Re: [osg-users] Problems with setInfluenceMap to RigGeometry
Hi Benjamin, for me it the images look like you have not set each bones Inverse Matrix in Skeleton Space,and I can't find it in your code. But I also cannot find any bone transform in your code. Could it be the case, that the transformation matrix in Skeleton Space is not of the bone is not identity, but the Inverse Matrix is ? Moreover you omitted some bone vertex weights, do the per Vertex Bone Weights sum upt to 1 ? They need to sum up to 1. Btw, when you are exporting from blender, why you don't export the skinned cube ? Cheers, Peter Hi, I have two pictures where you can see the difference. RigGeometry (normal) [Image: http://s7.directupload.net/images/01/temp/iahp6pb2.png ] (http://s7.directupload.net/file/d/2695/iahp6pb2_png.htm) RigGeometry with InfluenceMap [Image: http://s1.directupload.net/images/01/temp/rrmcyovi.png ] (http://s1.directupload.net/file/d/2695/rrmcyovi_png.htm) Thank you! Cheers, Benjamin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43675#43675 ___ 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] Install Issue with current trunk
Hi, Hi PP? Do you have a human name? It's kinda nice to converse with humans... Yes I do, it's Peter, and you're right, should use my proper name her. The jpeg plugin hasn't changed since 3.0.0. Is there a chance that jpeg plugin failed to build? Yes, you're right it didn't built, but thought that the cmake script would install all the rest. However, it does not built as the linker can't find a libjpeg.lib in my 3rd party library, which is right as I do not have it. I have the jpeg.lib and jpegD.lib inside the 3rd party package downloaded from the osg download site. I have not changed this package when I updated from 3.0 branch to trunk. Just right now I re-downloaded the 3rd party libs, there is no libjpeg.lib present. Is libjpeg.lib required now, or can jpeg.lib still be used ? Cheers, Peter Robert. On Thu, Oct 27, 2011 at 9:36 PM, PP CGp...@cg.uni-saarland.de wrote: Hi, I'm having Issues installing my built of the current trunk, using VS2010, Win 7 x64. LIBs and DLLs do get installed, but no applications and examples. Error Message in VS: 5CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE): 5 file INSTALL cannot find 5 D:/PP/OSG/OpenSceneGraph-SVN/build/bin/osgPlugins-3.1.0/osgdb_jpegd.dll. 5Call Stack (most recent call first): 5 src/osgPlugins/cmake_install.cmake:53 (INCLUDE) 5 src/cmake_install.cmake:51 (INCLUDE) 5 cmake_install.cmake:108 (INCLUDE) 5 5 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command setlocal 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Debug -P cmake_install.cmake 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: if %errorlevel% neq 0 goto :cmEnd 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :cmEnd 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: endlocal call :cmErrorLevel %errorlevel% goto :cmDone 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :cmErrorLevel 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: exit /b %1 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :cmDone 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: if %errorlevel% neq 0 goto :VCEnd 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd exited with code 1. Till today I used 3.0 branch, and did not have the issue. Is this known, and if so, is there a workaround ? Sorry, not a cmake expert. Cheers, PP ___ 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] Install Issue with current trunk
On 28.10.2011 11:23, Robert Osfield wrote: Hi Peter, On Fri, Oct 28, 2011 at 10:17 AM, PP CGp...@cg.uni-saarland.de wrote: Yes, you're right it didn't built, but thought that the cmake script would install all the rest. However, it does not built as the linker can't find a libjpeg.lib in my 3rd party library, which is right as I do not have it. I have the jpeg.lib and jpegD.lib inside the 3rd party package downloaded from the osg download site. I have not changed this package when I updated from 3.0 branch to trunk. Just right now I re-downloaded the 3rd party libs, there is no libjpeg.lib present. Is libjpeg.lib required now, or can jpeg.lib still be used ? I'm afraid I can't help specifically with use of CMake under Windows as I haven't used Windows for development for over a decade, but from the sound of it CMake hasn't been configured correctly somewhere along the line. It's sounds like it's building against Jpeg and failing so I'd recommend looking into what is going on, and if you don't need to read jpeg images then change the CMakeSetup entries for JPEG to blank and then reconfigure and build the project files. Thank you, I have just duplicated the jpeg.lib, and renamed the copy to libjpeg.lib. Building and installing is working now. If I face trouble reading reading jpeg files, I'll follow your advice. Cheers, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Install Issue with current trunk
Hi, I'm having Issues installing my built of the current trunk, using VS2010, Win 7 x64. LIBs and DLLs do get installed, but no applications and examples. Error Message in VS: 5 CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE): 5file INSTALL cannot find 5 D:/PP/OSG/OpenSceneGraph-SVN/build/bin/osgPlugins-3.1.0/osgdb_jpegd.dll. 5 Call Stack (most recent call first): 5src/osgPlugins/cmake_install.cmake:53 (INCLUDE) 5src/cmake_install.cmake:51 (INCLUDE) 5cmake_install.cmake:108 (INCLUDE) 5 5 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command setlocal 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Debug -P cmake_install.cmake 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: if %errorlevel% neq 0 goto :cmEnd 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :cmEnd 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: endlocal call :cmErrorLevel %errorlevel% goto :cmDone 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :cmErrorLevel 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: exit /b %1 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :cmDone 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: if %errorlevel% neq 0 goto :VCEnd 5C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd exited with code 1. Till today I used 3.0 branch, and did not have the issue. Is this known, and if so, is there a workaround ? Sorry, not a cmake expert. Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Updating geometry vertex data
Hi Aitor, The same issue you face, is there as well with the default morphing and skinning of osgAnimation. You need to do this steps to make it work. First Create your custom morph geometry, add it to a geode, add the geode to a group ( groupMorph ) and attach this somwhere to the scengraph, prefarably directly bellow root. To the Group ( gropMorph ) attach a cull callback, which just stops the traversing of the cullVisitor. struct FilterCullCallback : osg::NodeCallback { virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {} // do nothing and stop traverse }; groupMorph-setCullCallback( new FilterCullCallback() ) ; now with osgAnimation you would attach a osgANimation::UpdateMorph to the Geode, so do whatever fits your needs here. Finally the you need to attach the same geometry which gets updated here to the RigGeometry of your Skeleton. This works for me. Cheers, PP I respond to myself: Removing the model skeleton, and therefore the animation manager, I can see the morphing on the model... Is there any way to combine skeletal osgAnimation and manual vertex edition to do morphin myselft? I dont want to use osg morphing system... Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43550#43550 ___ 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] Update out of sync with osgAnimation between Bone and RigGeometry
