Re: [osg-users] CompositeViewer multiple windows, same scene problem
Hi Alvaro, I just did a quick test under Windows 7, with OSG 3.0.1 and Qt 4.8.2. Two views (created from GraphicsWindowQt) of a CompositeViewer in two windows can render the same node (lz.osg for my case) smoothly. Could you please provide more information about your implementation? If you are going to render textures of view 1 directly in view 2, maybe you have to enable OpenGL's shared context feature. You may specify camera 1's graphics context to Traits::sharedContext in such case. Wang Rui 2012/10/4 Alvaro Segura aseg...@vicomtech.org: Hi, We are having trouble using a CompositeViewer with 2 views in 2 windows, showing the same scene (same Node*). The first view (in addView order) is rendered correctly, but the second view is badly rendered with some missing or garbled geometries. If only one view is added, its rendering is fine. If instead of 2 windows, we use only one window with two contiguous viewports, rendering is fine. Each view has its own Camera and GraphicsContext. We use GraphicsWindowQt with or without the shareWidget argument. Using setUpViewInWindow() instead does the same. Seems that the first render is misusing the GL context or something so that the other has trouble. Threading is set to SingleThreaded to avoid potential sharing problems (but the TaskManager is showing many running threads (?)). The problematic models are FBX exported from 3ds Max, BTW. Is there any setting that has to be set in OSG/CompositeViewer to tell it that the scene is shared? Does anyone have an idea what can be wrong in such a setup? Thank you! Alvaro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50406#50406 ___ 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] kd tree ray tracing performance
O_o The tables look messy. reposting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50502#50502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building on Android
On Tue, Oct 9, 2012 at 7:01 AM, Eduardo Poyart poy...@gmail.com wrote: The error happens with the default order. I tried changing it, with no success. In case you want to look into this further, you may want to refer to my version that successfully builds with the latest SDK and NDK and with dynamic runtime: https://github.com/Eduardop/osg/tree/osg-android Eduardo That's odd - I have managed to build OSG with the r8b release of NDK, just by making sure that gnustl_static is used. I have seen similar problem before, typically either updating the NDK or adding explicit -lgnustl_static to the linker flags fixed it. Unfortunately Google's NDK is a rather non-deterministic fragile mess that often breaks in random ways. Add an absolute lack of any documentation for it and it is really a pleasure to use it :( Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difference between osgFX and osgPPU
Hi They are completely different. osgFX have support for multipass rendering of geometry, osgPPU purpuse is to do postprocessing on camera output. Cheers.08.10.2012, 22:01, "Peterakos" hay...@gmail.com:Hello.Is there any difference between these 2 or are they different implementations for the same purpose ?For someone who wants to support multi passes (using shaders) on model nodes which is better ?thnx.,___osg-users mailing listosg-users@lists.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] Memory issues when using uniform shader variables on Intel HD graphics
Hi What exactly makes memory usage increase? What if you attach shader without uniform, or without adding uniform to stateset? Try to add #version 110 directive as first line of your shaders, does it make any difference? I think you'd better send bugreport to intel, best if you can reproduce this with pure opengl. Cheers. 09.10.2012, 09:28, Clemens Spencer clemens-m...@gmx.de: Hi, I'm trying to use shaders on an Intel HD 3000 graphics chip (Windows7 x64, latest graphics driver). As soon as I pass a uniform variable to the shader (regardless of the type), the memory of my process increases by about 400MB. Other than that, the shader works fine. The size of the object the shader is attached to or the complexity of the shader do not make a difference. Every additional shader (containing at least one uniform variable) I use, increases the memory usage by another 400MB. The problem does not occur on another machine with some NVidia graphics card. Has anyone encountered a similar problem or does someone have an idea what could cause a problem like this? Code: osg::Program *program = new osg::Program; osg::Shader *frag = new osg::Shader( osg::Shader::FRAGMENT, fragSource.str() ); osg::Shader *vert = new osg::Shader( osg::Shader::VERTEX, vertSource.str() ); program-addShader( frag ); program-addShader( vert ); // add shader to stateSet sset-setAttributeAndModes( program, osg::StateAttribute::ON ); // add uniform variable osg::Uniform *var = new osg::Uniform(MATERIAL_COLOR, osg::Vec4(1.0f,1.0f,0.0f,1.0f)); sset-addUniform(var); Code: // Vertex Shader void main() { gl_Position = ftransform(); gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; } // Fragment Shader uniform vec4 MATERIAL_COLOR; void main() { gl_FragColor = MATERIAL_COLOR; } By the way, I know I'm not using reference pointers :? but this shouldn't be a problem in this little example. ... Thank you! Cheers, Clemens[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50349#50349 ___ 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] Cyrillic (russian) in Qt inside OSG
Hello! Got another question about Qt and OSG :) There is project where Qt controls are used inside OSG scene (creating camera for each of them and stuff), and the next problem is that I need cyrillic symbols (russian language). Using wstring works using OSG HUD, but in Qt the symbols are shown wrong. I've kinda no idea on how to work it out, so would appreciate if you point me in the right direction. Thank you in advance! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50508#50508 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multipass transparency
