[osg-users] Using MFC: Create an Custom Control OSG draws into?
Hey guys, I am trying to create a custom control that behaves similar to osgviewerMFC ( I just want OSG to draw within the control.) I've been trying for about a day to port the code from osgviewerMFC with no success. I get various access violations and other errors. I not extremely familar with MFC, but I used it quite a bit two years ago, so I'm not completely new. However I'm sure my inexperience is contributing to my problems as well. :-* Does anybody know any who has tried this , have any tips and/or have other examples? Thanks, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29546#29546 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Successful build using VS2010?
Has anybody been able to successfully build the latest dev-head in VS2010? I kept getting several fatal LINK errors saying it cannot open input files ex: LINK : fatal error LNK1181: cannot open input file '..\..\lib\Release\osgGA.lib' I'm assuming it's a path error made somewhere in the build scripts. I posted about this a couple of months ago and I couldn't find a fix. I tried searching the forums about this topic but couldn't find anything, are we just out of luck trying to use VS2010 for now? Thanks, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28837#28837 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Anybody interested in a Keyframe Capturer?
Hi there, Not sure if there is similar function already in OSG, but I had the need of being able to capture specific Camera position keyframes so I can use them to create a video. Before this capturer, they way I accomplished this was I enabled the Animation path Recorder, positioned my camera to particular point, waited bout 20 seconds, and then continued to my next keyframe. When I was done, I then went to animation.path file and picked out the keyframes that had repeated several times (because i waited for about 20 seconds), I then modified the timings of these keyframes to get the desired flyover speed. I later smoothed the flyover by importing the points into Matlab and used cubic splines to create a keyframe for every single frame. This process took awhile, and was quite annoying having to sift through unwanted keyframes generated by the animation path recorder. So I created my own Handler called "KeyframeCapturerHandler" that acts almost exactly as "RecordCameraPathHandler", infact most of the code was copied from it. Instead of capturing a keyframe at a timed interval, I only capture a keyframe when I'm ready and press a key. So far, it has done exactly what I needed it to do and has saved me time and frustration. I still have to do my interpolation step, but capturing the inital keyframes is much easier. Does this sound like a useful feature that any of you would want to use? Is there already a way to do this without my handler? Thanks, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27117#27117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Header files with no file type? (no .h)
Cool, that worked! Quoted from bouffa's link: "Go to Tools-Options, then Text Editor-File Extension, check "Map Extensionless Files To" at the bottom and select "Microsoft Visual C++" in the list to the right. " Thanks! Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26935#26935 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Header files with no file type? (no .h)
Sorry if this seems like a noob question, but why do all of the header files in the codebase not have a '.h' filetype? The reason I ask is because it seems that Visual Studio won't highlight any syntax, or provide any of its features while viewing these header files (probably because they don't have a .h associated to it). Is there a way to have VS highlight syntax in these header files that aren't a .h filetype? Thanks Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26933#26933 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Install problem with OSG 2.8.3
yeah, I misread the version number, but I'm pretty sure its a problem with VS2010. When VS2010 builds the solution, the binaries are placed in bin/release directory... however when I use VS2008, the binaries are placed directly in the bin directory, thus the install script not having any problems. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26925#26925 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Install problem with OSG 2.8.3
I get a wierd error as well: 3> -- Up-to-date: E:/OpenSceneGraph/include/OpenThreads/Config 3> -- Up-to-date: E:/OpenSceneGraph/lib/osg.lib 3> CMake Error at src/osg/cmake_install.cmake:50 (FILE): 3>file INSTALL cannot find 3>"E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll". 3> Call Stack (most recent call first): 3>src/cmake_install.cmake:33 (INCLUDE) 3>cmake_install.cmake:100 (INCLUDE) 3> 3> I looked at src/osg/cmake_install.cmake and it has: Code: IF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL "libopenscenegraph") IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$") FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY FILES "E:/OpenSceneGraph-dev/bin/Debug/../../bin/osg66-osgd.dll") ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Dd][Ee][Bb][Uu][Gg])$") IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$") FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY FILES "E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll") ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$") IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Mm][Ii][Nn][Ss][Ii][Zz][Ee][Rr][Ee][Ll])$") FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY FILES "E:/OpenSceneGraph-dev/bin/MinSizeRel/../../bin/osg66-osgs.dll") ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Mm][Ii][Nn][Ss][Ii][Zz][Ee][Rr][Ee][Ll])$") IF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$") FILE(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" TYPE SHARED_LIBRARY FILES "E:/OpenSceneGraph-dev/bin/RelWithDebInfo/../../bin/osg66-osgrd.dll") ENDIF("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$") ENDIF(NOT CMAKE_INSTALL_COMPONENT OR "${CMAKE_INSTALL_COMPONENT}" STREQUAL "libopenscenegraph") Not sure why the path is being set as : "E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll" when it is actually located at : "E:/OpenSceneGraph-dev/bin/Release/osg66-osg.dll" I also had the same problem with OpenThreads.dll, and I changed the cmake_install.cmake in that directory to the correct paths by removing "../../bin/" why is this happening in the first place? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26923#26923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
Chris 'Xenon' Hanson wrote: > > We have tried to conduct an OSG spelling/grammar commenting drive in the past > with some > success. We can continue this. > I wouldn't be too worried about the spelling/grammar, as long as it gets the point across. What I'm talking about are the areas that can be fairly complex without any explaination at all. Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24661#24661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
robertosfield wrote: > When authors move on, the bucks stops with me > > The issue of knowledge about code base become especially difficult when the > original authors have moved on from the project as it falls on me to become > the sole expert, not because I want to be, but because if no one else steps > up it won't get done. The situation of orphaned modules is one of the most > challenging ones for me. Modules where this particularly difficult is > osgIntrospection/genwrapper, and to a lesser extent osgManipulator, osgFX and > osgParticle. > > Plugins also present a stretch for me as it's not unusually for these can > also become orphaned, for plugins that aren't used heavily or are > straightforward it's not so much hassle as a code review can be enough to get > one up to speed. However, plugins like txp are rather daunting. Perhaps there should be an enforcement of better commenting standards on submitted code. This might reduce the load of questions being asked by the community as they can understand the code better and increase the amount of users who can answer them effectively. Obviously the tricky part is how much better is "better" and what is "good enough?" That can be another discussion. Also, if the user/developer base is more informed of the codebase, you can also have more people who can process submissions Another question arises, how do we better comment/document the current code base we have now? Well that can be up to the community, you can let it be known that OSG is currently looking to improve its documentation and users who find themselves stepping through code to understand various sections, to take the time (time they are already spending walking through and tracing code) and add comments where needed (preferably the parts that confused them). I know for myself, when I was trying to learn some parts of the code, thought that some parts could have been documented better. The OSG quickstart guide was very helpful in my understanding of OSG. These ideas may be logical, but I'm not sure on the practicality of it all. This is my first open source project and biggest project that I have worked with to date, so I may be out of my league and for that I apologize. :P Good luck with your investigation :) Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24659#24659 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating a new AnimationPathManipulator.
Ok, i see what you are saying.. The reason I was changed that was because referenceTime was getting reset back to realtime in the call to viewer.frame() ( more specifically, inside the Viewer::advance() function). To avoid this, I don't call viewer.frame(), I now have to: double simTime = 0.0; while( !viewer.done() ) { viewer.getFrameStamp()->setReferenceTime(simTime); viewer.eventTraversal(); viewer.updateTraversal(); viewer.renderingTraversals(); simTime += 1.0; } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24491#24491 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating a new AnimationPathManipulator.
Ok, i got the desired effect that I wanted, I just had to make one change. On line 787 in Viewer.cpp (in function osgViewer::Viewer::eventTraversal()) I changed the code from: Code: _eventQueue->frame( getFrameStamp()->getReferenceTime() ); to: Code: _eventQueue->frame( getFrameStamp()->getSimulationTime() ); my output is now: Code: 24.00 25.00 26.00 27.00 28.00 29.00 AnimatonPath completed in 30 seconds, completing 30 frames, average frame rate = 1 While I can get this working for me for now, I highly doubt changing core OSG code is the way to go about this(well at least by myself)... Although, this change *could* be correct since if we are using a simulated time, then an animation path should be based on the simulated time. If the user is not wanting to specify a simulated time, the default behavior is using the USE_REFERENCE_TIME value as a simulated time, which is then caught in osgViewer::Viewer::advance() as a special case and sets the SimulatedTime to ReferenceTime. So then calling SimulatedTime instead of getReferenceTime shouldn't cause problems. (Note that I am basing this off of no testing whatsoever and am purely speculating) Any thoughts? Cheers, Nick[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24404#24404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating a new AnimationPathManipulator.
