Re: [osg-users] [build] OpenScreneGraph with embedded linux

2015-01-16 Thread Mustafa Karaelmas

Chris Hanson wrote:
 We've worked with the imx6 platform, but not running Qt, just running 
 OsgViewerEmbedded in an EGL context we created ourselves.
 
 You have a full mouse and keyboard environment on your imx6 platform? Is it 
 Ubuntu-based?
 
 
 
 
 ​The output you want is what's in the bin folder -- copy that over to your 
 imx6 platform (along with the data/ folder from the OSG source directory -- 
 this contains sample models and files) and try running osgviewer with the 
 cow.osg file.
 
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 Post generated by Mail2Forum


Hello,

I said that I compiled osg as cross-compile but it was not true. I realized 
that I couldn't compile it. So, now, I'm trying to use a toolchain file for 
cmake to compile osg as cross-compile. I got errors after running cmake. It 
gives Configuring incomplete, errors occurred! message.

My imx6 board isn't ubuntu-based. I can run Qt applications by -qws argument. I 
use ltib based rootfs.

The error cmake give is as below:

--
CMake Error: The following variables are used in this project, but they are set 
to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake 
files:
OPENGL_INCLUDE_DIR (ADVANCED)
--

I think this caused by my rootfs. I'm not sure but I will check OPENGL include 
directory in the rootfs.

The toolchain file that I mentioned, is below:




Code:
SET(CMAKE_SYSTEM_NAME Linux)
set( CMAKE_SYSTEM_PROCESSOR arm )
#this one not so much
SET(CMAKE_SYSTEM_VERSION 1)
 
# specify the cross compiler
SET(CMAKE_C_COMPILER   
/opt/freescale/usr/local/gcc-4.6.2-glibc-2.13-linaro-multilib-2011.12/fsl-linaro-toolchain/bin/arm-fsl-linux-gnueabi-gcc)
SET(CMAKE_CXX_COMPILER 
/opt/freescale/usr/local/gcc-4.6.2-glibc-2.13-linaro-multilib-2011.12/fsl-linaro-toolchain/bin/arm-fsl-linux-gnueabi-g++)
 
# where is the target environment 
SET(CMAKE_FIND_ROOT_PATH  /home/user/ltib/rootfs/)
 
# search for programs in the build host directories
SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
# for libraries and headers in the target directories
SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)




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[osg-users] [build] OpenScreneGraph with embedded linux

2015-01-13 Thread Mustafa Karaelmas
Hi,

I'm very new to OpenScreneGraph and Linux and even Qt. I want to use 
OpenSceneGraph with Qt embedded in imx6 platform. (operating system is kernel 
3.0.35-arm) I don't know where to start.

I downloaded the source code of OpenSceneGraph. I compiled it as cross-compiler 
in my ubuntu desktop, so compilation produced some folder:

/application
/bin
/CMakeFiles
/include
/lib
/packaging
/src

What should I do with those files? I guess that I have to copy some of them to 
a Qt's directory and to embedded device. I don't want you to tell me everything 
about that but I want just to get some hints about basic concept.

Thank you!

Cheers,
Mustafa

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[osg-users] Shadow mapping, multiple lights

2013-11-06 Thread Mustafa Kabak
Hi,

Does any shadow mapping technique in osgShadow support multiple lights?  I have 
seen some commit logs and list messages hinting at this functionality, but no 
solid information.

http://osdir.com/ml/osg-users/2011-08/msg00413.html
http://trac.openscenegraph.org/projects/osg//changeset/12782/OpenSceneGraph/trunk/include/osgShadow/ViewDependentShadowMap

Simply putting two LightSources in the scene with ViewDependentShadowMap didn't 
help.

Thanks,

--
Mustafa Kabak
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[osg-users] Texture size

2007-09-07 Thread Mustafa
Hi,
  What would be the maximum size of the 3D texture file (RGBA) to be
used with osgvolume ? Is it limited with the computers memory or
graphic cards memory? If a 3D texture file doesnt fit into the graphic
cards memory how it is visualized or processed by the card.

B
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[osg-users] Volume Visualization

2007-08-24 Thread Mustafa
Hi,
 I am trying to visualize an intensity volume cube
(512*512*512*float) with some modifications to osgvolume project. I
plan to use shaders to test different parameters and shader code.
Because it is a huge volume file (~500MB), loading time is around 40
seconds... Anyway, what I want to do is once I load this data into
memory, I plan to apply different filters etc. on the data, so without
compiling my application for every modification, I will change the
shader codes and during the runtime I will delete the previous shader
code on the GPU and load the new one. This will make my work easier
because I dont need to wait 40 second each time to load the file or
recompile the application.

