Re: [osg-users] model rendering glitch on osg versions 3.0.1

2014-08-19 Thread Jon Scholz
Robert,
That fix (#2) worked perfectly!  

Thanks for begin one of the people that makes the internet great.

best,
--Jon

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[osg-users] model rendering glitch on osg versions 3.0.1

2014-08-07 Thread Jon
Hi all,
We are using OSG for a simulator that involves rendering collada models of 
robots.  For legacy reasons we use the assimp library for loading them, rather 
than using OSG's collada plugin.  This worked fine up through the 3.0.1 release.

However, it started producing strange behavior with 3.2.0.  The models now have 
inconsistent transparency (some parts invisible, so parts fully opaque), and 
the layering is incorrect (a rear wheel occludes a front wheel from camera 
perspective).  Images attached.  Also documented here: github: 
/golems/grip2/issues/36
(can't post link, but it's on github under grip2, issue #36)

This behavior has been reproduced on OSX (retina MBP on 10.9.4), and ubuntu 
(dell precision T3600 on ubuntu 14.04).  Also reproduced using latest 3.3.1 
build on Mavericks.

We would be grateful for any suggestions on how to resolve this issue.  We have 
not been able to build OSG 3.0.1 OSX Mavericks

Thank you!

Cheers,
Jon

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Attachments: 
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Re: [osg-users] osgParticle and transparent objects

2012-05-25 Thread Jon Snow
I have the same problem; distant transparent objects are drawn in front of the 
particles, and these objects change backwards depending on the point of view of 
the camera.

Any suggestions please?

Thanks!


Sebastian Messerschmidt wrote:
 Hello,
 
 After including osgparticle into my renderer I've discovered a problem 
 with alpha blended geometries.
 For a simple test (to ensure the problem is not on my side) I loaded the 
 cessnafire model along with some alpha blended geometry in osgviewer and 
 the transparent faces are always in front of the fire/smoke.
 I've done some debugging of the osgparticle stuff, but I don't see where 
 the problem is.
 What I can say so far, that this is no sorting problem, because blended 
 stuff in front of the particles is always rendered correctly, but 
 elements behind the smoke/fire particles are always rendered in front.
 Interestingly, when setting the cessna in the cessnafire model to 
 transparent bin, setting alpha values of the material to 0.5 and 
 enabling blending, the cessna itself doesn't show up in front of the smoke.
 
 Is there someone who has similar problems or can explain the problem to me?
 
 cheers
 Sebastian
 


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[osg-users] [build] [build] building osgAndroidExampleGLES* on Ubuntu 10.04 with android-ndk-r7

2011-12-27 Thread Jon Bohren
I followed the instructions on the wiki for building the android osg examples, 
but with ndk7 I kept getting linker errors for anything in libstdc++ until I 
added another libdir (android-ndk/sources/cxx-stl/gnu-libstdc++/libs/armeabi) 
to the linker flags.

Is this a known problem / is this the correct solution / should this fix go 
into trunk?

See the diff to Android.mk below:


Code:

Index: jni/Android.mk
===
--- jni/Android.mk  (revision 12892)
+++ jni/Android.mk  (working copy)
@@ -4,7 +4,7 @@
 
 LOCAL_MODULE:= osgNativeLib
 ### Main Install dir
-OSG_ANDROID_DIR:=  type your install directory 
+OSG_ANDROID_DIR:= /home/jbohren/source/OpenSceneGraph
 LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi
 
 ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
@@ -62,6 +62,7 @@
 -losgAnimation \
 -losgUtil \
 -losg \
--lOpenThreads
+-lOpenThreads\
+-L/usr/local/android/android-ndk/sources/cxx-stl/gnu-libstdc++/libs/armeabi
 
 include $(BUILD_SHARED_LIBRARY)




Thanks!

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Re: [osg-users] Write osg::Image to stringstream as jpg or png

2010-09-17 Thread Jon Robison
Hi,

You probably figured this out, but outstanding issues on forums bug me, and 
this will help others.

When you open fout, you want to denote it as binary output. So something like 
this should fix it:

Code:
std::ofstream fout(new.jpg, ios::binary); 



Cheers,
Jon

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Re: [osg-users] Two Pass Rendering?

2010-05-02 Thread Jon Goenetxea
Hi,

I have the same problem. 
Do you know where can I find any example?
I have tried to search in the osg examples, but I don't see nothing (perhaps 
there is an example, but I don't recognize it)

Thank you!

Cheers,
Jon

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[osg-users] [osgPPU] Trying to install osgPPU in winXP

2010-04-29 Thread Jon Goenetxea
Hi,

I am trying to install the 0.4 version of osgPPU. [WinXP]
When I try to generate the code, cmake says:

Code:

CMake Error at CMakeLists.txt:244 (INCLUDE):
include could not find load file:

OsgPPUCPack



I have tryed to find that file manually, but it is not in the package.
Anyone know where could be the problem?

P.D.: I have not nVidia card, so I have not CUDA suport. It shouldn't be the 
problem, but who knows.

Thanks for your time!

Cheers,
Jon[/code]

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Re: [osg-users] [osgPPU] Trying to install osgPPU in winXP

2010-04-29 Thread Jon Goenetxea
Hi,

OK, I dissabled BUILD_OSGPPU_PACKAGES checkbox, and now it generates the 
project.

I hope it could work like this.

Thank you!

Cheers,
Jon

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[osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Jon Goenetxea
Hi,

I am trying to do a stereo application to show a terrain and anything it 
contains.
I have used a modified trackball manipulator to capture mouse events, and move 
the camera. Also, I have configured the stereo inside this modified manipulator 
(as I have readen in other post).
The problem is that, when I try to configure the screen distance 
(ds-setScreenDistance(camera.focallength)), the final visualization don't 
change, so the zero paralax is always the center of the trackball.

The question is: 
Can I change this distance from inside the manipulator?
Is there any other method to change this distance? 

Thank you! (And sorry my poor english)

Cheers,
Jon

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Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Jon Goenetxea
Hi Christian,

Thank you very much for your answer! :D
I can't override the virtual function (I don't know why, but it dont works) :O. 
However, I can change the value of _distance, and it doesn't change the other 
features.


