Re: [osg-users] Problem using Bones
Hey Dario Do you have any callback or other classes that affect this model or more specifically the bones in any way? One issue might be that somewhere all of the positions of each bone are set to origin. You can always traverse through the bone structure in the model and print out the information. Hard to say without more information. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62431#62431 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared
Trying build trunk with mingw-w64 get: [ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp: In constructor 'osg::Program::Program()': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67: error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0), _feedbackmode(GL_SEPARATE_ATTRIBS) ^ src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target 'src/osg/CMakeFiles/osg.dir/Program.obj' failed make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1 CMakeFiles/Makefile2:249: recipe for target 'src/osg/CMakeFiles/osg.dir/all' failed make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 Makefile:117: recipe for target 'all' failed make: *** [all] Error 2 Regards, Alexey. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working
..seams a DataVariance issue..no? Cary, Karl A. wrote: I was recently doing some updates to a converter we wrote and found that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the transforms and I do not understand why. I have verified that the MatrixTransforms are marked as STATIC. The only thing I can think of is that I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's child which in turn has multiple groups and geodes under it. I can flatten it eventually if I first do an optimization removing redundant nodes, and then do a second optimization to flatten the transforms. The problem is that then I have to do a 3rd optimization to remove redundant nodes again. This doesn't make any sense to me. I also tried throwing in the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a crash. This is being run on the output of a maya2osg conversion from a maya file in to a .osg file. Any help in understanding what is wrong would be greatly appreciated. Thanks i n advance. Karl ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62428#62428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Does osgb support object properties such as visibility in animation?
Hey everyone, As the title says, Im trying to animate the visibility of a model and export to osgb. So far my animation exports have worked fine. I use 3D Studio Max to create an animation on the timeline, export it to .FBX and then convert it to osgb, and split up the animations on the time line while doing so. I recently started changing the visibility under object properties-Rendering Control- visibility on key frames in 3D Studio Max. This change does not seem to follow through when i convert it to osgb though. The animation works fine except for the frames where it is suppose to fade out and then back in. So I am just curious if the osgb file format supports this? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62432#62432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working
I've verified that the DataVariance is STATIC. Both before the optimization and then after the optimization it remained static. -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Julien Valentin Sent: Thursday, January 22, 2015 6:59 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working ..seams a DataVariance issue..no? Cary, Karl A. wrote: I was recently doing some updates to a converter we wrote and found that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the transforms and I do not understand why. I have verified that the MatrixTransforms are marked as STATIC. The only thing I can think of is that I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's child which in turn has multiple groups and geodes under it. I can flatten it eventually if I first do an optimization removing redundant nodes, and then do a second optimization to flatten the transforms. The problem is that then I have to do a 3rd optimization to remove redundant nodes again. This doesn't make any sense to me. I also tried throwing in the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a crash. This is being run on the output of a maya2osg conversion from a maya file in to a .osg file. Any help in understanding what is wrong would be greatly appreciated. Thanks i n advance. Karl ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62428#62428 ___ 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] FLATTEN_STATIC_TRANSFORMS Not Always Working
