Re: [osg-users] Errors when using shaders
Hi Robert, Yes, you are right! It's the problem of my driver. I installed a new driver, and the problem is gone now. Thank you!! Cheers, ying -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59864#59864 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GraphicsWindowCocoa Sample
Hi Yu, here’s a snippet of an app using osg inside a classic Cocoa-app. The trick is to let osg create a view only and then add this view into your NSView-hierarchy. osg::ref_ptrosgViewer::GraphicsWindowCocoa::WindowData win_data = new osgViewer::GraphicsWindowCocoa::WindowData( osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView | osgViewer::GraphicsWindowCocoa::WindowData::CheckForEvents ); // self is a NSWindow/NSView osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits(); traits-inheritedWindowData = win_data; traits-x = 0; traits-y = 0; traits-width = [self frame].size.width; traits-height = [self frame].size.height; traits-doubleBuffer = true; traits-vsync = true; traits-windowDecoration = false; traits-supportsResize = false; // the following steps are deep inside my own app and it’s to cumbersome to quote them here. // 1. create the graphics-context with the traits-object // 2. create a osg::Viewer or a osg::View and set the gc accordingly. // 3. realize the graphics-context // 4. after realizing the GraphicsContext you can get the created view via the win_data-object. openglView = win_data-getCreatedNSView(); [self addSubview: openglView]; [openglView setFrame: NSMakeRect(0, 0, [self frame].size.width, [self frame].size.height)]; Another approach is the usage of GraphicsWindowEmbedded, here you’ll create and control the OpenGL graphics-context by yourself. HTH, Stephan On 20 Jun 2014, at 18:08, Yu Zhang sciro...@163.com wrote: Hi Experts, Could you please provide a OS X sample in using GraphicsWindowCocoa? I need bind a cocoa window to an osgview. BTW, the osgviewerCocoa example works, it used setUpViewerAsEmbeddedInWindow and seems only works in single draw/cull thread mode. I tried osgViewer::GraphicsWindowCocoa::WindowData(osgViewer::GraphicsWindowCocoa::WindowData::PoseAsStandaloneApp); In a new window and displays the node but hanged, and osgViewer::GraphicsWindowCocoa::WindowData(osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView); looks not work in my side. Macbook pro 13 late 1013, OS X 10.9.3 XCode 5.02 Thank you! Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59836#59836 ___ 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] Last frames modelview matrix
Actually, the modelview matrices I get (from CullVisitor::getModelViewMatrix() inside the operator()(Node*, NodeVisitor*) of a cull callback) do seem correct. It is just that I may not fully grasp what they actually contain at that point in the code. I thus have a couple of additional questions: 1) I have the impression they do not incorporate the viewing transform, and hence are just local-to-world matrices at that point. Could you please confirm this? 2) What would be a desirable way to retrieve the current viewing transform? Would calling Code: cullVisitor-getRenderInfo().getView()-getCamera()-getViewMatrix() be a nice way of doing it? 2) My goal is to send the previous frame's modelview and projection matrices to my vertex shader via uniforms. Would it make any difference to add such uniforms to the stateset of a Geode (via a NodeVisitor) or to add them the stateset of a Drawable (via a Drawable::CullCallback), given the fact the Drawable has been added to the said Geode? Would it affect the way uniforms are uploaded? Thanks in advance. :) Cheers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59866#59866 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to read the depth value of pixel on screen?
HI Liu, Do to custom OpenGL calls after the main view has rendered add use a osg::Camera FinalDrawCallback. The following OSG examples implement final draw callbacks so have at look at them for guidance: ~/OpenSceneGraph/examples$ grep FinalDrawCallback */*.cpp osgatomiccounter/osgatomiccounter.cpp: viewer.getCamera()-setFinalDrawCallback(drawCallback); osgautocapture/osgautocapture.cpp: viewer.getCamera()-setFinalDrawCallback(new WindowCaptureCallback(buffer, fileName)); osgframerenderer/osgframerenderer.cpp: camera-setFinalDrawCallback(screenShot.get()); osgframerenderer/osgframerenderer.cpp: camera-setFinalDrawCallback(screenShot.get()); osghud/osghud.cpp:SnapImage* finalDrawCallback = new SnapImage(FinalDrawCallback.png); osghud/osghud.cpp: viewer.getCamera()-setFinalDrawCallback(finalDrawCallback); osgscreencapture/osgscreencapture.cpp: lastCamera-setFinalDrawCallback(callback); osgscreencapture/osgscreencapture.cpp: camera-setFinalDrawCallback(new WindowCaptureCallback(mode, position, readBuffer)); Robert. On 23 June 2014 19:33, Liu PeiFu lpfx...@163.com wrote: Hi, ... I just want to do the same things as the following code does: glReadPixels(e-x(),height()-e-y(),1,1, GL_DEPTH_COMPONENT, GL_FLOAT, gloablewinZ); So how can do it in osg? Thank you! Cheers, Liu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59859#59859 ___ 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] zooming is disabling rain and clouds in silverlining
Hi, Keep in mind zoom and field of view (FOV) aren't quite the same thing... that first parameter should probably be more like fov / zoom, where typical fov's are around 45 degrees. I'm pretty sure Sebastian's advice will get you going; lots of people are using SilverLining with OSG and lots of different FOV's without trouble. But feel free to contact us here at Sundog Software ( http://sundog-soft.com/sds/about/ ) if you need further assistance. Ideally if you could modify the OSG sample application that comes with SilverLining to reproduce your problem, we can look into it more easily. Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59869#59869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change the camera rotation axis