Thank you again!

Cheers,
Jon

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Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Jon Goenetxea
Hi Michael,

I didn't know that signature.

Thank you for your answer!

Cheers,
Jon

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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
Heya

I have also been trying to get OSG to compile with the iphone sdk.

So far I have gotten a working static library, and the osg plugin compiled.

However when I go to load a .osg, I get a segfault in the lighting system...

I have also started work on a GraphicsWindowTouch implementation, however I 
have been unable to test its functionality...

Below is my Config file, and a sample output from a run


Code:

#ifndef OSG_CONFIG
#define OSG_CONFIG 1

#define OSG_LIBRARY_STATIC

/* #undef OSG_USE_FLOAT_MATRIX */
/* #undef OSG_USE_FLOAT_PLANE */
#define OSG_USE_FLOAT_BOUNDINGSPHERE
#define OSG_USE_FLOAT_BOUNDINGBOX
#define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION
/* #undef OSG_USE_UTF8_FILENAME */
#define OSG_DISABLE_MSVC_WARNINGS

#undef OSG_GLU_AVAILABLE
#undef OSG_GL1_AVAILABLE
#undef OSG_GL2_AVAILABLE
#undef OSG_GL3_AVAILABLE

#define OSG_GLES1_AVAILABLE
#define OSG_GLES2_AVAILABLE

#undef OSG_GL_MATRICES_AVAILABLE

#define OSG_GL_VERTEX_FUNCS_AVAILABLE
#define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
#undef OSG_GL_FIXED_FUNCTION_AVAILABLE


#endif





Code:

CullSettings::readEnvironmentalVariables()
Adding parent0x490a080
Adding parent0x490a080
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x492fd50
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x490a080
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x490a080
CullSettings::readEnvironmentalVariables()
Adding parent0x490a080
Adding parent0x490a080
Adding parent0x490a080
Adding parent0x490a080
Adding parent0x490a080
Adding parent0x490a080
_availableQueue.size()=2
FindFileInPath(/Users/jon/Library/Application Support/iPhone 
Simulator/User/Applications/7607D8A0-6CE1-45A4-8093-26A1AD915C22/TestOpenSceneGraph.app/example.osg):
 returning /Users/jon/Library/Application Support/iPhone 
Simulator/User/Applications/7607D8A0-6CE1-45A4-8093-26A1AD915C22/TestOpenSceneGraph.app/example.osg
Adding parent0x490a080
Warning: dynamic library 'libosgAnimationOSG_PLUGIN_EXTENSION' does not exist 
(or isn't readable):
dlopen(./libosgAnimationOSG_PLUGIN_EXTENSION, 9): image not found
DynamicLibrary::failed loading libosgAnimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 
'osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION' does not exist (or 
isn't readable):
dlopen(osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION, 9): image not 
found
DynamicLibrary::failed loading 
osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 'libosgAnimationOSG_PLUGIN_EXTENSION' does not exist 
(or isn't readable):
dlopen(./libosgAnimationOSG_PLUGIN_EXTENSION, 9): image not found
DynamicLibrary::failed loading libosgAnimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 
'osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION' does not exist (or 
isn't readable):
dlopen(osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION, 9): image not 
found
DynamicLibrary::failed loading 
osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 'libosgAnimationOSG_PLUGIN_EXTENSION' does not exist 
(or isn't readable):
dlopen(./libosgAnimationOSG_PLUGIN_EXTENSION, 9): image not found
DynamicLibrary::failed loading libosgAnimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 
'osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION' does not exist (or 
isn't readable):
dlopen(osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION, 9): image not 
found
DynamicLibrary::failed loading 
osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 'libosgAnimationOSG_PLUGIN_EXTENSION' does not exist 
(or isn't readable):
dlopen(./libosgAnimationOSG_PLUGIN_EXTENSION, 9): image not found
DynamicLibrary::failed loading libosgAnimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 
'osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION' does not exist (or 
isn't readable):
dlopen(osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION, 9): image not 
found
DynamicLibrary::failed loading 
osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 'libosgAnimationOSG_PLUGIN_EXTENSION' does not exist 
(or isn't readable):
dlopen(./libosgAnimationOSG_PLUGIN_EXTENSION, 9): image not found
DynamicLibrary::failed loading libosgAnimationOSG_PLUGIN_EXTENSION
Warning: dynamic library 
'osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION' does not exist (or 
isn't readable):
dlopen(osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION, 9): image not 
found
DynamicLibrary::failed loading 
osgPlugins-2.9.6/osgdb_osganimationOSG_PLUGIN_EXTENSION
View::setSceneData() Reusing exisitng scene0x492ede0
Viewer::realize() - No valid contexts found, setting up view across all screens.
GraphicsContext::getWindowingSystemInterface() 0x49064c00x5d0030
createGraphicsContext() keep going???
GraphicsContext::registerGraphicsContext 0x49322f0

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
Would you mind sharing your Config, and any changes you made the code to make 
it work in the simulator, I am gonna give it another go tonite and see if i can 
make some progress.

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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-29 Thread Jon Bardin
Damn...

I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)

output below...


Code:

CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
View::setSceneData() Reusing exisitng scene0x45335d0
Viewer::realize() - No valid contexts found, setting up view across all screens.
GraphicsContext::getWindowingSystemInterface() 0x451b4100x5545a0
createGraphicsContext() keep going???
GraphicsContext::registerGraphicsContext 0x4537320
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
  GraphicsWindow has been created successfully.
osg::State::_maxTexturePoolSize=0
osg::State::_maxBufferObjectPoolSize=0
GraphicsWindowTouch :: grabFocusIfPointerInWindow not implemented yet 
Viewer::startThreading() - starting threading
Viewer::startThreading() - contexts.size()=1
Making scene thread safe
Doing add
Doing add
Doing add
  gc-getGraphicsThread()-startThread() 0x453fcb0
Set up threading
OpenGL extensions supported by installed OpenGL drivers are:
GL_EXT_blend_minmax
GL_IMG_read_format
GL_IMG_texture_compression_pvrtc
GL_IMG_texture_format_BGRA
GL_OES_depth24
GL_OES_fbo_render_mipmap
GL_OES_mapbuffer
GL_OES_rgb8_rgba8
OpenGL extension 'GL_ARB_vertex_shader' is not supported.
OpenGL extension 'GL_ARB_multitexture' is not supported.
OpenGL extension 'GL_EXT_multitexture' is not supported.
Doing run 0x453fcb0 isRunning()=1
View::init()
OpenGL extension 'GL_ARB_vertex_program' is not supported.
OpenGL extension 'GL_EXT_secondary_color' is not supported.
OpenGL extension 'GL_EXT_fog_coord' is not supported.
OpenGL extension 'GL_ARB_multitexture' is not supported.
OpenGL extension 'GL_NV_occlusion_query' is not supported.
OpenGL extension 'GL_ARB_occlusion_query' is not supported.
OpenGL extension 'GL_EXT_timer_query' is not supported.
OpenGL extension '' is not supported.
OpenGL extension 'GL_ARB_fragment_program' is not supported.
OpenGL extension 'GL_ARB_vertex_program' is not supported.
OpenGL extension 'GL_EXT_packed_depth_stencil' is not supported.
OpenGL extension 'GL_ARB_shader_objects' is not supported.
OpenGL extension 'GL_ARB_vertex_shader' is not supported.
OpenGL extension 'GL_ARB_fragment_shader' is not supported.
OpenGL extension 'GL_ARB_shading_language_100' is not supported.
OpenGL extension 'GL_EXT_geometry_shader4' is not supported.
OpenGL extension 'GL_EXT_gpu_shader4' is not supported.
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1
Setting up osg::Camera::FRAME_BUFFER

... crash





Any advice?

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[osg-users] freetype and png plugin building errors

2009-01-27 Thread Jon

Hi to all,

I'm facing some problems to build the osgdb_freetype and osgdb_png plugin in 
64bits.
I built the osg solution in 64bits without problem with visual studio 2005.
The examples worked fine.

Below are the errors i get when building these two plugins.
I'm looking forward for a solution.

Thanks in advance.


Erreur1error LNK2019: symbole externe non résolu FT_Done_Face référencé 
dans la fonction public: virtual __cdecl FreeTypeFont::~FreeTypeFont(void) 
(??1FreeTypeFont@@u...@xz)FreeTypeFont.obj
Erreur2error LNK2001: symbole externe non résolu FT_Done_Face
FreeTypeFont3D.obj
Erreur3error LNK2019: symbole externe non résolu FT_Set_Pixel_Sizes 
référencé dans la fonction protected: void __cdecl 
FreeTypeFont::setFontResolution(struct std::pairunsigned int,unsigned int 
const ) (?setfontresolut...@freetypefont@@ieaaxaebu?$p...@ii@std@@@Z)
FreeTypeFont.obj
Erreur4error LNK2001: symbole externe non résolu FT_Set_Pixel_Sizes
FreeTypeFont3D.obj
Erreur5error LNK2019: symbole externe non résolu FT_Load_Char référencé 
dans la fonction public: virtual class osgText::Font::Glyph * __cdecl 
FreeTypeFont::getGlyph(struct std::pairunsigned int,unsigned int const 
,unsigned int) 
(?getgl...@freetypefont@@ueaapeavgl...@font@osgText@@aebu?$p...@ii@std@@i...@z) 
   FreeTypeFont.obj
Erreur6error LNK2001: symbole externe non résolu FT_Load_Char
FreeTypeFont3D.obj
Erreur7error LNK2019: symbole externe non résolu FT_Get_Kerning 
référencé dans la fonction public: virtual class osg::Vec2f __cdecl 
FreeTypeFont::getKerning(struct std::pairunsigned int,unsigned int const 
,unsigned int,unsigned int,enum osgText::KerningType) 
(?getkern...@freetypefont@@ueaa?avve...@osg@@aebu?$p...@ii@std@@iiw4kerningt...@osgtext@@@Z)
FreeTypeFont.obj
Erreur8error LNK2001: symbole externe non résolu FT_Get_Kerning
FreeTypeFont3D.obj
Erreur9error LNK2019: symbole externe non résolu FT_Get_Char_Index 
référencé dans la fonction public: virtual class osg::Vec2f __cdecl 
FreeTypeFont::getKerning(struct std::pairunsigned int,unsigned int const 
,unsigned int,unsigned int,enum osgText::KerningType) 
(?getkern...@freetypefont@@ueaa?avve...@osg@@aebu?$p...@ii@std@@iiw4kerningt...@osgtext@@@Z)
FreeTypeFont.obj
Erreur10error LNK2001: symbole externe non résolu FT_Get_Char_Index
FreeTypeFont3D.obj
Erreur11error LNK2019: symbole externe non résolu FT_Outline_Get_BBox 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur12error LNK2019: symbole externe non résolu FT_Outline_Decompose 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur13error LNK2019: symbole externe non résolu FT_Load_Glyph 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur14error LNK2019: symbole externe non résolu FT_Set_Char_Size 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur15error LNK2019: symbole externe non résolu FT_Init_FreeType 
référencé dans la fonction protected: __cdecl 
FreeTypeLibrary::FreeTypeLibrary(void) (??0FreeTypeLibrary@@i...@xz)
FreeTypeLibrary.obj
Erreur16error LNK2019: symbole externe non résolu FT_Done_FreeType 
référencé dans la fonction public: virtual __cdecl 
FreeTypeLibrary::~FreeTypeLibrary(void) (??1FreeTypeLibrary@@u...@xz)
FreeTypeLibrary.obj
Erreur17error LNK2019: symbole externe non résolu FT_New_Face référencé 
dans la fonction protected: bool __cdecl FreeTypeLibrary::getFace(class 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
 const ,unsigned int,struct FT_FaceRec_ * ) 
(?getf...@freetypelibrary@@ieaa_naebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@IAEAPEAUFT_FaceRec_@@@Z)
FreeTypeLibrary.obj
Erreur18error LNK2019: symbole externe non résolu FT_Open_Face 
référencé dans la fonction protected: unsigned char * __cdecl 
FreeTypeLibrary::getFace(class std::basic_istreamchar,struct 
std::char_traitschar  ,unsigned int,struct FT_FaceRec_ * ) 
(?getf...@freetypelibrary@@ieaapeaeaeav?$basic_istr...@du?$char_traits@d...@std@@@std@@IAEAPEAUFT_FaceRec_@@@Z)
FreeTypeLibrary.obj
Erreur19error LNK2019: symbole externe non résolu FT_Set_Charmap 
référencé dans la fonction protected: void __cdecl 
FreeTypeLibrary::verifyCharacterMap(struct FT_FaceRec_ *) 
(?verifycharacter...@freetypelibrary@@IEAAXPEAUFT_FaceRec_@@@Z)
FreeTypeLibrary.obj
Erreur20fatal error LNK1120: 14 externes non résolus
J:\OSG2.6.1\SRC\build_x64\bin\Debug\..\osgPlugins-2.6.1\osgdb_freetyped.dll

