[osg-users] Step by step addDrawable and visualize current scene graph
I'm just starting with OSG. I would like this (or similar) code: int main() { osgViewer::Viewer viewer; osg::Geode* geode = new osg::Geode(); viewer.setSceneData(geode); geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0, 0, 0), 1))); viewer.frame(); this_thread::sleep_for(seconds(2)); geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(2, 0, 0), 1))); return viewer.run(); } to display the first sphere and after 2s the second sphere, but it displays a blank screen for 2s instead and 2 spheres afterwards. What do I have to change? -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/8d8ad5ea-8080-401c-b1c2-26345345c84en%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Correct place to check shader compile errors
I’m trying to extract shader compile and link info logs at runtime, so I can log+report them. I note osg::Program::getGlProgramInfoLog exists, obviously it takes a context ID since the PerContextProgram is what has the actual errors. Two things I need help with: 1) does the program log also contain shader compile errors, or is this only the link log? I don’t see a corresponding APi on osg::Shader, is why I ask 2) *when* can I call the log functions and expect to get valid results? Given the OSG drawing model, obviously the log won’t be available immediately when creating the Program.. Do I need to use a DrawCallback to check the log after the first time the Program has been used? I looked for examples of using getGlProgramInfoLog but unfortunately couldn't find any, maybe pointing me at one would answer both of these points. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/437023da-c7b2-4bfb-a6b9-6d6613236e04n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] fuck off stop messaging me u dumb fucks
fuck off stop messaging me u dumb fucks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.35984.1607715571.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] Explicitly requesting default state for attribute
Hi, I'm working on a node visitor that converts FFP state to shaders and am extending it so it can handle more than it used to. To avoid unnecessary state switches for things now handled by my shaders, I'm attempting to remove fixed-function-related state from the nodes which have had shaders set up. With modes, this works well - I can just set them off and protected, and the glEnable/glDisable calls go away. However, it's proving difficult to achieve the same behaviour with StateAttributes. The obvious solution would be removing the attribute from the StateSet it's attached to, but it might be higher in the scenegraph so also affect nodes which aren't having shaders attached, so it's only really safe to modify the stateset the shader program gets attached to. So far, the best thing I've got is default-constructing the particular StateAttribute I'm interested in and attaching that to the stateset. This means the default state is set when the draw call happens, but I can see a lot of apply calls (resulting in a lot of GL calls) toggling between this copy of the default attribute and the copy in the state's attribute stack (via applyGlobalDefaultAttribute). I don't think it's wildly different from the number of unnecessary GL calls I was getting before I tried this. A solution that I think would work would be calling getGlobalDefaultAttribute on the State object as then the pointers would compare equal and the apply call would get skipped, but I don't have any clean way of getting the State instance to my visitor. Ideally, there'd be some neat trick I've missed that lets me say "any subgraph of this node doesn't care about this attribute type, so set the default/leave whatever's there from the last draw call" that would work with the normal state composition mechanisms so I could override it from a parent stateset or make it protected so it couldn't be overridden by parent statesets. Maybe a custom StateAttribute could do that, but maybe someone on this mailing list knows something I don't already. Cheers, Chris -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/5132cc44-84f8-4395-bd54-b2e88d02f67en%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to properly transfer texture coordinates in geometric shaders in Shader #130 version?
What error are you getting? I do see an undefined "samplerY" in there. On Wednesday, December 9, 2020 at 9:03:47 PM UTC-5 mirr...@gmail.com wrote: > env is win10 osg3.6.4 GTX1660 > [image: QQ图片20201210095944.jpg] > > osg::ref_ptr createProgram() > { > osg::Program *program = new osg::Program(); > program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource)); > program->addShader(new osg::Shader(osg::Shader::GEOMETRY,geomSource)); > program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource)); > program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3); > program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); > program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLES ); > return program; > } > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/8eb46a8d-dd49-40e8-af7e-6061a6bb572an%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
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Re: [osg-users] How do I render a.ive model with shader?
i find this setUseVertexAttributeAliasing must be set in Osg when using higher versions of Shader. Otherwise it won't work gc->getState()->setUseVertexAttributeAliasing(true); 在2020年11月28日星期六 UTC+8 上午11:14:29 写道: > I'm new to this. To be honest, I don't understand. > > I want to know how to render a complex OBJ model with Shader.Do you want > to render the children of the OBJ model separately? > 在2020年11月25日星期三 UTC+8 下午3:59:26 写道: > >> You can't expect people to help you when you don't explain the problem >> you are seeing. A title, a screenshot and some shader code is not in any >> way sufficient. Far better to take a step back and explain what you are >> doing, what you have got working, what doesn't work. >> > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/ea9c0aea-a783-4147-b05d-edc2fe18438cn%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?
i find this setUseVertexAttributeAliasing must be set in Osg when using higher versions of Shader. Otherwise it won't work gc->getState()->setUseVertexAttributeAliasing(true); 在2020年12月5日星期六 UTC+8 下午5:22:22 写道: > On Sat, 5 Dec 2020 at 04:31, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> My working environment is closed and I cannot provide complete code. >> >> I'm not asking for code or data, just a high level explanation as outline > in my previous email. > >> Does the geometry of triangles primitives rendered in Shader 330 version >> lack any properties? >> > No. > > The problem is unlikely to be anything to do with triangles, but some > higher level issue about how the scene is constructed and and what > features you are attempting to use, > > You've said nothing about the wider context. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/a16bd854-d2a2-4063-95ec-ece728a618dan%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate conversion
On Tue, 8 Dec 2020 at 11:46, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > > Sorry, the description is not clear, I need to let the program accept data > in different coordinate systems, and then use the data to build some > models. I don't know how to do it. > How to convert coordinates so that osg can display the position correctly. > I checked some information and used proj or gdal to convert coordinates. > But I don't know how to use proj or gdal in OSG. > That's marginally clearer. Is it vector data? image, DEMS? You can use Proj and GDAL for coordinate transforms, in the case of GDAL it can transform image and DEMS as well. This isn't something that need concern the OSG though. The OSG will just store the data. Again, you provided too little information about what you are doing or what issues you are having so there isn't any specific we can advise. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate conversion
sorry On Monday, December 7, 2020 at 7:03:06 PM UTC+8 OpenSceneGraph Users wrote: > On Mon, 7 Dec 2020 at 10:21, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> My data is not Wgs84 coordinate system, How can I use my data on osg and >> export the model with coordinate that I use. proj or gdal ? I have no >> ideas. >> If you can provide a detailed method of use, it would be very >> appreciated, >> > > I have no idea what would be appropriate as the way you've asked your > question is so indeterminate. > > What coordinate system do you have? What data do you have? Is it already > loaded into the scene graph? If so which loader(s)? How do you want to use > this data in the scene graph? > > We really shouldn't have to be asking you question to figure out what you > "might" mean, you need to tell us what you are trying to do in terms that > aren't completely vague. > > > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/48b49c93-d8dd-4e0a-90de-4fccf2f8577an%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate conversion
Sorry, the description is not clear, I need to let the program accept data in different coordinate systems, and then use the data to build some models. I don't know how to do it. How to convert coordinates so that osg can display the position correctly. I checked some information and used proj or gdal to convert coordinates. But I don't know how to use proj or gdal in OSG. On Monday, December 7, 2020 at 7:03:06 PM UTC+8 OpenSceneGraph Users wrote: > On Mon, 7 Dec 2020 at 10:21, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> My data is not Wgs84 coordinate system, How can I use my data on osg and >> export the model with coordinate that I use. proj or gdal ? I have no >> ideas. >> If you can provide a detailed method of use, it would be very >> appreciated, >> > > I have no idea what would be appropriate as the way you've asked your > question is so indeterminate. > > What coordinate system do you have? What data do you have? Is it already > loaded into the scene graph? If so which loader(s)? How do you want to use > this data in the scene graph? > > We really shouldn't have to be asking you question to figure out what you > "might" mean, you need to tell us what you are trying to do in terms that > aren't completely vague. > > > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/b49a00ec-3170-4e3c-8274-d2bcb6670704n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate conversion
On Mon, 7 Dec 2020 at 10:21, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > My data is not Wgs84 coordinate system, How can I use my data on osg and > export the model with coordinate that I use. proj or gdal ? I have no > ideas. > If you can provide a detailed method of use, it would be very appreciated, > I have no idea what would be appropriate as the way you've asked your question is so indeterminate. What coordinate system do you have? What data do you have? Is it already loaded into the scene graph? If so which loader(s)? How do you want to use this data in the scene graph? We really shouldn't have to be asking you question to figure out what you "might" mean, you need to tell us what you are trying to do in terms that aren't completely vague. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.34793.1607338974.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.34793.1607338974.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] Coordinate conversion
My data is not Wgs84 coordinate system, How can I use my data on osg and export the model with coordinate that I use. proj or gdal ? I have no ideas. If you can provide a detailed method of use, it would be very appreciated, thanks! -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/dbec4e1b-adec-424b-ae8d-cb58c294ce82n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?
On Sat, 5 Dec 2020 at 04:31, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > My working environment is closed and I cannot provide complete code. > > I'm not asking for code or data, just a high level explanation as outline in my previous email. > Does the geometry of triangles primitives rendered in Shader 330 version > lack any properties? > No. The problem is unlikely to be anything to do with triangles, but some higher level issue about how the scene is constructed and and what features you are attempting to use, You've said nothing about the wider context. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?
