Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?
Hi, There is an option in the obj plugin to avoid tristrips. It's probably better to try this cause tristripping is not cheap depending on the geometry. >From the top of my head is something like "noTrisStripPolygons". Hope it helps. El jue., 16 ago. 2018 12:30 a. m., Julien Valentin < julienvalenti...@gmail.com> escribió: > INDEX_mesh don't reindex indexed > I fix it on my branch introducing a forceReindex parameter to the > IndexMeshVisitor and use it witout an attached Optimizer > > > L. Voerman wrote: > > I tend to use set OSG_OPTIMIZER=INDEX_MESH VERTEX_POSTTRANSFORM > VERTEX_PRETRANSFORM > > > > for these, but there might be something else preventing the optimizer > from changing your geometry. > > set OSG_OPTIMIZER=STATIC_OBJECT_DETECTION INDEX_MESH > VERTEX_POSTTRANSFORM VERTEX_PRETRANSFORM MERGE_GEOMETRY MERGE_GEODES > > > > might do the trick > > Laurens. > > > > > > On Wed, Aug 15, 2018 at 9:10 AM Jad Killian < ()> wrote: > > > > > > > Hi, > > > > > > When I import a .obj file with readNodeFile, the result is a triangle > strip instead of triangles. Even if the .obj file is a simple square with 4 > vertices and 2 triangular faces, the resulting primitive set in the geode > geometry contains > > > 1 face, 4 indices with mode = 5 (TRIANGLE_STRIP). > > > > > > I tried using the osg::Optimizer, but it doesn't seem to do anything: > > > > > > > > > > > > Code: > > > osg::ref_ptr node = > osgDB::readNodeFile(filepath.toStdString()); > > > > > > osgUtil::Optimizer optimizer; > > > optimizer.optimize(node, osgUtil::Optimizer::INDEX_MESH); > > > > > > > > > > > > for optimizer flags I tried INDEX_MESH, TESSELLATE_GEOMETRY, > DEFAULT_OPTIMIZATIONS, nothing seems to work. > > > > > > Any ideas? > > > > > > Thanks > > > > > > -- > > > Read this topic online here: > > > http://forum.openscenegraph.org/viewtopic.php?p=74401#74401 ( > http://forum.openscenegraph.org/viewtopic.php?p=74401#74401) > > > > > > > > > > > > > > > > > > ___ > > > osg-users mailing list > > > () > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ) > > > > > > > > > -- > > Post generated by Mail2Forum > > > > Twirling twirling twirling toward freedom > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=74538#74538 > > > > > > ___ > 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] OSG API Guides
Hi Maxim, You can generate it from the code with doxygen. http://www.openscenegraph.org/index.php/documentation/guides/user-guides/106-create-doxygen-documentation Cheers. 2018-06-08 16:44 GMT+02:00 Maxim Stere : > Did a check from home, > Everything works. So it seems that it's the proxy that is blocking it. > > Is there a way to get a downloaded or checked out copy of the API? This > way we can have it on our internal network for reference? > > I saw that some people had the OSG 3.0 API online, so wondering how they > downloaded the pages. > > > Thank you, > --Maxim > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=74012#74012 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
Hi Alberto and Robert, 2018-03-20 17:21 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Alberto, > > On 20 March 2018 at 15:02, Alberto Luaces <alua...@udc.es> wrote: > > Hi, it cross-compiles and runs the viewer (loading some obj and ive > > files) just fine with mingw-64 on linux. > > Thanks for the testing. > > > By the way, is the CDash system still working? > > I haven't looked at the old CDash system, if it is working it isn't > down to me :-) > > CDash server was the same as old track server, so it won't work anymore. I removed the website links to cdash. Sorry for the inconvenience, > > I was unable to find it, > > and maybe it is of use for this task. The CI available at github seems > > to be choking on the fact that OSG takes more than 50 minutes to build > > on the systems they are using, so the process is interrupted before > > it finishes. > > Travis Cl used to be pretty solid but these days it either seems to > race through builds in a couple of minutes or timeouts. I presume the > Travis servers are being overloaded at times. I've had to disable the > OSX build completely as it was failing almost all the time due to > timeouts. With timeout failures you get a totally false picture of > the build status so there might be a point where we just have to give > up with Travis C;/ > > These automated build systems are no match for real people compiling > the OSG on their build platforms and testing against their own > applications. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking for FBX models to test out our FBX plugin
Hi Julien, There is a search filter for animated models. Maybe it can help... https://sketchfab.com/search?features=downloadable+animated=fbx_by=-pertinence=models Cheers El El vie, 9 mar 2018 a las 23:04, Julien Valentin < julienvalenti...@gmail.com> escribió: > Hi > Searching sketchfab i find out that most of the so called rigged > aren't...:/ > so Here's the two I've found and check as real animated rig (Blender 2.79 > import fbx work very nice with them) > https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28 > https://sketchfab.com/models/ab4c8506972a43d8b9649727d88a475a > These seams decent test model for osgAnimation basics features. > Cheers > > > > robertosfield wrote: > > Hi All, > > > > I'm currently looking to re-factor elements of the FBX plugin to make > > it more cleaner and flexible but don't have many FBX models myself to > > test things. If you have models that you can share publically or > > privately then I'd appreciate being able to add these to my sure any > > changes I make don't cause any regressions. > > > > For now my focus will be unifying the way that textures are read and > > setup in the OSG's FBX plugin. I've got a small window of time in > > which to look at a few outstanding issues, so will do what I can, it > > won't be a major re-factor of the FBX plugin. > > > > Thanks in advance for any FBX models you can share. > > > > Cheers, > > Robert. > > ___ > > osg-users mailing list > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > -- > > Post generated by Mail2Forum > > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=73060#73060 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Looking for FBX models to test out our FBX plugin
Hey Robert, Huge list of free downloadable models from Sketchfab :) https://sketchfab.com/search?features=downloadable=fbx_by=-pertinence=models Cheers. 2018-03-09 17:20 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi All, > > I'm currently looking to re-factor elements of the FBX plugin to make > it more cleaner and flexible but don't have many FBX models myself to > test things. If you have models that you can share publically or > privately then I'd appreciate being able to add these to my sure any > changes I make don't cause any regressions. > > For now my focus will be unifying the way that textures are read and > setup in the OSG's FBX plugin. I've got a small window of time in > which to look at a few outstanding issues, so will do what I can, it > won't be a major re-factor of the FBX plugin. > > Thanks in advance for any FBX models you can share. > > Cheers, > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Online documentation not available
Hi Hartwig, Indeed, I've gone ahead and unpublished the two links to mercurial and svn repositories cc:@Robert. (They are not deleted, only archived) Just ping if you see more content that should be reviewed/updated. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Online documentation not available
Hey guys, Just fixed the links in http://www.openscenegraph.org/index.php/documentation/guides/reference-guides and removed the menu entry for the old wiki. Should be good now. 2018-02-05 14:56 GMT+01:00 Jordi Torres <jtorresfa...@gmail.com>: > Hey Michael, > > It's in the github badges, but indeed, we should make it more visible. > I will try to update the doc later today. > > Cheers. > > 2018-02-05 14:49 GMT+01:00 michael kapelko <korn...@gmail.com>: > >> Wow. I've been in search for this link, too. Thanks for it. >> >> On 5 February 2018 at 11:36, Jordi Torres <jtorresfa...@gmail.com> wrote: >> > Hi Hartwig, Julien et al >> > >> > Trac server is no longer available. It's dismantled. >> > >> > We should change the links in the website to >> > https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking >> the >> > master and building the documentation. >> > >> > Cheers. >> > >> > >> > >> > El dom., 4 feb. 2018 10:31 p. m., Julien Valentin >> > <julienvalenti...@gmail.com> escribió: >> >> >> >> trac seams down >> >> >> >> >> >> hartwigw wrote: >> >> > Hi, >> >> > >> >> > I used the ones on this page: >> >> > >> >> > >> >> > http://www.openscenegraph.org/index.php/documentation/guides >> /reference-guides >> >> > >> >> > Thank you! >> >> > >> >> > Cheers, >> >> > Hartwig >> >> >> >> >> >> -- >> >> Read this topic online here: >> >> http://forum.openscenegraph.org/viewtopic.php?p=72925#72925 >> >> >> >> >> >> >> >> >> >> >> >> ___ >> >> osg-users mailing list >> >> osg-users@lists.openscenegraph.org >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >> cenegraph.org >> > >> > >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >> cenegraph.org >> > >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Online documentation not available
Hey Michael, It's in the github badges, but indeed, we should make it more visible. I will try to update the doc later today. Cheers. 2018-02-05 14:49 GMT+01:00 michael kapelko <korn...@gmail.com>: > Wow. I've been in search for this link, too. Thanks for it. > > On 5 February 2018 at 11:36, Jordi Torres <jtorresfa...@gmail.com> wrote: > > Hi Hartwig, Julien et al > > > > Trac server is no longer available. It's dismantled. > > > > We should change the links in the website to > > https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking > the > > master and building the documentation. > > > > Cheers. > > > > > > > > El dom., 4 feb. 2018 10:31 p. m., Julien Valentin > > <julienvalenti...@gmail.com> escribió: > >> > >> trac seams down > >> > >> > >> hartwigw wrote: > >> > Hi, > >> > > >> > I used the ones on this page: > >> > > >> > > >> > http://www.openscenegraph.org/index.php/documentation/ > guides/reference-guides > >> > > >> > Thank you! > >> > > >> > Cheers, > >> > Hartwig > >> > >> > >> -- > >> Read this topic online here: > >> http://forum.openscenegraph.org/viewtopic.php?p=72925#72925 > >> > >> > >> > >> > >> > >> ___ > >> 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 > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Online documentation not available
Hi Hartwig, Julien et al Trac server is no longer available. It's dismantled. We should change the links in the website to https://codedocs.xyz/openscenegraph/OpenSceneGraph/ which is tracking the master and building the documentation. Cheers. El dom., 4 feb. 2018 10:31 p. m., Julien Valentin < julienvalenti...@gmail.com> escribió: > trac seams down > > > hartwigw wrote: > > Hi, > > > > I used the ones on this page: > > > > http://www.openscenegraph.org/index.php/documentation/ > guides/reference-guides > > > > Thank you! > > > > Cheers, > > Hartwig > > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72925#72925 > > > > > > ___ > 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] Conan C++ dependency manager
Hi Julien, -1 on spaces to tabs You started a flame war... :) Cheers. 2018-01-14 14:27 GMT+01:00 michael kapelko <korn...@gmail.com>: > Hi. > I think the community (including me) is currently in the 'get it done > and we'll use it' mode. So do it whatever way you like, then everybody > will be eager to test and use it. > > On 14 January 2018 at 00:34, Julien Valentin <julienvalenti...@gmail.com> > wrote: > > Hi all, > > > > The recipe only works for win32 for the moment...i'll continue that on > my free time. > > However, i'm kind of concern about huge source copy involved in conan... > > > > Perhaps it's time to change switch spaces to tabs on git to releave my > poor hdd (headers only are 4Mo!?) > > > > The transition seams managed in git itself: > > https://stackoverflow.com/questions/2316677/can-git- > automatically-switch-between-spaces-and-tabs > > > > What do you think of it? > > > > > > Cheers > > > > > > kornerr wrote: > >> Julien, don't forget to include step by step guide(s) on how to build > >> OpenSceneGraph for Linux, macOS, and Windows once you're done with the > >> first iteration. > >> I'm sure other people would try Conan then, too. > >> > >> On 11 January 2018 at 12:29, Julien Valentin <> wrote: > >> > >> > Hi > >> > Okay, i'm happy that conan induces such an enthusiasm, > >> > My plan is to create a repo for all osg ecosystem: > >> > -top directory (packagename, OpenSceneGraph, osgEarth, osgAudio...) > >> > -subdirs containing versionned recipe > >> > > >> > But I don't have all the necessary knowledge of its mecanism in order > to tell my vision is the good one. So anyone more familiar with conan have > to stop me if I say bullshit. > >> > Here's my 2 main observations that would require deepest knowledge of > conan > >> > 1)conan seams to manage built package itself in custom directory so > we can't forsee that > >> > 2)conan is userspace so we can't manage environement variables or any > root stuff > >> > > >> > it forces me to choose an alternative to classic > "one-directory-per-lib" + add directories to PATH > >> > The solution I used in the recipe is to let user install all his > recipe from the same directory and put all recipes libraries into commons > bin,lib,include with a custom deploy() method > >> > It's bad but I havent figured how conan manage its paths ... My > paranoia tells me it is there they try to create dependancy to conan rules > (and chain us in their system) but i'm not sure. > >> > > >> > Cheers > >> > > >> > > >> > > >> > cfjob wrote: > >> > > >> > > Hi, > >> > > Great to see integrate osg to conan. > >> > > Users could use osg from conan without having to rebuild it. > >> > > ... > >> > > > >> > > Thank you! > >> > > > >> > > Cheers, > >> > > Ben > >> > > > >> > > >> > > >> > -- > >> > Read this topic online here: > >> > http://forum.openscenegraph.org/viewtopic.php?p=72722#72722 > >> > > >> > > >> > > >> > > >> > > >> > ___ > >> > osg-users mailing list > >> > > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users- > openscenegraph.org > >> > > >> ___ > >> osg-users mailing list > >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users- > openscenegraph.org > >> > >> -- > >> Post generated by Mail2Forum > > > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=72748#72748 > > > > > > > > > > > > ___ > > 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 > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged
