Re: [osg-users] Keyboard handler: SHIFT modifier doesn't work on Linux
robertosfield wrote: Could you try the osgkeyboard example Example works fine -- thanks for the tip! I've tracked the issue (in my code) to masking against osgGA::GUIEventAdapter::KEY_Shift_L instead of (like the example) osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT. Thank you very much for the quick response, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51051#51051 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Keyboard handler: SHIFT modifier doesn't work on Linux
Hello, The SHIFT modifier does not appear to be working correctly on my Linux app (OSG 3.0.1) -- it is always on (so all typing in my debug console appears as upper-case). I've seen posts like this (http://comments.gmane.org/gmane.games.flightgear.devel/65510) which claim that X is sending the incorrect events to the window, but using `xev` I've confirmed that my window (i.e. OSG) is receiving the correct events for shift down, shift up, etc. However, as a client of OSG, I'm not receiving correct modifiers (in the mask param of my callback function). On Windows (also OSG 3.0.1), everything works as expected. Does anyone have any suggestions that I could apply? Thank you very much, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51035#51035 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] question about RotateCylinderDragger
Hi, In my application I am trying to create a box that the user can resize and rotate. I have a CompositeDragger that works similar to the TabPlaneDragger class (without the translation). I would like to use the RotateCylinderDragger for the rotation but it doesn't do quite what I want. I would like to have a handle sticking out from the cylinder that the user could drag to rotate. To illustrate: ...o ...| []---[]---[] || || []..[] || || []---[]---[] In this illustation the [] symbols are the scale dragger handles and the o is the rotation handle (the periods are just for spacing). I want to drag on the o handle to rotate an invisible cylinder whose center is the center of the box, and whose radius extends to the o handle. However the RotateCylinderDragger rotates when dragging the side of the cylinder, not the top. In other words, if my camera is directly over the end of the cylinder (pointed toward the center of the circle) then dragging the cylinder has no effect, which is not what I want. Is is possible to use RotateCylinderDragger to do what I described, or do I need to write my own Dragger? ... Thank you! Cheers, Michael[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50986#50986 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
I've just tried to load Collada object with materials with the help of your assimp plugin, and it worked fine. However, blend files created with Blender 2.64 didn't produce any visual output. So it turns out assimp isn't the holy grail :| ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] custom CompositeDragger and AntiSquish
Hi, Please disregard my first question about AntiSquish... I had a bug where a NodeCallback which mistakenly did not call traverse() was attached to a node above the Dragger. This meant the update traversal never reached the AntiSquish. However, I am still open to suggestions about my second question... how to make the 1D dragger handles' length scale with the box length, but remain a constant width in screen coordinates ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50819#50819 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] question about Optimizer and FLATTEN_STATIC_TRANSFORMS
lyceel wrote: Hi, Michael, The structure of the scene itself can sometimes prevent the transform from being flattened away. What happens if you try FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS (sometimes, you just need a bigger hammer :-) ). That worked, thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50820#50820 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Forum not working
Hi. I get the following error when try to access the forum: phpBB : Critical Error Could not connect to the database ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
Should I create the patch for the functionality? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
Wang Rui, I research what format best to use for moving objects from Blender to OSG, and I see Assimp claiming to load Blender files directly. Since you said you wrote the plug-in already for it, I'd like to try it out. I have a follow up question: can I possibly differentiate Blender model from Blender material to have several skins for the same material in OSG? Does your plug-in do anything of the sort? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
For the same *object. Sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
Well, something like Alt-F4 is very-very intuitive, so forbidding it will increase the number of angry people :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] custom CompositeDragger and AntiSquish
Hi, I am trying to add a 2D box to my scene (consisting of lines 1 pixel wide) that a user can resize by dragging the sides or corners, or rotate by dragging a handle. I'm attempting to use the osgManipulator Dragger classes for this purpose. I created a subclass of CompositeDragger and added to it a Scale2DDragger (for the corners) and two Scale1DDraggers (for each pair of sides). Basically the code is a copy of the TabPlaneDragger without the TranslatePlaneDragger child dragger. I added the dragger to my scene using the osgManipulator example as a guide. My scene looks like this: Group | \ MatrixTransform CustomDragger | Geode (containing box geometry) and I call addTransformUpdating() on CustomDragger passing the MatrixTransform. The box resizes correctly when I drag the handles. A problem I am having is that the drag handles will not stay a constant size. If I drag the box so that one side is longer than the other, the handle boxes will have the same non-uniform scaling. I am using AutoTransform and AntiSquish in my code exactly the way TabPlaneDragger does to prevent this from happening, but for some reason it doesn't work in my code (although it works in the osgManipulator example). The only real difference in my code is that I set a rotation matrix in the CustomDragger, in order to draw the drag boxes in the XY plane (it seems to default to the XZ plane). What could be causing the drag handles to scale instead of staying a constant screen size? What I ultimately want is for the entire box to be draggable. So I want the handles to cover the box, and be a constant few pixels wide in screen coordinates regardless of the zoom level. Then I will make the handles invisible so only the 1-pixel wide box is visible. Any advice on how to do this? (I am using OSG 3.0.0.) ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50761#50761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can OSG store materials externally for an object?
Hi. Does OSG have some sort of material files that can be applied to the same mesh? So far I've looked into osgt files and they store both mesh and material inside one file. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?
Hi. I've looked at the code (OSG 3.0.1) of Viewer::eventTraversal and noticed that it checks for CLOSE_WINDOW event and closes the window, so there's no way to prevent the window from closing. I've googled for window close prevention with no luck, too. Can we add something like Viewer::setSkipCloseWindowEvent to OSG? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] question about Optimizer and FLATTEN_STATIC_TRANSFORMS
Hi, I have a model that I converted from an .stl file to .osg. I wanted to apply a scaling to the model, so I added a MatrixTransform with a scaling matrix above the model's root node. For maximum efficiency I wanted to apply the transform directly to the vertices, so I tried to run the .osg file through osgconv a second time, with the OSG_OPTIMIZER env variable set to FLATTEN_STATIC_TRANSFORMS. However, the new file was identical to the previous file, with the parent MatrixTransform still in place. I set the DataVariance of the transform to STATIC, and it had no effect. Is there something else that could interfere with the Optimizer flattening the transform, or am I expecting FLATTEN_STATIC_TRANSFORMS to do something that it's not intended to do? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50676#50676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cyrillic (russian) in Qt inside OSG
Have you tried const char* (string) and UTF-8 instead of wide ones? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cyrillic (russian) in Qt inside OSG