I can probably post up the scenegraph, need to double check, but it will have to wait till tomorrow, I left the laptop it's on at home. As for multiple parents, I did check that and everything in the graph has only 1 parent. All I am using the optimizer for is to remove nested groups created for modelling purposes that aren't needed and to collapse the transforms, as they are not needed once modelling is finished as well. Since rebuilding OSG is pain in our current environment, I may just try copying the flatten code from the optimizer in to my own function and do some debugging to try and find out why they are not being collapsed. -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, January 22, 2015 8:06 AM To: OpenSceneGraph Users Subject: Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working Hi Karl, There isn't any way for me to know whether you have hit upon a bug or just that the scene graph you are trying to optimize is structured in way that could can eliminate the transforms as I simply don't have a dataset that reproduces it. One of the things that prevent transforms being flattened and then removed is if a subgraph has two parents each with it's own unique transform. I would add that the Optimizer and all it's parts is a sticky plaster fix for bad scene graphs, it tries it's best to fix bad scene graphs but it can't always do everything that could be done. In an ideal world all scene graph would be built optimally in the modelling software and never need this fix up processing. Robert. On 22 January 2015 at 11:39, Cary, Karl A. karl.a.c...@leidos.com wrote: I was recently doing some updates to a converter we wrote and found that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the transforms and I do not understand why. I have verified that the MatrixTransforms are marked as STATIC. The only thing I can think of is that I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's child which in turn has multiple groups and geodes under it. I can flatten it eventually if I first do an optimization removing redundant nodes, and then do a second optimization to flatten the transforms. The problem is that then I have to do a 3rd optimization to remove redundant nodes again. This doesn't make any sense to me. I also tried throwing in the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a crash. This is being run on the output of a maya2osg conversion from a maya file in to a .osg file. Any help in understanding what is wrong would be greatly appreciated. Thanks i n advance. Karl ___ 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] FLATTEN_STATIC_TRANSFORMS Not Always Working
Hi Karl, There isn't any way for me to know whether you have hit upon a bug or just that the scene graph you are trying to optimize is structured in way that could can eliminate the transforms as I simply don't have a dataset that reproduces it. One of the things that prevent transforms being flattened and then removed is if a subgraph has two parents each with it's own unique transform. I would add that the Optimizer and all it's parts is a sticky plaster fix for bad scene graphs, it tries it's best to fix bad scene graphs but it can't always do everything that could be done. In an ideal world all scene graph would be built optimally in the modelling software and never need this fix up processing. Robert. On 22 January 2015 at 11:39, Cary, Karl A. karl.a.c...@leidos.com wrote: I was recently doing some updates to a converter we wrote and found that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the transforms and I do not understand why. I have verified that the MatrixTransforms are marked as STATIC. The only thing I can think of is that I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's child which in turn has multiple groups and geodes under it. I can flatten it eventually if I first do an optimization removing redundant nodes, and then do a second optimization to flatten the transforms. The problem is that then I have to do a 3rd optimization to remove redundant nodes again. This doesn't make any sense to me. I also tried throwing in the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a crash. This is being run on the output of a maya2osg conversion from a maya file in to a .osg file. Any help in understanding what is wrong would be greatly appreciated. Thanks i n advance. Karl ___ 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] Low frame rate ( Update Callback on 50 bones ).
Hey everyone, I managed to finally sort this out. The bone weights that were displayed in the console as being too small, are I believe only the specific vertexes that had little to no weight. I re exported the .fbx file very carefully making sure the rigging was right and the bones were set up properly. This fixed the distortion issue, so it was a model problem and not the shader program. Much to my happiness :). I also did some deeper analysis of the frames and noticed that my animation models were causing sever delays, when I exported the fbx models to play animations the bone structure accidentally followed along, so for several models that had fairly high poly counts, the skinning was being done on the cpu. I removed the bone structure from my anim models, and now the hands are the only rigged structure on the scene and it makes use of skinning.vert with over 50 fps in debug mode! Thanks to everyone with the patience to help me sort through this. I still don't understand what that 11 as a value for attribIndex means in the init() method of RigTransformHardware, but maybe one day Ill figure that out :). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62430#62430 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working
