Re: [osg-users] osgWidget for drawing control panels
Alberto Luaces writes: Hi, I am in the process of creating a control panel for a simulator, using osgWidget for drawing the controls. I want to draw a turning knob, but it is not very clear how to specify the origin for the rotation of the widget. By default, all the widgets rotate over (0, 0), that is, their bottom-left corner. Has anyone developed a widget similar to a compass or a speedometer with osgWidget? This is what I eventually got — subclassing the window and overwriting the transform to fit my needs: --8---cut here---start-8--- class window_pivot_center: public osgWidget::Box { public: window_pivot_center(const std::string name): osgWidget::Box(name) {} void update() { osgWidget::Box::update(); osgWidget::point_type w, h; w = getWidth(); h = getHeight(); osg::Matrix t = osg::Matrix::translate(-w/2, -h/2, 0); osg::Matrix r = osg::Matrix::rotate(osg::DegreesToRadians(getRotate()), 0, 0, 1); osg::Matrix tinv = osg::Matrix::translate(w/2, h/2, 0); osgWidget::Point p = getPosition(); osg::Matrix pos = osg::Matrix::translate(p[0], p[1], 0); setMatrix(t * r * tinv * pos); } }; --8---cut here---end---8--- -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: issue about NaN detected by CullVisitor.
Hey, It has been fixed. I have forget to port the getScreenSettings function, once it been ported, the test program can running on the target. can you tell me how you solved the problem exactly? Thank you! Gickl[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55664#55664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to grasp an object in virtual scene by using a CyberGlove and OSG?
Hi Junjie, I don't think there is anything related to physics and collision detection in OSG, you might want to look at physics engines like ODE or Bullet and integrate them in your application. There are things like osgODE and osgbullet out there, but I don't know about their status or if they will be adapted for your application. ... Enjoy! Alexandre -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55696#55696 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aspect Ratio Issue in iOS
Actually the answer you wrote on the mailing list fixed the issue. I just added this line before the setViewport call: Code: _viewer-getCamera()-setProjectionMatrixAsPerspective(45.0, aspectRatio, 0.5, 10); When aspect ratio is the view's frame's width/height. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55690#55690 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Installation process
Hi, Initially I tried to install osg by per-compiled binaries as explained by Loanna |IT by IT in his post I downloaded OpenSceneGraph-3.0.1-VS9.0.30729-x64-debug-12741.7z and OpenSceneGraph-3.0.1-VS9.0.30729-x64-release-12741.7z along with sample dataset OpenSceneGraph-Data-3.0.0.zip.I created installation folder in my C: drive. setting up all the environment variables I run the command osgversion in command prompt got error saying osgversion is not recognized as internal or external command, operable program or batch file I tried to resolve but not succeed. Then again I tried to install osg with source code by using Cmake. I loaded CmakeList.txt file into where is source code and where to build binaries fields of Cmake GUI. after clicking the configure button I got Error message error in configuration process, project files may be invalid'. I changed path of where to build binaries to build folder of the installation directory. please tell me where I am wrong and how to fix the isue. Thank you! Cheers, Erappa -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55726#55726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Undocking osg qt widget from tab window
Hi, I am trying to undock an from a QTabWidget: Code: QWidget* gv = // here is the osgviewer widget (using Qt's OGLWidget) QDialog* dlg = new QDialog(this); dlg-setWindowTitle(hello earth); QHBoxLayout* pMainLay = new QHBoxLayout; gv-setMinimumSize(100,100); gv-setGeometry(100,100,300,300); pMainLay-addWidget(gv); dlg-setLayout(pMainLay); ui-tabWidget-removeTab(ui-tabWidget-currentIndex()); // removes the currently active tab dlg-show(); There is nothing to see in the new dialog. Did I missed something? How to copy the earth view properly into a new widget? Should I use a composite viewer for this kind of task? It seems there is not even the osg view visible (no blue canvas)... I also tried: Code: QWidget* tab = ui-tabWidget-currentWidget(); tab-setParent(this); tab-setWindowFlags(Qt::Dialog); tab-setMinimumSize(400, 400); tab-setGeometry(100, 100, 500, 500); ui-tabWidget-removeTab(ui-tabWidget-currentIndex()); tab-show(); Everything works as expected when using standard QWidgets but the osg viewer is not shown. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55761#55761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and HMD
Thanks all for the replies. So what would you do: A: use OSG and add advanced graphics features to improve picture quality? B: use prof. engine that already supports HMD and try to minimize latency? I really like to read your opinions on this! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55728#55728 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to constantly render a very far object?
Hi Robert, Thank you for response. There is a little problem. I'm currently doing a simulation project. All parameters ( including camera position and fovy, object position and size, and even texture size ) are assigned based on the real-world situation. And my job is to track the target pixel out of many other noise pixels. So zooming camera or object my not be a very good idea. I'd like to try to enable antialising and see what happens. Thanks. Mengyu robertosfield wrote: Hi Mengyu, It's hard to say exactly why it's disappearing but my best guess would be the aliasing of a sub pixel sized object is resulting to appearing/disappearing. The way I'd tackle it would be to render the object to a texutre wth the camera zoomed into to render the object at a large than pixel size. Then render an oversize quad with this texture on and let OpenGL mipmpa filtering of the texture handle the antialiasing for you. This would be a form of impostor/image based rendering. Another approach would be to scale the object so it's not subpixel in sized. Robert. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55755#55755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] [Android + FFmpeg] unable to play audio
Hi all, I'm having some troubles trying to play a video file with audio on Android. Basically, I load a video file with the FFMpeg plugin, the video is correctly shown but the audio is not. In the Logcat, I can see that the FFMpeg Audio stream is succesffully created, so there should not be any problem on this side. I'm using OSG 3.1.9 with FFMpeg 1.0.7. Someone encountered a similar issue before? What could you suggest me? Thank you! Cheers, Gioacchino -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55765#55765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2D Overlay on HUD
Thank you for your replies. @Alexandre: I don't want to move the camera, I only need an overlay of the current object on top of the screen. @Robert: This is not at all what I'd like to have. I think, when I implement it in the way you suggest it, the flight object will always be on top. But it should also stay in the scene on the given position. What I have done till now is a second camera for a HUD, which contains additional draw objects (like quads, circles, triangles). These object are free in position on the 2d screen. Now I want one of these objects to overlay always the flight object. These objects shoud stay fixed in their size on the screen, indepent of the current zoom level. So it could happen that the overlay objects only overlays parts of the flight object or the entire object. Another requirement of this, is to show the position of the flight object when it's not on the current viewed clip (/scene). So when the flight object moves out of the current screen the overlay should stay on the border of the screen and show the position of the flight object, so that the user knows where to find the specific object. I hope it's now more understandable. Thank you! Hen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55778#55778 ___ 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 the pixel length of a string
robertosfield wrote: Hi Xiangfei, On 24 July 2013 05:55, Xiangfei Cui wrote: I have a question. I create a osgText::Text and set the CharacterSizeMode to SCREEN_COORDS. How can I get the pixel length of a string ? There isn't a specific function for this. The Text drawable has a getBound() method that returns an osg::BoundingBox that encompasses the whole text item, would this be sufficient? What are you trying to with the pixel length? Robert. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum I need to show a legendframe that contains a lenged and relevant annotations(Text) beside the legend in the window, as the figure shows. The height and width of the legendframe are computed automatically according to the annotations. So I need to know the height and width of the annotations. The height is easy to get as it's set by SetCharacterSize, but how could I get the width, e.g. the pixel length of the annotations. Sorry about my poor English and Do I make the question clear ? getBound is available but it produce a incomprehensible result.[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55790#55790 Attachments: http://forum.openscenegraph.org//files/qq20130807112838_154.bmp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to return a NULL value of osg::Vec3f type
Hi, Thank you so much for your answers and you helped me a lot. But I don't know how to mark this question as solved because I am newbie here. I raised this question because in the beginning I thought the osg::Vec3f is constructed using std::vector template (it seems that I was wrong:( ). So I was wondering why it cannot return NULL as vector did. Next I think I need to read the source code of osg to better understand the underlying stuff. Thank you! Cheers, Yong -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55818#55818 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] help~, i used multi-threads loading function, but osg error..?