Sure, Here you have. Just commented out the two conflicting libraries. Thanks. 2017-12-01 8:34 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > On 1 December 2017 at 05:46, Jordi Torres <jtorresfa...@gmail.com> wrote: > > So just comenting the lines referring to those libraries in the > > FindOpenCascade.cmake file did the trick. Also tested with a few igs > files > > and all worked ok. > > So not sure for your opencascade version these libraries are needed to > build > > or/and run, but definitely not needed for me (installed from apt). > > Could you post your ammended FindOPenCascade.cmake? > > > Could it be version dependent issues? > > There are version dependencies. > > I got things building with a slightly smaller set of dependencies > myself but a member of the community needed to add the extra > dependencies. I don't recall the details off the top of my head. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres # LocateOPENCASCADE # This module defines # OPENCASCADE_LIBRARY # OPENCASCADE_FOUND, if false, do not try to link to OPENCASCADE # OPENCASCADE_INCLUDE_DIR, where to find the headers # # $OPENCASCADE_DIR is an environment variable that would # correspond to the ./configure --prefix=$OPENCASCADE_DIR # used in building OPENCASCADE. FIND_PATH(OPENCASCADE_INCLUDE_DIR BRepMesh.hxx PATHS ${OPENCASCADE_DIR} $ENV{OPENCASCADE_DIR} ~/Library/Frameworks /Library/Frameworks /usr/local /usr /sw # Fink /opt/local # DarwinPorts /opt/csw # Blastwave /opt /usr/freeware PATH_SUFFIXES opencascade inc include inc/cascade include/cascade ) MACRO(FIND_OPENCASCADE_LIBRARY MYLIBRARY MYLIBRARYNAME) FIND_LIBRARY("${MYLIBRARY}" NAMES "${MYLIBRARYNAME}" PATHS $ENV{OPENCASCADE_DIR}/lib} $ENV{OPENCASCADE_LIB} ${OPENCASCADE_DIR}/lib $ENV{OPENCASCADE_DIR}/lib ${OPENCASCADE_DIR}/lib/ ~/Library/Frameworks /Library/Frameworks /usr/local/lib /usr/lib /sw/lib /opt/local/lib /opt/csw/lib /opt/lib /usr/freeware/lib64 ) ENDMACRO() FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBinL TKBinL) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBin TKBin) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBinTObj TKBinTObj) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBinXCAF TKBinXCAF) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBool TKBool) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBO TKBO) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKBRep TKBRep) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKCAF TKCAF) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKCDF TKCDF) #FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKDCAF TKDCAF) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKDraw TKDraw) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKernel TKernel) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKFeat TKFeat) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKFillet TKFillet) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKG2d TKG2d) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKG3d TKG3d) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKGeomAlgo TKGeomAlgo) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKGeomBase TKGeomBase) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKHLR TKHLR) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKIGES TKIGES) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKLCAF TKLCAF) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKMath TKMath) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKMesh TKMesh) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKMeshVS TKMeshVS) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKOffset TKOffset) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKOpenGl TKOpenGl) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKPrim TKPrim) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKQADraw TKQADraw) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKService TKService) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKShHealing TKShHealing) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKStdL TKStdL) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKStd TKStd) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEP209 TKSTEP209) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEPAttr TKSTEPAttr) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEPBase TKSTEPBase) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTEP TKSTEP) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKSTL TKSTL) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTObjDRAW TKTObjDRAW) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTObj TKTObj) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTopAlgo TKTopAlgo) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKTopTest TKTopTest) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKV3d TKV3d) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKVCAF TKVCAF) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKViewerTest TKViewerTest) FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKVRML TKVRML) #FIND_OPENCASCADE_LIBRARY(OPENCASCADE_TKXCAF TKXCAF) FIND_OPEN
Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged
Hi Robert, So just comenting the lines referring to those libraries in the FindOpenCascade.cmake file did the trick. Also tested with a few igs files and all worked ok. So not sure for your opencascade version these libraries are needed to build or/and run, but definitely not needed for me (installed from apt). Could it be version dependent issues? Cheers. 2017-11-30 21:30 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > On 30 November 2017 at 20:11, Jordi Torres <jtorresfa...@gmail.com> wrote: > > No I don't have this dependency in my system, fresh build. In fact > > > > OPENCASCADE_TKDCAF is part from the package oce-draw, so CMake does not > find > > it automatically. But OPENCASCADE_TKVCAF is definitely not there. > > I don't understand the what specifically happening on your system, the > FindOpenCascade script is long winded, I can only guess that some > combination of dependencies on your system are causing an issue. > > > > Can you tell me what packages do you have installed w.r.t opencascade? > Maybe > > a newer version? > > It's a year since I worked on the OpenCascade so I'm a bit rusty. > Looking at where it's installed on my system it's in > /usr/local/include/opencascade and /usr/local/lib so I probably > installed from a local install/build rather than pulling it in from > debian/ubuntu repositories. > > > > BTW Is probable that we don't need all the libraries here: > > https://github.com/openscenegraph/OpenSceneGraph/ > blob/master/CMakeModules/FindOpenCascade.cmake#L57-L112 > > to build the plugin. > > OpenCascade requires an massive number of separate libs to do even > basic things with it, I tried to keep the number down as much as I > possible could. It was one of these tasks that at the start looked to > be a straight forward but ended up a bit of nightmare to get things > linking, lib after lib had to be added. > > I'm pretty sure we can't cut down the number of libs that are linked > in. Whether we can cut down the number of Find's I don't know. It's > a whole heap of stuff to iterate through to find out the minimum > required. > > As to what is wrong with the FidOpenCascade script in your case I > don't know. Could it be finding a subset of all the libs but not all > of them but is still assuming that it can build the plugin? > > Robert. > _______ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged
Hi Robert, > OpenCASCADE is building fine for me. Could you install this > dependency and see how you get on? Or perhaps your CMakeCache.txt is > stale and just needs to be regenerated. > > No I don't have this dependency in my system, fresh build. In fact OPENCASCADE_TKDCAF is part from the package oce-draw, so CMake does not find it automatically. But OPENCASCADE_TKVCAF is definitely not there. Can you tell me what packages do you have installed w.r.t opencascade? Maybe a newer version? BTW Is probable that we don't need all the libraries here: https://github.com/openscenegraph/OpenSceneGraph/blob/master/CMakeModules/FindOpenCascade.cmake#L57-L112 to build the plugin. Cheers. > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged
ory > Merge pull request #383 from anormann1974/patch-1Fixed missing > initialization of B_ and N_ in constructor > > Tue, 21 Nov 2017 13:59:51 + > Author : Robert Osfield > Fixed typo > > Tue, 21 Nov 2017 13:41:57 + > Author : Robert Osfield > Added Text::getCharacterCorners(...) method to help applications that > want to find out the positions of characters being rendered. > > Tue, 21 Nov 2017 13:54:45 +0100 > Author : Andre Normann > Fixed missing initialization of B_ and N_ in constructor > > Mon, 20 Nov 2017 12:49:20 + > Author : Robert Osfield > Moved the version to 3.5.9 and the version setting code to top of CMake > file > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL
Ouch bad link: https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46 this one is the right one! 2017-11-08 9:19 GMT+01:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi Romulo, > > You can use TangentSpaceGenerator to get the values of the T B and N. Here > you have a code example: https://github.com/sketchfab/osg/blob/ > 5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/ > gles/TangentSpaceVisitor.cpp#L46 > > Cheers. > > 2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira <romulogcerque...@gmail.com>: > >> Hi, >> >> I have used normal mapping using GLSL and OSG for my application (an >> imaging sonar simulation) and I got problems by calculating the TBN matrix >> on shaders. The normal vectors contain lower resolution on border in >> comparison with the center of image. >> >> Follows my vertex code: >> >> Code: >> >> #version 130 >> >> out vec3 pos; >> out vec3 normal; >> out mat3 TBN; >> >> void main() { >> pos = (gl_ModelViewMatrix * gl_Vertex).xyz; >> normal = gl_NormalMatrix * gl_Normal.xyz; >> >> vec3 n = normalize(normal); >> vec3 t = normalize(cross(normal, vec3(-1,0,0))); >> vec3 b = cross(t, n) + cross(n, t); >> TBN = transpose(mat3(t,b,n)); >> >> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; >> gl_TexCoord[0] = gl_MultiTexCoord0; >> } >> >> >> >> >> Part of my fragment code: >> >> Code: >> >> #version 130 >> >> in vec3 pos; >> in vec3 normal; >> in mat3 TBN; >> uniform sampler2D normalTexture; >> >> void main() { >> vec3 newNormal = (texture2D(normalTexture, gl_TexCoord[0].st).rgb * >> 2.0 - 1) * TBN; >> newNormal = normalize(newNormal); >> ... >> } >> >> >> >> >> The resulting figure is attached. >> >> How can I calculate the TBN matrix to compute the normal mapping properly? >> >> Thanks in advance, >> >> >> ... >> >> Thank you! >> >> Cheers, >> Rômulo[/img] >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=72324#72324 >> >> >> >> >> Attachments: >> http://forum.openscenegraph.org//files/screenshot_from_2017_ >> 11_06_23_00_48_832.png >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL
Hi Romulo, You can use TangentSpaceGenerator to get the values of the T B and N. Here you have a code example: https://github.com/sketchfab/osg/blob/5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46 Cheers. 2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira <romulogcerque...@gmail.com>: > Hi, > > I have used normal mapping using GLSL and OSG for my application (an > imaging sonar simulation) and I got problems by calculating the TBN matrix > on shaders. The normal vectors contain lower resolution on border in > comparison with the center of image. > > Follows my vertex code: > > Code: > > #version 130 > > out vec3 pos; > out vec3 normal; > out mat3 TBN; > > void main() { > pos = (gl_ModelViewMatrix * gl_Vertex).xyz; > normal = gl_NormalMatrix * gl_Normal.xyz; > > vec3 n = normalize(normal); > vec3 t = normalize(cross(normal, vec3(-1,0,0))); > vec3 b = cross(t, n) + cross(n, t); > TBN = transpose(mat3(t,b,n)); > > gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > gl_TexCoord[0] = gl_MultiTexCoord0; > } > > > > > Part of my fragment code: > > Code: > > #version 130 > > in vec3 pos; > in vec3 normal; > in mat3 TBN; > uniform sampler2D normalTexture; > > void main() { > vec3 newNormal = (texture2D(normalTexture, gl_TexCoord[0].st).rgb * > 2.0 - 1) * TBN; > newNormal = normalize(newNormal); > ... > } > > > > > The resulting figure is attached. > > How can I calculate the TBN matrix to compute the normal mapping properly? > > Thanks in advance, > > > ... > > Thank you! > > Cheers, > Rômulo[/img] > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=72324#72324 > > > > > Attachments: > http://forum.openscenegraph.org//files/screenshot_from_ > 2017_11_06_23_00_48_832.png > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osganimation branch] Review, test, critics
Hi Julien, Robert et al. I'll be out next week, but my plan is to start testing as soon as I get to my computer. We have a wide variety of animation models to test, so I hope we can help in this topic. Sorry for not being able to add any feedback these days. Cheers. El 27 oct. 2017 6:33 p. m., "Robert Osfield"escribió: Hi Raymond, On 27 October 2017 at 14:41, Raymond de Vries wrote: > FWIW, I tried to build the osganimation branch last week or so with Visual > Studio 2015 and it did not build. I did not have time to look into the > issues but plan to do so asap. > Do you recall what the issues were? I might be able resolve them before you next check it out. > > Fyi, I will test with fbx models that I have used successfully with > previous versions of the OSG. > Thanks that will be really helpful. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible PolytopeIntersector bug?
Hi again, Clearly an error in my side. Sorry for the noise :(. Cheers. 2017-10-04 14:48 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi robert, > > Thanks for your input, maybe the error is in my side. I will try to > provide a minimal repro case. > > Thanks! > > El 4 oct. 2017 2:31 p. m., "Robert Osfield" <robert.osfi...@gmail.com> > escribió: > >> Hi Jordi, >> >> On 4 October 2017 at 10:49, Jordi Torres <jtorresfa...@gmail.com> wrote: >> >>> Sorry I sent the mail without finishing it. >>> >>> As I was saying... >>> >>> In previous versions it was some code checking that. >>> https://github.com/openscenegraph/OpenSceneGraph/blob/OpenSc >>> eneGraph-3.4/src/osgUtil/PolytopeIntersector.cpp#L300 >>> >>> Am I missing something? >>> >> >> The new implementation works differently, it aims to take an input >> polygon (the triangle as three src vertices) and trims this successively by >> clipping it against each plane of the polytope. If all the vertices are >> clipped away then there is nothing left of the original polygon to >> intersect with so returning false at this point is appropriate. >> >> Is there a specific problem you've come across or are you just trying to >> compare code before and after? >> >> Robert. >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible PolytopeIntersector bug?
Hi robert, Thanks for your input, maybe the error is in my side. I will try to provide a minimal repro case. Thanks! El 4 oct. 2017 2:31 p. m., "Robert Osfield" <robert.osfi...@gmail.com> escribió: > Hi Jordi, > > On 4 October 2017 at 10:49, Jordi Torres <jtorresfa...@gmail.com> wrote: > >> Sorry I sent the mail without finishing it. >> >> As I was saying... >> >> In previous versions it was some code checking that. >> https://github.com/openscenegraph/OpenSceneGraph/blob/ >> OpenSceneGraph-3.4/src/osgUtil/PolytopeIntersector.cpp#L300 >> >> Am I missing something? >> > > The new implementation works differently, it aims to take an input polygon > (the triangle as three src vertices) and trims this successively by > clipping it against each plane of the polytope. If all the vertices are > clipped away then there is nothing left of the original polygon to > intersect with so returning false at this point is appropriate. > > Is there a specific problem you've come across or are you just trying to > compare code before and after? > > Robert. > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible PolytopeIntersector bug?
Sorry I sent the mail without finishing it. As I was saying... In previous versions it was some code checking that. https://github.com/openscenegraph/OpenSceneGraph/blob/OpenSceneGraph-3.4/src/osgUtil/PolytopeIntersector.cpp#L300 Am I missing something? Thanks! 2017-10-04 11:48 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi Robert, > > I'm not sure PolytopeIntersector has en error here: > > https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgUtil/ > PolytopeIntersector.cpp#L186 > > I think it returns false when the whole polytope goes through a triangle. > In previous versions it was some code checking that. > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Possible PolytopeIntersector bug?
