[osg-users] Missing: ShadowTexture:setResolution(width, height)
Should that perhaps be present in the ShadowTexture class? The default 512,512 might not be quite enough all the time. /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Random crashes under Linux with PagedLOD database paging
in ive::Geometry::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #4 0x00e34c9b in ive::DataInputStream::readDrawable () from /usr/local/lib//osgPlugins/osgdb_ive.so #5 0x00e59df6 in ive::Geode::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #6 0x00e35424 in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #7 0x00e5d285 in ive::Group::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #8 0x00e353ef in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #9 0x00e5d285 in ive::Group::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #10 0x00e64d53 in ive::MatrixTransform::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #11 0x00e35069 in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #12 0x00e5d285 in ive::Group::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #13 0x00e353ef in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #14 0x00e73861 in IVEReaderWriter::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #15 0x00e72f50 in IVEReaderWriter::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #16 0x00ef4ac4 in osgDB::Registry::ReadNodeFunctor::doRead () from /usr/local/lib/libosgDB.so #17 0x00eeb15e in osgDB::Registry::read () from /usr/local/lib/libosgDB.so #18 0x00eebf75 in osgDB::Registry::readImplementation () from /usr/local/lib/libosgDB.so #19 0x00eec584 in osgDB::Registry::readNodeImplementation () from /usr/local/lib/libosgDB.so #20 0x00edd69e in osgDB::readNodeFile () from /usr/local/lib/libosgDB.so #21 0x00ec2e1c in osgDB::DatabasePager::run () from /usr/local/lib/libosgDB.so #22 0x00a9a696 in OpenThreads::ThreadPrivateActions::StartThread () from /usr/local/lib/libOpenThreads.so #23 0x00c28b80 in start_thread () from /lib/libpthread.so.0 #24 0x008c0dee in clone () from /lib/libc.so.6 #0 0x0036dcbb in __gnu_cxx::__mt_allocunsigned short, __gnu_cxx::__common_pool_policy__gnu_cxx::__pool, true ::allocate () from /usr/local/lib/libosgUtil.so #1 0x003bf7be in std::vectorunsigned short, std::allocatorunsigned short ::_M_fill_insert () from /usr/local/lib/libosgUtil.so #2 0x00e5533f in ive::DrawElementsUShort::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #3 0x00e5b229 in ive::Geometry::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #4 0x00e34c9b in ive::DataInputStream::readDrawable () from /usr/local/lib//osgPlugins/osgdb_ive.so #5 0x00e59df6 in ive::Geode::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #6 0x00e35424 in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #7 0x00e5d285 in ive::Group::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #8 0x00e64d53 in ive::MatrixTransform::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #9 0x00e35069 in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #10 0x00e5d285 in ive::Group::read () from /usr/local/lib//osgPlugins/osgdb_ive.so #11 0x00e353ef in ive::DataInputStream::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #12 0x00e73861 in IVEReaderWriter::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #13 0x00e72f50 in IVEReaderWriter::readNode () from /usr/local/lib//osgPlugins/osgdb_ive.so #14 0x0091bac4 in osgDB::Registry::ReadNodeFunctor::doRead () from /usr/local/lib/libosgDB.so #15 0x0091215e in osgDB::Registry::read () from /usr/local/lib/libosgDB.so #16 0x00912f75 in osgDB::Registry::readImplementation () from /usr/local/lib/libosgDB.so #17 0x00913584 in osgDB::Registry::readNodeImplementation () from /usr/local/lib/libosgDB.so #18 0x0090469e in osgDB::readNodeFile () from /usr/local/lib/libosgDB.so #19 0x008e9e1c in osgDB::DatabasePager::run () from /usr/local/lib/libosgDB.so #20 0x00114696 in OpenThreads::ThreadPrivateActions::StartThread () from /usr/local/lib/libOpenThreads.so #21 0x00c28b80 in start_thread () from /lib/libpthread.so.0 #22 0x00a10dee in clone () from /lib/libc.so.6 -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: Fw: [osg-users] OSG character node kits information
Sorry, didnt see this mail until now. What seems to be the problem? Are you able to build the code? Also, Im guessing here, you will end up with problem using .NET2003 as the project files are now in version 2005! Which means that if you use the old ones, well, there could be some changes that make build hard. This is really unfortunately, and I guess the only way to solve it is to start using CMake as the rest of OpenSceneGraph. This is quite some task though, so I wouldnt mind at all if you would like to have a look at it :-) If not, please email me about your problems and I will try to solve them. I have done just a few minor changes to the code the last few days, mostly regarding class hierarchy due to that I wanted to be able to generate BiTangents for normalmapping of characters. It wont affect the rest of the toolkit, but it made it possible to normalmap a ReplicantBody. Also I was suprised to know that the forward movement of characters also works for eight legged freaks: http://www.vrlab.umu.se/research/colosseum3d/screenshots.html Although, its pretty obvious that spiders more or less follow the terrain, which really requires an update of the follow functionality so it takes into account the normal of the intersected underlying terrain Perhaps for these spiders, they are so big they just walk over things /anders On 5/4/07, Alan R Mecham [EMAIL PROTECTED] wrote: Okay I might be a complete idiot, but I'm trying use ReplicantBody and install it. I'm using VisualStudio .NET 2003, and I'm not sure how to get it to install. I've read the install notes but I'm still having difficulty. Anyone know how to help here? Do I need to compile the files first? Do I need to put them someplace specific? Sorry, at this point I think I need a baby steps, step-by-step cause I'm not getting anywhere. Thanks Alan ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OT: Unable to execute .exe files
Never take anything for granted regarding windows, I guess thats the lesson I learned. Together with .NET 2005 there is already the vcredist_x86.exe I perfectly happy assumed that the SP1 would of course update that file, it DIDhave a newer date than the one I was using, but it was not the right one. With the one downloaded from MS it works Thanks. /Anders On 6/14/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I had the same issue recently. It turns out that Code built with patched VS 2005 requires different runtime. Tricky part is that runtime setup file is called exactly the same (vcredist_x86.exe) so you need to be careful when looking for it on MS site. There are actually two redistiributable packages for VC 2005. One is for first release VC 2005 and second for VC 2005 SP1. Here is a link for: Microsoft Visual C++ 2005 Redistributable Package (x86) http://www.microsoft.com/downloads/details.aspx?familyid=32bc1bee-a3f9-4c13- 9c99-220b62a191eedisplaylang=en and here is a link for: Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14- 984D-389C36F85647displaylang=en If these links do not work for you (they expired after few minutes when I last provided them in the email ) just search for names in quotation marks on MS sites. Cheers, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Anders Backman Sent: Thursday, June 14, 2007 8:47 PM To: osg users Subject: [osg-users] OT: Unable to execute .exe files Hi all. I have a really tricky question regarding distribution of .exe/.dll files under windows XP. I recently updated my VisualStudio with the latest patch (I'm running VS 2005) on my stationary computer. After this, Im not able to take the osg-distribution on that computer and copy it over to any other machine running windows. This also goes for any .exe file that requires dynamic loading. The error message I get on the target computer is: the system cannot find the file: c:\projects\test\test.exe Just that in the console and NOTHING else!! Im puzzled. Im using the same procedure as I have always done for shipping runtimes: - Copying the requires .dll files for osg/producer/ot - Distributing the requires executables (osgviewer for example) - Distributing the vcredist_x86.exe that installs the required runtimes at the target system. Thats about it. Now suddenly after updating VisualStudio with the service pack Microsoft Visual Studio 2005 I get these problems. My version: Version 8.0.50727.762 (SP.050727-7600) Microsoft .NET Framework Version 2.0.50727 Installed Edition: Professional Microsoft Visual Studio 2005 Professional Edition - ENU Service Pack 1 (KB926601) I found a tool that can analyze an exe file and list all required .dll files, and it seems to locate all the required .dll files, nothing is missing. Anyone experienced this before? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OpenSceneGraph-2.0 released!!!
Congrats!! Im raising a glass of Highland Park 16 for you and the rest of the gang. Well done! /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] CEGUI shows up when rendering text
Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
So at what point did you store the _activeContextID member attribute? as it is only valid during a current Draw phase. On 6/15/07, Serge Lages [EMAIL PROTECTED] wrote: Hi Anders, I remenber having such a problem with CEGUI and multitexturing, here is my drawImplementation which works fine now : void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State*state = renderInfo.getState(); if (state-getContextID() != _activeContextID) { return; } state-setActiveTextureUnit(0); state-setClientActiveTextureUnit(0); CEGUI::System::getSingleton().renderGUI(); state-checkGLErrors(CEGUIDrawable::drawImplementation); } But my problem was just CEGUI textures going all white when looking to a multitextured object, so maybe you have a new one. :) Good luck ! On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CEGUI shows up when rendering text
Works now, it was the setClientActiveTextureUnit that did the trick! Thanks. /Anders On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: So at what point did you store the _activeContextID member attribute? as it is only valid during a current Draw phase. On 6/15/07, Serge Lages [EMAIL PROTECTED] wrote: Hi Anders, I remenber having such a problem with CEGUI and multitexturing, here is my drawImplementation which works fine now : void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State*state = renderInfo.getState(); if (state-getContextID() != _activeContextID) { return; } state-setActiveTextureUnit(0); state-setClientActiveTextureUnit(0); CEGUI::System::getSingleton().renderGUI(); state-checkGLErrors(CEGUIDrawable::drawImplementation); } But my problem was just CEGUI textures going all white when looking to a multitextured object, so maybe you have a new one. :) Good luck ! On 6/15/07, Anders Backman [EMAIL PROTECTED] wrote: Hi all (again). Now to another issue. I have an implementation of a CEGUI integration into OSG. It has been working just fine, up until where I have a multitextured Spider (rendered using ReplicantBody) in the scene. As far as I know and can see, ReplicantBody does not set any states explicitly outside a StateSet. The same Now Im not blaiming the spider for the problem, its just something with it that messes up the CE gui drawing. It disappear from the screen, until there is something rendered using osgText, then it pops back into the display! It seems that something in the state is leaking? from osgText that makes it possible to render the CEgui drawable This is what happens: 1. Render CEGUI only - ok 2. Render spider, cegui disappears, if spider is culled, cegui does not come back! 3. add text to scene -cegui comes back 4 remove text - cegui disappears CEGUI is rendered with the stateset: osg::StateSet* stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset-setRenderBinDetails(100,RenderBin); stateset-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE |osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE |osg::StateAttribute::OFF); And in CEGUI:drawable() Im using the same state settings as in the osgcegui example: renderInfo.getState()-setActiveTextureUnit(0); renderInfo.getState()-disableAllVertexArrays(); m_ui-getSingletonPtr()-renderGUI(); Replicantbody (the spider) is using the state: submesh_state_set-setTextureAttribute(map_id, texture); submesh_state_set-setTextureMode(map_id, GL_TEXTURE_2D, osg::StateAttribute::ON); submesh_state_set-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::ON); Im guessing that one of the drawables (ReplicantBody, CEGUI) is leaking/missing a StateSet setting. But whats puzzling me is that osgText seems to leave something behind that enables the drawing of CEGUI again... So with osgText everything works. Before digging into the dirt, Is there something here that ring a bell? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb
Re: [osg-users] New OSG logo
Yep, I prefer the more stilistic font selection from Paul. The Image is really nice! Great job. /Anders On 6/14/07, Paul Melis [EMAIL PROTECTED] wrote: martin.lavery wrote: With the soon approaching version of OpenSceneGraph 2.0, we have put together a possible replacement for the OpenSceneGraph logo. You can see it through the link below: http://www.openscenegraph.com/osgwiki/pmwiki.php/Screenshots/Logo We would love here your opinion on logo, constructive criticism is very much welcome. :-) Well, I like the outlined look, especially on the earth + (err) thingies. But using the typewriter font makes it look like Robert is building his scenegraph out of wood. Here's a version with a different font that lookes better IMHO. Oh, and a pretty silly second logo :) Just my 2 (euro)cents, Paul ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Using Collada debug libraries
I just noticed that in windows/debug build, the dae plugin still uses the release version of the Collada libraries. There should be a _d.lib for all the libraries when building in debug mode, unless this is a WANTED behaviour? Right now Im debugging a crasch inside the DOM, so I needed the debug versions, and I guess it should be default for all debug builds to use debug versions of dependencies if they are available? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Few things
sure, its not a critical thing. /Anders On 6/14/07, Robert Osfield [EMAIL PROTECTED] wrote: On 6/7/07, Robert Osfield [EMAIL PROTECTED] wrote: On 6/7/07, Anders Backman [EMAIL PROTECTED] wrote: A few things: 1. The logo reader seems to have stopped working? osgviewer osg64.logo shows nothing on my version of osg. (svn checkout at 23:rd of june). Has there been any recent changes in the reader, because it worked some while back... Could you provide osg64.logo, I don't have it on my system. I also haven't used the logo plugin after a bit of brief testing a few years back... So.. I wouldn't know about any issues with it... I tracked down the osg64.logo, it twas missing from my new SVN version of OpenSceneGraph-Data for a little while... Its now there. But... it doesn't render when loaded ;-| I've done some debugging on the plugin and everything looks OK, but I still can't get it to render anything. I tried osgproducerviewer just in case it did something different than osgviewer but alas no luck there either. I don't know when the logo plugin broke as its not something I've ever used. I'm basically stumped on this one. Perhaps reimplementing the logo plugin using a standard OSG components rather than extended Drawable might provide a different point to test from. This doesn't change the fact that what is there looks like it should work. My best guess is that there is something missing in set up of OpenGL state, but what this might be I don't have clue, I tried all the obvious things. I'm afraid this item is something that will have to wait to post 2.0. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgexp, multiple textures
Hi, slightly OT, but I thought I would ask and see if anyone knows why osgExp plugin for Max doesn't export textures for all channels (Map id:s) I have a diffuse in MapID 1 Normal map in Bump, MapID 2 The only thing that comes out is the diffuse. In the code for osgExp it seems to iterate over all submaterials exporting each and everyone (if they belong to different MapID:s, otherwise there is a clash). Any thoughts regarding this? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Few things