Hi, first i'm sorry for my english writing skill. i'm begginer ^^; :( :-* i try to 28 multi-threaded node loading test. total polygon is 5*10^6, vertices are 3*10^6. sometime, osgDB::readNodeFile has error like this, when the first running, 1. Warning: Could not find plugin to read objects from file xxx02.osg == this message has random osg file, ex) xxx07 or xxx09 @@; and the second running, 2. access violation(0x00~~~) and the third running, 3. no problem, my helicopter was loaded within 2minutes. and 4,5,... running does not take any error, all success. only when i was root and running, the 1. 2. error comes to me. 3ds max file has 28 groups like this, xxx0.osg, xxx1.osg, xxx2.osg . xxx27.osg later read that osg files by 28 multithreaded readNodeFile(), i attached to root node by 28 node groups. why sometimes random loading error? i attached my very simple source. check this source ... Thank you! Cheers, CHANG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55848#55848 Attachments: http://forum.openscenegraph.org//files/main_737.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Missing plugin
Hi, I tried to run the sample example osganimation.cpp and I didnt find the fallowing files in my insatallation directory. osgAnimation/UpdateMatrixTransform osgAnimation/StackedTranslateElement osgAnimation/StackedRotateAxisElemen I installed osg by using OpenSceneGraph-installer.exe. where can I get These missing files/plugins. cheers Naik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55842#55842 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] General Question:
Question: In which decade was the American Institute of Electrical Engineers (AIEE) founded? Ans: 1880s Read More: Movers in Chennai|Packers Movers Chennai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55857#55857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] General Question:
Question: In the last one decade, which one among the following sectors has attracted the highest foreign direct investment inflows into India? Ans: Telecommunication Read More: Movers in Chennai|Packers Movers Chennai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55855#55855 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] General Question:
Sorry, my fault, accidently approved this message. The user is already banned :) Art On 17.08.2013 08:21, mekalarose wrote: Question: In which decade was the American Institute of Electrical Engineers (AIEE) founded? Ans: 1880s Read More: Movers in Chennai|Packers Movers Chennai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55857#55857 ___ 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] osgOcean_River
Hi, Running osgRiver, But I can't see water. Can anyone help me? Runnig successfully, loading successfully. Thank you! Cheers, 胥耀 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55921#55921 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] There's no water when osgRiver running, please help me?
Hi, I've got osgRiver.7z. Building success, Running success, Loading resources success. I just can see river.3ds but no water. Can anyone help me? Thank you! Cheers, 胥耀 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55920#55920 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] using stereo with osgview had a problem
Hi, I an new to OSG。And I am tring to use the below command line Code: osgviewer -stereo QUAD_BUFFER cow.osg but it has errors such as GraphicsWindow32::setPixelFormat() -- No matching pixel found based on traits specified. I dont know how to fix it. please help me! Thank you! Cheers, cloudending -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55977#55977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] viewer-getCameraWithFocus() is gone?
Hi, I had the same question and considered myself lucky to find this solution so quickly, but I have a problem: Sporadically, my application crashes in the std::vector code with vector iterator not dereferencable. This happens in the call to back(). Actually I would think that this crash can't happen because I copied your code including the empty() query which should ensure that back() works. The only difference in my code is that I had to add .get(), but I don't think that makes a difference. Do you have any idea why this could crash? I'd guess it's some kind of multithreading issue. Is there anything in osg I should be worrying about here? Thanks and Regards, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55935#55935 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] creating database compatable to osg
hi, i am a beginner to osg. i want to convert the data downloaded from SRTM to a database compatible to osg. can i get as tep by step instruction. my os is windows 7 and im using visual studio 2010 Thank you! Cheers, swathy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55955#55955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgdem and HAE/MSL
Hi, When providing elevation data to osgdem. is it expected to be in HAE (height above ellipoid), or MSL (mean sea level), or can it tell from the input? For example, I am providing elevation data in the AIG/Arc/Info Binary Grid format (.adf). The data represents the elevation of the area in meters MSL. However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off by about 30m (the difference between HAE and MSL at this location). This are the options I ran osgdem with $ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif Is it possible to specify a vertical datum or coordinate system, such as EGM96? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55984#55984 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SHould I use overlay
Hi, To a OTW scenery, I used color on texture to indicate some differentiation to the pilot. However, the color fully masks the texture. Is there any way to overlay both so that the underlying texture is also visible to some extent ie not masked fully. ... Thank you! Cheers, |-) Srikanth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55983#55983 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texturing a node according to its viewport
I found a solution using cullMAsks on Camera and NodeMasks on Node. Thanks, Olivier -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56095#56095 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [SOLVED] Texturing a node according to its viewport
Hi, I've looked for a similar problem on the forum and haven't found but if there is one, then you can hit me :). I will to be as clear as possible, but ask me if there is something that is not. So let us say that I have an application like this : CompositeViewer |--| Camera1 Camera2 |--| ( Scene Root ) I have two cameras part of the same osgViewer, a composite viewer, rendering the same scene on different points of view. There is a drawable in the scenegraph that i want to be textured differently if it is rendered by the camera 1 or 2. As far as I understood, because of the viewer, the rendering of the two cameras are more or less at the same time. So I can not put a predrawcallback on my cameras to change the texture on the drawable because the predrawcallback of the second camera would change the texture before the first camera has rendered the scene. What I wanted to be was to but an osg::Drawable::DrawCallback on my drawable to change texture according to the camera but it seems that it is not possible. Code: virtual void drawImplementation(osg::RenderInfo renderInfo, const osg::Drawable* drawable) const Because the drawable is const and so I can not modify its StateSet to simply change the texture. I obviously could load one scene by viewer, but I was looking for another way to achieve this. I can't see any options remaining so I'm desperately asking for your help :). A bit of context of my problem, I tried to simplify it to be clearer. The drawable I'm talking about is in fact a mirror, and i want that the texture of the mirror (pre-rendered by other cameras) change according to my point of view. Thanks for reading me and for any clue you can give me. Regards, Olivier[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55986#55986 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Cannot find source file VideoFrameDispatcher.cpp
