[osg-users] mapping to video koordinate system
Hello, how can I map a rectangle in my osg world on a rectangle with the same size in a Video? The Video is behind the OSG Scene. Cheers, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems building OSC plugin on VS2008
Hi Chris, the osc-plugin compiles fine on my end with VS 2005. Is this a 64bit build? cheers, Stephan Am 05.01.13 20:35, schrieb Chris Hanson: Anyone else encountering this? I have no clue, we're just trying to batch-build. d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(101) : error C2535: 'osc::OutboundPacketStream osc::OutboundPacketStream::operator (osc::int32)' : member function already defined or declared ... d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(97) : see declaration of 'osc::OutboundPacketStream::operator ' .\daeReader.cpp(298) : error C2039: 'data' : is not a member of 'std::vector_Ty' ... with ... [ ... _Ty=char ... ] ___ 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] Happy New Year.
On 1 January 2013 19:48, Chris Hanson xe...@alphapixel.com wrote: I'm sure everyone, like myself is recovering, and playing, and spending non-work time, but I wanted to give a shout-out to everyone for a great and prosperous 2013. My I pass on my new years greetings to yourself and everyone else in the community :-) I'll be posting some cool OpenGL and OSG-related projects and whitepapers and stuff in the next couple of weeks (I'm slow...) so go check out AlphaPixel's twitter/facebook/G+/LinkedIn/telepathy feed. Ooo tantalizing, any updates on this :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mask projective texture
Hi Mateo, I'm a bit confused as to what you are actually doing, my best guess is that it's something like shadow mapping. The best place to start is to have a look at the osgprerender example and others similar to it. Have a look at all examples that use osg::Camera when doing render to texture, also have a look at the osgShadow library as it's osg::Camera usage will show how to set up the Camera to create a render to depth texture. Robert. On 6 December 2012 11:22, Mateo Gasparovic mateo.gasparo...@gmail.com wrote: Hi, I am beginner in the OpenSceneGraph in OpenGL. I have made a program for Projecting textures using fragment and vertex shaders. The problem is that texture is projected throughout the object. I have an idea to deal with this by using shadows (depth) map. The position of light source is the same like the position of the projector, which I used for Projecting texture. The idea is to disguise (mask) all the textures of the object that are in shadow. Actually, I want to projects a texture only to do visible part of object (at the time of shooting). How to create a shadow (depth) map in OSG or OpenGL sheader? How to mask unwanted texture on 3D model? Thank you! Cheers, Mateo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51437#51437 ___ 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] transparent objects in front of video in camera node with POST RENDER
Hello, I implemented the example from the book OSG3 Cookbook where is described how to play a Video in background of a 3D Scene. There they used POST_RENDER to achieve the behind effekt. Is it so possible to use BLEND in this setup, so that a 3D Object is semitransparent to the Video ? Cheers, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgAndroidExampleGLES1 not loading model ( Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) )
Hi Sameer, Issue like this are typically down to the scene graph being used contain OpenGL state that simply isn't supported on your target OpenGL ES version, with a quick look at the .osg file I can see an osg::Program object which isn't supported by GLES 1, this should be a implemented as non operation under GLES 1.x but perhaps something associated with this is the cause of the error, but it could just as likely be some other OpenGL state setting this doesn't map across. I would recommend iteratively hand editing the .osg to remove osg::StateSet elements till you get something that works, from this you should be able to spot the problem elements. Robert. On 25 December 2012 17:24, Sameer Ababneh samee...@gmail.com wrote: Greetings, i have attached some osg model that has no textures and its not that heavy, well when loading it using the sample osgAndroidExampleGLES1, the logCat logs that the model was sucessfully loaded and then each frame it logs : Code: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) and i just cant see anything on the screen, Thanks, max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51696#51696 Attachments: http://forum.openscenegraph.org//files/miku_202.osg ___ 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::Smoothingvisitor and opengles2.0
Hi Raphael, On 21 December 2012 14:10, raphael cano raphael.ca...@de.bosch.com wrote: After a quick look on the osgUtil::Smoothingvisitor class, it seems to be that it uses the normal openGL pipeline, i.e. the nomals are pushed into the drawable with setNormalArray. Is there a possibility to use this functionnality with attribute, in order to make it compatible with openGLes2.0? The OSG supports vertex attribute aliasing (via features in osg::State) that allow norml, colour etc. arrays to be automatically remapped to vertex attribute array equivalents. This means you shouldn't need to remap them yourself. 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 delete the reference pointers