::Vec3Array(*tx)[iB].ptr()[i]; uv3.ptr()[i] = static_castconst osg::Vec3Array(*tx)[iC].ptr()[i]; } break; case osg::Array::Vec4ArrayType: for (i=0; i2; ++i) { uv1.ptr()[i] = static_castconst osg::Vec4Array(*tx)[iA].ptr()[i]; uv2.ptr()[i] = static_castconst osg::Vec4Array(*tx)[iB].ptr()[i]; uv3.ptr()[i] = static_castconst osg::Vec4Array(*tx)[iC].ptr()[i]; } break; default: osg::notify(osg::WARN) Warning: TangentSpaceGenerator: texture coord array must be Vec2Array, Vec3Array or Vec4Array std::endl; } if(nx){ osg::Vec3 V, T1, T2, T3, B1, B2, B3; V = osg::Vec3(P2.x() - P1.x(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^ osg::Vec3(P3.x() - P1.x(), uv3.x() - uv1.x(), uv3.y() - uv1.y()); if (V.x() != 0) { V.normalize(); T1.x() += -V.y() / V.x(); B1.x() += -V.z() / V.x(); T2.x() += -V.y() / V.x(); B2.x() += -V.z() / V.x(); T3.x() += -V.y() / V.x(); B3.x() += -V.z() / V.x(); } V = osg::Vec3(P2.y() - P1.y(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^ osg::Vec3(P3.y() - P1.y(), uv3.x() - uv1.x(), uv3.y() - uv1.y()); if (V.x() != 0) { V.normalize(); T1.y() += -V.y() / V.x(); B1.y() += -V.z() / V.x(); T2.y() += -V.y() / V.x(); B2.y() += -V.z() / V.x(); T3.y() += -V.y() / V.x(); B3.y() += -V.z() / V.x(); } V = osg::Vec3(P2.z() - P1.z(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^ osg::Vec3(P3.z() - P1.z(), uv3.x() - uv1.x(), uv3.y() - uv1.y()); if (V.x() != 0) { V.normalize(); T1.z() += -V.y() / V.x(); B1.z() += -V.z() / V.x(); T2.z() += -V.y() / V.x(); B2.z() += -V.z() / V.x(); T3.z() += -V.y() / V.x(); B3.z() += -V.z() / V.x(); } osg::Vec3 tempvec; tempvec = N1 ^ T1; (*T_)[iA] = osg::Vec4(tempvec ^ N1, 0); tempvec = B1 ^ N1; (*B_)[iA] = osg::Vec4(N1 ^ tempvec, 0); tempvec = N2 ^ T2; (*T_)[iB] = osg::Vec4(tempvec ^ N2, 0); tempvec = B2 ^ N2; (*B_)[iB] = osg::Vec4(N2 ^ tempvec, 0); tempvec = N3 ^ T3; (*T_)[iC] = osg::Vec4(tempvec ^ N3, 0); tempvec = B3 ^ N3; (*B_)[iC] = osg::Vec4(N3 ^ tempvec, 0); (*N_)[iA] += osg::Vec4(N1, 0); (*N_)[iB] += osg::Vec4(N2, 0); (*N_)[iC] += osg::Vec4(N3, 0); } else{ osg::Vec3 face_normal = (P2 - P1) ^ (P3 - P1); osg::Vec3 V; V = osg::Vec3(P2.x() - P1.x(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^ osg::Vec3(P3.x() - P1.x(), uv3.x() - uv1.x(), uv3.y() - uv1.y()); if (V.x() != 0) { V.normalize(); float inv_x = 1.0f/V.x(); (*T_)[iA].x() += -V.y() *inv_x; (*B_)[iA].x() += -V.z()*inv_x; (*T_)[iB].x() += -V.y() *inv_x; (*B_)[iB].x() += -V.z() *inv_x; (*T_)[iC].x() += -V.y() *inv_x; (*B_)[iC].x() += -V.z() *inv_x; } V = osg::Vec3(P2.y() - P1.y(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^ osg::Vec3(P3.y() - P1.y(), uv3.x() - uv1.x(), uv3.y() - uv1.y()); if (V.x() != 0) { V.normalize(); float inv_x = V.x(); (*T_)[iA].y() += -V.y() *inv_x; (*B_)[iA].y() += -V.z() *inv_x; (*T_)[iB].y() += -V.y() *inv_x; (*B_)[iB].y() += -V.z() / inv_x; (*T_)[iC].y() += -V.y() / inv_x; (*B_)[iC].y() += -V.z() / inv_x; } V = osg::Vec3(P2.z() - P1.z(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^ osg::Vec3(P3.z() - P1.z(), uv3.x() - uv1.x(), uv3.y() - uv1.y()); if (V.x() != 0) { V.normalize(); float inv_x = 1.0f/V.x(); (*T_)[iA].z() += -V.y() *inv_x; (*B_)[iA].z() += -V.z() *inv_x; (*T_)[iB].z() += -V.y() *inv_x; (*B_)[iB].z() += -V.z() *inv_x; (*T_)[iC].z() += -V.y() *inv_x; (*B_)[iC].z() += -V.z() *inv_x; } (*N_)[iA] += osg::Vec4(face_normal, 0); (*N_)[iB] += osg::Vec4(face_normal, 0); (*N_)[iC] += osg::Vec4(face_normal, 0); } } -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Poser in OpenSceneGraph
One path would be to import it into 3DSMax, create a skeleton, and export it as Cal3D animation, and use ReplicantBody/osgCAL to do the animation/rendering. /Anders On 5/24/07, Claudio Arduino [EMAIL PROTECTED] wrote: Hi!! there is a method to load in OpenSceneGraph a Poser animation of virtual man that walk? If it's possible,i want to load the animation without to must load each single frame of the walk... I thought for example to export the animation in a .bvh file but i don't know if exist a openscenegraph plugin for load bvh files... Thank!!! ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] collada dae plugin on windows
I got the exact same problem today. I svn update of the Collada DOM solved it. /Anders On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote: Hi all, I'm having trouble building the collada plugin on windows. I'm using the svn version of osg and am aware of the cmake build support of the plugin. I modified the project files to work correctly but during linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin. I did a quick google and some others were able to resolve this by using the static version of libxml2 but that was unsuccessful as well. (If you are familiar with dev studio it was the issue where libs are built with conflicting Code Generation settings). Anyway, has anyone else successfully built the collada plugin on windows? Have any suggestions on resolving this? We have a model that is animated and we'd like to export it to collada and read it into osg. Thanks biv ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: Collision in osg
The bounding sphere of a node is actually generated from a a bounding box surrounding the Drawable (geometry) leaf. This makes the bounding sphere a crude approximation of the real size of your sphere. Therefore I would recommend a parallel structure for doing collision detection. Depending on the number of collisions, and what information you need (boolean query/ penetration, normal) there are quite a few different ways to go around this. If you only need boolean query (intersection yes/no) and you have lots of spheres of similar sizes, then a spatial hash is a good alternative. Its very fast for this thing, you can have 100.000:s of thousands and still get good performance unless you have them occupying the same space. Other efficient datastructures/algorithms are octrees, KD-trees, sphere-trees, Separating Axis test, ... It all depends on what scalability you require from your app. There are quite a few libs that does very efficient collision detection. Osg is mostly for rendering, and ray/scene intersection tests, anything beyond that you have to add yourself... There are quite a few approaches to add ODE for collision detection/dynamics Look at the osgwiki for Don Burns osg/ode example. /Anders On 5/11/07, Rémi Chaignon [EMAIL PROTECTED] wrote: Hi all again, (sorry I pressed the wrong button) In my program, I am creating 2 spheres in the same way: code // Create a sphere centered at the origin, unit radius: osg::Sphere* sphere = new osg::Sphere(osg::Vec3f( 0.f, 0.f, 0.f), 1.f); osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere); sphereDrawable-setColor(osg::Vec4f(0.4f, 0.2f, 0.8f, 1.f)); osg::Geode* sphereGeode = new osg::Geode(); sphereGeode-addDrawable(sphereDrawable); osg::MatrixTransform* sphereTransform = new osg::MatrixTransform(); sphereTransform-addChild(sphereGeode); return sphereTransform; /code Then I want to know if the spheres collide, to do this, I've tried different ways: - Get the bounding sphere of the node (getBound()) Result: A collision is detected even when the spheres are far from each other. - Get the bounding sphere of the geode (getBound()) - Get the bounding box of the geode (getBoundingBox()) - Get the bounding box of the drawable (getBound()) Result: A collision is always detected. Debugging, I've found that the bounding box never moves and always remains the same (eg [-1, 1] on each axis). So I've tried to apply the different transformations to the bounding box but it didn't work either. I am new at OpenSceneGraph, so I'm definitely doing something wrong there but I don't know what. Can someone help me, please. Thank you, Rémi. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] textual description of 3dsmax models
If you mean if that is fixed in this version of osgEXP, I have to say: I dont know. I would recommend running osgexp.cpp/.h exporter.cpp/.h through diff/merge to see where there are changes reflecting the export of user properties and reflect those into the latest version. I think this version of osgExp is a few months old. /Anders On 4/27/07, Vladimir Shabanov [EMAIL PROTECTED] wrote: 2007/4/26, Anders Backman [EMAIL PROTECTED]: We have a slightly modified osgExp (based on a older osgExp) that does just that. BTW. The old osgExp didn't work correctly with smoothing groups. E.g., if we exporting something like cube, we get lighting artefacts (since there is shared normals). Was this fixed? ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] textual description of 3dsmax models
We have a slightly modified osgExp (based on a older osgExp) that does just that. We use the user properties for description of physical objects. Unfortunately it contain some more things that are very specific to our framework, as we parse the textual information using ConfigScript (also available in ReplicantBody) so that we can write things such as: Object { PhysicalProperties { Mass 1 Material 2 } } etc... So during export it will catch syntax errors. I have rar:ed our version here: http://www.vrlab.umu.se/research/colosseum3d/material/osgexp.rar You could probably rather easy extract the code that take the user properties and convert it to Node description. /Anders On 4/26/07, Eric Maslowski [EMAIL PROTECTED] wrote: In max you can add User Properties. Right-click on your object, go to properties, and click on user defined tab. These are accessible through maxscript or the SDK during the export process. Cheers E. --- Eric Maslowski Research Computer Specialist University of Michigan 3D Lab Autodesk 3D Studio Max Certified Trainer email: [EMAIL PROTECTED] office: 734-615-9699 mobile: 734-730-9904 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of alessandro terenzi Sent: Thursday, April 26, 2007 12:50 To: osg users Subject: [osg-users] textual description of 3dsmax models My task is to create a 3d model in 3dsmax and then use OSGExp plugin to export it in osg. I'd like also to add a textual description to that model in 3dsmax and, hopefully, it should be exported as well as the model...for example it could correnspond to the 'description' attribute that I can see in .osg files. Actually, I'm not an expert of osg or 3ds, so: 1. is there a way to add a textual description to models in 3dsmax? 2. does the OSGExp plugin allows to export this description too? Thanks. Alessandro ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] textual description of 3dsmax models
Yes they are? If you look in the code I gave you a link to, it does export that data! /Anders On 4/26/07, alessandro terenzi [EMAIL PROTECTED] wrote: Problem is that those properties are not exported by OSGExp plugin ... Thanks anyway. Alessandro On 4/26/07, Eric Maslowski [EMAIL PROTECTED] wrote: In max you can add User Properties. Right-click on your object, go to properties, and click on user defined tab. These are accessible through maxscript or the SDK during the export process. Cheers E. --- Eric Maslowski Research Computer Specialist University of Michigan 3D Lab Autodesk 3D Studio Max Certified Trainer email: [EMAIL PROTECTED] office: 734-615-9699 mobile: 734-730-9904 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of alessandro terenzi Sent: Thursday, April 26, 2007 12:50 To: osg users Subject: [osg-users] textual description of 3dsmax models My task is to create a 3d model in 3dsmax and then use OSGExp plugin to export it in osg. I'd like also to add a textual description to that model in 3dsmax and, hopefully, it should be exported as well as the model...for example it could correnspond to the 'description' attribute that I can see in .osg files. Actually, I'm not an expert of osg or 3ds, so: 1. is there a way to add a textual description to models in 3dsmax? 2. does the OSGExp plugin allows to export this description too? Thanks. Alessandro ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] OpenThread library name
Windows XP, VisualStudio 8. I just checked out svn osg and OT and got some problems during build. I'm using a separate checked out version of OT, so I'm using the OPENTHREADS_DIR env variable to specify the path to OT. 1. It seems that OT generates OpenThreads(d).lib (and not OpenThreadswin32(d).lib as before) 2. OpenSceneGraph still refers to the name OpenThreadswin32.lib 3. In windows there is no really good path where to install headers and libs. Is the new convention to install it to c:\program files\OpenTHreads something that the community has decided or is it a proposal to a new standard;-) ? It now also seems that one HAS to install OpenThreads to get the correct include/lib path for cmake. Otherwise the library resides under debug or minsizrel or release. This makes it slightly harder to use multiple versions of the library, as one has to install all of them to some common path. So what is the opinion of other windows users about path names? /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OpenThread library name
What if you want to replace OpenThreads temporarily for a patched one? What if you decide that you want to build with or without debug symbols in the release library? Copying libs in windows is not a good way to handle these things. Together with .lib/.dll there are pdb etc for debugging, copying them back and forth is not very effective. I rather prefer the unix style suggested by Thibault, we are using something similar, where we make use of the LIB and INCLUDE environment variable that exists for visualstudio. By running a bat-file we set the LIB, INCLUDE and PATH variables to whatever release/library/combination we want, then we start visualstudio with devenv /useenv. My rule is, NEVER store explicit paths in the .vcproj file, it always fails when using multiple versions of libraries. I realize this is not the way Cmake wants it, it rather want to get all the paths, create hard-coded project files with all paths in it, and then keep it like that. Although there is nothing that prevents the user from starting visualstudio with devenv /useenv anyway to make use of LIB/INCLUDE env. variables, so I dont see any problems in that. The only problem right now is that you have to INSTALL before using OT, OSG and osgProducer. What would happen if you specify OpenSceneGraph as install path for binaries/libs? Would it also try to copy header files? Copying header files is even more stupid, as the dates are changed and sometimes you get a major recompile due to that. But if the default installation lib (at least for windows) would be the source directory then I think it would work just fine (as before), and if someone (hope not) want to install code into Program Files or Windows directory then its up to them. /anders On 4/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I had similar problem but noticed that one may set the same path as Source code, Binary root and Install path. In this case install just moves release and debug libs to lib subdirectory of the project and dlls and executables into bin subdirectory of the project. It does not copy Include dirs because they would land in the same dir. For example: I keep my all my OSG related projects in C:\dev\OSG_SVN directory. So I use C:\dev\OSG_SVN\OpenSceneGraph directory for all three directory locations for source code directory ( Where is the source code in Windows Cmake ) for binary directory (Where to build the binaries in Windows Cmake) and for install directory( CMAKE_INSTALL_PREFIX variable in Windows Cmake) this produces similar results as defaul locations in older OSG distributions with this exception of Win32 subdir removed from lib and bin. Cheers, Wojtek Lewandowski - Original Message - From: Anders Backman [EMAIL PROTECTED] To: osg users osg-users@openscenegraph.net Sent: Tuesday, April 24, 2007 10:53 AM Subject: [osg-users] OpenThread library name Windows XP, VisualStudio 8. I just checked out svn osg and OT and got some problems during build. I'm using a separate checked out version of OT, so I'm using the OPENTHREADS_DIR env variable to specify the path to OT. 1. It seems that OT generates OpenThreads(d).lib (and not OpenThreadswin32(d).lib as before) 2. OpenSceneGraph still refers to the name OpenThreadswin32.lib 3. In windows there is no really good path where to install headers and libs. Is the new convention to install it to c:\program files\OpenTHreads something that the community has decided or is it a proposal to a new standard;-) ? It now also seems that one HAS to install OpenThreads to get the correct include/lib path for cmake. Otherwise the library resides under debug or minsizrel or release. This makes it slightly harder to use multiple versions of the library, as one has to install all of them to some common path. So what is the opinion of other windows users about path names? /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - This mail was scanned by BitDefender For more informations please visit http://www.bitdefender.com - - This mail was scanned by BitDefender For more informations please visit http://www.bitdefender.com - ___ osg-users mailing list osg-users
Re: [osg-users] OpenThread library name
Yep, I agree, (./) should be the default install lib for win32. /Anders On 4/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Setting CMAKE_INSTALL_PREFIX to current directory (.) does not limit use of environment libraries it only changes default Install location to distribution bin and lib subdirectory. One may still set and use LIB, INCLUDE, PATH variables as needed. But I agree that Cmake could adopt better OpenSceneGraph and OpenThread installation directory defaults than drive:\Program Files\ . Wojtek t - Original Message - From: Anders Backman [EMAIL PROTECTED] To: osg users osg-users@openscenegraph.net Sent: Tuesday, April 24, 2007 12:28 PM Subject: Re: [osg-users] OpenThread library name What if you want to replace OpenThreads temporarily for a patched one? What if you decide that you want to build with or without debug symbols in the release library? Copying libs in windows is not a good way to handle these things. Together with .lib/.dll there are pdb etc for debugging, copying them back and forth is not very effective. I rather prefer the unix style suggested by Thibault, we are using something similar, where we make use of the LIB and INCLUDE environment variable that exists for visualstudio. By running a bat-file we set the LIB, INCLUDE and PATH variables to whatever release/library/combination we want, then we start visualstudio with devenv /useenv. My rule is, NEVER store explicit paths in the .vcproj file, it always fails when using multiple versions of libraries. I realize this is not the way Cmake wants it, it rather want to get all the paths, create hard-coded project files with all paths in it, and then keep it like that. Although there is nothing that prevents the user from starting visualstudio with devenv /useenv anyway to make use of LIB/INCLUDE env. variables, so I dont see any problems in that. The only problem right now is that you have to INSTALL before using OT, OSG and osgProducer. What would happen if you specify OpenSceneGraph as install path for binaries/libs? Would it also try to copy header files? Copying header files is even more stupid, as the dates are changed and sometimes you get a major recompile due to that. But if the default installation lib (at least for windows) would be the source directory then I think it would work just fine (as before), and if someone (hope not) want to install code into Program Files or Windows directory then its up to them. /anders On 4/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I had similar problem but noticed that one may set the same path as Source code, Binary root and Install path. In this case install just moves release and debug libs to lib subdirectory of the project and dlls and executables into bin subdirectory of the project. It does not copy Include dirs because they would land in the same dir. For example: I keep my all my OSG related projects in C:\dev\OSG_SVN directory. So I use C:\dev\OSG_SVN\OpenSceneGraph directory for all three directory locations for source code directory ( Where is the source code in Windows Cmake ) for binary directory (Where to build the binaries in Windows Cmake) and for install directory( CMAKE_INSTALL_PREFIX variable in Windows Cmake) this produces similar results as defaul locations in older OSG distributions with this exception of Win32 subdir removed from lib and bin. Cheers, Wojtek Lewandowski - Original Message - From: Anders Backman [EMAIL PROTECTED] To: osg users osg-users@openscenegraph.net Sent: Tuesday, April 24, 2007 10:53 AM Subject: [osg-users] OpenThread library name Windows XP, VisualStudio 8. I just checked out svn osg and OT and got some problems during build. I'm using a separate checked out version of OT, so I'm using the OPENTHREADS_DIR env variable to specify the path to OT. 1. It seems that OT generates OpenThreads(d).lib (and not OpenThreadswin32(d).lib as before) 2. OpenSceneGraph still refers to the name OpenThreadswin32.lib 3. In windows there is no really good path where to install headers and libs. Is the new convention to install it to c:\program files\OpenTHreads something that the community has decided or is it a proposal to a new standard;-) ? It now also seems that one HAS to install OpenThreads to get the correct include/lib path for cmake. Otherwise the library resides under debug or minsizrel or release. This makes it slightly harder to use multiple versions of the library, as one has to install all of them to some common path. So what is the opinion of other windows users about path names? /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN
Re: [osg-users] Replicant body fix
Could you either send me a patch or commit to svn (in the case you want to get write access to replicantbody). /Anders On 4/11/07, Jan Ciger [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, I have updated my ReplicantBody package for Linux with the fix for the latest OSG (1.2 and upwards). It seems that some deprecated APIs were removed and the package was not building with the current version anymore. The URL for the source RPM is here: http://www.aaue.dk/~janoc/personal/linux/index.html Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGHB5dn11XseNj94gRAte4AKCrJMIBSDibuCPopZH2tZQh/462rQCg3YKA fMChplp9mPD6gYoE2ICAB7c= =i90Q -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] cal3d lod
Does this mean I can add you to the developer list of rbody? /Anders On 4/19/07, Jan Ciger [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Luigi Calori wrote: Our requirements: 1) it should work with latest SVN Both Replicant and osgCal should be able to. Replicant does (at least my fixed version), osgCal should work or at least should be trivially fixable (somebody mentioned some compilation issue recently). I didn't try to compile it myself recently, though. 2)it should work under windows Both osgCal and Replicant do. Nice things to have 3)Tutorial (ease of use) and some viable path to export content from MAX (or Blender) Cal3D has some tutorials on the web site how to model and export from MAX. If you need Blender, look for Soya3D engine, they have a decent exporter in their SVN. Cal3D characters work with both osgCal and Replicant, but for Replicant you will need to write an .rbody file defining the higher level actions. Whether the export is viable that depends on what you need. If you need few simple guys without high-end features, it will do. 4)it should support not only humans but also different skeletons Cal3D supports arbitrary skeletons (e.g. an octopus). 5)hardware skinning Tough luck so far, unless: a) you write it yourself b) use the GPL version of osgCal which is supposed to have it (I didn't try it myself). c) osgCharacter does have it, however it is more an experiment than a usable toolkit. 6)nodekit / plugin wrapping, so to being a ble to treat animated characters as other osg /ive files Replicant has that, however it is not that simple - one guy can have many animations + other data files. The osg/ive file will contain only the geometry and textures, not the skeleton and the animations. It doesn't even make much sense because these are not scene graph related in any way. The osg/ive file is not designed to be a replacement for a zip archive/folder/CD with all the assets needed by your application. On the other hand, the osgCal characters and Replicants are regular nodes in the scene graph, so from this point of view your work with them in the same way as with any other geometry. 7)some form of LOD support (when a character is far awy shoul consume less draw / update time) The underlying Cal3D library has that, however see the discussion on LODs before. From a user perspective, it would be really nice to see developer join force on one common projects instead seeing multiple efforts. Yeah, but there aren't *that* many developers interested in developing this. Are you volunteering? Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGJ9btn11XseNj94gRAhwoAJ44WFa6CBkjrU5sPOy0MA7J13OeAgCeP6tq dho5Rvullf7+HtxlJt1v5N4= =t/Mk -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] cal3d lod
I think he refers to the fact that Collada does support skinning and skeleton animation together with just about everything else. To get an efficient pipeline one would like to avoid 19 different file formats just to get a character to move around. There are already exporters for collada, so its more of a matter of writing a CA library that makes use of it. But as it is a rather large task, we are very thankful to Bruno for writing the initial version. And for everyone else that keeps it going. /Anders On 4/20/07, Jan Ciger [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, I did! drawImplementation doesn't take a StateSet anymore; it seems like that has been switched to a RenderInfo reference instead. Aha, so that is the same issue that I have fixed in Replicant. I think it would be neat to see Collada squash the whole thing, but that's just me. :) A universal language for expressing character animations would rock. Implementations would still have the freedom to optimize as they see fit, but at least interchangeability and whatnot would be out of the way... What does have Collada to do with this? That is a data format not a library to render the characters. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGKHQLn11XseNj94gRAntXAJ9e/1fTfoF7/5ryody+juh3z2LrQwCdFMRN bF8XRWjo6BL+8KwqA7bz0iU= =avAy -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Graphical gadgets
Biggest issue was how to get all the resources for CEGUI, but I used a custom ResourceProvider that helped out. Sure I can submit the code, but we use CEGUI strictly from lua through a plugin system, so some things in the code is probably a little bit too specific for that. Another issue was how to load several layouts, CEGUI doest really have a scenegraph, so the naming convention is important... I have attached the files related to the CEGui rendering/event handling stuff. We still use producer so one class is actually using RenderSurface to determine size of renderable surface. Example of use (not tested/compiled code): Producer::RenderSurface *rs = viewer-getCamera(0)-getRenderSurface(); m_c3dCEGUI = new C3DCEGUI::c3dCEGUI(rs); m_c3dCEGUI-init(lua); // we use it together with our lua scripting system // Add the CEGUI root-node root-addChild(m_c3dCEGUI-getOsgNode()); Should do it. To enable it: m_c3dCEGUI-setToggleKey(osgGA::GUIEventAdapter::KEY_F1); // is also default When running, pressing CTRL+F1 will enable CEGUI. /Anders On 4/19/07, Ivan Bolčina [EMAIL PROTECTED] wrote: Delta3d has OSG-CEGUI integration solved.. I seems simple... 2007/4/19, E. Wing [EMAIL PROTECTED]: From: Anders Backman Nothing that I know about. Marco was working on osgWidgets for quite some time ago, but I guess it has stalled? Marco? Other than that I could recommend CEGui, which is rendered using OpenGL. We are using it together with a custom drawable that renders the CEGUI widgets. It has sliders buttons, lua scripting, etc... /Anders So I'm curious how you implemented the custom drawable for this. Any sticky issues? Did you have to wrap everything in CEGui? (sounds like a bit of effort) Do you have any code examples (or better yet, a public library) available for this? Thanks, Eric ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb #include c3dCEGUI.h #include osg/Notify #include c3dResourceProvider.h #include CEGUIPropertySet.h #include CEGUISystem.h #include CEGUISchemeManager.h #include CEGUIWindowManager.h #include elements/CEGUIFrameWindow.h #include elements/CEGUIGUISheet.h #include CEGUIFontManager.h #include CEGUIWindow.h #include CEGUIUDim.h #include CEGUIImageset.h #include CEGUIScheme.h #include CEGUIScriptModule.h #include CEGUIExceptions.h #include OpenGLGUIRenderer/OpenGLRenderer.h #include osg/Geode #include falagard/CEGUIFalWidgetLookManager.h #include CEGUILua.h #include CEGUIDefaultResourceProvider.h #include osg/Switch extern C { #include lauxlib.h } #include c3dCEGUIDrawable.h #include CEGUI.h using namespace C3DCEGUI; bool c3dCEGUI::ToggleCEGUIEventHandler::handle( const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa, osg::Object* obj, osg::NodeVisitor* nv) { osgGA::EventVisitor* ev = dynamic_castosgGA::EventVisitor*(nv); if (!ev) return false; switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): if (ea.getKey() == m_cegui-getToggleKey() ) { m_cegui-setEnable(!m_cegui-getEnable()); ev-setEventHandled(true); // If CTRL button is pressed simulataniously with the CEGUI toggle button // the keyboard events is also propagated to the rest of the system if (ea.getModKeyMask() osgGA::GUIEventAdapter::MODKEY_CTRL) m_cegui-setEnableKeyPropagation(false); else m_cegui-setEnableKeyPropagation(true); return true; } break; default: return false; } return false; } c3dCEGUI::c3dCEGUI(Producer::RenderSurface *rs, int w, int h) : m_initialized(false), m_width(w), m_height(h), m_rs(rs), m_toggle_key(0) { setToggleKey(); } void c3dCEGUI::setEnable(bool flag) { m_root_node-setValue(0, flag); } void c3dCEGUI::init(lua_State *lua_state, unsigned int toggle_key) { if (m_initialized) return; m_root_node = new osg::Switch(); m_root_node-setAllChildrenOff(); m_toggle_event_handler = new ToggleCEGUIEventHandler(this); // Add an eventhandler that toggles the CEGUI on/off m_root_node
Re: [osg-users] cal3d lod
/3n11XseNj94gRAioJAJ9wv3E0q8BVXHgTxMRSpazIwIQmRACePLUz atoni9LWKe2JhSFJHhNfhmg= =t+J7 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] overdraw
You can use the stencilbuffer to do that. Google knows everything: Visualizing overdraw via stencil in OpenGL: http://www.excamera.com/articles/2/index.html /Anders On 4/18/07, Ovidiu Sabou [EMAIL PROTECTED] wrote: I mean overdraw as in the fillrate killer. I want to visualize how many triangles are rasterized for each pixel. It can be done by enabling blending and drawing with a dark color but I was hoping for some magic(I think this would be a very useful tool for performance analysis) :) Ovidiu On 4/18/07, Gordon Tomlinson [EMAIL PROTECTED] wrote: HI Depends on what you mean by overdraw, but for starts look at osgHud and examples this overlay many elements etc... __ Gordon Tomlinson Email : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ovidiu Sabou Sent: 18 April 2007 11:51 To: osg users Subject: [osg-users] overdraw Hi everyone! Do you know an easy way to visualize overdraw for a scene ? Ovidiu ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Graphical gadgets
Nothing that I know about. Marco was working on osgWidgets for quite some time ago, but I guess it has stalled? Marco? Other than that I could recommend CEGui, which is rendered using OpenGL. We are using it together with a custom drawable that renders the CEGUI widgets. It has sliders buttons, lua scripting, etc... /Anders On 4/18/07, Mustafa [EMAIL PROTECTED] wrote: Hi all, Is there any toolkit to add buttons, sliders, textboxes on the HUD etc. for interaction? Sure these gadgets are based on OSG classes not MFC, QT etc. I want to add interaction functionality which can be shown/hide like HUD in a platform independent manner and they will trigger special callbacks like button click, text changed etc. Best, ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] cal3d lod
Adding vertexbuffer support to ReplicantBody shouldnt be that much work. Wouldnt that make more sense so that the whole osg community would make use of a better character animation toolkit? Although, I dont think it will affect performance that much, the same amount of data have to be submitted, its fewer OpenGL calls, but my experience of glBegin() glEnd() is that its the glEnd() that consumes time, not glVertex() glNormal() calls, as I guess the data is transmitted after the glEnd(). The only really good way to go to get better performance is to do hw skinning... /Anders On 4/18/07, David Guthrie [EMAIL PROTECTED] wrote: The problem with rbody is that it's pushing all of the vertices to the GPU every frame. Using a display list stops the animation because it's precompiling the vertices onto the GPU, so it doesn't change. Using display lists would only help for a stationary character. You can write the vertices straight to a vertex buffer and see some performance benefit, but I don't think rbody supports that. We are currently removing rbody from our engine (Delta3D) to use cal3d straight. Partly so that we can control the rendering. If you want to see more characters and you use a vertex buffer, you can do things like only updating the animations on timer somewhat less than the frame-rate, which will allow a vertex buffer to not be written to the card every frame. Another option is to do hardware skinning where you only use cal3d to update the bone positions and have a vertex shader use the bone positions to move the vertices of static pieces of geometry in the GPU. On Apr 18, 2007, at 3:06 PM, Zach Deedler wrote: *PROBLEM* I want more people in my scenes rendering at 60 Hz. *INVESTIGATION* 1. Well I spent all this time putting in LODs, but I didn't get spectacular results. :( I render a man model, and looked at the stats. High level LOD 3497 vertices 0.5 Draw time Low level LOD 805 vertices 1.0 Draw time The draw time is the draw time of the actual model (I cancelled out the 0.5 draw time of drawing nothing) 2. Stopping his animation doesn't improve the stats. 3. Removing the textures doesn't improve the stats. 4. Rendering a non-cal3d model of 4837 vertices gives me 0.25 draw time. 5. If I tell the geometry of the rbody Submesh to setSupportsDisplayList(true), the man no longer animates, but the draw time goes to 0.2. *QUESTIONS* 1. Where is all the draw time being spent for cal3d/rbody? 2. What can I do to reduce the draw time? 3. Any suggestions on how to find the performance bottleneck? For now, I'll continue to hack away. Thank you. Zach -Original Message- From: [EMAIL PROTECTED] [ mailto:[EMAIL PROTECTED][EMAIL PROTECTED]] On Behalf Of Jan Ciger Sent: Wednesday, April 18, 2007 14:25 To: osg users Subject: Re: [osg-users] cal3d lod -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jeremy L. Moles wrote: Palle Raabjerg and I rewrote most of the Cal3D exporter for Blender (he as a Google SOC project and myself just out of curiosity) that is currently in Cal3D SVN (I also put up the new funky website!). I didn't write any of the LOD code however, and I can confirm it is certainly not in a working state at the moment; I do plan on revisiting it eventually. There isn't a lot of activity lately unfortunately, but I don't believe the project is dead... That's a good news - that exporter could use some love. I have also a similar waiting project there - to finish a BVH skeleton and animation loader for Blender. There are some really nasty and non-trivial issues there so I cannot blame you for the Cal3D one - I have seen the code when I needed a converter for our in-house animation format to Cal3D and it is certainly not a piece of cake. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGJmJ0n11XseNj94gRAtSbAJ0dc6s93SQSeDCOuno/nje55etdngCeNa62 Vl+RKgDdS6TKwBXzBgb0a0U= =xU0R -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb
Re: [osg-users] Timer accuracy
what is you os and hw platform? Under windows on laptops the CPU power save mode can cause problems. When querying between different threads you can also get into problems (search for timer problem in the osg mailinglist). /Anders On 4/6/07, Brad Colbert [EMAIL PROTECTED] wrote: Hi folks, I'm seeing an interesting behaviour from the osg::Timer. It looks like it's bouncing around in, not returning a consistant time while the frame rate is quite consistant. Some delta's below, but I have seen it far worse. Sometimes it says it's been 4 seconds between updates and I can't see how that is possible. 0.0785586 0.102281 0.115338 0.0836319 0.100078 0.118841 0.0824085 0.100421 0.117688 0.0697133 0.120119 0.116807 0.0777928 0.100491 0.0993721 SVN version. Any ideas? Thanks, Brad --- Brad Colbert Renaissance Sciences Corporation W: 480 290-3997 F: 425 675-8044 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Audio Integration using osgAL
Do you mean buffering of a sample onto a source? Have a look at src\openalpp\Stream.cpp, FileStream.cpp StreamUpdater.cpp and FileStreamUpdater.cpp I think you will find the examples you are looking for. Stream and StreamUpdater is the main classes for handling streaming sound. FileStream is for reading Ogg files and streaming the samples using a double buffer method. There is also a couple of depricated classes NetSt /Anders On 4/4/07, RJ [EMAIL PROTECTED] wrote: Hi Anders, Can you tell me how to do buffer queuing using osgAL. I know how it is done in openAL, but not able to figure out how it is done using osgAL. best regards RJ On Mon, 2007-04-02 at 21:18 +0200, Anders Backman wrote: Great!. If you stumble onto something else, just ping me. /Anders On 4/2/07, RJ [EMAIL PROTECTED] wrote: Hi Anders, I did as you said and now i am able to build osgAL from source code on linux . Thanks for the help guys. best regards RJ On Sat, 2007-03-31 at 20:49 +0200, Anders Backman wrote: If you use the svn version of osgAL it should compile just fine with the latest svn version of OpenSceneGraph. Due to some changes in OpenThreads (moving ReentrantMutex from osgDB to OpenThreads) it needs the latest svn version of OT and OSG. Cheers, Anders On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Robert, One trouble with osgAL is that it require openal++. But the openal++ sources available on sourceforge are not compiling and the cvs version is not available . So i am stuck with osgAL. Is there any other alternative for integrating audio in OSG. best reagrds RJ On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote: Hi RJ, On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Guys, I want to integrate 5.1 stereo audio in my project. Any Suggestions? best regards and thanks in advance Would OpenAL suffice? If so there is an osgAL NodeKit available, check the community section for it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg- users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email
