Re: [osg-users] OpenSceneGraph-3.6.4-rc6 tagged
Hey Robert I have just checked in fix based on the above added handling of ANDROID: > > > https://github.com/openscenegraph/OpenSceneGraph/commit/ccbc632afc240113aa7c8cffb37ce69fed45edd5 > > Could you test and let me know if this works fine. Once I have positive > feedback I'll make the new 3.6 rc. > I was just about to send the exact same as a pull request. I've just updated my branch to the latest 3.6 and CMake ran fine. It's just building now but I don't see there being any issues. Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.6.4-rc6 tagged
Hey Robert I'v tested on iOS and have run into an issue with FontConfig. It's automatically find the macOS version of FontConfig that comes installed by default on the OS. I've done a hack fix for iOS you can see here https://github.com/tomhog/OpenSceneGraph/commit/4d803e53120d3312d354fb4c53d9bd8f6410bae1 But looking you can actually build FontConfig for iOS so users may want to use it. This issue will probably affect Android users too. We can either put the same kind of road block up for Android builds or we need a more elegegant way of finding the FontConfig package for the platform you're building for. For other dependancies like Freetypes etc I usually directly pass the CMake values required via the command like. So maybe that's another option to force it to not found? Tom PS Tried to post via the forum but it was playing up ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!
Add my two cents I'd by up for making a small unit test application framework. This is also a problem for osg examples at the mo. They only run in console/desktop environments. I could develop a simple DemoBase class or whatever, examples and Unit tests inherit from that and then for each platform (desktop, iOS, Android etc) make a simple launcher frame work. Regarding the actual VulkanSceneGraph. I like the idea of keeping it as just a pure scenegraph and renderer then having node kits. It's not just about dependencies for me but speedy building and testing. An issue for me with osg at the moment isn't the dependancies for the plugins. You can do a lot with zero third party libs. The issue is that there are just so many plugins it's a blessing and a curse. A system which when I generated my project let me select the plugins I wanted would be awesome. A full build of osg on mobile platforms can take well over an hour but it's mainly the plugins users will probably never use that take all the time. I know that's really just an issue when you build osg but it really puts me off doing tests for releases. Regarding macOS not currently supporting Vulkan. The same will be true of UWP apps, but hopefully a similar solution to Angle will be available. Most of the changes in the UWP port aren't related to using Angle, that's pretty much just using different headers and libs. The changes were mostly for UWP itself, file access etc. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74015#74015 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANGLE/UWP support checked into OSG github
Yeah Holo lens and I'm not 100% sure but I think if you want to put your app on the windows store it needs to use Angle. Still keep meaning to test it on XBox. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73994#73994 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash in latest osg used in osgearth on iOS (possibly other platforms)
Hi So I've run into an issue with recent versions/commits of osg. I've been working on a GLES3 port of osgearth and everything was going smoothly. Then recently I started experiencing an extremely intermittent crash. The debugger would never return any useful information (tried all sorts of things) and it only seemed to occur if osgearth was paging stuff in with the database pager. After a lot of fiddling around I eventually had to roll back my osg version to this one Rolled back to this commit in osg https://github.com/tomhog/OpenSceneGraph/commit/ 2ce5238cf7fe78a64af18a62e036fe9e0e29d721 2ce5238cf7fe78a64af18a62e036fe9e0e29d721 Which also required a revert on osgearth as they had made changes to support the new linesegment intersection stuff. That's about all the information there is, not much I know but all I can say is between that commit above and the current head (well head as of about 2 weeks ago, i did roll back a few commits first up to the point that the linesegment triangle functor stuff was added but it was still crashing) a crash has started occurring with no reliable way of reproducing it. Is there anything that might spring to mind that could be the cause? Thanks Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS build guide locked/checked out on osg website
I thought the name rang a bell, Thanks for doing that, it's done the trick. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70807#70807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support for Windows Universal Platform
Yes it should support Windows phone, still need to test that though, but no reason it shouldn't. No example at the moment, but i just used the Angle template example from Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in the main render function, pretty straight forward. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70802#70802 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support for Windows Universal Platform
Hi So I've been tasked to add UWP/Angle support to OSG working with Chris Hanson. I have it pretty much working, it's rendering a cube, and just wanted a little guidance on a few issues before I submit any changes. So firstly to the main CMakeLists.txt file I've added a OSG_BUILD_PLATFORM_UWP flag, this only does one thing on the CMake side. It adds a preprocessor define to all targets 'OSG_UWP' this is used in the code to hash def out a few unsupported features. Also in the osgViewer CMake I have added support to Win32 path to set the Window System type, it defaults to Win32 which will behave as usual and any other value just doesn't add the Win32 graphics window implementation files. Maybe later we could add an EGL implementation but for now we just don't want the Win32 version and then we use setupViewerAsEmbedded. I've hash defed out the plugin loading code on Win32 for now and have built osg as static as it uses a few functions not available on UWP, however later we could get that working I think as I've got GLExtensions code to work with a different function for loading the dll module. OpenThreads had a few functions not available but none of them are show stoppers. The micoSleep function used some stuff not available so I made it fall back on standard sleep just as older windows versions do. You can't set process affinity on UWP so that function call does nothing, and you can't force terminate a thread, but you can cancel them so the fail safe terminate is just excluded. The real issue at the moment is the use of getenv. That's used in a lot of places and is a handy bit of code for config type stuff so I didn't really want to add hash defs all over the place where ever it's used. So for now I made a dummy implementation that just returns 0, but the only place I could find to put it that is included globally was in the Notify header which is far from ideal. Does anyone have any thoughts or feedback on where I could place a dummy function like that that kind of needs to be used anywhere without people having to add a new include? Here's an example CMake command that will generate a UWP visual studio project "C:/Program Files/CMake/bin/cmake.exe" ./ -G "Visual Studio 14 2015 Win64" -DCMAKE_SYSTEM_NAME:STRING="WindowsStore" -DCMAKE_SYSTEM_VERSION:STRING="10.0" ^ -DOSG_BUILD_PLATFORM_UWP:BOOL=ON ^ -DOPENGL_PROFILE:STRING=GLES2 ^ -DOSG_WINDOWING_SYSTEM:STRING=NONE ^ -DOSG_USE_UTF8_FILENAME:BOOL=ON ^ -DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF ^ -DDYNAMIC_OPENTHREADS:BOOL=OFF ^ -DBUILD_OSG_APPLICATIONS:BOOL=OFF ^ -DBUILD_OSG_EXAMPLES:BOOL=OFF ^ -DOPENGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^ -DOPENGL_HEADER1:STRING="#include " ^ -DOPENGL_gl_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libGLESv2.lib" ^ -DEGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^ -DEGL_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libEGL.lib" Once I have a solution to this getenv thing and done some more testing I'll look at doing a pull request. Thanks Tom PS It's currently in a private repo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70800#70800 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] iOS build guide locked/checked out on osg website
Hi All Not sure who can do what about this. A little while back i was going to update the build guide for osg on iOS, but the document/article was checked out and locked by another user. Since 2014 haha. Says it's been checked out by Ulrich Hertlein. If you're still around could you unlock it? http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios I made a new one here http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/216-generating-an-ios-xcode-project-2017 But I think we should get rid of the old one. Thanks Tom PS I sent this by email, but think I didn't type the address properly, apologise if it's duplicated. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70799#70799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with current OSG and OSX
Are you using GL3? If so you need to enable VertexArrayObjects osg::DisplaySettings::instance()->setVertexBufferHint(osg::DisplaySettings::VertexBufferHint::VERTEX_ARRAY_OBJECT); Hope that helps -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69824#69824 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why isn't OpenSceneGraph used in games?