Re: [osg-users] Compiled Maya 7.01 OSG Exporter

2008-10-06 Thread Jon Newell

Hi Andreas,

We have managed to compile a functional version for Maya 8.5,  though we 
have not tried for version 7.   We have also fixed up the multexturing 
export and are gradually adding some functionality as we need it.
I have found this plug in not overly reliable for exporting large 
scenes, i.e it has a habit of crashing Maya so hopefully we can fix that 
as well.


I have had this /// Error: The operation completed successfully./ 
problem before and tracked it back to missing dependencies, have you 
checked the plug in  with dependency walker www.*dependencywalker*.com 
to see if you are missing anything?

You can often  find missing dll's at  http://www.dll-files.com

Cheers

Jon


Andreas Åhrling wrote:

Hi
 
I have read the archive threads and I have the same problems as other 
people posted got maya says


/// Error: The operation completed successfully./

From what I can understand Neils posts it could be the 
osgcharacter.dll that could be the cause of this problem. So with some 
help from my developer


that can do the things with compile, we recomiled, but we get the same 
problem over and over again.


Do anyone have a working version of the osg exporter for maya 7?

Many thanks

/Andreas

 
 
 
 
 
 
neil south



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Re: [osg-users] Exporting from Maya

2008-09-07 Thread Jon Newell

Hi Todd,
I mostly use FLT for this, painful though it is, I am not sure why your 
textures are missing though?
I tend to use Maya Bonus Tools organise files prior to export just to 
keep everything together.
You will need to remember to freeze transforms on all objects including 
group nodes, and also delete all history.
I have compiled a modded Maya  8.5  version of the DIO soft maya 
exporter obtained from

https://subversion.vrac.iastate.edu/DemoApp/trac/browser/trunk/src/osgMaya

It sort of works, that is, it functions ok for models that are not 
overly complex, as soon as you are  exporting  models with polygons over 
the 30 k mark it falls over. 
The code itself could do with a cleanup to say the least and I have not 
had the time to pull it apart to try and fix it.
At risk of getting a bollocking, getting content into the osg in 
general is unnecessarily difficult IMHO.


Cheers

Jon



Todd J. Furlong wrote:
I'm interested in getting the community's input on the best way to 
export from Maya to an OSG-readable format.  I'm looking for something 
that will support scene structure, textures, and potentially shaders. 
We tried FLT export from Maya, but the textures didn't come into OSG. 
Has anyone come up with a reliable way to bring in Maya data?


-Todd
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Re: [osg-users] Exporting from Maya

2008-09-07 Thread Jon Newell

Hi Gordon,

A fair call and admittedly one I was expecting given my  blaspheming 
;)  as a lowly content creator I will just quietly crawl back into my 
hole and dream of flawless

interlinking toolchains.that's a gaming background for you :)
Seriously though when we get out from under the current workload we plan 
to do just as you have rightly suggested.  We need it so other folks 
must also have need for a prime time 3d app with decent osg export 
functionality.


Cheers

Jon
   




Gordon Tomlinson wrote:

Not quite a bollocking yet Jon ;)

But if you want to make it easier to get Maya models into Osg perhaps you
could write a direct Maya file reader for OSG and if you're feeling really
generous or adventurous you could also add write capabilities for the Maya
file handler :)


On a general note, I have used most scene graphs technologies that have been
out over many years I have been involved in vis-sim (dang a long time now
too ) and the OSG offers the most import capabilities, I have never had a
real issue in getting my data in to OSG, whether the data is traditional
vis-sim, GIS, GeoInt, Lidar, Web, KML, Satellite, CAD, 3d, Flt, User data
etc. Now I may have had to use other tools at time to convert data or wrote
my own loaders(e.g. LIDAR), that perfectly acceptable and understood.

The power of The OSG is that the USERS can extended it very easily if OSG is
not currently supporting an area they would like, OSG supports a whole lot
of areas most scene graphs do not thanks to hard work and generous
contributions of many folks on the list past and present but it cannot
really be expected to support everything.


Jon, I and others look forward to your generous contribution of a Maya file
reader so that it is not unnecessarily difficult to work with in the future
for Maya users :)  ( see no bollocking ;) )



__
Gordon Tomlinson 


[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com 
__



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon Newell
Sent: Sunday, September 07, 2008 8:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Exporting from Maya

Hi Todd,
I mostly use FLT for this, painful though it is, I am not sure why your 
textures are missing though?
I tend to use Maya Bonus Tools organise files prior to export just to 
keep everything together.
 You will need to remember to freeze transforms on all objects including 
group nodes, and also delete all history.
I have compiled a modded Maya  8.5  version of the DIO soft maya 
exporter obtained from

https://subversion.vrac.iastate.edu/DemoApp/trac/browser/trunk/src/osgMaya

It sort of works, that is, it functions ok for models that are not 
overly complex, as soon as you are  exporting  models with polygons over 
the 30 k mark it falls over. 
The code itself could do with a cleanup to say the least and I have not 
had the time to pull it apart to try and fix it.
 At risk of getting a bollocking, getting content into the osg in 
general is unnecessarily difficult IMHO.