Re: [osg-users] Audio Integration using osgAL
Sorry, small keyboard, large fingers ;-) Hit send before I was done... There is also a couple of depricated classes NetStream.cpp and NetStreamUpdater.cpp that uses CommonC++ for recieving a stream of sound over a UDP channel. That code is VERY old and will not compile with the current version of osgAL. I removed them mainly to reduce the dependencies for osgAL (thus removing CommonC++) Shouldnt be hard to implement that using the same stuff as the osgCluster example. /Anders On 4/4/07, Anders Backman [EMAIL PROTECTED] wrote: Do you mean buffering of a sample onto a source? Have a look at src\openalpp\Stream.cpp, FileStream.cpp StreamUpdater.cppand FileStreamUpdater.cpp I think you will find the examples you are looking for. Stream and StreamUpdater is the main classes for handling streaming sound. FileStream is for reading Ogg files and streaming the samples using a double buffer method. There is also a couple of depricated classes NetSt /Anders On 4/4/07, RJ [EMAIL PROTECTED] wrote: Hi Anders, Can you tell me how to do buffer queuing using osgAL. I know how it is done in openAL, but not able to figure out how it is done using osgAL. best regards RJ On Mon, 2007-04-02 at 21:18 +0200, Anders Backman wrote: Great!. If you stumble onto something else, just ping me. /Anders On 4/2/07, RJ [EMAIL PROTECTED] wrote: Hi Anders, I did as you said and now i am able to build osgAL from source code on linux . Thanks for the help guys. best regards RJ On Sat, 2007-03-31 at 20:49 +0200, Anders Backman wrote: If you use the svn version of osgAL it should compile just fine with the latest svn version of OpenSceneGraph. Due to some changes in OpenThreads (moving ReentrantMutex from osgDB to OpenThreads) it needs the latest svn version of OT and OSG. Cheers, Anders On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Robert, One trouble with osgAL is that it require openal++. But the openal++ sources available on sourceforge are not compiling and the cvs version is not available . So i am stuck with osgAL. Is there any other alternative for integrating audio in OSG. best reagrds RJ On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote: Hi RJ, On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Guys, I want to integrate 5.1 stereo audio in my project. Any Suggestions? best regards and thanks in advance Would OpenAL suffice? If so there is an osgAL NodeKit available, check the community section for it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg- users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersbhttp://www.cs.umu.se/%7Eandersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786
Re: [osg-users] Audio Integration using osgAL
Great!. If you stumble onto something else, just ping me. /Anders On 4/2/07, RJ [EMAIL PROTECTED] wrote: Hi Anders, I did as you said and now i am able to build osgAL from source code on linux . Thanks for the help guys. best regards RJ On Sat, 2007-03-31 at 20:49 +0200, Anders Backman wrote: If you use the svn version of osgAL it should compile just fine with the latest svn version of OpenSceneGraph. Due to some changes in OpenThreads (moving ReentrantMutex from osgDB to OpenThreads) it needs the latest svn version of OT and OSG. Cheers, Anders On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Robert, One trouble with osgAL is that it require openal++. But the openal++ sources available on sourceforge are not compiling and the cvs version is not available . So i am stuck with osgAL. Is there any other alternative for integrating audio in OSG. best reagrds RJ On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote: Hi RJ, On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Guys, I want to integrate 5.1 stereo audio in my project. Any Suggestions? best regards and thanks in advance Would OpenAL suffice? If so there is an osgAL NodeKit available, check the community section for it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Audio Integration using osgAL
If you use the svn version of osgAL it should compile just fine with the latest svn version of OpenSceneGraph. Due to some changes in OpenThreads (moving ReentrantMutex from osgDB to OpenThreads) it needs the latest svn version of OT and OSG. Cheers, Anders On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Robert, One trouble with osgAL is that it require openal++. But the openal++ sources available on sourceforge are not compiling and the cvs version is not available . So i am stuck with osgAL. Is there any other alternative for integrating audio in OSG. best reagrds RJ On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote: Hi RJ, On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Guys, I want to integrate 5.1 stereo audio in my project. Any Suggestions? best regards and thanks in advance Would OpenAL suffice? If so there is an osgAL NodeKit available, check the community section for it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Audio Integration
osgAL is based on OpenAL. OpenAL under windows will support anything that your current hardware is capable of, if you have the latest and matching hardware drivers. For example using a Creative xFi will also give you true HRTF out of the box using osgAL. Just set the speaker setting in the drivers for the soundcard to HeadPhones and you will get HRTF (there could be another setting you have to do for HRTF, but other than that it should work). The same goes for 5.1, just set it in the driver for your creative sound card (any other card will probably only do simulated 3D sound on the CPU which is not what you want). Under linux the situation is different. There is as far as I know no hw support for 3D sound. Creative have stated that they will release hw drivers supporting EAX4.0 etc under linux, but I havent seen it yet. /Anders On 3/31/07, RJ [EMAIL PROTECTED] wrote: Thanks Robert, I have osgAL installed on my machine and i will try it. The only thing i was worried about was whether or not osgAL will support 5 stereo. Thanks Again RJ On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote: Hi RJ, On 3/31/07, RJ [EMAIL PROTECTED] wrote: Hi Guys, I want to integrate 5.1 stereo audio in my project. Any Suggestions? best regards and thanks in advance Would OpenAL suffice? If so there is an osgAL NodeKit available, check the community section for it. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb http://www.cs.umu.se/%7Eandersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] cal3d LODs
For ReplicantBody there is a method (rbody::Body::setLodPoly()) that set the current LOD on the Cal3D mesh. I remember vaguely that I implemented a simple LOD functionality, but it doesnt seem to be in the repository anymore... Now the new cal3D, will that be API compatible with the old one? That is, would it be possible to integrate it into ReplicantBody without substantial changes? /Anders On 3/16/07, Zach Deedler [EMAIL PROTECTED] wrote: Jan, Awesome information. Thanks a lot. From what I believe you are telling me is that, we can create the mesh models as one max file, and export them out just as you would before. Thus, if you look at the model in max you see a bunch of overlapping meshes. If I attach LOD's around these then I'm set. What I'll do is have the modeler create the meshes named a certain way, so that I can traverse the scene graph and add the LODs. This is how I was able to switch on and off objects in a models hands. I search for named nodes, and attach switch nodes. If I end up with anything I can give back to the osg community, I'll be sure to post it. I'm thinking we need a document of how to create the LOD cal3d model, and an InsertLODVisitor. Possibly this could be added to the exporters, along with the non-working dynamic LODing. Thanks. Zach -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger Sent: Thursday, March 15, 2007 20:04 To: osg users Subject: Re: [osg-users] cal3d LODs -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Zach Deedler wrote: Hi Jan, The mesh's vertices are modified by the animation, are they not? Each vertex has a weight on it to determine this. Thus, wouldn't applying an LOD to it cause a problem in the middle of an animation? Sure, but you do not do this in the middle of doing the calculation. You move the skeleton to one pose, then deform the skin and render it. If during the next frame you are deforming another version of the skin (another LOD level), it doesn't have an effect since the skinning is recalculated every time. Are you saying I should be able to export two cal3d meshes and then hardwire the LOD's in? For example, for a model with a torso, and head; I'd export a low-level LOD and high level LOD for both the torso and head. Then, I could use some traversing code to stitch the model back into one model? I'm just afraid the animation won't allow for the different meshes, but maybe I under-estimated the code. You can have several meshes attached to a skeleton in Cal3D, if I remember correctly. So switching them shouldn't be an issue. Another solution which I have used was to just load the whole model (not only mesh) several times and switch among them using the LOD node in OSG. Crude, but works. It worked nicely also with the Impostor node - e.g. I had 3 LOD levels and the 4th one was an Impostor - the guy was replaced by an autogenerated billboard when too far away, saving on animation and rendering time. I had over 10 000 Cal3D skeletons rendered like this. Does Blender allow you to export an LOD'd Cal3D model? The exporter tries to calculate the LOD levels for Cal3D (the mesh collapsing system), however it doesn't really work, as far as I remember. Perhaps it was fixed in the meantime, but I doubt it. The idea was to export one model with the full amount of faces and then the exporter would generate the required information for Cal3D on how to collapse the edges based on the information about which piece of mesh is using which material (i.e. hand collapses only on hand and not into body so that the hand is not lost). Unfortunately the code didn't work, in fact it never finished the calculation loop for me :( Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.5 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD4DBQFF+d7Xn11XseNj94gRAo85AJYvTg0Zm1OsRDejYm9dP09docFCAJ4mNydw SMXQmlUcVc+Apr1NIEx5xg== =p14b -END PGP SIGNATURE- ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Stereo display configuration
With QUAD_STEREO (supported on Nvidia Quadro cards and other professional ones) you can direct your stereo to be a interlaced stereo signal (color interleaved, vertical interlace, on-board DIN port), and a few more modes. So if you want for example to drive StereoGraphics Shutterglasses, then QUAD_BUFFER is one (the only?) way to do it. There use to be a hack to fool the drivers to make an ordinary GeForce card to work exactly as a QUADRO card, but that option is gone. I guess someone saw the sales for Quadro card drop? /Anders On 3/15/07, Alberto Luaces [EMAIL PROTECTED] wrote: El Jueves, 15 de Marzo de 2007 17:32, Robert Osfield escribió: The OSG support horizontal split stereo without using the NVidia clone mode that is required for apps that only support QUAD_BUFFER stereo. Out of curiosity, what is exactly QUAD_BUFFER stereo and what is the difference from the normal horizontal split stereo? ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Leak in StateSet
Hi. I have discovered a rather serious problem regarding a potential leak? in StateAttribute. Im using a rather new svn version of OpenSceneGraph (checked out 17 february). The files illustrating the problem is available at: http://www.hpc2n.umu.se/staff/andersb/osg/state_problem/ j.jpg a.jpg state_problem.osg The problems I can see is: 1. The texture r.jpg is applied to parents of textured geometry with OVERRIDE on. Still nodes below this parent is using v.jpg which is what is visible. So no r.jpg to be seen in the scene. A (texture unit 0 = r.jpg with osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON) | | G (texture unit 0 = v.jpg With only osg::StateAttribute::ON) 2. Look what happens when the thin box at the bottom is culled, then suddenly the middle box is rendered non-textured. /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Problems using QueryPerformanceCounter()??
Is there anyone out there experiencing strange hang and timing problems on dual CPU/Core/HT windows XP machines? except for the ordinary laptop-timing problems of course ;-) Im currently debugging something that gives me gray hair, and someone suggested that it could be a potential problem coming from the fact that QueryPerformanceCounter() is used (osg::Timer) I have an app that runs just fine for a while (can be 1 minute, sometimes 30) and then it hangs, and it never occurs in debug-mode (of course!) so its quite tricky find the cause for it. I have already found one reason for the hangs, and that was in Producer where a OpenGL timer query never returnedBut that is fixed (by skipping after 1000 iterations). It seems to be quite a few developers with this problem when I searched the web. For example: http://www.virtualdub.org/blog/pivot/entry.php?id=106 It seems that when a thread is moved in and out between different execution cores/CPU:s it can drop timing or even get negative timing results It also talks about hangs (which I guess could be a second order problem that comes from the timing problem). Right now Im looking at something that looks like a hang inside osg::Timer::tick() So is there anyone else experiencing this? There is a bunch of recommendations from MS: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/Game_Timing_and_Multicore_Processors.asp - using QueryPerformanceCounter from only one thread - setting SetThreadAffinityMask so that the timing thread runs on only one CPU/Core - clamping the subtraction result so you never get a negative one: inline double delta_s( Timer_t t1, Timer_t t2 ) const { return (double)(t2 - t1)*_secsPerTick; } Should be: inline double delta_s( Timer_t t1, Timer_t t2 ) const { return (double)osg::clampAbove((t2 - t1), 0)*_secsPerTick; } -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Stereoscopic images
I always find this guy giving a clear image of what stereo is and is not. Different projection modes, ways to get stereo, off-axis, etc... All with good illustrations. A rather slow website though, from down under. http://local.wasp.uwa.edu.au/~pbourke/papers/HET409_2001/content.html On 3/6/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Peter, On 3/5/07, Peter Steibert [EMAIL PROTECTED] wrote: I`m just trying to learn more about the stereoscopic depiction of a scene with the help of OSG. Are there any good links and code examples (besides osgstereoimage) out there which clarify the topic? Are you thinking of general 3D scenes working in stereo i.e. spilit stereo, quad buffer, analglyphic? Or just image or video pairs? All the OSG examples support stereo. See the stereo docs on the OSG website. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG stereo and shutter glass and asvf
asymetric view frustum? On 2/28/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Jae, What do you mean by asvf? Robert. On 2/28/07, Jae Whang [EMAIL PROTECTED] wrote: Hi, I am one of osg user... At the moment, I have problem with osg so i would like to ask a question. I am using osg in CAVE environment and model loading works well, stereo vision works well and shutter glasses works well too. Now i am planning to work on asvf, which have to calculate view frustum for each individual eyes (left and right) so here is my question: in stereo mode(quad_buffer), how do i check which eye is being rendered? that is presuming that in one frame osg render for left eye and other frame right eye is rendered? Thanks in advance. Jae Express yourself instantly with MSN Messenger! MSN Messenger Download today it's FREE! ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] float == 1.0f?
Hi Robert. I just got stuck on something I been worried about for quite some time regarding the Math library in osg: bool Matrix::isIdentity() const { return _mat[0][0]==1.0f _mat[0][1]==0.0f _mat[0][2]==0.0f _mat[0][3]== 0.0f _mat[1][0]==0.0f _mat[1][1]==1.0f _mat[1][2]==0.0f _mat[1][3]== 0.0f _mat[2][0]==0.0f _mat[2][1]==0.0f _mat[2][2]==1.0f _mat[2][3]== 0.0f _mat[3][0]==0.0f _mat[3][1]==0.0f _mat[3][2]==0.0f _mat[3][3]== 1.0f; } Is there a specific reason for not using epsilon tests for a float? I can think of quite a few situations when this would fail. I guess, there is only one situation when this would succeed for sure, and that is after a call to makeIdentity(). This also goes for quite some of the Vec3, Vec4, Quat code too. All comparisons such as: inline bool operator == (const Vec3f v) const { return _v[0]==v._v[0] _v[1]==v._v[1] _v[2]==v._v[2]; } Would effectively fail in most situations, as comparing floats directly is something that is not recomended. Instead something like the following should be used: #define EPSILON 1E-16 #define EQUAL(A,B) (abs((A)-(B)) EPSILON) inline bool operator == (const Vec3f v) const { return EQUAL(_v[0]-v._v[0]) EQUAL(_v[1]-v._v[1]) EQUAL(_v[2]-v._v[2]); }' Comments? -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] float == 1.0f?
