2012 16:56, Plaink Eyman plainkey...@gmail.com wrote: I'm having a hard time getting to the website openscenegraph dot org. I'd like to read documentation (wiki, manuals etc) on how to use the software. Is anyone else able to get to it? I'm glad I found the forums here. I was able to find the code ok /w git. Sorry about the openscenegraph.org access problems. Work on the replacement can be found at openscenegraph.com, it's not complete but might have enough of what you are looking for to help. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to be notified that the viewport is changed?
On 23 August 2012 10:02, wh_xiexing wh_xiex...@sina.com wrote: when the user resize the applicatioin's window, how do i know the viewport of the camera is changed? How's about checking for a resize event via an event handler attached the viewer? Check the dimensions on each new frame and update accordingly? I really can't be more specific about a suggestion as your question doesn't really say where in your app you need to be informed and for what purpose. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to do culling with shader tranformed geometry?
Hi Alexej, Use the osg::Geometry::setInitialBound() to the extents that you transformed geometry will be placed. Robert. On 23 August 2012 11:52, Alexej Fink dk...@gmx.net wrote: Hello, I need an advice regarding the culling setup. In my application I use a vertex shader to transform 3d geometry from the flat-world scene graph to the related position on a sphere (globe). Having a normal camera, which hovers over the transformed spheric world breaks the culling stage, cause the frustum culling is applied to the untransformed (flat) world in the scene graph compared to the rendered spheric world with transformed geometry. So how to setup the culling for such a scenario? * Can I setup two different cameras, one for culling and one for drawing (how)? * And how to deal with the culling on boundaries in the flat world which shall met in the spheric world -- they usually do not fit into a single frustum? Cheers, Alexej -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49428#49428 ___ 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] Mulitple volume render
Hi Clement, On 19 July 2012 16:21, clement@csiro.au wrote: I would like to know whether osg supports multiple volume rendering. I created osgVolume and created a number of volume tiles. Each volume tile contains one layer and each layer has one image. I tried to add all created volume tiles into the volume, but it only shows the first volume tile on screen. Does osg support it? So you are looking for a volume shader that handles multiple volume layers? If so right now you are out of luck, but... you can write your own shaders/provide your own osgVolume::VolumeTechnique that sets up the required OSG/OpenGL state to render every as you require. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO static_draw and memory
Hi Filip, On 20 July 2012 13:28, Filip Arlet fili...@seznam.cz wrote: if you use static VBO, you can safely delete vertex data from CPU memory. Is there any easy possibility to do that in OSG ? Btw. I know you need vertices for culling and picking. But you can precompute bounding box and when pick, you can load vertives back if intersection visitor intersects precomputed BB or load vertices from file. The OSG doesn't support this for VBO's. I does support deleting of osg::Image after Texture objects have been created, but for geometry the impact on culling and intersection tests means that it's less generally useful. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance tips/advice for a large number of objects with OpenGL ES 2
Hi Preet, Performance optimization is huge topic, that's been covered many many times in the OSG community so have a search through the archives. One small pointer that might help is for modern hardware is to prefer using a single DrawElementsUShort primitive set with GL_TRIANGLES rather than separate fans or tri strips. Use of VBO's will generally be useful, but profile it for your application and hardware. Robert. On 21 July 2012 10:19, Preet prismatic.proj...@gmail.com wrote: Hiya, I have a scene that contains a large number of relatively simple geometries. As the number of objects displayed increases, the rendering time for the scene goes up sharply. These objects are dynamically added and removed from the scene but the geometry itself is static. Each geometrical object is an extruded profile. It's first tessellated by osgUtil::Tessellator, and then I extrude the triangulated faces out a certain height. The result is two primitive sets, a GL_TRIANGLE_FAN from the tessellator and a bunch of GL_TRIANGLES that I manually create for the extrusion. I add these both as primitive sets with osg::DrawArrays. I doubt any of these geometries have more than 100 triangles -- most probably have less than a quarter of that. I'd like some advice regarding how I can improve rendering speed in this situation. I think that the two calls to DrawArrays per geometry is part of the problem. It might help if I could merge both parts in the geometry as one set of indexed triangles but I'm not really sure that would make a huge difference. Should I be using DrawArrays or DrawElements? Should I be using VBOs? Preet ___ 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] How to get Current ContextID?