Cheers

Jon



Todd J. Furlong wrote:
  
I'm interested in getting the community's input on the best way to 
export from Maya to an OSG-readable format.  I'm looking for something 
that will support scene structure, textures, and potentially shaders. 
We tried FLT export from Maya, but the textures didn't come into OSG. 
Has anyone come up with a reliable way to bring in Maya data?


-Todd
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Re: [osg-users] osg and speedtree

2008-08-10 Thread Jon Newell

Hi Richard,

Thanks for your assistance,  at this stage we have mostly completed 
option 1, still a few issues but mostly functional,  this is essentially 
little more than a quick and dirty hack that does limit scope on what we 
can do with the trees in our particular circumstance. In the long run 
this approach won't cut it, and we will look at a more complete 
solution, I can see  at a glance however that we are likely to hit the 
same issues with LOD's as you have.joy o joy :)


Will let you know how we get along and if we work out a way around it.

Cheers

Jon


Schmidt, Richard wrote:

Hi Jon,
we have tried to integrate speedtree into osg.

There are serveral ways to do it:

1. alternative: Just use the opengl example from speedtree and wrap it
with a custom drawable. Using this solution there are many 
pros:

* easy to integrate
cons: 
* your are using the texture loading/management of speedtree

* you loose the ability of multithreading/multicontext stuff of osg,
because the speedtree example uses CG in a non-multicontext version

2. alternative: Create a osg wrapper for CG (as custom stateattributes)
in osg and use the example to build the appropiate osg geometry.
pros:
* no need to touch the speedtree shader
* useable in multicontext/multithreaded environment.
cons:
* Integrating CG into osg is a daunting task. However CG does not make
any guaranties about the opengl state after it has been applied, so you
can't use it with other stateattributes or in a hierarchy of statesets.
So I wouldn't recommend using CG at all in OSG.

3. alternative: Like above you port all the geometry to osg as well as
the CG shaders to GLSL. Porting the shaders to GLSL is easy. I haven't
done anything with shaders before, but if you take a look at Mike
Weiblen GLSL quickrefernce it should be really easy to port the CG
shader.
pros:
* now is pure osg, you don't have any custom drawable or wrappers in it,
EXCEPT: SpeedWind - Speedtree provides a class for creating wind. Just
build a basic wrapper which gets called in the update cycle. 


The next thing you have to care about is how you organize your
scenegraph (for LOD stuff). Thats were I am currently stuck with. 


Richard

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon
Newell
Sent: Thursday, August 07, 2008 1:56 AM
To: OpenSceneGraph Users
Subject: [osg-users] osg and speedtree
  


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[osg-users] osg and speedtree

2008-08-06 Thread Jon Newell

Hi  everyone,

I know this question has been asked previously but I have not  been able 
to locate a definitive answer so..
We have a need to implement speedtree into OSG,  and am wondering if 
anyone has had prior success with this?
From a cursory glance it does not appear that it will be as straight 
forward as the SPT documentation would have us believe.


If so does anyone have any pointers, tips or perhaps even  reference 
code they may be willing to share that may be of assistance???


I would be grateful for any help!

cheers

Jon Newell





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Re: [osg-users] Bump mapping question

2008-07-02 Thread Jon Newell

Hi  Judie

A rarer than hens teeth content question :)
We just use a standard 24 bit normal maps,  for which we use a few 
different tools,  the least sophisticated or useful of which is the 
Nvidia tool, works but is ugly and output is average.
Xnormal  www.*xnormal*.net  and Crazybump http://www.crazybump.com/ are 
the primary ones, of which crazy bump is outstanding for extracting 
normal maps and displacement maps from images  Xnormal is great for 
extracting normal maps from high rez models. X normal  is free, 
Crazybump is not.


cheers
Jon




Judie wrote:

fyi... I found this link:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01058.html#_details

and I am downloading NVidia's plugins for photoshop now hoping that
will be what I need.

On Jul 2, 10:37 am, Judie [EMAIL PROTECTED] wrote:
  

Hi,

I am trying to add bump mapping and I am wondering what the bump map
format should be (i.e. bmp with 8 bits). Are there any examples? I am
using osgFX::BumpMapping. I want to know what the format for the map
in this call should be:
bump-setOverrideNormalMapTexture( bumpTex );

Thanks,

Judie
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Re: [osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen windows not reflecting rendered image

2008-06-20 Thread Goldman, Jon
I tried disabling the unified backbuffer in the NVIDIA control panel, but it 
didn't seem to have any effect.

-Jon.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Jason Daly
 Sent: Tuesday, June 17, 2008 11:48 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen
 windows not reflecting rendered image

 Goldman, Jon wrote:
  (note: for some reason my email reader did not receive your latest
 message from this thread, and therfore to quote I had to paste from
 http://lists.openscenegraph.org/pipermail/osg-users-
 openscenegraph.org/2008-June/012825.html)
 
 
  Robert, to answer your questions--
 
  -- Yes, all the windows are on screen at the same time;
 
  -- They are rendering the same scene graph, but each window has a
 different camera view into the scene;
 
  -- Due to the architecture of the overall larger application that our
 OSG codes are linked with, we can not use one onscreen window.
 
  I did test our OSG-based codes with osg::Camera::FRAME_BUFFER_OBJECT, on
 another Windows XP box that has a NVIDIA Quadro FX 3000, and saw the same
 results. Unfortunately our application is also running C#, and a Windows
 COM server at the same time, so we can not test on Linux or UNIX.
 

 This is just a thought, but since you're using a Quadro, what happens if
 you disable the unified backbuffer in the NVIDIA control panel?

 --J


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Re: [osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen windows not reflecting rendered image

2008-06-17 Thread Goldman, Jon
(note: for some reason my email reader did not receive your latest message from 
this thread, and therfore to quote I had to paste from 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012825.html)


Robert, to answer your questions--

-- Yes, all the windows are on screen at the same time;

-- They are rendering the same scene graph, but each window has a different 
camera view into the scene;

-- Due to the architecture of the overall larger application that our OSG codes 
are linked with, we can not use one onscreen window.

I did test our OSG-based codes with osg::Camera::FRAME_BUFFER_OBJECT, on 
another Windows XP box that has a NVIDIA Quadro FX 3000, and saw the same 
results. Unfortunately our application is also running C#, and a Windows COM 
server at the same time, so we can not test on Linux or UNIX.