Hi, I'm trying to compile OpenSceneGraph-3.2.0 on OSX 10.8.4 Unfortunately I get the following error, which I can't work out. Code: -- Configuring done CMake Error at CMakeModules/OsgMacroUtils.cmake:277 (ADD_LIBRARY): Cannot find source file: ../QTKIt/VideoFrameDispatcher.cpp I see the file in Code: OpenSceneGraph-3.2.0/src/osgPlugins/QTKit/VideoFrameDispatcher.cpp so I'm a bit confused Thank in advance! Cheers, Edward[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56018#56018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Culling output geometry for areas not covered by source DEM
Hi, I am using OSGDem to combine raster imagery and XYZ elevation data into a textured OSG model for a simple patch of terrain. I have used GlobalMapper to export XYZ data into an elevation-GeoTIFF as input. However, the XYZ data covers a roughly rectangular area which is not axis-aligned, so I have four triangles without valid elevation data in my input GeoTIFF. OSGDem happily produces cliffs in these regions - is there a way to cull out geometry for areas not covered by source elevation data? Thank you! Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56025#56025 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgQt using QEvents to manipulate the scene
Hi all, Firstly, I am not too familiar with osg, so my terminology may be wrong. Let me outline what I am trying to achieve first before I go into my question. I am trying to allow Qt's touch events to be able to manipulate the osg scene to perform transformations such as rotation of the 3d object and zooming. If you think this is impossible with osg let me know, otherwise lets discuss how to use QEvent's such as TouchBegin and TouchUpdate to manipulate the scene. I have worked in Qt before and have created an image viewer that allows me to manipulate a image using my multi-touch table to zoom and rotate so I know Qt 4.7 and onward supports multi-touch input into various widgets. In Qt I was mainly using a QGraphicsView to listen for events and performing manipulations on a scene (a jpg image) in this class. Now I want to take it from manipulating a 2d flat jpg image to manipulating a 3d object (scene?) which will eventually be a map using OsgEarth. For now I have followed the guide in OpenSceneGraph Cookbook 3, chapter 9 Integrating OSG with Qt and have a cow being displayed using a QWidget and GraphicsWindowQt. I'm not sure where the QEvents that perform the manipulation on my cow.osg go in this example. I tried overrided event(QEvent *) in my ViewerWidget : QWidget but don't get any mouse input events so this is obviously the wrong class. Can anybody tell me which class I need to subclass to get access to the event's that are manipulating the scene, in this case the cow.osg node? Also has anybody else tried to use osgQt with touch events? I'm just assuming this is supported since it has been in Qt since 4.7. Kind Regards, Mitch Doran. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56030#56030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with OSG 3.2.0 (ok with 3.0.1)
Hi, I also encountered a problem after switching from OSG 3.0.1 to 3.2.0, regarding texturing using pixel buffer objects. The application I’m working on draws a video texture which is set up as follows: Code: // create instances (m_* indicates that it is a class member) m_videoTexture = new osg::Texture2D; m_videoTexture-setDataVariance(osg::Object::DYNAMIC); m_videoImageBuffer = new osg::Image; m_videoImageBuffer-setImage(CAM_WIDTH, CAM_HEIGHT, 1, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, m_pointerToVideoImageData, osg::Image::NO_DELETE); // attach pbo m_videoImageBuffer-setPixelBufferObject(new osg::PixelBufferObject(m_videoImageBuffer.get())); // assign to texture m_videoTexture-setImage(m_videoImageBuffer.get()); Each time a new video frame arrives the m_videoTexture is dirtied (-dirty()). This approach worked correctly under OSG 3.0.1. Now under OSG 3.2.0 any geometry textured with the video texture remains black. Other objects in the scene are still textured correctly. Furthermore, after upgrading to 3.2.0 I’m getting now the following warning during start up: Warning: detected OpenGL error 'invalid operation' at After Renderer::compile So I think this has to do with my texturing problem. Any suggestions how to fix this problem? Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56034#56034 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] View add/remove/change in composite viewer during runtime
Hi, Ok, I found two ways to do it. 1. set the clear mask for the several views to ( 0 ) view-getCamera()-setClearMask(0); and use cull mask to show or hide the view. 2. use the addView and removeView function of the compositeViewer and also add and remove the graphicsContext of the view. seems like bougth are working. Is there a reason why I should use idea 1. or 2. ? Thank you! Cheers, Mat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56070#56070 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Make a text scroller
Hi, I'm looking for a way to create a text scroller. My pb is that I can move dynamicaly the TextBaseElement using a positionAttittudTransform by I can't hide the top or the bottom of the Element Have you got some tips ? Thank you! Cheers, sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56033#56033 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Does osgviewer stereo mode only work with 3D model
Hi, I want to apply osgviewer stereo mode to a side-by-side image(or other format 3D image).but this mode seem not work.How can I implements this function. Thank you! Cheers, liaojinyi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56046#56046 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] View add/remove/change in composite viewer during runtime
Hi, I have 3 views in a composite viewer. I like to show or hind them. All three views are using the same graphicscontext. in my following approach i try to use a cullmask to turn the views on and off. Ofcourse, the gl_clear is called for every renderstage of the views and the view is still visible. I would like to hind the complete view, including the background. I also figured out, that since I use the same graphicscontext it doesn't matter if I add the view to the composite viewer or not. I will be shown anyway. e.g. When you comment the last lines in the following code. ... redView-getCamera()-setGraphicsContext(graphicscontext); blueView-getCamera()-setGraphicsContext(graphicscontext); greenView-getCamera()-setGraphicsContext(graphicscontext); viewer.addView(redView ); // viewer.addView(blueView ); // viewer.addView(greenView); ... For me it seems like the addView is more like a add context. I also had a second approach where I use the addView and removeView of the composite viewer to show or hind the views. Unfortunately I i hade some other problems with this idea. What else could be a solution for my problem? Code: #include osg/Camera #include osgDB/ReadFile #include osgViewer/Viewer #include osgViewer/CompositeViewer #include osgViewer/ViewerEventHandlers #include osgGA/Trackballmanipulator #include osgGA/GUIEventHandler #include osg/MatrixTransform class MyEventHandler: public osgGA::GUIEventHandler { public: osg::ref_ptrosg::Group m_root; MyEventHandler(osg::Group * root){ m_root = root; } virtual bool handle( const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa ) { switch ( ea.getEventType() ) { case osgGA::GUIEventAdapter::KEYDOWN: switch ( ea.getKey() ) { case 'a': case 'A': { osgViewer::View* view = dynamic_castosgViewer::View*(aa); if ( view ) { if ( m_root-getNodeMask() == 10) { m_root-setNodeMask(11); } else { m_root-setNodeMask(10); } std::cout viewer cullmask: m_root-getNodeMask()std::endl; } else { std::coutnow viewerstd::endl; } } break; default: break; } } return true; } }; class pathMaker{ public: static