Hi, I noticed that animated transforms and Bones do update faster than osgAnimation::RigGeometry which is attached to bones. Is this a known issue ? Can this be fixed from my Side ? This looks very odd in the case of a skinned character, and rigid ( MatrixTransform ) Eyes, as they move out of the character slightly but obviously noticeable. Attached is a test scene, displaying the issue. The red cube is rigid transformed with 3 linear keyframes. The green cube is a RigGeometry transformed by a Bone which has the same keyframe ( z ) values . The blue cube is a child of the bone without animation or deformation. Please note that the green cube is allways ( one frame ? ) behind. Thank you, Cheers, PP #Ascii Scene #Version 80 #Generator OpenSceneGraph 3.0.1 osg::Group { UniqueID 1 Name RigGeometry_Update UpdateCallback TRUE { osgAnimation::BasicAnimationManager { UniqueID 2 Animations 1 { osgAnimation::Animation { UniqueID 3 Name No Character Weight 1 Channels 2 { Type Vec3LinearChannel { Name position TargetName plyCube_XForm_Callback KeyFrameContainer TRUE 3 { 0 -2 0 0 1 -2 0 4 2 -2 0 0 } } Type Vec3LinearChannel { Name position TargetName jnt_Skin_Callback KeyFrameContainer TRUE 3 { 0 0 0 0 1 0 0 4 2 0 0 0 } } } } } } } StateSet TRUE { osg::StateSet { UniqueID 4 ModeList 1 { GL_NORMALIZE ON } } } Children 1 { osg::Group { UniqueID 5 Name world Children 2 { osg::MatrixTransform { UniqueID 6 Name plyCube_XForm DataVariance DYNAMIC UpdateCallback TRUE { osgAnimation::UpdateMatrixTransform { UniqueID 7 Name plyCube_XForm_Callback StackedTransforms 3 { osgAnimation::StackedTranslateElement { UniqueID 8 Name position Translate -2 0 0 } osgAnimation::StackedQuaternionElement { UniqueID 9 Name quaternion } osgAnimation::StackedScaleElement { UniqueID 10 Name scale Scale 1 1 1 } } } } Children 1 { osg::Geode { UniqueID 11 Name plyCube_XFormShape StateSet TRUE { osg::StateSet { UniqueID 12 ModeList 1 { GL_CULL_FACE OFF } AttributeList 1 { osg::LightModel { UniqueID 13 AmbientIntensity 0 0 0 1 LocalViewer TRUE TwoSided TRUE } Value OFF } } } Drawables 1 { osg::Geometry { UniqueID 14 Name plyCube_XFormShape_lambert1 DataVariance STATIC UseDisplayList FALSE UseVertexBufferObjects TRUE PrimitiveSetList 1 { DrawElementsUByte GL_TRIANGLES 36 { 5 16 10 10 16 21 11 22 8 8 22 19 7 18 2 2 18 13 1 12 4 4 12 15 17 14 23 23 14 20 0 3 6 6 3 9 } } VertexData { Array TRUE ArrayID 1 Vec3fArray 24 { -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 1 -1 -1 1 -1 -1 1 -1 1 -1 -1 1 -1 -1 1 -1 -1 1 1 -1 1 1 -1 1 1 1 -1 -1 1 -1 -1 1 -1 -1 1 -1 1 1 -1 1 1 -1 1 1 1 -1 1 1 -1 1 1 -1 1 1 1 1 1 1 1 1 1 } Indices FALSE Binding BIND_PER_VERTEX Normalize 0 }
[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )
Hi, I am on Win 7, osg 3.0.1 When writing out files which include a osgAnimation::RigGeometry to the new formats osgb, osgt, osgx and playing these files in the osganimationviewer, I get these messages in the CommandPrompt: InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback The problem seems to come from these lines ( found in osgt file ), which are not present in the old osg file format. osgAnimation::RigGeometry { UniqueID 26 DataVariance DYNAMIC ComputeBoundingBoxCallback TRUE { osg::ComputeBoundingBoxCallback { UniqueID 27 } } SupportsDisplayList FALSE UseVertexBufferObjects TRUE UpdateCallback TRUE { osg::UpdateCallback { UniqueID 28 } } } The problem is re-constructable with the osganimationskinning example, writing it to disk and reading back into osganimationviewer. So far no visual problem is noticeable, only the annoying error messages. Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer thread safety question
Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost. Cheers, PP On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote: On 10/12/2011 8:31 AM, Joshua Cook wrote: To make a long story short COIN was failing in a bad way but the standard notify message at the INFO level is: DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_ivd.dll Warning: Could not find plugin to read objects from file ../../some_file.iv. So, I know that COIN's failure is not an OSG problem but I do believe there may be room for a more useful debug output when a dll has problems that don't revolve around not existing. Are you 100% sure the DLL _is_ actually loading but the IV file fails to load? How have you verified this? You can set breakpoints in the DLL, or use something like SysInternals' ProcessMonitor to snoop on successful (and unsuccessful) DLL loads. Assuming the error message is correct and the plugin isn't being found... osgWorks has an app to find plugins. I don't have the .iv plugin, but here's an example of using it to find the .flt plugin: osgwwhich -p flt Using plugin name: osgPlugins-3.0.1/osgdb_openflight.dll. C:\Program Files\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_openflight.dll You can also set OSG_NOTIFY_LEVEL=DEBUG_FP to have OSG print each path that it searches to try to find the plugin. Hopefully these two tricks will help you figure out why OSG is claiming it can't load the plugin. -Paul ___ 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] BUG report : osgAnimation::RigGeometry Serializer ( minor )
Hi, I am on Win 7, osg 3.0.1 When writing out files which include a osgAnimation::RigGeometry to the new formats osgb, osgt, osgx and playing these files in the osganimationviewer, I get these messages in the CommandPrompt: InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback The problem seems to come from these lines ( found in osgt file ), which are not present in the old osg file format. osgAnimation::RigGeometry { UniqueID 26 DataVariance DYNAMIC ComputeBoundingBoxCallback TRUE { osg::ComputeBoundingBoxCallback { UniqueID 27 } } SupportsDisplayList FALSE UseVertexBufferObjects TRUE UpdateCallback TRUE { osg::UpdateCallback { UniqueID 28 } } } The problem is re-constructable with the osganimationskinning example, writing it to disk and reading back into osganimationviewer. So far no visual problem is noticeable, only the annoying error messages. This is a repost, as the previous post ended up at the wrong place, sorry. Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Culling Issue with osgAnimation::rigGeometry
Hi, I created a cube with one bone in the center, and 3 children at three corners of the cube. When the child bones are translated away from center, the expanded cube corners get culled away. Do I need to write some kind of Compute Bounding Box Callback, or do I have to use some for osgAnimation Namespace ( can't find any ). Osgt file attached, this happens in osg file format as well. Launch with osganimationviewer, play the animation and rotate around. Non Transformed Cube: Transformed Cube: Thank you, ! Cheers, PP #Ascii Scene #Version 80 #Generator OpenSceneGraph 3.0.1 osg::Group { UniqueID 1 Name M2O_Skin UpdateCallback TRUE { osgAnimation::BasicAnimationManager { UniqueID 2 Animations 1 { osgAnimation::Animation { UniqueID 3 Name No Character Weight 1 Channels 4 { Type Vec3LinearChannel { Name position TargetName jnt_PX_PY_PZ_Callback KeyFrameContainer TRUE 3 { 0 2 2 2 0.5 5 5 5 1 2 2 2 } } Type Vec3LinearChannel { Name position TargetName jnt_NX_PY_NZ_Callback KeyFrameContainer TRUE 3 { 0 -2 2 -2 0.5 -5 5 -5 1 -2 2 -2 } } Type Vec3LinearChannel { Name position TargetName jnt_NX_NY_PZ_Callback KeyFrameContainer TRUE 3 { 0 -2 -2 2 0.5 -5 -5 5 1 -2 -2 2 } } Type Vec3LinearChannel { Name position TargetName jnt_PX_NY_NZ_Callback KeyFrameContainer TRUE 3 { 0 2 -2 -2 0.5 5 -5 -5 1 2 -2 -2 } } } } } } } StateSet TRUE { osg::StateSet { UniqueID 4 ModeList 1 { GL_NORMALIZE ON } } } Children 1 { osg::Group { UniqueID 5 Name world Children 5 { osg::MatrixTransform { UniqueID 6 Name plyCube Children 1 { osgAnimation::Skeleton { UniqueID 7 Name plyCubeShape UpdateCallback TRUE { osgAnimation::UpdateSkeleton { UniqueID 8 } } Children 2 { osgAnimation::Bone { UniqueID 9 Name jntCenter DataVariance DYNAMIC UpdateCallback TRUE { osgAnimation::UpdateBone { UniqueID 10 Name jntCenter_Callback StackedTransforms 3 { osgAnimation::StackedTranslateElement { UniqueID 11 Name position } osgAnimation::StackedQuaternionElement { UniqueID 12 Name quaternion } osgAnimation::StackedScaleElement { UniqueID 13 Name scale Scale 1 1 1 } } } } Children 4 { osgAnimation::Bone { UniqueID 14 Name jnt_PX_PY_PZ DataVariance DYNAMIC UpdateCallback TRUE { osgAnimation::UpdateBone { UniqueID 15 Name jnt_PX_PY_PZ_Callback StackedTransforms 3 { osgAnimation::StackedTranslateElement { UniqueID 16 Name position Translate 2 2 2 } osgAnimation::StackedQuaternionElement { UniqueID 17 Name quaternion } osgAnimation::StackedScaleElement { UniqueID 18 Name scale Scale 1 1 1 } } } } Matrix { 1 0 0 0 0 1 0 0 0 0 1 0 2 2 2 1 }
Re: [osg-users] Does pure GL3 context work with default camera manipulator ?