Hi If you need to blend all visible layers - try to change order of passes, and set colormask to all false's (so first will be only color, second only depth). If you dont need depth from transparent geometry - you can get by with only first pass. If you need only closest single layer - you draw first pass depth only (with colormask set to false's), second pass with depth test set to lequal. Cheers. 09.10.2012, 09:33, Tina Guo guoyiting1...@gmail.com: Hi, In open inventor, there is a transparency mode called: delayed blend Transparent objects are rendered using multiplicative alpha blending, in a second rendering pass with depth buffer updates disabled. And I want to get the same effect. here's what I am trying to do transparency-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); transparency-setAttributeAndModes(new osg::BlendFunc(GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute::ON); _geom_solid-setStateSet(transparency); class TransparencyTechnique : public osgFX::Technique { public: TransparencyTechnique() : osgFX::Technique() {} virtual bool validate( osg::State ss ) const { return true; } protected: virtual void define_passes() { osg::ref_ptrosg::StateSet ss = new osg::StateSet; ss-setAttributeAndModes( new osg::ColorMask(true, true, true, true) ); addPass( ss.get() ); ss = new osg::StateSet; osg::Depth* depth = new osg::Depth; depth-setWriteMask( false ); ss-setAttributeAndModes( depth, osg::StateAttribute::ON ); addPass( ss.get() ); } }; The result is not right. how should define_passes() be defined? ... Thank you! Cheers, Tina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50484#50484 ___ 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] Cyrillic (russian) in Qt inside OSG
Have you tried const char* (string) and UTF-8 instead of wide ones? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Design consideration using OSG
Hi Faizol, On 1 October 2012 13:16, Faizol Abd.Halim faizol@gmail.com wrote: From a design perspective, what should I take into considerations to achieve high frame rates and interactivity needed by CAD/CAM solution using OSG? Getting models into your application will likely be one of the biggest challenges. There is a good chance the models will contain parametric data, if so you'll need to consider how to tessellate the parametric surfaces into triangle meshes so that they can be rendered by the graphics hardware. You can tessellate data on the CPU and this in the past was traditional way to do it, but these days the GPU should be able to take on some of this work. This area is a big topic. As for performance optimization, the OSG has lots of support for various features for getting the best performance out of scene graph, but in the end it's how you construct your scene graph that will determine how well it will perform. Performance optimization is another huge topic that I can't sumerise in book let alone a single email so I would suggest breaking the task down it smaller elements that focus on your specific needs and ask specific questions here in the community and we'll have a better chance of answering them. So take a step back, tell us what type of data you have to work with, what number of objects is likely to be, how complex in geometry are these objects likely to be, do you have meshes or parametric surfaces etc. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database
Hi Rob, I would suggest writing your own custom camera manipulator which address the specific usage model that you have in mind rather than trying to reuse general purpose camera manipulators that don't know about the specific needs of your application. Robert. On 1 October 2012 15:03, Rob Dougan rdou...@tti-ecm.com wrote: Hi, ... Problem is the camera manipulator rotates but doesn't translate. The desired gaming area consists of a geocentric terrain with a sky dome. Using the osg::viewer and trackball camera manipulator (default view) i can move around the scene, go underneath the dome, look at the terrain etc. fine. now move the action under the dome. I set the intial position of the camera as the center of the terrain at an altitude within the dome using a view matrix. I get the view matrix from the camera and compute the eye, center and up vectors and use these to set the home position of the camera manipulator. ... osg::Vec3 eye,center,up; _viewer-getCamera()-getViewMatrixAsLookAt(eye,center,up); osg::ref_ptrosgGA::TrackballManipulator trackBall = new osgGA::TrackballManipulator; _viewer-setCameraManipulator( trackBall ); viewer-getCameraManipulator()-setHomePosition(eye,center,up,false); ... _viewer-setSceneData(root) ... The starting scene viewpoint is displayed correctly and i can rotate the camera to view everything under the dome, BUT the camera is FIXED in position and i can't move around. ( same behaviour with Flight Manipulator). I was hoping to be able to navigate with the default camera manipulator initially and then add a callback to keep the camera in the gaming area (coordinate frame callback?). Thank you! Cheers, Rob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50362#50362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render passes and stereo handling