I was recently doing some updates to a converter we wrote and found that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the transforms and I do not understand why. I have verified that the MatrixTransforms are marked as STATIC. The only thing I can think of is that I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's child which in turn has multiple groups and geodes under it. I can flatten it eventually if I first do an optimization removing redundant nodes, and then do a second optimization to flatten the transforms. The problem is that then I have to do a 3rd optimization to remove redundant nodes again. This doesn't make any sense to me. I also tried throwing in the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a crash. This is being run on the output of a maya2osg conversion from a maya file in to a .osg file. Any help in understanding what is wrong would be greatly appreciated. Thanks i n advance. Karl 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] [ANN] [General Purpose Graphical Introspection]
Corrected post with a little more info My basic idea was to use QT wrapping in order to do create and call method object at runtime as cppintrospection … But QML seamed quite promising in order to bring both wrapping and graphical boxing. So I develop some kind of preprecompiler (before moc so I called it pmoc) that read cpp headers and generates customisable QMLplugin code in order to handle: -Nodal logic ( via config file:copy/paste+fx ambiguities leverage) -Pointer life cycle ( via config file: handle smartpointer/normalpointer) -Native object boxing (put native object in QT boxes) -Graphical menu for action ambiguities leverage (when selected and copied type can be used in several action -CPP2QML method wrapping (not finished..I’m doing it by hand for the moment) I tryied to explain a test case applying code generation to OpenSceneraph library on the website but it’s not very technically detailled….(and written in French) http://osg4noob.olympe.in Here's a gross demo http://youtu.be/yAYs5-lYj7k Here's an eldest video showing how to create a particle system https://www.youtube.com/watch?v=mAxGVT_d1bE So the purpose of the underlying tool is not restricted to osg but almost all cpp libraries (without twisted stuff…ex: I have some grammar problems parsing Bullet headers) So Before you tell it “Yes, the interface is ugly” because osg is my testbench and I have lower level things to do like improve the generated code for ex… Here’s an external reference about something near to what i’m doing (https://www.qtdeveloperdays.com/2013/sites/default/files/presentation_pdf/QtDevDaysSFO-2013_WrappingCppForQml_final.pdf) Is anyone know how to raise money for this kind of project? Best regards, Julien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62427#62427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgVegetation - A vegetation database builder
I managed to compile it under Linux gcc 4.8.2 on ubuntu 14.04 For portability I suggest using std::runtime_error than std::exception. Also please use #include osg/Vec3 than #include osg/vec3 I slightly change CmakeLists.txt. and all compiles fine. Best regards, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62433#62433 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GL_INVALID_OPERATION at GLBufferObject::compileBuffer()
Hi Anton, Vertex buffer objects are meant to be allocated up to the maximum size you need and thereafter there will be no changes in size. It sounds like you want it to start of zero and expand as required, which rather breaks the how the buffer is meant to work on the OpenGL side and what the OSG is built for. When doing particle systems using shaders and VBO's the way to manage it is to have a fixed sized vertex array and change the number of vertices accessed by changing the size of the primitive sets that tell OpenGL how to access it. There are really too many unknowns to guess what you are planning with your implementation, but for starters I'd start with allocating a vertex array with the maximum size you need. Robert. On 21 January 2015 at 14:03, Anton Semenov allcrea...@gmail.com wrote: Hi, There is an object of osg::Geometry class with enabled hint use vertex buffer and empty(by default) vertex buffers ( it can be something like particle system so vertex buffer will be changed dynamically). When something (GLObjectsVisitor, or Geometry's draw implementation method) calls GLBufferObject::compileBuffer(), we will get undocumented OpenGL error (GL_INVALID_OPERATION) throwed by glBufferSubData call. As I understand, new buffer have both _allocatedSize and _profile._size equals to 0, so branch if (_allocatedSize != _profile._size) can not be executed and vertex buffer leaves uninitialized. It seems this behavior is not dangerous and could not interfere to another nodes rendering, but it causes error messages which can slow program execution. I do not think that problem is serious, but I'm not sure is it planned behavior or bug. Thank you! Cheers, Anton Semenov -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62407#62407 ___ 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] Problem using Bones
Try in a simplier example... If problem persist post the code Paradox wrote: Hi, No one idea? :( Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62425#62425 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem using Bones