O.K. in any case, thank you for your time Paul. @Community, I wonder if this behavior should be treated as bug and should be reported. What else could be done to find the source of the problem ? Summary: My GL3 compiled osg version does not reach the code where a forward compatible GL3 context gets created. What should be my next steps ? Meanwhile I recompiled for GL3 following this article, and made sure QT does not get build: http://forum.openscenegraph.org/viewtopic.php?t=7322 Cheers, PP You are on Windows, right? And I assume you built OSG for GL3 (changed all the CMake setting from their default GL2 values)? -Paul On 10/11/2011 10:25 AM, PP CG wrote: Hi Paul, thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site ). This brings me back to my doubts and original question, probably I use the wrong way to create the GL3 context, so what is the right way ? I am sorry, I am getting lost in the osg code here. Have no idea what to do to get this particular method called. Thank you Cheers, PP Hi -- A simple search of the source code shows that glContextVersion is parsed in only one place: GraphicsContextWin32.cpp, line 1678. Set a breakpoint there in the debugger and step through the following lines of code to ensure you're getting the right context. -Paul On 10/11/2011 1:32 AM, PP CG wrote: Hello community, I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ? As I have doubts about this I guess that I have setup the GL context in a wrong way, so how does one set it up properly ? My way: osg::GraphicsContext::Traits * traits = new osg::GraphicsContext::Traits() ; int width = 1920 , height = 1200 ; traits - x = 0 ; traits - y = 0 ; traits - width = width ; traits - height = height ; traits - windowDecoration = true ; traits - doubleBuffer = true ; traits - glContextVersion = std::string( 3.3 ) ; traits - windowDecoration = false ; osg::GraphicsContext * graphicsContext = osg::GraphicsContext::createGraphicsContext( traits ) ; osg::Camera * cam = new osg::Camera() ; cam - setGraphicsContext( graphicsContext ) ; cam - setViewport( 0 , 0 , width , height ) ; cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( float )height , 1.0 , 1000.0 ) ; viewer.setCamera( cam ) ; viewer.setSceneData( xform.get() ) ; viewer.realize() ; return viewer.run() ; Thank you Cheers, PP ___ 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] VBO Bug ?
On 12.10.2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? Hi Wojtek, bad result. Win 7 x64, osg build for x86 NVIDIA GTX 295 driver 280.26 Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Does pure GL3 context work with default camera manipulator ?
Hello community, I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ? As I have doubts about this I guess that I have setup the GL context in a wrong way, so how does one set it up properly ? My way: osg::GraphicsContext::Traits * traits = new osg::GraphicsContext::Traits() ; int width = 1920 , height = 1200 ; traits - x = 0 ; traits - y = 0 ; traits - width = width ; traits - height = height ; traits - windowDecoration = true ; traits - doubleBuffer = true ; traits - glContextVersion = std::string( 3.3 ) ; traits - windowDecoration = false ; osg::GraphicsContext * graphicsContext = osg::GraphicsContext::createGraphicsContext( traits ) ; osg::Camera * cam = new osg::Camera() ; cam - setGraphicsContext( graphicsContext ) ; cam - setViewport( 0 , 0 , width , height ) ; cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( float )height , 1.0 , 1000.0 ) ; viewer.setCamera( cam ) ; viewer.setSceneData( xform.get() ) ; viewer.realize() ; return viewer.run() ; Thank you Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does pure GL3 context work with default camera manipulator ?
Hi Paul, thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site ). This brings me back to my doubts and original question, probably I use the wrong way to create the GL3 context, so what is the right way ? I am sorry, I am getting lost in the osg code here. Have no idea what to do to get this particular method called. Thank you Cheers, PP Hi -- A simple search of the source code shows that glContextVersion is parsed in only one place: GraphicsContextWin32.cpp, line 1678. Set a breakpoint there in the debugger and step through the following lines of code to ensure you're getting the right context. -Paul On 10/11/2011 1:32 AM, PP CG wrote: Hello community, I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ? As I have doubts about this I guess that I have setup the GL context in a wrong way, so how does one set it up properly ? My way: osg::GraphicsContext::Traits * traits = new osg::GraphicsContext::Traits() ; int width = 1920 , height = 1200 ; traits - x = 0 ; traits - y = 0 ; traits - width = width ; traits - height = height ; traits - windowDecoration = true ; traits - doubleBuffer = true ; traits - glContextVersion = std::string( 3.3 ) ; traits - windowDecoration = false ; osg::GraphicsContext * graphicsContext = osg::GraphicsContext::createGraphicsContext( traits ) ; osg::Camera * cam = new osg::Camera() ; cam - setGraphicsContext( graphicsContext ) ; cam - setViewport( 0 , 0 , width , height ) ; cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( float )height , 1.0 , 1000.0 ) ; viewer.setCamera( cam ) ; viewer.setSceneData( xform.get() ) ; viewer.realize() ; return viewer.run() ; Thank you Cheers, PP ___ 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] Does pure GL3 context work with default camera manipulator ?
