Re: [osg-users] how to get view pointer from cullvistor
Hello Wu Zhicheng, Try following code will help you osgViewer::Renderer* renderer = dynamic_castosgViewer::Renderer*(_p_viewer-getCamera()-getRenderer()); assert(renderer); p_sceneView=renderer-getSceneView(0); p_sceneView-getViewMatrix() p_sceneView-getProjectionMatrix() cheers Learned osg six months 2014-07-01 9:52 GMT+08:00 ttaw wattha...@qq.com: Hi, all: I'm trying to get view pointer in traverse function. I used: CullVisitor *cv = dynamic_castCullvsitor *(nv); cv-getCurrentCamera()-getView(); This wouldn't work if the current node is a child of a Camera node which is in the scenegraph.I'm wondering how to achieve this. Could anybody give me some advices? Thanks in advance. -- Failure is the mother of success. Wu Zhicheng ___ 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] OpenSceneGraph 3.2.1 release candidate 5 tagged, please test
HI Tom, On 30 June 2014 22:45, Jolley, Thomas P thomas.p.jol...@boeing.com wrote: One of my Linux machines had trouble with uint64_t not naming a type in applications/osgviewer/osgviewer.cpp. When I included stdint.h it compiled fine. Which Linux distro did it have? I've added the stdint.h to osgviewer.cpp and checked it into svn/trunk and OSG-3.2 branch. I got a couple other warnings about variables may be used uninitialized. When I tracked them down it wasn't a problem. If you would like to know where these are, let me know. Another Linux machine reported GetValueVisitor and SetValueVisitor, in include/osg/ValueObject , had virtual functions without a virtual destructor. I didn't look into it far enough to determine if it is a problem. Could you send me the warnings. I may not be able to do anything about them in the OSG-3.2 branch if resolving them affects the ABI but can certainly look at addressing them in svn/trunk. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to get view pointer from cullvistor
Hi Wu Zhicheng, The osg::RenderInfo object is used to track the current View and active Cameras. It's primary use is within the graphics traversal (the RenderInfo object is passed to Drawable etc.), but you can also get it from the CullVisitor using the CullVisitor::getRenderInfo() method. so: osg::View* view = cullvisitor-getRenderInfo().getView(); Robert. On 1 July 2014 02:52, ttaw wattha...@qq.com wrote: Hi, all: I'm trying to get view pointer in traverse function. I used: CullVisitor *cv = dynamic_castCullvsitor *(nv); cv-getCurrentCamera()-getView(); This wouldn't work if the current node is a child of a Camera node which is in the scenegraph.I'm wondering how to achieve this. Could anybody give me some advices? Thanks in advance. -- Failure is the mother of success. Wu Zhicheng ___ 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] how to get view pointer from cullvistor
On 1 July 2014 08:18, LearningOSG LearningOSG learning...@gmail.com wrote: Hello Wu Zhicheng, Try following code will help you osgViewer::Renderer* renderer = dynamic_castosgViewer::Renderer*(_p_viewer-getCamera()-getRenderer()); assert(renderer); p_sceneView=renderer-getSceneView(0); p_sceneView-getViewMatrix() p_sceneView-getProjectionMatrix() cheers Learned osg six months If you don't actually have the answer could you please wait for others in the community to attempting to answering the question as your answer is incorrect and misleading. Could you also please start using a human name. It can be a psuedoname if you wish to remain anonymous, but we are all humans here, it's best to communicate as humans, we have a well establish policy of using human names in the community. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Re?? how to get view pointer from cullvistor
ok,robert.Thank you for your reply.I will have a try.-- Original -- From: Robert Osfieldrobert.osfi...@gmail.com Date: Tue, Jul 1, 2014 03:49 PM To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org; Subject: Re: [osg-users] how to get view pointer from cullvistor Hi Wu Zhicheng, The osg::RenderInfo object is used to track the current View and active Cameras. It's primary use is within the graphics traversal (the RenderInfo object is passed to Drawable etc.), but you can also get it from the CullVisitor using the CullVisitor::getRenderInfo() method. so: osg::View* view = cullvisitor-getRenderInfo().getView(); Robert. On 1 July 2014 02:52, ttaw wattha...@qq.com wrote: Hi, all: I'm trying to get view pointer in traverse function. I used: CullVisitor *cv = dynamic_castCullvsitor *(nv); cv-getCurrentCamera()-getView(); This wouldn't work if the current node is a child of a Camera node which is in the scenegraph.I'm wondering how to achieve this. Could anybody give me some advices? Thanks in advance. -- Failure is the mother of success. Wu Zhicheng ___ 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] ?????? how to get view pointer from cullvistor
