Re: [osg-users] Transformations using Quat and Mat

2017-11-14 Thread tianzjyh
Hi, Maurus, 
I think it's the order of the multiplies. It should be like vec*MatA*MatB,  If 
you want to apply an osg::Matrix on a osg::Vec. But I do not quiet know why 
osg::Quat does not obey this: for a osg::Quat, the form quat * vec is used.___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] "Memory: Colors" game from scratch

2017-11-14 Thread michael kapelko
Hi.

I've published the 5th (and final) tutorial of the guide, which
describes actual gameplay implementation for "Memory: Colors".
Here is the link to the guide's main page:
https://bitbucket.org/ogstudio-games/memory-colors
Here is web version of the result:
https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html

On 5 November 2017 at 17:55, michael kapelko  wrote:
> Hi.
>
> I've published the 4th tutorial of the guide. It talks about
> displaying text, animating text, and creating a good look background.
> https://bitbucket.org/ogstudio-games/memory-colors/src/tip/readme/04.StartFinish/04.StartFinish.md
>
>
> On 31 October 2017 at 08:40, tianzjyh  wrote:
>> wonderful !
>>
>>
>> --
>> Cheers,
>> TianZJ
>>
>>
>> At 2017-10-28 19:18:01, "michael kapelko"  wrote:
>>>Hi.
>>>
>>>You may remember that some time earlier this year I've posted about
>>>OpenSceneGraph cross-platform guide (
>>>https://github.com/OGStudio/openscenegraph-cross-platform-guide ) that
>>>describes how to render a simple cube on desktop, mobile, and web.
>>>
>>>Once that was over, I headed straight to creating the first
>>>cross-platform game with OpenSceneGraph. This gave birth to MJIN
>>>project ( https://bitbucket.org/ogstudio/mjin ), which builds on
>>>OpenSceneGraph.
>>>
>>>I have successfully built the game based on Memory board game.
>>>Here's web version:
>>>https://ogstudio.github.io/game-memory-colors/0.3/mjin-player.html
>>>Note the famous OpenSceneGraph background :)
>>>
>>>Once the game was done I decided to describe how to create it from scratch.
>>>I've just finished the third article. All articles are in the game's
>>>home repository:
>>>https://bitbucket.org/ogstudio-games/memory-colors
>>>
>>>If you wanted to create a simple game for a long time but did not know
>>>where to start, now is a good chance.
>>>
>>>Thanks.
>>>___
>>>osg-users mailing list
>>>osg-users@lists.openscenegraph.org
>>>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>> 【网易自营|30天无忧退货】仅售同款价1/4!MUJI制造商“2017秋冬舒适家居拖鞋系列”限时仅34.9元>>
>>
>> ___
>> 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] OpenSceneGraph-3.5.8 dev release tagged

2017-11-14 Thread Robert Osfield
Hi All,

This afternoon I tagged the 3.5.8 developer release:

   https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.5.8

This dev release wraps up recent improvements to osgText and
osgAnimation as well as range of other build and bug fixes.

This dev release also contains fixes to outstanding issues picked up
by CoverityScan - we now have a defect density of 0.00 per 1000 lines
according to Coverity's webpage for the OpenSceneGraph.   Coverity can
only pick up certain types of bugs it's really not like the OSG is now
completely free of bugs... but as far as we can take this tool for
improving quality we have done so now and should be easy to keep on
top of going forward.

Thanks to all those that have contributed to the OSG in this dev cycle.

Cheers,
Robert.

-- ChangeLog since 3.5.7
Tue, 14 Nov 2017 10:38:18 +
Author : Raymond de Vries
attached fixes for configuring and building the osgPlugin exr with
Visual Studio and using out-of-the-box builds of ilmbase and openexr,
i.e. without manual/extra config for using these 2 libs with the
OSG.Previously, the assumption was made that ilmbase and openexr were
installed in a common directory and hence the header files and libs
were both found in that common directory. That is not consistent with
other libs and this submission makes it consistent and therefore the
OSG configures out of the box. I made this work for
ilmbase-2.1.0.tar.gz / openexr-2.1.0.tar.gz and ilmbase-2.2.0.tar.gz /
openexr-2.2.0.tar.gz


Mon, 13 Nov 2017 13:08:39 +
Author : Robert Osfield
Fixed typo

Mon, 13 Nov 2017 13:06:12 +
Author : Robert Osfield
Fixed CoverityScan reported errors

Mon, 13 Nov 2017 12:49:33 +
Author : Robert Osfield
FIxed two CoverityScan detected memory leaks

Mon, 13 Nov 2017 10:24:31 +
Author : Andre Normann
Attached is a fix in GLExtension, which is based on latest git
version, that fixes the usage of uniform buffer objects on macOS.
Under macOS core OpenGL features aren't exported as extension. OpenGL
3.1 includes the GL_ARB_uniform_buffer_object as core feature for
example. On macOS a simple osg::isGLExtensionSupported() call would
fail. It is required to use the isGLExtensionOrVersionSupported()
method. This is what my fix does.

Sat, 11 Nov 2017 14:50:55 +
Author : Robert Osfield
Updated SO version to 152 to reflect the resent API changes to osgAnimation.