osg::AnimationPath* createAnimationPath( float radius, float time) { osg::ref_ptrosg::AnimationPath path = new osg::AnimationPath; path-setLoopMode( osg::AnimationPath::LOOP ); unsigned int numSamples = 32; float delta_yaw = 2.0f * osg::PI/((float)numSamples - 1.0f); float delta_time = time / (float)numSamples; for ( unsigned int i=0; inumSamples; ++i ) { float yaw = delta_yaw * (float)i; osg::Vec3 pos( sinf(yaw)*radius, cosf(yaw)*radius, 0.0f ); osg::Quat rot( -yaw, osg::Z_AXIS ); path-insert( delta_time * (float)i, osg::AnimationPath::ControlPoint(pos, rot) ); } return path.release(); } }; int main (){ int m_maxScreenWidth = 1440; int m_maxScreenHeight = 540; osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 200; traits-y = 400; traits-width = m_maxScreenWidth; traits-height = m_maxScreenHeight; traits-depth = 16; traits-windowDecoration = true; traits-supportsResize = true; traits-windowName = TEST; traits-doubleBuffer = true; osg::ref_ptrosg::GraphicsContext graphicscontext = osg::GraphicsContext::createGraphicsContext(traits); if (graphicscontext.valid()) { graphicscontext-setClearColor(osg::Vec4f(0.0f, 0.0f, 0.0f, 1.0f)); graphicscontext-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } osg::ref_ptrosg::Group root = new osg::Group; osg::ref_ptrosg::MatrixTransform rotateNode = new osg::MatrixTransform; osg::ref_ptrosg::Node n = osgDB::readNodeFile(cessna.osg.0,0,90.rot); for ( unsigned int i = 0; i 100 ; i++) // just produce some load for the gpu { osg::ref_ptrosg::MatrixTransform rotateN = new osg::MatrixTransform; rotateN-addChild(n); osg::Quat rot( -3 * i, osg::X_AXIS ); rotateN-setMatrix(osg::Matrix::rotate(rot)); rotateNode-addChild(rotateN); } root-addChild( rotateNode.get() ); osgViewer::CompositeViewer viewer; viewer.setThreadingModel(osgViewer::ViewerBase::ThreadingModel::SingleThreaded); osg::ref_ptrosg::AnimationPathCallback apcb = new osg::AnimationPathCallback; apcb-setAnimationPath( pathMaker::createAnimationPath(50.0f, 6.0f) ); rotateNode-setUpdateCallback( apcb.get() ); osgViewer::View * redView = new osgViewer::View(); osgViewer::View * blueView = new osgViewer::View(); osgViewer::View * greenView = new osgViewer::View(); redView-setName(redView); blueView-setName(blueView); greenView-setName(greenView); redView-setSceneData(root);
[osg-users] Scale model node to specific size
Hi, I wonder if there is a way of scaling a model to a specific size? So if i have two models that have different sizes when loaded into osg, i want to scale these two models so that they have the same lenght or width. Example if i have two models of cars they should both have X length in my osg application regardless of how big they were when created in some model program. I know i could just create the models in the right size to start with. but this is a problem when adding models made by other people. Thank you! Cheers, Zev -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56075#56075 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] No locator found in any of the terrain layers when building osg files
Hi, I tried to build .osg files using the parameters as follows: osgdem -t xxx.tif -o xxx.osg --image-ext jpeg. However, when I opened the generated .osg file with osgviewer, it crashed and reported an error message: Problem, no locator found in any of the terrain layers. Has anyone knows what should I do to fix this problem? Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56076#56076 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] detected OpenGL error 'out of memory' at After Renderer::compile
Hi, I load several model files and encountered the following warning: detected OpenGL error 'out of memory' at After Renderer::compile. Here is my code: int main() { osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer(); osg::ref_ptrosg::Group root = new osg::Group(); osg::ref_ptrosg::Node node1 = osgDB::readNodeFile(E:\\Scene\\Background.ive); osg::ref_ptrosg::Node node2 = osgDB::readNodeFile(E:\\Scene\\N_0.ive);// osg::ref_ptrosg::Node node3 = osgDB::readNodeFile(E:\\Scene\\Q_0.ive);// osg::ref_ptrosg::Node node4 = osgDB::readNodeFile(E:\\Scene\\TH_0.ive);// osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform(); mt-setMatrix(osg::Matrix::rotate(osg::PI_2,osg::Vec3d(1.0,0.0,0.0))); mt-addChild(node1); mt-addChild(node2); mt-addChild(node3); mt-addChild(node4); // root-addChild(mt); // osgUtil::Optimizer optimizer ; optimizer.optimize(root.get()) ; osg::ref_ptrosgGA::TrackballManipulator tb = new osgGA::TrackballManipulator(); tb-setTrackballSize(0.9); viewer-setCameraManipulator(tb); viewer-setSceneData(root.get()); viewer-realize(); viewer-run(); return 0 ; } The four ive files (Background.ive,N_0.ive,Q_0.ive,TH_0.ive) are 400M,260M,211M,410M respectively. I found that,if I only load the first two files, the warning did't appear, but if load one more file of the other two, the warning show up. Has anyone encountered such a problem?Any advice and suggestion will be appreciated... ... Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56121#56121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] OSGDem - generate OSG terrain with pivot?
Hi, I am generating terrain patches which will eventually be parented in the scenegraph to transforms relative to a predefined runtime scene origin. When using OSGDem to generate terrain tiles from UTM-georeferenced data, my geometry receives very large coordinates, which I would like to reposition relative to a specific UTM origin. That's my goal - a hamfisted solution would be to translate everything by (-origin), including the PagedLOD Center, RangeLists, TerrainTiles and Heightfield Origin. There seems to be no built-in option to support this, although I imagine it's a common use case. Am I missing something obvious? Thank you! Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56086#56086 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Isolation view using override and protected StateSets
Hi everyone, I have implemented an isolation view (i.e. show only a selection of nodes, and render the other ones transparent) by creating one node above the root that contains an override StateSet which sets all nodes transparent and then creating exception nodes which have override _and_ protected set to protect the isolated geodes. And for reverting the isolation I simply remove those in-between nodes again. First of all: Is this a good approach? Or do you have a better one? (My goal was to not modify existing nodes, so that I don't need to remember and restore a previous state. The way it is now I can just check if there are nodes matching a certain naming pattern *-ISOLATE and remove those) But my actual problem is: For some reason the isolated geode changes its color minimally. In normal view it is 24,23,24, and in isolated view it's 22,21,22. That color change is definitely not caused by the top-level override. So it must be caused by the protection which I do like this: Code: osg::StateSet * stateSet = new osg::StateSet(*(node-getOrCreateStateSet())); stateSet-setAttributeAndModes(dynamic_castosg::Material*(stateSet-getAttribute(osg::StateAttribute::MATERIAL)), osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED); parentNode-setStateSet(stateSet); So basically I just take the material of the node that should stay visible, copy it to the parent node and set it to protected. I don't see why this changes the color. Please help. Thanks in advance[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56175#56175 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Grabbing osgQt::GLWidget
Hi, I need to grab instance of osgQt::GLWidget, seems like this widget inherits QGLWidget but QGLWidget::renderPixmap() and QGLWidget::grabFrameBuffer() methods don't return appropriate result (they return black filled images instead of the foreground of the widget). What is the right way to achieve that? Thank you! Cheers, Alexander -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56193#56193 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to constantly render a very far object?