Yes I am on Windows, sorry for not mentioning. And yes I turned off all GL features but GL3 in the cmake built, as explained in other posts. Cheers, PP You are on Windows, right? And I assume you built OSG for GL3 (changed all the CMake setting from their default GL2 values)? -Paul On 10/11/2011 10:25 AM, PP CG wrote: Hi Paul, thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site ). This brings me back to my doubts and original question, probably I use the wrong way to create the GL3 context, so what is the right way ? I am sorry, I am getting lost in the osg code here. Have no idea what to do to get this particular method called. Thank you Cheers, PP Hi -- A simple search of the source code shows that glContextVersion is parsed in only one place: GraphicsContextWin32.cpp, line 1678. Set a breakpoint there in the debugger and step through the following lines of code to ensure you're getting the right context. -Paul On 10/11/2011 1:32 AM, PP CG wrote: Hello community, I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ? As I have doubts about this I guess that I have setup the GL context in a wrong way, so how does one set it up properly ? My way: osg::GraphicsContext::Traits * traits = new osg::GraphicsContext::Traits() ; int width = 1920 , height = 1200 ; traits - x = 0 ; traits - y = 0 ; traits - width = width ; traits - height = height ; traits - windowDecoration = true ; traits - doubleBuffer = true ; traits - glContextVersion = std::string( 3.3 ) ; traits - windowDecoration = false ; osg::GraphicsContext * graphicsContext = osg::GraphicsContext::createGraphicsContext( traits ) ; osg::Camera * cam = new osg::Camera() ; cam - setGraphicsContext( graphicsContext ) ; cam - setViewport( 0 , 0 , width , height ) ; cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( float )height , 1.0 , 1000.0 ) ; viewer.setCamera( cam ) ; viewer.setSceneData( xform.get() ) ; viewer.realize() ; return viewer.run() ; Thank you Cheers, PP ___ 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] How to setup and confirm a proper forward-compatipble GL3 context
Hi J-S, thank you for your answer, and sorry my late response, was without connection for some time. I activated the uniforms, but still the uniforms don't get printed through my update callback. When I activate these uniforms, does this mean at all that they should be get in any StateSet of any Node ? I think they should, as otherwise I couldn't use them, right ? Does anybody else tell me how I can create and confirm a proper GL3 context ? Thank you, Cheers, PP Hi Peter, I don't know about your other questions about the GL 3 context, but I can answer this since I've been looking at it recently. How do I get these default osg_ Uniforms into the StateSet ? The only place where I find code for creaating them is osgUtil::SceneView, which is marked as deprecated. See the osgvertexattributes example, there you will see that you need to do: context-getState()-setUseModelViewAndProjectionUniforms(true); once you've created your context. You'll probably also need context-getState()-setUseVertexAttributeAliasing(true); Though I'm not sure exactly what it does. Search in the OSG sources for getUseModelViewAndProjectionUniforms() and getUseVertexAttributeAliasing() and you'll see where they are used to create and update the uniforms / variables. Hope this helps, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context
Hi J-S, thanks for your reply, that makes sense and helps. I'll try to ask the community about the GL3 context in another topic if nobody answers here anymore. Maybe this will solve the other issues. Cheers, PP Hi Peter, I activated the uniforms, but still the uniforms don't get printed through my update callback. When I activate these uniforms, does this mean at all that they should be get in any StateSet of any Node ? I think they should, as otherwise I couldn't use them, right ? No, they get pushed into the state by the SceneView and other internal classes, so it's very possible that you'll never see them in any StateSet. As I said before: Search in the OSG sources for getUseModelViewAndProjectionUniforms() and getUseVertexAttributeAliasing() and you'll see where they are used to create and update the uniforms / variables. Hope this helps, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Wang, Don't worry about this. The title may not be able to tell the methods used directly. In fact there are already several examples showing how to integrate OSG and OpenGL in different ways: [Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera draw callbacks to call NVCG functions, can be easily extended to OGL functions. [Ch3] Drawing a NURBS surface: customize Drawable to execute GLU functions [Ch6] Creating a piece of cloud: customize Drawable to render cloud particles [Ch6] Customizing the state attribute: customize StateAttribute to call NVCG Very nice, looking forward to this :-) I'm also thinking of implementing a recipe in the last chapter that make use of OSG in a GLUT program. But it depends. :-) I would appreciate this, I'm using OpenFrameworks, which uses GLUT. Would be very cool to know how to combine OSG and this library. Even better would be to use OSGs Windowing System with OF, but I think this would get too complicated. However, looking forward to read cook book :-) Regards, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Wang, your first book was an enlightenment and answered a lot of questions which were not so clear, from source, doxygen, mailing list and web search. I would have one request for a topic, which I do not find in your content list: How to add and use OpenGL code within OSG. Now and then there are some mails on the List, but they seem already quite advanced. Could you possibly add few examples about this topic ? Thank you very much. Regards, Peter Hi Alessandro, I'd like to list the titles of all recipes finished until now as below. Thanks for the support. :-) Wang Rui --- [Chapter 1] Checking out the latest version of OSG. Configure Configuring CMake options. Building plug-ins to support common file externsions. Compile Compiling and package packaging OSG on different platforms. Compile Compiling and use using OSG on mobile devices. Compile Compiling and use using dynamic and static libraries. Generate Generating the API documentation. Create Creating your own project using Cmake [Chapter 2] Using smart and observer pointers Sharing and cloning objects Computing the world bounding box of any node Creating a running car Mirroring the scene graph Designing a breadth-first node visitor Implementing a background image node Making your node always face to screen Using draw callbacks to execute NVIDIA Cg functions Implementing a compass node [Chapter 3] Creating a polygon with borderlines Extruding a 2D shape to 3D Drawing a NURBS surface Drawing a dynamic clock on the screen Drawing a ribbon following a model Selecting and highlighting a model Selecting a triangle face of the model Selecting a point of the model Using vertex displacement mapping in shaders Using the draw instanced extension [Chapter 4] Setting up views on multiple screens Using slave cameras to simulate a power-wall Using depth partition to display huge scene Implementing the radar map Showing the top, front and side views of a model Manipulating the top, front and side views Following a moving model Using manipulator to follow models Designing a 2D camera manipulator Manipulating the view with joysticks [Chapter 5] Opening and closing the door Playing a movie in the 3D world Designing scrolling texts Implementing a morph geometry Fading in and out Animating a flight on fire Dynamically lighting within shaders Creating a simple 'Galaxian' game Building a skeleton system Skinning a skeleton system Letting the physics engine be [Chapter 6] Using the bump mapping technique Simulating the view-dependent shadow Implementing transparency with multiple passes Reading and displaying the depth buffer Implementing the night vision effect Implementing the depth-of-field effect Designing a skybox with the cubemap Creating simple water effect Creating a piece of cloud Customizing the state attribute Using MRT to create the G-buffer Completing the deferred shading algorithm [Chapter 7] Preparing the VPB (VirtualPlanetBuilder) tool Generating small terrain database Generating terrain database on the earth Working with multiple imagery and elevation data Patching existing terrain database with newer data Building NVTT support for device-independent generation Using SSH to implement cluster generation Configuring and loading terrain from the Internet Playing with osgEarth: another way to visualize the world Use osgEarth to display VPB generated database ___ 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] Motion Blur (or What is Post Processing?)
Hi all, totally agree with you Serge. I wonder why its not part of osg core. Is there any chance that this might happen ? Cheers, PP Hi Jeremy, osgPPU is absolutely what you're looking for, just take a look to it's examples, it's a really powerful toolkit. Cheers, On Tue, Sep 20, 2011 at 8:38 AM, Daniel Trstenjak daniel.trsten...@science-computing.de mailto:daniel.trsten...@science-computing.de wrote: Hi Jeremy, And as far as performance is concerned: how often is this rendering paradigm used in high-fps applications? Games like Killzone 2 are using deferred rendering (http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf) in conjunction with 'Multiple Render Targets' to achieve the desired performance. Greetings, Daniel -- Daniel Trstenjak Tel : +49 (0)7071-9457-264 tel:%2B49%20%280%297071-9457-264 science + computing ag FAX : +49 (0)7071-9457-511 tel:%2B49%20%280%297071-9457-511 Hagellocher Weg 73 mailto: daniel.trsten...@science-computing.de mailto:daniel.trsten...@science-computing.de D-72070 Tübingen WWW : http://www.science-computing.de/ -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Philippe Miltin Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ 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] Motion Blur (or What is Post Processing?)