Hi Martin, On 21 July 2012 11:08, GeeKer Wang wwthu...@gmail.com wrote: In GLUT, there is a function glutGetWindow to get the current context ID. As far as I know, OSG get contextID for osg::RenderInfo in application. Are there other ways to get cureent GraphicContext ID in a thread? All rendering code in the OSG gets passed either a RenderInfo object which has the osg::State object for the current context or gets passed the osg::State object directly, the osg::State has a getContextID() method. For none rendering code there isn't a current context so there isn't a single ContextID that is appropriate, rather you have to decide which active GraphicsContext in the viewer is appropriate, so just get the windows from the viewer and then examine then for their osg::State object and ContextID. However, one must ask what your want the ContextID for, it's also nothing to do with any context ID that GLUT might want to manage, the osg::State::ContextID only has meaning with the OSG. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HUD disappeared
thank you , Robert. you solved my problem. wh_xiexing From: Robert Osfield Date: 2012-08-23 18:53 To: OpenSceneGraph Users Subject: Re: [osg-users] HUD disappeared Hi wh? xiexin? Which human name would you like to be addressed as? There isn't any way we'll be able to pinpoint the problem you are seeing from just this code extract, there are simply too many unknowns about the rest of your application to pass judgement. The best I can do is provide a general comment. For on HUD compass I would recommend using a viewer slave Camera rather than a Camera in the main scene graph - this keeps the various components of the application behaviour nice and separate both conceptually and implementation wise. It might even solve the bug you are seeing as for all we know it might simply be that you are replacing the main scene graph with your new model and discarding the compass subgraph. Robert. On 20 August 2012 03:17, wh_xiexing wh_xiex...@sina.com wrote: i create a compass on the screen, but when i open an model , the HUD Compass disappeared . following is my code. can some one tell me how to resolve this problem? //create hud camera theCameraNode = new osg::Camera; theCameraNode-setReferenceFrame(osg::Transform::ABSOLUTE_RF); theCameraNode-setProjectionMatrix(osg::Matrix::ortho2D(-1,1,-1,1)); theCameraNode-setViewMatrix(osg::Matrix::identity()); theCameraNode-setViewport(0,0,200,200); theCameraNode-setClearMask(GL_DEPTH_BUFFER_BIT); theCameraNode-setRenderOrder(osg::CameraNode::POST_RENDER); theCompass = new ocsCompass; // compass node theCameraNode-addChild(theCompass); addChild(theCameraNode); wh_xiexing ___ 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] Node Callback never called
Hi, I don't think, there are mutiple camera, for HUD, but the graph is attached to the main one. Regards, Vincent. Le 23/08/2012 10:28, Sergey Polischuk a écrit : Hi iirc update traversals (and may be event traversals too) dont traverse subgraphs under nested cameras. Is it your case? Cheers. 23.08.2012, 11:09, Vincent Bourdier vincent.bourd...@gmail.com: Hi, Nice idea, but there is no other callback antwhere in the code, so i don't think so. thanks, Vincent. Le 23/08/2012 08:55, Stephan Huber a écrit : Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. ___ 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] Node Callback never called
Is your method declared as const? I always forget that... On Aug 23, 2012 8:28 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi, I don't think, there are mutiple camera, for HUD, but the graph is attached to the main one. Regards, Vincent. Le 23/08/2012 10:28, Sergey Polischuk a écrit : Hi iirc update traversals (and may be event traversals too) dont traverse subgraphs under nested cameras. Is it your case? Cheers. 23.08.2012, 11:09, Vincent Bourdier vincent.bourd...@gmail.com: Hi, Nice idea, but there is no other callback antwhere in the code, so i don't think so. thanks, Vincent. Le 23/08/2012 08:55, Stephan Huber a écrit : Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] Node Callback never called
Snippet There is not const, isn't it ? Snippet virtual void operator()(osg::Node* node, osg::NodeVisitor* nv); Vincent. Le 23/08/2012 14:30, Jeremy Moles a écrit : Is your method declared as const? I always forget that... On Aug 23, 2012 8:28 AM, Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote: Hi, I don't think, there are mutiple camera, for HUD, but the graph is attached to the main one. Regards, Vincent. Le 23/08/2012 10:28, Sergey Polischuk a écrit : Hi iirc update traversals (and may be event traversals too) dont traverse subgraphs under nested cameras. Is it your case? Cheers. 23.08.2012, 11:09, Vincent Bourdier vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com: Hi, Nice idea, but there is no other callback antwhere in the code, so i don't think so. thanks, Vincent. Le 23/08/2012 08:55, Stephan Huber a écrit : Hi, any chance there's another updatecallback attached to one of the geode's parents and it is missing a traverse(node, nv) ? cheers, Stephan Am 23.08.12 08:42, schrieb Vincent Bourdier: Hi, I'm currently having some troubles in my code that I didn't understand. Some help would be very apreciated : I have a nodeCallback to animate a shader. I set this callback as nodeCallback on a geode that is displayed, but the callback operator() is never called. I set the same callback as CullCallback on the same geode, now it works. Maybe this is something very simple, but after a day on this issue I'm getting mad. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] how to do culling with shader tranformed geometry?
Hello Robert, tank you for the fast replay! Grep-ing the includes reported, that two classes have the setInitialBound() interface: Drawable and Node. I would like to avoid setting this initial-bound for each single peace of geometry (~ Drawable). Can I just put the initial-bounds on the hi-level group nodes and just skip this step for underlying refinement nodes? Do I have to disable the dynamic bbox calculation of the geometry nodes then? robertosfield wrote: Hi Alexej, Use the osg::Geometry::setInitialBound() to the extents that you transformed geometry will be placed. Robert. :D -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49445#49445 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to do culling with shader tranformed geometry?