Hi Gaurav, The DrawCallback gets passed the RenderInfo which has a getCurrentCamera() that you might be able to use. Robert. On 2 October 2012 14:07, Gaurav Chaurasia gaurav.chaura...@inria.fr wrote: Hi, Is there a way to know which eye (left/right) is currently being drawn inside osg::Camera::DrawCallback. There is the UserData field in RenderInfo, but I don't think I can use it for my purpose without having to patch osgUtil::SceneView.cpp - the patch being that I update UserData before drawing each eye. Actually, I am doing render passes with render targets for a stereo application. So I need to switch shader inputs like textures,uniforms for each eye just before the draw call. I figured I can use the PreDrawCallback for the purpose because it is called inside RenderStage::draw just before the actual rendering happens. If someone has a cleaner solution, I would be most grateful. Thank you! Cheers, Gaurav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50378#50378 ___ 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] Cyrillic (russian) in Qt inside OSG
hi. example - bool BaseTextObject::SetText(std::string Value, bool UTF_Encoding) { if (UTF_Encoding == true) { osgText::String textstr; textstr.set(Value, osgText::String::ENCODING_UTF8); text-setText(textstr); } else { text-setText(Value); } return true; } 2012/10/9 michael kapelko korn...@gmail.com Have you tried const char* (string) and UTF-8 instead of wide ones? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help:How many frames at most can be achieved within OSG framework?
Hi, it depends entirely on the scene, it can be thousands of frames or just 1 frame per second. Generally OSG scales very well with large scenes, but finally it depends on your scene and how effective are you using the available hardware. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50517#50517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Normalmap with osgPPU
Hello. Is it possible to retrieve the normal map using osgPPU ? I have used the following shaders and a blue screen appears. Vert --- varying vec3 normal; void main(void){ gl_Position = ftransform(); normal = gl_NormalMatrix * gl_Normal; } Frag --- varying vec3 normal; void main(){ gl_FragColor = vec4(normal,1); } I guess the blue color means that the normal.z is always 1. In some examples in osgPPU solution, i have noticed that vertex shaders are used. Which vertices are passed through these shaders ? All of the scene's vertices or just the ones that are visible ? Thank you. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture don't display on Android With GLES1 ?
On Fri, Sep 28, 2012 at 9:37 AM, Mu Xing szzx...@gmail.com wrote: Hi, I build OSG3.0.0 on android with OpenGLES1. I red that Environmental mapping is not working on Android. So I convert model to earth.ive with embedded textures.(the convert tool is VPB,on windows the earth.ive texture display no problem) On android ,these are the things what I did 1) I added -losgdb_jpeg -ljpeg -lpng -ltiff under LOCAL_LDFLAGS in Android.mk file 2) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp file. 3) The earth.ive is in Image folder only. The Image directory is in my mobile SD card (/mnt/sdcard/OSG/images). 4) The libosgdb_jpeg.a libjpeg.a libpng.a libtiff.a file is located in both /home/xing/android/obj/local/armeabi and /home/xing/android/obj/local/armeabi-v7a directories. Why the texture is not displaying. I have this problem on an older HTC Desire HD phone which has Adreno 205 GPU. Make sure you don't use texture compression when converting your model to .ive. At least that was the issue for me. The same model displays fine on a Tegra 3 tablet, but on the phone only without texture compression. Different hardware has different capabilities and what we take as granted on desktop is often far from granted on a mobile GPU :( Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Normalmap with osgPPU
Hi osgppu drawing screen aligned quad with each pass, using texture data you've provided as input. It does not have access to your scene in any way except of mentioned textures.vertex shader process vertices of this quadnormals you are getting is normals of this quad (so they are all the same, and facing to camera with value vec3(0,0,1)), and not those of your scene. Cheers.09.10.2012, 16:46, "Peterakos" hay...@gmail.com:Hello.Is it possible to retrieve the normal map using osgPPU ?I have used the following shaders and a blue screen appears.Vert---varying vec3 normal;void main(void){gl_Position = ftransform();normal = gl_NormalMatrix * gl_Normal;}Frag---varying vec3 normal;void main(){gl_FragColor = vec4(normal,1);}I guess the blue color means that the normal.z is always 1.In some examples in osgPPU solution, i have noticed that vertex shaders are used.Which vertices are passed through these shaders ? All of the scene's vertices or just the ones that are visible ?Thank you.,___osg-users mailing listosg-users@lists.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] Cyrillic (russian) in Qt inside OSG
Can you provide some simple test case of what you want (which anyone can 'make')? It's hard to conclude anything from what you've posted. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cyrillic (russian) in Qt inside OSG
E.g., I've had problems with Qt (not OSG) with UTF-8 russian text. I recall there were some problems with QTextCodec as well. So more context is required. And test case would be the best. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cyrillic (russian) in Qt inside OSG
I do not know very well English. I can help in Russian language (my email - maxgam...@gmail.com) 2012/10/9 michael kapelko korn...@gmail.com Can you provide some simple test case of what you want (which anyone can 'make')? It's hard to conclude anything from what you've posted. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] X11 Trouble, Building OSG with OpenGL ES 2.0
On Mon, Oct 8, 2012 at 10:49 AM, Marius Noller fixed-term.marius.nol...@de.bosch.com wrote: XScreenOfDisplay This is from XLib. Are you linking with XLib? I did OSG / OGLES2 development on the iMX51 platform. We were running without X, so we had to take other difficult measures. Do you have X11 available in your environment? I'm going to guess not... -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build osgEarth for android?