I have not tried testing osg::Camera::PIXEL_BUFFER_RTT on the Quadro FX 3000, 
since osg::Camera::FRAME_BUFFER_OBJECT does work on the Quadro FX 5600 and 
should suffice for us.


And some follow-up questions:

a) Should the rendering be showing up in each window when 
osg::Camera::FRAME_BUFFER_OBJECT is enabled?

b) Is there a simple/easy way to take the image data that is rendered, i.e. the 
fboImage from my code snippet below, and write those pixels into the window's 
framebuffer, so that we see the rendering?
   For example, osg::Image::readPixels() reads pixels from the current frame 
buffer at specified position and size, using glReadPixels.
   I don't see an equivalent glDrawPixels() methods?

c) Is it possible to intermix OSG calls and OpenGL calls?
   For example, can I call the appropriate glPushXXX/glPopXXX functions, with a 
glDrawPixels() in between to show my data?

d) Is it possible to re-structure our scene graph with a switch node as the 
root, to get my desired effect: the switch would have two children, one child a 
camera with osg::Camera::FRAME_BUFFER and the other child is a camera that has 
osg::Camera::FRAME_BUFFER_OBJECT?
   I was hoping I could switch between the children when I wanted to see the 
rendered view on screen, but this did not work. I was getting confused with the 
master/slave cameras on osg::View and the cameras that I was adding as children 
to the osg::Switch, so I am probably doing something wrong...

-Jon.


[osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen windows not reflecting 
rendered image
Robert Osfield robert.osfield at gmail.com
Mon Jun 16 08:05:14 PDT 2008

* Previous message: [osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen 
windows not reflecting rendered image
* Next message: [osg-users] Implementing OcclusionQueryNode?
* Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]

Hi Jon,

Do you have all these windows on screen at one time?  Are they all
rendering the same view and scene graph?  Is it possible to use one
onscreen window and muiltiple FBOs?

As a sanity test please try other hardware/OpenGL drivers and if
possible OSs, as if this is driver problem they it's best to know
early on so you can then know what to do about workarounds.

Robert.

On Mon, Jun 16, 2008 at 3:31 PM, Goldman, Jon jgoldma at sandia.gov wrote:
 Hi Robert,

 In our application we open several windows, on the order of 10 at a time. In 
 each window we render a viewpoint into the scene. Then we capture each window 
 individually and send each video image frame from each window down the 
 network. Incidentally we use Unreal Streaming Technologies 
 (http://www.umediaserver.net/index.html) media server products for that part.

 What is happening is that either because we have so many windows, or because 
 of operating system windows (this all runs on Windows XP) being displayed on 
 the screen, when one window overlaps another, it corrupts that part of the 
 image. So basically we want to fix that problem. Make sense?

 As I wrote, using the osg::Camera::FRAME_BUFFER_OBJECT render implementation 
 mostly works, except that the on-screen window has garbage in it. We want to 
 be able to see the on-screen window for debugging and 
 proof-the-system-is-working, especially once we deliver the system to our 
 customer.

 -Jon


 -Original Message-
 From: osg-users-bounces at lists.openscenegraph.org [mailto:osg-users-bounces 
 at lists.openscenegraph.org] On Behalf Of Robert Osfield
 Sent: Monday, June 16, 2008 3:07 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen windows 
 not reflecting rendered image

 Hi Jon,

 I can't work out exactly what you are trying to achieve with your
 render offscreen.  So could you please from a high level explain
 what effect you are trying to achieve.

 Robert.

 On Fri, Jun 13, 2008 at 1:07 AM, Goldman, Jon jgoldma at sandia.gov wrote:
 Hi,

 I am somewhat new to OpenSceneGraph. For my project we need to render 
 offscreen -- so that overlapping windows do not corrupt the rendered 
 image. We are using osg::Camera

[osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen windows not reflecting rendered image

2008-06-12 Thread Goldman, Jon
Hi,

I am somewhat new to OpenSceneGraph. For my project we need to render 
offscreen -- so that overlapping windows do not corrupt the rendered image. 
We are using osg::Camera::FRAME_BUFFER_OBJECT render implementation, and 
getting the core behaviour we want, which is to say that we can extract the 
correctly rendered pixels from the image attached to the camera/frame buffer 
object.

However, I still have two issues, and a question on performance:

1) The on-screen window is not showing the rendered image. Instead it is filled 
with garbage (or black) pixels. The question is what is the best way to reflect 
the contents of the fbo image?  Should we do as osgprerender example does and 
create some geometry (osg::Geometry) and then texturemap the image onto the 
surface, or is there another (better?) way to push the pixels into the 
framebuffer so that the on-screen window displays properly?

2) using osg::Camera::PIXEL_BUFFER_RTT render implementation crashes on our 
system. We are running 32-bit Windows XP with dual SLI-graphics NVIDIA 5600 
cards. I didn't spend a lot of time on this problem, mainly wondering if others 
are seeing the same?

3) Question: Any recommendation(s) on ways to increase/maximize performance 
when using fbo?


Here is a code snippet showing how we are currently setting up the fbo:

   .
   .
   .
   osg::Image * fboImage = new osgImage();
   fboImage-allocateImage( width, height, 1, GL_RGB, GL_UNSIGNED_BYTE);

   wc-cameraPostRenderCB = new WindowCapturePostDrawCallback(wc-getView(), 
fboImage, NULL);

   // attach the image so it's copied on each frame.

   theCamera-attach( osg::Camera::COLOR_BUFFER, fboImage);

   osg::Camera::RenderTargetImplementation renderImplementation;
   renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;

   // tell the camera to use OpenGL frame buffer object where supported.
   theCamera-setRenderTargetImplementation(renderImplementation);

   // set the post render callback
   theCamera-setPostDrawCallback(wc-cameraPostRenderCB);
   .
   .
   .