Hi, No one idea? :( Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62419#62419 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgVegetation - A vegetation database builder
Hi Guys, kingarthur10: by looking at the cmake-log I assume that your platform is Linux, unfortunately the library is only tested under Windows (compiled with MSVC2010) but it’s on the roadmap to fix the cmake-files to support Linux builds as well. If you know some cmake I would point you to start looking into the OSGDep.cmake file in the CMakeModules folder, for instance the OSG_BIN_FILES_DEBUG/ OSG_BIN_FILES_RELEASE variables should probably be empty for Linux builds (you usually keep your shared libraries in the path at one location). kornerr: Yes I'll try to upload some screenshots to github tonight, the sample media is however not that impressive so it’s on my todo-list to get some better showcase art. Best regards, Johan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62422#62422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared
Hi Alexey, I presume this is an issue with the Windows gl.h not being up to date. I have just added the missing #define to include/osg/GLDefines. Could you do an svn update and let me know if this is now fixed. Thanks, Robert. On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote: Trying build trunk with mingw-w64 get: [ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp: In constructor 'osg::Program::Program()': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67: error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0), _feedbackmode(GL_SEPARATE_ATTRIBS) ^ src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target 'src/osg/CMakeFiles/osg.dir/Program.obj' failed make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1 CMakeFiles/Makefile2:249: recipe for target 'src/osg/CMakeFiles/osg.dir/all' failed make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 Makefile:117: recipe for target 'all' failed make: *** [all] Error 2 Regards, Alexey. ___ 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] [PATCH] Export fix for Windows platform
2015-01-22 17:56 GMT+03:00 Robert Osfield robert.osfi...@gmail.com: Hi Alexey, Could yo post the whole modified file, thanks, No problem - in attach. But I wonder why need full file file. Robert. On 22 January 2015 at 13:19, Alexey Pavlov alex...@gmail.com wrote: Next patch fix build OSG from trunk with mingw-w64: --- OpenSceneGraph/src/osg/DisplaySettings.cpp.orig 2015-01-22 16:14:40.44560 +0300 +++ OpenSceneGraph/src/osg/DisplaySettings.cpp 2015-01-22 16:15:14.50040 +0300 @@ -25,7 +25,7 @@ #if defined(WIN32) !defined(__CYGWIN__) #includeWindows.h -extern C { _declspec(dllexport) DWORD NvOptimusEnablement=0x0001; } +extern C { OSG_EXPORT DWORD NvOptimusEnablement=0x0001; } #else extern C { int NvOptimusEnablement=0x0001; } #endif Regards, Alexey. ___ 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 /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include osg/DisplaySettings #include osg/ArgumentParser #include osg/ApplicationUsage #include osg/Math #include osg/Notify #include osg/ref_ptr #include algorithm #include string.h using namespace osg; using namespace std; #if defined(WIN32) !defined(__CYGWIN__) #includeWindows.h extern C { OSG_EXPORT DWORD NvOptimusEnablement=0x0001; } #else extern C { int NvOptimusEnablement=0x0001; } #endif void DisplaySettings::setNvOptimusEnablement(int value) { NvOptimusEnablement = value; } int DisplaySettings::getNvOptimusEnablement() const { return NvOptimusEnablement; } ref_ptrDisplaySettings DisplaySettings::instance() { static ref_ptrDisplaySettings s_displaySettings = new DisplaySettings; return s_displaySettings; } OSG_INIT_SINGLETON_PROXY(ProxyInitDisplaySettings, DisplaySettings::instance()) DisplaySettings::DisplaySettings(const DisplaySettings vs):Referenced(true) { setDisplaySettings(vs); } DisplaySettings::~DisplaySettings() { } DisplaySettings DisplaySettings::operator = (const DisplaySettings vs) { if (this==vs) return *this; setDisplaySettings(vs); return *this; } void DisplaySettings::setDisplaySettings(const DisplaySettings vs) { _displayType = vs._displayType; _stereo = vs._stereo; _stereoMode = vs._stereoMode; _eyeSeparation = vs._eyeSeparation; _screenWidth = vs._screenWidth; _screenHeight = vs._screenHeight; _screenDistance = vs._screenDistance; _splitStereoHorizontalEyeMapping = vs._splitStereoHorizontalEyeMapping; _splitStereoHorizontalSeparation = vs._splitStereoHorizontalSeparation; _splitStereoVerticalEyeMapping = vs._splitStereoVerticalEyeMapping; _splitStereoVerticalSeparation = vs._splitStereoVerticalSeparation; _splitStereoAutoAdjustAspectRatio = vs._splitStereoAutoAdjustAspectRatio; _doubleBuffer = vs._doubleBuffer; _RGB = vs._RGB; _depthBuffer = vs._depthBuffer; _minimumNumberAlphaBits = vs._minimumNumberAlphaBits; _minimumNumberStencilBits = vs._minimumNumberStencilBits; _minimumNumberAccumRedBits = vs._minimumNumberAccumRedBits; _minimumNumberAccumGreenBits = vs._minimumNumberAccumGreenBits; _minimumNumberAccumBlueBits = vs._minimumNumberAccumBlueBits; _minimumNumberAccumAlphaBits = vs._minimumNumberAccumAlphaBits; _maxNumOfGraphicsContexts = vs._maxNumOfGraphicsContexts; _numMultiSamples = vs._numMultiSamples; _compileContextsHint = vs._compileContextsHint; _serializeDrawDispatch = vs._serializeDrawDispatch; _useSceneViewForStereoHint = vs._useSceneViewForStereoHint; _numDatabaseThreadsHint = vs._numDatabaseThreadsHint; _numHttpDatabaseThreadsHint = vs._numHttpDatabaseThreadsHint; _application = vs._application; _maxTexturePoolSize = vs._maxTexturePoolSize; _maxBufferObjectPoolSize = vs._maxBufferObjectPoolSize; _implicitBufferAttachmentRenderMask = vs._implicitBufferAttachmentRenderMask; _implicitBufferAttachmentResolveMask = vs._implicitBufferAttachmentResolveMask; _glContextVersion = vs._glContextVersion; _glContextFlags = vs._glContextFlags; _glContextProfileMask =
Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared
2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com: Hi Alexey, I presume this is an issue with the Windows gl.h not being up to date. I have just added the missing #define to include/osg/GLDefines. Could you do an svn update and let me know if this is now fixed. You add wrong define: Need - GL_SEPARATE_ATTRIBS Added - GL_INTERLEAVED_ATTRIBS Regards, Alexey. Thanks, Robert. On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote: Trying build trunk with mingw-w64 get: [ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp: In constructor 'osg::Program::Program()': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67: error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0), _feedbackmode(GL_SEPARATE_ATTRIBS) ^ src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target 'src/osg/CMakeFiles/osg.dir/Program.obj' failed make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1 CMakeFiles/Makefile2:249: recipe for target 'src/osg/CMakeFiles/osg.dir/all' failed make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 Makefile:117: recipe for target 'all' failed make: *** [all] Error 2 Regards, Alexey. ___ 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] [ANN] [General Purpose Graphical Introspection]
So what problems does your software solve exactly? I couldn't understand it. 2015-01-22 18:56 GMT+07:00 Julien Valentin julienvalenti...@gmail.com: Corrected post with a little more info My basic idea was to use QT wrapping in order to do create and call method object at runtime as cppintrospection … But QML seamed quite promising in order to bring both wrapping and graphical boxing. So I develop some kind of preprecompiler (before moc so I called it pmoc) that read cpp headers and generates customisable QMLplugin code in order to handle: -Nodal logic ( via config file:copy/paste+fx ambiguities leverage) -Pointer life cycle ( via config file: handle smartpointer/normalpointer) -Native object boxing (put native object in QT boxes) -Graphical menu for action ambiguities leverage (when selected and copied type can be used in several action -CPP2QML method wrapping (not finished..I’m doing it by hand for the moment) I tryied to explain a test case applying code generation to OpenSceneraph library on the website but it’s not very technically detailled….(and written in French) http://osg4noob.olympe.in Here's a gross demo http://youtu.be/yAYs5-lYj7k Here's an eldest video showing how to create a particle system https://www.youtube.com/watch?v=mAxGVT_d1bE So the purpose of the underlying tool is not restricted to osg but almost all cpp libraries (without twisted stuff…ex: I have some grammar problems parsing Bullet headers) So Before you tell it “Yes, the interface is ugly” because osg is my testbench and I have lower level things to do like improve the generated code for ex… Here’s an external reference about something near to what i’m doing ( https://www.qtdeveloperdays.com/2013/sites/default/files/presentation_pdf/QtDevDaysSFO-2013_WrappingCppForQml_final.pdf ) Is anyone know how to raise money for this kind of project? Best regards, Julien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62427#62427 ___ 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] [PATCH] Export fix for Windows platform
Hi Alexey, Could yo post the whole modified file, thanks, Robert. On 22 January 2015 at 13:19, Alexey Pavlov alex...@gmail.com wrote: Next patch fix build OSG from trunk with mingw-w64: --- OpenSceneGraph/src/osg/DisplaySettings.cpp.orig 2015-01-22 16:14:40.44560 +0300 +++ OpenSceneGraph/src/osg/DisplaySettings.cpp 2015-01-22 16:15:14.50040 +0300 @@ -25,7 +25,7 @@ #if defined(WIN32) !defined(__CYGWIN__) #includeWindows.h -extern C { _declspec(dllexport) DWORD NvOptimusEnablement=0x0001; } +extern C { OSG_EXPORT DWORD NvOptimusEnablement=0x0001; } #else extern C { int NvOptimusEnablement=0x0001; } #endif Regards, Alexey. ___ 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 error] GL_SEPARATE_ATTRIBS not declared