Sure, I agree, the EPSILON was there for an example, so where the rest of the macros. I dont want to introduce a macro with a hard limit into a library, Im just pointing out that when is an exact float test really appropriate? An example: osg::Matrix m1, m2; m1.makeRotate(osg::PI_2, osg::Vec3(1,0,0), osg::PI_2, osg::Vec3(0,0,1), osg::PI_2, osg::Vec3(0,1,0)); m2 = m1; m1.invert(m1); std::cerr m1*m2 std::endl; std::cerr Matrix I: (I.isIdentity() ? 1 : 0) std::endl; { 1 -4.44089e-016 4.71028e-016 0 -4.44089e-016 1 -4.71028e-016 0 -4.71028e-016 4.71028e-016 1 0 0 0 0 1 } Matrix I: 0 Now, for most cases I would call I an Identity matrix, and I think even Dr. Goldbergs would agree? But for the reasons of limited resolution, it is not, when considering the equality test. For example, if I for some reason I would calculate a color for two materials, and color1 ends up being within 1e-16 close to color2 and So this would be the effect: color1-color2 = vec4(1e-12,1e-12,1e-12,1e-12); If I then use color1 and color2 in two separate Materials, lets say for Diffuse color. During a test of equality (StateSorting), these two colors are considered different and are therefore not merged. But for most applications they ARE equal, which in this case would mean that the State sorter failed to recognize that. Couldn't that cause a problem? My point is, for most scientific applications (read simulators dynamic systems) float a,b; if (a==b) is considered to be somewhat banned. Im not saying its wrong, it all depends on what you want to test. But from browsing the net on the topic, and from personal experience the use of exact equality tests for floats is not recommended. A compressed version of Goldbergs article (with a reference to it): http://www.boyet.com/Articles/FloatingPointEquality.html Cheerio Anders On 2/26/07, Mathias Froehlich [EMAIL PROTECTED] wrote: Hi, On Monday 26 February 2007 09:23, Anders Backman wrote: I just got stuck on something I been worried about for quite some time regarding the Math library in osg: bool Matrix::isIdentity() const { return _mat[0][0]==1.0f _mat[0][1]==0.0f _mat[0][2]==0.0f _mat[0][3]== 0.0f _mat[1][0]==0.0f _mat[1][1]==1.0f _mat[1][2]==0.0f _mat[1][3]== 0.0f _mat[2][0]==0.0f _mat[2][1]==0.0f _mat[2][2]==1.0f _mat[2][3]== 0.0f _mat[3][0]==0.0f _mat[3][1]==0.0f _mat[3][2]==0.0f _mat[3][3]== 1.0f; } Is there a specific reason for not using epsilon tests for a float? I can think of quite a few situations when this would fail. I guess, there is only one situation when this would succeed for sure, and that is after a call to makeIdentity(). This also goes for quite some of the Vec3, Vec4, Quat code too. All comparisons such as: inline bool operator == (const Vec3f v) const { return _v[0]==v._v[0] _v[1]==v._v[1] _v[2]==v._v[2]; } Would effectively fail in most situations, as comparing floats directly is something that is not recomended. Instead something like the following should be used: #define EPSILON 1E-16 #define EQUAL(A,B) (abs((A)-(B)) EPSILON) inline bool operator == (const Vec3f v) const { return EQUAL(_v[0]-v._v[0]) EQUAL(_v[1]-v._v[1]) EQUAL(_v[2]-v._v[2]); }' Well, that is wrong too. In effect you are making fixed point arithmethic from floating point arithmethic. Somehow more correct would be: #define EQUAL(A,B) (abs((A)-(B)) = std::numeric_limitsdouble::epsilon()*max(abs(a), abs(b))) But even that is not the real trueth... See Goldbergs excelent paper 'what every sceintist should know about floating point arithmetics' (just google for that). Doing that right is highly dependent on the application you need. Due to error accumulation your proposed bound is too hard, since this test only checks for roundoff in the representation, not roundoff that happens when operating on such numbers. I cannot speak for osg, but from my point of view the implemented method is perfect. If you want to have an 'equal up to floating point precision' test I would prefer having a new set of methods that do not test for exact equality. From my experience with that kind of stuff, you should not hard code that EPSILON here - may be provide a sensible default value but no hardcoding ... Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university
Re: [osg-users] Names for Thread and Terrain classes
Robert do you also add the bool Block::block(unsigned int msecs) method for a timeout while waiting for a block? Return false if we got a timeout, true if we didnt? Then I can just toss my ThreadEvent out of the window. (If you move it to OpenThreads that is). /Anders On 2/23/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, Thanks for the feedback on names. Still no clear winner. The ones I feel most comfortable with right now are VirtualWorldBuilder and OpenPlanetBuilder, with a preference for VirtualWorldBuilder. The use of WorldBuilder is already take by a commercial app, with WorldBuilder Pro trademarked, I'm not sure about WorldBuilder though. WorldBuilder is also used lots of other projects, and there is even reference to a VirtualWorldBuilder on the net, but all links to to original project website now point to a hosting links page and nothing to do with the original VirtualWorldBuilder. OpenPlanetBulder and VirtualPlanetBuilder don't have any such baggage. Finally closing thoughts on the terrain building topic? -- On the topic threading naming, well zipo, no feedback, guess nobody has anything to add. Since both OSG and Producer have previous used Block I think it would be the line of least resistance to go this route. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Glimpse into future support for distortion correction
If that is your image of Umeå, I don't think you have seen Umeå from its best side... A CPP file :-) I know we are coding quite a lot, but I would have expected some more colors in your image of Umeå!! Did you forget to attach an image? /Anders On 2/22/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, One of the tasks bubbling along in the background is support for distortion correction in osgViewer. osgViewer itself won't provide the support but will allow you to set up the required cameras and distortion meshes as custom scene graph elements. This week I generalised a couple of components in osgViewer, SceneView and Camera to allow to work, ableit in app hardwired way. Eventually you'll be able to set this all up from a configuration file which will specify both the camera set up and the distortion correction mesh, then in any osgViewer::Viewer app you'll just need to load the configuration file and your app will be able to support novel displays without the need for extra distortion correction hardware, or coding from yourself. As a proof of concept the osgdistortion example now has an extra code path that creates 6 RTT Camera's to generate a cube environment map and one HUD camera for distorion correction all within a single osgViewer::Viewer. The user of the viewer only sees the result of the last HUD camera, so it'll feel like you using one fancy camera rather than 7... What do the results look like? See attached image of the town of Umea (thanks for VRLab for the model :-) The distortion correction here is for a mythical 360 degree projector at the center of dome, no such beast exists, but the code in osgdistortion is about proof of concept. Proper math models for the distortion correction of real physical display configurations will follow, although not this week. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Windows Vista
Well, if 20% of all windowsXP users switch to vista today, the CPU energy consumption (even on idle) will go up quite a lot (my laptop is averaging on 20% doing nothing), the fan is running constantly, its always warm. So I would say it consumes about twice as much energy... This would also make the energyconsumption go up quite a bit. Not what you would like to see for the world, right? People will by newer faster machine to cope with VISTA, which will make the energy consumption go up even higher. Didn't Bill look at An Inconvenient Truth? Funny article regarding updating to Vista: http://www.theregister.co.uk/2007/02/14/pricey_beta_bugger/ /Anders On 2/21/07, Gerrick Bivins [EMAIL PROTECTED] wrote: Our app (VE-Suite) has been running on Vista as usual. We've installed it on various configs such as a laptop with a 6800 Go card and even a lowly p4 with fx 5200. No problems. The 5200 is using driver 97.46 (which is the only one that supports the 5200) and the lappy is using the latest and greatest. biv On 2/21/07, Gordon Tomlinson [EMAIL PROTECTED] wrote: OpenGL Sucks on Vista right now and direct X is not much better Thats what we have found any way, Nvidia is hurting on Vista at this time. As a company we do see Vista a a platform right now, our customer base wont touch it for at least 2 years __ * Gordon Tomlinson ** Email *: [EMAIL PROTECTED] YIM/AIM*: Gordon3dBrit *MSN IM* : [EMAIL PROTECTED] Website* : www. 3dscenegraph.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - *Master Tambo Tetsura* -- *From:* [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] *On Behalf Of *Adrian Egli *Sent:* Wednesday, February 21, 2007 6:29 AM *To:* osg users *Subject:* [osg-users] Windows Vista hi i have a windows vista since yesterday, i will test osg on it as soon as possible, what are others expirience ? /Adegli ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CombatSimulatorProject
Im the lead for OpenAL++. As far as the standalone library OpenAL++ goes, it can be considered halted. It is now incorporated into osgAL. So if you do a svn checkout of osgAL you will also get OpenAL++,which should build from source. If not, please give me a more detailed list of errors so I have something to go on. /Anders On 2/20/07, RJ [EMAIL PROTECTED] wrote: Hi folks, I am trying to build CSP from source code. One of the dependencies openalpp (openAl++) i am not able to build from source code. Does any one has tried building this library from the source code ? best regards RJ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Bug in directX plugin
At line 247 there is what seems to be a bugin the DirectX loader First there is a check that a string is not empty: if (token.size() == 0) continue; Then the second character is accessed, but in the previous check there is nothing that claims this to be true. 247:Material * material = _obj-findMaterial(token[1]); If this line (247) is changed to Material * material = _obj-findMaterial(token[0]); instead it works just fine with the .x models I have (not that many though, so its not a complete test). Although, the code should slightly more robust. /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Bug in directX plugin
Sure, here it is! /Anders On 2/19/07, Robert Osfield [EMAIL PROTECTED] wrote: HI Anders, Could you tweak the code to avoid this issue and submit it? Cheers, Robert. On 2/19/07, Anders Backman [EMAIL PROTECTED] wrote: At line 247 there is what seems to be a bugin the DirectX loader First there is a check that a string is not empty: if (token.size() == 0) continue; Then the second character is accessed, but in the previous check there is nothing that claims this to be true. 247:Material * material = _obj-findMaterial(token[1]); If this line (247) is changed to Material * material = _obj-findMaterial(token[0]); instead it works just fine with the .x models I have (not that many though, so its not a complete test). Although, the code should slightly more robust. /Anders -- Anders Backman Email: [EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb // -*-c++-*- /* * $Id: mesh.cpp 5224 2006-07-04 09:13:15Z robert $ * * Loader for DirectX .x files. * Copyright (c)2002-2006 Ulrich Hertlein [EMAIL PROTECTED] * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #if defined(_MSC_VER) (_MSC_VER = 1200) #pragma warning (disable : 4786) #endif #include mesh.h #include directx.h #include iostream #include osg/Notify using namespace DX; using namespace std; /** * * DirectX mesh. * **/ Mesh::Mesh(Object * obj) { _obj = obj; _normals = 0; _textureCoords = 0; _materialList = 0; } void Mesh::clear() { if (_normals) { delete _normals; _normals = 0; } if (_textureCoords) { delete _textureCoords; _textureCoords = 0; } if (_materialList) { delete _materialList; _materialList = 0; } } bool Mesh::generateNormals(float /*creaseAngle*/) { //cerr *** generateNormals\n; // Forget old normals if (_normals) { delete _normals; _normals = 0; } /* * Calculate per-face normals from face vertices. */ vectorVector faceNormals; faceNormals.resize(_faces.size()); unsigned int fi; for (fi = 0; fi _faces.size(); fi++) { vectorVector poly; unsigned int n = _faces[fi].size(); if (n 3) continue; for (unsigned int i = 0; i n; i++) { unsigned int idx = _faces[fi][i]; poly.push_back(_vertices[idx]); } // Edge vectors Vector e0; e0.x = poly[1].x - poly[0].x; e0.y = poly[1].y - poly[0].y; e0.z = poly[1].z - poly[0].z; Vector e1; e1.x = poly[2].x - poly[0].x; e1.y = poly[2].y - poly[0].y; e1.z = poly[2].z - poly[0].z; // Cross-product of e0,e1 Vector normal; normal.x = e0.y * e1.z - e0.z * e1.y; normal.y = e0.z * e1.x - e0.x * e1.z; normal.z = e0.x * e1.y - e0.y * e1.x; normal.normalize(); // Add to per-face normals faceNormals[fi] = normal; } /* * Calculate per-vertex normals as average of all per-face normals that * share this vertex. The index of the vertex normal
[osg-users] osgHaptics v0.3 - Multiple devices
Hi all, Version 0.3 of osgHaptics add support for multiple haptic devices. It has also been updated to reflect the latest changes in OpenSceneGraph 1.2. The new release is available through svn and as a download at the osgHaptics project site. www.sf.net/projects/osghaptics The OpenSceneGraph Haptic Library (osgHaptics) is a module that supports haptic (force) rendering inside OpenSceneGraph. So you are all welcome to check it out, try and come back with comments. /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Migration of OpenThreads to subversion future of OpenThreads project management.
Its only good news to have fewer dependencies. The question is, how many is using OpenTHreads without OpenSceneGraph? I mean there are boost::threads also? (and a zillion other thread toolkits). I have a class that I wanted to add to OpenThreads. I got ok several months ago, but nothing has happened... So perhaps I can email you the stuff instead Robert so you can review them for inclusion into OpenThreads? I would like to lift that class outside of osgHaptics. Also, the osgDB::reentrentMutex is another class that should go into OpenThreads, right? Its really better suited for OpenThreads than osgDB. I really like to use that kind of Mutex to avoid locks in the api. Costs more but lets you think of the api instead of what methods that can call eachoter.. /Anders On 2/17/07, Joakim Simonsson [EMAIL PROTECTED] wrote: On Fri, 16 Feb 2007 21:25:14 +0100, Robert Osfield [EMAIL PROTECTED] wrote: Or should be just roll include/OpenThreads and src directories into OpenSceneGraph/include/src and maintain it along with the rest of the OSG? Thoughts? Aspirations? Just some quick thoughts. I think the svn repo structure choosen is a very good one. As revisions are shared for both osg and openthreads. If you want to use OpenThreads in a non-osg project, this is also possible with the current repo-structure. -- Joakim Simonsson ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Missing descriptions
Well then it is optimized away during the load, and not in the optimizer... Because the call to osgDB::readNodeFile() returns a scene with the node (the pointer adress is the same, with the same name, same type etc, but with no description attached). I would expect the optimizer to remove any STATIC transforms etc. after it has actually traversed the scene, not before? Or is the Optimizer incorporated into the loader nowadays? /Anders On 2/15/07, Joakim Simonsson [EMAIL PROTECTED] wrote: Hi Anders, This is not strange. It is optimized away. Try: set OSG_OPTIMIZER=OFF On Thu, 15 Feb 2007 10:47:03 +0100, Anders Backman [EMAIL PROTECTED] wrote: Hi all, long time no see ;-) I have a brief one. When reading a .osg file that I have I only get a few of the nodes actually containing the description they should have. I have attached a file with a teapot (only one node with a description), containing a few lines of descriptions. When debugging, the descriptions are read all-right, and added to the node. But somewhere during the way back from the reader, the descriptions for this node gets lost. So during my node traversal I dont find any descriptions at all.. Has there been any changes related to .osg reading and descriptions? Its pretty strange, as the parsing of the description is done, but then suddenly when the readNodeFile returns the node does not contain any descriptions (nor its children)... To verify this: load error_description.osg press 'o' to save it and look at the resulting file. For me this file doesnt include any descriptions anymore... /Anders -- Joakim Simonsson ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Missing descriptions
Hi again. After a quick debug session through the optimizer (thats one long file 4103 lines and I think every single line is executed during an optimization pass) , anyway, Its hard to say what really goes wrong, but there IS check for that there are descriptions within a node (in the call to isOperationPermissibleForObjectImplementation) but during the FLATTEN_STATIC_TRANSFORMS pass it is not called. I think that this comes from the fact that during this pass the scene is traversed all the way down to a geometry, collecting the static transforms on the way and during a back-traversal of the parents of the Geometry they are actually marked for removal, and there is no call to isOperationPermissibleForObjectImplementation during that back-traversal. Later on, during other optimization passes such as REMOVE_LOADED_PROXY_NODES etc. the call to isOperationPermissibleForObjectImplementation is performed, but then the descriptions in my node is alreadygone... So without a solution, this seems to be the problem. I wouldn't dare sticking my head into the optimizer code right now without a life-long devotion to it ;-) /Anders On 2/15/07, Robert Osfield [EMAIL PROTECTED] wrote: Hi Andres, On 2/15/07, Anders Backman [EMAIL PROTECTED] wrote: Well then it is optimized away during the load, and not in the optimizer... Because the call to osgDB::readNodeFile() returns a scene with the node (the pointer adress is the same, with the same name, same type etc, but with no description attached). I would expect the optimizer to remove any STATIC transforms etc. after it has actually traversed the scene, not before? Or is the Optimizer incorporated into the loader nowadays? I have just done an osgconv on your file, and the descriptions remain in place when the Optimizer is switch off, but are optimized away along with the static MatrixTransform they are attached too. Obviously the Optimizer isn't checking for presence of descriptions when deciding whether it can optimizer away a node. It does check for a number of parameters such as callbaks, so adding a test for descriptions should be easy. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersbhttp://www.cs.umu.se/%7Eandersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Performance drops when using 4 or more camera nodes (RTT)
What is the hardware you are running on? Platform? On 22 Jan 2007 23:27:35 -, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I'm using floating point textures as my targets for multipass RTT. In my tests I have noticed that if three or less camera nodes are set up using GL_RGBA16F_ARB internal format textures, the frame rate stays at a constant 75FPS when only the texture is rendered to the screen (i.e. the texture is rendered over the full window). If I add an additional camera node, the frame rate drops to 15 FPS. Five nodes yields 8FPS, and 5FPS are achieved with six nodes. Also, if I set the texture to render to 1/4 of the screen and position the main camera so that the actual scene being rendered to texture is visible, I'll get 25FPS for the three camera node implementation. I'm setting up my textures with internal formats of GL_RGBA16F_ARB, a source type of GL_FLOAT, and a source format of GL_RGBA. The FBO is set up like: fbo-setAttachment(GL_COLOR_ATTACHMENT0_EXT, osg::FrameBufferAttachment(texture)); fbo-setAttachment(GL_DEPTH_ATTACHMENT_EXT, osg::FrameBufferAttachment(new osg::RenderBuffer(512, 512, GL_DEPTH_COMPONENT24))); My min/max filters are set up as NEAREST. If I change my textures to internal formats of GL_RGBA and the source type as GL_UNSIGNED_BYTE, my performance is great. Any thoughts? Thanks, Brian ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Slightly OT: Version handling VisualStudio
Hi all. Im wondering how people handle the fact that each VS version upgrades the project files making it effectively impossible to support several versions of VisualStudio, unless: -You manually reflect changes back into .dsw (VC6) -Find a tool that converts .sln/.vcproj (in VC8) back to VC6. - Use an external make system (CMake, SCONS) I have been using a tool called prjconverter which could handle the conversion between VC7 and VC6, but it cant handle the new project files. Now is there a good solution, except start using CMake or SCONS or some other external make system? /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] daeSafeCast in dae/daeUtils should be removed
Hi. I just did a svn update of the Collada_dom and tried to build the Collada (dae) plugin. It seems that there is an ambiguity between a method defined in daeUtils.h (daeSafeCast) and one now also existing in daeElements. The one in the osgPlugins/dae/daeUtils.h should be removed. Then it compiles fine. As daeSafeCast is the only method defined in daeUtils.h I guess the whole file can safely be removed. /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Beginners pain...