Thanks,
-Jon Goldman
Sandia National Laboratories
Albuquerque, New Mexico


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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Jon Newell
Hi Bob,

We have more or less this exact setup,   2 x Christie Mirage HD3's,
Quadro  5600  and Nuvision 60GX shutter glasses on a 160 degree curved 
screen. Once the correct parameters are declared  we have has no 
problems running in Quad buffer stereo with OSG. The only issue we have 
encountered has been with occasional swapping of left and right  that we 
have isolated to the less than stellar drivers Nvidia have been 
releasing of late. 

cheers

Jon 


Frauciel Luc wrote:
 -Message d'origine-
 De : [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] De la 
 part de Jean-Sébastien Guay
 Envoyé : mercredi 23 avril 2008 15:39
 À : OpenSceneGraph Users
 Objet : [osg-users] Active stereo support in OSG?

 Hi everyone,
 
 Hi Jean-Sebastian

   
 I'd like to ask if anyone has experience using active stereo 
 with OSG. 
 To be more precise, the hardware we're looking to use is

 Mirage HD3K projector
 nVidia Quadro FX 5600 video card
 nuvision emitters and 60GX LCD shutter glasses

 

 I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter 
 glasses on a daily basis.
 OSG will work out of the box in QUAD_BUFFER mode.
 The only thing you'll have to do is to declare some parameters to adjust 
 stereo with the geometry of your projector :
 See : 
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings

 OSG_STEREOON  Turn stereo on
 OSG_STEREO_MODE   QUAD_BUFFER Use quad buffered stereo when in stereo.
 OSG_SCREEN_DISTANCE   0.50Set the distance the viewer is from screen in 
 metres (default shown)
 OSG_SCREEN_HEIGHT 0.26Set the height of image on the screen in metres 
 (default shown)
 OSG_SCREEN_WIDTH  0.325 Set the width of image on the screen in 
 metres (default shown)
 OSG_EYE_SEPARATION0.06Set the eye separation - interoccular distance 
 (default shown.) 

 And that should be ok for the OSG side.
 On the hardware side, you'll have to connect cables :D and check the stereo 
 enable box in the nvidia settings panel.

 You should have the same result than with anaglyphic stereo (a better result 
 in fact).

  Luc
  
   
 Now, I think this setup requires (and supports) quad-buffer 
 stereo. And I think I saw that OSG supports that 
 out-of-the-box. Does it work well? 
 Any issues setting it up? Any gotchas on the OSG side?

 One problem we have is that the hardware is off-site (*far* 
 off-site), and it's unlikely we'll have access to it for 
 testing. We just have regular GeForce 8800 cards and regular 
 monitors here. Should I expect it to just work(tm) ? Is 
 there a way I can do some useful testing here? 
 Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
 :-) - will that be representative of the quad-buffer stereo support?

 Thanks in advance,

 J-S
 --
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Re: [osg-users] Little slave cam that represents the scene

2008-03-23 Thread Jon
Hello,

 

I came back with this problem of first/third view person.

Paul, following is what I did, and it doesn't give me what I was expecting.

So, can you be more precise regarding the inverse of the cow's
transformation?

 

cViewer = new osgViewer::CompositeViewer();

  

osg::ref_ptrosg::Group root = new osg::Group;

root-addChild(makeFrustumFromCamera(NULL));

 

root-addChild(mscene-getScene());

// Create View 0 -- Just the loaded model.

{

  osg::ref_ptrosgViewer::View view = new osgViewer::View;

cViewer-addView(view.get());

 

  view-setUpViewInWindow(10, 10, 640, 480);

  view-setSceneData(_root.get());

  view-setCameraManipulator(new osgGA::TrackballManipulator);



  /***/

  //take the inverse of the model's transformation and set it as the
view matrix to see what the model see

  osg::Matrixd proj =
cViewer-getView(0)-getCamera()-getProjectionMatrix();

  osg::Matrixd mv = cViewer-getView(0)-getCamera()-getViewMatrix();

 

  osg::MatrixTransform* mt = new osg::MatrixTransform;

  mt-setMatrix(osg::Matrixd::inverse(mv));

  view-setSceneData(mt);

//this step inverts the wireframe on the view 1!

}

   

// Create view 1 -- Contains the loaded moel, as well as a wireframe frustum
derived from View 0's Camera.

{

osg::ref_ptrosgViewer::View view = new osgViewer::View;

  cViewer-addView(view.get());

 

  view-setUpViewInWindow(10, 510, 640, 480);

  view-setSceneData(root.get());

  view-setCameraManipulator(new osgGA::TrackballManipulator);

}

  

// Update the wireframe frustum, we need to find a way to adapt the
mainwindow and not create other instance

while (!cViewer-done()){

root-removeChild(0, 1);

  root-insertChild(0,
makeFrustumFromCamera(cViewer-getView(0)-getCamera()));

 

  cViewer-frame();

}

 

I want to see what the cow see in the view 0.

The view 1 contains a wireframe which starts on the eyes of the model and
shows us the view 0 (view 1 = the third view person)

 

So, from the view 0, I can see the scene (since the eye of the model) but
not the model (view 0 = the first view person).

 

Thanks in advance for your help.

 

Jon 

 

 


  _  


For a view of what the cow is seeing, take the inverse of the cow's
transformation and set it as the view matrix.

 

Hope that helps,

   -Paul

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[osg-users] Little slave cam that represents the scene

2008-03-21 Thread Jon
Hi Paul,

Thanks for your indication.
Your example is very nice ! I took it from the trac :p

Unfortunately, it's not quite what I expected.
If you take the cow, and your example, I would like to have on the top
screen the model moving (like currently adding a wireframe to see what the
cow see) and the other view would represent what the cow see (so we cannot
see the cow).
It's a view corresponding to what the eyes of the cow are seeing.

I hope I'm clear enough.
I think I can adapt your example to my needs, but my osg skill (like my
English) are poor!
So if you have indications on how adapt it, it would be very nice!

Thanks again for your help and your very nice example.

Jon

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Re: [osg-users] Little slave cam that represents the scene

2008-03-21 Thread Jon
Thanks for taking care of my issue.

 

How could I take the inverse of the cow’s transformation ?

I don’t understand why this could give me what the cow is seeing.

It seems that it’s what you do in your osg3rdpersonview example. (line 124)

 

Mainly, could this be done by something like:

osg::Matrixd mv = camera-getViewMatrix();

osg::MatrixTransform* mt = new osg::MatrixTransform;

mt-setMatrix(osg::Matrixd::inverse(mv));

 

//where camera points to my main camera in my scene

 

I will try it and I will give you a feedback asap.