Can you provide some simple test case of what you want (which anyone can 'make')? It's hard to conclude anything from what you've posted. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cyrillic (russian) in Qt inside OSG
E.g., I've had problems with Qt (not OSG) with UTF-8 russian text. I recall there were some problems with QTextCodec as well. So more context is required. And test case would be the best. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to create glow effect in OSG
I've seen that there is a glow example in osgPPU. Are there any examples using just OSG that would give an effect similar to the attachment in my previous post? I would prefer not to bring another library into my project if at all possible. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50353#50353 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get position information
I am using osgEarth as you suggested earlier. I will post on there forum, do you know if they have any examples of how to do this? I have not found anything as of yet. I figured you should be able to do this with osgEarth. From: Chris Hanson xe...@alphapixel.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tue, September 25, 2012 10:10:30 PM Subject: Re: [osg-users] How to get position information On Tue, Sep 25, 2012 at 7:26 PM, Michael W. Hall hal...@att.net wrote: Well I have my application displaying maps. I also believe that I have some DTED data loading. Now I would like to have the lat/long and elevation display in the status bar. My question is how do you get the position information as you move the mouse over the map? I was trying to make my own class derived from osgGA::GUIEventHandler. Before I go off in some direction I thought I would ask. If you're not using osgEarth for this, you're doing it the hard way. Thanks for any help. ___ 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 Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Windows 7 64Bit OSG
Hi, We have had OSG embedded in our application for some time now. Our current version is 2.8.1. We had been running on Windows XP Pro until recently when we installed our application on a Windows 7 laptop (32Bit). There were a few very minor glitches that we corrected. More recently we installed on a Windows 7 desktop (64Bit). The library DLL that we build on top of OSG fails to load. We get the infamous error An attempt was made to load a program with an incorrect format. Any help would be much appreciated. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50188#50188 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to get position information
Well I have my application displaying maps. I also believe that I have some DTED data loading. Now I would like to have the lat/long and elevation display in the status bar. My question is how do you get the position information as you move the mouse over the map? I was trying to make my own class derived from osgGA::GUIEventHandler. Before I go off in some direction I thought I would ask. Thanks for any help. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Errors after switch to osgEarth
Will do. Thought about that after I posted. On Sat, 2012-09-15 at 01:36 -0400, Glenn Waldron wrote: Michael, May I suggest you post osgEarth questions to the osgEarth forum at: http://forum.osgearth.org Please go there and post your earth file. Thanks. Glenn Waldron / @glennwaldron On Fri, Sep 14, 2012 at 7:30 PM, Michael W. Hall hal...@att.net wrote: I am receiving the following errors after switching to reading files with osgEarth: [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [ImageLayer] Error: layer does not have a valid TileSource, cannot create image [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [ImageLayer] Error: layer does not have a valid TileSource, cannot create image [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. Object::connect: No such slot QMainWindow::open() in /home/hallmw/Projects/osgMap/src/osgmap/MainWindow.cpp:88 Inconsistency detected by ld.so: dl-close.c: 737: _dl_close: Assertion `map-l_init_called' failed! Previously, I was reading .ive files with my program. I switched to osgEarth and I am getting the above errors. I am assuming they are coming from osgEarth. All I see is a white sphere. No image of the BMNG on that sphere. I am not sure what I am missing. I call osgDB::readNodeFile() and it appears that the file is recognized. Any ideas? ___ 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
[osg-users] How to create glow effect in OSG
Hi, I would like to create a glow or halo effect around my geometry. What is the most efficient way to create this effect in OSG? The attached screenshot shows the effect I am trying to achieve. The left X is the original geometry and the right X has the glow effect. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50067#50067 Attachments: http://forum.openscenegraph.org//files/glow_162.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEarthild
I have been trying to modify my CMakeList.txt file to find the osgEarth package. I added the line: FIND_PACKAGE(osgEarth) It tells me the following: CMake Warning at CMakeLists.txt:128 (FIND_PACKAGE): Could not find module FindOsgEarth.cmake or a configuration file for package OsgEarth. Adjust CMAKE_MODULE_PATH to find FindOsgEarth.cmake or set OsgEarth_DIR to the directory containing a CMake configuration file for OsgEarth. The file will have one of the following names: OsgEarthConfig.cmake osgearth-config.cmake What am I missing? Do I need to make a .cmake file? Thanks, Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Errors after switch to osgEarth
I am receiving the following errors after switching to reading files with osgEarth: [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [ImageLayer] Error: layer does not have a valid TileSource, cannot create image [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [ImageLayer] Error: layer does not have a valid TileSource, cannot create image [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif [osgEarth]* Could not initialize TileSource for layer east-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. [osgEarth]* [GDAL driver] Dataset has no spatial reference information: /home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_west.tif [osgEarth]* Could not initialize TileSource for layer west-tiff ERROR 10: Pointer 'hDS' is NULL in 'GDALClose'. Object::connect: No such slot QMainWindow::open() in /home/hallmw/Projects/osgMap/src/osgmap/MainWindow.cpp:88 Inconsistency detected by ld.so: dl-close.c: 737: _dl_close: Assertion `map-l_init_called' failed! Previously, I was reading .ive files with my program. I switched to osgEarth and I am getting the above errors. I am assuming they are coming from osgEarth. All I see is a white sphere. No image of the BMNG on that sphere. I am not sure what I am missing. I call osgDB::readNodeFile() and it appears that the file is recognized. Any ideas? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Hikari is Windows only: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIsstructure=Libraries ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
I've just recalled that there also exist gameswf project which allows for Flash UI inside games. http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt Would be nice to see this one integrated. Would make a lot of hype with some easy flash demos :P ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG merchandising
yes, I bought one. Beware, it is not one-size-fits-all -- mew On Aug 30, 2012 8:05 AM, Paul Martz pma...@skew-matrix.com wrote: The thong came up as a joke idea when the cafepress page was started; I seem to recall Mike Weiblen had something to do with it. Didn't he bring one to a SIGGRAPH OSG BOF? He didn't wear it, thankfully! :-) -Paul On 8/30/2012 5:46 AM, Christian Buchner wrote: Are you serious about offering an OSG thong? ;) __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** 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
[osg-users] How to exclude LOD-disabled nodes from PolytopeIntersector results?
Hi, I have a CAD app in which I am using LOD nodes to hide features at different zoom levels. I have also implemented picking using PolytopIntersector similar to the example in the Quick Start Guide. I have noticed that the PolytopeIntersector returns intersections that include nodes which are turned off by the LOD. I would like to exclude these from the intersections. Does OSG provide a way to do this? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49652#49652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to exclude LOD-disabled nodes from PolytopeIntersector results?
