Re: [osg-users] [vpb] Link error

2013-03-01 Thread Tonino Tarsi
Hi,

Thanks Sebastian . This solved the problem :-) Finally I have my VPB binary on 
windows ... now start working :-)


Thank you!

Cheers,
Tonino

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Re: [osg-users] OSG Render Thread in Qt: Access to scene data from main app thread

2013-03-01 Thread Aitor Ardanza
Hi Robert,

So if I have a class where I describe the scene content and where I do changes 
in real time int update function like this:


Code:

DemoOSGScene.h

/*! Cidetec data osg scene class */
class DemoOSGScene: public OSGScene
{
public:
//! An DemoOSGScene constructor.
/*!
A more elaborate description of the constructor.
*/
DemoOSGScene();
//! An DemoOSGScene destructor.
/*!
A more elaborate description of the destructor.
*/
~DemoOSGScene(void);

/** \fn osgGenerals::OSGGroup* getSceneGroup()
Return the scene group
\return  osgGenerals::OSGGroup 
*/
osg::Group* getSceneGroup() { return _rootGroup; }; 
/** \fn void update()
Update scene necesary values
\return
*/
void update();
void initialize();

protected:
float getDistanceBetweenObjs(osg::Vec3 obj1, osg::Vec3 obj2);

osg::MatrixTransform*   _mainObject;
std::vectorSceneObject_sceneObjectsContainer;

osg::Vec3   _mainObjectV;   
//main object velocity vector

int _dificulLevel;
float   _nextObject;

osg::Node*  _manzana;
};





and the cpp


Code:

DemoOSGScene::DemoOSGScene()
{
_type = DEMO;

_rootGroup = new osg::Group();
_rootGroup-setDataVariance( osg::Object::DYNAMIC ); 
//define scene camera positions
LookAtCamera camera0 = {osg::Vec3f(0.0, 0.0,0.0), 
osg::Vec3f(0.0,100.0,100.0), osg::Vec3f(0.0,0.0,1.0)};
addCameraPos(camera0);

//lights

_rootGroup-addChild(osgGenerals::createLight(osg::Vec3(50.0,200.0,200.0), 
osg::Vec4(0.9,0.9,0.9,1.0)));

//load scene models
...

_dificulLevel = 1;
_simulTime = 0.0;
}

DemoOSGScene::~DemoOSGScene(void)
{

}
void DemoOSGScene::initialize()
{
_nextObject = 3.0;
_mainObjectV.set(0.0,0.0,0.0);
_sessionScore = 0.0;

//clean object container
for(int i=0;i_sceneObjectsContainer.size();i++)
{
_rootGroup-removeChild(_sceneObjectsContainer[i].node);
_sceneObjectsContainer.erase(_sceneObjectsContainer.begin()+i);
i--;
}


_mainObject-setMatrix(osg::Matrix::translate(osg::Vec3(mainObjectInitPos[0],mainObjectInitPos[1],mainObjectInitPos[2])));
}

void DemoOSGScene::update()
{
float delta = _simulTime - preSimulTime;

//update objects position
{
...
}

//verify scene object collisions
{
...
}

//create or delete objects
{
...
}

preSimulTime = _simulTime;
}




So in update function I need access to _rootGroup, _sceneObjectsContainer...

I have found this solution:

Code:

class UpdateRootCallback : public osg::Drawable::UpdateCallback
{
public:
  virtual void update( osg::NodeVisitor* nv,
  osg::Drawable* drawable )
  {
...
  }
};

_rootGroup-setDataVariance( osg::Object::DYNAMIC );
_rootGroup-setUpdateCallback( new UpdateRootCallback );




But I need to pass my objects pointers from DemoOSGScene... and I don't know 
how to put thread access control for the objects... 

Is this the best solution?

Thank you!

Cheers,
Aitor

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[osg-users] delete scene osg

2013-03-01 Thread lucie lemonnier
Hi,

I want to delete a complete scene. I use 
root-removeChildren(0,root-getNumChildren());
Does it destroys the objects in the scene?

Thank you!

Cheers,
lucie

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Re: [osg-users] delete scene osg

2013-03-01 Thread Sebastian Messerschmidt

Hi Lucie

Hi,

I want to delete a complete scene. I use 
root-removeChildren(0,root-getNumChildren());
Does it destroys the objects in the scene?
Yes and no. First of all it does exactly what the name says. It removes 
the children from the group.
If you don't reference the nodes below that scene anymore(via 
osg::ref_ptr), they get destroyed (i.e. if their reference count is zero)
A simpler approach is to do: root = new osg::Group(), which will also 
detach all children and is less pain ;-)


As you are speaking of the scene, you probably should consider simply 
setting the viewers scenedata to an empty group:


viewer.setSceneData(new osg::Group());

cheers
Sebastian


Thank you!