Hi Robert, I'm not sure PolytopeIntersector has en error here: https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgUtil/PolytopeIntersector.cpp#L186 I think it returns false when the whole polytope goes through a triangle. In previous versions it was some code checking that. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some issues with the OSG website
Hey Chris, The old trac is down again. I will try to restart it one more time, but it is coming the day to get rid of it. Maybe the only valuable information that it's not in the current website is the tutorials part, which are pretty outdated these days. I will remove Paul from professional services and don't hesitate to ping me whatever issue you see. Thanks for the heads up. 2017-10-03 17:53 GMT+02:00 Chris Hanson <xe...@alphapixel.com>: > So, I was trying to refer a new OSG user to a section on callbacks to > explain the deprecated NodeCallback, but I notice that trying to go to this > page: > > www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Callbacks > > seems to redirect to one of the trac URLs which isn't working. What is the > intended outcome of this? > > > > Also, in the professional services section, Paul Martz has officially > retired (per his website) and should probably be removed. he has been > referring people to me recently. > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Training • Consulting • Contracting > 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 > • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL > Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • > osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • > iPhone/iPad/iOS • Android > @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) > 623-PIXL [7495] > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1
Hi Robert, I will try to make it work again. I'll ping you when I know something else (in a different trhead to not add noise to this one). Thanks 2017-08-08 15:41 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > On 8 August 2017 at 10:14, Robert Osfield <robert.osfi...@gmail.com> > wrote: > >> I did an update of the coverity_scan branch to master yesterday, but >> unfortunately the build failed due to timeout : >> >>https://travis-ci.org/openscenegraph/OpenSceneGraph/jobs/261921157 >> >> > I restarted the job and it was timedout again after 49mins. I don't know > whether changes on the travis server are slowing things. As things stand > using travis for a coverity_scan is not viable, even disabling the build of > major components of the OSG won't fix things. > > Robert. > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1
Humnm, we can have different coverity scan branches if we want to analyze several releases. Anyway is no problem for me to wait to 3.6 :). Thanks Robert. 2017-08-07 19:25 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > On 7 August 2017 at 16:40, Jordi Torres <jtorresfa...@gmail.com> wrote: > >> Can I ask for a coverity_scan build before tagging the release? >> >>> >>> <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >>> >> > You can indeed ask :-) > > The coverity_scan is based on master rather than the 3.4 branch so it > won't affect the 3.4.1 release. > > Doing a converity_scan and fix cycle is on my TODO list, should get to it > soon as there haven't been many issues with 3.4.1 reported for me to chase > up :-) > > Robert. > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1
Hey Robert, Can I ask for a coverity_scan build before tagging the release? Thx. 2017-07-31 10:37 GMT+02:00 Dennis Cappendijk <dennis.cappend...@gmail.com>: > Thank you! > > Cheers, > Dennis > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=71350#71350 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgUtil::IntersectionVisitor slow with huge geometry
HI Gianni, For faster intersections it is far better to build the kdtree first. Also splitting your huge geometry in several could help to traverse the graph in case you don't want to use kdtrees. Cheers. 2017-07-18 12:17 GMT+02:00 Gianni Ambrosio <g.ambrosio+...@gmail.com>: > Hi All, > I built a test geometry with about 9M triangles and 27M vertices. The > intent of my spike solution (attached) is to select a triangle with mouse > to change its color. I realized that the bottleneck of that code is the > line where the camera accepts the "osgUtil::IntersectionVisitor" (line 51: > camera->accept(iv)). That call takes most of the computation time. > Debugging the OSG code I fall into: > > void LineSegmentIntersector::intersect(osgUtil::IntersectionVisitor& iv, > osg::Drawable* drawable, const osg::Vec3d& s, const osg::Vec3d& e) > > In that code there are different methods to be used: KdTree, > USE_DOUBLE_CALCULATIONS or USE_FLOAT_CALCULATIONS. > On the basis of your experience, is one of the previous method ideal to > solve my performance issue or something else must be done? > > Best regards, > Gianni > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=71281#71281 > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Robert, All ok in my side. Thanks!! 2017-05-25 9:51 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > Yesterday I checked in a couple of change, from the git log: > > > $ git log > commit 20ac472d1f7d85360714168d94e10729c1f9ce8d > Author: Robert Osfield <rob...@openscenegraph.com> > Date: Wed May 24 19:40:08 2017 +0100 > > Moved OSG_USE_DEPRECATED_API from include/osg/Export to Cmake > controlled include/osg/Config > > commit 8c54a4931975967022aba6ce92973ad27def8e97 > Author: Robert Osfield <rob...@openscenegraph.com> > Date: Wed May 24 19:39:36 2017 +0100 > > Replaced deprecated API usage > > commit a60aed70b58f2d1b95f5b8eecfd2a3a583906661 > Author: Robert Osfield <rob...@openscenegraph.com> > Date: Wed May 24 18:34:22 2017 +0100 > > Replaced DimensionMask naming with more appropriate PrimitiveMask > nameing. > > commit a201b15648ce3bd5a34b96cb046c1e8a6431bb4e > Author: Robert Osfield <rob...@openscenegraph.com> > Date: Wed May 24 16:02:29 2017 +0100 > > Added support for PolytopeIntersector::setDimensionsMask. > > > The new API naming is: > > /// dimension enum to specify primitive types to check. > enum { > POINT_PRIMITIVES = (1<<0), /// check for points > LINE_PRIMITIVES = (1<<1), /// check for lines > TRIANGLE_PRIMITIVES = (1<<2), /// check for triangles > and other primitives like quad, polygons that can be decomposed into > triangles > ALL_PRIMITIVES = ( POINT_PRIMITIVES | LINE_PRIMITIVES | > TRIANGLE_PRIMITIVES ) > }; > > /** Set which Primitives should be tested for intersections.*/ > void setPrimitiveMask(unsigned int mask) { _primitiveMask = mask; } > > /** Get which Primitives should be tested for intersections.*/ > unsigned int getPrimitiveMask() const { return _primitiveMask; } > > The old API is now deprecated: > > #ifdef OSG_USE_DEPRECATED_API > > enum { > DimZero = POINT_PRIMITIVES,/// deprecated, use > POINT_PRIMITIVES > DimOne = LINE_PRIMITIVES, /// deprecated, use > POINT_PRIMITIVES > DimTwo = TRIANGLE_PRIMITIVES, /// deprecated, use > POINT_PRIMITIVES > AllDims = ALL_PRIMITIVES /// deprecated, use > ALL_PRIMITIVES > }; > > /** deprecated, use setPrimtiveMask() */ > inline void setDimensionMask(unsigned int mask) { > setPrimitiveMask(mask); } > > /** deprecated, use getPrimtiveMask() */ > inline unsigned int getDimensionMask() const { return > getPrimitiveMask(); } > #endif > > I have also change the way that OSG_USE_DEPRECATED_API is controlled, > it used to be hard-wired into include/osg/Export, I have moved it into > the cmake generated include/osg/Config header. To enable/disable the > deprecated API you just now need to use ccmake to toggle the > OSG_USE_DEPRECATED_API. > > I also modified the osgkeyboardmouse example to set the PrimitiveMask > and in my testing it looks like things are working fine. Could you > test this and let me know how it all works out in your usage case. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Robert, I'm ok to change the name. My concern was more about losing functionality. Thank you! 2017-05-24 17:12 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > On 24 May 2017 at 11:50, Jordi Torres <jtorresfa...@gmail.com> wrote: > > It used to work meaning that one could target only lines, or points, or > > triangles or a combination of them. Now that seems not possible. > > > > Also I'm getting repeated intersection points for some intersections, > but I > > need to test it further. > > I have just checked in support for PolytopeIntersect::DimensionMask. > I haven't change the name but I think it really should be called > PrimitiveMask as this would be more appropriate. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Robert, > I vaguely recall seeing the dimensionMask code in the original > PolytopeIntersector and it struck me as a bit hacky, perhaps I didn't > get round to implementing in the new code. > > Robert. > It used to work meaning that one could target only lines, or points, or triangles or a combination of them. Now that seems not possible. Also I'm getting repeated intersection points for some intersections, but I need to test it further. I'll keep you posted. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Dimension Mask in PolytopeIntersector still working?
Hi Robert, With your last changes about Polytope Intersection I'm not sure wether dimensionmask is still used. A quick grep does not reveal any use of _dimensionMask in the intersection proccess or getDimensionMask method in PolytopeIntersector. Am I missing something? -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Using OSG after a very long hiatus
Hi Rodrigo, Not sure which tutorials are you following, but if you are looking at trac.openscenegraph.org yes, they are totally out of date. Probably we should think in finally remove the trac. All the resources are now in www.openscenegraph.org. Also and a part from the books which are a great resource, ( by the way you can get an electronic copy so you can read in your screen, copy/paste etc ) I would suggest to follow Robert's advice and learn from the examples. IMO is the best/first place to look in order to understand better an OSG feature. Cheers. 2017-03-02 9:21 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > HI Rodrigo, > > On 1 March 2017 at 21:34, Rodrigo Dias <rodrigo1...@gmail.com> wrote: > > Book? C'mon! We're in 2017!! > > Have you lost the ability to read in 2017? > > Book's are another resource at your disposal, they don't take away > from the rest of the resources. > > > How do OSG intend to be a great 3D base without an up to date tutorial > on-line? > > There > > > > > I'm trying the tutorials in the wiki of openscenegraph dot org (can't > upload the link before I have 2 posts...) > > > > they're about 8~9 years old, and they're crashing most of the time > (although I could run the first one twice already -- but they're fragile as > glass: comment and uncomment a line and all of a sudden all you can get is > "Segmentation fault". The only solution for me was to start a new project. > But the first time the Release didn't run, now the Debug don't run). > > The tutorials on openscenegraph.org are not all up to date, they are > written and maintained by the community. I don't personally have > enough free time to do a blanket update of these as I have plenty of > other OSG tasks to manage, done *free* of charge. > > I would encourage members of the community to help update them where > possible. If there are ones that aren't broken then specific > instructions as to which ones are problematic would be useful. > > As a general note, if you are getting seg fault then perhaps the > problem is elsewhere other than the tutorial you are testing. You > don't provide any information about what platform you are using, how > you have built the OSG, how you are building the tutorials, which > tutorials are a problem and where they seg fault at this point there > is nothing we can do to advice you on how to resolve them, > > Also, the OSG source code distribution itself has 184 > application/examples with full source code provided, each one is built > and tested so are known to work with the latest OSG, this represent a > huge resource. > > Robert. > _______ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] updating the webpages
Hi Paul, You have now publisher rights. Once you login you can take a look to the author guidelines: http://www.openscenegraph.org/index.php/login/author-guidelines Don't hesitate to ask if you have any doubt. Cheers. 2017-01-19 4:47 GMT+01:00 Paul McIntosh <paul.mcint...@internetscooter.com>: > Thanks - now registered. > > Cheers, > > Paul > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=69998#69998 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG documentation
Hi Inna, Besides Trajce said I would start reading http://www.openscenegraph.org/index.php/documentation/getting-started. There you find references to books tutorials and some advices. Cheers. 2016-11-07 12:53 GMT+01:00 Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com>: > Hi Inna, > > Wang Rui wrote really nice book for beginners > https://www.packtpub.com/game-development/openscenegraph-30- > beginners-guide > > Even though it is for a just a bit older version of OSG, you can learn the > basics well > > Cheers! > Nick > > On Mon, Nov 7, 2016 at 12:40 PM, Inna Reddy <osgfo...@tevs.eu> wrote: > >> Hi all, >> >> I am very new to OSG. Interested to learn from scratch, but did not find >> the proper documentation. Can some one tell me the way to deal with >> documentation and best place to start learning. >> >> >> Thank you! >> >> Cheers, >> Inna >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=69257#69257 >> >> >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > trajce nikolov nick > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Latest OSG cannot realize viewer under Android
Hi Michael, I'm sorry I don't have the time now to dig into the problems you have. But I strongly recommend you base your work in http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4, I've tested it a number of times with success. Then you can make use of osgAndroid if you target GL_ES 1 ( https://github.com/miragetech/osgAndroid ). If GL_ES 2 is a must you are on your own, but I tested it with success some time ago. Cheers. 2016-10-20 15:45 GMT+02:00 michael kapelko <korn...@gmail.com>: > Since I can't find the starting point for Android with latest OSG, I'll > try to dive back into year 2011 to the point where it first worked for Jorge > Izquierdo Ciges who wrote the first Android docs: > http://www.openscenegraph.org/index.php/documentation/ > platform-specifics/android/44-building-openscenegraph-for- > android-3-0-3-0-1 > I'll recreate mid-2011 development environment and challenge my luck. > > 2016-10-20 1:38 GMT+07:00 Robert Osfield <robert.osfi...@gmail.com>: > >> Hi Michael, >> >> I haven't done any development under Android myself so can't comment >> on the specifics. A few general comments might help a bit perhaps. >> Hopefully others in the community with Android experience will be chip >> in with specifics. >> >> The osgViewer library doesn't have any Android support built into it, >> so it's not possible to just use osgViewer like you do on the desktop. >> Instead you'll need to have create an GLES graphics window from within >> Android and then get osgViewer to render to this via the >> GraphicsWindowEmbedded adapter. This is the route that the >> OpenSceneGraph/examples/osgAndoidExampleGLES1/GLES2 take, this is what >> the setUpViewerAsEmbeddedInWindow(..) call will be doing. >> >> Robert. >> >> >> On 19 October 2016 at 15:26, michael kapelko <korn...@gmail.com> wrote: >> > Hi. >> > I'm trying to make a minimal OSG application to work under Android. >> > I closely follow GLES2 example. >> > Upon viewer->realize() call I get the following errors: >> > >> > I/OSGLog: Warning: >> > GraphicsContext::WindowingSystemInterfaces::getWindowingSyst >> emInterface() >> > failed, no interfaces available. >> > I/OSGLog: AcrossAllScreens::configure() : Error, no >> WindowSystemInterface >> > available, cannot create windows. >> > I/OSGLog: Viewer::realize() - failed to set up any windows >> > >> > This leads to a viewer without instantiated Camera. >> > >> > Is it normal to have those errors? Is there any windowing interface for >> > Android? >> > >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >> cenegraph.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 > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository
Hi Mathieu, > If I want to compile osgQt using travisCI or appveyor I need to pull also > osg's code to compile it ? > Maybe we could upload the OSG succesful builds in travis CI to docker. And then pull it from osgQt build. I will need to figure out how to do this but it cuold be an option. Cheers. > > >> >> Robert. >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Where to obtain dependencies for Ubuntu
BTW, the information in http://www.openscenegraph.org/index.php/download- section/dependencies is also outdated. And the prepackaged deps for debian are now 10 years old http://download.gna.org/underware/openscenegraph/gnulinux/debian/ :O. So definitely the best would be to install directly from apt. Cheers. 2016-09-01 16:29 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi, > > @Alberto Better if we give links to the joomla site, as the old trac is > not up to date, and will eventually disappear -> > http://www.openscenegraph.org/index.php/download-section/dependencies > > @Kaku Ro What dependencies are you missing? The vast majority of them are > accesible through apt repositories. > > Thanks! > > > 2016-09-01 16:19 GMT+02:00 Alberto Luaces <alua...@udc.es>: > >> "Kaku Ro" writes: >> >> > Hi, >> > >> > I'm newbie for OSG and is going to build OSG 3.4.0 on Ubuntu 16. >> > But I can't find the dependencies from the official Wiki. >> > Does anyone know where can I get it? >> > >> >> Hi, you can read the following page referring to linux: >> >> http://trac.openscenegraph.org/projects/osg//wiki/Downloads/Dependencies >> >> -- >> Alberto >> >> _______ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Where to obtain dependencies for Ubuntu
Hi, @Alberto Better if we give links to the joomla site, as the old trac is not up to date, and will eventually disappear -> http://www.openscenegraph.org/index.php/download-section/dependencies @Kaku Ro What dependencies are you missing? The vast majority of them are accesible through apt repositories. Thanks! 2016-09-01 16:19 GMT+02:00 Alberto Luaces <alua...@udc.es>: > "Kaku Ro" writes: > > > Hi, > > > > I'm newbie for OSG and is going to build OSG 3.4.0 on Ubuntu 16. > > But I can't find the dependencies from the official Wiki. > > Does anyone know where can I get it? > > > > Hi, you can read the following page referring to linux: > > http://trac.openscenegraph.org/projects/osg//wiki/Downloads/Dependencies > > -- > Alberto > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Online documentation down
Hi Maxime, It should be up again. Other user already warned about it in a previous thread, thanks anyway. Cheers. 2016-08-10 9:19 GMT+02:00 Maxime Chambefort <maxime.chambef...@gmail.com>: > Hi, > > I'm new here and I hope to find and be able to offer my help to anyone > here! I can do a presentation post if needed of course. > > This is my first post and I am writing today because the online > documentation of OSG is down, I can't access it at all on any computer or > smartphone. I'm trying to build it from source but for a reason I don't > fully understand yet why the content of all pages is not generated, I only > get the titles and part of the menus but not any real useful content. > > Thank you for your support! > > Cheers, > Maxime > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68328#68328 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] online documentation does not work
Hi, It should be up again. Thanks. 2016-08-10 13:38 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi Gianni, > > Thanks for the warn, it seems the old server is down. I will reboot it as > soon as I can. > > Sorry for the inconvenience. > > > 2016-08-10 10:50 GMT+02:00 Gianni Ambrosio <g.ambrosio+...@gmail.com>: > >> Hi, >> http://www.openscenegraph.org/index.php/documentation/guides >> /reference-guides >> >> Click on any link relatet to specific library documentation (osg, >> osgViewer ...) but the page is not shown. Yesterday and today the same >> problem. >> >> Cheers, >> Gianni >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=68330#68330 >> >> >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] online documentation does not work
Hi Gianni, Thanks for the warn, it seems the old server is down. I will reboot it as soon as I can. Sorry for the inconvenience. 2016-08-10 10:50 GMT+02:00 Gianni Ambrosio <g.ambrosio+...@gmail.com>: > Hi, > http://www.openscenegraph.org/index.php/documentation/guides > /reference-guides > > Click on any link relatet to specific library documentation (osg, > osgViewer ...) but the page is not shown. Yesterday and today the same > problem. > > Cheers, > Gianni > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68330#68330 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt Coverity Scan reported issue, Qt experts please chip in.
