Re: [osg-users] [osgPlugins] Matrices interpreted wrong in AC loader it appears..

2017-03-27 Thread Robert Osfield
Hi Nikolai,

I have checked in a fix, I think it looks correct to me, could you
please test it out.  The commit to OSG master is:

https://github.com/openscenegraph/OpenSceneGraph/commit/76afbc9bcfa5ed1e86de2865bbec416f55740cef


Cheers,
Robert.

On 12 March 2017 at 15:37, Nikolai Christensen  wrote:
> Hi,
>
> Sorry, you my first post probably didn't get to you on mailing list as it had 
> attachment. So here I try again:
>
> OSG version 3.4.0
>
> Notice in picture the objects have been aligned so the torus touches approx 
> the same plane that the cone rests on.
>
> Image:
>
> [Image: https://s19.postimg.org/40u9kkuar/rotation_Test.png ]
>
> Thank you!
>
> Cheers,
> Nikolai
>
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>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert,

Only one :) And I will let them know the details. It's only used for
caching, so preserving existing files is not critical.

In the meantime I preserved our "old" way of doing it for pre-3.5.4 version
(before getBufferData was available), and copied your updated method for
3.5.5-3.5.6 versions. Hopefully that plugs the holes.

https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TextureBufferSerializer.cpp


Glenn Waldron

On Mon, Mar 27, 2017 at 11:13 AM, Robert Osfield 
wrote:

> Hi Glenn,
>
> I have just had a look at osgEarth's implementation of the
> TextureBuffer serializer and it's different from the core OSG one, the
> later is a more complete implementation.
>
> For backwards compatibility of older .osgb/.osgx/.osgt files generated
> by osgEarth applications that leverage the osgEarth's TexutreBuffer
> serializer we'd have a potential conflict.  Perhaps one way to resolve
> this would be to version OSG's new TextureBuffer so that for older
> versions the osgEarth style implementation is used, while on recent
> versions the latest is used.
>
> How many files/osgEarth users do you think might be affected by this issue?
>
> Robert
>
> Robert.
>
>
>
> On 27 March 2017 at 15:16, Glenn Waldron  wrote:
> > Robert,
> >
> > Yes, it's in the latest stable release - version 2.8.
> >
> > I will add the versioning to our master branch as well as the 2.8 branch.
> >
> > Thanks!
> >
> >
> > Glenn Waldron
> >
> > On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield <
> robert.osfi...@gmail.com>
> > wrote:
> >>
> >> Hi Glenn,
> >>
> >> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> >> > Agreed, we did this out of temporary necessity; the right thing moving
> >> > forward is for osgEarth to check the OSG version when
> >> > creating/registering
> >> > the osg::TextureBuffer serializer.
> >>
> >> Testing for an OSG version of 3.5.6 or later would probably be
> >> appropriate.
> >>
> >> Are the osgEarth TextureBuffer serilializer part of a stable release
> >> of osgEarth?
> >>
> >> Robert.
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> openscenegraph.org
> >
> >
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Re: [osg-users] Using Geometry with packed vertex arrays

2017-03-27 Thread Ravi Mathur
Aha, you're right I should have said "interleaved". No wonder I wasn't finding 
much info, I was using the wrong term! :) Now I see past posts by Robert and 
others discussing interleaved arrays. I'll stick with my current approach of 
copying the data into separate OSG arrays and deallocate the source interleaved 
array.

Thanks Julien!


mp3butcher wrote:
> Hi
> I think you're using "packed" instead of "interleaved"..
> interleaved arrays aren't support by osg. You'll have to create your 
> Drawable::DrawCallback (and perhaps your own Drawable subclass) in order to 
> do it.
> 
> Cheers
> 


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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Thanks for clarification Stuart, good to hear things working under
VS2015 and 17 :-)