Hi Alexej, On 23 August 2012 13:34, Alexej Fink dk...@gmx.net wrote: Hello Robert, tank you for the fast replay! Grep-ing the includes reported, that two classes have the setInitialBound() interface: Drawable and Node. I would like to avoid setting this initial-bound for each single peace of geometry (~ Drawable). Can I just put the initial-bounds on the hi-level group nodes and just skip this step for underlying refinement nodes? Do I have to disable the dynamic bbox calculation of the geometry nodes then? The InitialBound support is only available at the Drawable level. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cannot get floating-point multisampled FBOs
Hi there I've been using multisampled floating rt in osg for quite some time, and dont have any problems with them... does your card\drivers support multisampling on float rendertargets? Cheers. 17.08.2012, 14:15, Daniel Schmid daniel.sch...@swiss-simtec.ch: Hi Robert I wonder if this bug has been investigated further or even fixed. Do you have any news concerning this? I face the exact same problem. No AA / multisampling on floating point render targets... Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49301#49301 ___ 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] Question for understanding the way OSG internally works
Hi Werner, The type of problem you are working to solve is very domain specific so you'll need to write your custom shaders to support it, what you are looking requires relatively advanced knowledge of OpenGL and various associated rendering techniques. If the material is translucent then you will need to handle the issue of depth sorting or depth pealing to make sure that the correct blending can be achieved, if you require depth sorting then you'll need to segment up the cloth so it can be rendered from distant to near regions of the overall cloth. If the material is opaque then you want need to worry about depth sorting and could just render it as a single geometry. For the placement of the vertices I would use a vertex shader with the flat geometry as input as well as various other parameter per vertex which are required to compute the final position, normals and texture coordinates. You could also encode some of this informative via textures that are read in the vertex shader. A fragment shader then could be used to get the most appropriate lighting model to render your cloth. Robert. On 23 July 2012 12:57, Werner Modenbach werner.modenb...@texion.eu wrote: Hi Christian, thanks for the quick answer. Actually I'm using both kind of self written shaders already and the parallax displacement shader gives excellent results on yarn surface calculation. Also the problem is not just a displacement problem. Imagine some shine through curtains. The lower end has many bows. This means that the position of the vertexes has to be moved in 3D space. Through the holes of the curtain you even see the backside of some other part of the curtain. I know how to create a function for calculating the positions of the moved vertexes but I don't know where to apply it. unfortunately I see no possibility to implement this in shader code. Thaks for any further hints. - Werner - Am 23.07.2012 13:32, schrieb Christian Buchner: Hi, Programming vertex shaders is most likely what you want, as these allow you to modify your geometry on the fly to create a wavy appearance. If your mesh is rather coarse, you may either have to tesselate it finer, or you also have to add a pixel shading as well, e.g. for a per pixel displacement mapping. This gets complicated rather quickly, in particular the pixel shader part if you also want to get the lighting correctly done. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions, Rotter Bruch 26a, D-52068 Aachen Phone: +49 241 475757-0 Fax: +49 241 475757-29 Web: http://texion.eu eMail: i...@texion.eu ___ 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] Custom platform specific device initilization
Hi Joshua, On 23 July 2012 18:20, Joshua No jos...@crackcreative.com wrote: So is there really simply no place to hook into the initialization code? Hows about a custom Viewer RealizeOperation? The osgvolume and osgshaderterrain examples all provide examples of this in action. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget Missing Resources
Hi Kim, On 24 July 2012 11:59, Kim Bale kcb...@googlemail.com wrote: Does anybody have any idea where the missing resources for the osgWidget examples are? I use the latest OpenSceneGraph-Data from the svn but they're not in there. I'm referring specifically to osgwidgetmessagebox.cpp and std::string buttonTheme = osgWidget/theme-8-shadow.png; std::string borderTheme = osgWidget/theme-8.png; I think there are others that are missing but I haven't done a thorough search. If they aren't in OpenSceneGraph-Data then I don't have them. Perhaps Jeremy Moles might be able to help now he's back coding on the OSG again... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add user data to Node_readLocalData Node_writeLocalData