Cheers,
lucie

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[osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-01 Thread Trajce Nikolov NICK
Hi Community,

I am working with txp database and using shaders per nodes in the scene so
I come with a need to inject a NodeVisitor when a portion of a database is
paged in. Any hints for this? Robert?

Thanks a bunch,

Cheers,

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[osg-users] [vpb] osgdem crash un win32

2013-03-01 Thread Tonino Tarsi
Hi,

At the end I has able to compile:

1) downloaded latest source code of OSG ( OpenSceneGraph-3.0.1 )
2) binary 3th parth  from 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies ( 
3rdParty_VC10_x86_x64.zip )
3) VPB ( VirtualPlanetBuilder-0.9.12 )

The problem now id that osgdem crash. To be syre the problem is not in my data 
I used the blu barble data and the command in the book ( OpenSceneGraph 3 
Cookbook )

Commad I used is :


Code:
vpbmaster -t TrueMarble.4km.10800x5400.tif --geocentric -o output/out.os
gb




Output is 


Code:

C:\Tempvpbmaster -t TrueMarble.4km.10800x5400.tif --geocentric -o output/out.os
gb
--geocentric
-t TrueMarble.4km.10800x5400.tif
ADD: TrueMarble.4km.10800x5400.tif
-o output/out.osgb
Adding terrainTile
DataSet::generateTasks_new
local_extents = xMin() -180.00 180.00
yMin() -90.00 90.00
AR=2.00 C1=2 R1=1
Computed maximum source level = 6
Selected single split at 3
local_extents = xMin() -180.00 180.00
yMin() -90.00 90.00
AR=2.00 C1=2 R1=1
   Task directory already created
   Log directory already created
totalNumOfTasksSansRoot = 8
getTaskName(2,0,0) no nest, 3 0
getTaskName(2,0,1) no nest, 3 0
getTaskName(2,1,0) no nest, 3 0
getTaskName(2,1,1) no nest, 3 0
getTaskName(2,2,0) no nest, 3 0
getTaskName(2,2,1) no nest, 3 0
getTaskName(2,3,0) no nest, 3 0
getTaskName(2,3,1) no nest, 3 0
Generated tasks file = build_master.tasks
Revsion source = output\out.osgb.0.source
Setting up MachinePool to use all 4 cores on this machine.
Begining run
scheduling task : tasks/build_root_L0_X0_Y0.task
scheduling task : tasks/build_subtile_L2_X0_Y0.task
scheduling task : tasks/build_subtile_L2_X0_Y1.task
machine= running task=tasks/build_root_L0_X0_Y0.task
scheduling task : tasks/build_subtile_L2_X1_Y0.task
machine= running task=tasks/build_subtile_L2_X0_Y0.task
scheduling task : tasks/build_subtile_L2_X1_Y1.task
machine= running task=tasks/build_subtile_L2_X0_Y1.task
scheduling task : tasks/build_subtile_L2_X2_Y0.task
machine= running task=tasks/build_subtile_L2_X1_Y0.task
scheduling task : tasks/build_subtile_L2_X2_Y1.task
scheduling task : tasks/build_subtile_L2_X3_Y0.task♪◙scheduling task : tasks/bui
ld_subtile_L2_X3_Y1.task
Now checking for plug-in osgPlugins-3.0.1/osgdb_nvtt.dll
Now checking for plug-in osgPlugins-3.0.1/osgdb_nvtt.dll
osg::Registry::addImageProcessor(ImageProcessor)
Loaded plug-in osgPlugins-3.0.1/osgdb_nvtt.dll and located ImageProcessor
osg::Registry::addImageProcessor(ImageProcessor)
Loaded plug-in osgPlugins-3.0.1/osgdb_nvtt.dll and located ImageProcessor
Now checking for plug-in osgPlugins-3.0.1/osgdb_nvtt.dll
Now checking for plug-in osgPlugins-3.0.1/osgdb_nvtt.dll
osg::Registry::addImageProcessor(ImageProcessor)
osg::Registry::addImageProcessor(ImageProcessor)
Loaded plug-in osgPlugins-3.0.1/osgdb_nvtt.dll and located ImageProcessor
Loaded plug-in osgPlugins-3.0.1/osgdb_nvtt.dll and located ImageProcessor
machine= completed task=tasks/build_root_L0_X0_Y0.task in 13.7 seconds
Number of tasks completed 1, running 3, pending 6. Estimated time to completion
27 seconds, 33.5 percent done.

Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine  a
nd resubmitting task.

machine= completed task=tasks/build_subtile_L2_X0_Y1.task in 14.7 seconds
Number of tasks completed 2, running 2, pending 7. Estimated time to completion
29 seconds, 33.5 percent done.

