[osg-users] set up OSG

2008-12-01 Thread olfat ibrahim
i need help in correctly configure the OSG to work with VS2008 

can any one please help me ?


  
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[osg-users] Problem installing and running Open scene graph

2008-12-03 Thread olfat ibrahim

Hello iam a new user to OSG i tried to install it under win XP SP3 with MS 
visual studio 2008 :

i used the steps in the site :

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

follower or combined with the steps in the text OsgInstallationOnWindows.rar:
except for the step : 
- C/C++ -> Language -> Enable Run-Time Type Info -> Yes (/GR)

i replace it with the step :

- C/C++ -> Language -> Enable Run-Time Type Info -> Yes

now i tried to run the file OSGviewer application .
it is compiling and linking with no problem but when i run it it throw an 
exception at the following line :

arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());

i tried other examples but they all give me exceptions can any one please help 
me .

thanks


  
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[osg-users] Need Simple Example

2008-12-11 Thread olfat ibrahim
Hello :

ia trying to load a 3ds modle and navigate or "drive through it " i can 
notfollow the exact steps can any one send me a simple program that create a 
new scene graph and display it in one window 

thanks


  
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[osg-users] channel view

2008-12-12 Thread olfat ibrahim
> Hello 
> 
> i need to change the channel view for my scene 
> also i want to attach a node to the view point can any one
> send me the needed functions or code ?
> 
> also i was wonder is there a programing guid or man pages
> explain the functions built in the OSG 
> 
> thanks


  
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[osg-users] upper view

2008-12-14 Thread olfat ibrahim
I need to change my chnnel or camera view for an upper view 
 i tried to to use :

osg::Matrix lookAt;
lookAt.makeLookAt(osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 0.0f), 
osg::Vec3(0.0f, 0.0f, 0.0f));
viewer.getCamera()->setViewMatrix(lookAt);

but the program crashed 

i tried to use :

viewer.setCameraManipulator(new osgGA::TrackballManipulator());

viewer.getCameraManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0));
 

but nothing happened 

can any one help me ??




  
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[osg-users] change the view point level

2008-12-15 Thread olfat ibrahim
iam running viewer when i use the drive mode i need to change the view point 
level and angle .

is there a  function for this ???

thanks


  
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[osg-users] Transfer object

2008-12-16 Thread olfat ibrahim
Hello :

i need to make object transfere with my current view point ? so i think i need 
a function to get the current view point and add it to a translate matrix is 
this possible ??

what function or lib can i use ?

thanks


  
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[osg-users] current View Point

2008-12-16 Thread olfat ibrahim
i need the function to get the current view point ??
can any one help me?


  
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[osg-users] current View Point

2008-12-16 Thread olfat ibrahim
hi :

iam creating a program that have two windows one i make a drive in it and the 
other is like a map i want to put indecator in the 2nd window that indicate my 
current position in the first one

i used the following code but nothing happend:


// Projection and ModelView matrices
osg::Matrixd proj;
osg::Matrixd mv;
...
proj = cameraL->getProjectionMatrix();

 mv = cameraL->getViewMatrix();
// Create parent MatrixTransform to transform the view volume by
// the inverse ModelView matrix.
osg::MatrixTransform* mt = new osg::MatrixTransform;
mt->setMatrix( osg::Matrixd::inverse( mv ) );
mt->addChild( loadedMode35 );
Mainroot->addChild(mt);

...


can some one tell me where iam going wrong ??


tahnks



  
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Re: [osg-users] current View Point

2008-12-17 Thread olfat ibrahim
i have two viewers and put the scene in groups one for the whole scene and one 
for the pointer i want to move:

osg::Group* root = new osg::Group; // groupp have all other objects
osg::Group* Mainroot = new osg::Group; // the whole scene
Mainroot->addChild(root);

osgViewer::Viewer viewer;
osgViewer::Viewer viewer1;

//set left camera for left view
osg::ref_ptr cameraL = new osg::Camera;
...
// add the matrix transformation 
osg::MatrixTransform* mt = new osg::MatrixTransform;
mt->setMatrix( cameraL->getViewMatrix() );
mt->addChild( loadedMode35 );
Mainroot->addChild(mt);

viewer.setCameraManipulator( keyswitchManipulatorL.get() );

//set right camera for the right view
osg::ref_ptr cameraR = new osg::Camera;

viewer1.setCameraManipulator( keyswitchManipulatorR.get() );



//load data for each viewer
viewer.setSceneData( root);
viewer1.setSceneData( Mainroot);


//run the viewer
while( !viewer.done() )
{
// fire off the cull and draw traversals of the scene.
viewer.frame();
viewer1.frame();

}

now the object i used did not move what is the problem ??