Hi Tamar, While the .osg ASCI format is officially deprecated I don't have any plans to remove it's support from the OSG right now so you are safe, and even if I did remove it from the core OSG you'll be able to use the .osg support via an external plugin/NodeKit. The replacement for .osg is the new generic osgDB serializers, these make it much easier to extend the serialization with support for you own custom classes. The src/osgWrappers/serializers/* modules all contain plenty of examples of how one wraps classes to support the new serialization - just pick an OSG class and look it up in appropriate serialize directory to see how it's done. The advanage of the new serializers is they automatically support ascii, XML and binary versions of the file format. Robert. On 16 July 2012 08:19, Tamer El Nashar teem...@gmail.com wrote: Hi, I am using an API that depends on osg 2.8.1, and have been asked to finally attempt to upgrade to the latest development release (3.1.1). The SDK currently makes a few customization to osg, mainly adding user data to osgPlugins::osg::Node. The following 2 functions are changed in the file: $OSG/src/osgPlugins/osg/Node.cpp Code: #include osg/AcousticPropertyData.h bool Node_readLocalData(Object obj, Input fr) { ... // change user data to read in acoustic properties if (fr.matchSequence(user_data {)) { int entry = fr[0].getNoNestedBrackets(); fr += 2; while (!fr.eof() fr[0].getNoNestedBrackets() entry) { std::string str = fr[0].getStr(); if (str.length()0) { std::string type = str.substr(0, str.find_first_of(' ')); const char *cStr = str.c_str(); if (type == RoomData) { RoomData* roomData = new RoomData(); char type[256]; int isActive; sscanf(cStr, %s %lf %lf %lf %lf %d %ld %ld %lf %s, (type), (roomData-m_WetMix), (roomData-m_Diffusion), (roomData-m_T60Low), (roomData-m_T60High), (isActive), (roomData-m_DefaultPartitionId), (roomData-m_DefaultReflectorId), (roomData-m_DefaultFlankingBoost), (roomData-m_RoomID)); roomData-m_IsActive = (isActive != 0); node.setUserData(roomData); } else if (type == SurfaceData) { SurfaceData* surfaceData = new SurfaceData(); char type[256]; int isActive; sscanf(cStr, %s %lf %lf %lf %lf %d, (type), (surfaceData-m_ReflectorId), (surfaceData-m_PartitionId), (surfaceData-m_FlankingBoost), (isActive)); surfaceData-m_IsActive = (isActive != 0); node.setUserData(surfaceData); } ++fr; } } iteratorAdvanced = true; } ... } bool Node_writeLocalData(const Object obj, Output fw) { ... // change user data to become acoustic property if (!strcmp(node.className(), Geode) || !strcmp(node.className(), Group)) { const Referenced* _userData = NULL; _userData = node.getUserData(); if (_userData) { AcousticPropertyData* object = NULL; object = dynamic_castAcousticPropertyData*(const_cast Referenced* (_userData)); if (object) { fw.indent() user_data { std::endl; fw.moveIn();
Re: [osg-users] osgWidget Missing Resources
On Thu, 2012-08-23 at 14:02 +0100, Robert Osfield wrote: Hi Kim, On 24 July 2012 11:59, Kim Bale kcb...@googlemail.com wrote: Does anybody have any idea where the missing resources for the osgWidget examples are? I use the latest OpenSceneGraph-Data from the svn but they're not in there. I'm referring specifically to osgwidgetmessagebox.cpp and std::string buttonTheme = osgWidget/theme-8-shadow.png; std::string borderTheme = osgWidget/theme-8.png; I think there are others that are missing but I haven't done a thorough search. If they aren't in OpenSceneGraph-Data then I don't have them. Perhaps Jeremy Moles might be able to help now he's back coding on the OSG again... I'm going to fix these soon, hang tight. If you need immediate help, send me something offlist or just hit me up on Googletalk. 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
Re: [osg-users] Possible bug in OSG's buffer object management
Hi Anish, Good catch, this looks like a bug to me. I am currently testing out the follow fix for this bug. Index: src/osg/BufferObject.cpp === --- src/osg/BufferObject.cpp(revision 13102) +++ src/osg/BufferObject.cpp(working copy) @@ -642,7 +642,6 @@ // update the number of active and orphaned GLBufferObjects _parent-getNumberOrphanedGLBufferObjects() -= numDiscarded; -_parent-getNumberActiveGLBufferObjects() += numDiscarded; _parent-getNumberDeleted() += numDiscarded; @@ -703,7 +702,6 @@ // update the number of active and orphaned TextureOjects _parent-getNumberOrphanedGLBufferObjects() -= numDeleted; -_parent-getNumberActiveGLBufferObjects() += numDeleted; _parent-getNumberDeleted() += numDeleted; availableTime -= timer.elapsedTime(); If all goes well I'll check this into svn/trunk. Cheers, Robert. On 24 July 2012 05:26, Anish Thomas thomas.an...@gmail.com wrote: Hi, While trying to understand the inner workings of the buffer object management I found this: void GLBufferObjectSet::discardAllDeletedGLBufferObjects() { . . _parent-getNumberActiveGLBufferObjects() += numDiscarded; Line no 645 in \src\osg\BufferObject.cpp in v3.1.2 Why would the 'active number' get incremented when objects are deleted? We wouldn't need to modify the active number here at all. The management of textures doesn't seem to suffer from this bug. Thank you! Cheers, Anish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49008#49008 ___ 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] Get texture form node
Hi ?? It's kinda hard to explain what is going on without first teaching you about scene graphs in general, and OSG in particular. Thankfully there are OSG books that do just this so might I recommend you get yourself a copy of OpenSceneGraph beginners book: OpenSceneGraph 3.0 Beginner's Guide. See the front page of openscenegraph.com for a link to it. Robert. On 25 July 2012 03:54, lpfchd_2008 lpfchd_2...@163.com wrote: BigPang Hi, this is my first question about osg, I want get the texture form the node, but failed. after this,i get the texture form the geode that dynamic transition from node.so i want know the reason,thank you! ___ 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] Possible bug in OSG's buffer object management