I solved my problem... For reference, the code I am referencing from the OSG Quick Start Guide is this: Code: double w( .05 ), h( .05 ); osgUtil::PolytopeIntersector* picker = new osgUtil::PolytopeIntersector( osgUtil::Intersector::PROJECTION, x-w, y-h, x+w, y+h ); osgUtil::IntersectionVisitor iv( picker ); viewer-getCamera()-accept( iv ); Shortly after I posted, I saw that osgUtil::IntersectionVisitor contains a function setLODSelectionMode(). I tried setting this to USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION but it had no effect. I did a bit more investigating and saw that this enum is referenced in IntersectionVisitor::getDistanceToEyePoint(). However, LOD::traverse() calls NodeVisitor::getDistanceToViewPoint(), which is not implemented in IntersectionVisitor. I was able to derive from IntersectionVisitor and implement getDistanceToViewPoint() similarly to getDistanceToEyePoint(): Code: if (_lodSelectionMode==USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION) { return (pos-getViewPoint()).length(); } else { return 0.0f; } then used the subclass in my picking code, after which I got the desired effect. Is this something that should be added to osgUtil::IntersectionVisitor? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49653#49653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with GUIEventAdapter mouse wheel event in Qt
Hi Robert, After debugging a bit more it appears that the issue begins when the event is taken off the event queue inside CompositeViewer. There is the following case statement inside CompositeViewer::eventTraversal() (line 755 in version 3.0.0): Code: case(osgGA::GUIEventAdapter::PUSH): case(osgGA::GUIEventAdapter::RELEASE): case(osgGA::GUIEventAdapter::DOUBLECLICK): case(osgGA::GUIEventAdapter::DRAG): case(osgGA::GUIEventAdapter::MOVE): { pointerEvent = true; Note that SCROLL is not included in these cases. If I force the scroll event through this code path in the debugger then the input range and y orientation are correct when the event is passed to my GUIEventHandler. Is this a bug, or is there some reason that scroll events need to be treated differently here? In any case, I was able to work around this in my application, but maybe this will help out the next person. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49603#49603 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
I thought it's bound to dtEntity, that's why I was requesting. If it can be used for any OSG project, then great! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maps DTED data
I downloaded osgEarth and build. It is working. Now I need to dig into it. Thanks, Michael On Tue, 2012-08-21 at 15:31 -0400, Glenn Waldron wrote: Michael, osgEarth is a C++ terrain rendering SDK. It is built on top of OSG. It renders 3D terrains from elevation, imagery, and vector data sources, and it provides a ton of other geospatial tools and functionality as well. Main site: http://osgearth.org Source code: http://github.com/gwaldron/osgearth Forums: http://forum.osgearth.org/ Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Aug 21, 2012 at 3:13 PM, Michael Hall hal...@att.net wrote: Yes, I have heard of it and have actually downloaded it. I don't think I have installed it on my new Laptop I am using. I am not sure exactly its purpose. I know it says something about terrains. Is it library like OSG? I will have to look at it this evening. Any more info would be great. Thanks, Michael __ From: Chris Hanson xe...@alphapixel.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Sat, August 18, 2012 7:25:56 PM Subject: Re: [osg-users] Maps DTED data On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net wrote: I have a little alpplication I am doing to learn OSG. I have also read the OSG 3.0 for Beginners book. It has been helpful in learning more about how OSG works. I have generated an earth.ive database from the BMNG east and west tifs. I can display this database in my application. I would like to now associate DTED data on that and then overlay maps. What is the best way to do this? Would also like to display the lat/long of where the mouse is in the status bar of my application. Any tips or suggestions are appreciated. You're getting into the realm (multiple data layers) where osgEarth significantly makes your life easier. Have you considered using it? -- 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 • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maps DTED data
My application uses Qt. Currently I have it just reading a .ive file when it starts. This .ive was generated from the BMNG. I would like to keep using this for the app, and apply my maps to it. I would like to have a menu option to allow users to import maps into the application. Importing the maps would be handled by a Map Data Manager. This would also allow the user to see the coverage they have imported by selecting that type and the Map Data Manager would highlight the maptiles in a specified color. That is my main goal for now. I am doing this as a way to learn maps and OSG and 3D programming. I have always been interested in maps and want to do this to create a program that maybe useful to people. I have downloaded some SRTM data that is in DTED format. I would like to get this on my .ive earth on the fly. If some people can point me in the right direction on how I can utilize osgEarth to help that would be great. I am looking at the osgEarth Documentation as I type. Looks like more research. Thanks, Michael On Tue, 2012-08-21 at u15:31 -0400, Glenn Waldron wrote: Michael, osgEarth is a C++ terrain rendering SDK. It is built on top of OSG. It renders 3D terrains from elevation, imagery, and vector data sources, and it provides a ton of other geospatial tools and functionality as well. Main site: http://osgearth.org Source code: http://github.com/gwaldron/osgearth Forums: http://forum.osgearth.org/ Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Aug 21, 2012 at 3:13 PM, Michael Hall hal...@att.net wrote: Yes, I have heard of it and have actually downloaded it. I don't think I have installed it on my new Laptop I am using. I am not sure exactly its purpose. I know it says something about terrains. Is it library like OSG? I will have to look at it this evening. Any more info would be great. Thanks, Michael __ From: Chris Hanson xe...@alphapixel.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Sat, August 18, 2012 7:25:56 PM Subject: Re: [osg-users] Maps DTED data On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net wrote: I have a little alpplication I am doing to learn OSG. I have also read the OSG 3.0 for Beginners book. It has been helpful in learning more about how OSG works. I have generated an earth.ive database from the BMNG east and west tifs. I can display this database in my application. I would like to now associate DTED data on that and then overlay maps. What is the best way to do this? Would also like to display the lat/long of where the mouse is in the status bar of my application. Any tips or suggestions are appreciated. You're getting into the realm (multiple data layers) where osgEarth significantly makes your life easier. Have you considered using it? -- 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 • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maps DTED data
The DTED data I have has the .dt2 extension. Can osgEarth load that or do you have to modify it somehow? On Fri, 2012-08-24 at 19:32 -0600, Chris Hanson wrote: On Fri, Aug 24, 2012 at 6:56 PM, Michael W. Hall hal...@att.net wrote: My application uses Qt. Currently I have it just reading a .ive file when it starts. This .ive was generated from the BMNG. I would like to keep using this for the app, and apply my maps to it. If you still have the BMNG data around, osgEarth can consume it directly, and not need your .IVE. Alternately, you can feed it a VPB IVE as well. I don't know how well it can merge terrain from a VPB IVE with additional SRTM data. I would like to have a menu option to allow users to import maps into the application. Importing the maps would be handled by a Map Data Manager. This would also allow the user to see the coverage they have imported by selecting that type and the Map Data Manager would highlight the maptiles in a specified color. That's all UI that's up to you. I have downloaded some SRTM data that is in DTED format. I would like to get this on my .ive earth on the fly. If some people can point me in the right direction on how I can utilize osgEarth to help that would be great. I am looking at the osgEarth Documentation as I type. Looks like more research. http://osgearth.org/wiki/DevelopersGuide // Add an elevationlayer (SRTM from a local GeoTiff file) { GDALOptions gdal; gdal.url() = c:/data/srtm.tif; ElevationLayer* layer = new ElevationLayer( SRTM, gdal ); map-addElevationLayer( layer ); } One of the sample .earth files provided with osgEarth might illustrate this as well. -- 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 • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ 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] Full screen with resolution change problem, resources lost
Thanks for the reply, Robert. What Sergey said was enough in my situation. Thanks for this, Sergey. I was simply quiet not to generate unnecessary thank you post :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Good work! I'm not sure if I voted for libRocket, so here it is. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maps DTED data
Yes, I have heard of it and have actually downloaded it. I don't think I have installed it on my new Laptop I am using. I am not sure exactly its purpose. I know it says something about terrains. Is it library like OSG? I will have to look at it this evening. Any more info would be great. Thanks, Michael From: Chris Hanson xe...@alphapixel.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Sat, August 18, 2012 7:25:56 PM Subject: Re: [osg-users] Maps DTED data On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net wrote: I have a little alpplication I am doing to learn OSG. I have also read the OSG 3.0 for Beginners book. It has been helpful in learning more about how OSG works. I have generated an earth.ive database from the BMNG east and west tifs. I can display this database in my application. I would like to now associate DTED data on that and then overlay maps. What is the best way to do this? Would also like to display the lat/long of where the mouse is in the status bar of my application. Any tips or suggestions are appreciated. You're getting into the realm (multiple data layers) where osgEarth significantly makes your life easier. Have you considered using it? -- 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 • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with GUIEventAdapter mouse wheel event in Qt
