Hello good ppl!
i am quite new to OSG, though i managed to build it from source with several
plugins. now one of them is not working - PNG. and i do need it.
i am using MinGW gcc compiler suite and w7/x64 system.
i built osg 3.xy from sources, with libpng, zlib, libjpg and coin plugins,
which
thank you for the tip. i tried locating the libpng library and i found there
was a file libpng15.dll in the system path. i don't really know how this
library file-name-thing really works so i renamed it to "libpng.dll" and tried
running my osg app again, but without any success.
i will try the
hello good people!
i need a bit of advice ragarding some more advanced rendering techniques.
advanced for me, anyway.
i am trying to build a simple ray tracing application on top of the basic
osgviewer program.
to start off, i am trying to "look" at the loaded model and decide where to
cast r
basically, what i want to do is to cast primary rays from the camera (for each
pixel on the screen) into the scene using line intersectors. then i want to
retrieve normal of the intersection to be able to compute the direction of the
secondary ray and then to cast it the way i cast the primary r
hi laurence!
i have got zlib1.dll in my path env.. it is the one i used for building the
libpng15.dll dynamic library. both libs i used to build the OSG.
i kept every single dynamic library i built during the process of compiling the
osg in my compiler's bin folder, which is in my system PATH e
thank you filip! this might just be what i was looking for :)
but i'm getting OpenGL errors here ...
Code:
Warning: detected OpenGL error 'invalid operation' at end of SceneView::draw()
Warning: detected OpenGL error 'invalid operation' at start of State::apply()
the letter one keeps piling u
filip, that line of code solved the problem! thank you so much!
now i have to bend the code i have a bit for my purpose.
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Hi,
i'm trying to create some kind of window manager, which would allow me to open
a certain pop-up window with RTT camera on request and later reopen it if it
has been closed.
i was looking for some kind of window "onClose" callback function to allow me
to store the current window state (grap
thank you sth!
i am now able to store the state of the window. never the less, with the error
going on i am still not able to move forward.
i forgot to mention, that if i try to open the window and run the realize()
method on my compositeViewer - in say 5 seconds from launching the application
update:
i found this thread
http://forum.openscenegraph.org/viewtopic.php?t=9176
and using this command
Code:
_viewer->setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND);
i got rid of the annoying irresponsivness. i am still getting the error though.
however, i bumped into another issue - so
another update:
now i got rid of the error by setting the start tick timer of the viewer to be
equal to the timer on the existing main scene view this way
Code:
osg::Timer_t timer = _sceneView->getStartTick();
_viewer->realize();
_viewer->setStartTick(timer);
i can even omit the command with O
Hi,
i finally got to cast some rays with my ray-casting application and i found out
the perforamce is terribly low. i am not sure how fast the intersections should
be counted, but i am pretty sure that an image 160x120 pixels (which is 19200
points) should be computed in less than 5.5 seconds .
Thank you, Robert.
I won't implement this then. i realized later that this might be just a minor
optimization, if the Kd-Trees were working properly.
Cheers,
Andrey
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Hello, Robert and thank you for the swift reply.
The scene is quite simple, it's actually just a room with a mirror, table and a
couple of spherical objects.
There are 126 drawables (all are fast drawables), 16k vertices and 5.3k
triangles.
I have just tried building the app with -O3 -DNDEBUG i
hello!
here is the scene
[Image: http://img441.imageshack.us/img441/6236/sceneviewwireframe.png ]
so what do you think?
and here i was thinking the built-in kd tree support will save me the time of
implementing kd-trees, eh
thanks
Andrey
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now this is strange - i loaded a much more complex model with 250k vertices and
83k triangles, but with "only" 13 primitive sets / drawables, and given the
same resolution (160*120 px) i get a frame in 0.6 seconds with KdTrees enabled
and in approx. 10 - 12 seconds if they are disabled. now i at
Hello all the OSG enthusiasts and gurus!