Hi Rishabh, The ref_ptr is smart pointer that will automatically manage the ref and unref of OSG objects, and when the ref() count of these objects goes to 0 they will be automatically deleted. If an object is shared then it's ref count will be 2 or more (one per reference) and will not be deleted when you just remove one of the references, only when the last reference is removed will it be deleted. This is very much correct and intended behavior. What exactly you want for you application I can't say as you've provide too few details. Robert. On 21 December 2012 11:22, Rishabh Gupta rishabhgupta...@gmail.com wrote: Hi all, I am opening a new window(inherited from CWnd) from the main view window. In this new window I am displaying the data, bt if i close this window and again open it(while the view window was not closed), it still contains the data,which i was displaying earlier,though i have assigned NULL to all the ref_ptr of that class holding the data. :( A big thanx in advance for any help!! ... Thank you! :) Cheers, Rishabh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51670#51670 ___ 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] [build] [solved][OSX Lion] [trunk] ZeroConf folder missing
Hi Simon, I'm just adding a reply for completeness as I believe the build issue was just a temporary glitch should have been resolved already (back last year :-). Could you test out the latest svn/trunk just to confirm that it's now OK? Thanks, Robert. On 14 December 2012 12:56, Simon Lemaitre sgr.lemai...@gmail.com wrote: Hi, Just had some troubles building the svn-trunk on Mac OS X Lion. Here's the CMake configuration I used : Code: BUILD_OSG_APPLICATIONS = OFF CMAKE_OSX_ARCHITECTURES = x86_64 OSG_WINDOWING_SYSTEM = Cocoa OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio And here's the error I got : CMake Error at src/osgPlugins/CMakeLists.txt:274 (ADD_SUBDIRECTORY): add_subdirectory given source ZeroConfDevice which is not an existing directory. My (blind) quick fix was to simply comment those three lines in osgPlugins/CMakeLists.txt : Code: IF(ZEROCONF_FOUND) ADD_SUBDIRECTORY(ZeroConfDevice) ENDIF() I succeed to compile the library using the default Apple compilers (using XCode) but I'm worried of what I disabled doing this. Google didn't help me much. Maybe someone just forgot to svn-add the ZeroConf folder in a recent patch ? What does OSG have to do with ZeroConf ? Cheers, Simon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51429#51429 ___ 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] Z Buffer Problems
Hi Kevin, From the scant details provided I don't see how others can guess at what the issue might be. The type of difference between the two images could one of many different things, the code segment or description doesn't provide any clues to which of these it might be. Have you got further with issue? Any clearer idea yourself? Robert. On 11 December 2012 09:07, Kevin Virmani k.virm...@gmx.de wrote: Hi, I use the QT Plugin for OSG to display some .flt files. Most of them are looking normal but some are just strange. I think it hase something to do with the Z Buffer but I'm not sure (Picture in the attachement). The model is a child of a root node and the root ist assigend to the scene. I also have a grid which is added as a child to the root. On models which are correct there is no problem with it but on incorrect models the grid becomes also incorrect. (Second attachment., the red cone is behind the model) Code: osg::ref_ptrosg::Group root = new osg::Group(); osg::Node* model = osgDB::readNodeFile(m_entry-getRoot().toStdString(),options); root.get()-addChild(model); ... osg::Switch *switchGrid = new osg::Switch(); switchGrid-addChild(createGrid(box)); switchGrid-setValue(0,false); root.get()-asGroup()-addChild(switchGrid); m_osgWidget = new ViewerWidget(this); // Derrived from QGLWidget m_osgWidget-setSceneData(root.get()); I hope someone can help me to fix this. In the osgviewer every model is working correct and I don't know where my problem is. ... Thank you! Cheers, Kevin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51516#51516 Attachments: http://forum.openscenegraph.org//files/trafficlight2_293.png http://forum.openscenegraph.org//files/trafficlight1_140.png ___ 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] stl plugin and BIND_PER_PRIMITIVE
Hi Michael, BIND_PER_PRIMITIVE is indeed a really poor way to drive the OSG/OpenGL as modern OpenGL doesn't support this binding directly to the OSG has to jump through hoops to recreate this feature. Moving to BIND_PER_PRIMITIVE would be provide better peformance so you have my blessing if you want to dive in and ammend the plugin. I'd suggest retaining the old implementation selectable via on osg::Option setting as well even if it's not the default so others can get back the original implementation in case their applications required this specific arrangement. Cheers, Robert. On 26 December 2012 22:08, Michael Schanne michael.scha...@gmail.com wrote: Hi, I have some models in my application that were provided to me in the .stl file format, that I converted into .osg format using osgconv. I was looking at the .osg file and I noticed it contained BIND_PER_PRIMITIVE for the normals. I read elsewhere on the forum that this mode should be avoided as it forces the app onto a slow path in OpenGL. I looked over the source code for the stl plugin and it looks like everything is imported as TRIANGLES. If this is the case, couldn't the normal vectors each be duplicated 3 times in order to use BIND_PER_VERTEX instead? If this works, would it be worthwhile for me to submit this change? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51715#51715 ___ 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] osgManipulator serializers not working