Hi, I'm seeing something strange with mouse wheel (SCROLL) events in GUIEventAdapter. My app is a Qt app set up following the osgviewerQt example. I am trying to implement zooming with the mouse where the zoom follows the mouse cursor. In some cases I want to zoom with mouse clicks, and in other cases I want to use the mouse wheel. Zooming was not working correctly when I used the mouse wheel. I noticed that for SCROLL events, the x and y min/max were always -1 / +1, which caused GUIEventAdapter::getX/Ynormalized() to return the wrong values. So, I figured I would just use getX/Y() instead and use inverse viewport matrix to get the normalized device coordinates. But, then I noticed I was still getting inconsistent values for the Y coordinate. For a RELEASE event, the GUIEventAdapter has Y_INCREASING_DOWNWARDS for the y orientation, and getY() returns 0 in the top left corner of the window. For a SCROLL event, it has Y_INCREASING_UPWARDS and getY() returns 0 in the bottom left corner. Why are the two event types inconsistent? Is there some attribute I am forgetting to set somewhere? I am using OSG 3.0.0 and Qt 4.7. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49332#49332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Maps DTED data
I have a little alpplication I am doing to learn OSG. I have also read the OSG 3.0 for Beginners book. It has been helpful in learning more about how OSG works. I have generated an earth.ive database from the BMNG east and west tifs. I can display this database in my application. I would like to now associate DTED data on that and then overlay maps. What is the best way to do this? Would also like to display the lat/long of where the mouse is in the status bar of my application. Any tips or suggestions are appreciated. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem using AutoTransform with LOD node
Hi, I am trying to create a scene for a CAD-type app where I have objects that should be a constant screen size as I zoom in and out, but when I cross a certain zoom threshold it should change to a different size (for example half its original size). I tried to implement this using a combination of AutoTransform and LOD nodes. Here is a sample graph of two objects: AutoTransform AutoTransform \ / LOD / \ MatrixTransform MatrixTransform \ / Geode The problem I have is that when I have the AutoTransforms set to autoScaleToScreen=true, then the level of detail does not change when it should. It always stays at whatever level it started at regardless of how much I move the camera in or out. If I set autoScaleToScreen to false, then the LOD behaves as I expect (meaning it changes when I move the camera from one range to another). What might be causing this to happen? Is there another way to get the effect I want? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49272#49272 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Siggraph 2012 OpenSceneGraph BOF articles
Dad of the three. Yay. Keep it up! :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Site web down
May be it's finally time to put an end to its misery? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ESC key: Error: pthread_cond_destroy(, ) returned error status, status = 16
Thanks. ViewerBase::setKeyEventSetsDone(0) did help so that Viewer doesn't listen to ESC, but now when I call ViewerBase::setDone(true) myself, Viewer still fails to exit and prints: Error: pthread_cond_destroy(,) returned error status, status = 16 after that, only Ctrl+C helps, because app hangs. What is this and how do I fight it? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
It turns out that using point sprites is not an option for me as I now have a requirement that the objects must rotate with the world. I could use AutoTransform with setAutoScaleToScreen(true) and setAutoRotateMode(NO_ROTATION), but it's still not quite fast enough for my application. I am holding at around 19 fps, but I'd like to get it to at least 25 fps. My scene graph contains several thousand MatrixTransforms arranged like this: Root | ... MT ( x 2000) / \ MT MT / \ / \ MT MT MT MT \ | | / AutoTransform | Geode At my default zoom level, only about 32 objects are visible at a time. Is there anything else I try to improve performance while maintaining the constant screen size and rotate-with-world properties? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48779#48779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can we please remove static initializations in OSG?
Hi. I'm trying to build OSG into my application. I've started with OSG logging. I've attached sample code that depicts the problem. After you run the program and than stop it by pressing ESC, you can see the following output: $ ./test abc DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. ~RegisterWindowingSystemInterfaceProxy() GraphicsContext::setWindowingSystemInterface() 00x7ffd0fd71470 abc is printed after all delete operators take place. Somehow Viewer is deleted after I actually delete it. ~RegisterWindowingSystemInterfaceProxy() comes from the destruction of this static variable: http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowX11.cpp?rev=12923#L2137 GraphicsContext::setWindowingSystemInterface() 00x7ffd0fd71470 comes from the destructor of the above variable: http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowX11.cpp?rev=12923#L2132 This means OSG uses static variables which initialization and deinitialization times are unknown, which results in: 1) I can't really control my OSG logger lifetime; 2) I miss RegisterWindowingSystemInterfaceProxy() initialization in logger (and possibly many others). The only option is to create Logger specifically for OSG and let it die at an unknown time (after all my cleanup procedures), possibly causing me problems later. Can we please make it non-static? osg_static.tar Description: Unix tar archive ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
Alpha to coverage didn't have any visible effect, but using alpha testing instead seems to work: Code: osg::AlphaFunc *af = new osg::AlphaFunc(); af-setFunction(osg::AlphaFunc::GEQUAL, 0.75f); ss-setAttributeAndModes(af, osg::StateAttribute::ON); Cheers, Michael[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48719#48719 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
Thanks! My other mistake was using DECAL instead of REPLACE in my TexEnv. I didn't realize DECAL was keeping the point's original alpha, which made the entire point sprite transparent, not just the X. I still don't quite have the visual effect I want yet. When the X's are close enough to overlap, the topmost ones appear to be cutting a gap or casting a shadow on the X's beneath, even though alpha is 0 for every black texel (see attachment ps.jpg). I'd like to just have the white overlap (as in attachment at.jpg, from my AutoTransform implementation). Is there anything I can do to fix it? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48694#48694 Attachments: http://forum.openscenegraph.org//files/at_303.jpg http://forum.openscenegraph.org//files/ps_140.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
My initial implementation with AutoTransform is not fast enough for my application. I have thousands of MatrixTransforms sharing a single AutoTransform with a child Geode, containing a geometry with two lines. I was getting around 17 fps. Removing the AutoTransforms improved the framerate to 20-25 fps (20 is sufficient for my application). Since I still need the constant size, I am attempting to use an alternate implementation with PointSprites to see if that performs any better. I used the osgpointsprite example as a guide. However, I'm having trouble getting transparency to work. I want a white 'X' to overlay the rest of the scene at each point. What I am getting is a black opaque box at each point, with the white X inside the box. I've set the alpha to 0 in the point color array, and in the texture outside the X. Can someone help me figure out what I'm doing wrong? Here's the code: Code: osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrosg::Geometry geom = new osg::Geometry; osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array; vertices-push_back(osg::Vec3(0.0, 0.0, 10.0)); osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array; colors-push_back(osg::Vec4(0.0, 0.0, 0.0, 0.0)); geom-setVertexArray(vertices); geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, 1)); geom-setColorArray(colors); geom-setColorBinding(osg::Geometry::BIND_PER_VERTEX); geode-addDrawable(geom); // Give it an initial bound so it doesn't get culled (osg can't calculate a bounding volume for a single point) geode-setInitialBound( osg::BoundingSphere( osg::Vec3(0.0, 0.0, 0.0), 100.0 ) ); const int pixelsX = 50; const int pixelsY = 50; const int bytesPerPixel = 4; unsigned char *buf = new unsigned char[pixelsX * pixelsY * bytesPerPixel]; memset(buf, 0x00, pixelsX*pixelsY*bytesPerPixel); for (int i = 0; i pixelsX; i++) { for (int j = 0; j pixelsY; j++) { if (i == j || pixelsX - i - 1 == j) { for (int k = 0; k bytesPerPixel; k++) { buf[i * pixelsY * bytesPerPixel + j * bytesPerPixel + k] = 0xFF; } } } } osg::ref_ptrosg::Image img = new osg::Image; img-setImage(pixelsX, pixelsY, 1, GL_RGBA8,// internal format GL_RGBA, // pixel format GL_UNSIGNED_INT_8_8_8_8_REV, // pixel data type buf, // data buffer osg::Image::USE_NEW_DELETE); // allocation mode osg::ref_ptrosg::Texture2D tex = new osg::Texture2D; tex-setImage(img); tex-setBorderColor(osg::Vec4(0.0, 0.0, 0.0, 0.0)); osg::ref_ptrosg::PointSprite sprite = new osg::PointSprite; osg::ref_ptrosg::Point point = new osg::Point; point-setSize(100.0); osg::ref_ptrosg::StateSet ss = geode-getOrCreateStateSet(); ss-setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON); ss-setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON); ss-setAttribute(point); ss-setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::ref_ptrosg::TexEnv texenv = new osg::TexEnv; texenv-setMode(osg::TexEnv::DECAL); ss-setTextureAttribute(0, texenv); Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48668#48668 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB
Where do you get Virtual Planet Builder from now? I do not see the SVN link anywhere. I apologize if has been asked I probably missed it. Please post again. Thanks, Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG have INI config file reader?