I've made a few games in OSG and in Unity. In my experience OSG blows Unity out of the water then it comes to render performance. Also with unity and game engines in general you have to learn a lot of quirks. Like learning that in unity turning objects on and off is actually really expensive (well if you're doing it to dozens of them per frame) I think tools like Unity come into their own for prototyping and allowing non technical people to try out assets in a real world test environment. The issues I've had using osg for games is the assets designers often struggle to understand the dos and don't and you find you have to write them little standalone test apps. Personally if I was making a simple little game I'd use unity. If I was planning some galactic scale simulation I'd use osg as a foundation. The other big difference and one I think a lot of games developers don;t like is it's a lot of work to set up additional renders. Say I just want to quickly render a model as an icon. In a scene graph I need to set up a new camera, attach it to the graph, render a frame, deactivate the camera etc. In a game engine I can often just say redner this model with this camera to a texture right now. Anyway that's my two cents. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66926#66926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] Graft a cross platform batch conversion tool
Hi Everyone In my spare time I've been working on a little project called Graft. It's a batch conversion tool a lot like osgConv but also uses Qt for a GUI. It also adds the powerful feature of treating individual conversions (i.e. a visitor or image resize) as Actions that can be added as to a queue and applied one after the other. The queues can then be saved and shared with others (if you've ever used automator on OS X it's a bit like that) Actions can also be added via plugins with the hope that eventually they'll be an action for every possibility. For this initial release I've added as many basic actions as I can and would now like to see what others think and any ideas for new Actions. I've provided Windows (x64), OS X (x64) and Linux (x32) builds on my website http://hogbox.com/index.php/graft I've only tested them on Windows 7, OS X 10.9.5, Ubuntu 12.04 On linux you need to make Graft.sh executable and run that so the libraries are found and possibly also run apt-get build-dep openscenegraph As I haven't included 3rdParty dependancies other than osg and Qt in the linux build. The source code is available here https://github.com/tomhog/Graft Anyway, if anyone would like to have a try please let me know how you get on and any possible ideas for new actions. Thanks Tom PS Quick tutorial as I've not written anything up yet Add inputs via the + button or drag and drop files onto the window Actions are applied to inputs when 'process' is clicked. Selected input file is shown in preview with all actions applied from last process Export will save out the currently selected input To save out all Inputs add an Save File action -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64274#64274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DESPERATE!! Tried everything to get JPEGS TO LOAD!
Hi Gregory First try whacking you notify level to debug_fp osg::setNotifyLevel(osg::DEBUG_FP); That will show you where osg is looking for the plugin. Also unless you changed where osg is looking for plugins you have them in the wrong place. Osg on windows will usually have a osgPlugins-xxx folder in the bin folder with all the plugins in it, that's where it looks for them. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63749#63749 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Importing Animations from 3ds Max 2015
Hi Chris I think FBX is a good way to go if you can, that was the pipeline I was working on (I can't even remember why now), but essentially the difference is this. OSGExp for 3DS Max exports animations as osg::AnimationPath, FBX plugin will load them as osgAnimation::Animations (or whatever). As osgAnimation is what you need for skinning I chose the fbx route and wrote that bit of code for the splitting. If you use tools like Unity it's common to have some kind of meta data with your model that defines keyframe ranges. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61657#61657 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] fbx animation
Nice one. My plan at some point is to integrate this into an all singing all dancing middlware tool to prep files for use in OSG (one day anyway), but nice to have it somewhere being used and hopefully iron out any bugs in it. Seem to remember the main problem at the moment is if you don't have a key per frame and one of your new frames lands between keys the easing curves won't be correct on that frame. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61658#61658 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Animated 3d-models for OSG
Hi This has been discussed before. http://forum.openscenegraph.org/viewtopic.php?t=8161view=next I made a little tool to split the long animation into sub animations using an xml config file. Worked well when I needed it, but not been tested in a while Tom PS With some work maybe this could be included into osgconv as this topic has come up a few times -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61133#61133 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Animated 3d-models for OSG
PPS 3DS max itself does not understand multiple animations in a single file, which is why nothing exports from it properly. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61134#61134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!
Ok I got it downloaded Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle OpenGL calls. Kind of interesting, though other then XBox, Windows Phone and the normal Surface all environments with DirectX have OpenGL anyway. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59997#59997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!
It's all the binaries and build files for osg the mesa lib, even a cmake exe in there. It's using this http://sourceforge.net/projects/gldirect/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6#6 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi all, The OpenSceneGraph3.3.2 DEV Running in D3D9 mode's full sourcecode version is uploaded and can be downloaded, Happy a good weekend!
I've deleted the binaries and am uploading the binaries. It's just osg built with all the example etc again that mesa lib. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60007#60007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello Robert OSGERS all, OSG DEMOS SITE is not a trojan!
This guy has been keeping me entertained for days. Sometimes I wonder if some bot somewhere has gained a small amount of self awareness and is trying to make friends on the osg mailing list. Maybe we have a Turing test winner in our midst. lol -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59964#59964 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
Hi All Small bug when configuring for Android on OS X, at the the moment i think the fact I'm on iOS is overriding everything We end up with this in GL header file #include TargetConditionals.h #include OpenGLES/ES2/gl.h We need this //#include TargetConditionals.h #include GLES2/gl2.h I'll try properly fix it asap but if anyone else has missing header issues, that's the problem. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59881#59881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Definding against aggressive domain
Hi I hate these types of people. I've had some troll sitting on hogbox.com for years now. I brought hogbox.co.uk when I was a student and couldn't afford .com at the time. Then someone brought .com and occasionally sends me emails saying they will sell it to me for a price in the hundreds of dollars. I just reply saying they're a troll and I will never pay them over the odds for a hobby url. Anyhow, frustration vented. As we have the decent URLs I agree it doesn't really matter, especially as there is no money changing hands on these urls. The worst that might happen is someone gets there forum login pinched when they go to openschemegraph.com ;) Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3.2.1 test results
Hi Did you edit the Android.mk file in osgAndroidExampleGLES2/jni In there is a line like so OSG_ANDROID_DIR := type your install directory I think 'type' may be coming from there. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57737#57737 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS OSG
Hi Guys The code needed for deprecated and new osg formats is //depreceated osg format USE_OSGPLUGIN(osg) USE_DOTOSGWRAPPER_LIBRARY(osg) //new osg format USE_OSGPLUGIN(osg2) USE_SERIALIZER_WRAPPER_LIBRARY(osg) USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation) Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57738#57738 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dynamic Texture Upload affecting frame rates drastically
Hi So you might be generating mip maps for the texture. Also some older cards hate TextureRectangle, you are better off subloading a non power of two texture into a larger power of two texture. Check this code for example https://code.google.com/p/hogbox/source/browse/trunk/src/hogbox/NPOTResizeCallback.cpp Newer cards handle it fine though so check the mip maps Code: texture2D-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST); texture2D-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57739#57739 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] META_OBJECT
hi Posting what META_OBJECT defines will help, but the clue is here /home/sajjad/Downloads/OpenSceneGraph/osgCompute/osgCompute/include/osgOpenCL/osgOpenCLContext:23:4: error: cannot declare parameter ?anonymous? to be of abstract type ?osgOpenCL::osgOpenCLContext? /home/sajjad/Downloads/OpenSceneGraph/osgCompute/osgCompute/include/osgOpenCL/osgOpenCLContext:18:23: note: because the following virtual functions are pure within ?osgOpenCL::osgOpenCLContext?: You have some pure virtual functions somewhere, then other code is trying to allocate an instance of a class with pure virtual functions which is not allowed. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53855#53855 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Possible to make pixel-pretty text in OSG?
