Re: [osg-users] osgLeap Leap Motion Integration

2014-04-03 Thread Johannes Scholz
Hi Mathieu, you are probably using the older osgLeap-0.3.0 which had such problems. Please have a look at osgLeap-0.5.0 which I just tagged. Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58788#58788

Re: [osg-users] osgLeap Leap Motion Integration

2014-04-03 Thread Johannes Scholz
Hi, my company has an exhibition booth at AIX this year and I will be there, too, showing our VR Framework including osgLeap Integration. Anybody interested can find me and the Leap next week at the AIX 2014 in Hamburg, Germany. Booth of P3 Voith Aerospace, Hall 6D, Booth 6D60-7.3. I will be

Re: [osg-users] osgLeap Leap Motion Integration

2014-04-02 Thread Johannes Scholz
Hi Mathieu, nice to hear you find osgLeap useful. Please make a zip of all osgLeap files you checked out including all changed. I will make a diff to check for changes. What version/revision did you check out and what were the difficulties you had? Thank you! Cheers, Johannes

Re: [osg-users] Reason why not to change the name of a Uniform?

2013-12-08 Thread Johannes Scholz
Hi Robert, thanks for your answer. I agree with you for most applications. Now the thing is, we are currently adding a simple text-based Shader Editor in our application. So while writing the shader the developer will change uniform names almost for certain. Now the developer will not

[osg-users] Reason why not to change the name of a Uniform?

2013-12-03 Thread Johannes Scholz
Hi, in our application we just created an user interface for setting up osg::Uniform data on our nodes for 'artist usage' (setting shader input values like colors or textures). Now I encountered that the uniform name must not be changed which is from a artist user perspective quite

Re: [osg-users] osgLeap Leap Motion Integration

2013-10-25 Thread Johannes Scholz
Hi, osgLeap-0.3.0 is tagged now. * osgLeap-0.3.0 requires at least OpenSceneGraph?-3.1.4 including build of the osgdb_png plugin to read the PNG images files for the osgLeap::HandState? class * Introduced osgLeap::PointerEventDevice? to generate native OpenSceneGraph? events from your Leap

Re: [osg-users] osgLeap Leap Motion Integration

2013-08-06 Thread Johannes Scholz
Hi, osgLeap v0.1.2 is tagged now. Changes are: * Build support for g++ on Linux (tested on g++ 4.6 on Xubuntu 12.04) * Introduced singlehanded and trackball single handed manipulator modes * Introduced compatiblity mode for LeapSDK 0.8.0 (in CMake options please enable

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Hi, running out of tracking volume is just a matter of correct positioning and training. I've made a small video for demonstration. http://www.youtube.com/watch?v=0wBiiKo_hys Thank you! Cheers, Johannes[/url] -- Read this topic online here:

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Hi, I find it still way too fiddly for my taste - the rotations are fairly hard to do consistently. It is easy to perform a rotation, but to perform one that actually puts the object into the orientation I want (instead of some semi-random one) is hard. I didn't realize that one has to

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Jan Ciger wrote: I have tried again with the visualizer tool and I can get some reasonable hand rotation - if the fingers are visible. They obviously use some Kalman filter or something to keep the rotation smooth and going even if the fingers disappear for a moment. However, tracking of a

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Hi, in the SVN trunk I've now added a Mode setting to the LeapManipulator for switching between the Two-Handed mode you can see in the video and the new simpler single-handed mode which allows ROTATE ZOOM, only (just like in the Cyber-Science Motion App in Airspace). Cheers, Johannes

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-30 Thread Johannes Scholz
Hi Jan, today I installed both MSVC++ 2010 and MSVC++ 2012 and I had the include directory missing as well. The include fix is now patch and committed. osgLeap now compiles on MSVC++ 2008, 2010 and 2012 (x86). Building x64 is tested on 2008, only. I would appreciate anybody confirming x64

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-30 Thread Johannes Scholz
Jan Ciger wrote: x64 works for me on 2012. Well, works - as much as the Leap itself works, the device is really underwhelming after all that hype. Actually that's true it gets kind of hyped. From what I learned by now the tracking is not that stable and reliable as one in an industrial