My working environment is closed and I cannot provide complete code. Does the geometry of triangles primitives rendered in Shader 330 version lack any properties? 在2020年12月5日星期六 UTC+8 上午7:37:28 写道: > I doubt anyone will be able to help given the information. You are diving > into providing snippet of code and a screenshot with almost no context. > > It's far better to take a step back and explain what you are doing with > your application from a high level to give the context, then explain what > you are trying to do and what looks to be going wrong. Describe what > you've looked so far. Providing some background on your level of > experience with the OSG/osgEarth/OpenGL etc. would be useful for. > > Once others know a bit more about the issue and what type of support you > might need we'll be to start providing directions. However, if the issues > you are seeing are presented in a way that is next to impossible to know > how to answer you shouldn;t expect answers as we don't have magical powers. > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/191bc6e1-b4b3-4d3b-9d52-af5e1228c0bbn%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?
I doubt anyone will be able to help given the information. You are diving into providing snippet of code and a screenshot with almost no context. It's far better to take a step back and explain what you are doing with your application from a high level to give the context, then explain what you are trying to do and what looks to be going wrong. Describe what you've looked so far. Providing some background on your level of experience with the OSG/osgEarth/OpenGL etc. would be useful for. Once others know a bit more about the issue and what type of support you might need we'll be to start providing directions. However, if the issues you are seeing are presented in a way that is next to impossible to know how to answer you shouldn;t expect answers as we don't have magical powers. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
On Sat, 28 Nov 2020 at 06:47, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Is there a problem with adding or removing OSG nodes directly in the Qt > Widget events? > If your application is running single threaded then adding/removing objects from the scene graph should not be an issue. It'll only be something to be careful about when the application is multi-threaded. The Qt aspect should not have any bearing on the operation as long as race condition isn't introduced. > My idea is to send OSG USER events to complete the operation of adding and > removing OSG nodes. > Technically you could do it, I don't know why you think it's useful, it's not something I know of others doing. This is entirely something your application will be doing, you can't ask use about how your code works or doesn't work. Perhaps a far better thing to do would be to take a big step back and rather aks about implementation details on a "solution" to a problem you've dreamed up and only lives in your code, tell us about what you want your application to do at a high level, Perhaps then we can just tell you what is normally done in this situation. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.32593.1606561951.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.32593.1606561951.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
Is there a problem with adding or removing OSG nodes directly in the Qt Widget events? My idea is to send OSG USER events to complete the operation of adding and removing OSG nodes. 在2020年11月25日星期三 UTC+8 下午3:56:36 写道: > On Wed, 25 Nov 2020 at 02:04, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> I Send USER events loading model from qt . Is this the right >> approach? >> >> I want the progress bar in the QT to show that the model is loaded. So, >> Check whether USER evnet has been processed completely. >> > > I don't have any idea why you are talking about USER events in the context > of loading. The OSG doesn't generate any events when loading files, the > loaders get passed a filename or istream and load the data and when > completed return the loaded object. THere is no tracking of progress, > there is no event scheme that pass information about loading progress. > > If you have your own loading scheme that uses USER events then this it > entirely down to your program and nothing to do with the OSG, it really > isn't something we can help you with, > > >> >> > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/e0a2d22d-9eb5-4dca-ae5a-25377cc82cc5n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] How do I render a.ive model with shader?
I'm new to this. To be honest, I don't understand. I want to know how to render a complex OBJ model with Shader.Do you want to render the children of the OBJ model separately? 在2020年11月25日星期三 UTC+8 下午3:59:26 写道: > You can't expect people to help you when you don't explain the problem you > are seeing. A title, a screenshot and some shader code is not in any way > sufficient. Far better to take a step back and explain what you are doing, > what you have got working, what doesn't work. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/493160ae-d709-4975-97d1-7b3e12c6314cn%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do I render a.ive model with shader?
You can't expect people to help you when you don't explain the problem you are seeing. A title, a screenshot and some shader code is not in any way sufficient. Far better to take a step back and explain what you are doing, what you have got working, what doesn't work. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
On Wed, 25 Nov 2020 at 02:04, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > I Send USER events loading model from qt . Is this the right > approach? > > I want the progress bar in the QT to show that the model is loaded. So, > Check whether USER evnet has been processed completely. > I don't have any idea why you are talking about USER events in the context of loading. The OSG doesn't generate any events when loading files, the loaders get passed a filename or istream and load the data and when completed return the loaded object. THere is no tracking of progress, there is no event scheme that pass information about loading progress. If you have your own loading scheme that uses USER events then this it entirely down to your program and nothing to do with the OSG, it really isn't something we can help you with, > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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[osg-users] stop
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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
I Send USER events loading model from qt . Is this the right approach? I want the progress bar in the QT to show that the model is loaded. So, Check whether USER evnet has been processed completely. Are there any good Suggestions? 在2020年11月18日星期三 UTC+8 上午12:30:37 写道: > On Tue, 17 Nov 2020 at 11:55, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> Thank you for your questions.I want to know if the sent >> GUIEventAdapter::USER message has been processed completely. >> >> Check whether GUIEventAdapter::USER has been processed completely. Should >> I count the USER by myself? >> > > It's up to your application to decide when your USER events are "processed > completely", as what "processed completely" is completely meaningless to > the OSG itself. > > It really feels like you are asking questions from the community when you > are the only one who can answer it. > > You have access to the whole OSG code base. You can build in debug, step > through every single line of code. You have everything you need to figure > out what is going on. > > We know NOTHING about your application, only *you* know about your > application and what you mean. We aren't omnipotent. We can't see inside > your head, look over your shoulder to your code. > > You will need to determine the answers from here. > > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/aa708477-2430-449c-9b9c-5f994ba96456n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
thank you for your reminder . I Send USER events loading model from qt . Is this the right approach? I want the progress bar in the QT to show that the OSG Scene is loaded. So, Check whether USER evnet has been processed completely. 在2020年11月18日星期三 UTC+8 上午12:30:37 写道: > On Tue, 17 Nov 2020 at 11:55, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> Thank you for your questions.I want to know if the sent >> GUIEventAdapter::USER message has been processed completely. >> >> Check whether GUIEventAdapter::USER has been processed completely. Should >> I count the USER by myself? >> > > It's up to your application to decide when your USER events are "processed > completely", as what "processed completely" is completely meaningless to > the OSG itself. > > It really feels like you are asking questions from the community when you > are the only one who can answer it. > > You have access to the whole OSG code base. You can build in debug, step > through every single line of code. You have everything you need to figure > out what is going on. > > We know NOTHING about your application, only *you* know about your > application and what you mean. We aren't omnipotent. We can't see inside > your head, look over your shoulder to your code. > > You will need to determine the answers from here. > > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/4667d5ab-deb2-4477-8662-88efa5acdd71n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
[Auto-Reply] I'm driving right now - I'll get back to you later. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] I want to know whether a line and a point intersect.
*I wrote it using a translator. Please understand if there is any awkwardness in the sentence.* One object is moving in the path A -> B, B->C, C-D (using AnimationPath). And I need to know in what path the moving object is moving. I think you need to know if the line and point intersect to figure this out. I thought I should use LineSegmentIntersection to check whether a line and a point intersect. I found the part in LineSegmentIntersection that sets the line (path) coordinates, but I don't find a function to check if the LineSegmentIntersection and point intersect. ---example osg::Vec3d start(128.0, 37.0, 250); //wgs84, longitude, latitude, altitude osg::Vec3d end(128.0, 37.0005, 750); //wgs84, longitude, latitude, altitude osg::ref_ptr lis = NULL; lis = new osgEarth::DPLineSegmentIntersector(start, end) osgUtill::IntersectionVisitor iv(lis.get()) -- -- osg::ref_ptr node = _node node->accept(iv); if(lis->containsIntersections()) { .. I tried running it in the same way as above, but there was no true result even though the object coordinates belong to the line coordinates. I think the part of setting the point coordinates in that code is wrong. How do I set the point coordinates to get the desired result? -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/ff9f8914-3012-4e37-85bf-ed286189c6e4n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
On Tue, 17 Nov 2020 at 11:55, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Thank you for your questions.I want to know if the sent > GUIEventAdapter::USER message has been processed completely. > > Check whether GUIEventAdapter::USER has been processed completely. Should > I count the USER by myself? > It's up to your application to decide when your USER events are "processed completely", as what "processed completely" is completely meaningless to the OSG itself. It really feels like you are asking questions from the community when you are the only one who can answer it. You have access to the whole OSG code base. You can build in debug, step through every single line of code. You have everything you need to figure out what is going on. We know NOTHING about your application, only *you* know about your application and what you mean. We aren't omnipotent. We can't see inside your head, look over your shoulder to your code. You will need to determine the answers from here. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
[Auto-Reply] I'm driving right now - I'll get back to you later. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.28735.1605597028.3539.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
Thank you for your questions.I want to know if the sent GUIEventAdapter::USER message has been processed completely. Check whether GUIEventAdapter::USER has been processed completely. Should I count the USER by myself? 在2020年11月16日星期一 UTC+8 下午5:42:05 写道: > On Mon, 16 Nov 2020 at 05:05, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> sorry,I mean what method get the number of GUIEventAdapter::USER in >> OSG? >> > > You'll need to get the osgGA::EventQueue which you are pushing the user > events to and then traverse through the events in the queue and check each > one. > > The application can have multiple EventQueue, one per osgViewer::Window > and one osgGA::Device, and one per osgViewer::View. The viewer > EventTraversal will collate these and then pass them on to the event > handlers and do the event traversal. > > I know nothing about your application so really can't provide any specific > advice. > > Robert. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/c9e71a63-108f-41c7-bcb6-c8f38a168ac2n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
On Mon, 16 Nov 2020 at 05:05, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > sorry,I mean what method get the number of GUIEventAdapter::USER in OSG? > You'll need to get the osgGA::EventQueue which you are pushing the user events to and then traverse through the events in the queue and check each one. The application can have multiple EventQueue, one per osgViewer::Window and one osgGA::Device, and one per osgViewer::View. The viewer EventTraversal will collate these and then pass them on to the event handlers and do the event traversal. I know nothing about your application so really can't provide any specific advice. Robert. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.30139.1605519713.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.30139.1605519713.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
sorry,I mean what method get the number of GUIEventAdapter::USER in OSG? 在2020年11月12日星期四 UTC+8 上午3:51:21 写道: > EventHandlers are given single events not queues. > > If you want to process the while event queue then you'll need to do this > in the main loop. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/aabf9674-1e30-4ce0-8924-dd20eeb03a58n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Implement Landing Light... Give me Hint!
