[osg-users] CGFX
Hi, What is the status on CGFX? Last post on this topic was back in 2008. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23502#23502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] locking nodes
Hi, Thanks, that helps alot. That kinda explain why in OpenSG you have lock each single update operation. I thought OSG handles that internally, but looks like its going to be more complicated than that. I guess I will try to avoid multithread in this case and just have one single thread responsible for all the updating, at the cost of possibly lower performance. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23501#23501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] locking nodes
Hi, I have a multithread application which might update an node (add/remove children etc) at the same time. Is there any locking mechanism for ensuring only one thread is in a critical session at any time. I look at the source code of Group which just use std::vector for children list. As far as I know, std::vector is not safe for multiple write. I also noticed there is a mutex for reference count, which does not protected the object itself. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23462#23462 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to set camera perspective lookat
Hi, I need to position my camera at certain location and look at another. Can someone tell me how to do that? I have the following code the it does not do what it's supposed to do camera->setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000); camera->setProjectionMatrix(osg::Matrix::lookAt(Vec3(0, 0, 200), Vec3(0, 0, 0), Vec3(0, 1, 0))); Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22562#22562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] data sync between callbacks
Hi, I have two callbacks that share some data. One saves the current transformation matrix into the member if it, other one gets it. It looks that the second callback always get the same even the transformation matris is different. I guess it's probably has some thing to do with multi threading. Can some one show me how to ensure the data is shared properly? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16351#16351 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] viewer.frame() rendering not complete
Hi, I attach the image to the camera and use PRE_RENDER for the camera. I just use the osgDB to write the image to file. I also notice that the chance of getting an image for calling viewer.frame() once is zero. What I do now is calling frame() for 10 times before saving the image. Still, the image can be incomplete. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16275#16275 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image release question
Hi, I compile the code in debug mode. Well, the image is good either on the screen or saved as file, which likely rules out the dimension problems. Its the delete that is causing the problem Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16274#16274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image release question
Hi, Well, I see the code and the reason why I am posting here is because even I match the allocation type properly, it still crashes. In VC, it complains that there is something wrong the heap. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16260#16260 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] viewer.frame() rendering not complete
Hi, I add a camera to the scene that renders the texture I want and set the camera to use pixel buffer. I am trying to do some preprocessing for the texture map beforehand. The viewer is used only to render one frame or two before it deconstructs. The result is random, sometimes the rendered image is complete and sometimes not. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16259#16259 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation and scaling problem
Hi, Node* ResetNodeMatrices( Node *node) { osg::Group* root = new osg::Group; osg::Matrix matrix; osg::MatrixTransform* transform = new osg::MatrixTransform; matrix.makeIdentity(); transform->setMatrix(matrix); root->addChild(transform); transform->addChild(node); return root->getChild(0); } It won't do. I meant you need to set the matrix from the "node" in the argument of your function. Think about it, if the "node" contain a transform you want to get ride of, what good is that you add an identity on top of it? You need to find out what goes into the "node", for example, try osg::MatrixTransform* transform = dynamic_cast(node); then reset the matrix in transform to identity. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16258#16258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Image release question
Hi, I am trying to create an image out of a memory block: unsigned char * data= new unsigned char[1024]; image->setImage (int s, int t, int r, GLint internalTextureformat, GLenum pixelFormat, GLenum type, unsigned char *data, AllocationMode mode, int packing=1) For Allocation mode, there are NO_DELETE USE_NEW_DELETE USE_MALLOC_FREE So far only NO_DELETE works for me. The other two will crashes no matter what. Dose that mean that if I use USE_NEW_DELETE or USE_MALLOC_FREE, I don't need to pre allocate the memory for it and just pass a NULL for the data? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16216#16216 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LOD for stateset
Hi, Is there quick way I can get the distance from the camera or I need to save or reference to the position of the camera each frame and use that to compute the distance? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16213#16213 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi, I see there is a osgUtil::RenderBin, is that what you are refering to? If not, is the class you mentioned going to be released soon? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16208#16208 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation and scaling problem
Hi, Just set the transformation matrix to idenity Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16207#16207 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LOD for stateset
