Re: [osg-users] [build] OpenScreneGraph with embedded linux
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. -- 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) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62338#62338 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OpenScreneGraph with embedded linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62293#62293 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shadow mapping, multiple lights
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture size
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Volume Visualization
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, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Volume Visualization
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(,) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org