OK so I ended up taking osgviewer application and modified the last line from: Code: return viewer.run(); to: Code: double simTime = 0.0; while( !viewer.done() ) { //fire off the cull and draw traversals of the scene. viewer.frame(simTime); printf("%f\n",viewer.getFrameStamp()->getSimulationTime()); simTime+=1.0; } I then run my modified osgviewer as so: Code: osgviewer -p saved_animation.path demo1.earth with my saved_animation.path containing(only area of concern are the first numbers of each line, the rest are coordinates,etc): Code: 0 -2325407.84602605 -3773744.01822793 4620950.6465483 0.789763463262851 -0.198065735037136 -0.0367132622717805 0.579392589763306 30 -2265729.64421162 -3667179.98272433 4731436.64144345 0.782981051316165 -0.194916972743774 -0.0398361681693882 0.589373503579705 But the animation still takes 30 *realtime* seconds to complete, and does so in 370 frames. here is my output: Code: 366.00 367.00 368.00 369.00 AnimatonPath completed in 30.0006 seconds, completing 370 frames, average frame rate = 12.3331 Now with 12fps, I would expect the animation path to complete in 30frames /12fps = 2.5 seconds, while completing only 30 frames. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24376#24376 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating a new AnimationPathManipulator.
Thanks for the quick reply, I see the class you are talking about, do you know of any examples that uses this feature? I will continue investigating. Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24369#24369 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Creating a new AnimationPathManipulator.
Hi all, I am thinking of taking the existing AnimationPathManipulator class and tweaking it so that it iterpolates between keyframes with frames, not time. so lets say I have defined two keyframes at 'time 0'@position X and 'time 100' @ position Y, instead of interpolating that in 0 to 100 seconds, I want simply want to interpolate X to Y in 100 frames. The reasoning behind this is that I want to capture flyover video and have reproducibility of my captures. Using the current APM, the captures would be dependent on the FPS performance of my machine and if it varies during capturing, my video will look "off". If I interpolate based on frames, then regaurdless of the fps, all frames will be exactly the same and evenly spaced. Is there already functionality like this in OSG? I haven't fully looked into APM, so it might have this functionality hidden inside it... Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24365#24365 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pentium 4 ht vs. Core Duo - (My Mundane Observation of the day) Any Ideas?
Hi, The only thing that was really going for P4 is that it can be clocked extremely fast. But the fast clock cycle led to an extremely long pipeline (over 30 stages!). HyperThreading (the technique that simulates two threads running at once) is really only useful in certain situations. Core 2 duo went back to a P3 design (i think), added some current features, and put two cores on a single chip. This architecture is better than P4 by far and is more efficient, which is why you are seeing a high performance degregation when compared to the Core2 duo. I'm taking an advanced computer architecture course this term and we went over these two architectures. Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24268#24268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file
Hi glenn, Also while playing with osgEarth, I got an error saying couldn't find ordinal 63 in libexpat.dll. Took me forever to find out what that meant, but it actually means that it couldn't find the dll file, whereas I thought it found the dll but something else was corrupt. Not sure if you could make that error more discriptive but it could save a good couple hours or so trying to troubleshoot! :P Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23750#23750 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] [osgEarth] transparent_color image attribute not working
Hi, I'm trying to display my own GeoTiffs, which are made up of 16 colors and white as the background. here is a portion of my .earth file (had to turn '<' into '[' for it to display properly): Code: [image name="JF_60_2" driver="gdal"] [min_level]8[/min_level] C:\PugetSound\Images\jf2_tiled2.tif [transparent_color] "255 255 255 0" [/transparent_color] [cache_enabled]false[/cache_enabled] [/image] The image is drapped correctly, however the white background is still present. I tried both 255 and 0 for the alpha channel (I'm not sure there is an alpha channel in my GeoTiff, is that the problem?) I also made sure that the white space is really 255 255 255 and not some offwhite. Any tips? Thanks, Nick Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23749#23749 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] What can I do with an ive file?
Thanks for the suggestion! I will be looking into that now. Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21639#21639 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] What can I do with an ive file?
Hi OSGers, So I just got done creating the Pugent Sound example given from the vpb website. The coloring didn't turn out right, but the elevation map worked. (only the bottom left hand corner is colored with the texture). Now I am left with the .ive file that has a great looking 3D terrain. What i would like to do is to apply my own textures on the 3D terrain on the fly. The texturing would look similar to this: envision.bioe.orst.edu/StudyAreas/Bainbridge/bainbridgeContextMap.jpg I have access to the data represented by map, so I'm assuming I will just need to rasterize it to a texture and then apply it to the terrain. Can I quickly do this interactively(ie not waiting 3hr for it to process)? I would need to use different textures on the fly as the data can change based on the user's input. Also, later requirements request for me to add more detail to the terrain ( such as forests, neighborhoods, cities, water, etc), they want the landscape to be "photo-realistic". I would assume instead of "painting" on colors, I would instead "paint" forests, neighborhoods, rivers, etc.. FYI, I am a complete newbie to OSG(first post!) and hopefully I have not bitten off more than I can chew :?. Is what I'm trying to do feasible( well I'm sure it is, but is it realisticly doable?) Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21536#21536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org