We are working on this right now. You may want to just wait a few weeks, as there will likely be a number of changes to assist the build process shortly. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database
Hi Rob, In my app, I have an option to navigate on a geocentric database using the standard Flight Manipulator. Below is the code snippet to do this... Before you enter the render loop (i.e. viewer.run()), do the following to configure and set the initial position of your ownship using lat, lon, altitude with a heading, pitch, roll of 0.0... view-setCameraManipulator(new osgGA::FlightManipulator()); osg::Matrixd position; earth-computeLocalToWorldTransformFromLatLongHeight( osg::DegreesToRadians(lat), osg::DegreesToRadians(lon), altitude, position); osg::Matrixd rotation2YUp; rotation2YUp.makeRotate(M_PI_2, osg::Vec3d(1.0, 0.0, 0.0)); position = rotation2YUp * position; view-getCameraManipulator()-setByMatrix(position); After you do this, the Flight Manipulator will move your ownship along like usual. If you need to extract positional info from the manipulator, you can get it from the ownship update callback. For example, in your callback, you can extract out the ownship position in geocentric coordinates from the flight manipulator by doing the following... osg::Vec3d geocentric_eye = view-getCamera()-getInverseViewMatrix().getTrans(); Hope this helps... Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50530#50530 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] pdb install
We have some simple modifications at work, I can provide them on thursday if you still need them ? -- Mathieu On 8 October 2012 09:37, Gianni Ambrosio ga...@vi-grade.com wrote: Hi All, is there a way to install pdb files in the same directory of the dlls? if not, could you please help me in finding the right cmake file to modify? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50461#50461 ___ 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] multipass transparency
Hi, Thanks for reply. Now the code is like virtual void define_passes() { osg::ref_ptrosg::StateSet ss = new osg::StateSet; ss-setAttributeAndModes( new osg::ColorMask(true, true, true, true) ); osg::Depth* depth = new osg::Depth; depth-setWriteMask( false ); ss-setAttributeAndModes( depth, osg::StateAttribute::ON ); addPass( ss.get() ); ss = new osg::StateSet; ss-setAttributeAndModes( new osg::ColorMask(false, false, false, false) ); depth-setWriteMask( true ); ss-setAttributeAndModes( depth, osg::StateAttribute::ON ); addPass( ss.get() ); } However, it could not handle sel-intersection(the picture in the attached doc) Using: transparency-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); transparency-setAttributeAndModes(new osg::BlendFunc(GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute:ShockedN); osg::Depth* depth = new osg::Depth; depth-setWriteMask( false ); transparency-setAttributeAndModes( depth, osg::StateAttribute::ON ); _geom_solid-setStateSet(transparency); instead of transparency-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); transparency-setAttributeAndModes(new osg::BlendFunc(GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute:ShockedN); _geom_solid-setStateSet(transparency); self-intersection is correct. However, some transparent parts will disappear, like the wheels of the car in the picture in the doc, the color seems to be blended after the inner parts. ... Thank you! Cheers, Tina[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50533#50533 Attachments: http://forum.openscenegraph.org//files/test_152.pdf ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] recipe for target `Android-OpenSceneGraph' failed