Hi, What is the best approach to change stateset based on the distance between the object and the camera? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16205#16205 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RTT buffer VS FBO VS FB
Hi, For render-to-texture, there are several implementation. At least I know RTT buffer, Frame buffer and Frame buffer object. Can someone explain the difference to me and which one is more portable across different hardware? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16204#16204 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi, Is there anyway that I can enforce drawing the objects inside first before drawing the outside membrane? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16203#16203 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi, The transparent blending works fine now. How ever the sorting does seem currect. Sometime the transparent object disappears or not drawn at all. , It view dependent Is there anyway it can be fixed? stateSet->setMode(GL_BLEND, StateAttribute::ON); stateSet->setRenderingHint(StateSet::TRANSPARENT_BIN); Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16197#16197 <>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RTT getting image crashes
Hi, I am trying to create a simple scene and render it to an image. The problem is the image that is attached to the camera is always null. Can some one tell me what is going on? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16152#16152 /* OpenSceneGraph example, osgprerendercubemap. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace osg; using namespace std; Group* createSimpleScene(); Image* image; class SnapCallback : public NodeCallback{ virtual void operator()(osg::Node* node, osg::NodeVisitor* nv){ cout << image->s() << endl; //crashes because image is null traverse(node,nv); } }; int main(int argc, char** argv){ // construct the viewer. osgViewer::Viewer viewer; Group* root = new Group; //image const unsigned short size = 256; Image* image = new Image; unsigned char* buffer = new unsigned char[size * size * 4]; image->setImage(size, size, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, buffer, Image::NO_DELETE); //setup camera Camera* camera = new Camera(); camera->setViewport(0, 0, size, size); camera->setRenderOrder(osg::Camera::PRE_RENDER); camera->setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT); camera->addChild(createSimpleScene()); camera->attach(osg::Camera::COLOR_BUFFER, image); root->addChild(camera); root->setUpdateCallback(new SnapCallback); viewer.setSceneData(root); //viewer.setCamera(camera); return viewer.run(); } class rotateCallback : public NodeCallback{ virtual void operator()(osg::Node* node, osg::NodeVisitor* nv){ static float angle = 0; PositionAttitudeTransform* pat = (PositionAttitudeTransform*)node; pat->setAttitude(Quat(angle++/90, Vec3(0, 0, 1))); traverse(node,nv); } }; Group* createSimpleScene(){ Group* group = new Group; Geode* box = new Geode; PositionAttitudeTransform* pat = new PositionAttitudeTransform; pat->addChild(box); box->addDrawable(new ShapeDrawable(new Box(Vec3(0.0f, 0.0f, 0.0f), 1, 1, 1))); group->addChild(pat); pat->setUpdateCallback(new rotateCallback); return group; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] runtime error
Hi, I am getting a lot of "Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)" at run time. Can someone tell me how to narrow it down? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16116#16116 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] viewer.frame() rendering not complete
Hi, I save it in a file. The problem is with frame(). If I call viewer.run() and hit Esc to quit the viewer the image is complete. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16092#16092 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] viewer invisible?
Hi, How can I set a viewer invisible for RTT? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16084#16084 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] viewer.frame() rendering not complete
Hi, I have a code that creates a temporary viewer and uses it to render one frame and copy from the color buffer to an image. When I call viewer.frame() the rendered image is only half done. Is there anyone to tell the viewer to complete a frame, save it and close itself? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16083#16083 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] offscreen rendering
Hi, Here is what I got so far. osgViewer::Viewer viewer; //graphics context osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = image->s(); traits->height = image->t(); traits->red = 8; traits->green = 8; traits->blue = 8; traits->alpha = 8; traits->depth = 24; traits->windowDecoration = false; traits->pbuffer = true; traits->doubleBuffer = true; traits->sharedContext = 0; osg::ref_ptr pbuffer = osg::GraphicsContext::createGraphicsContext(traits.get()); if (pbuffer.valid()) { osg::ref_ptr camera = viewer.getCamera(); camera->setGraphicsContext(pbuffer.get()); camera->setViewport(new osg::Viewport(0,0,image->s(),image->t())); camera->setClearColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f)); camera->setDrawBuffer(GL_BACK); camera->setReadBuffer(GL_BACK); viewer.realize(); } else { std::cout << "Error cofiguring pbuffer\n"; exit(0); } //draw viewer.setSceneData(geode); viewer.frame(); It crashes at viewer.frame(), complaining some resource already in use. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16051#16051 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] offscreen rendering
Hi, What is the example called? I see there are some examples for prerendering. That's not what I need. In my case, I only need to do off screen rendering once at the beginning of the application for all. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16050#16050 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] offscreen rendering
Hi, Can someone show me how to do offscreen rendering? What I have so far is a shader that render the texture on the screen after processing. I would like to render it offscreen and save it as a texture map. Any reference will also be appreciated Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16047#16047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] maya plugin, anyone interested?