On 27 March 2017 at 15:59, Stuart Mentzer  wrote:
> Hi Robert,
>
>
> robertosfield wrote:
>> HI Stuart,
>>
>> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote:
>>
>> > With this fix OSG + osgQt master branches build and work fine for my 
>> > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
>> >
>>
>> I haven't done any testing under Windows so can't comment on whether
>> OSG master will building under Qt5.8.0+VS20015, I do these calls for
>> testing to get feedback from the community on things like this - there
>> is one of me and many different platforms so I have to rely on the
>> community to cover the wide range of build combinations.
>>
>> If there are reports of issues then I can help work to resolve them.
>
>
> Just to clarify, since maybe you misread my comment as a question, I did the 
> Qt 5.8.0+VS2015 build with today's masters and I am reporting that all seems 
> well.
>
>
> robertosfield wrote:
>>
>>
>> > I also built OSG with Visual C++ 2017 for kicks and it seemed to build 
>> > cleanly but I didn't test it with my application because I need osgQt and 
>> > that won't build with VC++ 2017 until Qt 5.9.0 comes out.
>> >
>>
>> Was it a recent OSG master that you tested?
>
>
> I did this VC++ 2017 build with master as of 2 days ago.
>
> Cheers,
> Stuart
>
> --
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>
>
>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Glenn,

I have just had a look at osgEarth's implementation of the
TextureBuffer serializer and it's different from the core OSG one, the
later is a more complete implementation.

For backwards compatibility of older .osgb/.osgx/.osgt files generated
by osgEarth applications that leverage the osgEarth's TexutreBuffer
serializer we'd have a potential conflict.  Perhaps one way to resolve
this would be to version OSG's new TextureBuffer so that for older
versions the osgEarth style implementation is used, while on recent
versions the latest is used.

How many files/osgEarth users do you think might be affected by this issue?

Robert

Robert.



On 27 March 2017 at 15:16, Glenn Waldron  wrote:
> Robert,
>
> Yes, it's in the latest stable release - version 2.8.
>
> I will add the versioning to our master branch as well as the 2.8 branch.
>
> Thanks!
>
>
> Glenn Waldron
>
> On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield 
> wrote:
>>
>> Hi Glenn,
>>
>> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
>> > Agreed, we did this out of temporary necessity; the right thing moving
>> > forward is for osgEarth to check the OSG version when
>> > creating/registering
>> > the osg::TextureBuffer serializer.
>>
>> Testing for an OSG version of 3.5.6 or later would probably be
>> appropriate.
>>
>> Are the osgEarth TextureBuffer serilializer part of a stable release
>> of osgEarth?
>>
>> Robert.
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>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Stuart Mentzer
Hi Robert,


robertosfield wrote:
> HI Stuart,
> 
> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote:
> 
> > With this fix OSG + osgQt master branches build and work fine for my 
> > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
> > 
> 
> I haven't done any testing under Windows so can't comment on whether
> OSG master will building under Qt5.8.0+VS20015, I do these calls for
> testing to get feedback from the community on things like this - there
> is one of me and many different platforms so I have to rely on the
> community to cover the wide range of build combinations.
> 
> If there are reports of issues then I can help work to resolve them.


Just to clarify, since maybe you misread my comment as a question, I did the Qt 
5.8.0+VS2015 build with today's masters and I am reporting that all seems well.


robertosfield wrote:
> 
> 
> > I also built OSG with Visual C++ 2017 for kicks and it seemed to build 
> > cleanly but I didn't test it with my application because I need osgQt and 
> > that won't build with VC++ 2017 until Qt 5.9.0 comes out.
> > 
> 
> Was it a recent OSG master that you tested?


I did this VC++ 2017 build with master as of 2 days ago.

Cheers,
Stuart

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Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Sebastian Messerschmidt
Hi Gianni, 

Simply disable depth testing. (osg::Depth)

Cheers
Sebastian
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert,

Yes, it's in the latest stable release - version 2.8.

I will add the versioning to our master branch as well as the 2.8 branch.

Thanks!


Glenn Waldron

On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield 
wrote:

> Hi Glenn,
>
> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> > Agreed, we did this out of temporary necessity; the right thing moving
> > forward is for osgEarth to check the OSG version when
> creating/registering
> > the osg::TextureBuffer serializer.
>
> Testing for an OSG version of 3.5.6 or later would probably be appropriate.
>
> Are the osgEarth TextureBuffer serilializer part of a stable release
> of osgEarth?
>
> Robert.
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Re: [osg-users] Setting vertex attribute array of float

2017-03-27 Thread Julien Valentin
Hi 
I think you are mixing old and new glsl syntax.
varying is old syntax
attribute is new syntax
 you should harmonize your shader (use #version GLSLSVERSION at the begin of 
your shader) all will become incremental with compiler errors
PS:
Code:
use the code tag to create expandable code section