My Question:

Existing osgvolume code is:
...
program-addShader(vertex_shader);
...
program-addShader(vertex_shader);
...

What will be the right way to update the shader code (I will not use
uniforms!, because I will test different algorithms not only changing
the parameters...)
Is the following lines correct ?

...
program-removeShader(vertex_shader);
... // update shader code...
program-addShader(vertex_shader);
...

program-dirty(); // or somethign like this to be called?


Best,
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[osg-users] Volume Visualization

2007-08-24 Thread Mustafa
I am getting the following error while running osgvolume.exe with
--shader parameter.

Adding #version 110 on top of the vertex shader code resolves the
error. But what about fragment shader problems...

I am using OSG_RELEASE.2.1.5 with NVIDIA 8800GTS card


glLinkProgram  FAILED
Program  infolog:
Vertex info
---
(8) : warning C7532: global variable gl_ModelViewMatrixInverse requires #versio
n 110 before use
(8) : warning C7011: implicit cast from vec4 to vec3
(8) : warning C7011: implicit cast from vec4 to vec3

Fragment info
-
(25) : warning C7504: OpenGL does not allow writing to input variable 'texcoord'

Internal error: assembly compile error for fragment shader at offset 1726:
-- error message --
line 65, column 13:  error: variable not valid as a source register
-- internal assembly text --
!!NVfp4.0
# cgc version 2.0.0001, build date Apr 20 2007 06:21:05
# command line args:
#vendor NVIDIA Corporation
#version 2.0.0.1
#profile gp4fp
#program main
#semantic baseTexture
#semantic sampleDensity
#semantic transparency
#semantic alphaCutOff
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var sampler3D baseTexture :  : texunit 0 : -1 : 1
#var float sampleDensity :  : c[0] : -1 : 1
#var float transparency :  : c[1] : -1 : 1
#var float alphaCutOff :  : c[2] : -1 : 1
#var float3 deltaTexCoord : $vin.ATTR0 : ATTR0 : -1 : 1
#var float3 texcoord : $vin.ATTR1 : ATTR1 : -1 : 1
PARAM c[3] = { program.local[0..2] };
ATTRIB fragment_attrib[] = { fragment.attrib[0..1] };
TEMP R0, R1, R2, R3;
TEMP RC, HC;
OUTPUT oCol = result.color;
DP3.F R0.x, fragment.attrib[0], fragment.attrib[0];
RSQ.F R0.x, R0.x;
MUL.F R0.xyz, R0.x, fragment.attrib[0];
MOV.F R1, {0, 0, 0, 0}.x;
MOV.F oCol, {0, 0, 0, 0}.x;
MOV.F R2.xyz, fragment.attrib[1];
MUL.F R3.xyz, R0, c[0].x;
REP.S ;
SLE.F R0.y, R2.x, {1, 0, 0, 0}.x;
SGE.F R0.x, R2, {0, 0, 0, 0};
SLE.F R0.z, R2.y, {1, 0, 0, 0}.x;
TRUNC.U R0.y, R0;
TRUNC.U R0.x, R0;
AND.U R0.x, R0, R0.y;
SGE.F R0.y, R2, {0, 0, 0, 0}.x;
TRUNC.U R0.y, R0;
AND.U R0.x, R0, R0.y;
TRUNC.U R0.z, R0;
AND.U R0.x, R0, R0.z;
SGE.F R0.y, R2.z, {0, 0, 0, 0}.x;
SLE.F R0.z, R2, {1, 0, 0, 0}.x;
TRUNC.U R0.y, R0;
TRUNC.U R0.z, R0;
AND.U R0.x, R0, R0.y;
AND.U R0.x, R0, R0.z;
SEQ.U R0.x, R0, {0, 0, 0, 0};
MOV.U.CC RC.x, -R0;
BRK   (GT.x);
TEX   R0, R2, texture[0], 3D;
MUL.F R2.w, R0, c[1].x;
SGT.F R0.w, R2, c[2].x;
TRUNC.U.CC HC.x, R0.w;
IFNE.x;
MAD.F R1.xyz, -R2.w, R1, R1;
ADD.F R0.w, R1, R2;
MAD.F R0.xyz, R2.w, R0, R1;
MOV.F R1, R0;
MOV.F oCol, R0;
ENDIF;
ADD.F R2.xyz, R2, R3;
ENDREP;
SGT.F R0.x, oCol.w, {1, 0, 0, 0};
TRUNC.U.CC HC.x, R0;
IFNE.x;
MOV.F oCol.w, {1, 0, 0, 0}.x;
ENDIF;
END
# 46 instructions, 4 R-regs

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
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