--- On Wed, 12/17/08, Vincent Bourdier  wrote:

> From: Vincent Bourdier 
> Subject: Re: [osg-users] current View Point
> To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 
> 
> Date: Wednesday, December 17, 2008, 2:46 AM
> Hi,
> 
> Please, make replies to your posts ! do not make a new
> thread each time ...
> If you reply to your post, we will have all the mailing
> history of this
> question, and we can see the evolution of the problem.
> 
> Next, just with this code, we cannot see what the problem
> is.
> Tell us what is good in your code, what you want to do with
> this code...
> 
> For your problem : maybe it works, but you need a callback
> or a loop to see
> the matrix changing in real-time... Not easy to understand
> this little peace
> of code without more explanations.
> 
> Regards,
>Vincent.
> 
> 2008/12/16 olfat ibrahim 
> 
> > hi :
> >
> > iam creating a program that have two windows one i
> make a drive in it and
> > the other is like a map i want to put indecator in the
> 2nd window that
> > indicate my current position in the first one
> >
> > i used the following code but nothing happend:
> >
> >
> > // Projection and ModelView matrices
> >osg::Matrixd proj;
> >osg::Matrixd mv;
> > ...
> > proj = cameraL->getProjectionMatrix();
> >
> >  mv = cameraL->getViewMatrix();
> >// Create parent MatrixTransform to
> transform the view
> > volume by
> >// the inverse ModelView matrix.
> >osg::MatrixTransform* mt = new
> osg::MatrixTransform;
> >mt->setMatrix(
> osg::Matrixd::inverse( mv ) );
> >mt->addChild( loadedMode35 );
> >Mainroot->addChild(mt);
> >
> > ...
> >
> >
> > can some one tell me where iam going wrong ??
> >
> >
> > tahnks
> >
> >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >


  
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Re: [osg-users] current View Point

2008-12-17 Thread olfat ibrahim
sorry for much truble but i looked and found two ways can not understand how 
they work 

the first way is to use call back :

so i added to the code :


class UpdateCallback : public osg::NodeCallback
{
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{ 
std::cout<<"update callback - pre traverse"<setUpdateCallback(new UpdateCallback());

but it made no changes. 
 
the second way :

i added to the code :


// Given a Camera, create a wireframe representation of its
// view frustum. Create a default representation if camera==NULL.
osg::Node*
makeFrustumFromCamera( osg::Camera* camera )
{
osg::Node* loadedMode35 ;
loadedMode35 = osgDB::readNodeFile("red.3DS");

// Projection and ModelView matrices
osg::Matrixd proj;
osg::Matrixd mv;
if (camera)
{
proj = camera->getProjectionMatrix();
mv = camera->getViewMatrix();
}
else
{
// Create some kind of reasonable default Projection matrix.
proj.makePerspective( 30., 1., 1., 10. );
// leave mv as identity
}

// Get near and far from the Projection matrix.
const double near = proj(3,2) / (proj(2,2)-1.0);
const double far = proj(3,2) / (1.0+proj(2,2));

// Get the sides of the near plane.
const double nLeft = near * (proj(2,0)-1.0) / proj(0,0);
const double nRight = near * (1.0+proj(2,0)) / proj(0,0);
const double nTop = near * (1.0+proj(2,1)) / proj(1,1);
const double nBottom = near * (proj(2,1)-1.0) / proj(1,1);

// Get the sides of the far plane.
const double fLeft = far * (proj(2,0)-1.0) / proj(0,0);
const double fRight = far * (1.0+proj(2,0)) / proj(0,0);
const double fTop = far * (1.0+proj(2,1)) / proj(1,1);
const double fBottom = far * (proj(2,1)-1.0) / proj(1,1);