Hi Jan, El 24/6/2016 21:46, "Jan Ciger"escribió: > > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hello, > > On 24/06/16 20:32, Robert Osfield wrote: > > If you have a github account you should be able to login in with > > this account. Alternatively you can create your own account for > > Coverity. > > I have logged in with my Github account, but unless someone adds me to > the OpenSceneGraph project, I don't have access to the reports. > > > You can add yourself to the project as an observer/defect viewer. Otherwise you also can ask for permissions as a contributor. Me or Robert will add you as soon as you ask for it. Cheers. > > Attach is a screen snaptshot of the source browser. The source I > > also included in my previous post. > > > > > I've looked at the relevant code, copy and pasted below for > > reference. The issue looks to be related to mixing an int key value > > with the enum's defined in osgGA::GUIEventAdapter. I presume the > > key value is coming in from a Qt event, though I'm not 100% clear > > on this as I'm not the author of this code, no have Qt expertise. > > Yes, the problem is that the key is being passed into the function as > an instead of enum. It is coming from QEvent (line 136 of the same > file). The code is taking the Qt events and passing them to the OSG > event handling system using custom Qt events (a kludge necessary to > work around some Qt issues). > > To fix the problem the comparison should be done using the Qt key > codes instead: > > Change: > osgGA::GUIEventAdapter::KEY_Shift_L to Qt::Key_Shift > osgGA::GUIEventAdapter::KEY_Shift_R to Qt::Key_Shift as well > > osgGA::GUIEventAdapter::KEY_Control_L to Qt::Key_Control > osgGA::GUIEventAdapter::KEY_Control_R to Qt::Key_Control > > osgGA::GUIEventAdapter::KEY_Alt_L to Qt::Key_Alt > osgGA::GUIEventAdapter::KEY_Alt_R to Qt::Key_AltGr > > osgGA::GUIEventAdapter::KEY_Meta_L to Qt::Key_Meta > osgGA::GUIEventAdapter::KEY_Meta_R to Qt::Key_Meta > > > I don't think Qt makes distinction between left/right shift, control > and meta (windows) keys unless you use the native scan code, which is > platform-specific. > > You can find the full list here: > http://doc.qt.io/qt-5/qt.html#Key-enum > > Best regards, > > Jan > > -BEGIN PGP SIGNATURE- > Version: GnuPG v2 > > iD8DBQFXbY4sn11XseNj94gRAsTqAJ9mZ7BWmhrfNKNPSbjlw97UPMVb8QCfVuzK > 3exJN3eTbdmqx1pwgwPHeYw= > =Hs+F > -END PGP SIGNATURE- > ___ > 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 Travis + Coverity scan up and running
Hi Jason, It seems your coverity scan build is not being launched. Instead of this the "script" tag command is the one running. Take a look at https://github.com/openscenegraph/OpenSceneGraph/blob/master/.travis.yml#L52, the "normal" build should not be launched if you are in the coverity_branch. Also your project should be easier to configure as you are not running MacOSX builds, so you are not using a matrix for travis. So in a first look I cannot spot anything weird, but make sure the indentation is correct, as it seems to be important. I'm happy to help if I can so feel free to contact me. Cheers. 2016-06-23 16:54 GMT+02:00 Jason Beverage <jasonbever...@gmail.com>: > If it works, it's perfect :) > > I set something up for osgEarth and it appears to be working, at least for > the travis builds. I haven't seen coverity working yet though. The travis > build on my coverity_scan branch runs to completion and says that it's > authorized with coverity and everything, but no coverity activity. How > long has it been taking you to see coverity activity on the dashboard once > a travis build completes? > > My travis file for osgearth and coverity is here > https://github.com/gwaldron/osgearth/blob/coverity_scan/.travis.yml if > any experts want to peek at it ;) > > Jason > > On Thu, Jun 23, 2016 at 10:33 AM Robert Osfield <robert.osfi...@gmail.com> > wrote: > >> Hi Jason, >> >> On 21 June 2016 at 21:51, Jason Beverage <jasonbever...@gmail.com> wrote: >> > Really cool Robert. I'd love to get TravisCI setup for osgEarth as >> well, we >> > might pick your brain on it here soon. >> >> I'm not the one with the skills on settings things up, Jordi and Ralf >> were the main driving forces behind making it happen ;-) >> >> For osgEarth you can look at what we've done with Travis by looking at >> the .travis.yml that the OSG now has. It's not perfect but seems to >> be working well now. >> >> Cheers, >> Robert. >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Already done it. :). 2016-06-09 12:23 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Joridi. > > On 9 June 2016 at 11:20, Jordi Torres <jtorresfa...@gmail.com> wrote: > > Ok, fixed it, this is how it should look like > > https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the > badge is > > working and showing buld-passing icon. > > Looks good, go head a create a pull request :-) > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Ok, fixed it, this is how it should look like https://github.com/jtorresfabra/osg/tree/changeReadmeToMD. Note the badge is working and showing buld-passing icon. 2016-06-09 12:11 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Oh, > I just realized that we are using Readme.txt instead of Readme.md ( > markdown ). That's why it is not showing the badge correctly. Let me fix > that one chaning the file to markdown. > > Sorry for the inconvenience. > > 2016-06-09 12:02 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > >> Hi Jordi, >> >> On 9 June 2016 at 10:53, Jordi Torres <jtorresfa...@gmail.com> wrote: >> > Great, so now we have continuous integration and it can be checked in >> > https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a >> PR to >> > add the status label to github site. And it seems it is working so far >> > because it started a build with my last PR :). >> >> I have just merged the change but the result is just a link rather >> than an embedded icon. When I click on the link I don't get anything >> useful - just a build|unkown icon in the top left of the window. >> >> Robert. >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Oh, I just realized that we are using Readme.txt instead of Readme.md ( markdown ). That's why it is not showing the badge correctly. Let me fix that one chaning the file to markdown. Sorry for the inconvenience. 2016-06-09 12:02 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > On 9 June 2016 at 10:53, Jordi Torres <jtorresfa...@gmail.com> wrote: > > Great, so now we have continuous integration and it can be checked in > > https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a > PR to > > add the status label to github site. And it seems it is working so far > > because it started a build with my last PR :). > > I have just merged the change but the result is just a link rather > than an embedded icon. When I click on the link I don't get anything > useful - just a build|unkown icon in the top left of the window. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Hi Robert, Great, so now we have continuous integration and it can be checked in https://travis-ci.org/openscenegraph/OpenSceneGraph . I just created a PR to add the status label to github site. And it seems it is working so far because it started a build with my last PR :). Thanks. 2016-06-08 17:27 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > On 3 June 2016 at 12:49, Jordi Torres <jtorresfa...@gmail.com> wrote: > > I just sent a PR for adding travis for trusty and OSX builds. It could be > > improved adding missing dependencies like gdal, etc. to the apt/brew > > section. > > Now merged. > > > Once you logged in to travis and set it up for the osg github repo ( it's > > only a few steps ), it will automatically search for the .travis.yml file > > and start to make builds on each pull request or push. > > Now done: > > https://travis-ci.org/profile/openscenegraph > > > You can also add a status label to the repo website to know if the build > is > > passing (https://docs.travis-ci.com/user/status-images/). > > Just had a quick read through, not sure what I'm supposed to be copy > and placing where yet... > > I've got lots of other work to get on with so learning all about > Travis and setting things up is just one item among many. I'd welcome > others chipping in and driving what needs to be done. > > I believe we also have the opportunity to link up Travis to the > Coverity scan of the OSG, again this ain't my area of expertise so > happy for others to move things along in the right direction. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Hi Robert, I just sent a PR for adding travis for trusty and OSX builds. It could be improved adding missing dependencies like gdal, etc. to the apt/brew section. Once you logged in to travis and set it up for the osg github repo ( it's only a few steps ), it will automatically search for the .travis.yml file and start to make builds on each pull request or push. You can also add a status label to the repo website to know if the build is passing (https://docs.travis-ci.com/user/status-images/). Cheers. 2016-05-23 14:23 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hey John, > > Sorry for the late reply. I don't have any experience with travis and C++. > I was thinking in setting it up in my own github fork, but probably you > will do it faster than me. If you want to do it yourself let me know so we > don't duplicate efforts. > > Thanks! > > 2016-05-20 17:02 GMT+02:00 John Hughes <johug...@teslamotors.com>: > >> Hi Jordi, >> >> I was actually just thinking this morning about this. >> >> Most modern software development teams these days use a continuous >> integration solution like Travis, along with an automated regression suite. >> >> I've had plenty experience maintaining both, so let me know if I can be >> of help. >> >> Cheers, >> John >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=67179#67179 >> >> >> >> >> >> _______ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Hey John, Sorry for the late reply. I don't have any experience with travis and C++. I was thinking in setting it up in my own github fork, but probably you will do it faster than me. If you want to do it yourself let me know so we don't duplicate efforts. Thanks! 2016-05-20 17:02 GMT+02:00 John Hughes <johug...@teslamotors.com>: > Hi Jordi, > > I was actually just thinking this morning about this. > > Most modern software development teams these days use a continuous > integration solution like Travis, along with an automated regression suite. > > I've had plenty experience maintaining both, so let me know if I can be of > help. > > Cheers, > John > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67179#67179 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Hi Robert, Let me do some tests in my own fork of OSG in github, once I have it working I will send a submission with the needed files and instructions to set it up. If anyone in the community has experience using travis with C++ don't hesitate to chime in :). Cheers. 2016-05-20 13:46 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > On 20 May 2016 at 10:58, Jordi Torres <jtorresfa...@gmail.com> wrote: > > Travis is completely integrated with github, so when a build fails you > are > > totally aware, also it works for pull requests, so automatically you can > > know if a PR breaks the build ( in a specific OS or in all of them ). > > Also you don't need dedicated machines from community folks to run the > > builds, AFAIK travis do provides them, and is able to run the builds for > > different OS. Also you can run it with docker images. > > For sure there are a lot of features I don't know enough, but IMO is a > step > > beyond Cdash for github hosted projects. > > Sounds good to me. > > What are the steps that need to be done to set it up and then maintain it? > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up travis for OSG in github
Hi Robert, Travis is completely integrated with github, so when a build fails you are totally aware, also it works for pull requests, so automatically you can know if a PR breaks the build ( in a specific OS or in all of them ). Also you don't need dedicated machines from community folks to run the builds, AFAIK travis do provides them, and is able to run the builds for different OS. Also you can run it with docker images. For sure there are a lot of features I don't know enough, but IMO is a step beyond Cdash for github hosted projects. 2016-05-20 11:46 GMT+02:00 Robert Osfield <robert.osfi...@gmail.com>: > Hi Jordi, > > > How is it different to what is provided by CDash? > > Robert. > > On 20 May 2016 at 10:17, Jordi Torres <jtorresfa...@gmail.com> wrote: > > Hi Robert et al. > > > > It could be a good idea to setup a travis build for PR's and after each > push > > in github. > > ( https://docs.travis-ci.com/user/languages/cpp ) > > > > Many projects use it and it is really useful to detect build brakages or > > failing tests. Maybe others in the community have some experience > setting it > > up for C++. For osgjs ( javascript ) it works nicely. > > > > Thoughts? > > > > -- > > Jordi Torres > > > > > > > > ___ > > 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 > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Setting up travis for OSG in github
Hi Robert et al. It could be a good idea to setup a travis build for PR's and after each push in github. ( https://docs.travis-ci.com/user/languages/cpp ) Many projects use it and it is really useful to detect build brakages or failing tests. Maybe others in the community have some experience setting it up for C++. For osgjs ( javascript ) it works nicely. Thoughts? -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work
Hi Bruno, We also work with pointclouds in PointCloudViz ( www.pointcloudviz.com ) :) 2016-05-17 11:08 GMT+02:00 Bruno Oliveira <bruno.manata.olive...@gmail.com>: > I am rendering point clouds. > > What I want to do is to guarantee a certain point density is displayed. I > know the number of points in each LOD and I know the bounding boxes of > those LOD's. Can't I calculate a certain resolution value to pass to the > LOD? > > In the document I sent it states for PIXEL_SIZE_ON_SCREEN : "The current screen-space extent that OSG uses in this mode is determined by constructing a sphere that contains all of the model in question, then 3D projecting the diameter of the sphere into screen space and measuring the diameter in pixels." With respect to that it could be argued that a sphere projected in ScreenSpace ( perspective ) is an ellipse so it has 2 diameters. Anyway that measures are kind of orientative if you think in the major diameter it will work. So you need to assign ranges to your LOD's based on this assumption. You can try values ( i.e. from 500 to 1000 ) and tweak them iteratively. Anyway if you need a better understanding take a look to the traverse method of PagedLOD node ( https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osg/PagedLOD.cpp#L125 ) Hope it helps. > 2016-05-16 11:54 GMT+01:00 Bruno Oliveira <bruno.manata.olive...@gmail.com > >: > >> Thank you very much ! I understand very well the concept now, But I can't >> still figure out a good range value, and based on what >> >> 2016-05-16 11:13 GMT+01:00 Jordi Torres <jtorresfa...@gmail.com>: >> >>> Hi Bruno, >>> >>> Take a look to this document from Chris ( Alphapixel ) >>> http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf >>> . >>> It could shed some light on LODding. >>> >>> Cheers. >>> >>> 2016-05-16 12:03 GMT+02:00 Bruno Oliveira < >>> bruno.manata.olive...@gmail.com>: >>> >>>> Hello, >>>> >>>> I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range >>>> mode works. >>>> >>>> >>>> I am doing >>>> >>>> lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN); >>>> >>>> but what parameters can I use to configure this mode? >>>> >>>> ___ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>> >>> >>> -- >>> Jordi Torres >>> >>> >>> >>> ___ >>> 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 > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does PIXEL_SIZE_ON_SCREEN work
Hi Bruno, Take a look to this document from Chris ( Alphapixel ) http://alphapixel.com/wp-content/uploads/2015/04/LOD-Level-of-detail-in-OpenSceneGraph-OSG.pdf . It could shed some light on LODding. Cheers. 2016-05-16 12:03 GMT+02:00 Bruno Oliveira <bruno.manata.olive...@gmail.com>: > Hello, > > I am using a LOD but I don't understand how PIXEL_SIZE_ON_SCREEN range > mode works. > > > I am doing > > lod->setRangeMode(osg::LOD::RangeMode::PIXEL_SIZE_ON_SCREEN); > > but what parameters can I use to configure this mode? > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about OSG 3.4 doxygen
Just forget to say that OpenSceneGraph-3.2 documentation is in http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs-3.2/index.html Cheers. 2016-04-26 22:59 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi again, > > Done. Tell me if you see something not working as it should. > > > http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html > > Cheers. > > 2016-04-26 22:40 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > >> Hi Alex, >> >> Good point, I didn't notice it. I will upload the 3.4 docs ASAP. >> >> Thanks. >> >> 2016-04-26 22:06 GMT+02:00 Alex Taylor <alextay...@gmail.com>: >> >>> When you search for OSG documentation questions either using google or >>> the openscenegraph website, all the links are to the OSG 3.2 doxygen. >>> >>> Is there a web hosted location where the OSG 3.4 generated oxygen is >>> available? >>> >>> - Alex >>> >>> _______ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> >> -- >> Jordi Torres >> >> >> > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about OSG 3.4 doxygen
Hi again, Done. Tell me if you see something not working as it should. http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html Cheers. 2016-04-26 22:40 GMT+02:00 Jordi Torres <jtorresfa...@gmail.com>: > Hi Alex, > > Good point, I didn't notice it. I will upload the 3.4 docs ASAP. > > Thanks. > > 2016-04-26 22:06 GMT+02:00 Alex Taylor <alextay...@gmail.com>: > >> When you search for OSG documentation questions either using google or >> the openscenegraph website, all the links are to the OSG 3.2 doxygen. >> >> Is there a web hosted location where the OSG 3.4 generated oxygen is >> available? >> >> - Alex >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > Jordi Torres > > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about OSG 3.4 doxygen
Hi Alex, Good point, I didn't notice it. I will upload the 3.4 docs ASAP. Thanks. 2016-04-26 22:06 GMT+02:00 Alex Taylor <alextay...@gmail.com>: > When you search for OSG documentation questions either using google or the > openscenegraph website, all the links are to the OSG 3.2 doxygen. > > Is there a web hosted location where the OSG 3.4 generated oxygen is > available? > > - Alex > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Possibility of a OSG 3.4.1 Release
Hi Robert, It has been a while since last stable OSG version ( July 2015 ). And a bunch of bugfixes has been added to the 3.4 branch. So... Can we ask for a 3.4.1 stable release? Thank you! -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2015 dependencies?