Hi All: I try to build osg to Android but i have a error. Some one can help me Please!!! Thanks Ariel D:\projects\OpenSceneGraph-3.1.3\OpenSceneGraph-3.1.3make [100%] Generating Android-OpenSceneGraph HOST_OS=cygwin HOST_ARCH=x86 HOST_TAG=cygwin-x86 GNUMAKE=/usr/bin/make (system path) Cygwin-compatible GNU make detected Android NDK: NDK installation path auto-detected: '/cygdrive/d/NVPACK/android-ndk-r8' Android NDK: GNU Make version 3.82.90 detected Android NDK: Host OS was auto-detected: windows Android NDK: Found /bin/uname.exe on Windows host Android NDK: uname -s returned: CYGWIN_NT-6.1-WOW64 Android NDK: Cygwin detected: CYGWIN_NT-6.1-WOW64 ariel-PC 1.7.16(0.262/5/3) 2012-07-20 22:55 i686 Cygwin Android NDK: Host operating system detected: cygwin Android NDK: Host CPU was auto-detected: x86 Android NDK: HOST_TAG set to windows Android NDK: Host tools prebuilt directory: /cygdrive/d/NVPACK/android-ndk-r8/prebuilt/windows/bin Android NDK: Host 'echo' tool: /cygdrive/d/NVPACK/android-ndk-r8/prebuilt/windows/bin/echo Android NDK: Host 'awk' tool: awk Android NDK: Host 'awk' test returned: Pass Android NDK: Probing for 'cygpath' program Android NDK: 'cygpath' found as: /usr/bin/cygpath Using cygwin substitution rules: /cygdrive/r = R: /cygdrive/f = F: /cygdrive/d = D: /cygdrive/c = C: /cygdrive/R = R: /cygdrive/F = F: /cygdrive/D = D: /cygdrive/C = C: /usr/lib = D:/NVPACK/cygwin/lib /usr/bin = D:/NVPACK/cygwin/bin / = D:/NVPACK/cygwin Android NDK: This NDK supports the following target architectures and ABIS: Android NDK:arm: armeabi armeabi-v7a Android NDK:mips: mips Android NDK:x86: x86 Android NDK: This NDK supports the following toolchains and target ABIs: Android NDK:arm-linux-androideabi-4.4.3: armeabi armeabi-v7a Android NDK:mipsel-linux-android-4.4.3: mips Android NDK:x86-4.4.3: x86 Android NDK: Found platform root directory: /cygdrive/d/NVPACK/android-ndk-r8/platforms Android NDK: Found supported platforms: android-4 android-3 android-14 android-8 android-9 android-5 Android NDK: PLATFORM android-4 supports: x86 arm mips Android NDK: ABI x86 sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-4/arch-x86 Android NDK: ABI arm sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-4/arch-arm Android NDK: ABI mips sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-4/arch-mips Android NDK: PLATFORM android-3 supports: x86 arm mips Android NDK: ABI x86 sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-3/arch-x86 Android NDK: ABI arm sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-3/arch-arm Android NDK: ABI mips sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-3/arch-mips Android NDK: PLATFORM android-14 supports: x86 arm mips Android NDK: ABI x86 sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-14/arch-x86 Android NDK: ABI arm sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-14/arch-arm Android NDK: ABI mips sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-14/arch-mips Android NDK: PLATFORM android-8 supports: x86 arm mips Android NDK: ABI x86 sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-8/arch-x86 Android NDK: ABI arm sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-8/arch-arm Android NDK: ABI mips sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-8/arch-mips Android NDK: PLATFORM android-9 supports: x86 arm mips Android NDK: ABI x86 sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-9/arch-x86 Android NDK: ABI arm sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-9/arch-arm Android NDK: ABI mips sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-9/arch-mips Android NDK: PLATFORM android-5 supports: x86 arm mips Android NDK: ABI x86 sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-5/arch-x86 Android NDK: ABI arm sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-5/arch-arm Android NDK: ABI mips sysroot is: /cygdrive/d/NVPACK/android-ndk-r8/platforms/android-5/arch-mips Android NDK: Found stable platform levels: 4 3 14 8 9 5 Android NDK: Found max platform level: 14 Android NDK: Found project path: . Android NDK: Ouput path: ./obj Android NDK: Parsing Application.mk Android NDK: Application local targets unknown platform '8' Android NDK: Switching to android-14 Android NDK: Using build script ./Android.mk Android NDK: Application 'local' is not debuggable Android NDK: Selecting optimization mode through Application.mk: debug Android NDK: Adding import directory: /cygdrive/d/NVPACK/android-ndk-r8/sources Android NDK: Building application 'local' for ABI 'armeabi-v7a' Android NDK: Using target toolchain 'arm-linux-androideabi-4.4.3' for 'armeabi-v7a' ABI Android NDK: Looking for imported module with tag 'cxx-stl/gnu-libstdc++' Android NDK: Probing