[osg-users] osgLeap Leap Motion Integration

2013-07-29 Thread Johannes Scholz
Hi, i've just started a SVN repo for the osgLeap Leap Motion Integration. The current code delivers a CameraManipulator derived from osg::OrbitManipulator called osgLeap::LeapManipulator. As there is no doc, yet, here is some basic info how to use. To ensure stable detection, I've implemented

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-29 Thread Johannes Scholz
Hi, now here is the URL to the repository at Google Code: https://code.google.com/p/osgleap/ Best regards, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55473#55473 ___ osg-users

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-29 Thread Johannes Scholz
Hi Jan, thanks for your input. I will have a look at this within the next days. Best regards, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55475#55475 ___ osg-users mailing list

Re: [osg-users] osgLeap Leap Motion Integration

2013-07-29 Thread Johannes Scholz
Hi, my development environment is MSVC++ 2008 Express. Compiler support for 2010 to 2012 and GCC is planned, but that are topics for the next days. Jan, could you please send you CMakeCache.txt so that I may review your settings? Thanks in advance! Cheers, Johannes -- Read

Re: [osg-users] Creating Custom Render Loop with the Leap Motion?

2013-07-26 Thread Johannes Scholz
Hi, I've made quite good progress on a OSG Leap Motion Integration for use as CameraManipulator, I call it osgLeap by now. In a few days I will release the code publicly. Thank you! Cheers, Johannes -- Read this topic online here:

Re: [osg-users] Creating Custom Render Loop with the Leap Motion?

2013-07-23 Thread Johannes Scholz
Hi, I just got my leap. any progress on this topic? Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55396#55396 ___ osg-users mailing list

Re: [osg-users] Serialization of osg::Image data into OSGT

2013-07-10 Thread Johannes Scholz
Hi, It might be interesting other models seems to be saved and loaded without problems into OSGT including texture data. I've tested it with the OSG-Data clock.osgt, for example. But actually I didn't yet get the difference. Thank you! Cheers, Johannes -- Read this topic

Re: [osg-users] Serialization of osg::Image data into OSGT

2013-07-10 Thread Johannes Scholz
Hi Sebastian, I get your points. The situation we come from is: We have Image data that is produced during application runtime that never existed on disk separately. So our osg::Image has no filename defined. So we decided to inline the data rather than pushing them to disk. When writing our

[osg-users] Serialization of osg::Image data into OSGT

2013-07-03 Thread Johannes Scholz
Hi guys, some time ago I discoverd that inlining osg::Image data into the native OpenSceneGraph serializer formats is possible for the binary format (OSGB), only. Now that we also need to support inling osg::Image data in the .osgt format, I am curious to ask why this is currently not

Re: [osg-users] [osgCompute] osgCompute 1.1 patched for OSG 3.1.3+ (END_BRACKET etc.)

2013-02-17 Thread Johannes Scholz
Hi, Now that I had another look into the osgCompute repository I see that END_BRACKET stuff was already patched a day before my post, so you better stick to the osgCompute trunk instead of using the version I posted last week. Thank you! Cheers, Johannes --- Johannes

Re: [osg-users] anyone have experience with OSG on Intel HD Graphics 4000 hardware?

2013-02-11 Thread Johannes Scholz
additional render to textures): NVidia 1 ms Draw + 9 ms GPU - ~100 fps Intel HD 4000 ~ 30ms Draw + ~ 30ms GPU - ~16 fps Fixed OpenGL pipeline enabled: NVidia 1 ms Draw + 12 ms GPU - ~100 fps Intel HD 4000 ~20ms Draw + ~20ms GPU - ~25 fps Best regards, Johannes --- Johannes

[osg-users] An OSG Resource Compiler ?