HI Michael, The old .osg format won't support osgManipulator NodeKit, have you tried the modern replacement .osgt that leverages the new serializer support? Robert. On 27 December 2012 02:03, Michael Schanne michael.scha...@gmail.com wrote: Sorry for the thread bump, but has anybody ever gotten the osgManipulator serializers to work? They would be helpful to me in debugging my application. Thanks, Mike mschan01 wrote: Hi, I am trying to write my scene containing Draggers to an .osg file in order to debug my application. However, the Draggers in the graph are skipped over and do not appear in the file. I set the OSG_NOTIFY_LEVEL to DEBUG and I saw this console output: FindFileInPath() : trying C:\OpenSceneGraph\3.0.0\src\x86-win32-msvc\lib\osgPlugins-3.0.0\osgdb_osgmanipulatord.dll ... DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_osgmanipulatord.dll But, there is no osgdb_osgmanipulatord.dll. The closest I have is osgdb_serializers_osgmanipulatord.dll. I tried renaming that dll but it still didn't work, it just complained about another file. What do I need to do to get the osgManipulator serializers working? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51716#51716 ___ 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 coordinate system
Hi Peterakos, The bulk of the OSG loaders assume that world coordinates have +ve Z upwards, +ve Y north and +ve X to the east. The majority Camera Manipulators assume the world has Z up as well, then set up Camera's view matrix so the Z up aligns with vertical access of the screen, +ve Y into screen and +ve X to right. You can change the default viewing position in the camera manipulators if you wish by use the setHomePosition(..) method, or avoid the use of Camera manipulators and just set the viewer's Camera's view matrix directly using any of the Camera::setUpView*() method. Robert. On 28 December 2012 20:06, Peterakos hay...@gmail.com wrote: Hello. Osg uses a coordinate system in which the +y axis goes into the screen and +z axis goes up. Does this default matrix affects the model matrix of each object on the scene or the view matrix of all the cameras ? I wish i could remove this behavior. thnx. ___ 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] Image::computeImageSizeInBytes bug
HI Marcin, Have you come up with a fix? I have plenty of stuff to get through so any assistance on resolving this bug would be appreciated. Thanks, Robert. On 28 December 2012 12:57, Marcin Prus p...@ai.com.pl wrote: Hi all, there's a bug in Image::computeImageSizeInBytes(int width,int height, int depth, GLenum pixelFormat,GLenum type,int packing). It's easiest to reproduce if you try to compress rectangular texture with width height using DXT compression. Last mipmaps with height 4 will get corrupted and some mipmaps may be lost because of computed size different from the actual one. Use osgconv --compressed -O OutputTextureFiles test01.ive out.osg on attached sample to create corrupted .dds file. Problem was introduced with change # 12912 from January I think and comes from not taking block nature of DXT compression into account in computeImageSizeInBytes function. computeRowWidthInBytes computes average row size for DXT correctly but later there's no code to clamp height to 4 in computeImageSizeInBytes for rectangular DXT textures (I think computeBlockSize works as clamp for square ones so error is not present in such case). Perhaps other texture formats are affected too but I tested only DXT so far. I'll try to prepare fix but not before January 2nd. Best, Marcin Prus ___ 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 culling that works with shaders
Hi Glenn, Just a quick reply as I'm just back from holiday season and rather cold on techy topics. Currently the OSG's culling is based around testing a internal nodes bounding sphere against the view frustum polytope and the geometry leaves bounding boxes. With shaders having the ability to move geometry around it obvious introduces a where is it now? issue for any of the present bounding volume code that tries to handle geometry with such shaders. Currently the OSG has an osg::Drawable::setInitialBound(..) feature but this is really crappy and has long deserved a complete overhaul in the face of widespread usage of shaders. I don't believe tackling this issue by just providing some for of culling callback/control would be sufficient as it's not only culling traversals that need to test the whereabouts of geometry in the scene graph. What exactly a general purpose solution might be I can't say without putting some more time thinking about the topic. A good first step would be to improve the bounding box controls in osg::Drawable so it's better at managing user set bounding volumes. Robert. On 4 January 2013 15:44, Glenn Waldron gwald...@gmail.com wrote: Robert et al., The topic of culling vis-a-vis shaders has come up a few times recently. The issue is: if you transform or emit vertices in a vertex, geometry, or tessellation shader, the new position information is not available to OSG's culling mechanism. This may result in visible geometry being culled. One approach is to artificially inflate the bounds of your geometry. Not very elegant. Cull callbacks won't help, since the visibility logic is in CullStack::isCulled() which executes before any cull callbacks. What I would like to do is use a custom frustum for culling. In my app I have just such a frustum, and I tried applying it the the current osg::CullingSet; but that CullingSet is automatically kept in sync with the Camera frustum and my changes get overwritten. I think we need a general-purpose solution, since this topic is bound to come up again. Here are a couple ideas: 1) Allow the user to customize CullStack::isCulled() in some way, either with a callback, or by making the isCulled() variants virtual. 2) Allow the user to apply a custom visibility frustum to the osg::CullingSet. (Calling CullingSet::setFrustum works, but gets automatically overwritten when there are subsequent Transforms in the scene graph.) I look forward to your thoughts. Glenn Waldron / @glennwaldron / osgEarth.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] OSG COLLADA build problem, Windows, vs2008