Hi Anish, The below fix looks good, now merged and submitted to svn/trunk. Robert. On 23 August 2012 15:20, Robert Osfield robert.osfi...@gmail.com wrote: Index: src/osg/BufferObject.cpp === --- src/osg/BufferObject.cpp(revision 13102) +++ src/osg/BufferObject.cpp(working copy) @@ -642,7 +642,6 @@ // update the number of active and orphaned GLBufferObjects _parent-getNumberOrphanedGLBufferObjects() -= numDiscarded; -_parent-getNumberActiveGLBufferObjects() += numDiscarded; _parent-getNumberDeleted() += numDiscarded; @@ -703,7 +702,6 @@ // update the number of active and orphaned TextureOjects _parent-getNumberOrphanedGLBufferObjects() -= numDeleted; -_parent-getNumberActiveGLBufferObjects() += numDeleted; _parent-getNumberDeleted() += numDeleted; availableTime -= timer.elapsedTime(); If all goes well I'll check this into svn/trunk. Cheers, Robert. On 24 July 2012 05:26, Anish Thomas thomas.an...@gmail.com wrote: Hi, While trying to understand the inner workings of the buffer object management I found this: void GLBufferObjectSet::discardAllDeletedGLBufferObjects() { . . _parent-getNumberActiveGLBufferObjects() += numDiscarded; Line no 645 in \src\osg\BufferObject.cpp in v3.1.2 Why would the 'active number' get incremented when objects are deleted? We wouldn't need to modify the active number here at all. The management of textures doesn't seem to suffer from this bug. Thank you! Cheers, Anish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49008#49008 ___ 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] [osgPlugins] OpenFlight crash reading files with lightPoints - fix patch
Hi Ulises, I'm curious how a maxPixelSize of zero would be meant to be interpreted in OpenFlight files. My guess is that a max pixel size of 0 would indicate that you should never see a light point, so in fact one should simply disable rendering for LightPointNode's where this is set. I do wonder if the maxPixelSize of zero might be a bug in the database, as why would you create a light point that can't be seen... Robert. On 13 July 2012 23:55, Ulises Rainoldi uraino...@gmail.com wrote: Hello everyone, I'm working on a project where I need to load and display OpenFlight files. I've found that some of my test files make my program crash. The file is loaded correctly but it crashes when rendering. I also noticed that osgviewer doesn't make it with this files. After debuging a little, I've found out that the method IndexedLightPoint::readRecord (RecordInputStream in, Document document) was setting the osgSim::LightPointNode's maxPixelSize to zero. This is causing a index out of range exception afterwards in the draw traversal... I've solved this problem by simply adding a check for zero before setting the maxPixelSize read from the file. --- /tmp/LightPointRecords-0.2.cpp +++ /home/ulises/Development/OpenSceneGrpah/trunk/src/osgPlugins/OpenFlight/LightPointRecords.cpp @@ -392,7 +392,8 @@ if (_appearance.valid()) { _lpn-setMinPixelSize(_appearance-minPixelSize); -_lpn-setMaxPixelSize(_appearance-maxPixelSize); +if (_appearance-maxPixelSize 0) +_lpn-setMaxPixelSize(_appearance-maxPixelSize); if (_appearance-texturePatternIndex != -1) { With this simple patch the flt files that made osgviewer to crash are now loaded and displayed correctly. I hope this helps. Thank you! Cheers, Ulises[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48839#48839 ___ 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] fire and smoke don't MOVE WITH the model in ??????
Hi Mca Mca?? If you are human I'd guess you have a name that other humans can use to communicate with you... so it'd be nice is you could sign with you name. As for particle systems, ones that have dynamically moving emitters need to have the emitter under the transform that moves the model and the particle system that renders it under the root node in world coordinates. The osgparticleeffects example illustrates this in action so have a look at this example so see how it manages it. Robert. On 30 June 2012 10:43, Mca Mca d_moham...@yahoo.fr wrote: I USE OSG IN QT (whith visual c++ 2010), BUT THE FIRE AND SMOKE (PARTICLE) don't move with the model , i use this code to create these effects: //to get the intersection with the terrin osg::Vec3 posCallback::getCurrentPosition() { osg::Vec3d pos(0,0,0); mapNode-getTerrain()-getWorldCoordsUnderMouse(view,Xpos,Ypos,pos);//pos is vector return pos; } //create the effect osg::Node* createExplode(osg::Vec3 a) { osg::Group* explode = new osg::Group() ; osg::Vec3 wind(1.0f,0.0f,0.0f); osg::Vec3 position=a; osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 14.0f,11); osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, 4.0f,11); osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f,7); osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 1000.0f,3); fire-setEmitterDuration(smoke-getEmitterDuration()); fire-setParticleDuration(smoke-getParticleDuration()); explosion-setWind(wind); explosionDebri-setWind(wind); smoke-setWind(wind); //fire-setWind(wind); explode-addChild(explosion); explode-addChild(explosionDebri); explode-addChild(smoke); explode-addChild(fire); return explode ; } //add the model and the smoke+fire to the position transform to move theme together: post=new osg::PositionAttitudeTransform(); root-addChild(post); post-addChild( model3D ); //osg::Node at 0,0,0 post-addChild(createExplode(osg::Vec3(0,0,0) );//at the center 0,0,0 post-setPosition(getCurrentPosition()); //I add some animation (of position) to the post //but when the model change its position the fire and smoke don't change thiere position, they still in the center -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48613#48613 ___ 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] osgVolume::SwitchProperty working?