Hi Robert, yes I read this one. In that thread you are talking about refactoring lot of code. Could you give some more specifics about the way you would like it implemented, or changed ? I'd like to work on it if I find time, and the maintainer is fine with it. Cheers, PP Hi PP, On Tue, Sep 20, 2011 at 1:27 PM, PP CGp...@cg.uni-saarland.de wrote: totally agree with you Serge. I wonder why its not part of osg core. Is there any chance that this might happen ? A year or so ago I did a review of osgPPU and didn't feel that it's design didn't fit well enough in with the core OSG API for it to be merged without problems of API coherency. I believe it would be better to see the core OSG API evolved to provide the functionality that osgPPU provides, but in a way that fits in better. Robert. ___ 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] GUI - HUD
Hi Julen, Have a look at OsgWidget examples, it may help :)Regards, Cg Date: Thu, 11 Sep 2008 08:11:15 +From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: [osg-users] GUI - HUD Hi all, I'm new with OSG and I'm doing my fist project.. I would like to make a menu in the interface, someting like http://yag2002.sourceforge.net/pix/screen-11-05-b.jpg or like http://www.openscenegraph.org/projects/osg/attachment/wiki/Screenshots/Archivideo/paris20122.jpgA box, with a textbox, some buttons, etc. Do I need an extra library? I checked HUD tutorial, but I don't know how add other elements appart than textCould you help me please?Thank in advance. _ Manage multiple email accounts with Windows Live Mail effortlessly. http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] readNodeFile progress callback
Hi Jerome, You can try osgDB loading progress How to add a progress bar for file loading with osgDB at: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials see whether this fits your requirement or you can try OSG SplashScreen at: http://www.plopbyte.net/ By the way, how do I detect when the scene is fully rendered so that I can remove my splash screen and show the rendered scene? Regards Cg From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 5 Aug 2008 10:30:58 +0200Subject: [osg-users] readNodeFile progress callback Hi, I was wondering if anybody know of any sort of progress callback that could be used with osgdb::readnodefile ? I would like to show a progress bar while my file is being loaded. I couldn’t find anything in the doc nor in the archives. Thanks for your help. -Jerome Hummel - This message contains confidential and legally privileged information. This information is intended only for the addressee of this message. In case you have received this message in error, you should not disseminate, distribute or copy it. Please notify the sender immediately by e-mail and delete this message from your IT system. Ce message comporte des informations confidentielles et légalement protégées. Ces informations sont réservées aux seuls destinataires du message. Si vous avez reçu ce message par erreur, vous ne devez pas le distribuer, diffuser ou copier. Nous vous remercions de bien vouloir en informer l'expéditeur par email et supprimer ce message de votre système informatique. _ Easily edit your photos like a pro with Photo Gallery. http://get.live.com/photogallery/overview___ 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 input from force feedback joysticks?
Hi Xinyu, You can take a look at this: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543 Hope it helps :) Regards, Cg Date: Wed, 16 Jul 2008 13:44:24 -0700From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: [osg-users] how to get input from force feedback joysticks? It seems the DirectInput can get the inputs of force feedback joysticks. How can I integrate DirectInput into my project?Is there any other way to get the joystick input?Thanks _ Easily edit your photos like a pro with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
I've ported Joseph's particle tutorial to osg version 2.4 and it works perfectly on my side. I'll try to find out the cause of this culling, thanks for the help so far. Date: Thu, 26 Jun 2008 23:14:04 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I'm totally guessing, but perhaps setting the max particle size smaller and the number of particles larger will help, as perhaps your particles are large enough to be touching the terrain and thereby being culled? More smaller particles might show some noticable difference...again, I'm totally guessing. I hope someone else can provide some help here. Are Joseph's tutorials up to date even? I haven't looked there in a long time. Sorry can't be more help. -c 2008/6/26 CG [EMAIL PROTECTED]: Hi Charles, Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's terrain, the particles look good. But when I switch over to my terrain, some of the particles will get culled. How does a terrain affect the particles? Regards, Cg Date: T hu, 26 Jun 2008 21:18:51 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Well, make a bare-bones test program and isolate the cause, and post it if necessary (in a new thread so someone else is compelled to jump in and help you!). It looks like, to me, that they are just rotated, not culled. Also, I guess you're using the connected system, and I didn't really look at that class ... try the bare-bones debug program! Good luck, Charles 2008/6/26 CG [EMAIL PROTECTED]: Hi Charles, That didn't work too. Just don't seem to see what is culling the particles? Regards, Cg Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] om To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled CG: One more tr y: I'm just looking at old code b/c I know I've had a similar problem...and I didn't notice the next line of my code: ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that'll make a difference. -Charles On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED] wrote:Sorry, then, I tried ... maybe you should repost so Robert sees it.Charles On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:Hi Charles, I've tried the setParticleAlignment and it didn't work . Regards,Cg ___ _Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED]To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] Particles being culled try: ps-setParticleAlignment(osgParticle::ParticleSys tem::BILLBOARD); On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, Thanks for the reply, what are the settings for the eye point facing? BRRegards, Cg Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems is that particles are little billboards which always face the viewer's eye point. It looks like you've undone that setting somehow, and that the billboards are facing g t; different directions. On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote: Hi all, I'm trying to simulate a smoke trail emitting from a moving tank by using Joseph's codes but some particles are being culled (see attached picture). Any ideas what are the causes? Thanks, Cg gt; Make the most of what you can do on your PC and the Web, just the way you want. Windows Live ___ BR osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-o penscenegraph.orggt ; gt ; -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Share your beautiful moments with Photo Gallery. Windows Live Photo Gallery gt ; ___ osg-users mailing list g t; osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
Hi, Sorry, I'm lost here, how do I check the texture units?Reards,Cg Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Hi, maybe check what texture units are used by terrain and particles. jp CG wrote: I've ported Joseph's particle tutorial to osg version 2.4 and it works perfectly on my side. I'll try to find out the cause of this culling, thanks for the help so far. Date: Thu, 26 Jun 2008 23:14:04 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I'm totally guessing, but perhaps setting the max particle size smaller and the number of particles larger will help, as perhaps your particles are large enough to be touching the terrain and thereby being culled? More smaller particles might show some noticable difference...agai n, I'm totally guessing. I hope someone else can provide some help here. Are Joseph's tutorials up to date even? I haven't looked there in a long time. Sorry can't be more help. -c 2008/6/26 CG [EMAIL PROTECTED]:Hi Charles, Thanks for your help, I've narrowed it down to my terrain, when I useJoseph's terrain, the particles look good. But when I switch over to myterrai n, some of the particles will get culled. How does a terrain affectthe particles? Regards,Cg Date: Thu, 26 Jun 2008 21:18:51 -0600From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] Particles being culled Well, make a bare-bones test program and isolate the cause, and postit if necessary (in a new thread so someone else is compelled to jumpin and help you!). It looks lik e, to me, that they are just rotated,not culled. Also, I guess you're using the connected system, and Ididn't really look at that class ... try the bare-bones debug program!Good luck,Charles 2008/6/26 CG [EMAIL PROTECTED] gt;: Hi Charles, That didn't work too. Just don't seem to see what is culling the particles? Regards, Cg Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] om To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled CG: One more try: I'm just looking at old code b/c I know I've had a similar problem...and I didn't notice the next line of my code: ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that 'll make a differ ence. -Charles On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED] wrote: Sorry, then, I tried ... maybe you should repost so Robert sees it. Charles On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote: Hi Charles, I've tried the setParticleAlignment and it didn't work . Regards, Cg ___ _ Date: Wed, 25 Jun 2008 23:28:53 -0600 gt; From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled try: ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD); On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, Thanks for the reply, what are the settings for the eye point facing? BR Regards, Cg gt; Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems is that particles are little billboards which always face the viewer's eye point. It looks like you've undone that setting somehow, and that the billboards are facing ; g t; different directions. On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrot e:Hi all, I'm trying to simulate a smoke trail emitting from a moving tankbyusing Joseph's codes but some particles are being culled (see attachedpicture).Any ideas what are the causes? Thanks, Cg gt; Make the most of what you can do on your PC and the Web, justthe wayyouwant. Windows Live ___ BR osg-users