On 6 January 2013 09:37, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, I've sent a fix for that : http://forum.openscenegraph.org/viewtopic.php?t=11204 The fix is not yet merged into trunk. It is now :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems building OSC plugin on VS2008
Hi Chris, I merged some changes to the OSC plugin from Stephan this morning, and Aurlien's fix to the dae plugin so could you try out the latest svn/trunk and see what the status is? Thanks, Robert. On 5 January 2013 19:35, Chris Hanson xe...@alphapixel.com wrote: Anyone else encountering this? I have no clue, we're just trying to batch-build. d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(101) : error C2535: 'osc::OutboundPacketStream osc::OutboundPacketStream::operator (osc::int32)' : member function already defined or declared ... d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(97) : see declaration of 'osc::OutboundPacketStream::operator ' .\daeReader.cpp(298) : error C2039: 'data' : is not a member of 'std::vector_Ty' ... with ... [ ... _Ty=char ... ] -- 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 @alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ 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] mapping to video koordinate system
Hi David, On 7 January 2013 11:21, DavidHornung horn...@googlemail.com wrote: how can I map a rectangle in my osg world on a rectangle with the same size in a Video? The Video is behind the OSG Scene. Probably solve this in a similar way to one would answer the generic question how long is a piece of string? The bottom line is we can't answer you question as it's too open ended. Is you OSG world a 3D one, an perspective or orthographic one? When you say rectangle in my OSG world, what exactly do you mean? What about the rectangle in the video, is the dimensions of the vedeo frame or a rectangle that is within the video image? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent objects in front of video in camera node with POST RENDER
Hi David, If you want to blend the 3D objects ontop of a background image/video then the best way would be to change the background Camera RenderOrder to PRE_RENDER and disable the clear of the colour buffer for the main Camera so that is doesn't overwrite the background. Robert. On 7 January 2013 13:37, DavidHornung horn...@googlemail.com wrote: Hello, I implemented the example from the book OSG3 Cookbook where is described how to play a Video in background of a 3D Scene. There they used POST_RENDER to achieve the behind effekt. Is it so possible to use BLEND in this setup, so that a 3D Object is semitransparent to the Video ? Cheers, 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] mapping to video koordinate system
Hi, for example: I have a video of a football game, the teal camera always stays in its place and force the same point. Now I want to add a virtual football field on the one in the video. So how can i get the camera parameters the real camera had(unknown) for my virtual camera so that their views fit together? Which techniques are there? Hope now it is more clear Cheers, David Am 07.01.2013 15:43, schrieb Robert Osfield: Hi David, On 7 January 2013 11:21, DavidHornung horn...@googlemail.com wrote: how can I map a rectangle in my osg world on a rectangle with the same size in a Video? The Video is behind the OSG Scene. Probably solve this in a similar way to one would answer the generic question how long is a piece of string? The bottom line is we can't answer you question as it's too open ended. Is you OSG world a 3D one, an perspective or orthographic one? When you say rectangle in my OSG world, what exactly do you mean? What about the rectangle in the video, is the dimensions of the vedeo frame or a rectangle that is within the video image? 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] transparent objects in front of video in camera node with POST RENDER
Hi, thank you for the tip, but now I have the Effekt that my transparent object is first transparent to the video and then gets its full color, like the color gets added each time David. Hi David, If you want to blend the 3D objects ontop of a background image/video then the best way would be to change the background Camera RenderOrder to PRE_RENDER and disable the clear of the colour buffer for the main Camera so that is doesn't overwrite the background. Robert. On 7 January 2013 13:37, DavidHornung horn...@googlemail.com wrote: Hello, I implemented the example from the book OSG3 Cookbook where is described how to play a Video in background of a 3D Scene. There they used POST_RENDER to achieve the behind effekt. Is it so possible to use BLEND in this setup, so that a 3D Object is semitransparent to the Video ? Cheers, 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which GPGPU postprocessing method is best for me?