A quick thing to test is setting the resolution of the font texture being used osgText::Text setFontResolution Like you where thinking, at the moment your font is being generated as a texture at a certain resolution, you are then scaling it when rendering causing mipmapping, multi sampling etc to effect it. So make it the resolution you would expect to see on screen, and if you have it bang on you can also disable mipmapping on the font font-setMinFilterHint(osg::Texture::NEAREST); font-setMagFilterHint(osg::Texture::NEAREST); Be aware though you will need a font texture per resolution you set so can become quite memory hungry. Wangs suggestion will probably give beter looking results, but the above is pretty easy to test. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53068#53068 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Retrobooster playable demo
Looks and plays great, Really like the dust clouds kicking up as you approach the ground. Glow effect is great too. I'm running windows 7 on a Mac Book via Parallels. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51318#51318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
Hi Guys Sorry to raise this again, but I'm currently having the same issue. Basically I am opening files, doing some bits and bobs to them and reexporting. Just for completeness I do alter the texture stateattributes, but not in a way I would think would matter. Here's what I'm doing Code: if(_localiseImagePaths){ std::string fileName = osgDB::getSimpleFileName(texture-getImage(0)-getFileName()); std::string localPath = images/+fileName; texture-getImage(0)-setFileName(localPath); } //disable resize of textures texture-setResizeNonPowerOfTwoHint(false); //clamp to edge required for IPhone NPOT support texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); Then when done I export with the following options to make sure the files are written as external files for whatever format I'm using. Code: osg::ref_ptrosgDB::Options opts = new osgDB::Options(); opts-setOptionString(OutputTextureFiles noTexturesInIVEFile WriteImageHint=WriteOut); But when I look at the exported images, or load the exported model file the image red and blue components seem to be flipped. I've had a little dig and did start to think it was because some of my images don't have alpha channels, but I've tested images with alpha channels with no luck. I've attached a model that will produce the problem when loaded and reexported with the above options (on my end at least) I'm using osg version 3.1.3 and running on OSX 10.7.4, with OSX sdk 10.8, XCode 4.5. I've also tried both 32 and 64 bit builds with no luck. Any help would be greatly appreciated. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50326#50326 Attachments: http://forum.openscenegraph.org//files/boxmanmodel_190.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
Oops Sorry, the last attached file had a bad png that the plugin can't load. I copied over it with a backup after the colors got swapped and forgot to run it through gimp which seems to sort it. Also I just tested embedding the image into the osgb file, which worked fine. Thanks Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50327#50327 Attachments: http://forum.openscenegraph.org//files/boxmanmodel2_102.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
Hi Again So I've done some more digging and seems I'm hitting a case they may be known to not work. So in the function CreateCGImageFromOSGData under the case for GL_BGRA I am entering the else of the if statement. if(GL_UNSIGNED_INT_8_8_8_8_REV == osg_image.getDataType()). In there is this with the following code and comment // FIXME: Don't know how to handle this case bitmap_info = kCGImageAlphaPremultipliedLast; What's weird is all my images seem to take this path even if I think they are pure rgb images. I've found this function vImagePermuteChannels_ARGB, which I think can help me out, I just need to decide when to do it, to not break everyone else's functionality. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50333#50333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES 2 iOS 5.1 Non power of two textures
Hi Guillaume I can confirm NPOT textures work in GLES2. Did you try setting the wrap mode to CLAMP_TO_EDGE Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50319#50319 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using a texture channel outside of OSG
Hi All So I'm using an extension on iOS that allows me to fast draw video frames coming from the camera in OpenGL. The requirement though is that I bind and create the texture during a callback so I have to call makeCurrent on the osg context then do manual OpenGL commands, like below. Code: _viewer-getCamera()-getGraphicsContext()-makeCurrent(); [self cleanUpTextures]; // CVOpenGLESTextureCacheCreateTextureFromImage will create GLES texture // optimally from CVImageBufferRef. glActiveTexture(GL_TEXTURE5); err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RGBA, width, height, GL_BGRA, GL_UNSIGNED_BYTE, 0, _lumaTexture); if (err) { NSLog(@Error at CVOpenGLESTextureCacheCreateTextureFromImage %d, err); } glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture)); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); I then use a uniform to tell osg where to look for the texture, in this case channel 5 and everything works fine. The problems start when I introduce models loaded and rendered with osg. All the models only use textures in channel 0, but as soon as I start using them the video quad goes black and other textures start flickering. My guess is osg is is doing something to my texture, is there a way to tell osg to leave a certain channel alone, or some other sort of magic? Thanks Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50157#50157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using a texture channel outside of OSG
Thanks for that calling glActiveTexture(GL_TEXTURE0); at the end has worked, I'll try a more elegant solution later, but at least this has proved it can work. Pretty obvious solution, think I'd just been working on it too long. Thanks for the help Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50159#50159 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OSG Embedded in an Existing OpenGL Project
Hi So I've done this when working with the QCAR sdk as it seems to insist on having ownership of the GL Context. What you want is first setup the emmbeded viewer Code: osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer(); osg::ref_ptrosgViewer::GraphicsWindowEmbedded embeddedWindow embeddedWindow = viewer-setUpViewerAsEmbeddedInWindow(0, 0, w,h); osg::ref_ptrosg::StateSet m_lastStateSet = new osg::StateSet(); viewer-getCamera()-getGraphicsContext()-getState()-captureCurrentState(*m_lastStateSet.get()); Then in your OpenGL apps render function after you have done your raw OpenGL stuff you want something like osg::State *osgState = _viewer-getCamera()-getGraphicsContext()-getState(); osgState-reset(); osgState-apply(m_lastStateSet.get()); //render your osg frame here viewer-frame(); //now get the state so you can restore next frame viewer-getCamera()-getGraphicsContext()-getState()-captureCurrentState(*m_lastStateSet.get()); Hope that helps Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50167#50167 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RigGeometry setRigTransformImplementation, Update stops being called
Hi All I'm doing some hardware accelerated skinning which I've done a few times before, but i'm hitting a strange issue. So I do the below to in a visitor to add my HardwareRigTransform to the RigGeometry. Code: osgAnimation::RigGeometry* rig = dynamic_castosgAnimation::RigGeometry*(drawable); if (rig){ //apply the HardwareRigTransform rig-setRigTransformImplementation(new HardwareRigTransform); stateMask |= GLES2ShaderGenCache::RIGGED; } However, once I do this RigGeometry::update() stops being called entirely (added some console output to it). So in turn my hardware rig transforms operator isn't being called. Like I say I've done this before and as far as I can tell the code is the same, so was wondering if someone might have run into a similar issue. If I don't add the hardware rig transform I can see the rigged model (from fbx) animating as expected. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49996#49996 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RigGeometry setRigTransformImplementation, Update stops being called
Hi Again No worries I solved this, turns out my ShaderGen stuff was applying it's own drawable updatecallback, which was booting something off that osgAnimation was using. I just moved my callback up to the parent geode and everything seems cool. Hope this helps someone in the future. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49998#49998 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Site web down
Hi Jordi Did you get a chance to reboot the server?, i have a few clients that have been trying to access with no joy. Also looks like google may have cached the downed version This is Google's cache of http://www.openscenegraph.org/. It is a snapshot of the page as it appeared on 22 Aug 2012 15:45:17 GMT. I know there is the effort to get the new site up and running, but things have stalled on it lately (I've been pretty busy). Could we do anything like copy the content of the old server somewhere for instances like this. I have some webspace we could use for it. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Site web down
Hi Jordi, Thanks for that, will be a load off your mind when the new site is up ay :). Regarding that I did make a few pages in the Platform specifics section which i've set to 'Awaiting Review'. If you flag them as ok I'll try set aside some time to start migrating more pages. Thanks again Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49649#49649 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ETC1 Compressed textures
Hi All So I've written an app for iOS that uses pvrtc format for a couple of big glyphmap textures 2048x2048. This works fine with the pvr plugin. I'm now porting to Android and have stubbled across the problem of not all devices supporting pvrtc. However supposedly all of them support etc1 format. Looking at the pvr plugin it seems to also support etc1 format, but when I try and load one I get the following error Failed to verify pvr header: 1, 0, 0, 0 I used PVRTexToolGui v3.33 to convert the image using the ETC1 setting. Does anyone know of a better tool to use. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49307#49307 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ETC1 Compressed textures
Bit more info, I also used the 'Fast Perceptual' encoding method, if that is of any relevance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49308#49308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building a slimmed down static version of OSG
Hi Preet Not too sure what exactly your issue is but the error (.rodata._ZTVN9osgViewer22GraphicsWindowEmbeddedE[_ZTVN9osgViewer22GraphicsWindowEmbeddedE]+0xcc):-1: error: undefined reference to `non-virtual thunk to osgViewer::GraphicsWindow::requestRedraw()' Suggests that your osgViewer lib isn't linked or GraphicsWindow.cpp wasn't compiled into your lib. Setting the windowing system to None is correct but it may be that it needs to be set before you run cmake. Look at osgViewers CMakeLists.txt and see how it's done on Android. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47975#47975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building a slimmed down static version of OSG
Hi Preet Good to hear you're working on a Blackberry port. In regard to the libs you need your main aim is to get osgViewer compiling. If that compiles then you can setup a viewer a render your scenegraph. You'll have two options for this, you can either create your own implementation of osgViewer::GraphicsWindow to handle setting up an OpenGL context, window etc. Or you can just use the OpenGL example you have and setup the viewer using the setupViewerAsEmbeded function which will allow you to draw the osg scenegraph into your example OpenGL view. Probably easiest to try setupViewerAsEmbeded first to test osg itself is working, then you can try and create your own viewer. With regard to OpenThreads it's probably related to the actual operating system you are using to build the libs. For example if you are on windows then CMake is probably selecting the windows threading stuff because it's not aware your trying to build for blackberry. If you take a look at src/OpenThreads/CMakeLists.txt near the bottom you'll find this Code: IF(NOT ANDROID) # Use our modified version of FindThreads.cmake which has Sproc hacks. FIND_PACKAGE(Threads) ENDIF() # Do we have sproc? IF(CMAKE_SYSTEM MATCHES IRIX) IF(CMAKE_USE_SPROC_INIT) # In this case, only Sproc exists, so no option. SET(OPENTHREADS_USE_SPROC_INSTEAD_OF_PTHREADS 1) ELSE() IF(CMAKE_HAVE_SPROC_H) OPTION(OPENTHREADS_USE_SPROC_INSTEAD_OF_PTHREADS Set to ON to build OpenThreads against sproc instead of pthreads OFF) ENDIF() ENDIF() ENDIF(CMAKE_SYSTEM MATCHES IRIX) # Add support for using Qt threads IF(QT4_FOUND) OPTION(BUILD_OPENTHREADS_WITH_QT Build OpenThreads with Qt threading support. OFF) ENDIF() # Maybe we should be using the FindThreads.cmake module? IF(ANDROID) SUBDIRS(pthreads) ELSEIF(QT4_FOUND AND BUILD_OPENTHREADS_WITH_QT) SUBDIRS(qt) ELSEIF(WIN32) # So I think Cygwin wants to use pthreads IF(CYGWIN) SUBDIRS(pthreads) ELSE() # Everybody else including Msys should probably go here SUBDIRS(win32) # examples) ENDIF() ELSE() IF(UNIX) IF(OPENTHREADS_USE_SPROC_INSTEAD_OF_PTHREADS) SUBDIRS(sproc) ELSE() SUBDIRS(pthreads) ENDIF() ELSE() MESSAGE(Sorry, OpenThreads may not support your platform) ENDIF() ENDIF() In there it is selecting the correct threading module for the platform. For a temporary fix you can just force the use of pthreads. Regarding plugins, cmake will only generate build targets for pulgins for which it has found the dependancies. Be careful though that it doesn't find your operating system versions. For good asset support you'll need at least libpng for loading of png images, and freetypes for fonts. The osg format plugins themselves have no external dependancies so should build as long as osg does. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47924#47924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Up to date OS X / iPhone build