2015-01-22 23:03 GMT+03:00 Alexey Pavlov alex...@gmail.com: 2015-01-22 19:02 GMT+03:00 Alexey Pavlov alex...@gmail.com: 2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com: Hi Alexey, I presume this is an issue with the Windows gl.h not being up to date. I have just added the missing #define to include/osg/GLDefines. Could you do an svn update and let me know if this is now fixed. You add wrong define: Need - GL_SEPARATE_ATTRIBS Added - GL_INTERLEAVED_ATTRIBS Get now another similar errors: [ 21%] Building CXX object src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AudioStream.obj Linking CXX shared library ../../bin/libosgSim.dll C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp: In member function 'virtual osg::ref_ptrosgTerrain::SharedGeometry osgTerrain::GeometryPool::getOrCreateGeometry(osgTerrain::TerrainTile*)': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:317:50: error: 'GL_LINES_ADJACENCY' was not declared in this scope GLenum primitiveTypes = _useGeometryShader ? GL_LINES_ADJACENCY : GL_QUADS; ^ C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp: In member function 'virtual osg::ref_ptrosg::Program osgTerrain::GeometryPool::getOrCreateProgram(osgTerrain::GeometryPool::LayerTypes)': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:643:60: error: 'GL_LINES_ADJACENCY' was not declared in this scope program-setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_LINES_ADJACENCY ); ^ [ 21%] Building CXX object src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AutoTransform.obj All defines are present in glext.h for mingw-w64. Wonder why they not defined. See: https://github.com/Alexpux/mingw-w64/blob/master/mingw-w64-headers/include/GL/glext.h Regards, Alexey. Thanks, Robert. On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote: Trying build trunk with mingw-w64 get: [ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp: In constructor 'osg::Program::Program()': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67: error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0), _feedbackmode(GL_SEPARATE_ATTRIBS) ^ src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target 'src/osg/CMakeFiles/osg.dir/Program.obj' failed make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1 CMakeFiles/Makefile2:249: recipe for target 'src/osg/CMakeFiles/osg.dir/all' failed make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 Makefile:117: recipe for target 'all' failed make: *** [all] Error 2 Regards, Alexey. ___ 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] [ANN] [General Purpose Graphical Introspection]
It would be nice to see some explanation video with real world examples of yours. 2015-01-23 6:17 GMT+07:00 Julien Valentin julienvalenti...@gmail.com: I'll try to stay simple: pmoc generate customisable and extendable graphical components embedding objects method and I use in a generic Editor to demonstrate the ability to do runtime graphical programmation: The paste feature introspects the selected object and calls the method that can be used with copied object as a parameter. If several methods fit the couple (class of selected /class of copied) then a menu popup in order to ask you which you want to call. So It avoids programmation and compilation steps as all is done at runtime. More globally (and from my point of view), it allows to highlight features (and so on bugs) of C++ heterogenous (or not in the case of my osg experiment) libraries and allows to mix them in a generalized graphical context to manipulate them. Personnally, I use osg4noob to introspect my own classes when i'm not sure of what I'm doing(where to put what) or when my scene is becoming too complex (ex:it allows to know which PagedLOD are in RAM). It saves me a lot of coding time and so I thought the underlying pmoc was an interesting project to developp deeper. kornerr wrote: So what problems does your software solve exactly? I couldn't understand it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62446#62446 ___ 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] [Qt] Create a HUD (by using QGraphicsView / QGraphicsScene )
Hi, I work on a project using OSG (with OSG Earth). I create HMI with Qt and add OSG (Earth) view using osgQt::GLWidget devived class (osgEarth::QtGui::ViewerWidget ) and it's work fine. My application needs a HUD over the OSG widget but when I display QWdiget over the GLWidget, it has a black background (only when it is over the GLWidget). It's look like Qt can do transparency when OSG widget is behind. There is a solution for this ? On the net, I found information about QGraphicsView and QGraphicsScene to make a HUD but when I try to use it, ma application crash to runtime with a lot of OpenGl error. My code looks like : Code: _viewerWidget = new GLWidget(viewer); _viewerWidget-setAutoFillBackground(true);; _views.clear(); _viewerWidget-getViews( _views ); _viewerWidget-makeCurrent(); QGraphicsView* view = new QGraphicsView(); view-setViewport(_viewerWidget); view-setViewportUpdateMode(QGraphicsView::FullViewportUpdate); QGraphicsScene* scene = new QGraphicsScene(); scene-addWidget(new LeftPanel()); view-setScene(scene); // Add to MainWindow _ui.widgetForOsg-layout()-addWidget(view); I have a look to osgQtWidgets example but I don't found how to use correctly QGraphicsView and QGraphicsScene. Can you help me please ? Thank you! Cheers, Nicolas PS: sorry for my (low) level of english[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62437#62437 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] [General Purpose Graphical Introspection]