Re: [osg-users] Particles being culled
Sorry for the wrong word, i think my terrain is too heavy for my machine, I'll test it on another machine. I've put the particles into a renderbin that is higher than the terrain but the the particles still get clipped. Date: Fri, 27 Jun 2008 09:19:50 -0400 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Hi Cg, Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's terrain, the particles look good. But when I switch over to my terrain, some of the particles will get culled. How does a terrain affect the particles? Just for the record, if a particle is partially visible, that's not culling, that's clipping. If you don't want your particles clipped by the terrain, I guess you could put them into a higher render bin than the terrain? Perhaps others can confirm this. J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lis ts.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Check out Barclays Premier League exclusive video clips here! http://fc.sg.msn.com/index.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
Hehe that's ok, there's a lot of terminology and some terms are similar... I guess I just expected that someone who's name is Cg would know the CG terminology :-) hehe, because my initial is Cg, thanks for the help. Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Hello Cg, Sorry for the wrong word, Hehe that's ok, there's a lot of terminology and some terms are similar... I guess I just expected that someone who's name is Cg would know the CG terminology :-) Sorry I can't help more, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Check out Barclays Premier League exclusive video clips here! http://fc.sg.msn.com/index.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
Hi Charles, I've tried the setParticleAlignment and it didn't work.Regards, Cg Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled try: ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD); On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, Thanks for the reply, what are the settings for the eye point facing? Regards, Cg Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems is that particles are little billboards which always face the viewer's eye point. It looks like you've undone that setting somehow, and that the billboards are facing different directions. On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote: Hi all, I'm trying to simulate a smoke trail emitting from a moving tank by using Joseph's codes but some particles are being culled (see attached picture). Any ideas what are the causes? Thanks, Cg Make the most of what you can do on your PC and the Web, just the way you want. Windows Live ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Share your beautiful moments with Photo Gallery. Windows Live Photo Gallery ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Check out Barclays Premier League exclusive video clips here! http://fc.sg.msn.com/index.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] manipulating vertices from a node loaded byReadNodeFile()
Hi, Sorry for the off thread, if I can recover the vertex list, is it possible to create runtime crater (cause by explosion)? Any examples out there?Regards, Cg Date: Thu, 26 Jun 2008 18:25:09 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] manipulating vertices from a node loaded byReadNodeFile() thanks for replying, but the problem is that the osg::Node* returned by ReadNodeFile() is not a osg::Geode(). From: [EMAIL PROTECTED] on behalf of Serge LagesSent: Thu 6/26/2008 4:07 PMTo: OpenSceneGraph UsersSubject: Re: [osg-users] manipulating vertices from a node loaded byReadNodeFile() Hi Rene,From you geodes, take the drawables, cast them into geometries and recover the vertex list with getVertexArray. On Thu, Jun 26, 2008 at 3:56 PM, Bokhorst,Rene R. [EMAIL PROTECTED] wrote: Hey there,I've been browsing the mail archive to find the answer to my question but I haven't found anything at all. I basically want to manipulate the vertices of a model loaded by the osgDB::ReadNodeFile() function. ReadNodeFile() returns a osg::Node. I was hoping this might actually be a osg::Geode, but apparently it isn't.Reason I want to do this is because I have 1600 different building models. But all of these building models are already positioned in their correct position and rotation (instead of each building being built around 0,0,0). So basically if I load my 1600 models and all position them on 0,0,0 I have a complete and perfectly aligned town. I want to move every building back to 0,0,0 so that I can re-use them. I've already used osg to find their position by finding the center of their bounding box. And now I want to substract that position from the vertices of every building and save them. Anyone know how to achieve this?Thank you in advance,Rene- ---Op deze e-mail zijn de volgende voorwaarden van toepassing:http://www.fontys.nl/disclaimerThe above disclaimer applies to this e-mail message.___osg-users mailing [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org-- Serge Lageshttp://www.tharsis-software.com _ Easily publish your photos to your Spaces with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
Hi Charles, That didn't work too. Just don't seem to see what is culling the particles?Regards, Cg Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled CG: One more try: I'm just looking at old code b/c I know I've had a similar problem...and I didn't notice the next line of my code: ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that'll make a difference. -Charles On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED] wrote: Sorry, then, I tried ... maybe you should repost so Robert sees it. Charles On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote: Hi Charles, I've tried the setParticleAlignment and it didn't work. Regards, Cg Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled try: ps-setParticleAlignment(osgParticle::Particle System::BILLBOARD);On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, Thanks for the reply, what are the settings for the eye point facing? Regards, Cg Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems is that particles are little billboards which always face the viewer's eye point. It looks like you've undone that setting somehow, and that the billboards are facing different directions. On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:Hi all, I'm trying to simulate a smoke trail emitting from a moving tank byusingJoseph's codes but some particles are being culled (see attachedpicture).Any ideas what are the causes? Thanks, Cg Make the most of what you can do on your PC and the Web, just the wayyouwant. Windows Live ___ BR osg-users mailing listosg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Share your beautiful momen ts with Photo Gallery. Windows Live Photo Gallery ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Chat online and in real-time with friends and family! Windows Live Messenger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Easily edit your photos like a pro with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
Hi Charles, Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's terrain, the particles look good. But when I switch over to my terrain, some of the particles will get culled. How does a terrain affect the particles? Regards, Cg Date: Thu, 26 Jun 2008 21:18:51 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled Well, make a bare-bones test program and isolate the cause, and post it if necessary (in a new thread so someone else is compelled to jump in and help you!). It looks like, to me, that they are just rotated, not culled. Also, I guess you're using the connected system, and I didn't really look at that class ... try the bare-bones debug program! Good luck, Charles 2008/6/26 CG [EMAIL PROTECTED]: Hi Charles, That didn't work too. Just don't seem to see what is culling the particles? Regards, Cg Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled CG: One more try: I'm just looking at old code b/c I know I've had a similar problem...and I didn't notice the next line of my code: ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that'll make a difference. -Charles On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED] wrote: Sorry, then, I tried ... maybe you should repost so Robert sees it. Charles On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote: Hi Charles, I've tried the setParticleAlignment and it didn't work. Regards, Cg ___ _ Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled try: ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD); On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, Thanks for the reply, what are the settings for the eye pointfacing? Regards,Cg Date: Wed, 25 Jun 2008 23:18:07 -0600From: [EMAIL PROTECTED]To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems is that particles arelittle billboards which always face the viewer's eye point. It looks like you've undone that setting somehow, and that the billboards are facingdifferent directions. On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote: Hi all, I'm trying to simulate a smoke trail emitting from a moving tank by using Joseph's codes but some particles are being culled (see attached picture). Any ideas what are the causes? Thanks, Cg Make the most of what you can do on your PC and the Web, just the way you want. Windows Live ___ BR osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org gt ; -- AsymptopiaSoftware | [EMAIL PROTECTED]www.asymptopia.org ___osg-users mailing listosg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscene graph.org Share your beautiful moments with Photo Gallery. Windows Live Photo Gallery___ osg-users mailing list g t; osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Chat online and in real-time with friends and family! Windows Live Messenger ___ osg-users mailing li st [EMAIL PROTECTED] ts.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Enrich your blog with Windows Live Writer. Windows Live Writer