Hi, Hi, I have prepared a tar ball for this exporter. Its located at http://vrac.iastate.edu/~freeman/Rocky_maya.tar There is some detailed documentations. But basically you will need to use CMake to build it. All testers are welcome and please post your comments here on OSG forum. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15190#15190 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to set uniform is shaders by vertex
Hi, Is there any way I can set the uniforms by vertex? I know uniforms are in stateset. There are some attribute for vertex I need to set in shaders for each vertex. How can I do it? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14775#14775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] softshadowmap and glsl shader
Hi, Thanks, I see there is only fragment shader, is vertex shader somewhere else? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14728#14728 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] softshadowmap and glsl shader
Hi, I am writing my own shader (glsl) for rendering. Can anyone show me how to draw shadow in the scene? What is in the texture unit used by softshadow map. Is that depth, grey scale color ? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14722#14722 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quaternion to euler
Hi, Yes, I am using that. I will give it a try. Strangely there is "euler" in the animation but not more useful "quaternion". Can you show me how to add it? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14721#14721 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] quaternion to euler
Hi, The animation supports euler but not quaternion. Is there any easy way to convert quaternion to euler? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] get current accumulated transform
Hi, How do I get current accumulated transform in a nodeupdatecallback? Specifically virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) What does NodeVisitior->apply(something) mean? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14662#14662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 64 bit 3rd party Dependencies
Hi, Is there a 64bit 3rd party dependencies somewhere I can download? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14616#14616 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] maya plugin, anyone interested?
Hi, Ok, I will give it a try and see how it works. Can .osg contain callbacks? They are needed in animation. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14615#14615 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] maya plugin, anyone interested?
Hi, I should probably have used .ive file. I didn't consider such possibility ver carefully when I started. There is an other fellow doing exactly that for OpenSG, except for OpenSG use XML file format which I think is really cumbersome. One reason for the intermediate binary format is that it embeds texture files as opposed to a reference to the files. For our team, we have all the artists doing their modeling job on separate computers and it's just easier for us to pack the whole scene into just one file and send to the programmers. And it seems maya support sound for animation, so the sound would be saved in the intermediate file format too. I don't know how introspection works in OSG. If I create a new class in Maya's exporter and pack it into .ive file. Can it be read correctly in OSG? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14608#14608 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] maya plugin, anyone interested?