Cheers

Bruno Oliveira wrote:
> Hello,
> 
> 
> I have a point cloud and I need to pass some float attribute. I need one flag 
> per vertex, so I am using vertex attribute array.
> 
> 
> Here's how I do it:
> 
> 
> osg::Geometry* geom = (...);
> 
> osg::ref_ptr vvv(new osg::FloatArray());
> 
> for (int i = 0; i < nPoints; i++) vvv->push_back(0.);
> 
> 
> geom->setVertexAttribArray(20, vvv);
> geom->setVertexAttribBinding(20, osg::Geometry::BIND_PER_VERTEX);
> 
> 
> 
> Then I create a osg::Program and bind the attribute as follows:
> 
> m_program->addBindAttribLocation("classif", 20); 
> 
> 
> 
> 
> And here's my vertex shader that paints the vertices as white if the 
> attribute "classif" is > 0.1 and red otherwise:
> 
>             // Vertex Shader
>             "varying   vec4 vcolor;n"
>             "attribute float classif;n"
>             "n"
>             "void main()n"
>             "{n"
>             "  vcolor  = ((classif > 0.1) ? vec4(1., 1., 1., 1.) : 
> vec4(1., 0., 0. ,1.));n"
>             "  gl_Position = ftransform();n"
>             "}n",
> 
> 
>             // Fragment Shader
>             "varying vec4 vcolor;n"
>             "void main() {n"
>             "  gl_FragColor = vcolor;n"
>             "}"
> 
> 
> 
> 
> Now, what happens is that, despite I set all attributes to 0., all the points 
> appear as white (i.e. the shader is interpreting the attribute as > 0.1). And 
> no matter what values I put on the attributes, the vertices are always 
> rendered as white.
> 
> 
> Any hints on why this is happening?
> 
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> Post generated by Mail2Forum


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Re: [osg-users] Using Geometry with packed vertex arrays

2017-03-27 Thread Julien Valentin
Hi
I think you're using "packed" instead of "interleaved"..
interleaved arrays aren't support by osg. You'll have to create your 
Drawable::DrawCallback (and perhaps your own Drawable subclass) in order to do 
it.

Cheers


ravidavi wrote:
> Hi all,
> 
> I have an array of floats that contains packed vertex data, provided by an 
> external API, that I want to render. The data represents 
> [position,normal,texcoord] for each vertex. The array layout is: 
> 
> [posX1,posY1,posZ1,nX1,nY1,nZ1,texS1,texT1,posX2,posY2,posZ2,nX2,nY2,nZ2,texS2,texT2,...]
> 
> Currently, I copy this array into separate osg Arrays (Vec3Array positions, 
> Vec3Array normals, Vec2Array texCoords), then use the appropriate set*Array() 
> in Geometry. This works just fine, but I'm wondering whether I really NEED to 
> copy the source data. 
> 
> Is it possible to directly send the original float array and specify strides 
> and offsets for the position/normal/tex data? In straight OpenGL I could send 
> the float array as a VBO and call glVertexAttribPointer to specify the 
> strides and offsets. I've looked in the osg examples and src, but don't see 
> this being done anywhere. Whenever VBOs are used, the 
> position/normal/texCoord data are specified as separate arrays.
> 
> Has anyone tackled the problem of passing a packed array as a VBO?
> 
> Thanks,
> Ravi


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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
HI Stuart,

On 27 March 2017 at 13:44, Stuart Mentzer  wrote:
> With this fix OSG + osgQt master branches build and work fine for my 
> application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.

I haven't done any testing under Windows so can't comment on whether
OSG master will building under Qt5.8.0+VS20015, I do these calls for
testing to get feedback from the community on things like this - there
is one of me and many different platforms so I have to rely on the
community to cover the wide range of build combinations.

If there are reports of issues then I can help work to resolve them.

> I also built OSG with Visual C++ 2017 for kicks and it seemed to build 
> cleanly but I didn't test it with my application because I need osgQt and 
> that won't build with VC++ 2017 until Qt 5.9.0 comes out.

Was it a recent OSG master that you tested?


> I did no code migrations for 3.5.6 but if there are any notes on suggested 
> migration that it would be great to get a link. I believe new approaches to 
> Qt5 integration are being worked on but I didn't look into that either.

For most OSG applications I would expect the port from OSG-3.4 to
OSG-3.5.6 to be just an issue of rebuild.