I'll try to stay simple: pmoc generate customisable and extendable graphical components embedding objects method and I use in a generic Editor to demonstrate the ability to do runtime graphical programmation: The paste feature introspects the selected object and calls the method that can be used with copied object as a parameter. If several methods fit the couple (class of selected /class of copied) then a menu popup in order to ask you which you want to call. So It avoids programmation and compilation steps as all is done at runtime. More globally (and from my point of view), it allows to highlight features (and so on bugs) of C++ heterogenous (or not in the case of my osg experiment) libraries and allows to mix them in a generalized graphical context to manipulate them. Personnally, I use osg4noob to introspect my own classes when i'm not sure of what I'm doing(where to put what) or when my scene is becoming too complex (ex:it allows to know which PagedLOD are in RAM). It saves me a lot of coding time and so I thought the underlying pmoc was an interesting project to developp deeper. kornerr wrote: So what problems does your software solve exactly? I couldn't understand it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62446#62446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [PATCH] Export fix for Windows platform
Hi Alexey, On 22 January 2015 at 15:55, Alexey Pavlov alex...@gmail.com wrote: No problem - in attach. But I wonder why need full file file. Thanks, fix now merged and submitted to svn/trunk. I request full files as it's more reliable than applying diff's and avoids any potential copy and paste mistakes at either end. When I do my merges I use a graphical diff so I can see the changes properly in context - without this you can't really make a proper assessment of the fix. I I try to use patch files I'd need to apply the patch files, hope that they merge correctly (but don't have a full proof way of confirming this) and then do the graphical diff against a second check out of the repository. So it all boils down to QA and efficiency. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared
On 22 January 2015 at 16:02, Alexey Pavlov alex...@gmail.com wrote: You add wrong define: Need - GL_SEPARATE_ATTRIBS Added - GL_INTERLEAVED_ATTRIBS Oopps... now added GL_SEPARATE_ATTRIBS as well. Now checked into svn/trunk. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared
2015-01-22 19:02 GMT+03:00 Alexey Pavlov alex...@gmail.com: 2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com: Hi Alexey, I presume this is an issue with the Windows gl.h not being up to date. I have just added the missing #define to include/osg/GLDefines. Could you do an svn update and let me know if this is now fixed. You add wrong define: Need - GL_SEPARATE_ATTRIBS Added - GL_INTERLEAVED_ATTRIBS Get now another similar errors: [ 21%] Building CXX object src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AudioStream.obj Linking CXX shared library ../../bin/libosgSim.dll C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp: In member function 'virtual osg::ref_ptrosgTerrain::SharedGeometry osgTerrain::GeometryPool::getOrCreateGeometry(osgTerrain::TerrainTile*)': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:317:50: error: 'GL_LINES_ADJACENCY' was not declared in this scope GLenum primitiveTypes = _useGeometryShader ? GL_LINES_ADJACENCY : GL_QUADS; ^ C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp: In member function 'virtual osg::ref_ptrosg::Program osgTerrain::GeometryPool::getOrCreateProgram(osgTerrain::GeometryPool::LayerTypes)': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:643:60: error: 'GL_LINES_ADJACENCY' was not declared in this scope program-setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_LINES_ADJACENCY ); ^ [ 21%] Building CXX object src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AutoTransform.obj Regards, Alexey. Thanks, Robert. On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote: Trying build trunk with mingw-w64 get: [ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp: In constructor 'osg::Program::Program()': C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67: error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0), _feedbackmode(GL_SEPARATE_ATTRIBS) ^ src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target 'src/osg/CMakeFiles/osg.dir/Program.obj' failed make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1 CMakeFiles/Makefile2:249: recipe for target 'src/osg/CMakeFiles/osg.dir/all' failed make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 Makefile:117: recipe for target 'all' failed make: *** [all] Error 2 Regards, Alexey. ___ 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] How to rotate camera in openscenegraph(Walk Through in Model)?
Hi, I have loaded 3D Model in my scene and i want to walk through in the world. i achieved forward,backward,left,right,up and down but i need to rotate my camera at that camera location about x,y,z but i aam not able to get please help me?? please look at my code which is attached to this topic. Thank you! Cheers, Goutham -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62452#62452 Main_WT.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org