works fine from europe. maybe some restrictions to your country. anyway, here is the code https://github.com/CCSI-CSSI/MuseOpenIG and some reference video for your case https://www.youtube.com/watch?v=bTLBzYjS7Qo On Fri, Nov 13, 2020 at 12:50 AM OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Thank you for your response. > > But I can't find the page of the reference link. > If you click the link, Internal Server Error of the relevant page occurs. > > 2020년 11월 13일 금요일 오전 7시 46분 36초 UTC+9에 OpenSceneGraph Users님이 작성: > >> here is an alternative of flightgear http://openig.compro.net/ ... The >> code uses F+ lighting in shaders and the code is available >> >> On Thu, Nov 12, 2020 at 5:05 AM OpenSceneGraph Users < >> osg-...@lists.openscenegraph.org> wrote: >> >>> I tried to implement it by referring to FlightGear's >>> Secondary_lights.frag, but it is an application problem and the desired >>> effect does not come out. >>> >>> Could you please tell me a bit if you implemented the effect using >>> Shader? >>> >>> Thank you. >>> >> 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성: >>> >> Have a look at the osglightpoint example that illustrates how to use the >>>> osgSim::LightPointNode. >>>> >>> >>>> These days though, I'd use shaders >>>> >>> -- >>> You received this message because you are subscribed to the Google >>> Groups "OpenSceneGraph Users" group. >>> To unsubscribe from this group and stop receiving emails from it, send >>> an email to osg-users+...@googlegroups.com. >>> To view this discussion on the web visit >>> https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com >>> <https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com?utm_medium=email&utm_source=footer> >>> . >>> ___ >>> osg-users mailing list >>> osg-...@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> >> -- >> trajce nikolov nick >> > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/a47dd9d0-e279-4426-ab18-02b7f8405b87n%40googlegroups.com > <https://groups.google.com/d/msgid/osg-users/a47dd9d0-e279-4426-ab18-02b7f8405b87n%40googlegroups.com?utm_medium=email&utm_source=footer> > . > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Implement Landing Light... Give me Hint!
Thank you for your response. But I can't find the page of the reference link. If you click the link, Internal Server Error of the relevant page occurs. 2020년 11월 13일 금요일 오전 7시 46분 36초 UTC+9에 OpenSceneGraph Users님이 작성: > here is an alternative of flightgear http://openig.compro.net/ ... The > code uses F+ lighting in shaders and the code is available > > On Thu, Nov 12, 2020 at 5:05 AM OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> I tried to implement it by referring to FlightGear's >> Secondary_lights.frag, but it is an application problem and the desired >> effect does not come out. >> >> Could you please tell me a bit if you implemented the effect using Shader? >> >> Thank you. >> > 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성: >> > Have a look at the osglightpoint example that illustrates how to use the >>> osgSim::LightPointNode. >>> >> >>> These days though, I'd use shaders >>> >> -- >> You received this message because you are subscribed to the Google Groups >> "OpenSceneGraph Users" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to osg-users+...@googlegroups.com. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com >> >> <https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com?utm_medium=email&utm_source=footer> >> . >> ___ >> osg-users mailing list >> osg-...@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > -- > trajce nikolov nick > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/a47dd9d0-e279-4426-ab18-02b7f8405b87n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Implement Landing Light... Give me Hint!
here is an alternative of flightgear http://openig.compro.net/ ... The code uses F+ lighting in shaders and the code is available On Thu, Nov 12, 2020 at 5:05 AM OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > I tried to implement it by referring to FlightGear's > Secondary_lights.frag, but it is an application problem and the desired > effect does not come out. > > Could you please tell me a bit if you implemented the effect using Shader? > > Thank you. > 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성: > >> Have a look at the osglightpoint example that illustrates how to use the >> osgSim::LightPointNode. >> >> These days though, I'd use shaders >> > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com > <https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com?utm_medium=email&utm_source=footer> > . > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.27775.1605221184.3539.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.27775.1605221184.3539.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] How to Implement Landing Light... Give me Hint!
I tried to implement it by referring to FlightGear's Secondary_lights.frag, but it is an application problem and the desired effect does not come out. Could you please tell me a bit if you implemented the effect using Shader? Thank you. 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성: > Have a look at the osglightpoint example that illustrates how to use the > osgSim::LightPointNode. > > These days though, I'd use shaders > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
EventHandlers are given single events not queues. If you want to process the while event queue then you'll need to do this in the main loop. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Implement Landing Light... Give me Hint!
Have a look at the osglightpoint example that illustrates how to use the osgSim::LightPointNode. These days though, I'd use shaders -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.28303.1605084803.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.28303.1605084803.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] How to Implement Landing Light... Give me Hint!
Hello, osg family!. To implement Landing-Light as shown below Is it possible to implement with osgLight Source and Spot Light without using Shader? Otherwise, can you implement Landing-Light using only Shader? If there is a good way, please give me a hint. Have a nice day https://cdn.shopify.com/s/files/1/0080/5598/0128/products/pilatus-pc12-lights-night_e8e48863-da11-4ce1-b4f1-232923d13a36_1200x1200.jpg?v=1559140493 -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/547c5b95-5a3e-45a6-b331-5ce80cc6d6e8n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?
system Win10 ,osg 3.6.4, osgearth 2.10.0,GTX1660 -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/887c2428-6a49-4537-9ba6-b2e72b03dd82n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Volume of .obj model
When you saying volume what do you actually mean? The models that are loadable from .obj can be totally unconstrained open meshes where a volume isn't normally applicable without extra constraints. Do you know your models are manifold geometries? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Volume of .obj model
Hi, I'm currently trying to understand which is the occupation volume of an .obj file loaded in the node: osg::ref_ptr boat = osgDB::readNodeFile("file.obj"); Then, the problem is that I need to understand the real length, width and height of the node. I found a solution, but I think that the value it isn't correct: osg::ref_ptr cbv = new osg::ComputeBoundsVisitor(); osg::ref_ptr boundingBoxMt = new osg::MatrixTransform(); osg::ref_ptr boundingBoxGeode = new osg::Geode(); osg::BoundingBox geodeBoundingBox; boat->accept(*cbv); osg::BoundingBox bb(cbv->getBoundingBox()); boundingBoxMt->setMatrix(osg::Matrix::translate(geodeBoundingBox.center())); osg::Vec3 ext(bb._max - bb._min); cout << ext.x() << " " << ext.y() << " " << ext.z() << endl; Is there a better solution make a correct result? Thanks -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/ae9cf774-39db-441d-997a-95f86e217cabn%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer raw pixel data
Sure. What you're looking for is called Render To Texture, and there are a variety of OSG Render To Texture examples around that do a variety of things with that rendered texture, like save it to disk, etc. On Mon, Nov 9, 2020 at 8:44 AM Luigi Castelli wrote: > We are in need of wrapping the OSG library inside a vector graphic > environment. > The vector graphic environment doesn't offer any OpenGL functionality in > and of itself, however there is a function in its SDK to create and display > a bitmap image given an array of bytes. > > /** Create an image surface from given pixel data. > Data should point to start of top line of bitmap, stride tells how to get > to next line. > For upside down windows bitmaps, data = (pBits-(height-1)*stride) and > stride is a negative number. > @ingroup jsurface > @param data The data. For example, an RGBA image loaded in memory. > @param format The format of the data. > @param width The width of the new surface. > @param height The height of the new surface. > @param stride The number of bytes between the start of rows in the data > buffer. > @param freefun If not NULL, freefun will be called when the surface is > destroyed > @param freearg This will be passed to freefun if/when freefun is called. > @return A pointer to the new surface. > */ > t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data, > t_jgraphics_format format, int width, int height, int stride, method > freefun, void *freearg); > > The question is whether it is possible to extract the graphical output of > the OSG Viewer as raw RGBA bytes. Then we could use the above function to > basically create a pixel dump of the OSG viewer output and have the 2D > vector graphic environment display it. > > Thanks for any help > Regards > > - Luigi > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/1d655ece-f41b-4599-b9a8-30903c42f390n%40googlegroups.com > <https://groups.google.com/d/msgid/osg-users/1d655ece-f41b-4599-b9a8-30903c42f390n%40googlegroups.com?utm_medium=email&utm_source=footer> > . > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495] -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/CAGoufma%3DuHVLZQkN%3D-7gRygYuZrOdpH964BvaDps%3D_fonhVM7A%40mail.gmail.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] Viewer raw pixel data
Hi Luigi, The OSG can render to a framebuffer that is defined by a Window or a PixelBuffer. If you want a RGBA image from either of these you'll need to use a Camera final draw callback to do a glReadPixel or osg::Image::readPixels(..) call to copy the framebuffer data that resides on the GPU back to the CPU so you can use it. This round trip is relatively slow though. The most efficient way to render the vertex graphics together with 3D will render the vector graphics with OpenGL/OSG so there is no need to copy any data, you just render it all together. Robert. On Mon, 9 Nov 2020 at 16:00, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > We are in need of wrapping the OSG library inside a vector graphic > environment. > The vector graphic environment doesn't offer any OpenGL functionality in > and of itself, however there is a function in its SDK to create and display > a bitmap image given an array of bytes. > > /** Create an image surface from given pixel data. > Data should point to start of top line of bitmap, stride tells how to get > to next line. > For upside down windows bitmaps, data = (pBits-(height-1)*stride) and > stride is a negative number. > @ingroup jsurface > @param data The data. For example, an RGBA image loaded in memory. > @param format The format of the data. > @param width The width of the new surface. > @param height The height of the new surface. > @param stride The number of bytes between the start of rows in the data > buffer. > @param freefun If not NULL, freefun will be called when the surface is > destroyed > @param freearg This will be passed to freefun if/when freefun is called. > @return A pointer to the new surface. > */ > t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data, > t_jgraphics_format format, int width, int height, int stride, method > freefun, void *freearg); > > The question is whether it is possible to extract the graphical output of > the OSG Viewer as raw RGBA bytes. Then we could use the above function to > basically create a pixel dump of the OSG viewer output and have the 2D > vector graphic environment display it. > > Thanks for any help > Regards > > - Luigi > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/1d655ece-f41b-4599-b9a8-30903c42f390n%40googlegroups.com > <https://groups.google.com/d/msgid/osg-users/1d655ece-f41b-4599-b9a8-30903c42f390n%40googlegroups.com?utm_medium=email&utm_source=footer> > . > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.28412.1604939366.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.28412.1604939366.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] Viewer raw pixel data