Hi all, Added a link to dependencies section: http://www.openscenegraph.org/index.php/download-section/dependencies Cheers. 2016-03-22 13:58 GMT+01:00 Björn Blissing <bjorn.bliss...@vti.se>: > > Trajce Nikolov NICK wrote: > > Hi Bjorn, > > > > I am using these CMake scripts, and many others as I follow the user > lists .. > > And you are forced to repeat yourself dosen of times with the same link > > > > > > Maybe you talk to Robert to place info about your github project on the > web :) > > > > > Hi Nick, > > I have no problem if a link to the github page gets added to the > dependencies section of the osg homepage. But someone with edit permissions > have to make the change. > > Regards > Björn > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=66585#66585 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVisual 3rdparty downloads
Great, The link is again working for me. Thank you Chris ( and Torben ). 2016-03-10 21:23 GMT+01:00 Chris Hanson <xe...@alphapixel.com>: > I talked to Torben and he was unaware the links were broken due to a DNS > problem. > > He has fixed it now, it may take a few hours for the change to update > everywhere. > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Training • Consulting • Contracting > 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 > • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL > Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • > osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • > iPhone/iPad/iOS • Android > @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) > 623-PIXL [7495] > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dumptruck.osg and GL ES 2.0
Hi Jens, 2016-02-15 10:46 GMT+01:00 Jens Georg <mail+...@jensge.org>: > Hi Jordi, > > unfortunately the gles pseudoloader seems to be OSG 3.4 so I would need > some time to check whether we can easily backport that to our 3.2. > > It is definitely possible, with some minor fixes. I did it for a client app. Now we updated to 3.4. Anyway give a look to https://github.com/cedricpinson/osg, there is where the main development of the gles/osgjs plugin is done, and it has a lot of improvements w.r.t osg official repo. It should be merged sooner than later, but it could be worth to keep an eye. Cheers. > As for disabling the optimizer, that didn't help. I can't attach a stats > screenshot currently because I have to get them working again beforehand > (issue on our side) > > Thanks so far :) > > Hi Jens, >> >> Maybe you can try the gles pseudoloader. It optimizes models to be >> compatible with gles. So when you read a model add ".gles" at the end >> to use the pseudoloader. >> >> Cheers. >> >> 2016-02-09 22:56 GMT+01:00 Sebastian Messerschmidt >> <sebastian.messerschm...@gmx.de>: >> >> Hi Jens, >>> >>> Can you disable the optimizer (there is some environment variable >>> to disable it globally, but I don't recall the exact name) and see >>> if the issue remains? Can you provide a stats-screenshot so we can >>> see what might be going on? >>> >>> Cheers >>> Sebastian >>> >>> Hi, >>>> >>>> I was trying to build a demo scene with our OSG (3.2 branch until >>>> commit 44cf6b92d2) (OpenGL ES 2.0) and I noticed that when I load >>>> dumptruck.osg (from >>>> >>>> >>> >> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg >> >>> [1]) into osgviewer, the GL drawing operations seem to generate a >>>> heack of a lot of calls to glDrawArrays (GL_TRIANGLE_STRIP, >>>> some_offset, 3), so rendering each trianlge separately, causing a >>>> huge load on the system. >>>> >>>> Is that expected to happen or is there something odd with our >>>> configuration or is that a bug? >>>> >>>> KR, Jens. >>>> _______ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> >>>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >>> [2] >>>> >>> >>> ___ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >>> [2] >>> >> >> -- >> >> Jordi Torres >> >> >> >> Links: >> -- >> [1] >> >> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg >> [2] >> 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 > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] "Request received" emails
Hi Chris, I don't think this is possible as you need to confirm the subscription with a link provided by the list. So it would be really weird if this is the case. Cheers. 2016-02-10 17:15 GMT+01:00 Chris Hanson <xe...@alphapixel.com>: > I think someone may have added the secureserver support mailbox as a list > subscriber. Can you skim the list of members and see if there's a > secureserver or other support-looking mailbox? > > On Wed, Feb 10, 2016 at 3:13 AM, Jordi Torres <jtorresfa...@gmail.com> > wrote: > >> Hi Sebastian, >> >> IMO it probably is a ML user with securesever mail reaching his quota or >> whatever, I know nothing about securesever, but it seems it belongs to >> goddady. So maybe we can write to them, but I don't expect they to fix it. >> Filtering as spam is my best idea though. >> >> >> >> >> 2016-02-10 11:06 GMT+01:00 Sebastian Messerschmidt < >> sebastian.messerschm...@gmx.de>: >> >>> I tested it yesterday and confirm, that I get them, as soon as I write >>> anything to the mailing list. >>> If I post a comment in the forum I don't receive any messages. >>> >>> Any ideas? >>> >>> Cheers >>> Sebastian >>> >>> HI, >>> >>> I'm also receiving this crap. Unfortunately I don't think we can do >>> anything but filtering as spam. :( >>> >>> >>> >>> 2016-02-05 9:13 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: >>> >>>> On 4 February 2016 at 23:06, Sebastian Messerschmidt >>>> <sebastian.messerschm...@gmx.de> wrote: >>>> > Okay, just checked this and I'm too getting those emails. >>>> > So this maybe is related to the mailing list. >>>> > @Robert, any ideas? >>>> >>>> I got similar emails a while back and could work out the cause, I >>>> wasn't aware others might be getting them too. >>>> >>>> The mailman server isn't hosted on secureserver.net. Perhaps a >>>> subscriber to osg-users or the forum is related to this remain in some >>>> way. >>>> >>>> I would suspect some kind of spam or hack of a server somewhere >>>> though, even if it isn't directly related to openscenegraph servers. >>>> >>>> Robert. >>>> ___ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>> >>> >>> >>> -- >>> Jordi Torres >>> >>> >>> >>> >>> ___ >>> osg-users mailing >>> listosg-users@lists.openscenegraph.orghttp://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 >>> >>> >> >> >> -- >> Jordi Torres >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Training • Consulting • Contracting > 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 > • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL > Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • > osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • > iPhone/iPad/iOS • Android > @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) > 623-PIXL [7495] > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dumptruck.osg and GL ES 2.0
Hi Jens, Maybe you can try the gles pseudoloader. It optimizes models to be compatible with gles. So when you read a model add ".gles" at the end to use the pseudoloader. Cheers. 2016-02-09 22:56 GMT+01:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Hi Jens, > > Can you disable the optimizer (there is some environment variable to > disable it globally, but I don't recall the exact name) and see if the > issue remains? Can you provide a stats-screenshot so we can see what might > be going on? > > Cheers > Sebastian > > Hi, >> >> I was trying to build a demo scene with our OSG (3.2 branch until commit >> 44cf6b92d2) (OpenGL ES 2.0) and I noticed that when I load dumptruck.osg >> (from >> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg) >> into osgviewer, the GL drawing operations seem to generate a heack of a lot >> of calls to glDrawArrays (GL_TRIANGLE_STRIP, some_offset, 3), so rendering >> each trianlge separately, causing a huge load on the system. >> >> Is that expected to happen or is there something odd with our >> configuration or is that a bug? >> >> KR, Jens. >> ___ >> 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 > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dumptruck.osg and GL ES 2.0
Yep, The gles plugin is a work done in the scope of the osgjs exporter ( webGL ) by Cedric Pinson and his team. It works really nice for webGL exported scenes so it should work as well for GLES. Cheers. 2016-02-10 10:50 GMT+01:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Am 10.02.2016 um 10:43 schrieb Jordi Torres: > > Hi Jens, > > Maybe you can try the gles pseudoloader. It optimizes models to be > compatible with gles. So when you read a model add ".gles" at the end to > use the pseudoloader. > > Wow, I wasn't aware there is something like this. Great! > > Cheers > Sebastian > > > Cheers. > > 2016-02-09 22:56 GMT+01:00 Sebastian Messerschmidt < > sebastian.messerschm...@gmx.de>: > >> Hi Jens, >> >> Can you disable the optimizer (there is some environment variable to >> disable it globally, but I don't recall the exact name) and see if the >> issue remains? Can you provide a stats-screenshot so we can see what might >> be going on? >> >> Cheers >> Sebastian >> >> Hi, >>> >>> I was trying to build a demo scene with our OSG (3.2 branch until commit >>> 44cf6b92d2) (OpenGL ES 2.0) and I noticed that when I load dumptruck.osg >>> (from >>> <https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg> >>> https://raw.githubusercontent.com/openscenegraph/osg-data/master/dumptruck.osg) >>> into osgviewer, the GL drawing operations seem to generate a heack of a lot >>> of calls to glDrawArrays (GL_TRIANGLE_STRIP, some_offset, 3), so rendering >>> each trianlge separately, causing a huge load on the system. >>> >>> Is that expected to happen or is there something odd with our >>> configuration or is that a bug? >>> >>> KR, Jens. >>> ___ >>> 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 >> > > > > -- > Jordi Torres > > > > > ___ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://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 > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] "Request received" emails
HI, I'm also receiving this crap. Unfortunately I don't think we can do anything but filtering as spam. :( 2016-02-05 9:13 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > On 4 February 2016 at 23:06, Sebastian Messerschmidt > <sebastian.messerschm...@gmx.de> wrote: > > Okay, just checked this and I'm too getting those emails. > > So this maybe is related to the mailing list. > > @Robert, any ideas? > > I got similar emails a while back and could work out the cause, I > wasn't aware others might be getting them too. > > The mailman server isn't hosted on secureserver.net. Perhaps a > subscriber to osg-users or the forum is related to this remain in some > way. > > I would suspect some kind of spam or hack of a server somewhere > though, even if it isn't directly related to openscenegraph servers. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] "Request received" emails
Hi Sebastian, IMO it probably is a ML user with securesever mail reaching his quota or whatever, I know nothing about securesever, but it seems it belongs to goddady. So maybe we can write to them, but I don't expect they to fix it. Filtering as spam is my best idea though. 2016-02-10 11:06 GMT+01:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > I tested it yesterday and confirm, that I get them, as soon as I write > anything to the mailing list. > If I post a comment in the forum I don't receive any messages. > > Any ideas? > > Cheers > Sebastian > > HI, > > I'm also receiving this crap. Unfortunately I don't think we can do > anything but filtering as spam. :( > > > > 2016-02-05 9:13 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > >> On 4 February 2016 at 23:06, Sebastian Messerschmidt >> <sebastian.messerschm...@gmx.de> wrote: >> > Okay, just checked this and I'm too getting those emails. >> > So this maybe is related to the mailing list. >> > @Robert, any ideas? >> >> I got similar emails a while back and could work out the cause, I >> wasn't aware others might be getting them too. >> >> The mailman server isn't hosted on secureserver.net. Perhaps a >> subscriber to osg-users or the forum is related to this remain in some >> way. >> >> I would suspect some kind of spam or hack of a server somewhere >> though, even if it isn't directly related to openscenegraph servers. >> >> Robert. >> _______ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > Jordi Torres > > > > > ___ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://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 > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add info about External Project and Windows binaries
Hi Konstantin, I'm out of the office in a long vacation trip till day december 11th. Maybe Robert can give you write permissions in the meantime. Sorry for the inconvenience. El miércoles, 2 de diciembre de 2015, Konstantin Podsvirov < konstan...@podsvirov.pro> escribió: > 30.11.2015, 21:29, "Konstantin Podsvirov" <konstan...@podsvirov.pro > <javascript:;>>: > > Hi! My name is Konstantin. > > I have a certain interest in the project, OpenSceneGraph, and osgEarth. > > I am the author of the project osgQtQuick, which is now under development. > Basic information about the project can be found on github: > > https://github.com/podsvirov/osgqtquick > > I would like to add a link to the project on the website > openscenegraph.org/com. > I registered on the site, but I have no rights. I need help. > > Its the main time I spend on Windows and Debian. > > I develop on the Windows "Dad's Project". Basic information on the website: > > http://dad.podsvirov.pro > > Now the project provides binaries for Windows in several versions: > > http://dad.podsvirov.pro/build?module=osg > > I think that these projects can be useful to the OpenSceneGraph community. > And want to know about them. > > I wrote a very brief and if you have any additional questions, write and I > will try to answer. > > (Sorry for possible mistakes, English is not my native language) > > -- > Regards, > Konstantin Podsvirov > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org <javascript:;> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac compilation error
