Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap
Ok, thank you, I will take a look at all of that. Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46412#46412 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap
Hi, At the question Aurelien wrote: 3. Is there any invalid elevation value management to cut holes in source elevation data and then build a database with holes inside ? (not simple shape holes as square) You say Chris Hanson wrote: I don't remember how VPB handles this anymore. I know I've done it though. The need of drill hole in my terrains is the thing which prevent me to use osgEarth or VPB until now. If you can remember how to do it, it will be a great improvement in my projects. Thank you! Cheers, Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46309#46309 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Animation Tutorial
I don't know if they are tutorails about this, but animation can be done with OSG. To set your animation, you can use blender for example and then, export to osg. Then, use osgCal to perform animation and skinning. Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35059#35059 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Animation Tutorial
Hey! See it as your Christmas gift ;) Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35064#35064 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need Help ! Open Scene Graph For IPhone Shaders Issues
Hi, First, I don't see any call to realize(); Second, do you set any camera manipulator or position to look at your box? Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35068#35068 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QT undefined reference to
Hi, It's a Qt purpose. To fill the LIBS variable, prefix the paths with -L and the library names with -l So, LIBS += -LD:/openscenegraph/OpenSceneGraph/lib -losg -lOpenThreads Cordialement, Eric Zaremba European Rail Software Applications 5, rue Maurice Blin 67500 HAGUENAU FRANCE E-mail : mailto:eric.zare...@ersa-france.com Tel : (+33)3 88 07 15 54 Fax: (+33)3 88 07 15 51 Internet: http://www.ersa-france.com -Message d'origine- De : osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] De la part de Maxim Gammer Envoyé : mardi 7 décembre 2010 12:10 À : osg-users@lists.openscenegraph.org Objet : Re: [osg-users] QT undefined reference to + CONFIG += opengl QT += opengl 2010/12/7 Maxim Gammer maxgam...@gmail.com: in my .pro file win32 { LIBS = -lOpenThreads \ -lopengl32 \ -losg \ -losgDB \ -losgGA \ -losgUtil \ -losgText \ -losgViewer \ -losgShadow \ -losgParticle \ -losgAnimation \ . 2010/12/7 Cracj Kurt couple...@mail.ru: Hi, i have *.pro Code: QT += core QT -= gui TARGET = untitled CONFIG += console CONFIG -= app_bundle TEMPLATE = app SOURCES += main.cpp INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/ INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/osg INCLUDEPATH += C:/Qt/2010.05/qt/src/opengl LIBS +=D:/openscenegraph/OpenSceneGraph/lib/osgd.lib path D:/openscenegraph/OpenSceneGraph/lib/ is exist. But have error Code: error: undefined reference to `_imp___ZN3osg8GeometryC1Ev ' Code is very easy Code: #include QtCore/QCoreApplication #include osg/Geode #include osg/Geometry #include iostream osg::ref_ptrosg::Node createSceneGraph() { osg::ref_ptrosg::Geometry geom = new osg::Geometry; } int main(int argc, char *argv[]) { QCoreApplication a(argc, argv); return a.exec(); } Whats wrong? Thank you! Cheers, Cracj[/code][/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34574#34574 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer -- Maxim Gammer ___ 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] OsgViewer QT threads
Hi, What kind of thread? Rendering OSG in a QT widget force to set the viewer to singleThread. But creates qt thread still is possible. Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32662#32662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and QT problem