Hi Trajce! Thanks for your help. I've been browsing the manipulator's source code and found something interesting: the SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT flag. If I understand correctly, having this flag set will make that if zoom in the view, the camera will update its position on each scroll. Wouldn't this do the same as what you suggested, setting the home position? Now, for whatever the reason it may be, the setCenterByMousePointerIntersection function always return false. The intersection test is done with a LineSegmentIntersector, but it finds zero intersections. This has happened to me before when I was trying to achieve point picking, following the example in the Beginner's Guide. Changing the LineSegmentIntersector to a PolytopeIntersector did the trick. My camera was created using the setProjectionMatrixAsPerspective method. ... Cheers! Andrés -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59870#59870 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zooming is disabling rain and clouds in silverlining
Hi Frank and Sebastian, So i just tested setProjectionMatrixAsPerspective it really worked as alternate to makeScale, zooming the scene as expected (but not quite...) Zooming now does not hide Silverlining's rain and clouds. That's Ok. On the other hand, now that i'm altering FOV, it reaches a point when zooming in, where the screen flashes due to each raindrop passing in front of the scene. As far as i could figure out by observing it, the rain is implemented as thin semi-transparent rectangles (raindrop) in a plane so this behavior is kind of expected. I just did a quick test trying to simulate rain using osg::ImageSequence with a couple of .png's resulting in animated droplets and i attached the imageSequence to a new osg::Camera and when i zoomed in the scene using FOV it solved the problem - the raindrops stayed the original size. I think i could use this process to render a windshield wiper swinging side to side now. There may be a better way to solve this issue with zooming the scene while preserving the original rain, i'd gladly implement such a solution! :) ... Thank you! Cheers, lawrence -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59871#59871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 1st Call for Participation - SIGGRAPH 2014 OSG BOF
Apologies for duplicates. Hello, Feel free to SHOW OFF your OpenScenegraph appyness, guruness, savy, groovyness, at SIGGRAPH 2014 on Wednesday Aug 13, 2014. First Come First served. John F. Richardson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change the camera rotation axis
Hi Andres, I must leave you to your own now and the other from the community that know the specifics of the trackball code. But want to encourage you to read the code understand it and maybe do mods based on your need - that is actually how we all learn osg, by reading it :-). You are definitely on good track. If you really really get stuck then I might spend some hours to read the code with you, but this is rather simple so I believe you will find solution Cheers, Nick On Tue, Jun 24, 2014 at 1:14 PM, Andrés Barrionuevo abarrionu...@gmx.com wrote: Hi Trajce! Thanks for your help. I've been browsing the manipulator's source code and found something interesting: the SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT flag. If I understand correctly, having this flag set will make that if zoom in the view, the camera will update its position on each scroll. Wouldn't this do the same as what you suggested, setting the home position? Now, for whatever the reason it may be, the setCenterByMousePointerIntersection function always return false. The intersection test is done with a LineSegmentIntersector, but it finds zero intersections. This has happened to me before when I was trying to achieve point picking, following the example in the Beginner's Guide. Changing the LineSegmentIntersector to a PolytopeIntersector did the trick. My camera was created using the setProjectionMatrixAsPerspective method. ... Cheers! Andrés -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59870#59870 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zooming is disabling rain and clouds in silverlining
drout wrote: now that i'm altering FOV, it reaches a point when zooming in, where the screen flashes due to each raindrop passing in front of the scene. As far as i could figure out by observing it, the rain is implemented as thin semi-transparent rectangles (raindrop) in a plane so this behavior is kind of expected. Well yes, if you zoom in that far the raindrops near the camera will also get bigger. If you open up the resources/silverlining.config file, you might try increasing the value of rain-near-clip a bit in order to reduce that effect. Or you could substitute your own image-based effect like you're doing. This is sort of getting more into SilverLining support and less about OSG at this point though. Again feel free to just contact us directly if you need further assistance. Thanks, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59879#59879 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zooming is disabling rain and clouds in silverlining
You're right, i'm going off-topic, sry :-s I will try to modify that config file - that was a very interesting hint, Thank you again! ... Thank you! Cheers, lawrence ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59880#59880 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
Hi All Small bug when configuring for Android on OS X, at the the moment i think the fact I'm on iOS is overriding everything We end up with this in GL header file #include TargetConditionals.h #include OpenGLES/ES2/gl.h We need this //#include TargetConditionals.h #include GLES2/gl2.h I'll try properly fix it asap but if anyone else has missing header issues, that's the problem. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59881#59881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org