Hi Robert, The svn is connected to github but not the opposite. So if you do a commit in github it is not updated in the svn. So now it is not syncrhonized. Cheers. 2015-11-23 9:59 GMT+01:00 Robert Osfield <robert.osfi...@gmail.com>: > > > On 23 November 2015 at 08:45, Robert Osfield <robert.osfi...@gmail.com> > wrote: > >> This is a bug, it should be a reference - I must have made a copy and >> paste error when adapting the line to use the template ref_ptr interface. >> > > Fix is now checked into github's openscenegraph repository. > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Updating the Open Scene Graph Wiki
Hi Michael, 2015-10-13 5:20 GMT+02:00 Michael Chapman <08kabbott...@gmail.com>: > Hi, > > Oh, ha, yeah, that explains it. I sent an email to the Jose Luis Hidalgo, > he must have been the guy who maintained the old wiki. > > Yep. > It seems like almost all of the tutorials are still on the old wiki. Were > they going to be transferred, or should they simply be rewritten. As far as > I can tell, there is only one tutorial on the updated wiki/documentation > section called "Analysing a Scene Graph", but the old wiki has all kinds of > tutorials that still have good, if a little out-dated information. > > Indeed, the tutorials section was not migrated ( http://www.openscenegraph.org/index.php/community/migration-tasks ), feel free to email me with your login name if you are willing to collaborate in this. :). Thanks. > I got my account setup just fine once I realized I was using the old wiki. > > Thank you! > > Cheers, > Michael > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=65351#65351 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Updating the Open Scene Graph Wiki
Hi Michael, I did not receive any email from you ( also not in my spam folder ). Which site are your trying to access? I guess you are looking at trac.openscenegraph.org. That website is totally outdated and is there only for historical/backup purposes. Take a look to www.openscenegraph.org, there you should see updated documentation. Anyway if you stil want to edit the information feel free to send me an email with your username. Do yourself an account first ( http://www.openscenegraph.org/index.php/login ) Thanks. 2015-10-12 0:00 GMT+02:00 Michael Chapman <08kabbott...@gmail.com>: > Hi, > > I've been spending a good amount of time learning osg, and I've noticed > there are notes all over the wiki about needed updates, but the link to > create an account seems to be broken. I emailed the maintainer, but haven't > got a response. I would like to make some of the updates I've noticed, but > I can't because I don't have a wiki account. Any help? > > Thank you! > > Cheers, > Michael > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=65344#65344 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Trouble with texture to export to OSGJS format
Ok I will try to be clerarer: 1. Can you please share the ive model or a part of it to debug the crash? Otherwise is almost impossible to know what is happening. 2. Tga textures are not supported in the browser, you'll need to write them out to jpg. 3. You *must use the gles *pseudo-reader to avoid the Fatal nb colors. 4. Did you try the inline images feature? Did it work? Cheers. Well, I can show this very simple example with one IVE and 2 texture files. I cannot convert directly to OSGJS format. IVE -- OSGJS does not work (Fatal nb colors log) IVE -- OSG works OSG -- OSGJS does not work (Fatal nb colors log) OSG -- OBJ works OBJ -- OSGJS works but I have 2 logs saying that some faces were reversed by the plugin And if I try to load this model (with the textures in a folder \\images at the same location of the java script file) I cannot see the texture. Chrome moans: warning use white texture as fallback instead of images\tree_03.tga Thanks in advance ! Mathieu 2015-07-28 9:45 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi Mathieu, 2015-07-28 9:37 GMT+02:00 Mathieu Bartillat mathieu.rouge...@telespazio.com: Hello Jordi, thanks a lot for your answer. I tried to use the gles plugin with the command described in the link you sent, but osgconv.exe crashes (no log message). Could you share the model, or a part of it to reproduce the crash? That will help to debug. I tried with an IVE and an OSGB files as input. So far the only way I have not to receive the error (Fatal nb colors 1 != 1349) is to get an OBJ from the graphist without texture. Texture files are in a separate folder /images. Then I can convert to an OSGJS format. In this file I have references to the textures in some fields, such as: File: images\\base_age.tga, But when I load it, even if I put textures in the folder //images, they do not appear. And in the Chrome console I have this: warning use white texture as fallback instead of images\valve.tga warning use white texture as fallback instead of images\alu_txt.tga and so on... That message means that osgjs is not founding the textures. Are you using a server like apache or similar? It is a must to work with separate textures, also the textures should be in the route they appear in the osgjs file. By the way did you try the inline textures feature? Cheers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64503#64503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Trouble with texture to export to OSGJS format
Hi Mathieu, 2015-07-28 9:37 GMT+02:00 Mathieu Bartillat mathieu.rouge...@telespazio.com : Hello Jordi, thanks a lot for your answer. I tried to use the gles plugin with the command described in the link you sent, but osgconv.exe crashes (no log message). Could you share the model, or a part of it to reproduce the crash? That will help to debug. I tried with an IVE and an OSGB files as input. So far the only way I have not to receive the error (Fatal nb colors 1 != 1349) is to get an OBJ from the graphist without texture. Texture files are in a separate folder /images. Then I can convert to an OSGJS format. In this file I have references to the textures in some fields, such as: File: images\\base_age.tga, But when I load it, even if I put textures in the folder //images, they do not appear. And in the Chrome console I have this: warning use white texture as fallback instead of images\valve.tga warning use white texture as fallback instead of images\alu_txt.tga and so on... That message means that osgjs is not founding the textures. Are you using a server like apache or similar? It is a must to work with separate textures, also the textures should be in the route they appear in the osgjs file. By the way did you try the inline textures feature? Cheers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64503#64503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Trouble with texture to export to OSGJS format
Hi Mathieu, You should use the gles plugin to export to avoid the Fatal nb colors error. See: https://github.com/cedricpinson/osgjs/wiki/Convert-model-with-OSG. For the images: You can try to convert first your model to osgb and write the textures to disk and then convert to osgjs using $osgconv file.osgb.gles file.osgjs, if the osgjs plugin is not writting to disk the images. Also you can save them as inline images in the same osgjs file. The resultant file will be bigger though, but it is ok for quick tests. For example drag dropping here http://webkeux.com/osgjs-test/ One more thing, if you have the images as separate files you *must *use a server (http server I mean). Cheers. 2015-07-27 9:59 GMT+02:00 Mathieu Bartillat mathieu.rouge...@telespazio.com : Good morning, I'm hardly trying to export a 3d model to OSGJS format but I have trouble with the textures. Concretely the textures do not appear in the OSGJS output file. What I did: 1) initially I had an IVE file that an infographist gave me. I tried the two commands osgconv File.ive File.osgjs. I got this return: Fatal nb colors 1 != 1349 can't save osgjs file Unable to write to output stream Idem with osgconv -O OutputTextureFiles File.ive File.osgjs 2) I tried (just for test) to convert the ive file to osg format. It works but the output file has no texture. 3) I asked the infographist to export the model to OBJ format with 3dsMAX. So I got an OBJ file and a MTL file. Then I do osgconv -O OutputTextureFiles File.obj File.osgjs I get some warnings such as *** line not handled *** :map_refl C:\myFolder\myFolder2\maps\refmap_txt.jpg Warning: [ReaderWriterOBJ::convertElementListToGeometry] Some faces from geometry '' were reversed by the plugin Strange because the JPG file really exists in my fodler ! I have other JPG files and I have no warning message for them. Anyway, I do not think it is the source of the problem. But the final OSGJS does not appear with textures, as no texture is exported. The geometry is correct. Apparently I did something wrong, but I don't know where ! If someone has an idea about this export issue ? Thanks a lot and have a good day, Mathieu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64482#64482 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.4.0 release candidate 5 tagged, please test
Hi Robert, Just confirmed it compiles and runs ok for Android GLES2 and ndk r10e. Cheers. 2015-07-20 10:51 GMT+02:00 Josu Goros jgoroste...@vicomtech.org: Hi, The Qt examples (i.e. osgViewerQt and osgQtWidgets) are running ok with Qt version 5.5? Thank you! Cheers, Josu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64372#64372 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aggresive simplifier
Hi Joe, Take a look to this thread, http://forum.openscenegraph.org/viewtopic.php?t=5711view=next. I recall osgWorks have some functionality to reduce geometries. Maybe is not inside osg, but it is close :). Cheers. 2015-07-09 10:47 GMT+02:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi Joe, Hi :) Ive been struglling in simplifing a model. I have the simplifier osgUtil gives. But from a sample ratio and on - it just doesnt simplify anymore. I have a model which a sample ratio of 0.5 and 0.01 gives the same result. Have you tried to change the maximError and maximumLength? I relised it was because osg has standarts for not destroying a model. I dont care about destroying a model.. Is there a way to aggresivly simplify a model with no limits ? (Inside osg.. Without using other softwares) Thanks :) You can't simplify without some kind of metrics. Usually a simplified model should roughly resemble the shape of the original model. If you need a really really cheap representation for the distance you could use impostors. (see the osgimpostor example in the sources) Cheers Sebastian Joe. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64280#64280 ___ 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 -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test
Hi Robert, That's exactly what I was referring. Just tested and it works for me in a fresh install of Ubuntu 15.04. Also compiled with success for Android ndk r8e and ndk r10d in GLES1 and GLES2. Should'nt these lines ( 34 and 36 ) be removed too? Rafa will try in OSX later. https://github.com/openscenegraph/osg/commit/9d737b86ad110f9fe9f42cd2e856f9809912941e Thanks. 2015-06-11 10:44 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: Hi Rafa, I have reverted this problem typedef. Could you please test svn/trunk to make sure everything is looking good now? Cheers, Robert. On 9 June 2015 at 20:03, Rafa Gaitan rafa.gai...@gmail.com wrote: Hi Robert, I've just did an svn update and the error in android is still there. If we remove the line 35 ( typedef GLfloat GLdouble; ) of GLDefines file then builds ok. And it does not affect to macosx build, and probably won't affect to other desktop environments. I think this commit ( http://trac.openscenegraph.org/projects/osg/changeset?new=14862%40OpenSceneGraph%2Ftrunk%2Finclude%2Fosg%2FGLDefinesold=14747%40OpenSceneGraph%2Ftrunk%2Finclude%2Fosg%2FGLDefines ) was not correctly tested at that moment and probably should be reverted. Regards and thank you for your efforts! Rafa. El mar., 9 jun. 2015 a las 20:17, Robert Osfield (robert.osfi...@gmail.com) escribió: Hi All, I have checked a couple of bug and build fixes today, could you please do an svn update and test again ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test
Hi Robert and Rafa, I just see this change was introduced by Christian Kehl ( http://comments.gmane.org/gmane.comp.graphics.openscenegraph.cvs/12859) but probably he had a little mess in his computer when doing this change (As he also stated later ). It is possible it might be not necessary. Maybe Christian can comment something. Cheers. 2015-06-09 7:01 GMT+02:00 Rafa Gaitan rafa.gai...@gmail.com: Hi Robert, I did a couple of builds one for MacOSX 10.10 and for android gles1. For macosx everything worked so far but for android I'm getting this error using the toolchain: osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration 'typedef GLfloat GLdouble' I suspect this is the same problem others has spotted. I think you suggested to do a better identification in cmake, or maybe just check if the symbol already exists in that header. I'll try to provide a fix later today. Regards, Rafa. El lun., 8 jun. 2015 a las 20:01, Robert Osfield ( robert.osfi...@gmail.com) escribió: Hi Jannik, A quick reply as I am replying on my phone. My intention was to introduce the same technique as osg::Node::asTransform() to avoid the dynamic cast, but only do this if there was a noticeable performance regression. The 20% regression you've seen could qualify. Is this with a release build? As general note, I suspect you are over using callbacks. Robert On 8 Jun 2015 17:16, Jannik Heller scr...@baseoftrash.de wrote: Hi Robert, I tried my application using the latest trunk and didn't notice any functional regressions. However, I did notice a performance decrease in the Update phase of about 20%, compared to OSG 3.2.0. This had me a bit concerned, so I digged through the changes and found commit https://github.com/openscenegraph/osg/commit/e967420323bb6e500425144cb305cf8060c1c515 . Since that commit, we now get *four* dynamic_cast's per frame and NodeCallback, which I suspect is causing the slowdown. Two dynamic_cast's are in NodeCallback::run, then another two in NodeCallback::traverse. Changing to the non-deprecated Callback instead of NodeCallback gives a slight improvement with now just two dynamic_cast's in Callback::traverse, but still isn't optimal. Ideally, the application should be able to decide on the level of safety vs. level of performance it needs. If a Callback is only intended to be used on Nodes, there is little point in dynamic_casting to Node every frame. I think I can workaround the casts by using a custom class derived from osg::Callback as the base class for all my node callbacks. Still, it's quite a peculiar situation that does affect all users of the OSG. I guess my question comes down to, are there any plans on optimizing the Callback code before a final 3.4 release? If you aren't convinced, I can throw together a repro case and some profiling data, but I think the impact of 4 dynamic_cast's per frame and NodeCallback should be obvious. Cheers, Jannik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63985#63985 ___ 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 -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