We are in need of wrapping the OSG library inside a vector graphic environment. The vector graphic environment doesn't offer any OpenGL functionality in and of itself, however there is a function in its SDK to create and display a bitmap image given an array of bytes. /** Create an image surface from given pixel data. Data should point to start of top line of bitmap, stride tells how to get to next line. For upside down windows bitmaps, data = (pBits-(height-1)*stride) and stride is a negative number. @ingroup jsurface @param data The data. For example, an RGBA image loaded in memory. @param format The format of the data. @param width The width of the new surface. @param height The height of the new surface. @param stride The number of bytes between the start of rows in the data buffer. @param freefun If not NULL, freefun will be called when the surface is destroyed @param freearg This will be passed to freefun if/when freefun is called. @return A pointer to the new surface. */ t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data, t_jgraphics_format format, int width, int height, int stride, method freefun, void *freearg); The question is whether it is possible to extract the graphical output of the OSG Viewer as raw RGBA bytes. Then we could use the above function to basically create a pixel dump of the OSG viewer output and have the 2D vector graphic environment display it. Thanks for any help Regards - Luigi -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/1d655ece-f41b-4599-b9a8-30903c42f390n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] render quad texture to arbitrary quadrilateral
Hello Tom! Looks like there was an issue in uploading the screenshot? Could you post a minimal/complete/reproducible example of the code that you use? Maybe someone will be able to spot the issue just by looking at the code. -- Vaillancourt On Tuesday, 27 October 2020 18:58:06 UTC-4, Tom Pollok wrote: > > Hello, > > im trying to render a texture to an quadrilateral. The quadrilateral is > the calculated by the intersection view frustum with aplane. So the image > basically a perspective projection of the original image. > > > Unfortunately the texture coordinates are not interpolated correctly such > that the triangles look wrong. > > I know that is is a very basic computer graphics problem. But i have some > trouble solving it. > Does anyone have solved this problem already for arbitrary quadrilaterals? > My guess would be using fragment shaders, but im not experienced in with > GLSL. Another option is transforming the texture using a homography and > then rendering a quad, but it feels like this the brute force solution. > > Id be very thankful if somebody could help me. Ideally of somebody knows > where this problem has been solved already with openscenegraph. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/7f2f6ce0-b2ef-481a-8ecd-213332c18608o%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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[osg-users] render quad texture to arbitrary quadrilateral
Hello, im trying to render a texture to an quadrilateral. The quadrilateral is the calculated by the intersection view frustum with aplane. So the image basically a perspective projection of the original image. Unfortunately the texture coordinates are not interpolated correctly such that the triangles look wrong. I know that is is a very basic computer graphics problem. But i have some trouble solving it. Does anyone have solved this problem already for arbitrary quadrilaterals? My guess would be using fragment shaders, but im not experienced in with GLSL. Another option is transforming the texture using a homography and then rendering a quad, but it feels like this the brute force solution. Id be very thankful if somebody could help me. Ideally of somebody knows where this problem has been solved already with openscenegraph. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/0b414fe3-1ee4-4b9a-99c6-8b8bc0eccb54n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer: unable to find a plugin for jpg
On Wed, 21 Oct 2020 at 09:35, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Hello, i trying to load model and watch him with the osgviewer. > I have in the folder all of the files to load it and the textures. > But, when I run the osgviewer with the model its loading it but the images > not. > It's writing me "InputStream::readImage(): Unable to find a plugin for jpg" > Someone know if there is a way to add this plugin? > >From the details provided we can determine what is wrong, you'll need to do more checks at your end. It may be that you have the jpeg plugin already and it's just not on your search path. How did you build the OSG? Where did you install it? Have you set any paths to find binaries and libraries associated with the OSG? The plugins are located in a osgPlugins-version directory. The jpeg plugin will be in the form osgdb_jpeg.so / osgdb_jpeg.dll. One tool you can use to find out where the OSG is looking for plugins is to enable verbose console output by setting the env var OSG_NOTIFY_LEVEL to DEBUG and then run your application with your data. You don't mention anything about what platform you are using so I can't say what the best way to set the env vars might be in your case. The DEBUG console output will include all the paths checked for loading plugins and files. Look output for the jpeg plugin amongst the list and the paths checked. If you built the OSG yourself then check the CMake settings to see if it's found libjpeg. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21846.1603276477.3539.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21846.1603276477.3539.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] osgviewer: unable to find a plugin for jpg
Hello, i trying to load model and watch him with the osgviewer. I have in the folder all of the files to load it and the textures. But, when I run the osgviewer with the model its loading it but the images not. It's writing me "InputStream::readImage(): Unable to find a plugin for jpg" Someone know if there is a way to add this plugin? Thanks for the helpers. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/a50408fb-87ca-43d4-b56e-350d042ae895n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I want to connect two moving models with a line.
Oh, I forgot you were using an animation path. Then I think the easiest solution is not modifying the vertices but modelling an unit-long line and then just rotating, scaling and translating it where you want it to be. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.22613.1603193546.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] Qt dynamic OpenGL implementation
Hi All, Qt supports dynamic OpenGL implementation loading that forces my application to switch from standard OpenGL to either ANGLE or Mesa llvmpipe when Windows Remote Desktop Connection is used. However I have seen that those fallbacks do not work in my case and the error is "OpenGL version test failed, required valid graphic context". Is that a limitation of OpenSceneGraph or the problem could be in my code? Regards, Renzo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I want to connect two moving models with a line.
Hi, Alberto I saw your answer well. However, there are parts that I still don't understand. >From what you answered, the way that works for me is to modify the coordinates of the two vertices of the line. First, I need to set the coordinates and travel time with the values below. === [model1] movePoint1) longitude:127.0, latitude: 37.0, moveTime: 10 second movePoint2) longitude:127.005, latitude: 37.0, moveTime: 20 second movePoint3) longitude:127.01,latitude: 37.0, moveTime: 30 second [model2] movePoint1) longitude:128.0, latitude: 37.0, moveTime: 15 second movePoint2) longitude:128.005, latitude: 37.0, moveTime: 20 second movePoint3) longitude:128.01,latitude: 37.0, moveTime: 25 second [model1 model2 connetion line] movePoint1) point1: longitude:127.0, latitude: 37.0, moveTime: 10 second point2: longitude:128.0, latitude: 37.0, moveTime: 15 second movePoint2) point1: longitude:127.005, latitude: 37.0, moveTime: 20 second point2: longitude:128.0, latitude: 37.0, moveTime: 15 second movePoint3) point1: longitude:127.01, latitude: 37.0, moveTime: 30 second point2: longitude:128.01, latitude: 37.0, moveTime: 25 second == AnimationPath, you can set the center coordinate and movement time in the insert function. And Since 3ds models are displayed with one coordinate, there is no problem using AnimationPath. As you answered, you need to modify the two coordinates of the line, but AnimationPath could not find a function that moves while changing the coordinates of the model with more than two coordinates. There is no problem when displaying in a static state, but it seems to be a problem when using animationPath. Couldn't the model (line or polygon) displayed with two or more coordinates use the Animation effect by using AnimationPath? 2020년 10월 19일 월요일 오후 10시 51분 37초 UTC+9에 OpenSceneGraph Users님이 작성: > Hi, you have to modify the geometry of the line. > > You can do that either scaling and rotating it or by modifying the > coordinates of the vertices. In the latter case, be sure to deactivate > the display lists of the geometry, otherwise the line will not be > reflect any changes. > > -- > Alberto > > ___ > osg-users mailing list > osg-...@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/c3287453-f66d-4cca-8de3-c610b3ae05e0n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merge geodes into a single node
Hi, There should be some combination of options for the optimiser stuff in osgUtil that will let you merge geometries. This isn’t always possible (for example, if two nodes need wildly different renderer state, then there’s no way to merge them without the state being wrong when one is drawn) but if your models are fairly similar, it shouldn’t be a problem when you find the right settings. By the way, it’s probably not the best idea to still be using geodes with modern OSG versions. osg::Drawable inherits osg::Node now, so you can put drawables directly into the scene graph like any other node. Good luck, Chris From: OpenSceneGraph UsersSent: 19 October 2020 15:59To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] Merge geodes into a single node Hi, Luca. One cannot do this in a general way since under each node any kind ofentities can exist. I think the task you want to do not possible in a generic way, unlessyou get down to the level of the specific drawables each node has andcopy/transfer their contents (for example, if they are osg::Geodes, youmight do that with their drawables). -- Alberto ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group.To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com.To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.22744.1603119549.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/4DB27FF7-421E-4ABF-8E81-F14BA7E2D2AB%40hxcore.ol. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Merge geodes into a single node
Hi, Luca. One cannot do this in a general way since under each node any kind of entities can exist. I think the task you want to do not possible in a generic way, unless you get down to the level of the specific drawables each node has and copy/transfer their contents (for example, if they are osg::Geodes, you might do that with their drawables). -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Merge geodes into a single node
Hi All I have two basic osg shapes that I load like this osg::ref_ptr shape1 = osgDB::readNodeFile("shape1.osg"); osg::ref_ptr shape2 = osgDB::readNodeFile("shape2.osg"); I then group them together and save them osg::ref_ptr total = new osg::Group; total->addChild(shape1.get()); total->addChild(shape2.get()); osgDB::writeNodeFile(*total, "ouput.fbx"); The output fbx files contains two geodes... How can I merge them into a single one? I tried with osg::ref_ptr singleNode = new osg::Node; singleNode = dynamic_cast(total.get()); But the output doesn't change... Thanks to anyone that will help :) Regards Luca -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/ee360fb4-9b40-4ad4-9445-924798533820n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] I want to connect two moving models with a line.