On 4 August 2013 03:38, Mengyu Yuan ymy...@icloud.com wrote: There is a little problem. I'm currently doing a simulation project. All parameters ( including camera position and fovy, object position and size, and even texture size ) are assigned based on the real-world situation. And my job is to track the target pixel out of many other noise pixels. So zooming camera or object my not be a very good idea. You can always render and test using a dedicated camera that runs independently from your main rendering window and camera. I'd like to try to enable antialising and see what happens. anti-aliasing will help, but won't solve it completely. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] [Android + FFmpeg] unable to play audio
Hi Guiacchino, FFMpeg itself doesn't support audio output, instead it just supports reading audio. The osgmovie example has a code segment that uses SDL to provide audio for video's read from ffmpeg plugin. It's not a full general purpose solution but might help you on your way. The key will be working out how to pass the audio data onto the native Android audio libs. Robert. On 5 August 2013 11:14, Gioacchino De Fusco maddone1...@gmail.com wrote: Hi all, I'm having some troubles trying to play a video file with audio on Android. Basically, I load a video file with the FFMpeg plugin, the video is correctly shown but the audio is not. In the Logcat, I can see that the FFMpeg Audio stream is succesffully created, so there should not be any problem on this side. I'm using OSG 3.1.9 with FFMpeg 1.0.7. Someone encountered a similar issue before? What could you suggest me? Thank you! Cheers, Gioacchino -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55765#55765 ___ 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 problems on OSX - VideoFrameDispatcher.cpp
Hi, I ran into the same problem and I am using a case sensitive file system. I had some issues with the attached CMakeList.txt file but it pointed me in the right direction. The files OSXAvFoundationCoreVideoTexture.h/cpp in the directory need to be renamed to OSXAVFoundationCoreVideoTexture.h/cpp as well. Also there is case problem in OSXAVFoundationCoreVideoTexture.cpp where the include needs updated to OSXAVFoundationVideo.h Thanks, Jeff -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56280#56280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scale model node to specific size
Zev Lix writes: Hi, I wonder if there is a way of scaling a model to a specific size? So if i have two models that have different sizes when loaded into osg, i want to scale these two models so that they have the same lenght or width. Example if i have two models of cars they should both have X length in my osg application regardless of how big they were when created in some model program. I know i could just create the models in the right size to start with. but this is a problem when adding models made by other people. Hi Zev, you can get the total dimensions with the osg::BoundingBox of the object. Later you can scale it to the right size placing it under a osg::MatrixTransform node with a scale matrix. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Make a text scroller
I use a osgText::Text object, put the text into it with all the appropriate attributes. I put the osgText::Text under an osg::Geode with addDrawable(). I put the geode under an osg::MatrixTransform (I believe it may have changed name in the latest version of OSG) with addChild(). Then I use a osg::Projection and put the transform under that. Then you can change the position of the object by calling text-setPosition(). On Fri, Aug 30, 2013 at 6:35 AM, Sebastien le Goff se.leg...@gmail.comwrote: Hi, I'm looking for a way to create a text scroller. My pb is that I can move dynamicaly the TextBaseElement using a positionAttittudTransform by I can't hide the top or the bottom of the Element Have you got some tips ? Thank you! Cheers, sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56033#56033 ___ 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] Hi, Robert, Already find the reason of why OSG3.2 not anti aliased in win7 x64 GTX 760 4G DDR5 SLI
After many times testing and trying,finally find in GTX760 Nvidia's driver just like other previouse hardware versions,in the hardware driver's early version the FXAA option conflicted with normal anti alias settings,if FXAA is on,and the normal anti alias is also set on,then in fact not anti alias is doing,so only turn off fever FXAA,then all is OK,and in SLI MODE the 64x anti alias is very very beautiful! In other conditions will also caused the anti alias is not working,but we have no time to deep explore the reasons! zhuwan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with OSG 3.2.0 (ok with 3.0.1)
Hi Ale, On 28 August 2013 17:03, Ale Maro sash...@teletu.it wrote: I solved in an unespected way. When I setup a the view camera I did the following: camera = new osg::Camera; ... my camera settings Now I get the camera pointer from the osg::View camera = view-getCamera(); ... my camera settings So it seems that, in OSG 3.2.0, camera settings in the default constructor are not correct and are different from default camera settings on osg::View. Can you confirm? It's actually OSG-3.2.0 that is correct, and OSG-3.0.x and previous versions were broken, but broken in way that hide the fact that a View's master Camera's StateSet was empty() in your case. What was happening is the internally osgUtil::SceneView that is used internally by osgViewer to manage the rendering backend was overriding the View's Camera's StateSet with it's own values and clearing the ones set by the View's Camera. This normally didn't produce problems as SceneView didn't set useful defaults for most common usage models, but if the user ever wanted to apply their own StateSet settings view the View's Camera these could be lost resulting in bugs. The implemention in OSG-3.2.0 now doesn't override the View's Camera's StateSet, it uses it directly to set up OpenGL state. If the View's Camera's StateSet is empty() then it'll do nothing - and in your case where you apply a default constructed Camera to View it'll be have an empty StateSet. What result you are getting is *exactly* the result you are asking the OSG to provide for you. It might not what you want, but in previous OSG versions there was a bug so hid this problem. If however you use the View's master Camera that is attached by default then it automatically calls stateset-setGlobalDefaults(); for you and it's this provides the same settings the SceneView was forcing on all usages, so you'll get the same behaviour as in OSG-3.0.x and before. Alternatively you can just create your own Camera but you'll need to add the line: camera-getOrCreateStateSet()-setGlobalDefaults(); Again, I will re-interate this change in behaviour is a bug fix that is reveals a bug in the way you were setting up the OSG, so it's a case of bug hiding a bug, when you remove the bug a bug appears seemingly out of nowhere, but it's been sitting their latent in your application. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with OSG 3.2.0 (ok with 3.0.1)
Hi David, The issue looks likely to be totally un-related to the bug in Ale's program revealed by the bug fix to OSG-3.2. There is chance that your own application has this bug in the setup if you are applying your own osg::Camera to a View(er) without setting up state correctly, but as this is niche usage of the OSG it's likely the issue you have is unrelated. It may be worth double checking this though. From your code snippet and warning report it's not possible to guess what might be wrong. It could be a bug in your app, your particular build, the OSG or OpenGL driver. Which is the culprit isn't possible to say at this point. Could you create a small code example that reproduces the problem so that others can recreate the problem? Robert. On 30 August 2013 12:03, David Liepelt david.liep...@gmail.com wrote: Hi, I also encountered a problem after switching from OSG 3.0.1 to 3.2.0, regarding texturing using pixel buffer objects. The application I’m working on draws a video texture which is set up as follows: Code: // create instances (m_* indicates that it is a class member) m_videoTexture = new osg::Texture2D; m_videoTexture-setDataVariance(osg::Object::DYNAMIC); m_videoImageBuffer = new osg::Image; m_videoImageBuffer-setImage(CAM_WIDTH, CAM_HEIGHT, 1, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, m_pointerToVideoImageData, osg::Image::NO_DELETE); // attach pbo m_videoImageBuffer-setPixelBufferObject(new osg::PixelBufferObject(m_videoImageBuffer.get())); // assign to texture m_videoTexture-setImage(m_videoImageBuffer.get()); Each time a new video frame arrives the m_videoTexture is dirtied (-dirty()). This approach worked correctly under OSG 3.0.1. Now under OSG 3.2.0 any geometry textured with the video texture remains black. Other objects in the scene are still textured correctly. Furthermore, after upgrading to 3.2.0 I’m getting now the following warning during start up: Warning: detected OpenGL error 'invalid operation' at After Renderer::compile So I think this has to do with my texturing problem. Any suggestions how to fix this problem? Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56034#56034 ___ 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] using stereo with osgview had a problem
Hi cloudending, Quad buffered stereo requires a nvidia quadro or ati firepro videocard, with OpenGL stereo enabled in the driver. If you have a capable videocard you will need to enable this option in the driver. Regards, Laurens. On 8/23/2013 4:45 PM, Liao Jinyi wrote: Hi, I an new to OSG。And I am tring to use the below command line Code: osgviewer -stereo QUAD_BUFFER cow.osg but it has errors such as GraphicsWindow32::setPixelFormat() -- No matching pixel found based on traits specified. I dont know how to fix it. please help me! Thank you! Cheers, cloudending -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55977#55977 ___ 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] viewer-getCameraWithFocus() is gone?
Hi David, Given the details it's not possible to know what might be going wrong. You are the person best placed to dig into the code and run it in a debugger to see what is happening. It could be a threading issue, but really can't say with just small code segments to work with. Try running the application SingleTheaded to see if it makes any difference. Also if you are accessing any data structures try copying them or taking a ref_ptr to them before you start working on them, perhaps the data structure is be deleted by another thread. Robert. On 21 August 2013 15:23, David Zaadstra david.zaads...@telespazio-vega.dewrote: Hi, I had the same question and considered myself lucky to find this solution so quickly, but I have a problem: Sporadically, my application crashes in the std::vector code with vector iterator not dereferencable. This happens in the call to back(). Actually I would think that this crash can't happen because I copied your code including the empty() query which should ensure that back() works. The only difference in my code is that I had to add .get(), but I don't think that makes a difference. Do you have any idea why this could crash? I'd guess it's some kind of multithreading issue. Is there anything in osg I should be worrying about here? Thanks and Regards, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55935#55935 ___ 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] help~, i used multi-threads loading function, but osg error..?