Hi Mathieu There are updated instructions for iOS on the new openscenegraph.com site http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios The process should be pretty similar to generating for OSX, just don't edit the cmakelists file first. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] My first IPhone/IPad app (it's free)
Hi All Well I've been very busy lately and have finally managed to release my own app on the iOS appstore. http://itunes.apple.com/us/app/stereomagic/id495427905?mt=8 It called StereoMagic and uses Render to texture to render interactive stereogram images (magiceyes) in realtime. You get 8 scenes free with the app and can use in app purchase to unlock an additional 12. An android port will be coming soon. Thanks Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47781#47781 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Jordi I had meant to ask about code highlighting/formatting. Thanks for the heads up. An authors guide would be good let me know when you've got one. I'm already wondering about heading formats, link colours etc. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47746#47746 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] OSG Based Android Game Released (it's free)
Hi All A game I developed originally on iOS for AppToyz has now been successfully ported to Android and is available on GooglePlay https://play.google.com/store/apps/details?id=com.AppToyz.AlienAttackfeature=nav_result#?t=W251bGwsMSwyLDNd It uses your phones camera and gyro for basic video overlay style augmented reality. Hope you enjoy it. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47747#47747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Again I've started work on the Windows/Visual Studio side of the platform specifics section. http://www.openscenegraph.com/index.php/documentation/platform-specifics/windows/37-visual-studio Just wondered if you'd take a look at the few pages I've done to confirm style etc before I move on. Also I think the main Visual Studio page needs a bit of refactoring, but the pages it links too seem good. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47748#47748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Guys I have had a chance to finish the IOS CMake doc http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios I went along with it as I wrote it (Robert I've submitted a small change to CMakeLists.txt to make the tutorial simpler). I'll make a start moving the other platform specific sections to the new site and update the migration tasks as I go. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47701#47701 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Jordi Thanks for setting up the Code Repositries stuff, I really like the added Git and Mercurial links, I've been away away on a stag do (well more recovering), but should get back at it this weekend. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Guys @Jordi, thanks for the list of pages, wow that is quite a bit to move. I'm fine with you assigning me a bunch of content to port over, if we limit it to say 5-10 pages at a time, so I don't fall too far behind. Could we perhaps use a google doc with all page titles added with current status of porting etc? Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47498#47498 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Jordi, Yes openscenegraph.org is working for me again, What a dummy, of course I could get the svn url from my existing repos. I'll try get some more content added this week now I can do the practical side as I go along. I'm happy with joomla, seems pretty simple to me. Once i get my IOS pages done, do you want me to start moving existing things over? If we are happy with breaking getting start down into a start page with -Get the trunk info -Then link to platform specific info for CMake/Project creating I can move over existing windows and OSX info and confirm it's correct, I have a little experience with linux, but I tend to use the CMake GUI and I'm not sure how common that is on linux distros. From what i've seen of the new template I think it's good and we need to start populating it. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47468#47468 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi guys So I've caught up on what's been going on, I'm liking the new template being used on www.openscenegraph.com I've had a bash at publishing an article http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios I'll finish it up as soon as I can download a fresh svn trunk but openscenegraph.org is down and I don't know the svn url. (On a side note there's no section on the new site for the source control/svn url) Once I get a trunk I'll step through a few build configs for iOS to confirm everything is working as the document states and maybe grab a few screen shots. I also wanted to get peoples opinions on the break down I'm aiming for for getting started section. For iOS at least I was thinking -How to configure CMake for iOS/Generating an iOS XCode Project -Building the libraries for iOS and linking to own project (what ones are really needed + the static macro stuff) -Setting up an OSG view in an iOS application (maybe cover some stuff about assets) I guess then all platforms can share a Get the code page, then move to platform specific CMake page. What do you guys think? Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47404#47404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
Hope you made it back in one piece, that's a serious run. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47396#47396 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Hi Micheal I've completed a few games with OSG http://itunes.apple.com/gb/app/apptoyz-alien-attack/id412615924?mt=8 http://itunes.apple.com/us/app/apptoyz-tin-can-alley/id457520117?mt=8 I find no problem using osg for games, if you just treat osg as a wrapper around OpenGL and not a game engine. There's also the osgbullet lib to handle physics and collisions. The main difference you'll find is that rather then calling a specific draw fuction to render your model you need to make sure it can be attached to the scene graph in some way, I tend to have a level class with a osg::MatrixTransform, then all level entities are attached to that etc. Hope that helps Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47257#47257 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Current state of GLES2
Hi Guys Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position of one light source would be good. Also we need to either test for backward compatibility with GL2 or have two versions of ShaderGen in the core. I know Roberts long term goal is to introduce a Shader Composer system (bits and pieces already exist), but this can work as an aid to new developers until then. Let me know how you get on with it. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47224#47224 Attachments: http://forum.openscenegraph.org//files/gles2shadergen_157.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rewind the scene
Hi Guys i've done this in the past, I do have a little class to handle it but it's quite a mess so I won't share the whole thing. Essentially the best thing to do is to get hold of the original animation path then split it into the sub animation you require. Then when you want to play a specific one you set it as the current for the AnimationPathCallback Here's the basic code I use to do that Code: void SplitAni::ReSampleSubAni(int subID, int from, int to) { if(subID0 || subID=(int)_splitAnis.size()) {return;} //check the original path is good if(!_originalAni) {return;} //clear the current path _splitAnis[subID]-getTimeControlPointMap().clear(); //find the number of frames in the original animation osg::AnimationPath::TimeControlPointMap timeMap = _originalAni-getTimeControlPointMap(); //seconds per rame //int totalFrames = (int)timeMap.size(); double secsPerFrame = (double)1.0f/_fps; //get start end frames as times double frameT = from*secsPerFrame; double endT = to*secsPerFrame; int newCount=0; while(frameTendT) { osg::AnimationPath::ControlPoint cp; _originalAni-getInterpolatedControlPoint(frameT, cp); //insert into the subanimation starting from time 0 _splitAnis[subID]-insert(newCount*secsPerFrame, cp); //step to nxt time frameT+=secsPerFrame; //increase new frame count newCount++; } } _splitAnis is just an array of osg::AnimationPath and _fps is the frame rate of the original animation path. Hope that helps Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47226#47226 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 58, Issue 29
Hi Eduardo I think you may need to use USE_OSGPLUGIN(osg2) as well as USE_SERIALIZER_WRAPPER_LIBRARY) USE_OSGPLUGIN(osg2) is saying import the plugin USE_SERIALIZER_WRAPPER_LIBRARY is saying add all the sub components. i.e. you can either use that or add just the ones you need like USE_SERIALIZER_WRAPPER(AlphaFunc) USE_SERIALIZER_WRAPPER(AnimationPath) USE_SERIALIZER_WRAPPER(AnimationPathCallback) I've used osgb format before for skinning so can confirm it has worked Cheers Tom Hello, For iOS, is it necessary to use dotosg wrappers (USE_DOTOSGWRAPPER_LIBRARY(osg)) instead of the newer serializer? I tried to use USE_SERIALIZER_WRAPPER_LIBRARY(osg) without success. Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] iOS and wrappers
Whops, forgot to change the subject, orignal message below - Hi Eduardo I think you may need to use USE_OSGPLUGIN(osg2) as well as USE_SERIALIZER_WRAPPER_LIBRARY) USE_OSGPLUGIN(osg2) is saying import the plugin USE_SERIALIZER_WRAPPER_LIBRARY is saying add all the sub components. i.e. you can either use that or add just the ones you need like USE_SERIALIZER_WRAPPER(AlphaFunc) USE_SERIALIZER_WRAPPER(AnimationPath) USE_SERIALIZER_WRAPPER(AnimationPathCallback) I've used osgb format before for skinning so can confirm it has worked Cheers Tom Hello, For iOS, is it necessary to use dotosg wrappers (USE_DOTOSGWRAPPER_LIBRARY(osg)) instead of the newer serializer? I tried to use USE_SERIALIZER_WRAPPER_LIBRARY(osg) without success. Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Posts with subject lines like osg-users Digest, Vol 58, Issue 29
I agree that would be a good idea. (Rejecting unaltered subjects) I just made that mistake myself :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47210#47210 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Robert So I had a quick stab at porting the Getting Started page to Joomla. I still don't have any kind of admin rights on the osg.com site so for now I did it on my website http://www.hogbox.co.uk/joomla/index.php?option=com_contentview=articleid=47:getting-startedcatid=31:generalItemid=46 That was a straight copy and pate from the osg site (rendered in browser, not viewing source), into the joomla editor. Worked quite well as it only took about 30 seconds. So transfering stuff as is is easy enough. So I think we just need to think a little about re aranging. Cheers Tom PS Something weird about the url I've given, If I add the [url] tags round it it just sends me to the root of my site. So just copy and pate into url bar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47097#47097 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Robert So I installed joomla on my server and have had a little play with it, seems easy enough to edit stuff Thanks for doing the experimentation. Could you try and put together a test tutorial on any subject that you feel able, iOS for instance. Your experience with this will give us an idea of how they might look and how quickly/easily they can be put together. It might also be useful to attempt to copy the contents over as a straight joomla article to see how easily one can do the equivalent in joomla. Sure I can do this, I think I will do it in Joomla if you could give me editor (or is it publisher) rights. I can start it on my server just for testing purposes. In terms of quick copying over I guess copying from the Trac editor (assuming it has one) will work best. Or trying to copy html into the joomla html editor. Just to make copying of URLs easier. So I will start with a Getting Started IOS document, and see what plugins joolma has to offer for Syntax highlighting etc. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47021#47021 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Robert Osfield robert.osfi...@gmail.com, Building new website, assistance appreciated!