2013-02-06 Thread Johannes Scholz
::Resources::instance()-getImageResource(:/some-label/my_picture.jpg); Would that be a nice add-on to OSG or is it just a stupid idea because there's already a cool way to do this? Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-11 Thread Johannes Scholz
Hi Sebastian, great, that's it. I love bugs that are already fixed. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php

[osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-10 Thread Johannes Scholz
just don't get it where we get the dependency on any NVidia driver library. Plase, do you have any suggestions or experienced anything like that? Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-10 Thread Johannes Scholz
- Renders as expected. So what might be the difference? Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51885#51885

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-10 Thread Johannes Scholz
Hi, Jesus. I'm now compiling any OSG release from 3.0.1 to trunk to see where the error occurs first. Hopefully tomorrow I'll find something. Meanwhile I'd be glad for recommendations... Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-10 Thread Johannes Scholz
Chris Hanson wrote: You're just using the AlphaPixel 3rdparty library binaries then? Yes, Alphapixel only. --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-10 Thread Johannes Scholz
if the crash bug is gone. Thank you! Cheers, Johannes[/code] --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51903#51903

Re: [osg-users] [osgPlugins] OSGT does not read nodemask

2012-08-24 Thread Johannes Scholz
] --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49487#49487 ___ osg-users mailing list osg-users

Re: [osg-users] [osgPlugins] OSGT does not read nodemask

2012-08-23 Thread Johannes Scholz
the 0x. Best regards --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49471#49471 ___ osg-users mailing list osg

Re: [osg-users] [osgPlugins] OSGT does not write nodemask

2012-08-23 Thread Johannes Scholz
make the dummy osgt File convert correctly, but then again the 0x's are missing. didnt have the Time to go further, i have to continue tomorrow. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic

Re: [osg-users] [osgPlugins] OSGT does not read nodemask

2012-08-23 Thread Johannes Scholz
Hi, jup. If i have the time possibly tomorrow. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49476#49476

Re: [osg-users] Choosing a different cull mask for Viewer's master camera seems to mess up shadows...

2011-10-16 Thread Johannes Scholz
Hi, well, even if it's now over a year of your last posts here are some points that might help others. We had a similar problem when using the Cull Mask for showing and hiding objects. If you set the Cull Mask a camera using setCullMask(NODEMASK_SHOW); then you also have to tell the

Re: [osg-users] [osgCompute] Adding osgCompute::Computation during runtime does not work...

2011-07-25 Thread Johannes Scholz
Hi Jens, thanks for your reply. Currently we DO NOT set those flags before realize() because using the osgCompute functionality is only a sub-case of the application (only needed when the user whats to deform a geometry). So if the user wants to start deformation osgCompute is initialized.

[osg-users] [osgCompute] Problem with the osgGeometryDemo example

2011-07-25 Thread Johannes Scholz
Hi, we got a problem with the osgGeometryDemo example. This problem occurs on one developer machine only. The first devmachine works without problems - as far as I can see with the same software setup, but different hardware. Problematic machine: NVidia GeForce 9400GT (G96b, 16 cuda cores,

Re: [osg-users] [osgCompute] Problem with the osgGeometryDemo example

2011-07-25 Thread Johannes Scholz
Hi, argh. That did the trick. I just didnt check this on that machine. Installing the osg sample data in our OSG_FILE_PATH solved it. Thanks a lot! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41605#41605

Re: [osg-users] [osgCompute] Adding osgCompute::Computation during runtime does not work...

2011-07-23 Thread Johannes Scholz
Finally I found it working, when manually assigning the context: Code: framecnt_++; if (framecnt_ == 2) { // osgCompute setThreadingModel(osgViewer::CompositeViewer::SingleThreaded); setReleaseContextAtEndOfFrameHint(false);

[osg-users] [osgCompute] Adding osgCompute::Computation during runtime.