Hi, We are currently developing a plugin for Maya. So far it supports basic geometry, texture, bump map, lod, instancing and animation, including keyframe animation and character/skeleton animation. Particle system will be added soon. This implementation is publicly funded so it doesn't have problem of being opensource. Current implementation consists of two parts. Part one is a Maya plugin which export Maya data into a intermediate binary format (images files for texture are embedded in the intermediate format). Part two is a reader to be written as an OSG plugin for the intermediate binary format in OSG. I know everyone is using COLLADA so I just wonder if anyone would be interested. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14600#14600 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow example
Hi, Thanks, never tried with those arguments. My video cards are mostly nvidia Quadro something. We are developing this game so it can run on most reasonably recent graphics cards. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14597#14597 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] movie with sound
Hi, We are developing a game with movies (mpeg) and would like to play them as cut scenes. I see there is a osgmovie example there and we would like to play sound in the movie using a sound library call FMOD. The example uses quicktime plugin and the plugin in calls quicktime routine. My question is can it handle all the video codec the quicktime on the system can handle. If I would like to get the sound and sync with the video play back. Is there any interface in the plugin I can use or I need to call quicktime routine to get to that part? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14594#14594 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadow example
Hi, I tried osgShadow example and it just turned out to be black, unlit geometries. Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all the same. Anyone else has the same problems? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14591#14591 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] light setup
Hi, I have some basic questions about the light setup in osg. I looked at the example osglight. It seems there is a osg::Light class and there is a osg::LightSource. One is state attribute and another is a group. Can someone explain practically how a light and lightsouce work together. For example, if I have a geode that has normal and material set up. How do I enable OpenGL lighting on it using osg::Light and osg::LightSource? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14566#14566 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setDataVariance(osg::Object::DYNAMIC);
Hi, Hi, I wonder when I should use setDataVariance(osg::Object::DYNAMIC); Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14046#14046 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animation doc/tutorial
Hi, Thanks, I guess I will need to learn it the hard way. I would prefer that whoever implemented the animation would spell out most of the details of it, like a tutorials for the basic osg features. It's just sometimes frustrating to copy and paste the sample code without fully understand it and even making wrong assumptions and if something goes unexpected, that will be pretty much clueless. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13655#13655 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] animation doc/tutorial
Hi, I recently started looking at the animation part of osg. I have read some examples and wonder if there is tutorial or formal documentation for it. For example, I would like to replace the linear interpolation in the example osganimationsolid with cubic bezier interpolation. It doesn't really seem there is a good way to find out. The online documentation is minimal and with all those templates and definition, it's really hard to find a good place to start with. Can some one help me out? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13647#13647 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] maxium children count
Hi, Oh, the problem was somewhere else. Thanks for the debugging tip tho. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13646#13646 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] maxium children count
Hi, I am doing a PDB (protein data base) file importer. The number of atoms in a typical database is about 4000 to 6000, I organize them in to groups with positionattitudetransform. I noticed if the number of atoms exceeds certain number, the program crashes in run time. So, is there a max number of children allowed? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13643#13643 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi, The alpha value is about .5, It works fine except for the renderinghint statement. ss->setRenderingHint(StateSet::TRANSPARENT_BIN); If I comment it out, I can see the transparent object but they are not sorted properly. So there must be some problem with the depth sorting. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13452#13452 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi, Thanks for the help, when I tried ss->setMode(GL_BLEND, StateAttribute::ON); ss->setRenderingHint(StateSet::TRANSPARENT_BIN); nothing shows up. The cull face works tho Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13448#13448 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] transparent object sorting and back face culling
Hi, There are simple questions: What do I need to do to make sure transparent object show up properly? How do I cull the back face of polygon? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13372#13372 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] manual delete object
Hi, Thanks, your hint already gave it all out. I was wondering if user need to keep track of the reference to Node assigned to Group. As you said, group use smart pointer internally so group->addChild(new Node) will delete the node created once group is gone. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13370#13370 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Character animation
Hi, We are doing animation export from maya 2008. So a guy in our group get the basic keyframe animation working. We still need to get the whole skeleton and skin animation going as soon as possible. I post what we find out here. It looks like there is already skeleton/skin animation in osg, albeit beta version. It's a good idea to test it and see what exactly it dose and then tried to export the information it needs from maya. OSG support openflight, which can be used to import animation. However, the default openflight exporter in maya dosen't support animation. There is a commercial one that looks promising. Google it and give it a try. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13369#13369 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] manual delete object