Hi Chang, This is probably due to a static initialization of the various proxy objects. OSG-3.2 has a few bug fixes related to initialization and might help, but in general I have to say the plugins aren't written to handle multi-threaded initialization. Once they are initialized it should be safe to run them multi-threaded. Robert. On 14 August 2013 10:40, CHANG YONG HO hou...@hanmail.net wrote: Hi, first i'm sorry for my english writing skill. i'm begginer ^^; :( :-* i try to 28 multi-threaded node loading test. total polygon is 5*10^6, vertices are 3*10^6. sometime, osgDB::readNodeFile has error like this, when the first running, 1. Warning: Could not find plugin to read objects from file xxx02.osg == this message has random osg file, ex) xxx07 or xxx09 @@; and the second running, 2. access violation(0x00~~~) and the third running, 3. no problem, my helicopter was loaded within 2minutes. and 4,5,... running does not take any error, all success. only when i was root and running, the 1. 2. error comes to me. 3ds max file has 28 groups like this, xxx0.osg, xxx1.osg, xxx2.osg . xxx27.osg later read that osg files by 28 multithreaded readNodeFile(), i attached to root node by 28 node groups. why sometimes random loading error? i attached my very simple source. check this source ... Thank you! Cheers, CHANG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55848#55848 Attachments: http://forum.openscenegraph.org//files/main_737.cpp ___ 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] Does osgviewer stereo mode only work with 3D model
Hi Liao, Have a look at the osgstereoimage example for an illustration of how to render stereo image/video pairs with the OSG. The key is having two subgraphs, one for the left eye and one for the right eye, each subgraph has it's onw NodeMask and Left/Right Cull traversal masks that select the appropriate subgraph for the appropriate eye. Robert. On 1 September 2013 12:27, Liao Jinyi cloudend...@qq.com wrote: Hi, I want to apply osgviewer stereo mode to a side-by-side image(or other format 3D image).but this mode seem not work.How can I implements this function. Thank you! Cheers, liaojinyi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56046#56046 ___ 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] View add/remove/change in composite viewer during runtime
Hi Mat, I was about to recommend trying option 1 as it's the most lightweight approach. Option 2 is fine too, but requires stopping any viewer threads that are running, changing the views/added removed and then restarting any viewer threads. Robert. On 2 September 2013 16:10, Mat Mayer external.matthias.maye...@de.bosch.com wrote: Hi, Ok, I found two ways to do it. 1. set the clear mask for the several views to ( 0 ) view-getCamera()-setClearMask(0); and use cull mask to show or hide the view. 2. use the addView and removeView function of the compositeViewer and also add and remove the graphicsContext of the view. seems like bougth are working. Is there a reason why I should use idea 1. or 2. ? Thank you! Cheers, Mat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56070#56070 ___ 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] [vpb] OSGDem - generate OSG terrain with pivot?
Hi Fred, You shouldn't need to do anything to handle dataset with large values, the OSG and VPB are built to manage things for you. When VPB builds databases it decorates subgraphs with local transforms that place the subgraphs into world coordinates, whilst the subgraph containing the geometry have a local origin. By default the OSG uses doubles for Transforms in the scene graph and doubles in the Camera matrices, and the cull traversal accumulates these all in doubles before finally passing a single modelview matrix to OpenGL. This approach ensures that you be the best possible precision when rendering whole earth datasets. So the answer is, stop trying so hard, everything is being done for you already ;-) Robert. On 3 September 2013 14:16, Fred Dorosh fred.dor...@gmail.com wrote: Hi, I am generating terrain patches which will eventually be parented in the scenegraph to transforms relative to a predefined runtime scene origin. When using OSGDem to generate terrain tiles from UTM-georeferenced data, my geometry receives very large coordinates, which I would like to reposition relative to a specific UTM origin. That's my goal - a hamfisted solution would be to translate everything by (-origin), including the PagedLOD Center, RangeLists, TerrainTiles and Heightfield Origin. There seems to be no built-in option to support this, although I imagine it's a common use case. Am I missing something obvious? Thank you! Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56086#56086 ___ 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] detected OpenGL error 'out of memory' at After Renderer::compile
Hi Andrew, If you have too much data for OpenGL to handle it will report an error. What you have to do is work out how to work with small models or create the models in such a way that they don't have such a large OpenGL footprint. You say nothing about what your models contain, or what type of application behavior you want when managing these models, given this there really isn't much we can advice, it's simply too open ended. Robert. On 5 September 2013 13:59, Andrew Nie zsunpl1...@hotmail.com wrote: Hi, I load several model files and encountered the following warning: detected OpenGL error 'out of memory' at After Renderer::compile. Here is my code: int main() { osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer(); osg::ref_ptrosg::Group root = new osg::Group(); osg::ref_ptrosg::Node node1 = osgDB::readNodeFile(E:\\Scene\\Background.ive); osg::ref_ptrosg::Node node2 = osgDB::readNodeFile(E:\\Scene\\N_0.ive);// osg::ref_ptrosg::Node node3 = osgDB::readNodeFile(E:\\Scene\\Q_0.ive);// osg::ref_ptrosg::Node node4 = osgDB::readNodeFile(E:\\Scene\\TH_0.ive);// osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform(); mt-setMatrix(osg::Matrix::rotate(osg::PI_2,osg::Vec3d(1.0,0.0,0.0))); mt-addChild(node1); mt-addChild(node2); mt-addChild(node3); mt-addChild(node4); // root-addChild(mt); // osgUtil::Optimizer optimizer ; optimizer.optimize(root.get()) ; osg::ref_ptrosgGA::TrackballManipulator tb = new osgGA::TrackballManipulator(); tb-setTrackballSize(0.9); viewer-setCameraManipulator(tb); viewer-setSceneData(root.get()); viewer-realize(); viewer-run(); return 0 ; } The four ive files (Background.ive,N_0.ive,Q_0.ive,TH_0.ive) are 400M,260M,211M,410M respectively. I found that,if I only load the first two files, the warning did't appear, but if load one more file of the other two, the warning show up. Has anyone encountered such a problem?Any advice and suggestion will be appreciated... ... Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56121#56121 ___ 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] [vpb] creating database compatable to osg
I would recommend that you become familiar with VirtualPlanetBuilder and osgdem. These tools specifically build to osg databases. Here's one way to build your SRTM data to an osg database... osgdem.exe --geocentric -d SRTM_dir --terrain -o outputfile.ive Then you can look at it by... osgviewer outputfile.ive -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Swathy Nair Sent: Thursday, August 22, 2013 5:13 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] creating database compatable to osg hi, i am a beginner to osg. i want to convert the data downloaded from SRTM to a database compatible to osg. can i get as tep by step instruction. my os is windows 7 and im using visual studio 2010 Thank you! Cheers, swathy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55955#55955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi, Robert, Already find the reason of why OSG3.2 not anti aliased in win7 x64 GTX 760 4G DDR5 SLI
hello Jan, My friend,Glad to hear from you,and get the correct answer! Thanks zhuwan -原始邮件- 发件人: Jan Ciger jan.ci...@gmail.com 发送时间: 2013-9-13 0:42:32 收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org 抄送: 主题: Re: [osg-users] Hi, Robert, Already find the reason of why OSG3.2 not anti aliased in win7 x64 GTX 760 4G DDR5 SLI Hello, Zhuwan, I believe that FXAA is a quick-and-dirty antialiasing method used by the Nvidia driver to provide something like antialiasing for less computational cost. See here: http://www.kotaku.com.au/2011/12/what-is-fxaa/ Quote: FXAA stands for Fast Approximate Anti-Aliasing, and it’s an even more clever hack than MSAA, because it *ignores polygons and line edges*, and simply analyses the pixels on the screen (emphasis mine) Regards, Jan On Thu, Sep 12, 2013 at 3:23 PM, webmaster webmas...@3dvri.com wrote: After many times testing and trying,finally find in GTX760 Nvidia's driver just like other previouse hardware versions,in the hardware driver's early version the FXAA option conflicted with normal anti alias settings,if FXAA is on,and the normal anti alias is also set on,then in fact not anti alias is doing,so only turn off fever FXAA,then all is OK,and in SLI MODE the 64x anti alias is very very beautiful! In other conditions will also caused the anti alias is not working,but we have no time to deep explore the reasons! zhuwan ___ 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] [vpb] osgdem and HAE/MSL