[osg-users] Particles being culled
Hi all,I'm trying to simulate a smoke trail emitting from a moving tank by using Joseph's codes but some particles are being culled (see attached picture). Any ideas what are the causes?Thanks,Cg _ NEW! Get Windows Live FREE. http://www.get.live.com/wl/allattachment: particle_cull.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particles being culled
Hi Charles, Thanks for the reply, what are the settings for the eye point facing?Regards, Cg Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being culled I think the default for particle systems is that particles are little billboards which always face the viewer's eye point. It looks like you've undone that setting somehow, and that the billboards are facing different directions. On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote: Hi all, I'm trying to simulate a smoke trail emitting from a moving tank by using Joseph's codes but some particles are being culled (see attached picture). Any ideas what are the causes? Thanks, Cg Make the most of what you can do on your PC and the Web, just the way you want. Windows Live ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org -- AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Manage multiple email accounts with Windows Live Mail effortlessly. http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shader Problem
Hi all, Are there any ways to remove the shader during runtime? I've tried the removeShader function but the effect of the shader is still applied to my models (e.g tank) i.e. the appearance of the models do not go back to the state before shader is applied. Regards,Cg _ Check out Barclays Premier League exclusive video clips here! http://fc.sg.msn.com/index.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader Problem
Hi David, I'm using osg 2.4 and osgViewer. Regards, Cg Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Shader Problemhi CGwhen you remove a shader, osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw method.So this seem can be done at runtime.Which OSG version did you use ?Did you use osgViewer ?David Callu 2008/6/12 CG [EMAIL PROTECTED]: Hi all, Are there any ways to remove the shader during runtime? I've tried the removeShader function but the effect of the shader is still applied to my models (e.g tank) i.e. the appearance of the models do not go back to the state before shader is applied. Regards,Cg Chat online and in real-time with friends and family! Windows Live Messenger___osg-users mailing [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Easily publish your photos to your Spaces with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader Problem
Hi David, Just found out that the fault lies in my 3D model. Apparently, my shader only works for 3D models that are in OpenFlt format. It doesn't work for ive fomat. I've appended my shader code below: uniform sampler2D tex;uniform float fAmp; void main(){ vec4 texelColor = texture2D(tex, gl_TexCoord[0].st); texelColor = texelColor * fAmp; gl_FragColor = texelColor;} Thanks, Cg Date: Thu, 12 Jun 2008 16:46:04 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Shader ProblemHi CGWhen your remove a shader, void Program::dirtyProgram() is called to request a relink in the next frame.Program is relinked in the next frame in void Program::apply( osg::State state ) const method.Follow your code in a debugger to see if all is properly done.Are you sure your shader is well removed from your program ?HTHDavid Callu 2008/6/12 CG [EMAIL PROTECTED]: Hi David, I'm using osg 2.4 and osgViewer. Regards,Cg Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Shader Problem hi CGwhen you remove a shader, osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw method.So this seem can be done at runtime.Which OSG version did you use ?Did you use osgViewer ?David Callu 2008/6/12 CG [EMAIL PROTECTED]: Hi all, Are there any ways to remove the shader during runtime? I've tried the removeShader function but the effect of the shader is still applied to my models (e.g tank) i.e. the appearance of the models do not go back to the state before shader is applied. Regards,Cg Chat online and in real-time with friends and family! Windows Live Messenger___osg-users mailing [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Always-on security tools provide safer ways to connect and share anywhere. Find out more. Windows Live___osg-users mailing [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Easily publish your photos to your Spaces with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] finding normal of models
Hi, How do I retrieve the body axis of the model? I'm thinking of retrieving the body axis of the model and use it to rotate the model by osg::Quat rotation(osg::Quat(yaw, body_axis_z)*osg::Quat(roll, body_axis_y)*osg::Quat(pitch, body_axis_x)); pat-setAttitude(rotation);instead of osg::Quat rotation(osg::Quat(yaw, osg::Vec3(0,0,1))*osg::Quat(roll, osg::Vec3(0,1,0))*osg::Quat(pitch, osg:Vec3(1,0,0))); pat-setAttitude(rotation); so that the aircraft will be rotated correctly. Thanks. Regards,Cg From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Wed, 4 Jun 2008 18:04:43 +0100Subject: Re: [osg-users] finding normal of models HI A loaded model/node really does not in itself have a normal, its surfaces/tris etc that make up a model will have (or should have ) normal's. So sorry its not possible to retrieve a nodes normal's. In all my years of being involved with vis-sim, you really have to know before hand how your models are orientated, scaled etc , typically your modelling specs should state what is north, what is up, what units are used etc, then these need to be enforced on and followed by the content creators. Personally I don't know a way of figuring out, in arbitary models what are north, up, right etc.. you have a chance with scale/units. you have to know the orientation details of the models Sorry not much help really __Gordon Tomlinson Email : [EMAIL PROTECTED] : www.vis-sim.com www.gordontomlinson.com __Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CGSent: 04 June 2008 17:27To: OpenSceneGraph UsersSubject: [osg-users] finding normal of models Hi, Is it possible to retrieve the Normal of a loaded node (i.e. an aircraft in openflt format)? I need to find out the normal to compute the forward and right axis to construct my rotation matrix to rotate the aircraft correctly in every tick. Right now, when I roll my aircraft to 90 degrees follow by a 90 degrees pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using positiontransformattitude node for the setting of Attitude. Thanks. Regards,Cg Always-on security tools provide safer ways to connect and share anywhere. Find out more. Windows Live _ Manage multiple email accounts with Windows Live Mail effortlessly. http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] finding normal of models
Hi, My model's axes are aligned to the world coordinate system. What I need is the body/local coordinate system of the plane to rotate the plane correctly in each tick. I've attached a screen shot which shows the wrong rotation using world coordinate system (the plane is rotated 90 degrees to the right and pitch up 90 degrees, the plane's nose should point right and not up in the sky). Thanks. Regards, Cg Date: Thu, 5 Jun 2008 10:01:00 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] finding normal of models Hi, CG wrote: How do I retrieve the body axis of the model? Not sure what you mean by body axis, but what you could do is load both your model and the axes.osg sample dataset. Simply use osgviewer your-model-file axes.osg The axes object will show the world coordinate system and should help you figure out how to rotate your plane, as it will show how your _untransformed_ plane is oriented compared to the world coordinate system. The axes object is probably quite small compared to your plane object (depending on the units used for the plane, of course) and might even be inside it. You can switch to wireframe mode in that case with w to perhaps be able to pinpoint the axes. Paul I'm thinking of retrieving the body axis of the model and use it to rotate the model by osg::Quat rotation(osg::Quat(yaw, body_axis_z)*osg::Quat(roll, body_axis_y)*osg::Quat(pitch, body_axis_x)); pat-setAttitude(rotation); instead of osg::Quat rotation(osg::Quat(yaw, osg::Vec3(0,0,1))*osg::Quat(roll, osg::Vec3(0,1,0))*osg::Quat(pitch, osg:Vec3(1,0,0))); pat-setAttitude(rotation); so