Well, I don't want to use POCO just for reading INI. I wonder if OSG has one. If not, I'll have to write one myself, it's not that hard, but would be good if OSG has one already. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG have INI config file reader?
Well, my intention is not bring any additional dependency apart from OSG alone. Speaking of better formats, does OSG has any config file reader? Or it's intentionally left for application to implement? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node visitor pattern
Am I understanding correctly that Object::STATIC is a flag that says something won't be traversed/updated each frame (based on some internal decision), and Object::DYNAMIC says: traverse/update it each frame? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Node visitor pattern
Hi. I'm going to use OSG as one of my game engine components. Currently I have Timer singleton. Classes that wish to be notified regularly should inherit from TimerListener and add themselves to the queue like Timer-addListener(this, 30); where 30 is 30 milliseconds, i.e., they will be notified approximately each 30 milliseconds. In listeners I do 'animations' (moving, scaling, etc). In OSG, however, each node gets traversed, even several times. Currently I'm unsure how to implement my new Timer with OSG. The single deciding Timer class seems to require less power, since it doesn't call each listener each frame, instead, it knows when to call each listener and only does it when necessary. May be I'm misunderstanding current visitor pattern? May be it's really necessary to traverse each listener each frame and let each listener decide? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
Great news! Although, I would really like to see OSG + libRocket integration since GUI is lacking in OSG :) I recall there was a guy who wrote dtEntity thing which has OSG + libRocket integration, but I'm unsure how well it supports it. I'll be doing OSG + libRocket research myself in the coming months, so it's only good to omit such task by having it already supported. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
Yeah, I definitely will, later. As for MyGUI, I've used CEGUI instead due to lack of support/docs and Russian comments (even being Russian myself). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG error handling
Hi. I see that OSG does not use exceptions, instead it only notifies of errors. Does it mean, that OSG encourages return-code error handling? Currently I use exceptions (which are only thrown if application cannot continue normal operation: invalid resource, invalid input parameter, etc) and would like to continue to use them, but since large part of my program (OSG) won't be using exceptions any more (I've used OGRE before), I wonder if using exceptions is suitable at all now. What error handling approach do you recommend for OSG based applications? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG error handling
I've come up with 3 types of errors: 1) constructor failure; 2) missing resource file; 3) invalid function parameter. How does OSG handle all these cases exactly? You mentioned a feedback on errors in file loading case, is it about 2)? Can you please summarize techniques for each of the errors? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to draw a tube connecting two geometries
Hi, I am creating a scene in which there will be two geometries connected by a tube. The geometries can move around in between frames, so the tube must also move and resize. The way I am trying to do this is to have a geometry for a tube of unit length and diameter. Then, if the position of either endpoint changes, I recalculate the midpoint and use a translation matrix to move the tube there, and give it the correct scaling and rotation to connect the two endpoint geometries. The graph would look something like this: Root /| \ Matrix MatrixMatrix \/\ Geode Geode (Tube Geometry) (Endpoint Geometry) Is this the most efficient way to do this? Is there some way I could tie in to the two MatrixTransforms for the endpoints to automatically update the tube's location? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48165#48165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with seams while drawing quads and quad strips
You're right, the normals were the problem. My mistake was using the QUAD_STRIPS and setting the normals for the shared vertices to the combined normals of the adjacent faces. I changed everything to QUADS and used the face's normal as each vertex's normal, and then it looked correct. Thanks! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48137#48137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
The same here. Though, I must have marked it as spam since I don't get those recently. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
May be someone who can talk in Chinese can tell 139.com to shutdown this spam thing? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Open Asset Import Library
I'll just add my 2 (negative) cents on FreeImage: it does not dynamically links to libpng, libtga and other libs it uses. This goes against Gentoo policy and as such will prevent apps to go into Gentoo based distros. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with seams while drawing quads and quad strips
)); myGeom-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::QUADS, 10, 40 )); myGeom-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::QUAD_STRIP, 50, 18 )); // NORMALS osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array; // sides normals-push_back(osg::Vec3( -1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( -1.0, -1.0, 1.0)); normals-push_back(osg::Vec3( 1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( 1.0, -1.0, 1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( -1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( -1.0, -1.0, 1.0)); // top face normals-push_back(osg::Vec3( -1.0, -1.0, 1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( 0.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 0.0, -1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, -1.0, 1.0)); normals-push_back(osg::Vec3( 0.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 0.0, 1.0, 2.0)); normals-push_back(osg::Vec3( -1.0, -1.0, 1.0)); normals-push_back(osg::Vec3( 0.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( 1.0, -1.0, 1.0)); normals-push_back(osg::Vec3( 0.0, -1.0, 2.0)); normals-push_back(osg::Vec3( 0.0, -1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( 0.0, -1.0, 2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 2.0)); // bottom face normals-push_back(osg::Vec3( -1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 0.0, 1.0, -2.0)); normals-push_back(osg::Vec3( 0.0, -1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( 0.0, 1.0, -2.0)); normals-push_back(osg::Vec3( 0.0, 1.0, -2.0)); normals-push_back(osg::Vec3( -1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( 0.0, 1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 1.0, -1.0, -1.0)); normals-push_back(osg::Vec3( 0.0, -1.0, -2.0)); normals-push_back(osg::Vec3( 0.0, -1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 0.0, -1.0, -2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -2.0)); // inner faces normals-push_back(osg::Vec3( 1.0, 1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, -1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, -1.0, 2.0)); normals-push_back(osg::Vec3( -1.0, -1.0, -2.0)); normals-push_back(osg::Vec3( -1.0, -1.0, 2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 1.0)); normals-push_back(osg::Vec3( -1.0, 1.0, -2.0)); normals-push_back(osg::Vec3( -1.0, 1.0, 2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, -2.0)); normals-push_back(osg::Vec3( 1.0, 1.0, 2.0)); for (unsigned int i = 0; i normals-getNumElements(); i++) { (*normals)[i].normalize(); } myGeom-setNormalArray(normals); myGeom-setNormalBinding(osg::Geometry::BIND_PER_VERTEX); osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array; colors-push_back( osg::Vec4(1.0, 1.0, 1.0, 1.0)); myGeom-setColorArray(colors); myGeom-setColorBinding(osg::Geometry::BIND_OVERALL); return myGeode; } I also included the .osg file for reference. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48052#48052 Attachments: http://forum.openscenegraph.org//files/model_491.osg http
Re: [osg-users] [ANN] Proland: a new open source planet rendering engine