Hi Clement, On 27 July 2012 15:40, clement@csiro.au wrote: I tried osgVolume::SwitchProperty on testing code, but how to do to switch property during runtime? I added keyboard event. When 1 is pressed, it will call sp-setActiveProperty(1). I cannot see any change. Anyone know how to do? Thanks. setActiveProperty() should work just fine, I've been using it with present3D for over a year now without problems via the PropertyAdjustmentCallback, see src/osgVolume/Property.cpp so see how PropertyAdjustmentCallback is implemented. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light and material infomation in shaders when no built in uniforms are available (e.g. GLES2)
Hi Thomas, On 30 July 2012 11:27, Thomas Hogarth thomas.hoga...@gmail.com wrote: Any takers :) My plan was to add support into osg::Light to manage to setting of osg_ uniforms that map to the original gl_ uniforms. I'm a way off implement this though. In the interim the best thing to do would be to use your own osg::Uniform attached to osg::StateSet as you would for other types of uniforms being passed into a shader. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg video lag
Hi David, I vaguely recall when original worked on the ffmpeg I tested out reading live video from my webcam and it worked fine without lag, but there is chance I'm just recalling when I did the same using the xine plugin... As I haven't tested it recently I can provide any direct help. Could you say how you are setting things up so that others can attempt to recreate the problem? Robert. On 30 July 2012 20:03, David Longest david.long...@apx-labs.com wrote: Hello, I am trying to stream live video to a texture using the FFmpeg video plugin. While the video seems to play smoothly, it lags about 6 seconds behind the video stream. If I try to play the stream through ffplay, there is only a 1 second lag. One suggestion I found in a previous post to osg-users was to set m_start to 0 in FFmpegDecoder.cpp. This did not seem to fix the lag issue. I have also tried simply reducing the number of packets that can be held in the video queue. Is there any other way to minimize the video stream lag in the ffmpeg plugin? Thanks, David ___ 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] how to do culling with shader tranformed geometry?
Am 23.08.2012 14:34, schrieb Alexej Fink: Hello Robert, tank you for the fast replay! Grep-ing the includes reported, that two classes have the setInitialBound() interface: Drawable and Node. I would like to avoid setting this initial-bound for each single peace of geometry (~ Drawable). Can I just put the initial-bounds on the hi-level group nodes and just skip this step for underlying refinement nodes? Do I have to disable the dynamic bbox calculation of the geometry nodes then? Hi Alexej, I had some similiar issue for drawining instanced geometry where the geometry indeed has to cover the bounds of the complete instanced patch. For this i used the setComputeBoundingBoxCallback on the geometry in question to set it to the correct bounding box. Maybe you could use this on your first-class Node? cheers Sebastian robertosfield wrote: Hi Alexej, Use the osg::Geometry::setInitialBound() to the extents that you transformed geometry will be placed. Robert. :D -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49445#49445 ___ 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] Full screen with resolution change problem, resources lost
Hi Michael, One doesn't normally need to create a new context when resizing a window. Why do you need to in your case? If you do close a context and assign a new one then you'll need to make sure that you clean up all the OpenGL object handles that the scene graph maintains when disposing of the one scene graph so when you assign the new one it properly recreates all the OpenGL objects. osgViewer has code to do automatically but it sounds like you are doing stuff at a lower level so you'll need to recreate this. See the include/osg/Node for the osg::Node::releaseGLObjects(State*) method that releases all the OpenGL objects for a given context, and include/osg/GLObjects helper functions for cleaning up delete OpenGL objects once they have been released from the scene graph. Robert. On 2 August 2012 11:58, michael kapelko korn...@gmail.com wrote: Hi. I want to have window resize with full screen in my OSG game, but I'm facing a problem. When I resize the window second time, the loaded resources are lost. The resize is done by first setting screen resolution and then creating graphics context. How can I implement window resize with full screen without reloading all game resources? Thanks. PS: Sample source code is attached. ___ 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] Create an osg::Texture with a given ID
Hi Sukender, If you are manage OpenGL objects outwith the OSG then it would probably be best to write your own custom osg::Texture subclass that does the appropriate OpenGL code for handling your objects. Robert. On 3 August 2012 11:38, Sukender suky0...@free.fr wrote: Hi all, Do you know a way of creating an osg::Texture2D witch will have a given OpenGL ID? My goal is to overwrite an existing (external) texture. And of course the only thing that I know is the ID (and a few parameters). I tried the following code: osg::ref_ptrosg::Texture2D tex( new osg::Texture2D(image.get()) ); osg::Texture::TextureProfile profile(GL_TEXTURE_2D, numMips, internalFormat, width, height, 1, 0); osg::ref_ptrosg::Texture::TextureObject to(new osg::Texture::TextureObject(tex.get(), textureId, profile)); to-setAllocated(true); tex-setTextureObject(contextId, to.get()); osg::ref_ptrosg::State state( new osg::State ); state-setContextID(contextId); tex-apply(*state); Unfortunately this doesn't seem to work. Moreover, I have another issue with this code: I must delete the osg::Texture2D object WITHOUT deleting the corresponding OpenGL texture... Any idea? Thanks. Cheers, Sukender ___ 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] How to prepare LOD dataset from a large model file?