that the aircraft will be rotated correctly. Thanks. Regards, Cg From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Wed, 4 Jun 2008 18:04:43 +0100 Subject: Re: [osg-users] finding normal of models HI A loaded model/node really does not in itself have a normal, its surfaces/tris etc that make up a model will have (or should have ) normal's. So sorry its not possible to retrieve a nodes normal's. In all my years of being involved with vis-sim, you really have to know before hand how your models are orien tated, scaled etc , typically your modelling specs should state what is north, what is up, what units are used etc, then these need to be enforced on and followed by the content creators. Personally I don't know a way of figuring out, in arbitary models what are north, up, right etc.. you have a chance with scale/units. you have to know the orientation details of the models Sorry not much help really __ /Gordon Tomlinson / Email : /[EMAIL PROTECTED]/ Website : /www.vis-sim.com www.gordontomlinson.com/ __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -*/Master Tambo Tetsura/* *From:* [EMAIL PROTECTED] h.org [mailto:[EMAIL PROTECTED] *On Behalf Of *CG *Sent:* 04 June 2008 17:27 *To:* OpenSceneGraph Users *Subject:* [osg-users] finding normal of models Hi, Is it possible to retrieve the Normal of a loaded node (i.e. an aircraft in openflt format)? I need to find out the normal to compute the forward and right axis to construct my rotation matrix to rotate the aircraft correctly in every tick. Right now, when I roll my aircraft to 90 degrees follow by a 90 degrees pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using positiontransformattitude node for the setting of Attitude. Thanks. Regards, Cg Always-on security tools provide safer ways to connect and share anywhere. Find out more. Windows Live http:/ /get.live.com/familysafety/overview Share your beautiful moments with Photo Gallery. Windows Live Photo Gallery http://get.live.com/photogallery/overview ___ 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 _ Easily publish your photos to your Spaces with Photo Gallery. http
[osg-users] finding normal of models
Hi, Is it possible to retrieve the Normal of a loaded node (i.e. an aircraft in openflt format)? I need to find out the normal to compute the forward and right axis to construct my rotation matrix to rotate the aircraft correctly in every tick. Right now, when I roll my aircraft to 90 degrees follow by a 90 degrees pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using positiontransformattitude node for the setting of Attitude. Thanks. Regards, Cg _ Easily publish your photos to your Spaces with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] open scene graph 2.2 Warning: detected OpenGL error
Hi, I've the following error when running the osgteapot example: Warning: detected OpenGL error After searching through the mailing list, I increased the error checking regularity by changing the code in State.cpp to what Robert had suggested: #if 0_checkGLErrors = ONCE_PER_FRAME;#else_checkGLErrors = ONCE_PER_ATTRIBUTE; #endif and the console reported a more detailed error message: Warning: detected OpenGL error 'invalid value' after applying attribute Viewport 0x9736b38 Are there any solutions to this problem? I'm running in a single window and my OpenGL version is 1.5.0 - Build 7.14.10.1437 Regards, CG _ Create photo panoramas easily with Photo Gallery! http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error
Hi Robert, My hardware details: Windows Vista Mobile Intel 965 ExpressBy the way, the rest of the examples also generate the Viewport error. Regards, CG Date: Wed, 16 Apr 2008 10:13:37 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error Hi Cg, I haven't heard of problems with osgteapot before, and its an example that has been around for many years so it'd seem you've come across a unusual set up. I'd suspect a driver bug. What hardware/OS/drivers are you using? Robert. On Wed, Apr 16, 2008 at 9:30 AM, CG [EMAIL PROTECTED] wrote: Hi, I've the following error when running the osgteapot example: Warning: detected OpenGL error After searching through the mailing list, I increased the error checking regularity by changing the code in State.cpp to what Robert had suggested: #if 0 _checkGLErrors = ONCE_PER_FRAME; #else _checkGLErrors = ONCE_PER_ATTRIBUTE; #endif and the console reported a more detailed error message: Warning: detected OpenGL error 'invalid value' after applying attribute Viewport 0x9736b38 Are there any solutions to this problem? I'm running in a single window and my OpenGL version is 1.5.0 - Build 7.14.10.1437 Regards, CG Blog it to your Space with Live Writer! Windows Live Writer ___ 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 _ Publish your photos to your Space easily with Photo Gallery. http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error
Hi Robert, osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2, the error goes away when I use OpenSceneGraph 1.2. I've updated my video driver but the error still persists. Regards, CG Date: Wed, 16 Apr 2008 10:29:02 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error Hi Cg, On Wed, Apr 16, 2008 at 10:24 AM, CG [EMAIL PROTECTED] wrote: My hardware details: Windows Vista Mobile Intel 965 Express By the way, the rest of the examples also generate the Viewport error. Houston we have a driver problem! Could you try examples like the osgviewerGLUT and osgviewerSDL to see if they have this problem too? It might be a bug in the wgl window setup, or perhaps in OpenGL driver itself. The question is what can be done to work around the bug(s) whatever it is. Upgrading the driver might fix it. Perhaps others with Intel graphics experience might be able to make some suggestions. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/l istinfo.cgi/osg-users-openscenegraph.org _ Help Splitzo Sally Before It’s Too Late! http://www.thegirlwhosplitinto5.com/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error
Hi, After using GLintercept, I've discovered that the error was caused by the initializeExtensionProcs() function in State.cpp and has been fixed in OpenSceneGraph 2.3.3. Regards, Cg Date: Wed, 16 Apr 2008 11:10:09 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error Hi Cg, 2008/4/16 CG [EMAIL PROTECTED]: osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2, the error goes away when I use OpenSceneGraph 1.2. I've updated my video driver but the error still persists. The main difference between 1.2 and 2.2 will be osgViewer vs osgProducer/Producer so this is the most likely source of problem. This type of problem is hard to track down, and very likely is an OpenGL/glw driver problem. I'm afraid since you have a system that reproduces it, and others like myself don't you are actual the one best placed to track it down. The way of tracking the down the problem I'd use would be to capture all glw+OpenGL calls via a tool like glDebugger and capture it for something like osgviewer glider.osg for both 1.2 and 2.x and then look at the differences in the OpenGL/glw calls made. Once we know the differences we should be able to work out how to tweak the window/OpenGL setup in osgViewer to avoid the problems under Intel drivers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Easily manage multiple email accounts with Windows Live Mail! http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Deploying Application
Hi all, When I copied my application (OpenSceneGraph libraries, DLLs and application) to another folder, the application will not load any flt or ive files. A warning message Warning: Could not find plugin to read objects from file F:/OpenSceneGraph-2.0/Tutorials/JoeDirt/JoeDirt.flt will be displayed in the console window. I've set the path to OpenSceneGraph plugins and bin directory in the environment setting (Windows Vista) but it still can't find the plugin. Regards, CG _ Publish your photos to your Space easily with Photo Gallery. http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Deploying Application
Thank you, Robert :) Date: Tue, 15 Apr 2008 09:50:54 +0100From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Re: [osg-users] Deploying ApplicationHI CG,Set the path to the parent directory that contains the plugins. The OpenScneeGraph-2.x uses osgPlugins-soversion/pluginname.dll to make sure that it picks up the correct version of plugins for the applications version of the OSG. This avoids problems with mixing dll's between versions of the OSG that might be installed.Robert. On Tue, Apr 15, 2008 at 7:44 AM, CG [EMAIL PROTECTED] wrote: Hi all, When I copied my application (OpenSceneGraph libraries, DLLs and application) to another folder, the application will not load any flt or ive files. A warning message Warning: Could not find plugin to read objects from file F:/OpenSceneGraph-2.0/Tutorials/JoeDirt/JoeDirt.flt will be displayed in the console window. I've set the path to OpenSceneGraph plugins and bin directory in the environment setting (Windows Vista) but it still can't find the plugin. Regards,CG Get your free suite of Windows Live services! Windows Live___osg-users mailing [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Help Splitzo Sally Before It’s Too Late! http://www.thegirlwhosplitinto5.com/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Set Camera Manipulator coordinates to Geocentric coordinates
Hi, How do I set the initial camera manipulator's coordinates to a specific Geocentric/Geodetic coordinates (e.g. latitude: 33.3, longitude: -127.0)? Regards, CG _ Easily manage multiple email accounts with Windows Live Mail! http://www.get.live.com/wl/all___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org