I'm wondering how is that related to OSG in the first place :) *prepares to advertise his backyard t-shirt sales in OSG mailing list* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidget questions
Hi. I'm researching if osgWidget can be used to make GUI like I have atm: http://www.youtube.com/watch?v=hwYpyY7zhTI#t=1m27s Therefore I have several questions: 1) I've seen osgwidgetscrolled example with image scrolling, is it easy to make the same for text? 2) is it easy to make text word wrap? 3) is it easy to create some sort of style/theme that can have a set of images to be rendered to represent buttons, checkboxes, listboxes, tables, etc? 4) I've noticed presence of osgWidget::PythonEngine, but googling didn't give me any results; can PythonEngine be used to write osgWidget GUI in Python? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Hi, Thomas. I was thinking about iOS recently and decided to ask you, if you coded those apps in C++ or Obj-C? I heard you need to write Obj-C on iOS? 2012/4/24 Thomas Hogarth thomas.hoga...@gmail.com: Hi Micheal I've completed a few games with OSG http://itunes.apple.com/gb/app/apptoyz-alien-attack/id412615924?mt=8 http://itunes.apple.com/us/app/apptoyz-tin-can-alley/id457520117?mt=8 I find no problem using osg for games, if you just treat osg as a wrapper around OpenGL and not a game engine. There's also the osgbullet lib to handle physics and collisions. The main difference you'll find is that rather then calling a specific draw fuction to render your model you need to make sure it can be attached to the scene graph in some way, I tend to have a level class with a osg::MatrixTransform, then all level entities are attached to that etc. Hope that helps Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47257#47257 ___ 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] Lines not showing when zoomed in orthographic projection
Hi, We have a scene with one osg-loaded object. When we load our scene, our camera projection (ortho) is zoomed such that the object is not visible in the graphic window. Our code then dynamically adds 2 new lines to the scene at a location corresponding to the center of the screen, but these lines are not visible. Only when we zoom out (by changing the camera ortho projection) to a level where the pre-loaded object appears, then the 2 lines appear on the screen. We also noticed a second scenario similar to this, in which we will first pan our camera far to the left, then zoom out, but the pre-loaded osg object does not show. It will only appear when we pan back near to the object location, and zoom in again. We are using AutoTransforms for our drawn objects to have them be a constant size and rotation as we pan and zoom the camera. We are not sure if this is a culling issue or something else. What could be causing this behavior? Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47733#47733 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgEarth 2.2 released
w00t! So I really want osgEarth on my Android Galaxy Tab. How can I help make that happen? BTW, I'm now at Qualcomm, doing low-level GPU stuff on Android ;-) Contact info attached -- mew On Tue, May 1, 2012 at 11:19 AM, Glenn Waldron gwald...@gmail.com wrote: osgEarth 2.2 is tagged. Thanks to everyone in the community who helped us test. osgEarth 2.2 contains a LOT of enhancements and new features, including two new libraries, osgEarthAnnotation and osgEarthQt. Read more details in the release notes: http://www.osgearth.org/wiki/ReleaseNotes22 The tag name is osgearth-2.2 and you can download tarballs here: ZIP: http://github.com/gwaldron/osgearth/zipball/osgearth-2.2 TAR.GZ: http://github.com/gwaldron/osgearth/tarball/osgearth-2.2 Enjoy! Glenn Waldron / @glennwaldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ attachment: mweiblen.vcf ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About and gallery menu items in the new website
Hi, Jordi. When I've been talking with my fellow team member recently about OGRE to OSG switch he asked me several questions: 1. Raw power. 2. Result beauty. Result beauty (quality of the rendered image) is a group of the following questions: 1. DoF. 2. Shadows. 3. Tesselation. 4. Postprocessing (he said he didn't see any screenshot with that). 5. Material configuration. So if you want to attract people to OSG, you should give them raw tech renderings which prove that this uber cool XYZ technique is easily achieved with OSG. That's more of 'feature' sorting, not application domain sorting. So I would add some Gallery section named OSG features, OSG facilities, Unleash your GPU, What OSG can do or smth like that which could contain possibly screenshots from other sections, but with descriptions that tell what's so cool about that specific picture (HDR, DOF, or other modern technique). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] shadow questions
I'm trying to add shadows to my scene, but I have some issues! I have a fairly big textured terrain and 1 light. I have tried the various shadow methods and I get different results for each method. With this osg::ref_ptrosgShadow::ShadowedScene pShadowedScene = new osgShadow::ShadowedScene; pShadowedScene-addChild(pTerrain); osg::ref_ptrosgShadow::StandardShadowMap st = new osgShadow::StandardShadowMap; pShadowedScene-setShadowTechnique(st.get()); My texture disappears on my terrain but I do have shadows. I also tried ShadowTexture but that only renders the terrain with a light and no shadows. With this osg::ref_ptrosgShadow::ShadowedScene pShadowedScene = new osgShadow::ShadowedScene; pShadowedScene-addChild(pTerrain); osg::ref_ptrosgShadow::ViewDependentShadowMap vdsm = new osgShadow::ViewDependentShadowMap; pShadowedScene-setShadowTechnique(vdsm.get()); I have shadows and my terrain is textured, woohoo :-) Why does my texture disappear with the StandardShadowMap and nothing works with ShadowTexture? My next issue is that I have some custom shaders in glsl 4.1 that I need to use to render some special effects on my terrain. When I enable those the shadows disappears! I use these to enable GL4 gc-getState()-setUseModelViewAndProjectionUniforms(true); gc-getState()-setUseVertexAttributeAliasing(true); So my last question is how do I mix shadows generated in the osg::Shadow classes with my custom shaders for various effects? Oh also when I enable the GL4 shaders all text disappears and other strange rendering issues appears like the stats renders as gray boxes! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47435#47435 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi, G-S. Gallery is more a place where the community can show what they've done That's exactly my point. And that's exactly the thought one thinks when he is wondering if OSG is suitable for him - he looks into what others done. So having it easily accessible for a person who doesn't know the layout of OSG website is good for getting him excited right from the start. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
As for community news, they can be posted once a month since those are community news, only special news like OSG releases, books, significant projects should have complete newsletter dedicated to them. Reading 'requests to add news' I felt you may have understood that I want immediate news posting, but no, only once in a while so that main page doesn't become a clutter. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
I'm not sure About is suitable for Showcase. Gallery is more about Showcase. About is more about OSG, not some related projects. And Gallery is... a gallery of what have been done with OSG. I would even put replace Gallery with Showcase and put Gallery as subitem of Showcase. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
I think the main page should list news vertically and contain both community news (like this: http://www.ogre3d.org/2011/10/03/ogre-news-13 ) and OSG itself news (like this: http://www.ogre3d.org/2011/11/13/ogre-1-8-release-candidate-1-rc1 ). OSG news are posted like it is now, but community ones are posted on a request basis where a man who wants his project be featured on the main page sends request to, say, n...@osg.com so there's no need for admins to track community progress - community will take care of itself. Such main page allows to see how OSG is developing and for people to get noticed. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Why no games with OSG?