I haven't kept a list of possible changes that might affect builds as
there are thousands of changes since 3.4 almost all of which won't
affect most OSG users as they are internal code changes, or public
API's that exist to assist internal implementations rather than act as
general public controls.  When I check in that may affect the
community build against the OSG I raise the topics on the mailing list
forum to provide information and get feedback.

For users of the community I generally recommend they do occassional
builds against OSG dev versions of master so we can keep tabs on
issues as close to when they arise so we can quickly turn around
fixes.  If problems do pop up fire a quick post to the mailing
list/forum.

Cheers,
Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Glenn,

On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> Agreed, we did this out of temporary necessity; the right thing moving
> forward is for osgEarth to check the OSG version when creating/registering
> the osg::TextureBuffer serializer.

Testing for an OSG version of 3.5.6 or later would probably be appropriate.

Are the osgEarth TextureBuffer serilializer part of a stable release
of osgEarth?

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Li Chi
Hi Robert,

I've tested the newest code, it looks like the SHADER problem has been solved.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert,
Agreed, we did this out of temporary necessity; the right thing moving
forward is for osgEarth to check the OSG version when creating/registering
the osg::TextureBuffer serializer.


Glenn Waldron

On Mon, Mar 27, 2017 at 3:27 AM, Robert Osfield 
wrote:

> Hi Li,
>
> On 26 March 2017 at 23:26, Li Chi  wrote:
> > Sorry for bothering, I found the cause of the warning
> "ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists.
> ".
> >
> > Because osgEarth already has the osg::TextureBuffer serializer in
> TextureBufferSerializer.cpp file, so when use osg and osgEarth together,
> the warning message printed out.
>
> This might be a bit awkward to resolve, it shouldn't really be
> osgEarth's place to implement serializers for core OSG classes because
> it has the potential of overlapping with core OSG implementations.  If
> osgEarth has a stable release this is in then we'll need to come up
> with some workaround - either making osgDB resilient to these
> conflicts or having osgEarth check OSG versions and not implement
> stuff, however, this is fraught with potential problems as the order
> and parameters serialized out could easily be different.
>
> Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Stuart Mentzer
Hi Robert,

With this fix OSG + osgQt master branches build and work fine for my 
application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.

I also built OSG with Visual C++ 2017 for kicks and it seemed to build cleanly 
but I didn't test it with my application because I need osgQt and that won't 
build with VC++ 2017 until Qt 5.9.0 comes out.

I did no code migrations for 3.5.6 but if there are any notes on suggested 
migration that it would be great to get a link. I believe new approaches to Qt5 
integration are being worked on but I didn't look into that either.

Cheers,
Stuart

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Li,

To resolve the shader selection issue I have replaced the #define/#if
usage with a new DisplaySetttings::setShaderHint() and
OSG_SHADER_HINT=GL2|GL3|GLES2|GLES3|NONE controls that enable one to
toggle the functionality at runtime.  This change is now checked into
master.  The commit was:

   
https://github.com/openscenegraph/OpenSceneGraph/commit/6308b497f287a6d94fe198947168c406491ee47b
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Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Gianni Ambrosio
So, I need the wireframe to be always visible (darker or ligher) independently 
of the object rotation.

Is there a way to implement it?

Regards,
Gianni

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Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Gianni Ambrosio
The point is that if I simply use:


Code:
   osg::Material* material = new osg::Material;
   stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::OFF);
   stateset->setAttributeAndModes(material, osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::ON);




then, I get the wireframe of the same color of the surface but when I rotate 
the 3D object the wireframe disappears at a certain position.

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Li,

On 26 March 2017 at 23:26, Li Chi  wrote:
> Sorry for bothering, I found the cause of the warning 
> "ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists. ".
>
> Because osgEarth already has the osg::TextureBuffer serializer in 
> TextureBufferSerializer.cpp file, so when use osg and osgEarth together, the 
> warning message printed out.

This might be a bit awkward to resolve, it shouldn't really be
osgEarth's place to implement serializers for core OSG classes because
it has the potential of overlapping with core OSG implementations.  If
osgEarth has a stable release this is in then we'll need to come up
with some workaround - either making osgDB resilient to these
conflicts or having osgEarth check OSG versions and not implement
stuff, however, this is fraught with potential problems as the order
and parameters serialized out could easily be different.

Robert.
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