Sat, 11 Nov 2017 14:43:10 +
Author : OpenSceneGraph git repository
Merge pull request #382 from openscenegraph/osganimationOsganimation
improvements

Sat, 11 Nov 2017 13:27:43 +
Author : OpenSceneGraph git repository
Build fix

Sat, 11 Nov 2017 13:08:42 +
Author : OpenSceneGraph git repository
Readbility improvements and updating version to 152

Sat, 11 Nov 2017 13:04:34 +
Author : OpenSceneGraph git repository
Added versioning to the new serialization additions

Sat, 11 Nov 2017 13:00:56 +
Author : OpenSceneGraph git repository
Code readability improvements

Sat, 11 Nov 2017 12:58:52 +
Author : OpenSceneGraph git repository
Code readability improvements

Sat, 11 Nov 2017 12:54:28 +
Author : OpenSceneGraph git repository
Code readability improvements

Sat, 11 Nov 2017 12:46:48 +
Author : OpenSceneGraph git repository
Code readability improvement

Sat, 11 Nov 2017 12:45:55 +
Author : OpenSceneGraph git repository
Small readability improvements

Sat, 11 Nov 2017 12:42:34 +
Author : OpenSceneGraph git repository
Fix of incorrect Program assignment bug and coding style

Sat, 11 Nov 2017 12:33:44 +
Author : OpenSceneGraph git repository
coding style/readability fixes

Sat, 11 Nov 2017 12:29:45 +
Author : OpenSceneGraph git repository
coding style/readability fixes

Sat, 11 Nov 2017 12:27:56 +
Author : OpenSceneGraph git repository
coding style/readability fixes

Sat, 11 Nov 2017 12:24:27 +
Author : OpenSceneGraph git repository
coding style fix

Sat, 11 Nov 2017 11:17:34 +
Author : Robert Osfield
Restructed the ref counting of the rawImageRec structure so that it's
done with a separate refImageRec struct so it doesn't interfer with
the writing of the rawImageRec as a header when writing to .rgb

Sat, 11 Nov 2017 10:19:09 +
Author : Andreas Ekstrand
I have implemented readObject to make loading objects from SceneLoader
in the LWS plugin work. I'm not sure about other implications from
changes leading up to this problem (readRefFile instead of
readNodeFile in SceneLoader) but this fix works for me.

Fri, 10 Nov 2017 17:12:20 +
Author : Robert Osfield
Fixed handling of GL_TEXTURE_CUBE_MAP when using glTextureStorage.

Fri, 10 Nov 2017 17:00:52 +
Author : OpenSceneGraph git repository
Merge pull request #381 from
openscenegraph/revert-379-osganimbugfixRevert "following guidance
from OpenGL Common Mistakes:"

Fri, 10 Nov 2017 16:58:29 +
Author : OpenSceneGraph git repository
Revert "following guidance from OpenGL Common Mistakes:"

Fri, 10 Nov 2017 14:49:54 +
Author : OpenSceneGraph git rep

[osg-users] Transformations using Quat and Mat

2017-11-14 Thread Michael Maurus
Hello everyboy,

currently, I am trying to get some transformations working to display a 
cylinder as a line of sight.
As you can see in the code below, I want to get the rotation represented by the 
Quaternion q into the Matrix mat, but neither preMultRotate using the quat nor 
multiplying as a Matrix won't give the expected results.
Any ideas/clues?

I am using OpenSceneGraph 3.5.5, commit from 7.10.2016 
(6142ea1d4671c18ff1cb51bc49ba74c11df0d15b)


Code:

osg::Vec3 dir(1,1,1);
osg::Vec3 z(0,0,1);
dir.normalize();
osg::Quat q = getQuaternionFromTwoVectors(z, dir);

//q*z == dir.normalize() => TRUE (0.57735, 0.57735, 0.57735)

osg::Matrixd MV = getModelViewmatrix();
osg::Matrixd invMV = osg::Matrix::inverse(MV);

//invMV * MV * z == z => TRUE

//q * (invMV * MV * z) == dir.normalize() => true

osg::Matrixd mat = invMat;
mat.preMultRotate(q);

//mat * MV * u == dir.normalize() => false (-0.57735, -0.57735, 0.57735) 
instead of (0.57735, 0.57735, 0.57735)

mat = osg::Matrixd(q) * mat;
//mat * MV * u == dir.normalize() => false (-0.57735, -0.57735, 0.57735) 
instead of (0.57735, 0.57735, 0.57735)




Thank you!

Cheers,
Michael

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72384#72384





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]

2017-11-14 Thread Robert Osfield
Hi Russel,

On 13 November 2017 at 23:45, Thamm, Russell
 wrote:
> The viewer is single-threaded. Furthermore, I now make all modifications to
> the scene tree in the render thread (prerender) but I still get the
> occasional crash in the render thread:

If you are running the viewer SingleThreaded then there isn't a
dedicated rendering thread, there will by just the main application
thread doing update, event, rendering traversals (cull and draw
dispatch).

So are you running single threaded or multi-threaded?

Also why modify the scene graph in rendering traversal?

It's really hard to know what you are doing and why you are doing it.
The only thing I can get a strong impression is that you are doing
something in an odd way and getting a crash.

I would suggest taking a big step back from the problem and explain to
us what you are trying to achieve with updating the scene graph and we
can point you in the right direction of how to do it efficiently.

Robert
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org