Warning: Task tasks/build_subtile_L2_X0_Y1.task has failed, blacklisting machine
  and resubmitting task.

machine= completed task=tasks/build_subtile_L2_X0_Y0.task in 15.5 seconds
Number of tasks completed 3, running 1, pending 8. Estimated time to completion
30 seconds, 34.0 percent done.

Warning: Task tasks/build_subtile_L2_X0_Y0.task has failed, blacklisting machine
  and resubmitting task.

machine= completed task=tasks/build_subtile_L2_X1_Y0.task in 16.2 seconds
Number of tasks completed 4, running 0, pending 9. Estimated time to completion
45 seconds, 26.6 percent done.

Warning: Task tasks/build_subtile_L2_X1_Y0.task has failed, blacklisting machine
  and resubmitting task.

End of TaskSet: tasksPending=9 taskCompleted=0 taskRunning=0 tasksFailed=0
End of run: tasksPending=9 taskCompleted=0 taskRunning=0 tasksFailed=0
MachinePool::reportTimingStats()
Machine :
Task::type=''   minTime=13.696950   maxTime=16.204090   averageT
ime=15.032418   totalComputeTime=60.129671  numTasks=4
Finished run, but did not complete 9 tasks.
Total elapsed time = 16.879258
Run Complete.
Recieved signal 15, doing TERMINATE_RUNNING_TASKS_THEN_EXIT.
MachinePool::signal(15)
Machine::signal(15)
Machine::cancelThreads() hostname=, threads=4
  Cancel thread
  Cancel thread
  Cancel thread
  Cancel thread
Completed Machine::cancelThreads() hostname=, threads=4




No output is created and 4 windows with a osgdem crash.



Thank you!

Cheers,
Tonino

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Re: [osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-01 Thread Robert Osfield
Hi Nick,

On 1 March 2013 10:36, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
 I am working with txp database and using shaders per nodes in the scene so I
 come with a need to inject a NodeVisitor when a portion of a database is
 paged in. Any hints for this? Robert?

The easist way to manage doing special operations on the loading scene
graph is to use an osgDB::Registry::ReadFileCallback that allows to
you to interecept the read call do the read operation then post
process the loaded scene graph before you pass it back.  This works
for all read operations including the database pager.

Robert.
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Re: [osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-01 Thread Trajce Nikolov NICK
Thanks Robert. That is exactly what I was looking

Nick

On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 1 March 2013 10:36, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  I am working with txp database and using shaders per nodes in the scene
 so I
  come with a need to inject a NodeVisitor when a portion of a database is
  paged in. Any hints for this? Robert?

 The easist way to manage doing special operations on the loading scene
 graph is to use an osgDB::Registry::ReadFileCallback that allows to
 you to interecept the read call do the read operation then post
 process the loaded scene graph before you pass it back.  This works
 for all read operations including the database pager.

 Robert.
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[osg-users] attribute from osg to vertex

2013-03-01 Thread Andrea Martini
Hi,
i'm finding a lot of difficult to solve this issue: pass uniform and attribute 
parameters from osg application to shader.

In particular, referred to attribute (or in) parameter in vertex program :


Code:

#version 150
  
attribute vec3 Vertex;
attribute vec2 Uv;

uniform mat4 osg_ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 osg_ViewMatrixInverse;
uniform vec3 ModelScale;




How can i pass these data from my osg application?

Currently, in my osg applycation i use :

Code:

mProgram-addBindAttribLocation(Vertex,0);
mProgram-addBindAttribLocation(Uv,8);




Is it correct? 

I looked at an example on OpenSceneGraph 3 cookbook chapter 6,  Using the 
bump tecnique where to pass these attributes :

  
Code:
  
attribute vec3 tangent;
attribute vec3 binormal;




The authors (Rui Wang, Xuelei Qian) use a ComputeTangentVisitor nodevisitor 
class to compute tangent and binormal for each vertex:


Code:

class ComputeTangentVisitor : public osg::NodeVisitor
{
public:
void apply( osg::Node node ) { traverse(node); }

void apply( osg::Geode node )
{
for ( unsigned int i=0; inode.getNumDrawables(); ++i )
{
osg::Geometry* geom = 
dynamic_castosg::Geometry*( node.getDrawable(i) );
if ( geom ) generateTangentArray( geom ); 
//setGeometryVertexArray(geom);
}
traverse( node );
}

void generateTangentArray( osg::Geometry* geom )
{
osg::ref_ptrosgUtil::TangentSpaceGenerator tsg = new 
osgUtil::TangentSpaceGenerator;
tsg-generate( geom );
geom-setVertexAttribArray( 6, tsg-getTangentArray() );
geom-setVertexAttribBinding( 6, 
osg::Geometry::BIND_PER_VERTEX );
geom-setVertexAttribArray( 7, tsg-getBinormalArray() 
);
geom-setVertexAttribBinding( 7, 
osg::Geometry::BIND_PER_VERTEX );
}
};




and bind them with the following code :

Code:

ComputeTangentVisitor ctv;
ctv.setTraversalMode( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN );
mModel-accept( ctv );
mProgram-addBindAttribLocation(tangent,6);
mProgram-addBindAttribLocation(binormal,7);




But, in my case vertex are already exist. So i suppose to use only :

mProgram-addBindAttribLocation(Vertex,0);



And what about the Uv parameter? The texture i have to pass to fragment, is a 
RTT Camera image, on which i would like to apply some effects.
How can i pass these texture coordinates to shader?