Thank you Jeremy I'll have a look at that implementation (I was actually just reading through Rui Wang's cookbook when you posted this). In the meantime I'll also try compiling osgPPU and osgCompute and go through some examples to assess which of these can accomplish what I am looking to do. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51827#51827 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Visual Studio compilation error
Hello all, I am attempting to build the trunk version of osgPPU against the trunk version of osg and cuda 5.0 using Visual Studio 2010 SP1 on Windows 7 x64. I am trying to build in 32-bit mode and so I'm pointing to the 32-bit versions of the CUDA libraries that come with CUDA 5.0. I also built osg in 32-bit mode. I am also using CMake 2.8.9 . Before getting to the compilation errors, is there a known incompatibility between anything I just described? CMake was having a hard time finding CUDA-related values automatically so I mostly set them manually as follows: CUDA_DIR : C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0 CUDA_INCLUDE : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/include CUDA_NVCC : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/bin/nvcc.exe CUDA_NVCC_FLAGS : -ccbin $(VCInstallDir)bin;-DWIN32 CUDA_SDK_DIR : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0 FOUND_CUDA : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/lib/Win32/cuda.lib FOUND_CUDART : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/lib/Win32/cudart.lib FOUND_CUDA_NVCC_INCLUDE : C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v5.0/include Does any of this seem incorrect? Lastly, when I go to build this project in Visual Studio it builds everything successfully except for the cudakernel project which has more than 100 errors. I'll post some of them here (there are many more of the C2719 errors but I think you'll get the point): Error 2 error C2371: 'size_t' : redefinition; different basic types c:\program files (x86)\microsoft visual studio 10.0\vc\include\codeanalysis\sourceannotations.h 27 Error 3 error C4235: nonstandard extension used : '__unaligned' keyword not supported on this architecture c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\INCLUDE\stdlib.h 342 Error 4 error C2719: 'val': formal parameter with __declspec(align('8')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2642 Error 5 error C2719: 'val': formal parameter with __declspec(align('8')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2647 Error 6 error C2719: 'val': formal parameter with __declspec(align('8')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2672 Error 7 error C2719: 'val': formal parameter with __declspec(align('8')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2677 Error 8 error C2719: 'val': formal parameter with __declspec(align('16')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2682 Error 9 error C2719: 'val': formal parameter with __declspec(align('16')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2687 Error 10 error C2719: 'val': formal parameter with __declspec(align('16')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2712 Error 11 error C2719: 'val': formal parameter with __declspec(align('16')) won't be aligned c:\program files\nvidia gpu computing toolkit\cuda\v5.0\include\surface_functions.h 2717 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51828#51828 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Happy New Year.