Hi. I'm new to OSG. I use OGRE for my game currently, but due to various issues I would like to switch to OSG. I coudn't find any info on games made with OSG, no pictures in OSG Forum - Album - Games, no Google results, only some simulations and other non-game stuff. The only game I found is FlightGear. I wonder why are there no games on OSG? Or am I missing something? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Yes, that's what I meant by simulations and other non-game stuff. I mean games like Half-Life, Morrowind, Garsharp, Proun, for end users to relax, not for any kind of training. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Shayne, yeah, I've found Delta3D, but I saw the same simulations in there. As for OGRE, it's only rendering engine, it's so only for rendering, that it uses external library for input which actually gives me most headaches. Terry, that's some very nice looking game! Good luck with that! Our team is currently working on Mahjong: http://opengamestudio.org/lang/en/ogs-mahjong , but we're thinking of a scroll shooter too, once we finish Mahjong :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Thomas, great to see games for Apple. Seeing games that actually exist I wonder why is Games - Album empty then. Its emptiness gives false impression of abandonment. OGRE forums has Showcase forum where people advertise their work. I see Announcments here, but it's 99% of job postings. Also, the site posts monthly updates on people work progress which gives good impression of what one can do with OGRE. Why not do the same for OSG? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 3.0.1 Build error
I am getting the following error compiling OSG 3.0.1. Looks like ld cannot find -lITKIO. I have the Insight ToolKit 4.0.1 installed. Any ideas? [ 84%] Building CXX object src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/ReaderWriterDICOM.o /home/hallmw/OpenSceneGraph/src/osgPlugins/dicom/ReaderWriterDICOM.cpp: In member function ‘virtual osgDB::ReaderWriter::ReadResult ReaderWriterDICOM::readSingleITKImage(const string, const Options*) const’: /home/hallmw/OpenSceneGraph/src/osgPlugins/dicom/ReaderWriterDICOM.cpp:414:34: warning: variable ‘start’ set but not used [-Wunused-but-set-variable] Linking CXX shared module ../../../lib/osgPlugins-3.0.1/osgdb_dicom.so /usr/bin/ld: cannot find -lITKIO collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-3.0.1/osgdb_dicom.so] Error 1 make[1]: *** [src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/all] Error 2 make: *** [all] Error 2___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with handleMouseRelease using custom camera manipulator
Hi, I’m using OSG with Qt. I want to change the mouse cursor when I press and release a mouse button over my QGLWidget. I’ve created a custom camera manipulator by subclassing TrackballManipulator, and overriding handleMousePush() and handleMouseRelease(), in which I call QWidget::setCursor(). However, the cursor does not change immediately when I click or release the button. It only changes after the first mouse movement after the click or release. When I debugged my code I saw that handleMouseRelease() is not being called until the first movement after I release the mouse button. What do I need to do to be able to take action immediately when the button is pressed/released? I’ve set up the Qt widget similar to the osgViewerQt example. I am using OSG version 3.0.0 and Qt version 4.7.1. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47032#47032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] glGetActiveUniformsiv error
Hi Martin, I have the latest nVidia drivers and two GTX 580 in SLI mode. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46862#46862 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] glGetActiveUniformsiv error
With the latest update I get an error in void Program::PerContextProgram::linkProgram(osg::State state) There error is in _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The size of uniformIndex is 0!! Try and run osgsimplegl3!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46684#46684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constant size overlay
AutoTransform was exactly what I needed; thanks :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46638#46638 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] constant size overlay
Hi, I want to use OSG to create an overlay where I have different symbols marking certain points in my scene. I want these symbols to remain a constant size in screen coordinates until crossing certain thresholds (for example, they are size A when at a distance X from the camera, then change to size B once distance X). It’s a little different than a HUD because I want the symbols to move as I pan the camera, so that they stay at the same world coordinates. I am using an orthographic projection where the camera is directly overhead in the Z direction, and it will only pan in the X-Y plane. I took a look at the OverlayNode class, but the description didn’t sound like what I wanted. The LOD class sounded more like what I need, so I could switch between multiple sized children based on the camera distance, but I’m still not quite sure how to make each child have a constant size within its camera distance range. Does anyone have any suggestions for me? Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46587#46587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bringing OSG to Google's Native Client NaCl
For anyone following this: Colt McAnlis just posted his GDC talk about NaCl here: http://www.youtube.com/watch?feature=player_embeddedv=R281PhQufHo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46074#46074 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] live video texture performance
Hi, I am trying to create a scene which contains a texture displaying a live video image. The image is sent as a buffer of raw data from an attached camera. I was able to get something working but the performance is terrible: about 1.42 frames per second. I need to get to at least 20 fps. I am dealing with an image that is 640x480 pixels with 32 bits per pixel. I have stripped down my scene to contain only a geode with a quad geometry, and an attached texture, and I still see the performance problem. The texture has an attached StateAttributeCallback, in which I fetch the buffer of data for the next video frame, and then call setImage: img-setImage( 640, // width 480, // height 1, // depth GL_RGB8, // internal texture format GL_BGRA, // pixel format GL_UNSIGNED_INT_8_8_8_8_REV, // data type data, // raw data pointer osg::Image::NO_DELETE); I also experimented with another technique that I found on another post where someone is doing something very similar to what I’m trying to do: Re: Update a texture's pixels contents, using apply or glTexSubImage2D Robert Osfield Fri, 26 Sep 2008 01:33:52 -0700 Hi Guillaume, The way to integrate a live video stream is to subclass from osg::ImageStream (which is subclass from osg::Image), as is done in the OSG's quicktime and xine-lib plugins. The ImageStream is then attached to Texture be it a Texture1D, 2D, 3D or TextureRectangle. This approach means that you don't ever subclass from the Texture objects as the image data is encapsulated complete by osg::Image/ImageStream. The way I'd tackle your task is to subclass from osg::ImageStream and then allocate the image data then copy over this in your background thread and then call dirty() on the ImageStream, this will tell the Texture::apply() that the image data has changed and it'll then automatically subload the data for you. ImageStream also by default provides a PixelBufferObject which means upload performance will be the best you can get. Robert. To make this technique work, in my video frame producer thread I was calling ImageStream::data() to get the pointer to the raw data, then doing a memcpy to write the new frame, then calling dirty(). I no longer used a StateAttributeCallback in this method. Unfortunately, I did not see any noticeable change in performance using this technique. Do I need to use another function in order to write directly to the pixel buffer object? Also what thread synchronization do I need here? My hardware specs are as follows: Intel Celeron 550 CPU (2.0 GHz) 1.0 GB RAM Mobile Intel GME965 Express Chipset with integrated graphics Upgrading hardware is not an option for me. Please let me know what I can do to maximize performance in this situation. Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45922#45922 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] live video texture performance
Thanks for the responses. Using a PixelBufferObject did not appear to make any difference in performance for me. My video hardware only supports OpenGL 1.5, so that is probably the reason. I suspect the power of two issue is the cause of my performance problem. When I create a 640x480 image I get a console message that it is being scaled to 512x512. However, when I try to create a 512x512 image instead, I get an error message Detected OpenGL error 'invalid enumerant' at After Renderer::compile. This is before I even attempt to load any video data into the image. What does this error mean? Here is the code: int pixelsX = 640; int pixelsY = 480; int bytesPerPixel = 4; rawData = new unsigned char[pixelsX * pixelsY * bytesPerPixel]; memset(rawData, 0xFF, (pixelsX * pixelsY * bytesPerPixel)); setImage( pixelsX,// width pixelsY,// height 1, // depth GL_RGB8, // internal texture format GL_BGRA, // pixel format GL_UNSIGNED_INT_8_8_8_8, // data type rawData,// raw data osg::Image::NO_DELETE); // memory allocation mode Using 640x480 (which gets scaled to 512x512) I get a white quad, as I expect. However, if I use 512x512 image, I see distorted green lines with a black background on the quad, along with the error. If I try to load any video data at this point, the program crashes. I also have the option of using a video frame of 8 bits per pixel (for a greyscale image) but I have not been able to see the image at all in that case. I tried using the GL_LUMINANCE pixel format and GL_UNSIGNED_BYTE data type, along with a few other combinations, but nothing has worked so far. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45956#45956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] projective texture mapping and lighting
Never mind; I was able to figure out a solution by studying the osgpackeddepthstencil example and some OpenGL stencil buffer tutorials I found online. What I did was add a node to the root where I created a geometry the same size as my video projection, and added a Stencil. I also turned off depth testing and set the ColorMask to false. This became my stencil mask. Then, I added two more nodes to the root. Each had a stencil. One was set to draw if the stencil was equal to 1, the other if not equal to 1. To the first node's StateSet I also added the texture I am projecting. To each of these, I added the node which was the root of my model geometry. This caused the video projection to be drawn inside the mask, and the rest of the scene without the projection outside the mask. -Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45638#45638 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] projective texture mapping and lighting