Hi Martin, How long are you talking about here? What length of time are you aiming for? What format is the file in? What type of model? What hardware and OS are you working on? Personally I'd try to get the model loading quicker before venturing into more complex tasks like trying to build automatically LOD's and paging. The OSG has great support for database paging but creating the models for efficient paging is far from trivial so it's not something I'd recommend someone does without first exploring the alternatives. Robert. On 7 August 2012 10:01, GeeKer Wang wwthu...@gmail.com wrote: Hi, all, I have a large model file, about 100M, and osgviewer can render it directly and efficiently. However, the initial loading time is too long. Is there a way to convert a large model to a series of small files in a LOD structure? In addition to decimation, I suppose a split in each level is necessary. Did anyone do this before? Any advice will be appriciated! -- 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
Re: [osg-users] PagedLOD - How to not page a specific node ?
Hi Aurelien, 100Mb of texture and 20Mb of vertex data isn't really that large relative to what modern hardware is capable of handling. There is lots you can do to optimize databases to reduce their footprint, for instance OpenGL compressed textures are an easy solution that can be done with a small amount of pre-processing. You could go to the trouble of creating lots of LOD's or PagedLOD's but unless it's absolutely necessary I wouldn't recommend going down this route as it significantly complicates the creation of the databases. So I'd take a step back and work out what the performance bottlenecks are then solve these. Robert. On 8 August 2012 18:07, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, In my application, I display some very heavy models (about 100Mo of textures + 20 Mo of vertex) This model is created proceduraly, and I can control the level of detail for the geometry and the textures, so I build 5 PagedLod : from very simple model to full data resolution. My problem is about the most detailed level : this one is very heavy and I would like to never keep it in cache to avoid over memory usage. Is there any parameter to tweak on this PagedLod (priority, time stamp, minimum expiry time..) to get the following behaviour : - when this PagedLod is needed for display, it is loadded and displayed - when this PagedLod is no more needed for display, it is deleted from CPU memory and GPU memory, even if the OSG_MAX_PAGEDLOD is not reached Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49207#49207 ___ 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] [osgPlugins] OSGT does not read nodemask
The problem appears to be in writing, not reading: I just figured out, that the osgt writer does not write the 0x in front of the hexint value. That seems to be the problem. Manually adding the 0x on all hexint values makes the output file have the nodemask value correct but , again, missing the 0x. Best regards --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49471#49471 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSGT does not write nodemask
Hi Johannes, Thanks for the test file, using this and your osgconv I've reproduced the problem with the svn/trunk version of the OSG. As I have a back log of issues to look into I'm hoping that Wang Rui will spot this post and be able to dive and work out the root of the problem... Rui pretty please ;-) Robert. On 23 August 2012 15:32, Johannes Scholz johannes.sch...@vtxtech.net wrote: Hi guys, got a problem with the osgt reader NOT READING the nodemasks from the file. Might be a problem with the hexint serializer, but i did not figure that out, yet, because i'm not really familiar with that. Writing the nodemask works fine. See the dummy file I attached. I just exported an empty Geode from our software. If a attempt to re-read the file, it works just fine, but without the nodemask - which is set to 0 ! Reproducer with OpenSceneGraph 3.1.2: Just execute osgconv test.osgt test2.osgt Then open test2.osgt with your favorite code editor and compare. :) Any suggestions? Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49457#49457 ___ 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] [osgPlugins] OSGT does not read nodemask
Hi Johannes, On 23 August 2012 17:10, Johannes Scholz johannes.sch...@vtxtech.net wrote: The problem appears to be in writing, not reading: I just figured out, that the osgt writer does not write the 0x in front of the hexint value. That seems to be the problem. Manually adding the 0x on all hexint values makes the output file have the nodemask value correct but , again, missing the 0x. Could you post a fix to osg-submissions. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSGT does not write nodemask
Hi Robert, i changed the title of the Forum topic, which the mailing list didnt get. i tracked the Bug to where writing of the nodemask happens. It seems that the 0x in front of the hexint is necessary. But the current osgt writer does Not write the 0x. Manually adding the 0x to the hexint make the dummy osgt File convert correctly, but then again the 0x's are missing. didnt have the Time to go further, i have to continue tomorrow. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49475#49475 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSGT does not read nodemask
Hi, jup. If i have the time possibly tomorrow. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49476#49476 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Full screen with resolution change problem, resources lost
Thanks for the reply, Robert. What Sergey said was enough in my situation. Thanks for this, Sergey. I was simply quiet not to generate unnecessary thank you post :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] manipulators strange behaviour