Well, my New Years resolution of publishing more stuff so far has fallen flat on its face. :( I have a whitepaper detailing how (I think) VPB/OSG/PagedLOD structures, build and uses data which I think many people would find useful, but I haven't polished it up and published it yet. Soon... Also, I'm still getting client releases and materials to talk about some of the other nifty projects we've done over the last year or two. And we have some more pre-compiled binaries to release, but I need to structure the web site to present them... And my cloning project has yet to produce a carbon copy of me to do all this drudge work while I code, or sip cold Macallan somewhere warm and tropical. BTW, that house in Skyfall was yours right? Pity about it gettin' blowed up an' all. ;) On Mon, Jan 7, 2013 at 6:31 AM, Robert Osfield robert.osfi...@gmail.comwrote: On 1 January 2013 19:48, Chris Hanson xe...@alphapixel.com wrote: I'm sure everyone, like myself is recovering, and playing, and spending non-work time, but I wanted to give a shout-out to everyone for a great and prosperous 2013. My I pass on my new years greetings to yourself and everyone else in the community :-) I'll be posting some cool OpenGL and OSG-related projects and whitepapers and stuff in the next couple of weeks (I'm slow...) so go check out AlphaPixel's twitter/facebook/G+/LinkedIn/telepathy feed. Ooo tantalizing, any updates on this :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Install OpenSceneGraph-3.1.3 give me a No WindowSystemInterface error ?
We're working on updating our builds as well, which will include the COLLADA loader, if we can ever get it to compile. ;) On Sun, Jan 6, 2013 at 6:49 AM, Mohamed Alji osgfo...@tevs.eu wrote: ** Excellent Philip your solution worked ! -- Mohamed ALJI Blog http://aljilogy.blogspot.fr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51799#51799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Building OSG/Producer/OT 1.2 w/gcc 4.4.5
Hi, I find myself in need of building OSG/Producer/OT 1.2 to support a legacy project. I am using gcc 4.4.5. I am getting numerous compile errors regarding undeclared functions such as memset, memcpy, getenv and so on. These seem easy enough to correct by adding the proper includes to the .cpp files in which the errors are found, but before I continue to do so, I thought I should ask if this was the correct or best approach and if I should expect any issues downstream in doing this or in general with building OSG/Producer/OT with 1.2 w/gcc 4.4.5. CD ... Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51831#51831 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building OSG/Producer/OT 1.2 w/gcc 4.4.5
On 01/07/2013 04:25 PM, Conan Doyle wrote: Hi, I find myself in need of building OSG/Producer/OT 1.2 to support a legacy project. I am using gcc 4.4.5. I am getting numerous compile errors regarding undeclared functions such as memset, memcpy, getenv and so on. These seem easy enough to correct by adding the proper includes to the .cpp files in which the errors are found, but before I continue to do so, I thought I should ask if this was the correct or best approach and if I should expect any issues downstream in doing this or in general with building OSG/Producer/OT with 1.2 w/gcc 4.4.5. Hi, Conan, I vaguely recall having all kinds of problems with OSG 1.2 compiling with any version of gcc4. I think we ran into this when we upgraded our version of Red Hat in the lab, and the new version switched from gcc3 to 4. Our solution at the time was to go ahead and upgrade to OSG 2.0. The point being, there probably isn't a right way to do this. Whatever works best for you is probably the right way. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which GPGPU postprocessing method is best for me?
Hi Ethan, You may found the osgeffectcompositor in osgRecipes project as Jeremy says. I'm currently working on a better version of ViewDependentShadowMap and will try to provide a complete pipeline using forward shadows and deferred shading work. It is always appreciated if you and others could provide some more ideas and suggestions. :-) Wang Rui 2013/1/8 Ethan Fahy ethanf...@gmail.com Thank you Jeremy I'll have a look at that implementation (I was actually just reading through Rui Wang's cookbook when you posted this). In the meantime I'll also try compiling osgPPU and osgCompute and go through some examples to assess which of these can accomplish what I am looking to do. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51827#51827 ___ 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] Can OSG be used as a tool to edit maps?
My question is as an offset to a discovery that osgEarth does not allow saving a map it generates, to the hard disk. So I was wondering that if osgEarth is only for displaying maps, and virtual planet builder was to split up a map into tiles and lod's, and osgEdit was meant only for minor modelling of a scene, then that leaves me with only OSG itself, which has to be programmed in such a way that it allows me to edit a scene the way I want to edit it. Eg.If I have a vector map (in whatever format) and I want to change a few details (like the color of a few lines) in it and save the map (as .osg or .ive or any other format), is my only option to use OSG for this task? What is the best way to edit maps using osg related tools? I'm ready to do some amount of programming related to it, as long as I can customize it as per the intricate details I want to edit. Raster, vector and maybe even DEM. Nav of Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51835#51835 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org