// Create parent MatrixTransform to transform the view volume by
// the inverse ModelView matrix.
osg::MatrixTransform* mt = new osg::MatrixTransform;
mt->setMatrix( osg::Matrixd::inverse( mv ) );
mt->addChild( loadedMode35 );

return mt;
}
 

and i was suppose to change the loop to :

while (!viewer.done())
{
// Update the wireframe frustum
root->removeChild( 0, 1 );
root->insertChild( 0, makeFrustumFromCamera(
viewer.getView( 0 )->getCamera() ) );

viewer.frame();
}


but i was not sure what is this suppose to do ??
also i did not find "viewer.getView" function or equivelant to it 


is there some way to help me fix or understand one of the two previous ways or 
is there a way to directly update the node positon from the camira position in 
the loop like using :

osg::NodeCallback* nc = new osg::AnimationPathCallback( 
),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees());
transform->setUpdateCallback(nc);

or transform(x,y,z)
   rotate (h,p,r);

and get it directly from the current camera position matrix ?


please help
--- On Wed, 12/17/08, Vincent Bourdier  wrote:

> From: Vincent Bourdier 
> Subject: Re: [osg-users] current View Point
> To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 
> 
> Date: Wednesday, December 17, 2008, 3:09 AM
> Each frame, you have to update your matrix. For the moment
> you set it, next
> you frame() the viewer, nothing more. Matrix will no update
> itself.
> 
> To update it, do it in the viewer loop (after/before
> frame()), or create a
> new nodeCallback. Have a look on nodeCallback to see how to
> use it.
> 
> Regards,
>Vincent.
> 
> 2008/12/17 olfat ibrahim 
> 
> > i have two viewers and put the scene in groups one for
> the whole scene and
> > one for the pointer i want to move:
> >
> > osg::Group* root = new osg::Group; // groupp have all
> other objects
> >osg::Group* Mainroot = new osg::Group; // the
> whole scene
> >Mainroot->addChild(root);
> >
> > osgViewer::Viewer viewer;
> > osgViewer::Viewer viewer1;
> >
> > //set left camera for left view
> > osg::ref_ptr cameraL = new
> osg::Camera;
> > ...
> > // add the matrix transformation
> > osg::MatrixTransform* mt = new osg::MatrixTransform;
> > mt->setMatrix(
> cameraL->getViewMatrix() );
> > mt->addChild( loadedMode35 );
> >Mainroot->addChild(mt);
> >
> > viewer.setCameraManipulator(
> keyswitchManipulatorL.get() );
> >
> > //set right camera for the right view
> > osg::ref_ptr cameraR = new
> osg::Camera;
> >
> > viewer1.setCameraManipulator(
> keyswitchManipulatorR.get() );
> >
> >
> >
> > //load data for each viewer
> > viewer.setSceneData( root);
> > viewer1.setSceneData( Mainroot);
> >
> >
> > //run the vie

[osg-users] my current position

2008-12-17 Thread olfat ibrahim



--- On Wed, 12/17/08, olfat ibrahim  wrote:

> From: olfat ibrahim 
> Subject: my current position
> To: "OSG" 
> Date: Wednesday, December 17, 2008, 9:01 AM
> i am using keyswitchManipulator :
> 
> i need to print my current location while iam driving in
> the scene :
> 
> i tried the functions :
> 
> keyswitchManipulatorL->getMatrix()
> viewer.getCamera()->getViewMatrixAsLookAt(eye, center,
> up)
> cameraL->getViewMatrixAsLookAt(eye, center, up)
> 
> all of those does not get me my moving statuse .
> i need my x,y,z and h,p,r current position ;
> 
> is there a function should i call to get me what i need ?
> 
> thanks


  
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Re: [osg-users] my current position

2008-12-17 Thread olfat ibrahim
thanks again for your help :

but i have another problem :

while( !viewer.done() || !viewer1.done() )
{
viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);

cout << "eye2 " << eye.x() << " " << eye.y() << " " << eye.z() 
<< endl;
cout << "center " << center.x() << " " << center.y() << " " << 
center.z() << endl;
cout << "up " << up.x() << " " << up.y() << " " << up.z() << 
endl;

osg::Matrixd m(viewer.getCamera()->getViewMatrix());
mt->setMatrix(osg::Matrix::translate(eye.x(),eye.y(),eye.z())*
osg::Matrix::rotate(m.getRotate().inverse()));


i tried m.getRotate().inverse() and m.getRotate()
they rotate the object but i the wrong way they flip it 
does any one have recomendations ??