2011-07-21 Thread Johannes Scholz
Hi, I am adding an osgCompute::Computation node during runtime inside the updateTraversal of our viewer. This works fine when added in the first updateTraversal frame, but fails in all later frames. What am I misunderstanding oder missing? Any hints? Below the code: Code: void

Re: [osg-users] Weird problem with osgText::Text3D

2011-03-14 Thread Johannes Scholz
Thanks a lot! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37598#37598 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Weird problem with osgText::Text3D

2011-03-08 Thread Johannes Scholz
Hi, today I encountered a problem using osgText::Text3D. When displaying the String Viewports using a osgText::Text3D, the display of the text gets messed up. Other strings tend to work. Viewports appears as iewports V. Problem occurs even in the example code. Just changed

Re: [osg-users] Importing native CAD files and preserving coordinate frames

2011-01-06 Thread Johannes Scholz
Hi, you could also use OpenCASCADE (www.opencascade.org). It's open source and able to read IGES/igs STEP/stp. Using the functions of OpenCASCADE you may read a IGES/STEP file (and also some other formats) using eg. STEPControl_Reader class. The resulting faces can be triangulated using the

Re: [osg-users] OpenThreads setProcessorAffinity / Multithreaded vertex array modification

2010-11-03 Thread Johannes Scholz
Hi, as currently there are a lot of other things to do i didnt manage to look into the details yet. We set up a simple OSG-Application where we only have our Deformation Code and a simple viewer. There we discovered the multi-threaded deformation working and gaining performance on more cpus.

Re: [osg-users] OpenThreads setProcessorAffinity / Multithreaded vertex array modification

2010-11-03 Thread Johannes Scholz
Hi, looking through the implementation of Thread::setProcessorAffinity in PThread.c++ I realized that on a NON-SGI platform the method always returns -1 even if pthread_setaffinity_np or sched_setaffinity might have been executed correctly. Is this intended? Cheers, Johannes

Re: [osg-users] OpenThreads setProcessorAffinity / Multithreaded vertex array modification

2010-10-29 Thread Johannes Scholz
Hi Robert, hi Ulrich, we are using Ubuntu 9.04 64-bit on AMD Opterons. And yes, we built OSG by ourself. We are using OSG release 2.8.3. We'll check cmake and come up with further details later. Thanks so far. Best Regards, Johanens -- Read this topic online here:

[osg-users] OpenThreads setProcessorAffinity / Multithreaded vertex array modification

2010-10-28 Thread Johannes Scholz
Hi, we are currently working on a routine that deforms large vertex arrays on the fly. To speed this up we implemented multithreading using OpenThreads. Simple example: We have a point cloud of e.g. 10 million points. The calculation is done on e.g. 4 processors. The first thread is assigned

Re: [osg-users] Enable/Disable stereo during runtime

2010-09-27 Thread Johannes Scholz
Ahh well, now I see. Today I tested the code on our VR environment machine. As we start with stereo enabled by default we already have the GL context as needed for quad buffering. Now we can use the code to turn it off and on again. The same code does not work when the vr scene is startet

Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-24 Thread Johannes Scholz
Hi Sergey, thanks for your hint to GImpact, I will look into it next week! Hi Paul, did you have time to try the solution from Sergey, yet? Otherwise I would try it myself next week, when I'm back in the office. Best regards and thanks for your help so far, Johannes --

Re: [osg-users] Enable/Disable stereo during runtime

2010-09-17 Thread Johannes Scholz
Well, without diving into details, I also added the ability to switch on/off stereo during runtime in my application. I didnt test it using quadbuffer so far(!), but it works very well for cyan/red stereo. I didn't try using osg::DisplaySettings::instance() What I do is: // Check if the

Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-08 Thread Johannes Scholz
Hi Paul, well, I just opened an issue at the osgWorks wiki. Best regards, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31407#31407 ___ osg-users mailing list

Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-07 Thread Johannes Scholz
To the stereo mode issue: This morning I had a quick look at the colladaread example in osgBullet. I just set OSG_STEREO to ON and I am getting quite the same picture in the colladaread example like in my environment. The distance between the left and right eye images is wrong somehow

[osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-06 Thread Johannes Scholz
Hey guys, I am currently integrating rigid body physics using osgBullet into our VR environment, which is mainly used for viewing CAD models generated in CATIA V5. Well, I got everything running using a separate physics thread and the osgwTools::AbsoluteModelTransform like shown in the