And you do of course know about the following tools: http://playerstage.sourceforge.net/index.php?src=gazebo http://www.pyrorobotics.org/?page=The_20Pyrobot_20Simulator They are Robot simulation environments, I think most of them use ODE. I know there are a few more, but I couldnt recall the names of them right now... /Anders On 11/16/06, antoine.rennuit [EMAIL PROTECTED] wrote: Hi Harald (and others), I am very much involved in physics engines for games and virtual reality, and as far as I know all physics engines come with optimized collision detection (optimization is a key feature because it is really greedy). I don't know exactely what you mean by simulation but if it is dynamical simulation you should have a look at http://www.ode.org/ which is the best free dynamical simulator I know - though it is far behind its commercial counterparts. It includes proper collision detection and polyarticulated rigid bodies dynamics. Another point: in most well written applications, physics (for the simulation of your robot) and rendering are isolated layers. Different functions, different packages... That makes sense and is worth keeping for general understanding of the architecture. Antoine. Hi Marco, On 11/16/06, Marco Jez wrote: There is a good article on GameDev.net that explains how to do collision detection between ellipsoids and polygons. I've used it to implement viewer-world collision detection and it works fine: http://www.gamedev.net/reference/articles/article1026.asp The ray-polygon intersection test performed by osgUtil::IntersectVisitor is not enough for this kind of collision detection (unless you can model the collider as a point rather than as an ellipsoid). Heh heh, neat little trick with transforming a sphere to ellipsoid. All we need now is an EllipsoidIntersector ;-) When the project I'm working on is finished I'll be able to release my CD code as open source. Oooh what a tease. I very much look forward to that day. Any chance of it being a Christmas present? Or fat free alternative to an Easter egg ;-) Good luck with the project, Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ Accédez au courrier électronique de La Poste sur www.laposte.net ou sur 3615 LAPOSTENET (0,34€ TTC /mn) 1 Giga de stockage gratuit – Antispam et antivirus intégrés ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] keyrepeat the II:nd
Great, I didnt want to mess up the relationships between KeyboardMouse/RenderSurface, so, for me a quick solution would work just fine, even if it comes down to renderSurface-setAutoRepeat() /Anders On 11/13/06, Don Burns [EMAIL PROTECTED] wrote: At this point, we can hack in a fix to RenderSurface with an API to control key repeats. Going forward, things will be refactored significantly, and I'd like to think about this a bit further. It really doesn't fit the scope of RenderSurface to be controlling things like KeyRepeat events, etc, so in the future it will probably move somewhere else. But lets get it in there for now. I'll have a look see. I'm trying to catch up on a bit of a back log of other items right now. -don On 11/13/06, Anders Backman [EMAIL PROTECTED] wrote: Mm, it SOUNDS good. IF you check the value, its actually 1 most of the times. I added the code into RenderSurface_Win32.cpp case WM_KEYDOWN: { int mask = 15; int repeat = lParammask; std::cerr Repeat: repeat std::endl; When running a producer based app while pressing a key down, I get: Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 2 Repeat: 2 Repeat: 2 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 So it looks like the repeat info we get is something else, anyway, its nothing that helps here. On the other hand, its actually bit 30 that is interesting, it specifies wether the key comes from a up or a down state previously. So in a perfect world we could do: if (!getAutoRepeatMode() (lParam (1 30))) break; The problem is that this code is in RenderSurface, and it knows nothing about KeyboardMouse... So Don, what can be done about it? (sorry, I should have posted this on the Producer mailing-list, but its a 3, closing into 4 year old OSG-topic, so I thought it should get its final closure here to ;-) /Anders On 11/13/06, Chris Hanson [EMAIL PROTECTED] wrote: Anders Backman wrote: Guess if I was happy to find the setAutoRepeat(bool) method in Producer/KeyboardMouse Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {} I mean there is a vad way of solving it outside producer/osgProducer by creating a std::map and store all the keyboard events to see if they have changed or not. But I dont want to implement this just to find that a better solution is already in the pipeline... Under Windows, both WM_CHAR and WM_KEYDOWN: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp offer a value masked into bits 0-15 of the lParam of the message event. I expect the Producer event handling could check this value and the state of an internal AutoRepeat variable (controlled by setAutoRepeat()) and discard repeated events. I don't know anything special about Producer, this is just how I see it. /Anders -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb
Re: [osg-users] keyrepeat the II:nd
Even if its a RenderSurface::setAutoRepeatMode() (which is easy?) If so, I can send you one tomorrow (its late here now) /Anders On 11/14/06, Don Burns [EMAIL PROTECTED] wrote: Sorry, guys, my windows machine decided to take a dump today. Interestingly, the disk is fine as the other partition happily boots Linux. I tried to follow Microsoft's brilliant recovery procedures only to find myself in a repetitive loop of non-productive reboots. So, this will either need to wait until I can allocate the time to arm wrestle with Redmond, or someone submits a fix. I'll be happy to fold in a submitted fix. -don On 11/14/06, Anders Backman [EMAIL PROTECTED] wrote: Great, I didnt want to mess up the relationships between KeyboardMouse/RenderSurface, so, for me a quick solution would work just fine, even if it comes down to renderSurface-setAutoRepeat() /Anders On 11/13/06, Don Burns [EMAIL PROTECTED] wrote: At this point, we can hack in a fix to RenderSurface with an API to control key repeats. Going forward, things will be refactored significantly, and I'd like to think about this a bit further. It really doesn't fit the scope of RenderSurface to be controlling things like KeyRepeat events, etc, so in the future it will probably move somewhere else. But lets get it in there for now. I'll have a look see. I'm trying to catch up on a bit of a back log of other items right now. -don On 11/13/06, Anders Backman [EMAIL PROTECTED] wrote: Mm, it SOUNDS good. IF you check the value, its actually 1 most of the times. I added the code into RenderSurface_Win32.cpp case WM_KEYDOWN: { int mask = 15; int repeat = lParammask; std::cerr Repeat: repeat std::endl; When running a producer based app while pressing a key down, I get: Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 2 Repeat: 2 Repeat: 2 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 So it looks like the repeat info we get is something else, anyway, its nothing that helps here. On the other hand, its actually bit 30 that is interesting, it specifies wether the key comes from a up or a down state previously. So in a perfect world we could do: if (!getAutoRepeatMode() (lParam (1 30))) break; The problem is that this code is in RenderSurface, and it knows nothing about KeyboardMouse... So Don, what can be done about it? (sorry, I should have posted this on the Producer mailing-list, but its a 3, closing into 4 year old OSG-topic, so I thought it should get its final closure here to ;-) /Anders On 11/13/06, Chris Hanson [EMAIL PROTECTED] wrote: Anders Backman wrote: Guess if I was happy to find the setAutoRepeat(bool) method in Producer/KeyboardMouse Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {} I mean there is a vad way of solving it outside producer/osgProducer by creating a std::map and store all the keyboard events to see if they have changed or not. But I dont want to implement this just to find that a better solution is already in the pipeline... Under Windows, both WM_CHAR and WM_KEYDOWN: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp offer a value masked into bits 0-15 of the lParam of the message event. I expect the Producer event handling could check this value and the state of an internal AutoRepeat variable (controlled by setAutoRepeat()) and discard repeated events. I don't know anything special about Producer, this is just how I see it. /Anders -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea
[osg-users] Keyrepeat windows
Just to check. In the post: http://openscenegraph.org/archiver/osg-users/2003-June/0517.html I sort of mentioned that a way of turning of keyrepeat under windows could come in handy. Guess if I was happy to find the setAutoRepeat(bool) method in Producer/KeyboardMouse Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {} :-) Now, is this something that deserves more attention? I mean there is a vad way of solving it outside producer/osgProducer by creating a std::map and store all the keyboard events to see if they have changed or not. But I dont want to implement this just to find that a better solution is already in the pipeline... So whats the status? /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] keyrepeat the II:nd
My last post didnt make it to the list, trying again... In the post: http://openscenegraph.org/archiver/osg-users/2003-June/0517.html I sort of mentioned that a way of turning of keyrepeat under windows could come in handy. Guess if I was happy to find the setAutoRepeat(bool) method in Producer/KeyboardMouse Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {} :-) Now, is this something that deserves more attention? I mean there is a vad way of solving it outside producer/osgProducer by creating a std::map and store all the keyboard events to see if they have changed or not. But I dont want to implement this just to find that a better solution is already in the pipeline... So whats the status? /Anders -- -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] keyrepeat the II:nd
Mm, it SOUNDS good. IF you check the value, its actually 1 most of the times. I added the code into RenderSurface_Win32.cpp case WM_KEYDOWN: { int mask = 15; int repeat = lParammask; std::cerr Repeat: repeat std::endl; When running a producer based app while pressing a key down, I get: Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 2 Repeat: 2 Repeat: 2 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 Repeat: 1 So it looks like the repeat info we get is something else, anyway, its nothing that helps here. On the other hand, its actually bit 30 that is interesting, it specifies wether the key comes from a up or a down state previously. So in a perfect world we could do: if (!getAutoRepeatMode() (lParam (1 30))) break; The problem is that this code is in RenderSurface, and it knows nothing about KeyboardMouse... So Don, what can be done about it? (sorry, I should have posted this on the Producer mailing-list, but its a 3, closing into 4 year old OSG-topic, so I thought it should get its final closure here to ;-) /Anders On 11/13/06, Chris Hanson [EMAIL PROTECTED] wrote: Anders Backman wrote: Guess if I was happy to find the setAutoRepeat(bool) method in Producer/KeyboardMouse Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {} I mean there is a vad way of solving it outside producer/osgProducer by creating a std::map and store all the keyboard events to see if they have changed or not. But I dont want to implement this just to find that a better solution is already in the pipeline... Under Windows, both WM_CHAR and WM_KEYDOWN: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/userinput/keyboardinput/keyboardinputreference/keyboardinputmessages/wm_char.asp offer a value masked into bits 0-15 of the lParam of the message event. I expect the Producer event handling could check this value and the state of an internal AutoRepeat variable (controlled by setAutoRepeat()) and discard repeated events. I don't know anything special about Producer, this is just how I see it. /Anders -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Keyrepeat windows
MM, not a very clean solution, I mentioned that in my previous post. Its better if we dont get any event at all. Otherwise, windows will burst out keyboard events through producer in vain. Also, what if you start the app with a keyboard pressed? Not very likely, but if you want to catch everything, it could be a problem. (Users are likely to cause problems, if they can, they will, without them it would be a lot easier to develop software :-) (Dont quote me on that!) /Anders On 11/14/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hey I just ran into this very thing (although I didn't even think to look if OSG already was handling it). I used a std::set and kept the keys that were pressed until they weren't pressed anymore. That was pretty easy. On 11/13/06, Anders Backman [EMAIL PROTECTED] wrote: Just to check. In the post: http://openscenegraph.org/archiver/osg-users/2003-June/0517.html I sort of mentioned that a way of turning of keyrepeat under windows could come in handy. Guess if I was happy to find the setAutoRepeat(bool) method in Producer/KeyboardMouse Equally sad when I spotted the implementation: setAutoRepeat(bool flag) {} :-) Now, is this something that deserves more attention? I mean there is a vad way of solving it outside producer/osgProducer by creating a std::map and store all the keyboard events to see if they have changed or not. But I dont want to implement this just to find that a better solution is already in the pipeline... So whats the status? /Anders -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG + ARToolkit
No, unfortunately not. Try to contact the authors. /Anders On 11/7/06, Fernando Giovanini [EMAIL PROTECTED] wrote: Hi, Anders. Have you ever use this lib? I'm trying to, but it's very complicated to compile. If you ever made it, help me, please. Thanks, Fernando. Anders Backman escreveu: Or why not try osgAR? http://www.gvu.gatech.edu/ael/resources/osgar.html Hello Fernando, You might want to take a look at the amire(authoring mixed reality) project, it does a whole lot more than what you want, but it definitely has an ARToolkit + OSG integration … The last time I worked on the project has been three years ago, so I'm not sure what happened to it afterwards … but you can find it in sourceforge: http://amire.sourceforge.net/ I hope that helps, Best Frank From: Fernando Giovanini [mailto:[EMAIL PROTECTED] Sent: Friday, November 03, 2006 9:33 PM To: osg-users@openscenegraph.net Subject: [osg-users] OSG + ARToolkit Hi, I've been looking for how to integrate OSG and ARToolkit. And it seems to work. But I couldn't find any tip in the mailing-list archive. I need to grab the image using a cam, show it in a SceneView window. I read that it can be done using a billboard ou TextureRectangle ou even a [EMAIL PROTECTED], but I can't figure out how to do that. Can you help me a little? Thanks Fernando. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG + ARToolkit
Or why not try osgAR? http://www.gvu.gatech.edu/ael/resources/osgar.html Hello Fernando, You might want to take a look at the amire(authoring mixed reality) project, it does a whole lot more than what you want, but it definitely has an ARToolkit + OSG integration … The last time I worked on the project has been three years ago, so I'm not sure what happened to it afterwards … but you can find it in sourceforge: http://amire.sourceforge.net/ I hope that helps, Best Frank From: Fernando Giovanini [mailto:[EMAIL PROTECTED] Sent: Friday, November 03, 2006 9:33 PM To: osg-users@openscenegraph.net Subject: [osg-users] OSG + ARToolkit Hi, I've been looking for how to integrate OSG and ARToolkit. And it seems to work. But I couldn't find any tip in the mailing-list archive. I need to grab the image using a cam, show it in a SceneView window. I read that it can be done using a billboard ou TextureRectangle ou even a [EMAIL PROTECTED], but I can't figure out how to do that. Can you help me a little? Thanks Fernando. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] SIGRAD Conference 2006
Its time for the annual SIGRAD conference. This years Theme: Computer Games Date: November 22-23, 2006 Location: Högskolan i Skövde, Sweden The SIGRAD conference provides a venue for interaction between academia and professionals within the field of computer graphics in the nordic countries. The special theme for the conference in 2006 is computer games. * The keynote speech for SIGRAD'06 is about rendering technology used in the current generation of game engines. Torbjörn Söderman (Lead Rendering Programmer) will talk about the history of rendering technology in the game industry and Johan Andersson (Rendering Architect) will give an overview of the architecture and rendering systems of DICE's new Frostbite engine that powers the upcoming Battlefield: Bad Company for the Xbox 360 and PlayStation 3. * The papers presented in the Academic session will cover a wide range of topics ranging from computer graphics theory to more practical topics such as the use of graphics for serious gaming applications and the simulation of physics. * During the interactive sessions the University of Skövde will present research on human-computer game interaction and serious gaming, the Royal Institute of Technology will present work on the VERSE project which aims to create a protocol for connecting 3D Application with low latency connections. * Skövde is conveniently located between Gothenburg (1 hour by train) and Stockholm (2 hours by train) so it is possible to visit the conference as part of a normal work day. For more information visit: www.his.se/sigrad06 or the SIGRAD website: www.sigrad.se Welcome! -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to get the attribute of the object in the scene?