--- On Wed, 12/17/08, Vincent Bourdier  wrote:

> From: Vincent Bourdier 
> Subject: Re: [osg-users] my current position
> To: olfat_ibra...@yahoo.com
> Date: Wednesday, December 17, 2008, 9:58 AM
> You can do it using different things:
> 
>  * You get eye, center, up . With theses vector, you can
> compute the front,
> up, side vectors of the camera, an so compute the rotation.
> (eye is camera position, center is the point the camera
> look at)
> 
>  * You can get the matrix from the manipulator, and
> getRotation from it. You
> will have the quaternion representing the rotation. (or
> rotation inverse, I
> don't remember)
> 
>  * you can get the matrix from manipulator, and use
> getFrontVector(...),
> getSidevector() and getUpVector() from it. After that, just
> compute the
> rotation.
> 
> Vincent.
> 
> 
> 2008/12/17 olfat ibrahim 
> 
> > you were right thank you very much
> > now i need to get the H P R
> >
> > by H P R i mean the rotation arround x ,y ,  z axis .
> >
> >
> > i tried the three functions in the following mannare :
> >
> > osg::Vec3f eye;
> >osg::Vec3f center;
> >osg::Vec3f up;
> >
> >osg::Vec3f eye1;
> >osg::Vec3f center1;
> >osg::Vec3f up1;
> >
> >osg::Vec3f position;
> >osg::Matrixd
> m(keyswitchManipulatorL->getCoordinateFrame(position));
> >
> >while( !viewer.done() || !viewer1.done() )
> >{
> >cameraL->getViewMatrixAsLookAt(eye1,
> center1, up1);
> >   
> viewer.getCamera()->getViewMatrixAsLookAt(eye, center,
> up);
> >osg::Matrixd
> >
> m(keyswitchManipulatorL->getCoordinateFrame(position));
> > //  cout << position.x  <<
> position.y <<  position.z << endl;
> >cout << "eye " <<
> position.x() << " " << position.y()
> << " "
> > << position.z() << endl;
> >
> >cout << "eye " <<
> eye.x() << " " << eye.y() <<
> " " <<
> > eye.z() << endl;
> >cout << "center "
> << center.x() << " " <<
> center.y() << " "
> > << center.z() << endl;
> >cout << "up " <<
> up.x() << " " << up.y() <<
> " " << up.z() <<
> > endl;
> >
> >
> >        cout << "eye " <<
> eye1.x() << " " << eye1.y() <<
> " " <<
> > eye1.z() << endl;
> >cout << "center "
> << center1.x() << " " <<
> center1.y() << "
> > " << center1.z() << endl;
> >cout << "up " <<
> up1.x() << " " << up1.y() <<
> " " << up1.z()
> > << endl;
> >// fire off the cull and draw traversals of the
> scene.
> >viewer.frame();
> >}
> >
> > can any ong give me ideas ??
> >
> >
> > --- On Wed, 12/17/08, Vincent Bourdier
>  wrote:
> >
> > > From: Vincent Bourdier
> 
> > > Subject: Re: [osg-users] my current position
> > > To: olfat_ibra...@yahoo.com, "OpenSceneGraph
> Users" <
> > osg-users@lists.openscenegraph.org>
> > > Date: Wednes

[osg-users] synchronize two view windows

2008-12-17 Thread olfat ibrahim
hello :

i need to synchronize two view windows .
i created two views and one key switch Manipulator 

i want as i walk in one window my view synchronized in the other window with 
solaly differ view. 

this is my try but it is drive in the first view but no moves happened in the 
second view :

while( !viewer.done() || !viewer1.done() )
{
viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);
viewer1.getCamera()->setViewMatrixAsLookAt(eye, center, up);

 viewer.frame();
viewer1.frame();
}

what iam doing wrong ?