Hi, you have to modify the geometry of the line. You can do that either scaling and rotating it or by modifying the coordinates of the vertices. In the latter case, be sure to deactivate the display lists of the geometry, otherwise the line will not be reflect any changes. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] I want to connect two moving models with a line.
I didn't speak English well, so I used a translator to write it. Please understand if there is any awkwardness in the sentence. I am moving two 3ds models using osg animationPath. And I want to connect two moving models with a line. Moving the 3ds model to the specified time and path using AnimationPath was successful. But I can't remember how to move the line connecting these two models using animationPath. The two models travel with different paths and different speeds/times. What method should I use to connect and move the lines of these two models? -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/9067032e-ed07-48f4-b74b-223625d80cabn%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why can't ive format model texture show when turn on setUseVertexAttributeAliasing(true)?
On Sat, 17 Oct 2020 at 18:15, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Thank you for your questions,Do you mean to use this > setUseVertexAttributeAliasing(true) only in GL version that only supports > shaders ? > Vertex aliasing only affects scene graphs that use shaders, they don't affect the OpenGl fixed function pipeline. The OSG tests for shader support at runtime so even older versions of OpenGL prior to GL2 can use shaders. However, if you build against GL core profile or GLES2.x of greater then there is no fixed function pipeline so all OSG usage will need to use shaders. Robert. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.22178.1603029508.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.22178.1603029508.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] Why can't ive format model texture show when turn on setUseVertexAttributeAliasing(true)?
Thank you for your questions,Do you mean to use this setUseVertexAttributeAliasing(true) only in GL version that only supports shaders ? 在2020年10月16日星期五 UTC+8 下午4:38:34 写道: > Hi ? > > OpenGL and OSG strandles and old fixed function pipeline era and shaders. > You can select a pure shaders subset of OpenGL at compile time and runtime, > and you can also toggle on/off some mappings the OSG provide between the > GL2.x GLSL built in variables and osg_ equivalents useful for > GLES2.x/GL3.x+. > > The scene graphs you build for each of these scenarios will need to be > different - you can't use fixed function pipeline state with a GL version > that only supports shaders. I know nothing about your particular .ive but > my best guess is that it's not compatible with the subset of OpenGL you > selecting. > > Robert. > > On Fri, 16 Oct 2020 at 03:55, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> env is system Win10 ,osg 3.6.4, osgearth 2.10.0,GTX1660 TI >> >> Why is there an error in the model texture display when this function is >> turn on? >> >> const int width( 800 ), height( 450 ); >> const std::string version( "4.3" ); >> osg::ref_ptr< osg::GraphicsContext::Traits > traits = new >> osg::GraphicsContext::Traits(); >> traits->x = 20; traits->y = 30; >> traits->width = width; traits->height = height; >> traits->windowDecoration = true; >> traits->doubleBuffer = true; >> traits->glContextVersion = version; >> traits->readDISPLAY(); >> traits->setUndefinedScreenDetailsToDefaultScreen(); >> osg::ref_ptr< osg::GraphicsContext > gc = >> osg::GraphicsContext::createGraphicsContext( traits.get() ); >> if( !gc.valid() ) >> { >> osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << >> version << " context." << std::endl; >> return( 1 ); >> } >> [image: Q20201012125957.png] >> >> -- >> You received this message because you are subscribed to the Google Groups >> "OpenSceneGraph Users" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to osg-users+...@googlegroups.com. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/osg-users/8f6c8efb-d2ee-46f3-a85c-3957fea0c828n%40googlegroups.com >> >> <https://groups.google.com/d/msgid/osg-users/8f6c8efb-d2ee-46f3-a85c-3957fea0c828n%40googlegroups.com?utm_medium=email&utm_source=footer> >> . >> ___ >> osg-users mailing list >> osg-...@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/651b3432-80b6-4eb9-a047-eee2eec94b60n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bounding box of culled geometry
Hi Renzo, On Thu, 15 Oct 2020 at 09:05, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > thanks for pointing out how cull traversal operates. > > Yes, it might be I am searching in the wrong direction. I need to get the > minimum and the maximum Z coordinate of the geometry vertices in order to > apply a color range. This is quite easy to do for the whole geometry but I > would know if there is a way just for the vertices inside the view frustum. > The CullVisitor maintains the near and far values used in the view frustum so after the cull traversal you should be able query the settings. See CullVisitor::getCalculatedNearPlane() and getCalculatedFarPlane() Robert. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21889.1602778907.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21889.1602778907.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] bounding box of culled geometry
Hi Wojtek, it looks interesting. I do not have a shadowed scene but I will try it, thanks. Regards, Renzo On 15-Oct-20 2:54 PM, OpenSceneGraph Users wrote: Hi Renzo, You may look at osgShadow\MinimalCullBoundsShadowMap.cpp. It scans RenderBins and compute bounds of culled drawables to optimize shadow map resolution. Cheers, Wojtek Lewandowski czw., 15 paź 2020 o 12:40 OpenSceneGraph Users <osg-users@lists.openscenegraph.org> napisał(a): Hi Werner, I do not know if I have found the code that you are suggesting. I see that CullVisitor could help to find the near and far plane, however with Z I meant the world vertical axis, not the axis of the view frustum. Regards, Renzo On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote: Hi Renzo, Maybe a node visitor with z-near and z-far as parameter is a possible approach. Werner On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users wrote: Hi Robert, On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote: Hi Renzo, On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org> wrote: I am using osg::Drawable::getBoundingBox() to retrieve the bounding box around the whole geometry. Is there a similar short way to get the equivalent box for just the culled geometry or do I need to write my own procedure? Culling isn't related to the nodes directly, but to a traversersal of the scene graph that compares the bounding shere's of internal nodes of the scene graph and the bounding boxes of the drawable leaves. Culling can happen at any point in the hierarchy - it can cull right up at the top node in the scene graph if the scene is outside the view frustum. Within the cull traversal there is no tracking of culled or non culling bounding boxes, a cull test is done and the bool result used directly. There isn't a "bounding box" or "bounding sphere" for culled or non culled objects. All the cull traversal cares about is building a list of drawables leaves that pass the view frustum test, there is no tracking of any objects that are culled - this would be a crazy waste of CPU resources. I have to ask, why do you want a bounding box of culled objects - what is the high level problem you are trying to solve? It may well be that you are asking the wrong question thinking about the task you have in the wrong way. Robert. thanks for pointing out how cull traversal operates. Yes, it might be I am searching in the wrong direction. I need to get the minimum and the maximum Z coordinate of the geometry vertices in order to apply a color range. This is quite easy to do for the whole geometry but I would know if there is a way just for
Re: [osg-users] bounding box of culled geometry
Hi Renzo, You may look at osgShadow\MinimalCullBoundsShadowMap.cpp. It scans RenderBins and compute bounds of culled drawables to optimize shadow map resolution. Cheers, Wojtek Lewandowski czw., 15 paź 2020 o 12:40 OpenSceneGraph Users < osg-users@lists.openscenegraph.org> napisał(a): > > Hi Werner, > > I do not know if I have found the code that you are suggesting. I see that > CullVisitor could help to find the near and far plane, however with Z I > meant the world vertical axis, not the axis of the view frustum. > > Regards, > Renzo > > On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote: > > Hi Renzo, > Maybe a node visitor with z-near and z-far as parameter is a possible > approach. > Werner > > > On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users > > wrote: >> >> >> Hi Robert, >> >> On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote: >> >> Hi Renzo, >> >> On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users < >> osg-users@lists.openscenegraph.org> wrote: >> >>> I am using osg::Drawable::getBoundingBox() to retrieve the bounding box >>> around the whole geometry. Is there a similar short way to get the >>> equivalent box for just the culled geometry or do I need to write my own >>> procedure? >>> >> >> Culling isn't related to the nodes directly, but to a traversersal of the >> scene graph that compares the bounding shere's of internal nodes of the >> scene graph and the bounding boxes of the drawable leaves. Culling can >> happen at any point in the hierarchy - it can cull right up at the top node >> in the scene graph if the scene is outside the view frustum. >> >> Within the cull traversal there is no tracking of culled or non culling >> bounding boxes, a cull test is done and the bool result used directly. >> There isn't a "bounding box" or "bounding sphere" for culled or non culled >> objects. All the cull traversal cares about is building a list of >> drawables leaves that pass the view frustum test, there is no tracking of >> any objects that are culled - this would be a crazy waste of CPU resources. >> >> I have to ask, why do you want a bounding box of culled objects - what is >> the high level problem you are trying to solve? It may well be that you >> are asking the wrong question thinking about the task you have in the wrong >> way. >> >> Robert. >> >> >> thanks for pointing out how cull traversal operates. >> >> Yes, it might be I am searching in the wrong direction. I need to get the >> minimum and the maximum Z coordinate of the geometry vertices in order to >> apply a color range. This is quite easy to do for the whole geometry but I >> would know if there is a way just for the vertices inside the view frustum. >> >> Regards, >> Renzo >> >> -- >> >> osg-users mailing >> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > ___ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bounding box of culled geometry