Hi, I experiment this. I used an already displayed scene in another viewer. (I think you do not reload your nodes). So, they are a marker in the osg::Texture which indicates to unref the image after apply. I thinks it a save memory trick. But in our case, the image does not exist anymore when the scene is set to the second view. So, I wrote a visitor which look into each node of my graph and check the stateset. I apply it just after loading before insert it in my scene. So, my code: // osg::StateSet* stateset = ... osg::StateAttribute* attribute = NULL; while( (attribute = stateset-getTextureAttribute(i, osg::StateAttribute::TEXTURE)) ) { ++i; osg::Texture* tex = dynamic_castosg::Texture*(attribute); if( tex ) tex-setUnRefImageDataAfterApply( false ); } And all should work fine. Eric Z. De : osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] De la part de Maxim Gammer Envoyé : jeudi 29 octobre 2009 12:41 À : OpenSceneGraph Users Objet : [osg-users] OSG and QT problem Hello, There is one problem while using OSGViewer in QT: first run of Widget goes just fine (1.jpg). After I close it and then create it again there is an incorrect picture (2.jpg). There is a suspicious chancks in debug info (1.txt and 2.txt): returning cached instanced of - tells us that an object wasn't deleted. I closed widget though. At the first run there are following strings in debug, but they dissapear at second run: -- RegisterWindowingSystemInterfa ceProxy() X11WindowingSystemInterface() GraphicsContext::setWindowingSystemInterface() 0x1b26f200x7f39a7ccc890 --- The following strings appear at the moment when I delete OSGViewer: Warning: deleting still referenced object 0x6b8d378 of type 'PN3osg10ReferencedE' the final reference count was 2, memory corruption possible. OSG 2.8.2. QT 4.5.0 Where to dig for a solution? Thanx in advance. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Qt4, OSG and HUD
Hi all, Since Qt 4.4, we are able to mix OpenGL and Qt in a way which provides more possibility than the osgViewerQT do by using QGraphics framework, especially for HUD display. I joint the example I write to do this. The main function loads a model a display into my QGraphicsScene inheriting class. On top of it is drawn a simple semi-transparent QWidget but we can draw whatever we want as menu... I extended the example code from the Qt Quaterly to use the osg::Viewer. But I think it can interest other Qt/OSG users. I still have 2 problems I don't have the time to look forward: - The widget transparency only run with the composite viewer (run my example with the --composite argument) - The window resize produces a deformation of widgets inside but I think it more a Qt problem ;) I say this just for information. I hope this could be usefull for someone. Eric Z. main.cpp Description: main.cpp QOSGGraphics.cpp Description: QOSGGraphics.cpp QOSGGraphics.h Description: QOSGGraphics.h ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fog problem
Hi, Ok, osgprecipitation lz.osg works. So, I looked into the code and see it set the attribute and mode with the osg::Fog from the precipitation instead of just enable the GL_FOG mode and let the precipitationEffect do its work itself. I correct my program and it run yet! Thanks a lot Robert! Now, I think it is normal to obtain undefined result if I enable fog without set the other attributes... But I still ask me why it worked until yesterday, since I introduced precipitation two weeks ago! Les voies du seigneur sont impénétrables... Thanks again! -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Robert Osfield Envoyé : jeudi 10 juillet 2008 13:00 À : OpenSceneGraph Users Objet : Re: [osg-users] Fog problem Hi Eric, What happens when you run: osgprecipitation lz.osg Robert. On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA [EMAIL PROTECTED] wrote: Hi, Since yesterday, I have a problem with fog. When I turn it one, my scene becomes black, even if I deactivate the lighting. It is very strange, because I don't update my OSG version (which is 2.5.2) nor recompile it. I make a small program to test this out of my other stuff, and test it on two different machines (both under WinXP, one with an ATI FireGL, the other with a NVidia QuadroFx). // my minimal test program int main ( int argc, char const *argv[] ) { osgViewer::Viewer myViewer; myViewer.addEventHandler(new osgViewer::StatsHandler); myViewer.addEventHandler(new osgGA::StateSetManipulator(myViewer.getCamera()-getOrCreateStateSet())); myViewer.addEventHandler(new osgViewer::HelpHandler); osg::ref_ptrosg::Group pRoot = new osg::Group; osg::StateSet* stateset = pRoot-getOrCreateStateSet(); stateset-setMode( GL_FOG, osg::StateAttribute::ON ); //stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF ); osgParticle::PrecipitationEffect* pe = new osgParticle::PrecipitationEffect; pRoot-addChild( pe ); pe-rain(0.3); osg::Node* pNode = osgDB::readNodeFile(lz.osg); pRoot-addChild( pNode ); myViewer.setSceneData(pRoot.get()); myViewer.realize(); myViewer.run(); return( 0 ); } Computers drive me crazy! good will be the retirment, I will breed rabits. Eric Z. ___ 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] Rendering the scene multiple timeswith differentshaders.