Hi Robert, So I have been looking at other options like dropal (or whatever it was called), I think you're right that we should just stick with Joomla, as I like you don't really know enough to make an educated decision. I have a web server of my own with these one click installs so I am going to try setting something similar up just to get a better feel. I just tried to make a Joomla account on the OSG website but haven't received my confirmation email yet (been around 10 mins so not the end of the world). So I take it the joolma part would have more polished content like news, downloads etc, then we will link to MediaWiki for part or all of the documentation? As I've said I'm up for helping out, and will certainly maintain IOS specific stuff, but can help out in other areas. Although my emails don't show it (lazy email typing) I can serve well as a proof reader etc. Let me know something you might like me to work on first and I'll get stuck in. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
My Account had been activated It got classed as spam by gmail. Found this about it http://forum.joomla.org/viewtopic.php?p=2602821 Says this could be a solution http://support.google.com/a/bin/answer.py?hl=enhlrm=enanswer=33786 Also on the subject of accounts, are we planning to use the joomla accounts to login to MediaWiki? Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Again So I've been playing a bit more with mediawiki, seems pretty good. http://wiki.openscenegraph.com/index.php?title=File:Stereomagic-screenshot01.png Not much but adding the links and image was very easy. I've also been having a look at features that could make the tutorials easier to follow. Found this plugin for syntax highlighting. http://www.mediawiki.org/wiki/Extension:Syntax_Highlighting So is the plan to flesh out what you have on Joomla site (downloads, about, screen shots, pr etc), then move everything in the documentation section of the current site over to mediawiki? Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46999#46999 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Cmake - The C compiler /usr/bin/gcc is not able to compile a simple test program.
Hi Guys I have just run into this myself, the issue is caused by CMake looking for XCode in the old /Developer folder. The very latest xcode installed from the app store (4.3.2) now stores xcode and all it's SDKs etc in an app bundle in the /Applications folder. I've found a fix for cmake which requires building from source, https://github.com/Kitware/CMake/pull/15 I think it is applied the latest master branch of the CMake git repository. I've downloaded and built it but I'm still getting the error. I'm going to keep digging as this as just put a halt to my project. (Why oh why did I update XCode :( ) Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46805#46805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + PhysX + Havok demos
Building the latest version of CMake did fix my issue, I just needed to start the process from scratch. Here's hoping they release a new stable version soon. I also ran into a separate issue using latest IOS sdk 5.1. A few of the unused sampler defines have been removed. I'll submit my fix later Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46808#46808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] IOS SK 5.1, XCode 4.3.2 and CMake
Hi All Just sharing an issue I have had with latest version of XCode 4.3.2. XCode and all it's libs etc are now installed into an app bundle in the applications folder. When trying to run the current stable version of cmake 2.8.7, you receive an error stating the gcc compiler is not working. Downloading the latest nightly build of CMake fixes the issue http://www.cmake.org/files/dev/ There are also a few compile errors using the 5.1 IOS sdk, a fix has been submitted and is also attached. Cheers Tom Uniform Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Website, Version control and Server migration
Hi Robert I've had a quick go at creating an account on the new MediaWiki system, was very straight forward. I don't have much experience with web backends but am very interested in helping out with content and general admin of the new site. I've been meaning to create some more detailed information about IOS specific stuff and the new website is a good time to start I think. Only comments so far are that I couldn't find how to add images, I think you need to enable user uploads but I guess this creates the issue with how much do you allow to be uploaded etc. In terms of ideas for the new site I always liked the simple layout of the openframeworks site http://www.openframeworks.cc/ I especially like the feeds at the bottom with information about the latest commits etc, helps people keep up with what's going on. Although their tutorials are difficult to find. I think the main downfall of the current OpenSceneGraph site is that too many topics are presented in a single view. e.g. the Getting Started page has info about multiple platforms, instead we should break things down so it's more like -Getting Started -Linux -Windows -OSX -Android -IOS So that users are getting the information relevant to them, quicker and not posting the same old questions on the forum as much. Perhaps people should design there suggestions for how we categorise and access the content then we can compare ideas. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Website, Version control and Server migration
Hi Robert I do wonder if with having a new and more powerful wiki would open the door to better community content and hopefully... documentation. I'm wondering whether we can push much of the documentation onto the wiki and then have the main website act as a place holder for downloads/gallery and as gateway to forum/mailing list/wiki. I do like the idea of a using the wiki for all tutorials and documentation, having a simpler system will make users more inclined to contribute and correct information. Then as you say, the main site can be a more polished portal for downloads, forum, release news etc. Joomla should help make this quite easy to keep updated from what I've been reading. Having a wiki with it's log in user account, and potentially CMS like Joomla with it's own user accounts, and the forum and mailing list both with their own user accounts will be rather messy. So I wonder if it might be possible to have just one account on the main site and then have options for enabling wiki/forum/mailing list activation. Is this possible? Linking of all the accounts sounds like a good feature too. I found these regarding MediaWiki, Joomla and phpBB http://www.mediawiki.org/wiki/Extension:AuthJoomla http://www.mediawiki.org/wiki/Extension:PHPBB/Users_Integration They seem to show it's doable but will probably require some work. I'll keep reading up on this stuff, and think about layouts etc. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Retrobooster - OSG-based game
Hi Terry This looks great, love the lighting. Crazy to get a hobby project looking so polished. Any plans for a release, a port to IOS or Android would be cool. Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release
Hi Robert I've had a few compile errors on IOS with everything configured for Float, nothing major. Fixes have been submitted. With fixes I successfully built with XCode 4.2.1 for IOS SDK 5.0, GLES2, run on IPad and IPhone. Also compiled with Apples newer LLVM compiler and everything seems to work fine. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IOS 5 - Scene does not get rendered after switch from iOS 4 SDK to iOS 5 SDK
Hi Jan I have released apps using OSG on IOS 5. The fact you are still seeing something is quite odd. Have you rebuilt osg against IOS 5? Only thing off the top of my head is, if you are using shaders perhaps the scene shaders are no longer compiling (although I haven't experienced that myself). Make sure your osg notify level is set to at least INFO to see shader compile errors. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45417#45417 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reading osg files with images and xml files from archives on Android
Hi J-S Thanks for the heads up on the Virtual File System thread, just spotted it on the Submissions thread. I'll read through and add my two cents as I think this will be really important for android developers. I may still use the ReadFileCallback as a temp fix as I am doing a proof of concept port of an iOS game. On the whole though everything has gone smoothly. Thanks again for the help Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44361#44361 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reading osg files with images and xml files from archives on Android
Hi Again 2. I use osgDB XmlPasser quite a bit for simple meta data stuff. Is there a way to read an xml file from and archive? I usually read my xml files like so So I solved one of my problems, I used the present 3d plugin as inspiration to write a simple plugin to wrap loading xmlinput into an osg object wrapper. I now just have the issue that images referenced by .osg files are not loaded from the archive, anyone have any advice? The images are referenced relative to the .osg e.g. image\\diffuse.png Loading pngs directly is working fine. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44353#44353 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reading osg files with images and xml files from archives on Android