Is there any tutorial for OpenThreads? or at least a reference manual for the
current OSG version, preferably with some comments? all i have is a reference
manual lacking almost any comments (i mean descriptions of classes, methods and
parameters, data s
hi there!
my post was NOT in any way a criticism of the developers. i am only frustrated
... well you read it anyway. what i wanted to say - maybe, a couple of lines, a
single sentence - it helps a LOT. i really think this is the biggest downside
of the OSG. i can't say anything else than "good
Hello world!
Until recently i had been using
Code:
_viewer->setRunFrameScheme(osgViewer::ViewerBase::CONTINUOUS);
but then i switched to
Code:
_viewer->setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND);
and now i have a minor problem with window refresh.
This should be fairly simple to do,
Thank you, Robert!
it worked well.
for the record, the correct call is made on osg::View
Code:
_view->requestRedraw()
I am puzzled how i could have missed the method in the sources :?
Cheers,
Andrey
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Hi,
i am trying to get eyePosition and direction, more precisely, the direction of
a ray for the purpose of ray tracing.
this is what i am doing:
Code:
const osg::Vec3d collisionPoint = intersection.getWorldIntersectPoint();
...
osg::Vec3d eyeDirection = collisionPoint - _tracer->getEye();
i am trying to compute the direction of an osg::LineSegmentIntersector object.
i can get the collision point and i am trying to get the starting point - i
need the vector of the intersector's direction.
i do this for the purpose of ray tracing (or ray casting). i create the
intersectors this wa
again, thank you, robert. now i know i'm getting correct results.
regards,
Andrey
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Hi and thank you for the quick suggestion.
i double checked. i treat all three types of the light equally, in terms of
vector mathematics. the only difference is the attenuation stuff, but these
values are scalar.
Cheers,
Andrey
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Hello again!
I've just realized i do need to be able to translate the starting and ending
points of a LineSegmentIntersector created in WINDOW coordinate frame into the
WORLD coordinate space.
is there any simple method to do so ? by retrieving them from the intersector
or its intersection. i
update:
Code:
// get matrices
osg::Matrix matrix;
matrix.preMult(_tracer->getCamera()->getViewport()->computeWindowMatrix());
matrix.preMult(_tracer->getCamera()->getProjectionMatrix());
matrix.preMult(_tracer->getCamera()->getViewMatrix());
// invert
osg::Matrix inverse;
inverse.invert(matrix);
Hi,
i'm not really an experienced user, i have issues of my own, but i have a
couple of suggestions for you:
check the osgCompositeViewer example and its source code - there you can find a
way to open several views in one window as well as open several windows, as you
please.
for having several
Hello everyone!
I am using line segment intersectors to do ray-tracing. i trace rays from the
window into the scene and then the consequent rays. This will be a no-time
answer for those fluent with scene graph, i'm sure.
i have a scene and a osgViewer::View, in which the scene is displayed. i u
Hi,
update: working! ... almost correctly
I have recently realized, that the problem may be caused by me not treating the
fourth vector component (w) well - but if i use .project() method of either
osg::Vec4d or osg::Vec4dH, it produces infinity for directional lights, which
is expected, but h
Hi, this post is for those reading this thread wondering how i solved the issue.
I solved it by creating the line segment intersectors in model coordinate
space, transforming the starting/ending point using this matrix:
Code:
osg::Matrixd matrix;
matrix.preMult(_masterCamera->getV
Hi guys,
I solved the issue NOT using a osg::Camera at all. It caused a series of other
fatal issues (culling away some geometry, that was then missing in reflections).
anyone doing ray-tracing, do not use osg::Camera as a root of your scene for
intersectionVisitor ! it will fail with secondary
Hi,
just a guess - try global ambient intensity.
i'm using this code:
Code:
osg::LightModel *lightModel = collisionStateSet ?
dynamic_cast
(collisionStateSet->getAttribute(osg::StateAttribute::LIGHTMODEL)) : NULL;
if (lightModel) {
globalAmbientIntensity = lightModel->getAmbientIntensity
Hi everyone.
I'm experiencing an issue with texture images. I am using line segment
intersectors in a manner similar to picking. With a couple of models, the
texture retrieving algorithm works fine, however, with one model it fails. This
is the extract of the code:
Code:
osg::Drawable *collisi
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