About the uniform parameters, is there a way to pass the ViewMatrix?

I used myCamera-getViewMatrix() in my osgapplication, and i set uniform to 
this value inside a callback:


Code:

osg::ref_ptrosg::Uniform viewUniformParam = new osg::Uniform(ViewMatrix, 
osg::Matrixf());
viewUniformParam-setUpdateCallback( new 
ViewMatrixCallback(mApplicationCamera.get()) );




with :

 
Code:

class ViewMatrixCallback : public osg::Uniform::Callback
   {
public:
ViewMatrixCallback(osg::Camera* appcamera): 
osg::Uniform::Callback()
{
mApplicationCamera=appcamera;
};

virtual void operator()( osg::Uniform* uniform, 
osg::NodeVisitor* nv )
{
osg::Matrix 
vmFromCamera=mApplicationCamera-getViewMatrix();
uniform-set( vmFromCamera );
}
   protected:
   osg::ref_ptrosg::Camera mApplicationCamera;
};




But i get no results.

Could you give me some suggestions?

Thank you!

Cheers,
Andrea

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Re: [osg-users] Quad buffered on Windows?

2013-03-01 Thread Farshid Lashkari
Hi Chris,

In the Manage 3D settings section of the nVidia control panel, there
should be an option labeled Stereo - Enable. It defaults to OFF. Have the
customer make sure that setting is set to ON.

Cheers,
Farshid


On Fri, Mar 1, 2013 at 9:44 AM, Chris Hanson xe...@alphapixel.com wrote:


   I've been working with a client that wants to show off some spiffy OSG
 stuff on a real 3D display at a convention. Not owning a real 3D display,
 I've tested with a pair of red/blue glasses and the environment vars to
 enable ANAGLYPHIC mode and it works great.

   So far, they have been unable to get into 3D mode using the
 OSG_STEREO=ON
 OSG_STEREO_MODE=QUAD_BUFFER
 environment variable.


   System specs are:
 Windows 7 64-bit, Intel Xeon CPU 2.00GHz 2 processors, 12 GB of RAM)
 Quadro FX 3700 total memory 4095, driver version 310.90
 3D Stereo Enabled: On-board DIN connector
 Dell Alienware2310 Monitor, 120 Hz

   Anyone have any tricks for making this work? Doesn't seem like it should
 be too hard.

 --
 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 • osgEarth • Terrain • Telemetry •
 Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
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Re: [osg-users] Quad buffered on Windows?

2013-03-01 Thread Chris Hanson
I suggested this and they confirm it is on.

There doesn't seem to be a lot of troubleshooting opportunities. I'm going
to get a heavy debug dump from OSG notify and see if I see OSG complaining
about anything not being available.


On Fri, Mar 1, 2013 at 11:15 AM, Farshid Lashkari fla...@gmail.com wrote:

 Hi Chris,

 In the Manage 3D settings section of the nVidia control panel, there
 should be an option labeled Stereo - Enable. It defaults to OFF. Have the
 customer make sure that setting is set to ON.

 Cheers,
 Farshid


 On Fri, Mar 1, 2013 at 9:44 AM, Chris Hanson xe...@alphapixel.com wrote:


   I've been working with a client that wants to show off some spiffy OSG
 stuff on a real 3D display at a convention. Not owning a real 3D display,
 I've tested with a pair of red/blue glasses and the environment vars to
 enable ANAGLYPHIC mode and it works great.

   So far, they have been unable to get into 3D mode using the
 OSG_STEREO=ON
 OSG_STEREO_MODE=QUAD_BUFFER
 environment variable.


   System specs are:
 Windows 7 64-bit, Intel Xeon CPU 2.00GHz 2 processors, 12 GB of RAM)
 Quadro FX 3700 total memory 4095, driver version 310.90
 3D Stereo Enabled: On-board DIN connector
 Dell Alienware2310 Monitor, 120 Hz

   Anyone have any tricks for making this work? Doesn't seem like it
 should be too hard.

 --
 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 • osgEarth • Terrain • Telemetry •
 Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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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 • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
Android
@alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
623-PIXL [7495]
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