Hi All I've been playing around with the zip plugin in order to read files from my apk file on Android. Apk is basically a zipped up version of your app with all the assets etc inside. This is now working fine while directly reading images, .osg files and fonts, however I have two issues. 1. Images referenced by the .osg are not loaded, for example if my model is in 'pkg.apk/assets/Models/model1.osg' and it references 'images\\diffuse.png' then the image is not loaded. I have tried moving the image to the root of the archive in/not in an images folder but it never seems to load. 2. I use osgDB XmlPasser quite a bit for simple meta data stuff. Is there a way to read an xml file from and archive? I usually read my xml files like so osgDB::XmlNode::Input input; input.open(foundFile); input.readAllDataIntoBuffer(); osg::ref_ptrosgDB::XmlNode root = new osgDB::XmlNode; root-read(input); osgDB::XmlNode::Input has stream reading methods, but is it possible to get access to an archive file as a stream? Cheers Tom PS For those interested here is how I get the zip plugin to read the apk osgDB::Registry::instance()-addFileExtensionAlias(apk , zip); osgDB::ReaderWriter* zipReader = osgDB::Registry::instance()-getReaderWriterForExtension(zip); if(zipReader) { zipReader-supportsExtension(apk, Android package); if(zipReader-acceptsExtension(apk)) { OSG_FATAL ZIP Plugin supports apk std::endl; }else{ OSG_FATAL ZIP Plugin does not support apk! std::endl; } }else{ OSG_FATAL No ZIP Plugin! std::endl; } osg::ref_ptrosgDB::Archive_archive = osgDB::openArchive(pathToApk, osgDB::Archive::READ); To get the path to the apk use this in java and pass to c++ via jni stuff. Context context = getApplicationContext(); // or other way of getting current contex String dir = context.getFilesDir().getPath(); String pathToApk = context.getPackageResourcePath(); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText and GLES2
Hi Robert Made some progress in the end, the subload errors were a red herring. Seems perhaps some of the glyphs for the particular font I was using didn't load properly, but the rest worked fine. So after a little digging I realised mipmapping was probably the issue and that's when I remembered this post from way back http://forum.openscenegraph.org/viewtopic.php?t=6482 That has fixed the issue for me and I now have text rendering with drop shadows in gles2 on IOS. I will give the fix a little more testing then submit, as it seems the original poster rti didn't get round to sending the fix for inclusion. Thanks for popping your head in, thought I was all alone on this one :) Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText and GLES2
Any takers ;) I should be able to implement any fix needed, just need a bit of guidance as I'm not too familiar with the internals of osgText. Thanks Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43953#43953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText and GLES2
Hi All I've been using osgText on GLES1 with some good results, I'm now moving to gles2 and am having some issues. I've attached a basic shader to get things started which looks like the following uniform sampler2D diffuseTexture;\n varying mediump vec2 texCoord0;\n void main(void) {\n gl_FragColor = texture2D(diffuseTexture, texCoord0).;\n }\n This has worked in the past on windows and i've seen it mentioned in this post http://forum.openscenegraph.org/viewtopic.php?t=5340 However on GLES 2 I'm getting just solid white quads at the location of each texture quad. I've found this in my log output Created new 0x8e5e410 TextureObject, _numOfTextureObjects 1 glGetString(GL_RENDERER)==PowerVR SGX 535 before Glyph::subload(): detected OpenGL error: invalid enumerant after Glyph::subload() : detected OpenGL error: invalid enumerant glTexSubImage2D(0xde1 ,0 1 ,1 18 ,22 0x1906 0x1401 0x8e21fa0); Glyph::subload(): texture sub-image width and/or height of 0, ignoring operation. Glyph::subload(): texture sub-image width and/or height of 0, ignoring operation. The width and height look to be 18 and 22 to me, does anyone know what the issue might be. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture upload on separate thread/context
Hi Guys I'm looking for ways to speed up my live camera feed on IOS. I've read that uploading the texture on a separate thread/context (linked as shared I guess) will help speed things up. Could anyone point me to an example that might do something like this. Would be a lot of help. Thanks Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osganimationhardware example osg 3.0.1
Hi Robert, Yup, that seems to have done the trick. Now onward to no fixed functionality, yippee (i.e. use osg_vertex etc in shader) Thanks Again Tom On 29 September 2011 09:40, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas. Could it be that you are hitting up against the NVidia driver issue relating to the handing of uniform arrarys. The svn/trunk version of the OSG has a workaround for this issue so would recommend trying this. Robert. On Thu, Sep 29, 2011 at 3:30 AM, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Guys I've been trying to run the osganimationhardware example for osg 3.0.1 on windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the past I have had this running (not on this machine or osg version), I simply downloaded the osgData collection with the nathan.osg and skinning.vert shader file. However now when I'm running it, anything that is skinned does not render. I have altered the shader to just use the gl_Vertex position rather then the weighted position and then the object renders (so verts are fine). I have also used the boneWeight0 uniforms to colour the mesh and they seem to have decent values. The only thing that doesn't seem to have good values is uniform mat4 matrixPalette[MAX_MATRIX]; When I checked the converted shader the value of MAX_MATRIX seems to be set correctly, but if I used the first line of the first matrix as the colour value, like gl_FrontColor = matrixPalette[0][0]; It is always black, Looking at the uniform attached to the geoms stateset I can see roughly the following in the debugger _uniformList = [2]((matrixPalette, ({_ptr=0x0d0bfb58 }, 0)),(nbBonesPerVertex, ({_ptr=0x0d0bf3b8 }, 0))) _ptr = 0x0d0bfb58 {_parents=[1](0x0d0bfed8 {_parents=[1](0x00df9bf8 {_name= _dataVariance=DYNAMIC _userDataContainer=0x }) _modeList=[0]() _attributeList=[1](((PROGRAM, 0), ({_ptr=0x0d0bc9c0 }, 0))) ...}) _type=FLOAT_MAT4 _numElements=3 ...} osg::MixinVectorfloat = {_impl=[48](1.000,0.,0.,0.,0.,1.000,0.,0.,0.,0.,1.000,0.,0.,0.,0.,1.000,0.8939,0.0046100151,0.,0.,-0.0046100151,0.8939,0 So if the colour is the first vec4 of the matrixPalette uniform it should be 1.000,0.,0.,0., but it's just black. Can anyone confirm the osganimationhardware example is currently working with these assets http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets Any help would be awesome Tom PS My config looks like this #ifndef OSG_CONFIG #define OSG_CONFIG 1 /* #undef OSG_NOTIFY_DISABLED */ /*#define OSG_USE_FLOAT_MATRIX #define OSG_USE_FLOAT_PLANE #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX*/ #define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION /* #undef OSG_USE_UTF8_FILENAME */ #define OSG_DISABLE_MSVC_WARNINGS #define OSG_GL1_AVAILABLE #define OSG_GL2_AVAILABLE /* #undef OSG_GL3_AVAILABLE */ /* #undef OSG_GLES1_AVAILABLE */ /* #undef OSG_GLES2_AVAILABLE */ /* #undef OSG_GL_LIBRARY_STATIC */ #define OSG_GL_DISPLAYLISTS_AVAILABLE #define OSG_GL_MATRICES_AVAILABLE #define OSG_GL_VERTEX_FUNCS_AVAILABLE #define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE #define OSG_GL_FIXED_FUNCTION_AVAILABLE #endif I mention it as originally I dived straight into trying it without any fixed functionality essentially emulating gles2, but had this same issue. I've then gone for the more standard build above, but the result is the same (although now I see objects that aren't skinned) If I can get this working again on desktop then I don't think getting it working on gles2 will be too much hassle (unless I hit some shader variable length limit). Also standard osgAnimationViewer works fine ___ 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] osganimationhardware example osg 3.0.1
Hi Again I've now moved over to IOS and am having the same issue (with the same version 3.0.1). I'm just now building the latest svn, but you mentioned the issue was Nvidia related. Do you think the fix might help my IOS build? Many thanks Tom On 29 September 2011 13:32, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Robert, Yup, that seems to have done the trick. Now onward to no fixed functionality, yippee (i.e. use osg_vertex etc in shader) Thanks Again Tom On 29 September 2011 09:40, Robert Osfield robert.osfi...@gmail.comwrote: Hi Thomas. Could it be that you are hitting up against the NVidia driver issue relating to the handing of uniform arrarys. The svn/trunk version of the OSG has a workaround for this issue so would recommend trying this. Robert. On Thu, Sep 29, 2011 at 3:30 AM, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Guys I've been trying to run the osganimationhardware example for osg 3.0.1 on windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the past I have had this running (not on this machine or osg version), I simply downloaded the osgData collection with the nathan.osg and skinning.vert shader file. However now when I'm running it, anything that is skinned does not render. I have altered the shader to just use the gl_Vertex position rather then the weighted position and then the object renders (so verts are fine). I have also used the boneWeight0 uniforms to colour the mesh and they seem to have decent values. The only thing that doesn't seem to have good values is uniform mat4 matrixPalette[MAX_MATRIX]; When I checked the converted shader the value of MAX_MATRIX seems to be set correctly, but if I used the first line of the first matrix as the colour value, like gl_FrontColor = matrixPalette[0][0]; It is always black, Looking at the uniform attached to the geoms stateset I can see roughly the following in the debugger _uniformList = [2]((matrixPalette, ({_ptr=0x0d0bfb58 }, 0)),(nbBonesPerVertex, ({_ptr=0x0d0bf3b8 }, 0))) _ptr = 0x0d0bfb58 {_parents=[1](0x0d0bfed8 {_parents=[1](0x00df9bf8 {_name= _dataVariance=DYNAMIC _userDataContainer=0x }) _modeList=[0]() _attributeList=[1](((PROGRAM, 0), ({_ptr=0x0d0bc9c0 }, 0))) ...