Nej, jag bad dig titta på vad som gick att plocka ut utan configscript. Det vore bra om vi lyfte ut den koden till repository så slipper vi underhålla det. Däremot våra cfg prylar är juvåra. /Anders On 10/30/06, Daniel Sjolie [EMAIL PROTECTED] wrote: Det kommer jag inte ihåg... Har du? :) /Daniel On 10/30/06, Anders Backman [EMAIL PROTECTED] wrote: Daniel, har du kommittat något av våra attribut exporteringsprylar? till någon som har hand om osgExp? /Anders On 10/30/06, yaqi fan [EMAIL PROTECTED] wrote: I have a 3DMAX scene model. How can I get the attribute of the object in the scene? Thank you Fancy ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to get the attribute of the object in the scene?
Daniel, har du kommittat något av våra attribut exporteringsprylar? till någon som har hand om osgExp? /Anders On 10/30/06, yaqi fan [EMAIL PROTECTED] wrote: I have a 3DMAX scene model. How can I get the attribute of the object in the scene? Thank you Fancy ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] osgVR
Its been replaced by the osg::CameraNode which handles everything that has to do with rendering to textures. So osgprerender.cpp should work as an example for that. Compare with an old version of osgprerender and you will notice the difference. /Anders On 10/18/06, Keith Parkins [EMAIL PROTECTED] wrote: Has anyone updated osgVR to compile against osg = 1.0? I think the only thing that has to be done is to fix the use of osgUtil::RenderToTextureStage, a class that was dropped at some point before osg release 1.0. If someone can tell me what happened to this class, I could probably do it myself. Thanks, Keith -- Keith ParkinsU of R Center for Visual Science [EMAIL PROTECTED] Meliora Hall, Room 236 office: (585) 275-3938 lab: (585) 275-2230 ___ osg-users mailing list osg-users@www.openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Sound...
Short update! Forgot to checkin two files (Event and Event.cpp) into osgAL, sorry about that. They are all there now, and it should build under windows! Linux: build-file fix and testing underway... /AndersOn 10/9/06, Anders Backman [EMAIL PROTECTED] wrote: Just committed my updates to osgAL svn repository. - OpenAL++ and osgAL integrated into same project (still separate libraries though, so they can be used independently). - Fixed numerous bugs in streaming code. - Restructured the strange copying of Streams/Samples in constructors of Source class. - Using more consistent reference pointing - Added menus to capture demo and playOgg demo. - Using osg style header files (without .h) - Added oalpp_multiple_oggstreams example, which streams 10 ogg files continously (uses ~5-10% CPU on my machine) - Added oalpp_capture demo that demonstrates the input streaming capabilities. A microphone can be connected to the computer and the stream will go into a HW source that can be positioned (pitched) etc.. - Dependencies of CommonC++ and Portaudio is forever gone! Now all this concerns the WIN32 platform. I havent tested the svn version under linux yet. Im waiting for my Linux machine to arrive... Comments and feedback is always helpful! /Anders On 10/7/06, Robert Osfield [EMAIL PROTECTED] wrote: On 10/6/06, E. Wing [EMAIL PROTECTED] wrote: Actually, there was a long thread about this on the OpenAL mailinglist. Creative Labs (Windows) and the spec refused to dictate wherethe OpenAL headers go. So everybody is free to do what they want. Soon Windows, there is no AL/ directory, on Linux it's AL/al.h and on OS X it's OpenAL/al.h. End of story.Arrgg, to is Creative Labs who've lost the plot. Stuff like this should be decided early in projects life and stuck to.I had used OpenGL for well over ten years, on many different operating systems, on everyone all GL headers were in a GL/ subdirectory, that is until I came across OSX, and suddenly hacks were required. So rather than learn from this Creative Labs just wander around like a headless chicken on the topic. Shudder. Robert. ___osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/-- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG and clustering
is the issue of stereo. In an active stereo system, I believe the issue is one of synchronizing drawing to the first buffer (left back, or right back) with data. That is, the data need only update once for every two subframes of stereo. I am sorry for these probably stupid questions but I didn't deal with a CAVE before and I would like to know from somebody more experienced what the problems could be. THe only stupid question is the one not asked. :) Of course, I don't know what excuse I might have if I've provided any stupid answers. -don Regards,Jan- --Jan CigerGPG public key: http://www.keyserver.net/-BEGIN PGP SIGNATURE-Version: GnuPG v1.4.5 (GNU/Linux)Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.orgiD8DBQFFKts8n11XseNj94gRAk8HAKC2uQLHDInGbB1qLBmX+iYY2ydXRwCdFYi7 oDtTIaV+yOlHUp+nTDNnPdU==Vzj4-END PGP SIGNATURE-___osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Semi-OT: Plugin architectures
I actually needed something like what you are describing here, a way of linking in external libraries in runtime a while back...What we ended up with was a plugin structure for lua.Its not optimal but it works well. We have a main executable that really doesnt know much about the world, but it has a lua-state and it knows how to load a plugin and register it to lua. So what we can do is take for example a class:class MyApp MyApp(); void run(); // starts my app and do whatever void doOtherthings() bool shutTheWholeThingDown() ...}write a LuaPlugin class: LuaMyApp : public LuaPlugin{ virtual void init(); // will be called during loading}Run MyApp class through tolua++ and generate interface binder code, call that from LuaPlugin::init() which registrates the MyApp class into lua. This results in a .dll/.so luaplugin_myapp.dllSo by starting the main app:DOS main_app myapp.luawith a lua-file that specifies:myapp.lua:--requestPlugin(myapp) myapp = MyApp:new() myapp = MyApp:run()So its up to the author of the LuaMainApp plugin if he want to export all of the interface to lua or just the kick-off code.main_app doesnt know anything about MyApp. There are of course a few Singletons to enable access to a scenegraph and some other things.All this said, I would love to see a slick API/toolset that makes it possible to get COM:ish functionality, while still portable and with a small overhead mainly in use! /AndersOn 10/10/06, Dmitry Baikov [EMAIL PROTECTED] wrote: Chris Hanson wrote: As I mentioned above, OSG's plugin design is suitable for OSG, but pretty much lacks many of the important criteria I'm looking for. Think of how 3dsMax breaks plugin compatibility everytime they release a new version, versus Photoshop which can run plugins written in the 3.0 era.It all depends on the complexity of data structures that will bemanupulated and/or passed between plugins.On possible solution is to use some scripting language with good C-interface as a glue and write all plugins as language-modules.For us Lua (http://www.lua.org) is sufficient. Many projects use Python(as being more powerful, but complex). Dmitry.___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/-- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Sound...
Sure there is. There is osgAL. OpenSceneGraph Audio Library. Its available from sourceforge. Im actually working on it right now, it use to be two separate libraries, OpenAL++ (a C++ abstraction on top of OpenAL, which is an portable open source 3D sound C api), and osgAL (integration of OpenAL++ into OSG). Im now migrating these two into one, for simpler build/download process. I can only verify the Windows platform right now, but I will start work on testing the linux platform too (we have been using it under both windows and linux for years, but not since the migration). Right now, the new version is only available through svn. SO do a svn checkout from the http://sourceforge.net/projects/osgal, download the ogg-vorbis precompiled libraries and build the osgAL\visualStudio\osgal.sln (in the case of windows). If you are running linux, well, do the same thing and do a ./configure;make but I cant ensure you that it will work without some effort. osgAL/OpenAL++ can load .wav, .aiff soundfiles and attach them to SoundNodes in the scenegraph. You can also use .ogg files, although, thats what Im spending time on right now, to get it to work better than before... There is still some work to do. There are examples in the osgAL/examples directory, both for osgAL as well as OpenAL++. One of the examples demonstrates a VERY simple occlusion example using rays to examine if there is geometry blocking the path between a soundsource and the listener. Cheers, AndersOn 10/5/06, Philip Taylor [EMAIL PROTECTED] wrote: Hi Neil,Sound is a bit more complex that just getting louder as you approach thesound source, eg Doppler effects, surface reflections, directional sound,attentuation due to terrain features, etc. I implemented a system based on DirectX (DirectSound) that supported attenuation with distance, Doppler anddirectional sound and it was very realistic. The trick was not just goodcode but good (mono) sound samples. The open equivalent to DirectSound is OpenAL. I don't know if there is such a thing as OSGAL, but you could alwaysstart the ball rolling..regards-Original Message-From: [EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On Behalf Of[EMAIL PROTECTED] Sent: 05 October 2006 22:18To: osg-users@openscenegraph.netSubject: [osg-users] Sound...Hi All,Sorry if this is a bit of a strange question, but is there any support for sound within OSG. On first pass I would have thought not as the scenegraphis concerned with visuals, however a colleague of mine pointed out that youget 3D Sound - the nearer you are, the louder it is etc. Any thoughts ? Neil.___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/___osg-users mailing list osg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/-- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Sound...
Just realized that this was only part of the truth. OpenAL and freealut is also needed for the build. FreeALUT is a library similar to GLUT, that initializes the OpenAL hardware and load standard wav/aiff fileformats. So the dependency list of osgAL is: - OSG_OT_P (OpenSceneGraph/OpenThreads/Producer) - OpenAL http://www.openal.org/downloads.html - Freealut http://www.openal.org/downloads.html- Oggvorbis http://www.vorbis.com/setup/ There is a very odd thing with the OpenAL binary release from creative under windows though, for some reason they have moved the header-files from AL/al.h to al.h Currently the osgAL code in the repository will assume AL/al.h is used, which probably means that one have to make a AL directory and move the header files over there, I will probably add a #ifdef WIN32 macro for this. The problem is that there are other OpenAL releases available (one from NVIDIA) I'm not sure which path they have taken, probably the standard one... To make things even worse, in the cvs version of OpenAL, they use the AL/al.h version, so someone at Creative took a creative decision somewhere in time ;-) On 10/6/06, Anders Backman [EMAIL PROTECTED] wrote: Sure there is. There is osgAL. OpenSceneGraph Audio Library. Its available from sourceforge. Im actually working on it right now, it use to be two separate libraries, OpenAL++ (a C++ abstraction on top of OpenAL, which is an portable open source 3D sound C api), and osgAL (integration of OpenAL++ into OSG). Im now migrating these two into one, for simpler build/download process. I can only verify the Windows platform right now, but I will start work on testing the linux platform too (we have been using it under both windows and linux for years, but not since the migration). Right now, the new version is only available through svn. SO do a svn checkout from the http://sourceforge.net/projects/osgal, download the ogg-vorbis precompiled libraries and build the osgAL\visualStudio\osgal.sln (in the case of windows). If you are running linux, well, do the same thing and do a ./configure;make but I cant ensure you that it will work without some effort. osgAL/OpenAL++ can load .wav, .aiff soundfiles and attach them to SoundNodes in the scenegraph. You can also use .ogg files, although, thats what Im spending time on right now, to get it to work better than before... There is still some work to do. There are examples in the osgAL/examples directory, both for osgAL as well as OpenAL++. One of the examples demonstrates a VERY simple occlusion example using rays to examine if there is geometry blocking the path between a soundsource and the listener. Cheers, AndersOn 10/5/06, Philip Taylor [EMAIL PROTECTED] wrote: Hi Neil,Sound is a bit more complex that just getting louder as you approach thesound source, eg Doppler effects, surface reflections, directional sound,attentuation due to terrain features, etc. I implemented a system based on DirectX (DirectSound) that supported attenuation with distance, Doppler anddirectional sound and it was very realistic. The trick was not just goodcode but good (mono) sound samples. The open equivalent to DirectSound is OpenAL. I don't know if there is such a thing as OSGAL, but you could alwaysstart the ball rolling..regards-Original Message-From: [EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On Behalf Of [EMAIL PROTECTED] Sent: 05 October 2006 22:18To: osg-users@openscenegraph.netSubject: [osg-users] Sound... Hi All,Sorry if this is a bit of a strange question, but is there any support for sound within OSG. On first pass I would have thought not as the scenegraphis concerned with visuals, however a colleague of mine pointed out that youget 3D Sound - the nearer you are, the louder it is etc. Any thoughts ? Neil.___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/-- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Sound...
CommonC++ is gone! PortAudio (gone for a long time ago). The previous list is the current dependencies, hard to get around unless you want to rewrite everything... :-) /AndersOn 10/6/06, E. Wing [EMAIL PROTECTED] wrote: Actually, there was a long thread about this on the OpenAL mailinglist. Creative Labs (Windows) and the spec refused to dictate wherethe OpenAL headers go. So everybody is free to do what they want. Soon Windows, there is no AL/ directory, on Linux it's AL/al.h and on OS X it's OpenAL/al.h. End of story.-EricOn 10/6/06, Stephan Huber ratzfatz at digitalmind.de wrote: btw: OS X wants the OpenAL-includes from OpenAL/al.h Is there any way to get Apple to do the right thing by API likes OpenGL andOpenAL?Frankly I find it really frutrasting that they just mess aroundwith include paths like this.If they really have to do things the framework way then the frameworks should contain the actual AL or GLsubdirectories.IMHO, to push this nonesense onto developers is really unprofessional,developers use OpenGL and OpenAL because they are standards that should work seemless across platforms without silly hacks. Would Apple be open tofixing these problems?Robert.___osg-users mailing list osg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Sound...
