Re: [osg-users] Frame Event Button Mask Bug?
Hi Robert, Per your request, I am following up on this as a reminder for you to look into this and/or get the results of what you found. Thanks, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48291#48291 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Event Button Mask Bug?
Hi Robert, Just curious if you ever got around to looking at this and if so what your conclusions/thoughts were. Thanks, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47266#47266 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Event Button Mask Bug?
Hi Robert, Yes, I did make minor changes to the example code. The osgkeyboardmouse changes are identical for both OSG 2.8.2 and 3.0.1 but I attached both patches anyway. Below I have listed the output from the modified example and add some comments. osgkeyboardmouse example run (2.8.2): // application execution begins frame: mask = 0 frame: mask = 0 frame: mask = 0 frame: mask = 0 // mouse pressed and continuously held down mouse pressed // first frame after mouse press event, this frame event's button mask does indicate the mouse button is pressed frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 // mouse button released mouse release // first frame does indicate the button was released frame: mask = 0 frame: mask = 0 frame: mask = 0 frame: mask = 0 osgkeyboardmouse example run (3.0.1): // application execution begins frame: mask = 0 frame: mask = 0 frame: mask = 0 frame: mask = 0 // mouse pressed and continuously held down mouse pressed // first frame after mouse press event, this frame event's button mask does NOT indicate the mouse button is pressed frame: mask = 0 // the subsequent frame events all DO indicate the mouse button is pressed frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 frame: mask = 1 // mouse is released mouse released // Now similar behavior is seen as with mouse press, first frame state the mouse button is pressed frame: mask = 1 // Subsequent frames state the mouse button is not pressed frame: mask = 0 frame: mask = 0 frame: mask = 0 I hope this helps make things more clear, let me know if anything is still unclear. Thanks, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46773#46773 Attachments: http://forum.openscenegraph.org//files/osgkeyboardmouse_diff_301_513.txt http://forum.openscenegraph.org//files/osgkeyboardmouse_diff_282_108.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Frame Event Button Mask Bug?
Hi, I am working on a project which just upgraded from OSG 2.8.2 to OSG 3.0.1 and some of our code broke during the upgrade. It was assumed that we had done something wrong and I started debugging and found the following change in behavior. The following example shows the the observed behavior of our pick handler which sub-classes osgGA::GUIEventHandler and implements the handle(const osgGA::GUIEventAdapter &, osgGA::GUIActionAdapter &) method. OSG 2.8.2 - Mouse press event is detected (left mouse button is pressed and not released) - Frame event is detected and the retrieved button mask (i.e. osgGA::GUIEventAdapter::getButtonMask()) does indicate the left mouse button is pressed OSG 3.0.1 - Mouse press event is detected (again left mouse button is press and not release) - Frame event is detected and the retrieved button mask does NOT indicate the left mouse button is pressed ** However, the second frame event after the mouse press event and all subsequent frame events do have button masks which indicate the left mouse button is pressed This same behavior was also observed in the OSG 3.0.1 osgkeyboardmouse example. So my question is, was the change in behavior (as described above) intended/expected or a bug? Thank you in advance, James[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46765#46765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: Could not find plugin to read objects from file "*.jpg"
Hi Robert, Mourad, Thanks for the help, it solved the problem. After using the dependency walker I was able to see that I was missing the jpeg62.dll. Thanks again, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19894#19894 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Warning: Could not find plugin to read objects from file "*.jpg"
This is my first time building OSG and everything went well in Linux but I am having a problem in Windows. Building: OSG 2.8.2 OS: Windows XP Compiler: Visual Studio 2005 Professional The build seems to go through okay and I do have the osgdb_jpeg.dll in the plugins directory but I still get the warning when loading a JPEG texture. I also built the osgd_png.dll and those textures are loading without any problems. Any help pointing me in the right direction is appreciated. Thanks, James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] z-fighting issue with coplanar polygons
Jason, I was able to figure out the technique to accomplish this on Thursday before I went out of town. Here are the steps I went through: * Create a polygon of the lake * Create an osg::Texture2D * Create an osg::Camera o Set to pre-render mode o Set to render in the frame buffer o Set to an orthographic view o Attach the lake polygon to the camera, it seems to me that this is how the geometry is used to populate the newly created texture and that this is referred to and render to texture (RTT or RTT camera) * Apply the newly created texture to the osg::Heightfield I got this working using a simple test application to figure out how to do it. I will add it to the real application today, but I expect it will work out as nicely as it did in the test application. I will let you know how it goes and at that time I will also post the source code for my test application in case anyone else wants to see how this works. Thanks, James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Thursday, October 22, 2009 4:41 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons James, I am fairly new to OSG so I do not know what specific classes or API calls might be used. In non-OSG terms I think a way to do it would be to: 1. Create your lake geometry placed in relation to the terrain 2. Set up an orthographic camera looking from above, down towards the lake 3. Render the lake to texture 4. Set the uv texture coordinates of your terrain geometry to be equal to x,y (i.e., ignore the height) 5. Apply the lake texture to the terrain geometry I am sure there are more specific steps to think about as you implement it. Let us know if it works or if you think of something better. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Thursday, October 22, 2009 4:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons Jason, I'm going to try the 'project textures onto the terrain via UV mapping' solution today. I searching how to do this right now and I'm not sure if I finding relevant information. Can you provide a brief/high-level description of the steps I would need to go through to perform the UV mapping, specifically what classes and/or API calls would be involved, or a tutorial? I found some information on a RTT camera but I'm not sure if this is what I'm looking for. James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 9:09 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons I don't see much for performance implications as long as you are not dynamically changing the texture every frame. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 11:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons I'm not very experienced in OSG and I spoke to a co-worker about this approach. The thought is that there might be some performance implications with this approach. This is because there may be multiple surface feature types and they can be enabled/disabled separately. For example, if there are lakes and forests they will be created in the texture but each time one of them is enabled disabled this process has to be repeated and each texture would be approx 1k x 1k. I'm going to give it a shot and see how it performs. Any other thoughts in the mean time? James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons Can you project onto a texture and then apply the texture to the geometry? Either in a modeling package or algorithmically by rendering to a texture and then project that texture onto the terrain by planar uv mapping? Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 10:25 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] z-fighting issue with coplanar polygons I'm using an Heightfield to represent my terrain and parts of the terrain could have a surface feature (e.g. a lake). The lake is being drawn as a polygon directly on the surface of the terrain. This, of course,
Re: [osg-users] z-fighting issue with coplanar polygons
Jason, I'm going to try the 'project textures onto the terrain via UV mapping' solution today. I searching how to do this right now and I'm not sure if I finding relevant information. Can you provide a brief/high-level description of the steps I would need to go through to perform the UV mapping, specifically what classes and/or API calls would be involved, or a tutorial? I found some information on a RTT camera but I'm not sure if this is what I'm looking for. James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 9:09 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons I don't see much for performance implications as long as you are not dynamically changing the texture every frame. Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 11:56 AM To: OpenSceneGraph Users Subject: Re: [osg-users] z-fighting issue with coplanar polygons I'm not very experienced in OSG and I spoke to a co-worker about this approach. The thought is that there might be some performance implications with this approach. This is because there may be multiple surface feature types and they can be enabled/disabled separately. For example, if there are lakes and forests they will be created in the texture but each time one of them is enabled disabled this process has to be repeated and each texture would be approx 1k x 1k. I'm going to give it a shot and see how it performs. Any other thoughts in the mean time? James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons Can you project onto a texture and then apply the texture to the geometry? Either in a modeling package or algorithmically by rendering to a texture and then project that texture onto the terrain by planar uv mapping? Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 10:25 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] z-fighting issue with coplanar polygons I'm using an Heightfield to represent my terrain and parts of the terrain could have a surface feature (e.g. a lake). The lake is being drawn as a polygon directly on the surface of the terrain. This, of course, is causing z-fighting to occur between the terrain and the surface feature. I have been trying to solve this problem and have run across a couple solutions but they aren't working for me. I have tried using polygon offset with the GL_OFFSET_POLYGON_FILL mode, which works when zoomed out far but up close z-fighting still occurs. I have tried using a stencil buffer approach but I can't get it to work properly. I can get the surface feature to stencil out the area of terrain but if you rotate the scene so that the surface feature is behind a mountain the stencil is still in place and the feature is rendered through the mountain. Hopefully, I am doing something wrong and someone can explain how I can make this work. James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] z-fighting issue with coplanar polygons
I'm not very experienced in OSG and I spoke to a co-worker about this approach. The thought is that there might be some performance implications with this approach. This is because there may be multiple surface feature types and they can be enabled/disabled separately. For example, if there are lakes and forests they will be created in the texture but each time one of them is enabled disabled this process has to be repeated and each texture would be approx 1k x 1k. I'm going to give it a shot and see how it performs. Any other thoughts in the mean time? James From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Jerald Sent: Wednesday, October 21, 2009 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] z-fighting issue with coplanar polygons Can you project onto a texture and then apply the texture to the geometry? Either in a modeling package or algorithmically by rendering to a texture and then project that texture onto the terrain by planar uv mapping? Jason From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Adkison ARA/CFD Sent: Wednesday, October 21, 2009 10:25 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] z-fighting issue with coplanar polygons I'm using an Heightfield to represent my terrain and parts of the terrain could have a surface feature (e.g. a lake). The lake is being drawn as a polygon directly on the surface of the terrain. This, of course, is causing z-fighting to occur between the terrain and the surface feature. I have been trying to solve this problem and have run across a couple solutions but they aren't working for me. I have tried using polygon offset with the GL_OFFSET_POLYGON_FILL mode, which works when zoomed out far but up close z-fighting still occurs. I have tried using a stencil buffer approach but I can't get it to work properly. I can get the surface feature to stencil out the area of terrain but if you rotate the scene so that the surface feature is behind a mountain the stencil is still in place and the feature is rendered through the mountain. Hopefully, I am doing something wrong and someone can explain how I can make this work. James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] z-fighting issue with coplanar polygons
I'm using an Heightfield to represent my terrain and parts of the terrain could have a surface feature (e.g. a lake). The lake is being drawn as a polygon directly on the surface of the terrain. This, of course, is causing z-fighting to occur between the terrain and the surface feature. I have been trying to solve this problem and have run across a couple solutions but they aren't working for me. I have tried using polygon offset with the GL_OFFSET_POLYGON_FILL mode, which works when zoomed out far but up close z-fighting still occurs. I have tried using a stencil buffer approach but I can't get it to work properly. I can get the surface feature to stencil out the area of terrain but if you rotate the scene so that the surface feature is behind a mountain the stencil is still in place and the feature is rendered through the mountain. Hopefully, I am doing something wrong and someone can explain how I can make this work. James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org