In my case,the renderer of the camera is null,so it is not a solution.Thank you anyway.-- -- ??: LearningOSG LearningOSGlearning...@gmail.com : 2014??7??1??(??) 3:18 ??: OpenSceneGraph Usersosg-users@lists.openscenegraph.org; : Re: [osg-users] how to get view pointer from cullvistor Hello?Wu Zhicheng,? Try following code will help you ??? ? ? osgViewer::Renderer* renderer = dynamic_castosgViewer::Renderer*(_p_viewer-getCamera()-getRenderer()); ? ? ? ? assert(renderer); ? ? ? ? p_sceneView=renderer-getSceneView(0); ? ? ? ??p_sceneView-getViewMatrix() ? ? ? ?p_sceneView-getProjectionMatrix() ? cheers Learned osg six months 2014-07-01 9:52 GMT+08:00 ttaw wattha...@qq.com: Hi, all: ? I'm trying to get view pointer in traverse function. I used: CullVisitor *cv = dynamic_castCullvsitor *(nv); cv-getCurrentCamera()-getView(); ? This wouldn't work if the current node is a child of a Camera node which is in the scenegraph.I'm wondering how to achieve this. Could anybody give me some advices? Thanks in advance. ? -- Failure is the mother of success. Wu Zhicheng ? ___ 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] OSG 3.2 and GLSL 330 light and shadows
Hi! I've written plenty of #version 330 core GLSL shaders I'd like to reuse along with the OSG 3.2.0 framework, and try to figure out how to get the state from the OSG I need to pass in by uniforms, and how to set them without having to change well-tested shader code, as well as how to populate arbitrarily named attributes. Some example give rise to a notion of aliasing certain attribute and uniform names to osg_, but I'd like to use arbitrary names for the uniforms, Code: uniform mat4 uMVMatrix; /*...*/ and to refer, or let the OSG refer, to the attributes by their numbers only, so sth like this Code: /*...*/ layout(location = 0) in vec4 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aST; as used in my legacy shaders, I'd like the OSG framework to populate with the vbo it already maintains for the Drawables, or, at least, use an API call and do it myself. I addition, I'd like to populate uniforms for lights and shawdowmaps by means of the scenegraph and the visitors; somewhere and somehow in the SG there must be light and esp shadow information be aggregated for default shading, so I'd like simply like to use this data and tailor it to fit to my custom shaders. So the fundamental question is How to populate arbitrary GLSL 330 shaders with data from within OSG without having to resent to redundant uniform assignment - providing my u[..]Matrix manually in addition to the osg_[...] uniform set by OSG - or changing attribute names in the shader sources? With kind regards, S. P.S.: !0 days ago I asked this at Stack Overflow¹ (SO) but, despite even offering a bounty (a SO feature) I received no answer yet, and have requested to close the thread there, so I don't. think cross-posting oddities are to expected. ¹my first post, I'm not allowed to post links yet here -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60078#60078 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Access vertexes of a 3D model in the vertex shader
Becky wrote: Would someone tell me how to access all the vertexes of a 3d model in the vertex shader? Hi Becky! You would need to define a mapping from vertex numbers to st coordinates, then store the position data in a texture according to that mapping and provide that texture via a sampler uniform. . Best regards, S. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60082#60082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disable GUIEventHandler
Hi, I have in my project few pickers (for models, triangles, points) based on osgGA::GUIEventHandler. All of them are added to viewer... but i would like to have them selectable to work somehow (i mean one active in current time). All i found is method removeEventHandler(), but it seems to destroy my picker (destructor is called). They are singletons and are using also other data, so destroying them is not best idea. Is there any way to disable event handler for some time without destroying it? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60100#60100 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem of creating integer texture
Nobody answers the question ,strange Cheers, Ma[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60101#60101 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org