}) _type=FLOAT_MAT4 _numElements=3 ...} osg::MixinVectorfloat = {_impl=[48](1.000,0.,0.,0.,0.,1.000,0.,0.,0.,0.,1.000,0.,0.,0.,0.,1.000,0.8939,0.0046100151,0.,0.,-0.0046100151,0.8939,0 So if the colour is the first vec4 of the matrixPalette uniform it should be 1.000,0.,0.,0., but it's just black. Can anyone confirm the osganimationhardware example is currently working with these assets http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets Any help would be awesome Tom PS My config looks like this #ifndef OSG_CONFIG #define OSG_CONFIG 1 /* #undef OSG_NOTIFY_DISABLED */ /*#define OSG_USE_FLOAT_MATRIX #define OSG_USE_FLOAT_PLANE #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX*/ #define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION /* #undef OSG_USE_UTF8_FILENAME */ #define OSG_DISABLE_MSVC_WARNINGS #define OSG_GL1_AVAILABLE #define OSG_GL2_AVAILABLE /* #undef OSG_GL3_AVAILABLE */ /* #undef OSG_GLES1_AVAILABLE */ /* #undef OSG_GLES2_AVAILABLE */ /* #undef OSG_GL_LIBRARY_STATIC */ #define OSG_GL_DISPLAYLISTS_AVAILABLE #define OSG_GL_MATRICES_AVAILABLE #define OSG_GL_VERTEX_FUNCS_AVAILABLE #define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE #define OSG_GL_FIXED_FUNCTION_AVAILABLE #endif I mention it as originally I dived straight into trying it without any fixed functionality essentially emulating gles2, but had this same issue. I've then gone for the more standard build above, but the result is the same (although now I see objects that aren't skinned) If I can get this working again on desktop then I don't think getting it working on gles2 will be too much hassle (unless I hit some shader variable length limit). Also standard osgAnimationViewer works fine ___ 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] osganimationhardware example osg 3.0.1
Hi Robert Not sure how relevant to you this is, but as I reported I had the same uniform mat4 array issue on IOS gles2. I've downloaded and linked to the latest trunk just now and that has fixed the problem. Was the issue you mentioned Nvidia specific or OpenGL in general. I guess it doesn't matter either way, I now have the osganimationhardware example running on my iPod Touch 4th gen. Now to try and make it look pretty :) Cheers Tom PS Only change needed was to attach a fragment shader and change a few variable names, shaders are attached. skinning.frag Description: Binary data skinning.vert Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osganimationhardware example osg 3.0.1
Hi Guys I've been trying to run the osganimationhardware example for osg 3.0.1 on windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the past I have had this running (not on this machine or osg version), I simply downloaded the osgData collection with the nathan.osg and skinning.vert shader file. However now when I'm running it, anything that is skinned does not render. I have altered the shader to just use the gl_Vertex position rather then the weighted position and then the object renders (so verts are fine). I have also used the boneWeight0 uniforms to colour the mesh and they seem to have decent values. The only thing that doesn't seem to have good values is uniform mat4 matrixPalette[MAX_MATRIX]; When I checked the converted shader the value of MAX_MATRIX seems to be set correctly, but if I used the first line of the first matrix as the colour value, like gl_FrontColor = matrixPalette[0][0]; It is always black, Looking at the uniform attached to the geoms stateset I can see roughly the following in the debugger _uniformList = [2]((matrixPalette, ({_ptr=0x0d0bfb58 }, 0)),(nbBonesPerVertex, ({_ptr=0x0d0bf3b8 }, 0))) _ptr = 0x0d0bfb58 {_parents=[1](0x0d0bfed8 {_parents=[1](0x00df9bf8 {_name= _dataVariance=DYNAMIC _userDataContainer=0x }) _modeList=[0]() _attributeList=[1](((PROGRAM, 0), ({_ptr=0x0d0bc9c0 }, 0))) ...}) _type=FLOAT_MAT4 _numElements=3 ...} osg::MixinVectorfloat = {_impl=[48](1.000,0.,0.,0.,0.,1.000,0.,0.,0.,0.,1.000,0.,0.,0.,0.,1.000,0.8939,0.0046100151,0.,0.,-0.0046100151,0.8939,0 So if the colour is the first vec4 of the matrixPalette uniform it should be 1.000,0.,0.,0., but it's just black. Can anyone confirm the osganimationhardware example is currently working with these assets http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets Any help would be awesome Tom PS My config looks like this #ifndef OSG_CONFIG #define OSG_CONFIG 1 /* #undef OSG_NOTIFY_DISABLED */ /*#define OSG_USE_FLOAT_MATRIX #define OSG_USE_FLOAT_PLANE #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX*/ #define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION /* #undef OSG_USE_UTF8_FILENAME */ #define OSG_DISABLE_MSVC_WARNINGS #define OSG_GL1_AVAILABLE #define OSG_GL2_AVAILABLE /* #undef OSG_GL3_AVAILABLE */ /* #undef OSG_GLES1_AVAILABLE */ /* #undef OSG_GLES2_AVAILABLE */ /* #undef OSG_GL_LIBRARY_STATIC */ #define OSG_GL_DISPLAYLISTS_AVAILABLE #define OSG_GL_MATRICES_AVAILABLE #define OSG_GL_VERTEX_FUNCS_AVAILABLE #define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE #define OSG_GL_FIXED_FUNCTION_AVAILABLE #endif I mention it as originally I dived straight into trying it without any fixed functionality essentially emulating gles2, but had this same issue. I've then gone for the more standard build above, but the result is the same (although now I see objects that aren't skinned) If I can get this working again on desktop then I don't think getting it working on gles2 will be too much hassle (unless I hit some shader variable length limit). Also standard osgAnimationViewer works fine ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Depth Texture GLES 2 IOS
I fixed it, Well I found out what you have to do to make it work. You have to also attach a color texture to the camera, else you get the incomplete attachment error. Hope it helps anyone else trying this Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Render to Depth Texture GLES 2 IOS
Hi Guys I've been tasked with getting shadow mapping running on IOS using gles2. I've run into a stumbling block in that the the rtt camera FBO is failing to init, output below Setting up osg::Camera::FRAME_BUFFER_OBJECT RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 OpenGL extension 'WGL_ARB_render_texture' is not supported. -- might be relavent My rtt texture and camera is setup as follows _shadowMap = new osg::Texture2D(); _shadowMap-setTextureSize(shadowMapRes.x(), shadowMapRes.y()); _shadowMap-setInternalFormat(GL_DEPTH_COMPONENT); _shadowMap-setShadowComparison(true); _shadowMap-setShadowTextureMode(osg::Texture::LUMINANCE); _shadowMap-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _shadowMap-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); //create prerender camera to render into the shadowmap texture _shadowMapRenderCamera = new osg::Camera(); // set viewport _shadowMapRenderCamera-setViewport(0,0,shadowMapRes.x(),shadowMapRes.y()); _shadowMapRenderCamera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); _shadowMapRenderCamera-setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); _shadowMapRenderCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); _shadowMapRenderCamera-setRenderOrder(osg::Camera::PRE_RENDER); _shadowMapRenderCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); _shadowMapRenderCamera-attach(osg::Camera::DEPTH_BUFFER, _shadowMap.get()); //_shadowMapRenderCamera-attach(osg::Camera::COLOR_BUFFER0, _shadowMap.get()); I took the above from some old code using CameraNode and was wondering if GL_DEPTH_COMPONENT was correct, changing to GL_RGBA, GL_LUMINANCE produces the correct results, only depth maps have the issue. I did a quick search and found a supported depth texture extension,info below. http://www.khronos.org/registry/gles/extensions/OES/OES_depth_texture.txt If you read the above it states under issue 3 that 24 bit depth is not supported. I've setup my context with 16 bit depth but still no luck. Anyone have any advice Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Depth Texture GLES 2 IOS
Hi Again A bit more information to go on. I ran a test with the OpenGL ES Analyser and it reports two issues glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL) : (invalid enum=0x1902): Invalid enum for argument 'internalformat' glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, 512, 512) : (invalid enum=0x1907): Invalid enum for argument 'internalformat' I've also tried setting the texture format to GL_DEPTH_COMPONENT16, but no luck. To make things a little clearer below is the DEBUG_FP output for the FBO setup -- OpenGL extension '' is not supported. Adding parent0x808160 Adding parent0x808160 cull() cull() got SceneView 0x839330 ShaderComposer::~ShaderComposer() 0x83a860 Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent end cull() 0x838eb0 OpenGL extension 'GL_EXT_packed_depth_stencil' is not supported. Setting up osg::Camera::FRAME_BUFFER_OBJECT RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 OpenGL extension 'WGL_ARB_render_texture' is not supported. Failed to acquire Graphics Context Setting up osg::Camera::FRAME_BUFFER Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) Setting up osg::Camera::FRAME_BUFFER Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Setting up osg::Camera::FRAME_BUFFER Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) end draw() 0x838eb0 draw() 0x838eb0 draw() got SceneView 0x839330 -- The 'Failed to acquire Graphics Context' seem a little concerning but again the RGBA version works. Cheers Tom PS The FBO status error is GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.0.1-rc3 tagged, please test
Hi Robert IOS armv7 build working fine. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Video playback on Mac via Imagestream.