Hi Christian Then how do I use the toolchain file for compiling examples that are imported in Eclipse ? I don't fully understand the toolchain mechanism further than basically compiling the libraries (which went successfull so far). The toolchain stuff is only to compile the libraries. I will test from scratch, maybe I'm missing something, and my eclipse projects were created time ago. Cheers. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
Hi Christian, I just compiled with ndk r10d, I used the gnustl_static from ($NDK_ROOT)/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi/libgnustl_static.a It works so far. 2015-04-22 13:51 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi, I am using OpenSceneGraph 3.0.1. The GLES1 and GLES2 example shipped with android are the ones that break (not load data). What instructions did you follow to compile? Did you use the toolchain? It's not a must-have for me to use static linking - if dynamic linking would work, it would be fine for me too. At the moment, I just like to see some model on my android :-) I will try out osgAndroid and the 3.0.4 build - let's hope it resolves the issue. Be careful I mean *3.3.x-3.4, not 3.0.4* -- http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4 Jordi - which version of the NDK are you using ? I have the r10 NDK installed. It may be good to know for tracking down the error. I used ndk -r8e, I will try latest ndk when I have the time. News are about to be reported soon. Best Regards, Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Cheers. -- Jordi Torres -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
Hi, I am using OpenSceneGraph 3.0.1. The GLES1 and GLES2 example shipped with android are the ones that break (not load data). What instructions did you follow to compile? Did you use the toolchain? It's not a must-have for me to use static linking - if dynamic linking would work, it would be fine for me too. At the moment, I just like to see some model on my android :-) I will try out osgAndroid and the 3.0.4 build - let's hope it resolves the issue. Be careful I mean *3.3.x-3.4, not 3.0.4* -- http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4 Jordi - which version of the NDK are you using ? I have the r10 NDK installed. It may be good to know for tracking down the error. I used ndk -r8e, I will try latest ndk when I have the time. News are about to be reported soon. Best Regards, Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Cheers. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
Hi Christian, Jan et al. Sorry for not being too active Anyway, did you try to compile all with the last additions from Rafa Gaitán? Now it is possible to compile OSG for Android with dynamic libraries, take a look to http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4 . Is a must for you to use static libs? You can try the dynamic version, maybe it solves your problems. Also we are using osgAndroid ( https://gitorious.org/osgandroid/pages/Home ) maybe it could be helpful. I'm building now OSG for Android to do some testing. I hope I can help a bit later. 2015-04-20 10:47 GMT+02:00 Jan Ciger jan.ci...@gmail.com: On Mon, Apr 20, 2015 at 10:34 AM, Christian Kehl christian.k...@uni.no wrote: Hi, is there still anybody available who has an idea what could be wrong in this instance ? The problem continues to persist and I don't know enough about the android wrapping system to fix the problem myself. The problem has to be in the static libraries, but where ? It could be also a bug in the Android port of OSG. OSG is designed to load plugins required to load the various data formats dynamically. Unfortunately, this doesn't really work well with Android because of the way Android applications are deployed, so OSG won't find its plugins (and models/textures/etc won't load). Jordi Torres has implemented a workaround using static linking, that is what those plugin declaration macros were for. If you have compiled everything statically as described in the doc and it is still looking for .so files (DLLs in Windows parlance), then something seems borked in the osgDB plugin system, IMHO. Do the osgAndroid examples shipped with OSG work for you? If those don't work neither, then something has changed in OSG and broke it since mid-2013 when I have last compiled the Android version (and when it was working). J. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android osgPlugins
Hi Christian, I just compiled OSG for Android and executed the example with the fresh build for GLES1 without major problems. What version of OSG are you running? Does the example shipped with OSG works for you? Are you compiling using the toolchain? 2015-04-20 10:58 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi Christian, Jan et al. Sorry for not being too active Anyway, did you try to compile all with the last additions from Rafa Gaitán? Now it is possible to compile OSG for Android with dynamic libraries, take a look to http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4 . Is a must for you to use static libs? You can try the dynamic version, maybe it solves your problems. Also we are using osgAndroid ( https://gitorious.org/osgandroid/pages/Home ) maybe it could be helpful. I'm building now OSG for Android to do some testing. I hope I can help a bit later. 2015-04-20 10:47 GMT+02:00 Jan Ciger jan.ci...@gmail.com: On Mon, Apr 20, 2015 at 10:34 AM, Christian Kehl christian.k...@uni.no wrote: Hi, is there still anybody available who has an idea what could be wrong in this instance ? The problem continues to persist and I don't know enough about the android wrapping system to fix the problem myself. The problem has to be in the static libraries, but where ? It could be also a bug in the Android port of OSG. OSG is designed to load plugins required to load the various data formats dynamically. Unfortunately, this doesn't really work well with Android because of the way Android applications are deployed, so OSG won't find its plugins (and models/textures/etc won't load). Jordi Torres has implemented a workaround using static linking, that is what those plugin declaration macros were for. If you have compiled everything statically as described in the doc and it is still looking for .so files (DLLs in Windows parlance), then something seems borked in the osgDB plugin system, IMHO. Do the osgAndroid examples shipped with OSG work for you? If those don't work neither, then something has changed in OSG and broke it since mid-2013 when I have last compiled the Android version (and when it was working). J. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Free OSG beginners guide
Hi, JFYI Hi have seen today an offer of packtpub to get the OSG beginners guide ebook for free: https://www.packtpub.com/packt/offers/free-learning Cheers. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Building OpenSceneGraph-3.3.4 with GDAL 2.0
Hi Bob, AFAIK There is not a bug tracker for OSG. The trac is not open for registration intentionally, it is out of date and it is up for backup/historical purposes only. Cheers. 2015-01-12 19:32 GMT+01:00 Bob Moskovitz bobd...@gmail.com: Is there a bug tracker for osg? I've seen the trac openscenegraph website but the registration page seems to be broke. Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62304#62304 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion
and scale orientation. Will extract the trans, rot and scale components out of the matrix. Is that what you want? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Internet Email Confidentiality Footer: This email and any files transmitted with it contain privileged/confidential information intended for the addressee. Neither the confidentiality of nor any privilege in the email is waived, lost or destroyed by reason that it has been transmitted other than to the addressee. If you are not the addressee indicated in this message (or responsible for delivery of the message to such person), you may not copy or deliver this message to anyone. In such case, you should destroy this message, and notify us immediately. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick Internet Email Confidentiality Footer: This email and any files transmitted with it contain privileged/confidential information intended for the addressee. Neither the confidentiality of nor any privilege in the email is waived, lost or destroyed by reason that it has been transmitted other than to the addressee. If you are not the addressee indicated in this message (or responsible for delivery of the message to such person), you may not copy or deliver this message to anyone. In such case, you should destroy this message, and notify us immediately. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] where is the Dashboard ?
Hi Mattias, The correct link for the cdash machine is http://cdash.openscenegraph.org/index.php?project=OpenSceneGraph. Last activity was in september this year ( http://cdash.openscenegraph.org/index.php?project=OpenSceneGraphdate=2014-09-19 ) In the main website there is a post about contributing to the OpenSceneGraph CDASH instance ( http://www.openscenegraph.org/index.php/community/cdash ). At the moment we don't have any dedicated machine doing builds for OSG. Anyway, anyone can publish to the public dashboard following the link instructions. Cheers. 2014-12-17 23:40 GMT+01:00 Mattias Helsing helsin...@gmail.com: Hi people, I was looking at some really awkward cmake code in out top-level CMakeLists.txt. It is awkward because will still support cmake-2.4 which (if I remember correctly) is mostly because this is the cmake version that comes with RHEL5. So I decided to have a look at the CDash to see how existing RHEL5 computers are doing these days. http://my.cdash.org/index.php?project=OpenSceneGraph There are no builds whatsoever...for the last 2 years. Is this the correct link? We don't have a single computer doing nightly builds? Mattias ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] github repo out of sync
Hi, The website uses a github widget to show last commits. So the information on the web is the same as on github. El miércoles, 19 de noviembre de 2014, Chris Hanson xe...@alphapixel.com escribió: I see that too. I assumed that WAS the latest commit since it's the latest commit listed on the OSG web page feed: http://www.openscenegraph.com/ - Added experimental osgTerrain::ShaderTerrain TerrainTechnique to osgterrain example to flesh out new shader based displacement mapping approach to osgTerrain databases. https://github.com/openscenegraph/osg/commit/a61d2f2e5dda23798cd57e108920ebff5dcba984 Are both GitHub and the web page similarly stale? Possibly for the same reason? -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building OSG for Android using a toolchain and fixes for loading osgb files building static libraries
Hi Robert et al, Just to add/emphasize some points on Rafa's submission: The general cmake code becomes cleaner, putting all the Android stuff in the toolchain let us to maintain it better. Also we could add different toolchains for different Android versions. Maybe be this approach could be used too for other platforms, like MacOSX or iOS, not having to tweak CMake stuff each time a new OSX/IOS version is released (we could add a new toolchain). Also it would make thinner the current CMake code (that is a already a little monster, you know). Other point is that having the OSG libraries in android as dynamic could reduce quite a lot the size of the final app, which is a good thing. It would be great if somebody could test this submission. Cheers. 2014-11-13 8:45 GMT+01:00 Rafa Gaitan rafa.gai...@gmail.com: Hi Robert, I finally had some time to change the build system for Android using a Toolchain, which, I think, will be easier to maintain and uses cmake standard system to build it. My changes: --- - I changed the cmake files and added a toolchain for building OSG in Android. The toolchain is based on the one used at OpenCV. For building OSG for android you just need to do: mkdir build_android_static_gles2 cd build_android_static_gles2 cmake .. -DANDROID_NDK=path-to-the-android-ndk -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake -DOPENGL_PROFILE=GLES2 -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 # optional -DANDROID_ABI=armeabim #optional -DCMAKE_INSTALL_PREFIX=path-to-the-install-path #optional make -j 8 make install The OPENGL_PROFILE works as expected, changing it to GLES1 it builds and links OSG using GLES1. The DYNAMIC_OPENTHREADS/DYNAMIC_OPENSCENEGRAPH parameters also allows to build the dynamic libraries - I also added some build fixes for android related to the texture formats and added some missing USE_OSG_SERIALIZER_WRAPPER in the osg serializer library to support loading osgb files in static. --- I haven't updated the android examples yet, I've been using osgAndroid library which I'm also adding support to GLES2 to test it. I will send the modified examples as soon as possible. I hope everyone finds this useful! Regards, Rafa. -- Rafael Gaitán Linares CTO at Mirage Technologies S.L - http://www.mirage-tech.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help please. How to get the intersection point with the line?
Hi Alex, PolytopeIntersector finds the intersection, but no way to get the point of intersection. That's the problem ((( You can retrieve the intersection point/points, center, distance, etc. from each polytope intersection you get. Take a look to PolytopeIntersection Class inside of PolytopeIntersector.cpp. Cheers. Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61323#61323 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help please. How to get the intersection point with the line?