Hi Werner, I do not know if I have found the code that you are suggesting. I see that CullVisitor could help to find the near and far plane, however with Z I meant the world vertical axis, not the axis of the view frustum. Regards, Renzo On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote: Hi Renzo, Maybe a node visitor with z-near and z-far as parameter is a possible approach. Werner On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users wrote: Hi Robert, On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote: Hi Renzo, On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org> wrote: I am using osg::Drawable::getBoundingBox() to retrieve the bounding box around the whole geometry. Is there a similar short way to get the equivalent box for just the culled geometry or do I need to write my own procedure? Culling isn't related to the nodes directly, but to a traversersal of the scene graph that compares the bounding shere's of internal nodes of the scene graph and the bounding boxes of the drawable leaves. Culling can happen at any point in the hierarchy - it can cull right up at the top node in the scene graph if the scene is outside the view frustum. Within the cull traversal there is no tracking of culled or non culling bounding boxes, a cull test is done and the bool result used directly. There isn't a "bounding box" or "bounding sphere" for culled or non culled objects. All the cull traversal cares about is building a list of drawables leaves that pass the view frustum test, there is no tracking of any objects that are culled - this would be a crazy waste of CPU resources. I have to ask, why do you want a bounding box of culled objects - what is the high level problem you are trying to solve? It may well be that you are asking the wrong question thinking about the task you have in the wrong way. Robert. thanks for pointing out how cull traversal operates. Yes, it might be I am searching in the wrong direction. I need to get the minimum and the maximum Z coordinate of the geometry vertices in order to apply a color range. This is quite easy to do for the whole geometry but I would know if there is a way just for the vertices inside the view frustum. Regards, Renzo 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 -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21361.1602757401.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21361.1602757401.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] bounding box of culled geometry
Hi Renzo, Maybe a node visitor with z-near and z-far as parameter is a possible approach. Werner On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users wrote: > >Hi Robert, > >On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote: > >Hi Renzo, > > >On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users > wrote: > >I am using osg::Drawable::getBoundingBox() to retrieve the bounding box >around the whole geometry. Is there a similar short way to get the >equivalent box for just the culled geometry or do I need to write my >own procedure? > > >Culling isn't related to the nodes directly, but to a traversersal of >the scene graph that compares the bounding shere's of internal nodes of >the scene graph and the bounding boxes of the drawable leaves. Culling >can happen at any point in the hierarchy - it can cull right up at the >top node in the scene graph if the scene is outside the view frustum. > > >Within the cull traversal there is no tracking of culled or non culling >bounding boxes, a cull test is done and the bool result used directly. >There isn't a "bounding box" or "bounding sphere" for culled or non >culled objects. All the cull traversal cares about is building a list >of drawables leaves that pass the view frustum test, there is no >tracking of any objects that are culled - this would be a crazy waste >of CPU resources. > > >I have to ask, why do you want a bounding box of culled objects - what >is the high level problem you are trying to solve? It may well be that >you are asking the wrong question thinking about the task you have in >the wrong way. > > >Robert. > > >thanks for pointing out how cull traversal operates. > >Yes, it might be I am searching in the wrong direction. I need to get >the minimum and the maximum Z coordinate of the geometry vertices in >order to apply a color range. This is quite easy to do for the whole >geometry but I would know if there is a way just for the vertices >inside the view frustum. > >Regards, >Renzo > > > > > >___ >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] bounding box of culled geometry
Hi Robert, On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote: Hi Renzo, On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org> wrote: I am using osg::Drawable::getBoundingBox() to retrieve the bounding box around the whole geometry. Is there a similar short way to get the equivalent box for just the culled geometry or do I need to write my own procedure? Culling isn't related to the nodes directly, but to a traversersal of the scene graph that compares the bounding shere's of internal nodes of the scene graph and the bounding boxes of the drawable leaves. Culling can happen at any point in the hierarchy - it can cull right up at the top node in the scene graph if the scene is outside the view frustum. Within the cull traversal there is no tracking of culled or non culling bounding boxes, a cull test is done and the bool result used directly. There isn't a "bounding box" or "bounding sphere" for culled or non culled objects. All the cull traversal cares about is building a list of drawables leaves that pass the view frustum test, there is no tracking of any objects that are culled - this would be a crazy waste of CPU resources. I have to ask, why do you want a bounding box of culled objects - what is the high level problem you are trying to solve? It may well be that you are asking the wrong question thinking about the task you have in the wrong way. Robert. thanks for pointing out how cull traversal operates. Yes, it might be I am searching in the wrong direction. I need to get the minimum and the maximum Z coordinate of the geometry vertices in order to apply a color range. This is quite easy to do for the whole geometry but I would know if there is a way just for the vertices inside the view frustum. Regards, Renzo -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21338.1602748022.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21338.1602748022.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] bounding box of culled geometry
Hi Renzo, On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > I am using osg::Drawable::getBoundingBox() to retrieve the bounding box > around the whole geometry. Is there a similar short way to get the > equivalent box for just the culled geometry or do I need to write my own > procedure? > Culling isn't related to the nodes directly, but to a traversersal of the scene graph that compares the bounding shere's of internal nodes of the scene graph and the bounding boxes of the drawable leaves. Culling can happen at any point in the hierarchy - it can cull right up at the top node in the scene graph if the scene is outside the view frustum. Within the cull traversal there is no tracking of culled or non culling bounding boxes, a cull test is done and the bool result used directly. There isn't a "bounding box" or "bounding sphere" for culled or non culled objects. All the cull traversal cares about is building a list of drawables leaves that pass the view frustum test, there is no tracking of any objects that are culled - this would be a crazy waste of CPU resources. I have to ask, why do you want a bounding box of culled objects - what is the high level problem you are trying to solve? It may well be that you are asking the wrong question thinking about the task you have in the wrong way. Robert. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21167.1602683796.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21167.1602683796.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] How can we have a single VRAM footprint over multiple contexts/windows/views/camera in a multi-thread safe way?
Hi Robert, thanks for the answer! --Vaillancourt On Wednesday, September 30, 2020 at 12:19:14 p.m. UTC-4 OpenSceneGraph Users wrote: > Hi Vaillancourt, > > The OSG does not provide thread safe sharing of contexts, and OpenGL > itself doesn't provide it either, so even if we attempted to mutex lock all > access to GL objects that multi-threaded nature of graphics would step > around locks we attempted to add. If you want to share contexts then > you'll need to use single threading. > > With the VSG Vulkan objects are per logical device so you can share > objects on the same hardware in a more user controlled way, one still has > to take care because the objects aren't generally safe to read/write to one > has to use explicit synchronization when managing objects to avoid > threading collisions. The VSG and Vulkan have waaay lower CPU overhead so > multi-threading is actually far less critical for performance, > paradoxically as Vulkan is so much better at handling threading! > > Robert. > > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/84b58dd1-f9a7-426e-b2bb-4ddfde69ad1en%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bounding box of culled geometry
Hello, I am using osg::Drawable::getBoundingBox() to retrieve the bounding box around the whole geometry. Is there a similar short way to get the equivalent box for just the culled geometry or do I need to write my own procedure? Best regards, Renzo -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.20886.1602593025.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.20886.1602593025.3540.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] How to use setUseVertexAttributeAliasing?Why is there an error in the model texture display when this function is turn on?
You haven't provided any information about your hardware, OS, OSG version, what GL version you are targeting, how you have constructed your scene graph, what state you are setting, just a couple of screenshots. There really isn't advice we can provide based on so little information. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21042.1602491698.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.21042.1602491698.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org.
[osg-users] Why does the modified 0SGsimpleGl3 sample render cow.OSg model not show textures?