I remember using ARVideo on Mac once and finding that the path to the video is different to windows. Well not exactly, I think ARVideo sees the current directory as the path to the actual binary in the bundle not the resources folder. Try putting your file in a few different places, bundle root, MacOS folder etc. Think that will fix it. But also Stephans point is very valid, just use OSGs native video support rather than ARTKs Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41739#41739 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Adding an offset to an animation path
Hi All I have what seems like a straight forward problem, but my solution does not seem to work. I want to add a world offset to all osg animation paths in a graph so that the animation can be used for a kinematic object with osgBullet, which requires the object be in absolute world coords (which leaves just adding a transform above out of the question). I tried this simple loop over the TimeControlPointMap but when the app runs the animated object is still in the same place. //if animation update callback is found add the rigid body animate callback osg::AnimationPathCallback* apc = dynamic_cast osg::AnimationPathCallback*(osgTrans-getUpdateCallback()); if(apc){ osgbBullet::RigidBodyAnimation* rba = newosgbBullet::RigidBodyAnimation; apc-setNestedCallback(rba); //add the world offset to the osg::AnimationPath* aniPath = apc- getAnimationPath(); //osg::AnimationPath* newPath = new osg::AnimationPath(); //osg::AnimationPath::TimeControlPointMap timeMap = aniPath-getTimeControlPointMap(); osg::AnimationPath::TimeControlPointMap tcpm = aniPath-getTimeControlPointMap(); for(osg::AnimationPath::TimeControlPointMap::iterator tcpmitr=tcpm.begin(); tcpmitr!=tcpm.end(); ++tcpmitr) { //add world offset osg::Vec3 cpPos = tcpmitr-second. getPosition(); OSG_FATAL PRE POS cpPos.x() , cpPos.y() , cpPos.z() std::endl; tcpmitr-second.setPosition(cpPos+ _worldOffset); cpPos = tcpmitr-second.getPosition(); OSG_FATAL POST POS cpPos.x() , cpPos.y() , cpPos.z() std::endl; } } As you can see in the loop I get the current Position value, then set it with the addition of the world offset. The Pre and Pos Pos message show that the two values are different but when I run the object is atill in the same place, not offset in any way. Am I missing a step in changing te control points (dirty or something) ? Many thanks Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Video textures on iOS (and audio)
Hi I have code for a video camera feed and from what I can remember the docs said the same sort of technique could be used to create a callback for video file frames also. Might be worth checking out the latest osgArt, they have added support for IOS and all other platforms have video file support. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41480#41480 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Adding an offset to an animation path
No Worries Fixed this by creating a new animation path with the offset and swapping with the original. Code now looks like this //if animation update callback is found add the rigid body animate callback osg::AnimationPathCallback* apc = dynamic_cast osg::AnimationPathCallback*(osgTrans-getUpdateCallback()); if(apc){ osgbBullet::RigidBodyAnimation* rba = newosgbBullet::RigidBodyAnimation; apc-setNestedCallback(rba); //add the world offset to the osg::AnimationPath* aniPath = apc- getAnimationPath(); osg::AnimationPath* newPath = newosg::AnimationPath(); float time = 0.0f; osg::AnimationPath::TimeControlPointMap tcpm = aniPath-getTimeControlPointMap(); for(osg::AnimationPath::TimeControlPointMap::iterator tcpmitr=tcpm.begin(); tcpmitr!=tcpm.end(); ++tcpmitr) { //add world offset osg::AnimationPath::ControlPoint cp(tcpmitr -second.getPosition()+_worldOffset, tcpmitr-second.getRotation(), tcpmitr -second.getScale()); newPath-insert(time, cp); time += (1.0f/30.0f); } apc-setAnimationPath(newPath); } } I'm still a little confused as to why the original didn't work? Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load and control multiple animations saved in a single OSG/IVE file
Hi Guys No, it's not possible to export multiple takes to an FBX from 3DS Max. Motion builder is the only app that i know of which can do this. I had the same issue and in the end wrote a tool to load the FBX with a single long take containing all my sub animations. Then split it into individual sub animations and export as a native osg file. It's a bit of work but well worth the effort. I seem to think I posted an old version of it on here once. Search my name (tomhog or Thomas Hogarth) and the attachment might still be active. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41328#41328 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture2D subload callback gone mad
Hi Chris Yes Robert sorted a solution for this in the end, I think in subloadcallback there is now an extra function textureObjectValid You need to override this then always return true. That should sort your issue. Let me know how it works out Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Good new for IOS developers
Thanks Alessandro It's called Alien Attack, it's actually been made for a client AppToyz to go with there AppBlaster gun attachment for iphones. It should actually be released in the next week or so. I'll give you a shout when it is. Tom PS It's also free! On 21 June 2011 21:19, Alessandro Terenzi a.tere...@gmail.com wrote: Congratulation Thomas! what's your app's name? I look forward to trying it... Alessandro PS: hope it's free ;) On Tue, Jun 21, 2011 at 1:41 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Hi All, This might have been discussed in the past but it's the first confirmation I have personally had. My first IOS app using OpenSceneGraph was approved for the app store today. I was using 2.9.15, so a pretty recent version (not recent enough to be a test of the 3.0 rc1). OpenSceneGraph was also built statically and was using the depreciated osg and imageio plugins. Thought other would be interested. Tom PS If other have submitted apps, please let me know your experience ___ 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
[osg-users] Good new for IOS developers
Hi All, This might have been discussed in the past but it's the first confirmation I have personally had. My first IOS app using OpenSceneGraph was approved for the app store today. I was using 2.9.15, so a pretty recent version (not recent enough to be a test of the 3.0 rc1). OpenSceneGraph was also built statically and was using the depreciated osg and imageio plugins. Thought other would be interested. Tom PS If other have submitted apps, please let me know your experience ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgBullet on IOS
Hi All I've been working on getting osgBullet compiled for IOS, all seems to have gone well and i got the basic demo with the glider running. I did run into one compiler error from where I had compiled osg to use floats. I had to change asBtTransform to the following btTransform osgbBullet::asBtTransform( const osg::Matrix m ) { const osg::Matrix::value_type* oPtr = m.ptr(); btScalar bPtr[ 16 ]; int idx; for (idx=0; idx16; idx++) bPtr[ idx ] = oPtr[ idx ]; btTransform t; t.setFromOpenGLMatrix( bPtr ); return t; } The line const osg::Matrix::value_type* oPtr = m.ptr(); was const osg::Matrixd::value_type* oPtr = m.ptr(); Other then that all went well. Lets see how it performs. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet on IOS
Hi Doug Raised it as an issue, it made me enter a branch path but I had in fact download the trunk. Cheers Tom PS I'll join the osgBullet users list and post there from now on. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph hello
Wow what an amazing douche this person is Block him, before I'm tempted by his amazing offers. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org