Nick, Osgdem will work with the input elevation. It will build the database based on the input source. For example if you're using DTED and the geocentric option, it will place the point at the specified elevation (in meters) above the ellipsoid. The point is represented in the Cartesian ECEF geocentric space (e.g. x,y,z). The default ellipsoid used is WGS84. You can specify the polar and equatorial radii in osgdem to fit to another ellipsoid. Just make sure you specify those radii in your EllipsoidModel class on the rendering side so that things match up. The EllipsoidModel class also defaults to WGS84... HTH -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Modly Sent: Sunday, August 25, 2013 11:46 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] osgdem and HAE/MSL Hi, When providing elevation data to osgdem. is it expected to be in HAE (height above ellipoid), or MSL (mean sea level), or can it tell from the input? For example, I am providing elevation data in the AIG/Arc/Info Binary Grid format (.adf). The data represents the elevation of the area in meters MSL. However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off by about 30m (the difference between HAE and MSL at this location). This are the options I ran osgdem with $ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif Is it possible to specify a vertical datum or coordinate system, such as EGM96? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55984#55984 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem and HAE/MSL
Shayne, Correct, for each height value in your DTED grid, you have to sample the EGM96 geoid at that point and add the two together. That will give you HAE. I don't know of any tools off the cuff, sorry. osgEarth has vertical datum support so you could probably write a tool using that. Glenn Waldron / @glennwaldron / osgEarth On Thu, Sep 12, 2013 at 2:19 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Glenn, VPB does reference to the WGS84 for the --geocentric option. So to do the conversion, do you have to remove the contribution of the geoid (gravitational equipotential surface) from the raw DTED first before pumping it into VPB? Is there an application that does this? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Thursday, September 12, 2013 12:04 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL Nick, Shayne, I have not looked at VPB in a while, but I believe it expects height values to be referenced to the WGS84 ellipsoid. If that's the case you'll need to convert it first to HAE. By the way: DTED heights are referenced to the EGM96 geoid (not to the WGS84 ellipsoid). So they need conversion in order to be properly displayed. GDAL (up until recently?) does not convey this information so there's no way for the application to know. You just have to know :) Glenn Waldron / @glennwaldron On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Nick, Osgdem will work with the input elevation. It will build the database based on the input source. For example if you're using DTED and the geocentric option, it will place the point at the specified elevation (in meters) above the ellipsoid. The point is represented in the Cartesian ECEF geocentric space (e.g. x,y,z). The default ellipsoid used is WGS84. You can specify the polar and equatorial radii in osgdem to fit to another ellipsoid. Just make sure you specify those radii in your EllipsoidModel class on the rendering side so that things match up. The EllipsoidModel class also defaults to WGS84... HTH -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Modly Sent: Sunday, August 25, 2013 11:46 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] osgdem and HAE/MSL Hi, When providing elevation data to osgdem. is it expected to be in HAE (height above ellipoid), or MSL (mean sea level), or can it tell from the input? For example, I am providing elevation data in the AIG/Arc/Info Binary Grid format (.adf). The data represents the elevation of the area in meters MSL. However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off by about 30m (the difference between HAE and MSL at this location). This are the options I ran osgdem with $ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif Is it possible to specify a vertical datum or coordinate system, such as EGM96? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55984#55984 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem and HAE/MSL
Nick, Shayne, I have not looked at VPB in a while, but I believe it expects height values to be referenced to the WGS84 ellipsoid. If that's the case you'll need to convert it first to HAE. By the way: DTED heights are referenced to the EGM96 geoid (not to the WGS84 ellipsoid). So they need conversion in order to be properly displayed. GDAL (up until recently?) does not convey this information so there's no way for the application to know. You just have to know :) Glenn Waldron / @glennwaldron On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Nick, Osgdem will work with the input elevation. It will build the database based on the input source. For example if you're using DTED and the geocentric option, it will place the point at the specified elevation (in meters) above the ellipsoid. The point is represented in the Cartesian ECEF geocentric space (e.g. x,y,z). The default ellipsoid used is WGS84. You can specify the polar and equatorial radii in osgdem to fit to another ellipsoid. Just make sure you specify those radii in your EllipsoidModel class on the rendering side so that things match up. The EllipsoidModel class also defaults to WGS84... HTH -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Modly Sent: Sunday, August 25, 2013 11:46 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] osgdem and HAE/MSL Hi, When providing elevation data to osgdem. is it expected to be in HAE (height above ellipoid), or MSL (mean sea level), or can it tell from the input? For example, I am providing elevation data in the AIG/Arc/Info Binary Grid format (.adf). The data represents the elevation of the area in meters MSL. However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off by about 30m (the difference between HAE and MSL at this location). This are the options I ran osgdem with $ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif Is it possible to specify a vertical datum or coordinate system, such as EGM96? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55984#55984 ___ 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] [vpb] osgdem and HAE/MSL
Good stuff to know. Thank you. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Thursday, September 12, 2013 12:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL Shayne, Correct, for each height value in your DTED grid, you have to sample the EGM96 geoid at that point and add the two together. That will give you HAE. I don't know of any tools off the cuff, sorry. osgEarth has vertical datum support so you could probably write a tool using that. Glenn Waldron / @glennwaldron / osgEarth On Thu, Sep 12, 2013 at 2:19 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Glenn, VPB does reference to the WGS84 for the --geocentric option. So to do the conversion, do you have to remove the contribution of the geoid (gravitational equipotential surface) from the raw DTED first before pumping it into VPB? Is there an application that does this? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Thursday, September 12, 2013 12:04 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL Nick, Shayne, I have not looked at VPB in a while, but I believe it expects height values to be referenced to the WGS84 ellipsoid. If that's the case you'll need to convert it first to HAE. By the way: DTED heights are referenced to the EGM96 geoid (not to the WGS84 ellipsoid). So they need conversion in order to be properly displayed. GDAL (up until recently?) does not convey this information so there's no way for the application to know. You just have to know :) Glenn Waldron / @glennwaldron On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Nick, Osgdem will work with the input elevation. It will build the database based on the input source. For example if you're using DTED and the geocentric option, it will place the point at the specified elevation (in meters) above the ellipsoid. The point is represented in the Cartesian ECEF geocentric space (e.g. x,y,z). The default ellipsoid used is WGS84. You can specify the polar and equatorial radii in osgdem to fit to another ellipsoid. Just make sure you specify those radii in your EllipsoidModel class on the rendering side so that things match up. The EllipsoidModel class also defaults to WGS84... HTH -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Modly Sent: Sunday, August 25, 2013 11:46 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] osgdem and HAE/MSL Hi, When providing elevation data to osgdem. is it expected to be in HAE (height above ellipoid), or MSL (mean sea level), or can it tell from the input? For example, I am providing elevation data in the AIG/Arc/Info Binary Grid format (.adf). The data represents the elevation of the area in meters MSL. However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off by about 30m (the difference between HAE and MSL at this location). This are the options I ran osgdem with $ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif Is it possible to specify a vertical datum or coordinate system, such as EGM96? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55984#55984 ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] [vpb] osgdem and HAE/MSL