  
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[osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
Hello 
 
Iam running my program with the option --stereo and the stereo seems to work 
fine in the screen but i can not get my nvidia glass to start working with it 
can any one help me ?


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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
iam Sorry  iam Olfat :
 
i had an account on OSG but i cannot remember it. any way my graphic card is 
Nvidia 96-- GT and my glasses Nvidia 3d Vision.

--- On Tue, 5/12/09, Robert Osfield  wrote:

From: Robert Osfield 
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 

Date: Tuesday, May 12, 2009, 4:54 AM

Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
to address you, thanks,

On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim 
wrote:
> Hello
>
> Iam running my program with the option --stereo and the stereo seems to
work
> fine in the screen but i can not get my nvidia glass to start working with
> it can any one help me ?

By default the OSG will use anaglyphic stereo when you enable stereo,
but it also supports a range of other stereo options.  For shutter
glasses you'll probably just need to request quad buffer stereo via:

 osgviewer cow.osg --stereo QUAD_BUFFER

For more command line details run

  osgviewer --help

And via env vars:

  osgviewer --help-env

Programatically you can enable stereo via osg::DisplaySettings (the
above command line options and env vars just set it.) See the
osgstreoimage example for an example of programmatically enabling
stereo.

There is a big but... and that's does you graphics card/OpenGL driver
support quad buffer stereo.  I can't answer this as you've provide no
info w.r.t hardware/drivers you are using.  For NVidia it's just their
Quadro line that supports quad buffer stereo.

Robert.



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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
 
Also i wanted to clarify that when i tried to use the command line :
 
osgviewer cow.osg --stereo QUAD_BUFFER
 
it gives me the following  :
 
Warning: Could not find plugin to read objects from file "QUAD_BUFFER".
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for
mat found based on traits specified
  GraphicsWindow has not been created successfully.
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for
mat found based on traits specified
  GraphicsWindow has not been created successfully.
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for
mat found based on traits specified
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for
mat found based on traits specified
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows

--- On Tue, 5/12/09, Robert Osfield  wrote:

From: Robert Osfield 
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 

Date: Tuesday, May 12, 2009, 4:54 AM

Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
to address you, thanks,

On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim 
wrote:
> Hello
>
> Iam running my program with the option --stereo and the stereo seems to
work
> fine in the screen but i can not get my nvidia glass to start working with
> it can any one help me ?

By default the OSG will use anaglyphic stereo when you enable stereo,
but it also supports a range of other stereo options.  For shutter
glasses you'll probably just need to request quad buffer stereo via:

 osgviewer cow.osg --stereo QUAD_BUFFER

For more command line details run

  osgviewer --help

And via env vars:

  osgviewer --help-env

Programatically you can enable stereo via osg::DisplaySettings (the
above command line options and env vars just set it.) See the
osgstreoimage example for an example of programmatically enabling
stereo.

There is a big but... and that's does you graphics card/OpenGL driver
support quad buffer stereo.  I can't answer this as you've provide no
info w.r.t hardware/drivers you are using.  For NVidia it's just their
Quadro line that supports quad buffer stereo.

Robert.



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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim

Hello 
 
i got into Nvidia website and downloaded the last driver version for my 
glasses. the glassess still not filling my application but it is now give only 
the following error.
 
Warning: Could not find plugin to read objects from file
"QUAD_BUFFER".
 
u saing that it is not working with openGL so any one have any recommendations 
for me.
 
thanks
 

--- On Tue, 5/12/09, Robert Osfield  wrote:

From: Robert Osfield 
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 

Date: Tuesday, May 12, 2009, 6:27 AM

Hi Olfat,

The errors you are getting are due to lack of QUAD_BUFFER stereo
support in the driver.  This is pretty poor considering that you've
got the NVidia 3D glasses.

Perhaps the NVidia drivers only provide a hack for 3d support in 3rd
party apps, as they do for games.  I would be worth contacting NVidia
about it as frankly selling hardware but not supporting quad buffer
stereo in the drivers is just plain incompetent/fraudulent.

Robert.