#include #include #include #include #include #include #include #include #include void configureShaders( osg::StateSet* stateSet ) { const std::string vertexSource = "#version 130 \n" " \n" "uniform mat4 osg_ModelViewProjectionMatrix; \n" "uniform mat3 osg_NormalMatrix; \n" "uniform vec3 ecLightDir; \n" " \n" "in vec4 osg_Vertex; \n" "in vec3 osg_Normal; \n" "in vec4 osg_MultiTexCoord0; \n" "out vec4 color; \n" "out vec2 texCoord; \n" " \n" "void main() \n" "{ \n" "vec3 ecNormal = normalize( osg_NormalMatrix * osg_Normal ); \n" "float diffuse = max( dot( ecLightDir, ecNormal ), 0. ); \n" "color = vec4( vec3( diffuse ), 1. ); \n" "texCoord = osg_MultiTexCoord0.xy; \n" " \n" "gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n" "} \n"; osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource ); const std::string fragmentSource = "#version 130 \n" " \n" "in vec2 texCoord; \n" "in vec4 color; \n" "out vec4 fragData; \n" "uniform sampler2D tex; \n" " \n" "void main() \n" "{ \n" "fragData = texture2D(tex,texCoord); \n" "} \n"; osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource ); osg::Program* program = new osg::Program; program->addShader( vShader ); program->addShader( fShader ); stateSet->setAttribute( program ); osg::Vec3f lightDir( 0., 0.5, 1. ); lightDir.normalize(); stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) ); stateSet->addUniform( new osg::Uniform( "tex" ,0 ) ); } int main( int argc, char** argv ) { osg::ArgumentParser arguments( &argc, argv ); osg::ref_ptr root = osgDB::readNodeFile("cow.osg"); if( root == NULL ) { osg::notify( osg::FATAL ) << "Unable to load model from command line." << std::endl; return( 1 ); } osgUtil::Optimizer optimizer; optimizer.optimize(root.get(), osgUtil::Optimizer::ALL_OPTIMIZATIONS | osgUtil::Optimizer::TESSELLATE_GEOMETRY); configureShaders( root->getOrCreateStateSet() ); const int width( 800 ), height( 450 ); const std::string version( "3.0" ); osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits(); traits->x = 20; traits->y = 30; traits->width = width; traits->height = height; traits->windowDecoration = true; traits->doubleBuffer = true; traits->glContextVersion = version; traits->readDISPLAY(); traits->setUndefinedScreenDetailsToDefaultScreen(); osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() ); if( !gc.valid() ) { osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl; return( 1 ); } osgViewer::Viewer viewer; // Create a Camera that uses the above OpenGL context. osg::Camera* cam = viewer.getCamera(); cam->setGraphicsContext( gc.get() ); // Must set perspective projection for fovy and aspect. cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) ); // Unlike OpenGL, OSG viewport does *not* default to window dimensions. cam->setViewport( new osg::Viewport( 0, 0, width, height ) ); viewer.setSceneData( root ); // for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use, // you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default. gc->getState()->setUseModelViewAndProjectionUniforms(true); gc->getState()->setUseVertexAttributeAliasing(true); return( viewer.run() ); } -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/031ecc10-5d72-4004-82d0-23baf6d6fa43n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] To set the glContextVersion number in the code, do I need cmake to configure the OSG_GL3_AVAILABLE option?
const int width( 800 ), height( 450 ); const std::string version( "3.0" ); osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits(); traits->x = 20; traits->y = 30; traits->width = width; traits->height = height; traits->windowDecoration = true; traits->doubleBuffer = true; traits->glContextVersion = version; traits->readDISPLAY(); traits->setUndefinedScreenDetailsToDefaultScreen(); osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() ); if( !gc.valid() ) { osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl; return( 1 ); } osgViewer::Viewer viewer; // Create a Camera that uses the above OpenGL context. osg::Camera* cam = viewer.getCamera(); cam->setGraphicsContext( gc.get() ); // Must set perspective projection for fovy and aspect. cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) ); // Unlike OpenGL, OSG viewport does *not* default to window dimensions. cam->setViewport( new osg::Viewport( 0, 0, width, height ) ); viewer.setSceneData( root ); // for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use, // you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default. gc->getState()->setUseModelViewAndProjectionUniforms(true); gc->getState()->setUseVertexAttributeAliasing(true); -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/65ae7587-64a9-4278-8e79-f6b34a3380a5n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
Mailing list settings have reverted so I can't trace the problem sender... I've changed the setting again to see what will happen this time ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
[Auto-Reply] I'm driving right now - I'll get back to you later. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.19224.1602214617.3539.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] Rendering huge point clouds
You might look at this discussion from a while back: https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg78153.html You probably want to use Entwine to build the LODs and the existing OSG LAS/LAZ loader plugin to consume the Entwine-written LAZ files. On Mon, Oct 5, 2020 at 5:18 PM Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > This might be an easy issue but I am struggling just with it. I have an > array of 4GB of vertex data (position, normal, color) and I am trying to > render the most optimal way. I am considering creating batches but it is > not working well. Any hints, snippets are highly welcome! > > Thanks a bunch as always! > > Cheers, > Nick > > -- > trajce nikolov nick > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com > <https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com?utm_medium=email&utm_source=footer> > . > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495] -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/CAGoufmZ1-yrfy45YeG6r%3D79HJC7sRqcupYcAvpzuJVuwmicYQw%40mail.gmail.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
Being this an oversight, maybe it would suffice to filter that exact string, if possible. The bad thing is that if it were intentional abuse, it seems that there would not be any way of stopping it. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
Am 07.10.20 um 09:03 schrieb OpenSceneGraph Users: > Hi All, > > I have been tempted to just adopt google-groups as the only support forum. > I've kept the mailman list around as it was still functionality and in > theory possible to integrate with the google-groups, though I've never been > able to configure things to work properly. > > I have gone into the mailman web interface and toggled off the option "Show > member addresses so they're not directly recognizable as email addresses?" > and we can see what happens next.. > > Cheers, > Robert. https://www.list.org/mailman-admin/node20.html 2.7 The Privacy Options Category https://www.list.org/mailman-admin/node24.html 2.7.4 Spam Filters https://www.gnu.org/software/mailman/contact.html Most of the developers, and lots of users, also hang out on the #mailman channel on the freenode IRC network. hope that helps or they can help best wishes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
Hi All, I have been tempted to just adopt google-groups as the only support forum. I've kept the mailman list around as it was still functionality and in theory possible to integrate with the google-groups, though I've never been able to configure things to work properly. I have gone into the mailman web interface and toggled off the option "Show member addresses so they're not directly recognizable as email addresses?" and we can see what happens next.. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
Hello, On Tue, 6 Oct 2020 at 19:20, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > > It is largely counterproductive because on the off-chance that some > address > > gets harvested for spam or harassment it is now difficult to conduct any > > meaningful discussion. > > Yes, I really dislike it not being able to see the sender. After some > time you know which people write high quality posts on a list and > might prefer to first read their posts in threads. > I have now re-read the posts in the archives why this was done back in January or February, the reason seems to be nothing to do with anonymization but some sort of problem with interfacing Mailman to Google Groups which causes bounced messages unless the From: address is scrubbed. However, this is still a rather unfortunate solution. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
> It is largely counterproductive because on the off-chance that some address > gets harvested for spam or harassment it is now difficult to conduct any > meaningful discussion. Yes, I really dislike it not being able to see the sender. After some time you know which people write high quality posts on a list and might prefer to first read their posts in threads. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/20201006123416.GA13039%40octa. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
[Auto-Reply] I'm driving right now - I'll get back to you later. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
Hello, On Tue, 6 Oct 2020 at 09:05, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > As I understand, the OSG mailing list is linked with the google groups. > Would it be an option to stop using the mailing list and only use the > google groups? > > On Monday, October 5, 2020 at 5:39:34 p.m. UTC-4 OpenSceneGraph Users > wrote: > >> On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users < >> osg-...@lists.openscenegraph.org> wrote: >> >>> How are you not able to tell who is sending these posts? Isn't that a >>> prime opportunity for spam messages if you can't forcefully remove users >>> who are abusing the mailing list? >>> >> >> Mailman is presently anonymising the sender, which helps prevent users' >> mail addresses being used by bad actors, but alas it also means I don't >> have a way I can see of the poster. If Mailman has a facility that would >> allow me to track the poster then I welcome suggestions. Perhaps it can be >> configured back to not anonymising poster till we track down the problem >> account. >> > I think the correct fix is to stop the anonymization in Mailman. It is largely counterproductive because on the off-chance that some address gets harvested for spam or harassment it is now difficult to conduct any meaningful discussion. And booting an abuser or user who has a misconfigured e-mail account becomes nigh-impossible. I have not seen any other larger project do this. If someone has issues with harassment or spam due to the addresses harvested from the list, it is easy to create throw-away addresses using e.g. Anonaddy.com. And re Google Groups - switching to that wouldn't really fix anything, the problem is not Mailman as such but that it is explicitly configured in a silly way. Groups show the sender addresses in the e-mails and on the website too if you are a group member. J. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.19441.1601986818.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.19441.1601986818.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] Rendering huge point clouds
Hello, You will need to subsample that, 4GB is way too much to display at once unless you have crazy hardware. One way of doing that is by building an octree and rendering only a fixed amount of points closest to the camera position. For the rendering itself the fastest method is to use instancing and a custom shader that will generate whatever needs to be displayed for each point e.g. using a geometry shader. In that way you can render a few millions of points every frame without too much craziness if you have decent hardware. Jan On Tue, 6 Oct 2020 at 01:18, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > Hi Community, > > This might be an easy issue but I am struggling just with it. I have an > array of 4GB of vertex data (position, normal, color) and I am trying to > render the most optimal way. I am considering creating batches but it is > not working well. Any hints, snippets are highly welcome! > > Thanks a bunch as always! > > Cheers, > Nick > > -- > trajce nikolov nick > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com > <https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com?utm_medium=email&utm_source=footer> > . > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.19396.1601970447.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.19396.1601970447.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] Rendering huge point clouds
Hi Trajce, There's no magic bullet for this, you will need to preprocess your data in chunks and use PagedLODs/DatabasePager to load/unload on demand. Something similar to what virtual planet builder does for imagery. Markus Schütz, has some good papers and recent research to do it in an efficient way: https://www.cg.tuwien.ac.at/research/publications/2020/SCHUETZ-2020-MPC/, although he didnt't use openscenegraph, but maybe is possible to create a readerwriter of that format. Best regards, Rafa. On Tue, Oct 6, 2020 at 1:18 AM Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > This might be an easy issue but I am struggling just with it. I have an > array of 4GB of vertex data (position, normal, color) and I am trying to > render the most optimal way. I am considering creating batches but it is > not working well. Any hints, snippets are highly welcome! > > Thanks a bunch as always! > > Cheers, > Nick > > -- > trajce nikolov nick > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com > <https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com?utm_medium=email&utm_source=footer> > . > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/CAM-RrinJbbrgYQnoi04VJp35ebyZ1cT5wcvo3jpLoX1RAc_qDw%40mail.gmail.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
As I understand, the OSG mailing list is linked with the google groups. Would it be an option to stop using the mailing list and only use the google groups? On Monday, October 5, 2020 at 5:39:34 p.m. UTC-4 OpenSceneGraph Users wrote: > On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> How are you not able to tell who is sending these posts? Isn't that a >> prime opportunity for spam messages if you can't forcefully remove users >> who are abusing the mailing list? >> > > Mailman is presently anonymising the sender, which helps prevent users' > mail addresses being used by bad actors, but alas it also means I don't > have a way I can see of the poster. If Mailman has a facility that would > allow me to track the poster then I welcome suggestions. Perhaps it can be > configured back to not anonymising poster till we track down the problem > account. > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/f06cb468-7521-4ca3-9c44-a8d985659731n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rendering huge point clouds
Hi Community, This might be an easy issue but I am struggling just with it. I have an array of 4GB of vertex data (position, normal, color) and I am trying to render the most optimal way. I am considering creating batches but it is not working well. Any hints, snippets are highly welcome! Thanks a bunch as always! Cheers, Nick -- trajce nikolov nick -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > How are you not able to tell who is sending these posts? Isn't that a > prime opportunity for spam messages if you can't forcefully remove users > who are abusing the mailing list? > Mailman is presently anonymising the sender, which helps prevent users' mail addresses being used by bad actors, but alas it also means I don't have a way I can see of the poster. If Mailman has a facility that would allow me to track the poster then I welcome suggestions. Perhaps it can be configured back to not anonymising poster till we track down the problem account. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and GUIEventAdapter returning the wrong GraphicsContext?