or if you use visualstudio, use the INCLUDE, LIB environment variable together with the command: devenv /useenv That makes life so much easier by making it possible to point out different include and lib directories... /Anders On 10/6/06, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Fri, 6 Oct 2006, E. Wing wrote: Actually, there was a long thread about this on the OpenAL mailing list. Creative Labs (Windows) and the spec refused to dictate where the OpenAL headers go. So everybody is free to do what they want. So on Windows, there is no AL/ directory, on Linux it's AL/al.h and on OS X it's OpenAL/al.h. End of story. -EricThen the right way to do it is to use #include al.h in your userprograms and then set up the proper -I flags when compiling, based onthe platform. Of course, those with GUI enviornments would click and pointtheir way to including the right path. -- __ Eric Sokolowsky(GST)NASA Goddard Space Flight Center/ __/__/_/__Visualization ProgrammerScientific Visualization Studio / __/ _/ / _/ 301.286.3751Mailstop 610.3 Bldg 28 Rm E102/___/_//_/__/ [EMAIL PROTECTED] Greenbelt, MD 20771___osg-users mailing list osg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/-- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlabPhone:+46 (0)90-786 9936 Umea universityCellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax:+46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Unable to load collada plugin
Hi all. I just downloaded the Collada DOM/DAE compiled it with no problems, then I did a CVS update on osg and compiled the osgCollada plugin which resulted in the ordinary osgdb_ files. Directory of d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32 2006-09-29 13:57 2 768 896 osgdb_dae.dll 2006-09-29 13:45 3 702 784 osgdb_daeD.dll 2 File(s) 6 471 680 bytes 0 Dir(s) 11 440 709 632 bytes free Now for some strange reason when I try to load a dae model (just made a box in Sketchup and exported it to a kmz from which I extracted the dae file) I get the message: Warning: Could not find plugin to read objects from file test.dae. osgviewer: No data loaded With OSG_NOTIFY_LEVEL=DEBUG I get: FindFileInPath() : trying c:\bin/osgdb_dae.dll ... itr='C:\Program Files\CVSNT\' FindFileInPath() : trying C:\Program Files\CVSNT\/osgdb_dae.dll ... itr='d:\tools\c3d_dependencies\c3ddeps_dev\bin' FindFileInPath() : trying d:\tools\c3d_dependencies\c3ddeps_dev\bin/osgdb_dae.dll ... itr='d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32' FindFileInPath() : trying d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll ... FindFileInPath() : USING d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll DynamicLibrary::failed loading osgdb_dae.dll Warning: Could not find plugin to read objects from file test.dae. osgviewer: No data loaded So it actually finds the osgdb_dae.dll and tries to load it, but it fails. Which can be seen when debugging osgviewer, it never gets to the dae reader writer code at all... Does anyone have a clue whats going on? All other plugins works just fine. Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Unable to load collada plugin
Did a debug on the collada loading problems Im experiencing: Traced it down to DynamicLibrary.cpp line 96. #if defined(WIN32) !defined(__CYGWIN__) handle = LoadLibrary( libraryName.c_str() ); It has the right path, but the WindowsSDK call LoadLibrary fails (returns NULL). Works as I said with just about any other model... Something is wrong with the dll file that I have generated, I just can figure out what.. Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Anders Backman Sent: den 29 september 2006 14:18 To: 'osg users' Subject: [osg-users] Unable to load collada plugin Hi all. I just downloaded the Collada DOM/DAE compiled it with no problems, then I did a CVS update on osg and compiled the osgCollada plugin which resulted in the ordinary osgdb_ files. Directory of d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32 2006-09-29 13:57 2 768 896 osgdb_dae.dll 2006-09-29 13:45 3 702 784 osgdb_daeD.dll 2 File(s) 6 471 680 bytes 0 Dir(s) 11 440 709 632 bytes free Now for some strange reason when I try to load a dae model (just made a box in Sketchup and exported it to a kmz from which I extracted the dae file) I get the message: Warning: Could not find plugin to read objects from file test.dae. osgviewer: No data loaded With OSG_NOTIFY_LEVEL=DEBUG I get: FindFileInPath() : trying c:\bin/osgdb_dae.dll ... itr='C:\Program Files\CVSNT\' FindFileInPath() : trying C:\Program Files\CVSNT\/osgdb_dae.dll ... itr='d:\tools\c3d_dependencies\c3ddeps_dev\bin' FindFileInPath() : trying d:\tools\c3d_dependencies\c3ddeps_dev\bin/osgdb_dae.dll ... itr='d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32' FindFileInPath() : trying d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll ... FindFileInPath() : USING d:\tools\c3d_dependencies\OpenSceneGraph\bin\win32/osgdb_dae.dll DynamicLibrary::failed loading osgdb_dae.dll Warning: Could not find plugin to read objects from file test.dae. osgviewer: No data loaded So it actually finds the osgdb_dae.dll and tries to load it, but it fails. Which can be seen when debugging osgviewer, it never gets to the dae reader writer code at all... Does anyone have a clue whats going on? All other plugins works just fine. Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg -users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Unable to load collada plugin
Great thanks, missed that one! Now it works. /Anders Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roger James Sent: den 29 september 2006 14:42 To: 'osg users' Subject: RE: [osg-users] Unable to load collada plugin You need Andreas' fix for the plugin. See the Collada plugin not working thread that has been running on the list for the last few days. -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Anders Backman Sent: 29 September 2006 13:18 To: 'osg users' Subject: [osg-users] Unable to load collada plugin ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg -users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgfadetext
Just did a cvs checkout of osg under windows: The OpenSceneGraph.dsw includes a project called osgfadetext, but the project file (dsp) is missing, so is the code... Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
Hi terry, about the PSSM demo... The osg::View class, where does that come from? Old? New? Never seen it before. Something from your own stew? /Anders Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Terry Welsh Sent: den 21 september 2006 04:33 To: osg-users@openscenegraph.net Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM] Hi all, Sounds like a lot of people want PSSM, so here's another contribution to the effort. http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz To run this demo, you'll need a model of a big scene; I didn't supply one. I suggest a nice outdoor scene about 10,000 units in diameter. You also need GLSL support. This implementation is fairly complete, but I would like any opinions that you all have (or code to extend it). I don't know if this would make a better example program or nodekit. The big problem I see with making a nodekit is that there are just too many different ways to implement PSSM; I don't know how you could make one nodekit that would satisfy everyone. The angle I took in writing the DirectionalParallelSplitShadowMaps class was to just produce high quality shadow maps, but not to force people to render their scene any particular way. The demo renders your scene in one stage with a shader, but it would be interesting to see what happens if you split the scene into slices and render each slice with a single shadow map. I also did not implement a split scheme like Adrian did. It seemed like everyone uses a different split scheme, and the split scheme might need to be particular to the scene, so I leave that up to the user of the DirectionalParallelSplitShadowMaps class. The class lets you add your scene in pieces: an opaque piece, and a piece with transparency. Then it applies a different shader to each one for rendering the shadow maps. It might be nice to apply a different shader to the opaque and transparent rendering bins, so that the user doesn't need to make this separation themselves. I don't know if this is possible yet, though. On the other hand, no sorting is necessary for rendering objects with alpha into a shadow map because pieces of those objects either become completely opaque or completely transparent in the shadow map. So maybe the rendering big idea isn't the best solution. The biggest thing missing in this demo is good LOD support. I have been trading emails with Robert about implementing good LOD support for shadows, but this effort isn't complete yet. So you might not see shadows cast by LODed nodes. Anyway, let me know what you all think. -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com Message: 12 Date: Wed, 20 Sep 2006 18:53:04 +0100 From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM] To: osg users osg-users@openscenegraph.net Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 On 9/20/06, Radu Mihai [EMAIL PROTECTED] wrote: Here's how I think this could be handled: - SSM NodeKit - standard shadow map, using FBO and GL_DEPTH textures there's an point of interest being discussed in the list about doing a depth-only FBO render after the FBO version is running well, there can be some fall-back methods added - derive a PSSM NodeKit based on the previous one I think the approach here would be to have MultiTexturing used in the SSM kit and use that capability in the PSSM kit to do the texture management additionally there will be code to manage the creation of the splits This kind of approach would allow me to combine job-related work with OSG contributions :) If you're interested, and if you think this is a good way to proceed, I'll post the code I have and we can go forward from there. FYI, I should start work on an osgShadow library for the OSG quite soon. The contract is for stencil volume shadows, so this will probably be the intitial back end implementation, however, I'd like to make the interface classes as generic as possible, and support other shadowing algorithms. How easy this might be is very difficult for me to say until one starts lining up various implementation side by side and working out the commonality and the differences, and finding ways to encapsulate the differences neatly. More info on this once I get underway on it. Robert
[osg-users] SIGRAD 2006 - Deadline extended 3 october
The SIGRAD Conference is an annual conference in Computer Graphics held in Sweden. It is arranged by SIGRAD, the Swedish Interest Group for Computer Graphics. The deadline for submissions to SIGRAD2006 has been extended to 3 October. Take the opportunity to send in a paper on work in progress. Goto www.sigrad.se and then click on SIGRAD 2006 for more details. SIGRAD committee Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: SV: [osg-users] osgAL setup
I have been using OpenAL for quite some years, it use to be pretty easy. Now, I havent used 1.1, so I started looking into it yesterday. It turns out that they have changed a few things... For example the OpenAL1.1 installer doesnt place include files in /AL subdirectory! The standard ALUT library is gone from OpenAL and is now in frealut, which has to be compiled separately. Other than that, it is not much of a problem I guess. I would like you to elaborate about Frankenstein? Also, it would help to know what kind of runtime errors you get? Does the simple.exe in openalpp/bin work ok? Does the osgal.exe in osgal/bin work ok? SDL wont give you spatial sound, right? It wont give you hw accelerated sound either, right? Does it give you Doppler effects? I havent looked into it for a while... But I dont think so. The only platform independent sw solution that doesnt come with a comercial license is OpenAL. For universitites there are other alternatives. So what I would like to know, is if the Frankenstein resides in OpenAL++ or OsgAL, or if it is an external monster ;-) I have planned to migrate OpenAL++ into osgAL, making build a lot easier when you have the right OpenAL installed. I will try to build OpenAL1.1 and see if I can write a tutorial, or even pack a zip file with the necessary stuff to make it easier to use. Ill be back on work monday morning. /Anders Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of austincb Sent: den 8 augusti 2006 18:37 To: osg users Subject: Re: SV: [osg-users] osgAL setup If you or somebody could tell me version #'s of all 3 components (AL, AL++, osgAL) that are known to work together, it'd be a great help. I've gotten everything to compile but it's a complete frankenstein, and has run-time errors. Thanks much! -Austin Anders Backman wrote: -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För austincb Skickat: den 7 augusti 2006 18:47 Till: osg users Ämne: [osg-users] osgAL setup Having a heck of a time trying to get osgAL to compile. Are there specific versions of OpenAL and OpenAL++ I should be using? I downloaded the latest versions of OpenAL, OpenAL++, and osgAL. It also can't find 'oalppd.lib', and the file isn't located in any of the folders. From the above information I can make out that you are working under windows. So its .Net 2003 or? Sounds like something is wrong with the versions here. Although, osgAL and OpenAL++ should work with eachother, so I guess the problem is with the OpenAL version. I havent downloaded OpenAL for a while now, so I have to verify how well the current one works with OpenAL++. osgAL is still a viable route for incorporating audio into modern projects, right? Yeah, sure. Thanks for any assistance, -Austin ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.405 / Virus Database: 268.10.8/413 - Release Date: 2006-08-08 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.405 / Virus Database: 268.10.8/413 - Release Date: 2006-08-08 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
SV: [osg-users] osgAL setup
-Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För austincb Skickat: den 7 augusti 2006 18:47 Till: osg users Ämne: [osg-users] osgAL setup Having a heck of a time trying to get osgAL to compile. Are there specific versions of OpenAL and OpenAL++ I should be using? I downloaded the latest versions of OpenAL, OpenAL++, and osgAL. It also can't find 'oalppd.lib', and the file isn't located in any of the folders. From the above information I can make out that you are working under windows. So its .Net 2003 or? Sounds like something is wrong with the versions here. Although, osgAL and OpenAL++ should work with eachother, so I guess the problem is with the OpenAL version. I havent downloaded OpenAL for a while now, so I have to verify how well the current one works with OpenAL++. osgAL is still a viable route for incorporating audio into modern projects, right? Yeah, sure. Thanks for any assistance, -Austin ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Playing sound in movies (win32)
I guess, if you want interactive spatial sound (3D) osgAL is the preferred choice as xinelib and quicktime cant do that. That is to have the sound following the movie node in space. If you on other hand need codecs to do Dolby Digital etc. then osgAL (openal) is not the right choice. /Anders Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: den 14 juli 2006 10:53 To: osg users Subject: Re: [osg-users] Playing sound in movies (win32) Hi Marta, I'm not yet familiar with osgAL so I'll defer to others on how best to do it. Also osgAL isn't part of the core OSG so I can't merge anything that is based on it yet, the wiki is a good place to post such code though. The xine-lib and quicktime plugin do there own sound support without the need for osgAL, does the AVI library you are using not support this as well? Robert. On 7/14/06, Marta Pla i Castells [EMAIL PROTECTED] wrote: Hi all, I've been playing with the code of Mikkel Gjøl (osgAVI ) and finally I've been able to play sound in my osgmovie application extracting the sound buffer to an openalpp sample and the creating a soundState of osgAL. The only fact is that my code isn't as clean as I wanted. :( The good new is that it WORKS!!! I insert my new code here. If Robert, or someone who knows the good way to modify the code, wants to add it to the osg code I will be very pleased. Thank you very much to Mikkel and Tao for their help /*/ void AviImageStream::OpenAVI( LPCSTR in_filename ) { // note: opens an avi-file // note: allocates data here, before thread is started! // (thus in a thread with a gl-context) AVIFileInit(); // Opens The AVIFile Library // Opens The AVI Stream if( AVIStreamOpenFromFile( m_pavi, in_filename, treamtypeVIDEO, 0, OF_READ, NULL)) { std::string err( Failed to open the AVI-file: + std::string(in_filename)); MessageBox( HWND_DESKTOP, err.c_str(), Error, MB_OK | MB_ICONEXCLAMATION ); exit(-1); } AVIStreamInfo( m_pavi, m_psi, sizeof(m_psi) ); if( AVIStreamOpenFromFile( m_pavi_sound, in_filename, streamtypeAUDIO, 0, OF_READ, NULL)) { std::string err( Failed to open the AVI-file: + std::string(in_filename)); MessageBox( HWND_DESKTOP, err.c_str(), Error, MB_OK | MB_ICONEXCLAMATION ); exit(-1); } AVIStreamInfo( m_pavi_sound, m_psi_sound, sizeof(m_psi_sound)); long lSize; AVIStreamRead(m_pavi_sound, 0, AVISTREAMREAD_CONVENIENT, NULL, 0, lSize, NULL); LPBYTE pChunk = new BYTE[lSize]; AVIStreamReadFormat(m_pavi_sound, 0, pChunk, lSize); LPWAVEFORMATEX pWaveFormat = (LPWAVEFORMATEX)pChunk; long m_length = AVIStreamLength(m_pavi_sound); //Member int if(pWaveFormat-wFormatTag!=1) puts(Esta comprimido); LPBYTE m_lpAudioBuffer = new BYTE[m_length*4]; // Get the full stream for(int i=0; im_length; i++) AVIStreamRead(m_pavi_sound, i, AVISTREAMREAD_CONVENIENT, m_lpAudioBuffer[i*4], lSize, NULL, NULL); openalpp::ref_ptropenalpp::Sample sample = new openalpp::Sample(AL_FORMAT_STEREO16, m_lpAudioBuffer, m_length*4, pWaveFormat-nSamplesPerSec); sound_state = new osgAL::SoundState(video); sound_state-setSample(sample); sound_state-setGain(1.0f); sound_state-setPitch(1); sound_state-setPlay(false); sound_state-setLooping(true); sound_state-allocateSource(10, false); osgAL::SoundManager::instance()-addSoundState(sound_state.get()); sound_state-apply(); m_width = m_psi.rcFrame.right - m_psi.rcFrame.left;// Width Is Right Side Of Frame Minus Left m_height = m_psi.rcFrame.bottom - m_psi.rcFrame.top;// Height Is Bottom Of Frame Minus Top m_lastframe = AVIStreamLength( m_pavi
[osg-users] New version of osgHaptics
OsgHaptics is now updated with an example of how to use a spatial hash to cull the triangles rendered to the haptic device. With this simple technique models with 300.000 triangles can be rendered haptically in 60Hz. osgHapticViewer is updated with several new command-line arguments to control how the hash is created etc... http://www.sf.net/projects/osghaptics Cheers, Anders. Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.3/359 - Release Date: 2006-06-08 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Duplicate instances
Of course, didnt think of that. Works like a charm... Now I can touch just about any loaded model in osghapticviewer ;-) /Anders Anders Backman Email: [EMAIL PROTECTED]HPC2N/VRlab Phone: +46 (0)90-786 9936Umea university Cellular: +46 (0)70-392 64 67S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert OsfieldSent: den 19 maj 2006 12:31To: osg usersSubject: Re: [osg-users] Duplicate instances On 5/19/06, Anders Backman [EMAIL PROTECTED] wrote: Hi all.Is there, an easy way of taking any scene (model), copy all instances toseparate nodes (deep_copy) so that the result would be a model with noinstances left?Is there a anti-optimizer-visitor such as that? Try: newnode = node-clone(osg::CopyOp(osg::DEEP_COPY_ALL)); ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Initial release of osgHaptics
Hi all. OpenSceneGraph haptic library (osgHaptics) is a first attempt att supporting haptic rendering inside OpenSceneGraph. osgHaptics is available as download and SVN checkout from: http://sourceforge.net/projects/osghaptics Currently it is only built and tested under Windows. It depends only upon OSG-bundle (OSG, Producer, OpenThreads) and OpenHaptics, which are all available under MAC, WIN and Linux. So it should in theory not that hard to port between the different platforms. Currently it uses osgProducer for some reasons (post-/pre render callbacks). There are certainly a lot of room for improvements. So you are all welcome to check it out, try and come back with comments... It comes with to small apps at this time, I will write a few more to document the use of the code in good old OSG spirit! There is also a small page with API documentation at: http://www.vrlab.umu.se/research/osgHaptics Cheers, Anders Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/