On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim 
wrote:
>
> Also i wanted to clarify that when i tried to use the command line :
>
> osgviewer cow.osg --stereo QUAD_BUFFER
>
> it gives me the following  :
>
> Warning: Could not find plugin to read objects from file
"QUAD_BUFFER".
> Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
> for
> mat found based on traits specified
>   GraphicsWindow has not been created successfully.
> Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
> for
> mat found based on traits specified
>   GraphicsWindow has not been created successfully.
> Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
> for
> mat found based on traits specified
>   GraphicsWindow has not been created successfully.
> Viewer::realize() - failed to set up any windows
> Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
> for
> mat found based on traits specified
>   GraphicsWindow has not been created successfully.
> Viewer::realize() - failed to set up any windows
>
> --- On Tue, 5/12/09, Robert Osfield 
wrote:
>
> From: Robert Osfield 
> Subject: Re: [osg-users] Stereo Problem
> To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users"
> 
> Date: Tuesday, May 12, 2009, 4:54 AM
>
> Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
> to address you, thanks,
>
> On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim

> wrote:
>> Hello
>>
>> Iam running my program with the option --stereo and the stereo seems
to
> work
>> fine in the screen but i can not get my nvidia glass to start working
with
>> it can any one help me ?
>
> By default the OSG will use anaglyphic stereo when you enable stereo,
> but it also supports a range of other stereo options.  For shutter
> glasses you'll probably just need to request quad buffer stereo via:
>
>  osgviewer cow.osg --stereo QUAD_BUFFER
>
> For more command line details run
>
>   osgviewer --help
>
> And via env vars:
>
>   osgviewer --help-env
>
> Programatically you can enable stereo via osg::DisplaySettings (the
> above command line options and env vars just set it.) See the
> osgstreoimage example for an example of programmatically enabling
> stereo.
>
> There is a big but... and that's does you graphics card/OpenGL driver
> support quad buffer stereo.  I can't answer this as you've provide
no
> info w.r.t hardware/drivers you are using.  For NVidia it's just their
> Quadro line that supports quad buffer stereo.
>
> Robert.
>
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>



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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim

i used exactly the line :
 
osgviewerd cow.osg --stereo QUAD_BUFFER
 
but it give me the previous worning and when the window opend the shutter did 
not sence it at all
 
should i change the shutter or what ?

--- On Tue, 5/12/09, Robert Osfield  wrote:

From: Robert Osfield 
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 

Date: Tuesday, May 12, 2009, 9:23 AM

HI Olfat,

On Tue, May 12, 2009 at 1:49 PM, olfat ibrahim 
wrote:
>
> Hello
>
> i got into Nvidia website and downloaded the last driver version for my
> glasses. the glassess still not filling my application but it is now give
> only the following error.
>
> Warning: Could not find plugin to read objects from file
> "QUAD_BUFFER".
>
> u saing that it is not working with openGL so any one have any
> recommendations for me.

Exactly what command line are you using now?  It sounds like you might
have an error on the command line.  Please have a look back over my
earlier email.

Robert.



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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
One final Q what is the glasses or HW type u recommend for the stereo display ?

--- On Tue, 5/12/09, Robert Osfield  wrote:

From: Robert Osfield 
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" 

Date: Tuesday, May 12, 2009, 10:05 AM

Hi Olfat,

On Tue, May 12, 2009 at 2:49 PM, olfat ibrahim 
wrote:
>
> i used exactly the line :
>
> osgviewerd cow.osg --stereo QUAD_BUFFER
>
> but it give me the previous worning and when the window opend the shutter
> did not sence it at all


I find it odd that you're getting a error relating to the parsing of
QUAD_BUFFER command line string as a file name.  I've tried to
reproduce this error at my end with lots of different combinations but
can't, the command line parser always works correctly.

Others do use quad buffer stereo with the OSG successfully, but
probably only with drivers that officially support it.

As a sanity test, does osgviewer cow.osg work fine?

Also try setting the stereo mode via the env var:

set OSG_STEREO_MODE=QUAD_BUFFER
osgviewer cow.osg --stereo

Beyond the above there isn't anything I do to help any further.  I
don't have the hardware or OS to test against.  If the above doesn't
work go complain to Nvidia.

Robert.



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