On Sat, 3 Oct 2020 14:32:35 +0100 OpenSceneGraph Users wrote: > I'm seeing a problem when using CompositeViewer where an event handler > is being called with osgGA::GUIEventAdapter::RESIZE but > sometimes (maybe 25% of the time) > osgGA::GUIEventAdapter::getGraphicsContext() seems to return the wrong > osg::GraphicsContext*. These problems appear to go away if i build with openscenegraph-3.6.5. Commit e17f1c4e317 might have been the fix, but i haven't checked: Refactored the handling if RESIZE, CLOSE, QUIT AND USER events so they are dispatched to all views associated with a window, or all views associated with a CompositeViewer - Jules > > This is with Flightgear, which i've recently modified to use > CompositeViewer. > > A similar thing happens when closing windows - sometimes Flightgear is > being told that the main window has been closed, when actually it's > only a secondary window. Or that the wrong secondary window has been > closed. > > And there's another possibly related problem where calling > GraphicsContext::valid() returns false when a different window has > been recently closed. > > The problem occurs with openscenegraph-3.4.1 on OpenBSD and > openscenegraph-3.4 on Linux. Both systems are running fvwm. > > Does anyone have any idea what could be going on, or suggestions for > how to investigate things further? > > Thanks, > > - Jules > -- http://op59.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
[Auto-Reply] I'm driving right now - I'll get back to you later. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.19265.1601913239.3541.osg-users-openscenegraph.org%40lists.openscenegraph.org.
Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
How are you not able to tell who is sending these posts? Isn't that a prime opportunity for spam messages if you can't forcefully remove users who are abusing the mailing list? On Monday, September 21, 2020 at 11:32:24 AM UTC-7 OpenSceneGraph Users wrote: > On Mon, 21 Sep 2020 at 17:40, OpenSceneGraph Users < > osg-...@lists.openscenegraph.org> wrote: > >> Could the owner of the address that auto-replies when they're driving >> disable their auto-reply from/to this address? >> > > Unfortunately these posts are coming in without any way to figure out > which account is sending them. If I could trace it I'd disable the > account/contact the account user directly. > > So for now I just have to hope they'll realize and fix things. > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/932b42d9-ec36-4c66-8d9a-a869419c26a2n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...
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[osg-users] CompositeViewer and GUIEventAdapter returning the wrong GraphicsContext?
I'm seeing a problem when using CompositeViewer where an event handler is being called with osgGA::GUIEventAdapter::RESIZE but sometimes (maybe 25% of the time) osgGA::GUIEventAdapter::getGraphicsContext() seems to return the wrong osg::GraphicsContext*. This is with Flightgear, which i've recently modified to use CompositeViewer. A similar thing happens when closing windows - sometimes Flightgear is being told that the main window has been closed, when actually it's only a secondary window. Or that the wrong secondary window has been closed. And there's another possibly related problem where calling GraphicsContext::valid() returns false when a different window has been recently closed. The problem occurs with openscenegraph-3.4.1 on OpenBSD and openscenegraph-3.4 on Linux. Both systems are running fvwm. Does anyone have any idea what could be going on, or suggestions for how to investigate things further? Thanks, - Jules -- http://op59.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert OSGB to Blender Formats
Thanks Andreas! Yes, I went through DAE and imported each tile individually, which worked. In Blender I needed somehow still to move some tiles in X-Axis and Y-Axis to make them fit to each other. MeshLab did this automatically. Another option was for me using MeshLab, which surprisingly also took care of the "georeferencing" between the tiles. Yes, FXB would be great, as it includes the texture already "inside" - but at least I was able to get it somehow loaded. As mentioned, work keeps me a little bit busy, so I will try out Remo in the future. On Friday, October 2, 2020 at 8:26:17 AM UTC+2 Andreas Ekstrand wrote: > Hi Thomas, > > Unfortunately, the FBX plugin doesn't seem to handle LODs at all. That > would be a welcome addition and if I just had the time I would gladly look > into it. > > The Collada (DAE) plugin supports it however, and you should be able to > import DAE into Blender. I know that building the Collada plugin can be a > pain though, and if you want a format-agnostic solution I think the most > common one is to separate the model into the different LOD components and > convert and import them one by one. > > You're of course welcome to have a look at our tool Remo 3D, where you can > import e.g. OSG formats, apply various edits if necessary and export to > Collada or separate FBX, OBJ, etc. per LOD. > > Regards, > Andreas > > > > On 2020-10-01 08:51, Thomas Widmer wrote: > > Thanks Robert! > I will try to find out more about pre-processing of OSG. In case you have > a good starting point for me, where to find information about it, let me > know! > > On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users > wrote: > >> On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users < >> osg-...@lists.openscenegraph.org> wrote: >> >>> I tried FBX already, but didn't manage it to get it running. I think the >>> main issue is the levels of details used for OSGB and how I can "access3 >>> them to be used for the conversion. If someone has an idea how to do it, >>> let me know. >>> At the moment I'm busy with work at my office, but I will try to check >>> it out perhaps the next week. >>> >> >> There is limit to how much you'll be able to export from an OSG scene >> graph to formats associated with modelling tools that are more focused on >> individual model components rather than whole worlds. >> >> You may need to pre-process the OSG scene graphs to make them more >> suitable for export, or export specific subgraphs. >> >> Robert. >> >> > -- > > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+...@googlegroups.com. > > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/a75de578-6e7a-4d85-8b9e-b7e87ae57da5n%40googlegroups.com > > <https://groups.google.com/d/msgid/osg-users/a75de578-6e7a-4d85-8b9e-b7e87ae57da5n%40googlegroups.com?utm_medium=email&utm_source=footer> > . > > > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/a6e5d12e-2f39-4b95-a843-c2881a658da4n%40googlegroups.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert OSGB to Blender Formats
Hi Thomas, Unfortunately, the FBX plugin doesn't seem to handle LODs at all. That would be a welcome addition and if I just had the time I would gladly look into it. The Collada (DAE) plugin supports it however, and you should be able to import DAE into Blender. I know that building the Collada plugin can be a pain though, and if you want a format-agnostic solution I think the most common one is to separate the model into the different LOD components and convert and import them one by one. You're of course welcome to have a look at our tool Remo 3D, where you can import e.g. OSG formats, apply various edits if necessary and export to Collada or separate FBX, OBJ, etc. per LOD. Regards, Andreas On 2020-10-01 08:51, Thomas Widmer wrote: Thanks Robert! I will try to find out more about pre-processing of OSG. In case you have a good starting point for me, where to find information about it, let me know! On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users wrote: On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users wrote: I tried FBX already, but didn't manage it to get it running. I think the main issue is the levels of details used for OSGB and how I can "access3 them to be used for the conversion. If someone has an idea how to do it, let me know. At the moment I'm busy with work at my office, but I will try to check it out perhaps the next week. There is limit to how much you'll be able to export from an OSG scene graph to formats associated with modelling tools that are more focused on individual model components rather than whole worlds. You may need to pre-process the OSG scene graphs to make them more suitable for export, or export specific subgraphs. Robert. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com <mailto:osg-users+unsubscr...@googlegroups.com>. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/a75de578-6e7a-4d85-8b9e-b7e87ae57da5n%40googlegroups.com <https://groups.google.com/d/msgid/osg-users/a75de578-6e7a-4d85-8b9e-b7e87ae57da5n%40googlegroups.com?utm_medium=email&utm_source=footer>. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/a37f5ee2-61aa-0c84-efa2-7df5731f60f1%40remograph.com. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org