Hi, Thanks, if later I reference the node from a group, will the reference count be increased for the node? { osg::ref_ptr node = new Node; osg::ref_ptr group = new Group; group->addChild(node); } The reference count of node should be one outside the scope. Is it right that somehow group->addChild(node) increases the reference count of node? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13284#13284 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] manual delete object
Hi, When I tried Node* node = new Node; delete node; there is a compiler error saying destructor protected. How can I delete node that I am sure I no longer use. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13275#13275 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::ref_ptr<> used anymore
Hi, Ok, I started this thread, so I claim to have the right for the last words. I have used boost before, it looks like a pretty well maintained library. I used it because I was working on my coworker's code and in our case, he only used the file separator ("\" vs "/") from boost. For that it probably took more that 45 minutes to build boost in VC++, which include all other things such as matrix manipulation, threads, signal, BLAS that we did not use. I guess some people feel it heavy in a sense that you can't download and build just the components you need(if there is a way to do it, I don't know and apologize for my ignorance). Instead, everything comes in an all-inclusive package. For small or dedicated project where resource and performance count, it dose not look appealing. Boost can be trusted as well tested library. Sometimes being "big" and "all-inclusive" is not necessarily a good thing. For example, there is BLAS in boost, but there are other free libraries around that dose the same thing (GSL, ITK or even IPP in linux). As a result users have a choice of the BLAS from boost, which is a component from an all-inclusive library, or they can select GSL, ITK or IPP, which specializes just in scientific computation and dose not offer more than that. Performance wise, I think boost still need to prove itself that it can compete with those dedicated libraries. At this point, it's totally personal preference and project needs. For me, I tend to use the libraries that dose only one thing well and leave small memory footprints. I like it that way because I have the freedom to use that libraries for other purposes, so it's more flexible that way. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13274#13274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::ref_ptr<> used anymore
Hi, Thanks for the replies. They really clarified a lot. Looks like for small pointer, it's all or none deal, e.g. it's best to use them every time a reference to the pointed object is needed. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13175#13175 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::ref_ptr<> used anymore
Hi, Sorry, 404 Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13110#13110 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::ref_ptr<> used anymore
Hi, Thanks, that explains it. Correct me if I am wrong. So to use it, just create osg::ref_ptr<> and use it as regular pointer and the memory will be managed by osg::ref_ptr<>. In a simple case, I careate Node* node = osg::ref_ptr and, call void* ptr = node. I suppose the reference count in node will be incremented If later I call, ptr = NULL, it doesn't seem that there is anyway to tell node to decrement the reference count in node. Can someone clarify how osg::ref_ptr<> behave in this case? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13108#13108 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::ref_ptr<> used anymore
Hi, I wonder osg::ref_ptr<> is used anymore for automatic memory management. I remember sometime ago I got an error from mishandling multiple inheritance, the error printed on the screen was that the reference count of a node is some non-sense number when the destructor of the node executes (some shared parent higher up got deallocated twice). Since I did not use osg::ref_ptr<> in that code and it looks like reference count is kept somewhere in the node. My question is that if automatic memory management is used even without osg::ref_ptr<>. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13106#13106 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attack the PrimitiveSet
Hi, What exactly do you mean "attacking", are you trying to remove primitive from primitive sets. Indices are deprecated and they are not encouraged to be used anymore. The "dirty" way is the "classical" way. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13042#13042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] texture and material of geode
Hi, I run into problem when I assigned both material and texture to a geode. If I have just either material(ambient, diffuse, etc) or texture, it worked fine. However, if I have both of them, the geo looks black. Is there thing I need to do to blend the texture and the material? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12849#12849 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multiple inheritance destructor
Hi, Thanks Robert. What I wanted to do is create a node that can automatically update itself. I am integrating its with ode so the position and orientation information is from ode. As for multiple inheritance, I thought that was one of the strength of c++ for code reusability. The problem can be avoided easily by putting the node inside the callback or the other, but not as compact in my opinion. I use osg itself uses multiple inheritance all the time. I probably need to overwrite the virtual destructor to avoid double deallocation on the same members that belong to Object. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12389#12389 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multiple inheritance destructor
Hi, I am creating a new class that inherits from "Group" and "NodeCallback", it works find except for the deconstruct which always cause a segmentation fault. Can someone show me proper ways to destruct a class like this? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12351#12351 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeTrackerManipulator how to
Hi, I am using NodeTrackerManipulator in my application to follow a node. I would like NodeTrackerManipulator to be fixed in the followed node coordinate. e.g. the camera always follow a character, but always some distance behind it and looking forward in the character's coordinate. Can someone show me how it can be done? Thanks Thank you! Cheers, OSG -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12299#12299 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org