Thanks again for your help.

 

Jon

 

De : Paul Martz [mailto:[EMAIL PROTECTED] 
Envoyé : vendredi 21 mars 2008 22:51
À : 'Jonathan Delfour'; 'OpenSceneGraph Users'
Objet : RE: [osg-users] Little slave cam that represents the scene

 

For a view of what the cow is seeing, take the inverse of the cow's
transformation and set it as the view matrix.

 

Hope that helps,

   -Paul

 

 

 


  _  


From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon
Sent: Friday, March 21, 2008 1:56 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Little slave cam that represents the scene

Hi Paul,

Thanks for your indication.

Your example is very nice ! I took it from the trac :p

Unfortunately, it’s not quite what I expected…

If you take the cow, and your example, I would like to have on the top
screen the model moving (like currently adding a wireframe to see what the
cow see) and the other view would represent what the cow see (so we cannot
see the cow).

It’s a view corresponding to what the eyes of the cow are seeing.

I hope I’m clear enough.

I think I can adapt your example to my needs, but my osg skill (like my
English) are poor!

So if you have indications on how adapt it, it would be very nice!

Thanks again for your help and your very nice example.

Jon

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[osg-users] Camera and light problem

2008-03-08 Thread Jon
Thanks Vincent for your answer.

 

I tried to follow your suggestion, but the problem persists.

 

If you look at the code, I have :

|_root

---|_modelGraph

---|transform

-|lightsource

-|geode

 

Any suggestions ? What are my mistakes?

My goal is to have a model moving with the camera and a light represented by
a sphere that does not move (fixed coord).

Just one precision: when I place the light in the scene, the light
coordinates depends of the model: ((0,0,0) puts the light inside the model)

 

Could this explain the problem?

How can I prevent this?

 

Thanks again.

 

{

//_modelGraph group represents the current scene

//_root group will contains _modelGraph plus the light

 

//create the light

osg::ref_ptrosg::Light light = new osg::Light;

//make the light a point light by setting w to 1.0

light-setPosition(osg::Vec4(-10.0f, -10.0f, 0.0f, 10.0f));

 

//create a lightsource for the light

osg::ref_ptrosg::LightSource lightSource = new osg::LightSource;

 

//create a transformation node that will move the node in the scene

osg::ref_ptrosg::MatrixTransform transform = new osg::MatrixTransform;

transform-addChild(lightSource.get());

  

//Position the light

osg::Vec3 pos(-5.0f, 10.0f, 0.0f);

transform-setMatrix(osg::Matrix::translate(pos));

 

//create a small sphere to represent the lights position

osg::ref_ptrosg::Geode geode = new osg::Geode;

 

osg::ref_ptrosg::TessellationHints hints = new osg::TessellationHints;

hints-setDetailRatio(0.3);

 

osg::ref_ptrosg::ShapeDrawable shape = new osg::ShapeDrawable(new
osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), 0.6f), hints.get());

shape-setColor(lightColor);

 

geode-addDrawable(shape.get());

transform-addChild(geode.get());

 

_root-addChild(transform.get());

 

//add the model to the light's root group

_root-addChild(_modelGraph.get());

}

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[osg-users] Code porting

2008-03-03 Thread Jon
Hello Robert,

 

Thanks for your answer.

Unfortunately, when I do setClearMask() operation on a camera, the scene
becomes black and nothing more.

 

I've ported this tutorial and this code is the only remaining !

Not so easy J

 

If you have any idea.

 

Thanks in advance,

Regards.

 

Jon

 


_

Hi Jon,

 

You can control the clear mask via;

 

  camera-setClearMask(0x0);

 

Which is a bit more straight forward than having to dig deep inside
osgProducer.

 

At the viewer level it'd be:

 

  viewer.getCamera()-setClearMask(0x0);

 

I'm not familiar with this example, but clearly it needs porting

across.  As I'm not familiar I can't say exactly what to change, but

in general you can move cameras between the scene graph and the view

but more easily than was possible before 2.x, this means that some

tasks can now be solved in a more natural way.

 

As a general task we'll need to complete the work on porting the old

1.x based tutorials across to 2.x, in general this will be a

simplification as much as a porting job.


_

 

 

 

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[osg-users] Code porting

2008-03-02 Thread Jon
Hello,

I'm currently working on a scene and I try to reproduce the sun light.
I looked at osgmanylight tutorial from osg web site.
But I'm facing a problem with this code:

//do not allow the osgProducer's internal RenderStage clear the frame buffer
//if the RenderStage did clear the frame buffer, we would lose all of
//the rendering we did in the light passes
osgProducer::OsgCameraGroup::SceneHandlerList shvec =
viewer.getSceneHandlerList();
for( osgProducer::OsgCameraGroup::SceneHandlerList::iterator itr =
shvec.begin();
   itr != shvec.end(); ++itr ) {
  (*itr)-getSceneView()-getRenderStage()-setClearMask(0);
}

What is the equivalent in osg 2x?
The tutorial code :
http://www.fx.clemson.edu/~acnatha/devnull/osg/osgmanylights.tar.gz

Thanks in advance, 
Best regards.

John.
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[osg-users] Get pixels from a scene in a matrix in order to modify pixels color

2008-02-20 Thread Jon
Hello all,

 

I would like to get pixels in a matrix of a zone in order to get colors
(yuv) and modify them.

Any way to do this quickly? 

I would like to use GPU and not CPU.

Using FBO.?

 

Thanks in advance.

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[osg-users] glsl examples

2008-01-29 Thread Jon Newell
Hi everyone, 

Im wondering if anyone has an example of a GLSL normal mapped osg file I could 
have a look at?  The provided examples have been useful for simple generators 
(no intended disrespect to Benoit Mandelbrot). However I need to integrate an 
illuminated Ward or Ashkihmin/Shirley shader into my scene to simulate some 
Alucobond surface treatments on a building and thus far am not achieving much 
success.

any help would be most appreciated!

cheers

Jon Newell 
 

 

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