I don't know how you perform your multi-pass rendering. But as far I understand the nodeMask, a node is traversed if the logical AND operator between the visitor mask and the node mask is not null. So, if you use two cameras, the first can have a mask to 0x1 to render the subgraph Node_1 and the second camera a mask to 0x2 to render the subgraph Node_4. If the other node has a mask to 0xF, they will be rendered by both cameras. I'm not very good about rendering since my work is more about the generation of scenegraph. So, I hope I don't say wrong. So, the best way is still to test on small example, and osg is good enough to code this kind of small test. Eric Z. De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli Envoyé : jeudi 22 mai 2008 22:12 À : OpenSceneGraph Users Objet : Re: [osg-users] Rendering the scene multiple timeswith differentshaders. Hi Eric, It looks to me like using the switch could be the solution for my needs. I think that it would either have to be a switch, or a mask. An example of what I want to do could be written like this: Original part of my scene graph: Root | +--Node_1 (Specifies a states and a fragment shader) || |+--Node_2 (Specifies a geometry to be rendered) || |+--Node_3 (Specifies another geometry to be rendered) Using the switch to make sure I can render the scene twice with different shader: Root | +--Switch || |+--Node_1 (Specifies states and a fragment shader) ||| ||+--Node_2 (Specifies a geometry to be rendered) ||| ||+--Node_3 (Specifies another geometry to be rendered) || |+--Node_4 (This is a clone of Node_1 where I have added a new shader) ||| ||+--Node_2 (This is the same node as Node_2 above) ||| ||+--Node_3 (This is the same node as Node_3 above) || Conclusion: - The switch will let one scene render use Node_1 and another scene render use Node_4. Using a mask to achieve the same effect: Root | +--Node_1 (Specifies states and a fragment shader, MASK = 0x1) || |+--Node_2 (Specifies a geometry to be rendered) || |+--Node_3 (Specifies another geometry to be rendered) | +--Node_4 (This is a clone of Node_1 where I have added a new shader, MASK = 0x2) || |+--Node_2 (This is the same node as Node_2 above) || |+--Node_3 (This is the same node as Node_3 above) | Conclusion: - This should work as far as I have understood the mask system, and this time I do not need the switch node. - In this solution I would not need to alter the position of Node_1 in the tree. It is essential for me to have a solution where I do not need to do any work in between each time I render the scene. Viggo Date: Thu, 22 May 2008 17:14:09 +0200 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Rendering the scene multiple times with differentshaders. I think use osg::Switch is right way to do. You can set a StateSet to any Node, then (correct me if I'm wrong) all children will inherit the stateset. So, I think about a graph like this: Root | | Switch ___|__ | | | Node2-stateset(shader2) Node1-stateset(shader1) | |_| | | Rest of your graph So you can insert this kind of switch to any subgraph which use another shader, you do not have to duplicates the rest of your subgraph since two parents can have the same child. Another way (similar) is to use a simple group instead of the osg::Switch, but let osg to choose the good branch via nodeMask. In this way, you do not have to update your graph between to passes. I hope it helps you. Eric Z. De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli Envoyé : jeudi 22 mai 2008 15:57 À : osg-users@lists.openscenegraph.org Objet : [osg-users] Rendering the scene multiple times with differentshaders. Hi, My scene contains models that use one or many textures, some use vertex and fragment shaders of different kinds. Complex but good looking :-) I need to render the scene many times each frame. The first render is a normal one, so I need no change in textures, states or shaders. The second render is a multi target render. Here I need to change all the fragment shaders that my scene uses. Each shader need to output data to each
Re: [osg-users] Rendering the scene multiple times with differentshaders.