Correction, use the struct intersection in PolytopeIntersector.hpp. Cheers. 2014-10-16 15:26 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi Alex, PolytopeIntersector finds the intersection, but no way to get the point of intersection. That's the problem ((( You can retrieve the intersection point/points, center, distance, etc. from each polytope intersection you get. Take a look to PolytopeIntersection Class inside of PolytopeIntersector.cpp. Cheers. Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61323#61323 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] minor issues getting started
Hi Daniel, 2014-10-14 2:50 GMT+02:00 Daniel Herring dherr...@tentpost.com: Hi all, I'm just getting started with OSG. Here are a couple things that tripped me up. They should be easy to fix. Some of the examples are missing files needed to run correctly. This includes osgshaders and osgviewerQt. The missing files are not included in the release zip file. They can be found in OpenSceneGraph-Data. This is intended, the OpenSceneGraph-Data has its own svn repository. You should set the OSG_FILE_PATH environment variable pointing to your OpenSceneGraph-Data folder. See : http://www.openscenegraph.org/index.php/documentation/getting-started http://www.openscenegraph.org/index.php/documentation/guides/user-guides/113-running-the-examples The Trac Wiki page on SVN is outdated. http://trac.openscenegraph.org/projects/osg/wiki/Downloads/SVN The trac is online only for historical/backup purposes, it does not make sense to update the trac. Probably some advice in the trac front page stating that the information contained in it might be outdated could be good. The correct URLs are on this page. http://www.openscenegraph.org/index.php/download-section/ code-repositories/30-subversion Also, I suspect the main Trac page should redirect to the main OSG page, not its own (outdated) page. http://trac.openscenegraph.org/ http://trac.openscenegraph.org/projects/osg/ -- seems outdated http://www.openscenegraph.org/ -- seems current The openscenegraph.org is the main osg website, and it includes a link to the old trac in the documentation section. Not sure if it makes sense to redirect the trac to the main website. Anyway thanks for the comments. Cheers. Later, Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML plug-in HOWTO
the OpenVRML plug-in: - OPENVRML_INCLUDE_DIR: C:/OpenSceneGraph/3rdParty/openvrml; - OPENVRML_LIBRARY: C:/OpenSceneGraph/3rdParty/lib/openvrml.lib; I didn't use OpenVRML Debug library in the end (see Notice below) so OPENVRML_LIBRARY_DEBUG was not set. Now, for runtime, OpenVRML requires some environment variables and data or the OpenVRML plug-in won't work at all: - Copy the resulting openvrml.dll DLL from C:\openvrml-0.18.9\{Win32|x64}\{Debug|Release}\bin to e.g. %OSG_ROOT%\bin; I'm assuming here that %OSG_ROOT%\bin is in your PATH; - Copy the resulting DLL nodes from C:\openvrml-0.18.9\{Win32|x64}\{Debug|Release}\bin\node to e.g. %OSG_ROOT%\share\OpenVRML\bin\node and add OPENVRML_NODE_PATH environment variable to point to this folder; - Copy the C:\openvrml-0.18.9\data folder to e.g. %OSG_ROOT%\share\OpenVRML and add OPENVRML_DATADIR environment variable to point to %OSG_ROOT%\share\OpenVRML\data. Optionally, you can enable scripting, compiling the javascript DLL project. To this end, you'll also need XULRunner SDK 12.0 available only for Win32 target, not x64 one. So I quickly gave up on this one as I moreover wasn't able to run OpenVRML examples with scripting (e.g. rotationToy.wrl, Click.wrl) without crashing OpenVRML (using a Win32 build of course). Nevertheless, don't forget to copy the resulting javascript.dll from C:\openvrml-0.18.9\{Win32|x64}\{Debug|Release}\bin\script to e.g. %OSG_ROOT%\share\OpenVRML\bin\script and add OPENVRML_SCRIPT_PATH environment variable to point to this folder if you want to play with scripting. In some debugging scenario (e.g. VRML file displayed differently in sdl-viewer and osgviewer, like OpenVRML's snoman.wrl example where the arms are missing in osgviewer), it might be helpful to also build OpenVRML's SDL-based viewer sdl-viewer. For this, you'll need SDL 1.2.x. I've successfully built sdl-viewer with SDL 1.2.15. Notice: DON'T MIX Debug and Release versions of sdl-viewer.exe, openvrml.dll, javascript.dll and the DLL nodes in the same folders: even if they're named differently (e.g. with d suffix for Debug version), OpenVRML will badly crash as it seems to try to use/load both flavours! For interested people, I've created from scratch native VS 2010 solution/projects files using property sheets for the external dependencies. Just drop me a mail and I'll send you. I'll also submit them to the OpenVRML authors/maintainers. Cheers, Émeric [1] http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/38-visual-studio-plugins ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML plug-in HOWTO
Hi Emeric, Do yourself a user in http://www.openscenegraph.org/index.php/login?view=registration and then send me a private mail with your user name. I will give you rights to edit. Thank you! 2014-09-23 19:30 GMT+02:00 Émeric MASCHINO emeric.masch...@gmail.com: Hi Jordi, Well, how can I edit this page? The only available option that I can see in the ribbon are either print or send email. Maybe editing is restricted to OSG maintainers/contributors? Émeric 2014-09-23 12:05 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi Émeric, It would be nice if you could update this documentation at the website ( http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/38-visual-studio-plugins ). Thanks. 2014-09-23 11:59 GMT+02:00 Émeric MASCHINO emeric.masch...@gmail.com: Hi, For those lost souls trying to build the OpenVRML plug-in on Windows, here's how I did it with OSG 3.2.1. Hope this helps, as I was desperately looking for such informations the passed days ;-) First, the informations at [1] are completely outdated. By contrast to what's stated there, OpenVRML 0.14.x is no more relevant at all, even on Windows. OpenVRML 0.18.x is the way to go. So, to build the OpenVRML plug-in, you need to build OpenVRML first. For this, the Boost C++ Libraries are required. And OpenVRML's default build configuration also has dependencies on libpng and FreeType. I've successfully built OpenVRML 0.18.9 against Boost 1.55.0, libpng 1.6.13 and FreeType 2.5.0 on a Windows XP x64 PC using the Visual Studio 2010 Professional IDE. I'm assuming here (i) that your OSG root _build_ folder is C:\OpenSceneGraph and (ii) that you've correctly set up and/or built Boost, libpng and FreeType. Here are the steps: - Download OpenVRML 0.18.9 source code openvrml-0.18.9.tar.gz from http://sourceforge.net/projects/openvrml/files/openvrml/0.18.9/; - Extract openvrml-0.18.9.tar.gz somewhere; say in C:\openvrml-0.18.9 folder; - Get the following missing project files from https://svn.code.sf.net/p/openvrml/code/tags/0.18.9/ and copy them to: - src/local/libopenvrml-dl/openvrml-dl.vcxproj: C:\openvrml-0.18.9/src/local/libopenvrml-dl/openvrml-dl.vcxproj; - src/node/x3d-interpolation/x3d-interpolation.vcxproj: C:\openvrml-0.18.9/src/node/x3d-interpolation/x3d-interpolation.vcxproj; - src/script/javascript.vcxproj: C:\openvrml-0.18.9/src/script/javascript.vcxproj; - Remove any entry PlatformToolsetWindows7.1SDK/PlatformToolset from the project files; - Remove any entry IncludePath Condition='$(Configuration)|$(Platform)'=='{Debug|Release}|x64'C:\Boost\include\boost-1_43;$(IncludePath)/IncludePath from the project files; - Fix the x64 platform settings of all projects files, copying from the Win32 section. Most were incorrectly created as Applications rather than DLLs! - Go to C:\openvrml-0.18.9 and open OpenVRML.sln solution; - Add $(BOOST_ROOT) to additional include directories of all projects; - Add $(BOOST_ROOT)\lib{32|64}-msvc-10.0 to additional library directories of all projects; - Add /bigobj compiler option to Debug|x64 configuration of openvrml DLL project to work around fatal error C1128; - Ensure that input libraries of openvrml DLL project is set to shlwapi.lib;XmlLite.lib;%(AdditionalDependencies) for all targets/platforms; - Ensure that input libraries of vrml97 DLL project is set to libpng16[d].lib;freetype250[_D].lib;%(AdditionalDependencies) for all targets/platforms and that additional library directories are properly set; - Build the vrml97 and x3d-* DLL projects. The openvrml DLL and openvrml-dl static library projects are automatically built as dependencies; - Copy the headers from C:\openvrml-0.18.9\src\libopenvrml hierarchy to C:\OpenSceneGraph\3rdParty\include\openvrml, replicating the hierarchy, as well as the resulting openvrml.lib library files to OpenSceneGraph\3rdParty\lib and openvrml.dll DLL files to OpenSceneGraph\3rdParty\bin; - Add OPENVRML_DIR environment variable, pointing to C:\OpenSceneGraph\3rdParty; - Update OpenSceneGraph\OpenSceneGraph-3.2.1\src\osgPlugins\vrml\CMakeLists.txt file to build against OpenVRML 0.18.x: - add references to Boost: add ln. 1-3: FIND_PACKAGE(Boost COMPONENTS thread) INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) LINK_DIRECTORIES(${Boost_LIBRARY_DIRS}) - remove references to antlr and regexp libraries: delete ln. 9-21 and ln. 23-24; - add OPENVRML_USE_DLL preprocessor definition: add ln. 31: ADD_DEFINITIONS(-DOPENVRML_USE_DLL) Final result should be: FIND_PACKAGE(Boost COMPONENTS thread) INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) LINK_DIRECTORIES(${Boost_LIBRARY_DIRS}) INCLUDE_DIRECTORIES(${OPENVRML_INCLUDE_DIR}) INCLUDE_DIRECTORIES(${OPENVRML_INCLUDE_DIR}/openvrml) IF (WIN32) INCLUDE_DIRECTORIES(${JPEG_INCLUDE_DIR
Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )
Hi all, 2014-08-29 18:43 GMT+02:00 Jan Ciger jan.ci...@gmail.com: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 08/29/2014 05:59 PM, Robert Osfield wrote: Hi All, Is there particular short comings with the existing Joomla that a wiki would solve better? I am with Robert on this one. It is fairly easy to add content to the existing website for anyone who wants to do so. Creating another website only because you want to use your preferred technology (nothing against wikis!) is not really helpful - it would only fragment the resources which are in short supply already. See the problems with the OSG forum - it has a serious shortage of moderators, so posts from new users don't get approved in time, spam gets through, etc. And someone still has to maintain it, so that it doesn't get hacked or broken. How is going a separate wiki help here? Are you willing to keep maintaining it long term? If yes, why not to maintain/improve the documentation on the OSG website? Is anything wrong with it? If yes, why it cannot be fixed? To summarize - I am all out for better docs, but please lets not splinter the few resources we have already for the sake of reinventing the wheel. That's exactly my point. I have dedicated hundreds of unpaid hours to get the current website ( less than two years alive ) working, it has been a tone of work migrating from the old trac: hundreds of articles, outdated documentation, joomla template tweaking, etc. We -the community- discussed the structure, the technology to use, less than two years ago. I did it happy to be contributing to the OSG community. Maybe the result is not the best for all the people. And for sure it can be improved. But first try to improve that we already have, before reinventing the wheel. What I had to remark with my first mail was the fact that adding documentation to the website is quite easy, or at least that's my point of view. A wiki won't make a difference, you should ask for permissions and then edit some page, or do some new page. I didn't want to sound rude so my answer was something like: go and hit to the wall yourself, I'm not gonna do it twice, if you come with something better it will be ok. Thanks. All the best, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iD8DBQFUAK3En11XseNj94gRAmgdAKDCdPfcz5oOVDGmIDXHVY2sTIfWzACeMbTA OnW+JnYEZJ2oB8gBmNOwreI= =lFUs -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )
OFF TOPIC :) By the way, the tutorials section is needing some love from the community. The tutorials in the old trac were not compiling anymore ( they were in OSG-1.x though), if somebody wants to post some it would be nice. Thanks 2014-08-29 19:18 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi all, 2014-08-29 18:43 GMT+02:00 Jan Ciger jan.ci...@gmail.com: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 08/29/2014 05:59 PM, Robert Osfield wrote: Hi All, Is there particular short comings with the existing Joomla that a wiki would solve better? I am with Robert on this one. It is fairly easy to add content to the existing website for anyone who wants to do so. Creating another website only because you want to use your preferred technology (nothing against wikis!) is not really helpful - it would only fragment the resources which are in short supply already. See the problems with the OSG forum - it has a serious shortage of moderators, so posts from new users don't get approved in time, spam gets through, etc. And someone still has to maintain it, so that it doesn't get hacked or broken. How is going a separate wiki help here? Are you willing to keep maintaining it long term? If yes, why not to maintain/improve the documentation on the OSG website? Is anything wrong with it? If yes, why it cannot be fixed? To summarize - I am all out for better docs, but please lets not splinter the few resources we have already for the sake of reinventing the wheel. That's exactly my point. I have dedicated hundreds of unpaid hours to get the current website ( less than two years alive ) working, it has been a tone of work migrating from the old trac: hundreds of articles, outdated documentation, joomla template tweaking, etc. We -the community- discussed the structure, the technology to use, less than two years ago. I did it happy to be contributing to the OSG community. Maybe the result is not the best for all the people. And for sure it can be improved. But first try to improve that we already have, before reinventing the wheel. What I had to remark with my first mail was the fact that adding documentation to the website is quite easy, or at least that's my point of view. A wiki won't make a difference, you should ask for permissions and then edit some page, or do some new page. I didn't want to sound rude so my answer was something like: go and hit to the wall yourself, I'm not gonna do it twice, if you come with something better it will be ok. Thanks. All the best, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/ iD8DBQFUAK3En11XseNj94gRAmgdAKDCdPfcz5oOVDGmIDXHVY2sTIfWzACeMbTA OnW+JnYEZJ2oB8gBmNOwreI= =lFUs -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Oculus Rift integration
Hi Bram, What sometimes helps is a good wiki where enthusiasts/independents can share all the information they got on the SDK and the workings of the OR. Actually might be good for OSG too. Lots and lots of information and knowledge on the forums, but sometimes it's hard to find it. This is off topic ( sorry about that, but I have to answer this). Anyone can ask for access to the OSG website and post whatever OSG related material he/she wants. Again sorry about the off topic post. Cheers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60805#60805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )
Hi Bram, If that smaller things you find do not fit in any of the OSG website categories, I'll be happy to have a wiki to collect them. There exists quite a lot of posts on this same topic in the OSG mailing list, so it is not a new discussion :). At the end we chose joomla, you can follow the discussions in the archives, but I think that decission is not written in a stone. The main problem of having a new wiki is the lack of community support for this tasks, until very recently we have had lack of forum moderators (I don't know how it is going that now, as I use the mailing list), and also lack of help to migrate the old trac to the new Joomla instance. That's why I always try to encourage the community members to post to the website. I guess the wiki should have moderators aswell, to prevent from spammers and to prevent to have erroneus information in it. Said that, feel free to step in and build a wiki, I will be happy to post a link in the joomla instance, and collaborate as much as I can :). Moreover, I believe dreamhost has one-click installers for many flavours of wikis, so if you implement something in any of the most common wiki frameworks it shouldn't be too hard to migrate it to the OSG server. In the meantime if you see something that could be in the OSG website and it is not, please don't hesitate to post that. Cheers. cite Hopefully last post off topic: creating a good wiki with a good basic structure that has the possibility to cover all important classes and functions in OSG, and can be easily added to by all, is a huge difference from giving people who ask it full access to post whatever OSG related material he/she wants on the OSG website. In the first I would easily add some knowledge that i found on the forum which was hard to find, but if I want to add something to the OSG website I would have to write some kind of guide, but that's not the right format for the smaller things that I find out. I hope you can understand the difference I'm trying to explain. for example: http://wiki.secondlife.com/wiki/LSL_Portal/nl - it had quite an extended page for each function in the script language. The creators make basic pages about the functionality, and the enthusiasts add their specific knowledge to it, and it works really well... /off topic /cite -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Oculus Rift integration
I've started a new post for this discussion, it's better to not bother in this thread anymore :). 2014-08-27 16:52 GMT+02:00 Bram Vaessen bram.vaes...@gmail.com: Hopefully last post off topic: creating a good wiki with a good basic structure that has the possibility to cover all important classes and functions in OSG, and can be easily added to by all, is a huge difference from giving people who ask it full access to post whatever OSG related material he/she wants on the OSG website. In the first I would easily add some knowledge that i found on the forum which was hard to find, but if I want to add something to the OSG website I would have to write some kind of guide, but that's not the right format for the smaller things that I find out. I hope you can understand the difference I'm trying to explain. for example: http://wiki.secondlife.com/wiki/LSL_Portal/nl - it had quite an extended page for each function in the script language. The creators make basic pages about the functionality, and the enthusiasts add their specific knowledge to it, and it works really well... /off topic -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60816#60816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Server DOWN for mainteinance
Hi osg-ers The OSG server containing the old trac and the svn will be down for some hours for mainteinance. In the meanwhile you can use the git mirror to get the code ( https://github.com/openscenegraph/ ) Sorry for the inconvenience. Cheers. -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Server DOWN for mainteinance
Hi again, The osg server is back on track. If you experience any problems feel free to mail me or to post to this thread. Thanks. 2014-07-31 12:09 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi osg-ers The OSG server containing the old trac and the svn will be down for some hours for mainteinance. In the meanwhile you can use the git mirror to get the code ( https://github.com/openscenegraph/ ) Sorry for the inconvenience. Cheers. -- Jordi Torres -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert depth image to 3D model
Hi Mikhail, In my opinion the easiest way is to use a displacement mapping shader. In the vertex shader you use the texture values to alter vertex positions. I think there is an example in the OSG Cookbook from Wang Rui. Hope it helps. 2014-07-24 12:21 GMT+02:00 Mikhail Matrosov mikhail.matro...@gmail.com: Hello, I have a depth image, i.e. grayscale floating point image, where each pixel represents a depth value in this point of a scene. What is the easiest way to create a 3D model of the scene? I know I can simply loop over all pixels and create a pair of triangles for each pixel. But I feel like it has to be more elegant solution. Cheers, Mikhail -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60427#60427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org