Apparently I spoke too soon; the method I described in my last post doesn’t work when I rotate the viewer. If I had an object outside the texture projection area and rotated it so it should obscure the image, I could see the image through the object. Likewise, if I had an object inside the projection and rotated so that the top appeared to be outside the projection area, I would not see the projection on the part of the object outside the projection area. Another technique I tried was to use clipping planes. I used two nodes that each added the rest of my scene as a child. One node did not use the texture projection, and the other did use it but also added a ClipNode in order to clip everything but the desired texture projection area. This resulted in Z-fighting between my image and the color of the underlying geometry. Finally I tried a hybrid of the two methods, where I took my stencil mask node and added a child ClipNode, then added my model as a child of the ClipNode. I wanted the stencil to “wrap” exactly the model, but only within the borders of my image. However, the ClipNode had no effect. The appearance was that the texture was applied to my entire scene, and everything outside my image boundary was dark, like my original problem. Can anyone please help? Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45665#45665 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] projective texture mapping and lighting
Hi, I am new to OSG and OpenGL. I am attempting to create a scene where an image from a real camera is projected onto a 3d model of the object being photographed. I used the projective texture mapping technique following the osgspotlight example, substituting my image for the spotlight image in the texture, and using an orthographic projection. This gave me the desired effect I wanted within the projection area, but it made the rest of my scene black. I would like the rest of the scene to have normal lighting. Basically, I want to take the osgspotlight example and give some ambient light to the rest of the scene. I tried adding an additional light node as a child of a root above the node containing the texture (which is the root in the osgspotlight example) but scene outside the texture projection remained black. Some of my reading suggested that using the stencil buffer with multipass rendering might be the solution, but I was hoping a simpler solution might work. Is there another way to do this? If not, where could I find a simple example of using stencils and multipass rendering? Thanks, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45559#45559 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Potential bug in mouse / window event handling
Hello all, I believe that I may have discovered a bug in the GUI abstraction library; although this may be a known issue. Here are the steps to reproduce it. I performed these steps on 64bit Windows 7, as well as 64bit Vista, both using version 3.0.0 built in 32 bit on Visual Studio 2008 sp1. 1. Run osgviewer.exe avatar.osg 2. Press f to switch to a window mode 3. Click and hold both your left and right mouse button and drag towards the edge of the window 4. Release the right button, then exit the window and release the left 5. Move the mouse back over the window WITHOUT clicking any buttons on the mouse 6. You will notice that the trackball is still moving as though the left button was held down 7. Click the left button, the behavior is as expected again To prove to myself that it was probably not the intended functionality, I then performed the following steps 1. Perform steps 1 and 2 above 2. Click the left mouse button and drag towards the edge of the window 3. Drag off of the window 4. Release the left mouse button 5. Move the mouse back over the window WITHOUT clicking any buttons 6. You will notice the trackball is as expected I attached a debugger and went into the event traversal part of the osgViewer::Viewer class and noticed that while the mouse was out of the window (so after step 5 of the first procedure), the event queue still had an event with a mouse button held down. I believe that perhaps, some boundary condition is being hit when there are two buttons and one is released, that is not being handled correctly. I don't have enough time to dig more into this, but I tried to diagnose it as completely as possible given my time constraints. This also impacts the osg mfc example, so it is not limited to the osgviewer application. Michael A Bosse' Software Engineer Link Simulation and Training Desk (407)206-7628 Cell (386)847-0738 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] SpeedTree 6.0 integration
Hi, hybr Thank you! I hadn't thought of the view and projection matrices - I was focused on still active shader programs (which I later ruled out, though). Also, I will try gDebugger to see if that can shed some light on the issue. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45334#45334 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] SpeedTree 6.0 integration
Hi, everyone! Like others before us, we are trying to integrate SpeedTree into our OpenSceneGraph-based application and are having some trouble. We are using the custum-drawable approach and the trees are (finally) rendering fine. The problem is that, although simple objects like cow.osg render ok, paged terrains do not. Neither does the stats view. I think I have tried every imaginable combination of glDisable and state dirtying function there is without luck. I have attached a picture of the way it looks atm. Does anyone have a clue as to what might be wrong? Those lines protruding from the center is the terrain! Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45191#45191 Attachments: http://forum.openscenegraph.org//files/osgspeedtree_164.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light position through uniform
Hi John, A few things come to mind that might help: 1) Make sure when you do your calculations, everything is in the same space. For example, if you wanna get the direction from the vertex to the light in view space (lightPos - vertex) then both the light position and the vertex need to already be in view space before you take the difference. 2) View space is characterized by having the camera centered at the origin and facing down the -z axis (in OpenGL). This means that the vector (0.0, 0.0, -1.0) is your forward vector in view space. 3) It helps to be familiar with the characteristics of coordinate systems at each transformation stage: local/world/view/clip (after projection)/NDC(normalized device coordinates), and finally screen coordinates. I'm sure there's a ton of good information about this on the web or one of the many 3d graphics books. Good luck, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45201#45201 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bringing OSG to Google's Native Client NaCl
Here's a breadcrumb trail for anyone wishing to go the NaCl route. It's a zip containing a detailed list of changes needed for osg 3.0.1, a custom GraphicsWindow derivative (GraphicsWindowNaCl), and a sample application that will render a triangle as shown above. If something is not clear or seems incomplete, don't hesitate to ask! Thanks, Michael The Goods (http://www.mediafire.com/file/ylt55w7nfos820h/OSG_NaCl.zip) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44881#44881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bringing OSG to Google's Native Client NaCl
Just wanna post an update on my progress here. The good news is that today I managed to get things rendering: [Image: http://img337.imageshack.us/img337/5662/osgnacl.png ] That bad news is that I don't have much time left to work on this and I currently cannot get the triangle shown above to rotate or move and thus show off the real time nature of it. I need to track down where/how the final matrix is making its way to OpenGL ES 2.0 (in this case it doesn't seem to be making it). Another possibility is that maybe subsequent swapbuffer calls aren't actually executed as I do see this from stderr: Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile. I'm guessing that the remaining functionality/issues could be handled without much trouble by someone with more expertise in OSG than myself and to that end, I would be more than happy to share my code and describe in detail what I've done. Please either reply here or send me a pm if you're interested. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44796#44796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader that can calculate pixel depth in meters
Hi Ethan, I did this a little while back using information from that page as well. I'm guessing real depth here just means that it's in whatever units you've modeled your world in. For instance, if the near plane is at 1.0, what are the units of 1.0? My purpose was to make sure that clouds fade out before they hit the far plane so that it isn't obvious that my clouds are just a flat plane. Here are my shaders: .vert Code: varying float eyeDistance; //This vertex shader is meant to perform the per vertex operations of per pixel lighting //using a single directional light source. void main() { //Pass the texture coordinate on through. gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color; eyeDistance = -(gl_ModelViewMatrix * gl_Vertex).z; //Compute the final vertex position in clip space. gl_Position = ftransform(); } .frag Code: uniform sampler2D baseTexture; varying float eyeDistance; void main(void) { vec4 alphaColor = texture2D(baseTexture, gl_TexCoord[0].st); vec4 color = gl_Fog.color; color.a = gl_Color.a * alphaColor.a; float A = gl_ProjectionMatrix[2].z; float B = gl_ProjectionMatrix[3].z; float zFar = B / (1.0 + A); float zNear = - B / (1.0 - A); A = -(zFar + zNear) / (zFar - zNear); B = -2.0 * zFar * zNear / (zFar - zNear); // scale eyeDistance to a value in [0, 1] float normDepth = (eyeDistance - zNear) / (zFar - zNear); // Start fading out at 70% of the way there normDepth = max(normDepth - 0.7, 0.0) / 0.3; normDepth = clamp(normDepth, 0.0, 1.0); gl_FragColor = vec4(color.rgb, (1.0 - normDepth) * color.a);//color; } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44565#44565 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build
What is the limit? The attachment is only 168KB. On Fri, 2011-12-23 at 17:10 -0700, Chris 'Xenon' Hanson wrote: On 12/23/2011 5:00 PM, Michael W. Hall wrote: Here is my project I had mentioned. It builds the lib and then when it builds the main cpp file I get lots of undefined references in my library. I am probably missing something in one of the CMakeList.txt files. I am learning that also. You can't post large attachments to this mailing list. Is there somewhere you can put a copy where only those interested in it can download it? Thanks, Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org