Hi, I'm experiencing an unexpected behaviour with manipulators and it can be reproduced also with osgviewer.exe just playing with rotations and translation of the scene. Open whatever osg file with osgviewer.exe and start translate the scene with the mouse (for example left+right mouse buttons + move left), then make a rotation of 180 degrees of the scene. Repeat those operations for a while. Then zooming the scene becomes very slow and limited in depth. I can see that with trackball and terrain but expecially with spherical manipulator. Is there a reason fot such a behaviour? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49478#49478 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Robert, Thanks for the suggestion! VDSM is nice and concise - nice work! But unfortunately I still get the same clipping problem with it, so I'm sure it's something wrong on my end. I'll keep plugging away and see what I can come up with. Thanks again, Garrett ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49479#49479 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Garret, On 23 August 2012 18:18, Garrett Cope garrett.cope@simcen.usuhs.edu wrote: Thanks for the suggestion! VDSM is nice and concise - nice work! But unfortunately I still get the same clipping problem with it, so I'm sure it's something wrong on my end. I'll keep plugging away and see what I can come up with. You'll need to post screen shots so can get an idea of what is happening at your end. If it's possible to recreate using the osgshadow example then it'd be really useful. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Robert, Attached are two screen shots. 'shadow_before' is the base state with a box casting a perfectly fine shadow. 'shadow_after' is where I have rotated the camera such that the box has moved out of view to the right. In this image you can see another clipping edge beginning at the bottom of the shadow that moves relatively vertically as the box continues to rotate to the right of the viewing window. As with the LiSPSM implementation, if I comment out the clipping section (here in adjustPerspectiveShadowMapCameraSettings(..) function), it looks fine but of course is then not clipped at all. Thanks again, Garrett ... [/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49481#49481 Attachments: http://forum.openscenegraph.org//files/shadow_after_115.png http://forum.openscenegraph.org//files/shadow_before_410.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSGT does not read nodemask
Glad to see the problem has been found and solved before I got to this mail. :-) Wang Rui 2012/8/24 Johannes Scholz johannes.sch...@vtxtech.net Hi, jup. If i have the time possibly tomorrow. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49476#49476 ___ 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] OSG Serialization - changes on custom Classes
Hi Peter and Robert, I'm glad to consider a backward-compatible way to add custom versioning mechanism to current plugin. I would submit it as soon as possible so Peter and everyone else could test it and see if it suitable for pratical uses. Wang Rui 2012/8/23 Robert Osfield robert.osfi...@gmail.com Hi Peter and Rui, On 21 August 2012 12:59, Peter Bako osgfo...@tevs.eu wrote: It would be nice if we can set an auxiliary version number manually, when writing or reading files. This mechanism would be perfect! Can I assume that this modification will be implemented in the next month? Or what do you suggest to me to do? It is not time critical in the next month, but then it will be :-). As I have plenty of other work on my plate I'll defer to Rui to come up with a suggested solution, or yourself if you fancy rolling up your sleeves up. I do wonder if a user definable format key/string might be appropriate - I guess the schema and present version number take us a bit down this route, but perhaps one needs a list of schema or versions so that multiple layers can be added on for 3rd party libs can add their own feature set and rev it independently from the OSG versioning. This is a little off-topic, but why is the osg web page inaccessible? Trac detected an internal error: OperationalError: database is locked The openscenegraph.org server has been rather beset by problems so we are working on a replacement. Try the new openscenegraph.com when the .org version is down. 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] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Hi all, I wish someone here still remember the osgRecipes project I've created and announced here some months ago. It included 9 different examples at that time, introducing how to integrate OSG with other 3rdparty libraries and APIs like Awesomium, Micorsoft Kinect, TUIO, AssImp, etc. Now I'm glad to tell you that there are another 9 examples out, with 9 completely new integration examples. They are: * Box2D: a nice 2D physics engine for games * Bullet: A professional multiphysics library, this example is very simple and completely different from the osgBullet project. * libGizmo: gizmo control library for 3D object manipulation, much lightweight than osgManipulator and really easy to use! * MicroPather: a path finder and A* solver, already included in the source code. Consider add AI to your OSG based games now? * MyGUI: a fast, flexible and simple GUI, as good as CEGUI, I think. * ngPlant: a plant modeling software, good for creating trees! * OpenNI: natural interaction devices middleware, another way to use Kinect! * OTL: ODBC template library, for DATABASE I/O with only a plugin! Only tested with Sqllite3 at present * RVO2: Reciprocal collision avoidance for multi-agent simulation. Thanks Christian Buchner for the original osgrvo2 example on osg-submissions All the examples are tested on Windows 7. Hope someone could help me test them on other platforms. You may download the project source code in public domain at: https://github.com/xarray/osgRecipes which is also the code repo of the book OpenSceneGraph 3.0 Cookbook. And see how these examples perform at: https://github.com/xarray/osgRecipes/wiki The TODO list of the third wave (still 9 eamples, I think) of osgRecipes is also listed here for someone who have interests: Berkelium, Microsoft DirectWrite, GUIChan, MathGL, OIS, Recastnavigation, ROBOOP, Sundog Silverlining Triton Call for more integration ideas now. :-) And glad to see some of the examples merged into the core OSG trunk, for example, the OTL database plugin (no dependency), and the AssImp and FreeImage plugins. Any attentions, feedbacks, and contributions are always appreciated. 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] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Good work! I'm not sure if I voted for libRocket, so here it is. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org