Glenn, VPB does reference to the WGS84 for the --geocentric option. So to do the conversion, do you have to remove the contribution of the geoid (gravitational equipotential surface) from the raw DTED first before pumping it into VPB? Is there an application that does this? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Thursday, September 12, 2013 12:04 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL Nick, Shayne, I have not looked at VPB in a while, but I believe it expects height values to be referenced to the WGS84 ellipsoid. If that's the case you'll need to convert it first to HAE. By the way: DTED heights are referenced to the EGM96 geoid (not to the WGS84 ellipsoid). So they need conversion in order to be properly displayed. GDAL (up until recently?) does not convey this information so there's no way for the application to know. You just have to know :) Glenn Waldron / @glennwaldron On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Nick, Osgdem will work with the input elevation. It will build the database based on the input source. For example if you're using DTED and the geocentric option, it will place the point at the specified elevation (in meters) above the ellipsoid. The point is represented in the Cartesian ECEF geocentric space (e.g. x,y,z). The default ellipsoid used is WGS84. You can specify the polar and equatorial radii in osgdem to fit to another ellipsoid. Just make sure you specify those radii in your EllipsoidModel class on the rendering side so that things match up. The EllipsoidModel class also defaults to WGS84... HTH -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Modly Sent: Sunday, August 25, 2013 11:46 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] osgdem and HAE/MSL Hi, When providing elevation data to osgdem. is it expected to be in HAE (height above ellipoid), or MSL (mean sea level), or can it tell from the input? For example, I am providing elevation data in the AIG/Arc/Info Binary Grid format (.adf). The data represents the elevation of the area in meters MSL. However, when I osgpick a point and convert it to Lat-Lon-Alt MSL, the altitude is off by about 30m (the difference between HAE and MSL at this location). This are the options I ran osgdem with $ osgdem --geocentric -o output.ive -l 8 -d ./path-to-dted/ -t image.tif Is it possible to specify a vertical datum or coordinate system, such as EGM96? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55984#55984 ___ 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi, Robert, Already find the reason of why OSG3.2 not anti aliased in win7 x64 GTX 760 4G DDR5 SLI
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 09/12/2013 07:00 PM, webmaster wrote: hello Jan, My friend,Glad to hear from you,and get the correct answer! I am glad to see that you are still around too :) Best regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.14 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iD8DBQFSMg1Bn11XseNj94gRAj3mAJ0SHcIWG60iGKCqTNDxuGbNzj9p5QCg4UvD 6/udNP8De0ci7u0c1UpGsNE= =M4hz -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] detected OpenGL error 'out of memory' at AfterRenderer::compile
We have had this issue as well and simply converting our textures to dds fixed everything. We can now load 100x what we could before in terms of number of models. I would look at that type of option first. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, September 12, 2013 11:04 AM To: OpenSceneGraph Users Subject: Re: [osg-users] detected OpenGL error 'out of memory' at AfterRenderer::compile Hi Andrew, If you have too much data for OpenGL to handle it will report an error. What you have to do is work out how to work with small models or create the models in such a way that they don't have such a large OpenGL footprint. You say nothing about what your models contain, or what type of application behavior you want when managing these models, given this there really isn't much we can advice, it's simply too open ended. Robert. On 5 September 2013 13:59, Andrew Nie zsunpl1...@hotmail.com wrote: Hi, I load several model files and encountered the following warning: detected OpenGL error 'out of memory' at After Renderer::compile. Here is my code: int main() { osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer(); osg::ref_ptrosg::Group root = new osg::Group(); osg::ref_ptrosg::Node node1 = osgDB::readNodeFile(E:\\Scene\\Background.ive); osg::ref_ptrosg::Node node2 = osgDB::readNodeFile(E:\\Scene\\N_0.ive);// osg::ref_ptrosg::Node node3 = osgDB::readNodeFile(E:\\Scene\\Q_0.ive);// osg::ref_ptrosg::Node node4 = osgDB::readNodeFile(E:\\Scene\\TH_0.ive);// osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform(); mt-setMatrix(osg::Matrix::rotate(osg::PI_2,osg::Vec3d(1.0,0.0,0.0))); mt-addChild(node1); mt-addChild(node2); mt-addChild(node3); mt-addChild(node4); // root-addChild(mt); // osgUtil::Optimizer optimizer ; optimizer.optimize(root.get()) ; osg::ref_ptrosgGA::TrackballManipulator tb = new osgGA::TrackballManipulator(); tb-setTrackballSize(0.9); viewer-setCameraManipulator(tb); viewer-setSceneData(root.get()); viewer-realize(); viewer-run(); return 0 ; } The four ive files (Background.ive,N_0.ive,Q_0.ive,TH_0.ive) are 400M,260M,211M,410M respectively. I found that,if I only load the first two files, the warning did't appear, but if load one more file of the other two, the warning show up. Has anyone encountered such a problem?Any advice and suggestion will be appreciated... ... Thank you! Cheers, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56121#56121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi, Robert, Already find the reason of why OSG3.2 not anti aliased in win7 x64 GTX 760 4G DDR5 SLI
Hello, Zhuwan, I believe that FXAA is a quick-and-dirty antialiasing method used by the Nvidia driver to provide something like antialiasing for less computational cost. See here: http://www.kotaku.com.au/2011/12/what-is-fxaa/ Quote: FXAA stands for Fast Approximate Anti-Aliasing, and it’s an even more clever hack than MSAA, because it *ignores polygons and line edges*, and simply analyses the pixels on the screen (emphasis mine) Regards, Jan On Thu, Sep 12, 2013 at 3:23 PM, webmaster webmas...@3dvri.com wrote: After many times testing and trying,finally find in GTX760 Nvidia's driver just like other previouse hardware versions,in the hardware driver's early version the FXAA option conflicted with normal anti alias settings,if FXAA is on,and the normal anti alias is also set on,then in fact not anti alias is doing,so only turn off fever FXAA,then all is OK,and in SLI MODE the 64x anti alias is very very beautiful! In other conditions will also caused the anti alias is not working,but we have no time to deep explore the reasons! zhuwan ___ 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] When is the DatabasePager created and destroyed?
On Wed, Sep 11, 2013 at 10:39 AM, Robert Osfield robert.osfi...@gmail.com wrote: First up I'd create a single graphics context, this can would be a pbuffer in your case. This graphics context would live for life of the application. Second I'd have a single CompositeViewer that lives throughout your application. I'd then have a working set of View's that share the scene graph, and share the same graphics context. All these Views would be added to the CompositeView. At start up these View's would be disabled by setting their View Camera's NodeMask to 0x0. Robert, Thank you. I implemented this and it is rock solid. I had to do some head scratching as all my viewers might be running at different resolutions but I solved this by 1) making the pbuffer large enough and 2) changing the camera viewports as needed. Thanks again, Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org