I think use osg::Switch is right way to do. You can set a StateSet to any Node, then (correct me if I'm wrong) all children will inherit the stateset. So, I think about a graph like this: Root | | Switch ___|__ | | | Node2-stateset(shader2) Node1-stateset(shader1) | |_| | | Rest of your graph So you can insert this kind of switch to any subgraph which use another shader, you do not have to duplicates the rest of your subgraph since two parents can have the same child. Another way (similar) is to use a simple group instead of the osg::Switch, but let osg to choose the good branch via nodeMask. In this way, you do not have to update your graph between to passes. I hope it helps you. Eric Z. De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli Envoyé : jeudi 22 mai 2008 15:57 À : osg-users@lists.openscenegraph.org Objet : [osg-users] Rendering the scene multiple times with differentshaders. Hi, My scene contains models that use one or many textures, some use vertex and fragment shaders of different kinds. Complex but good looking :-) I need to render the scene many times each frame. The first render is a normal one, so I need no change in textures, states or shaders. The second render is a multi target render. Here I need to change all the fragment shaders that my scene uses. Each shader need to output data to each render target. My question is: - What is the best way to switch shaders on many models in my scene-graph? One way to do it is to put a shader on the top node and override all child nodes, but that only works if the entire scene-graph renders with the same shader. My scene uses different shaders, so overriding is not the solution. One idea I have is to parse through all scene graphs that I add to my world and duplicate all nodes that sets a fragment shader. I could then create one shader for the normal render and one for the multi target render. This would require that I mask those nodes so that the correct ones are used in each render. This will require me to write my own function for adding nodes to the scene. Anyhow, I would be very happy if someone could guide me in the right direction on this one. Regards, Viggo Si det direkte med Windows Live Messenger. Lei av å vente på svar? http://get.live.com/nb-no/messenger/overview ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG user meeting in Paris - Monday 28 April
Hello, I will come too. Great idea! Eric Z. European Rail Software Applications 5, rue Maurice Blin 67500 HAGUENAU FRANCE -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Frauciel Luc Envoyé : mercredi 2 avril 2008 10:51 À : OpenSceneGraph Users Objet : Re: [osg-users] OSG user meeting in Paris - Monday 28 April Hi, I'll be there too. Luc Luc FRAUCIEL - BRGM Unité Calcul, 3D et réalité virtuelle Service Systèmes et Technologies de l'Information 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France Tél. 02 38 64 35 65 Fax 02 38 64 39 70 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Art Tevs Envoyé : mercredi 2 avril 2008 10:38 À : OpenSceneGraph Users Objet : Re: [osg-users] OSG user meeting in Paris - Monday 28 April Hi all, I will also be there. I would like to bring my cousin to that meeting too, so that he got idea of the osg and computer graphics at all. I hope this is ok?! Best regards, Art --- David Callu [EMAIL PROTECTED] schrieb: Hi all, I will come. Cheers David Callu 2008/4/1, Mike Weiblen [EMAIL PROTECTED]: Be sure to take pictures! cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Tuesday, April 01, 2008 10:23 AM To: 'OpenSceneGraph Users' Subject: [osg-users] OSG user meeting in Paris - Monday 28 April I've discussed this offline with Serge, and I want to thank him for graciously volunteering his office space for the OSG Users Group meeting. It will be Monday 28 April, 6pm onwards, with a probable breakout to some local social venue. Can we get a headcount of interested participants, so we can prepare accordingly? Please post here if you plan to attend. Serge, please post info on the location so that people will know how to get there. I'll update the wiki and my registration page with that info. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ** Pensez à l'environnement avant d'imprimer ce message Think Environment before printing Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du (des) destinataire(s) désigné (s) comme tel(s). En cas de réception par erreur, le signaler à son expéditeur et ne pas en divulguer le contenu. L'absence de virus a été vérifiée à l'émission, il convient néanmoins de s'assurer de l'absence de contamination à sa réception. The contents of this email and any attachments areconfidential. They are intended for the named recipient (s) only. If you have received this email in error please notifythe system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. ** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.19 osgViewer
I'm porting my application from 1.2 to 2.x too and meet the same problem. To render an empty scene, I do a viewer-setSceneData(new osg::Node); In osgViewer the function frame() do all the work for you and, anyone can correct me if I'm wrong, you do not need to call any update() anymore but only the frame() function. I didn't find any porting guide. Anyway, I didn't have to do a lot of modification for my app running even if I think they are more elegant way to do what I want appearing in version 2. Best Regards De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de #POH CHENG GUAN# Envoyé : mercredi 5 septembre 2007 05:04 À : osg-users@lists.openscenegraph.org Objet : [osg-users] OpenSceneGraph 2.19 osgViewer Hi, Is it possible to just render an empty background without loading a model? If I set my viewer-setSceneData(0), osgViewer crashes when it comes to viewer-realize(). Does anyone have a porting guide from version 1.2 to 2.19? The online version is quite brief, in version 1.2, I will call viewer-update(), what is the function that replaces this call for version 2.19? Regards, CG **Disclaimer** The sender of this email is NOT authorized to represent or act on behalf of Nanyang Technological University in any matter or transaction by means of using this email account. Nanyang Technological University will not be responsible for any content or views expressed in this email and this email does not express the views or opinions of the Nanyang Technological University. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org