Chris Hanson | 31 Jul 21:04 2014

OSG, osgEarth and Nvidia Jetson TK1 support for Yocto Embedded Linux build tools


We've recently completed support for building osg, osgEarth, GDAL and their various dependencies through the Yocto Project's tools for creating embedded Linux distributions. Yocto let's you roll your own custom, minimal Linux distribution for embedded purposes, resulting in a small, tight and fast system image that is optimized to run your application without unnecessary system bloat.

Building on this work, we then added Yocto support for the Nvidia Jetson TK1 ARM Cortex A15-based platform, a very powerful embedded target with OpenGL 4.4 support and 192 GPU cores.

If you're doing embedded graphics work, this makes a powerful combination and runs OSG OpenGL ES2 applications wonderfully and with much lower power consumption than competing amall-form-factor PC motherboards.




  Feel free to contact me if you're doing similar work or are interested in this effort.

--
Chris 'Xenon' Hanson, omo sanza lettere. Xenon-t7bDI98MAVhQ0OI7PeSoCw@public.gmane.org http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
<div><div dir="ltr">
<div><br></div>
<div>We've recently completed support for building osg, osgEarth, GDAL and their various dependencies through the Yocto Project's tools for creating embedded Linux distributions. Yocto let's you roll your own custom, minimal Linux distribution for embedded purposes, resulting in a small, tight and fast system image that is optimized to run your application without unnecessary system bloat.</div>

<div><br></div>
<div>Building on this work, we then added Yocto support for the Nvidia Jetson TK1 ARM Cortex A15-based platform, a very powerful embedded target with OpenGL 4.4 support and 192 GPU cores.</div>
<div><br></div>

<div>If you're doing embedded graphics work, this makes a powerful combination and runs OSG OpenGL ES2 applications wonderfully and with much lower power consumption than competing amall-form-factor PC motherboards.</div>

<div><br></div>
<div>
<a href="http://alphapixel.com/content/nvidia-jetson-tk1-yocto-implementation">http://alphapixel.com/content/nvidia-jetson-tk1-yocto-implementation</a><br>
</div>
<div><br></div>
<div>
<a href="http://alphapixel.com/content/openscenegraph-and-osgearth-yocto-profiles">http://alphapixel.com/content/openscenegraph-and-osgearth-yocto-profiles</a><br>
</div>
<div><br></div>
<div><br></div>&nbsp; Feel free to contact me if you're doing similar work or are interested in this effort.<br clear="all"><div><br></div>-- <br><div dir="ltr">
<div>Chris 'Xenon' Hanson, omo sanza lettere. Xenon@... <a href="http://www.alphapixel.com/" target="_blank">http://www.alphapixel.com/</a>
</div>

<div>Training &bull; Consulting &bull; Contracting</div>
<div>3D &bull; Scene Graphs (Open Scene Graph/OSG) &bull; OpenGL 2 &bull; OpenGL 3 &bull; OpenGL 4 &bull; GLSL &bull; OpenGL ES 1 &bull; OpenGL ES 2 &bull; OpenCL</div>

<div>Digital Imaging &bull; GIS &bull; GPS &bull; osgEarth&nbsp;&bull;&nbsp;Terrain&nbsp;&bull;&nbsp;Telemetry &bull; Cryptography &bull; Digital Audio &bull; LIDAR &bull; Kinect &bull; Embedded &bull; Mobile &bull; iPhone/iPad/iOS &bull; Android</div>
<div>

<a href="https://twitter.com/alphapixel" target="_blank"> <at> alphapixel</a> <a href="http://facebook.com/alphapixel" target="_blank">facebook.com/alphapixel</a>&nbsp;(775) 623-PIXL [7495]</div>
</div>
</div></div>
Conan Doyle | 31 Jul 19:16 2014

display quad textured with osg::TextureCubeMap

Hi,

I understand the necessary steps to render to texture then display said texture on a quad for display.

Now, I am rendering a scene to an osg::TextureCubeMap and want to display it, or one face of it, on a quad for
display.  I can't seem to get this to work.  I tried the following to create 2D texture to display the slice, 
but it doesn't seem to work.  

Code:

// create cube map texture
osg::TextureCubeMap* rttTextureCubeMap = new osg::TextureCubeMap;
// etc. etc. 

// setup up rtt camera ... snipped

osg::ref_ptr<osg::Texture2D> textureToDisplay = new osg::Texture2D;
textureToDisplay->setTextureSize( rttTextureCubeMap->getTextureWidth(),
rttTextureCubeMap->getTextureHeight() );
textureToDisplay->setInternalFormat( rttTextureCubeMap->getInternalFormat() );
textureToDisplay->setSourceType( rttTextureCubeMap->getSourceType() );
textureToDisplay->setSourceFormat( rttTextureCubeMap->getSourceFormat() );
textureToDisplay->setImage(rttTextureCubeMap->getImage(0) );

// create textured quad with textureToDisplay....snipped

CD
... 

Thank you!

Cheers,
Conan[/code]

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60524#60524

Bradley Anderegg | 31 Jul 17:19 2014
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Re: is osgEphemeris incompatible with osgShadow?

Hi,

I am working to integrate osgShadow and osgEphemeris into Delta3D for the 2.8.0 release and have
encountered this same issue.

I managed to track it down to the setting of the TexGen stateset on texture unit 1.

osgEphemeris sets  OBJECT_LINEAR where as osgShadow sets EYE_LINEAR.  osgEphemeris renders first and
that renders correctly but when the shadow coordinates are computed the OpenGL state still appears to be
set to OBJECT_LINEAR.

A simple work-around is to just change one of the texture units, but it seems as though it should just work.

Any thoughts would be greatly appreciated!

Cheers,
Brad

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60518#60518

Christopher Bruns | 31 Jul 17:07 2014

(no subject)

Hi,

Is it possible to display stereo 3D rendering for green-magenta anaglyph glasses in OpenSceneGraph? (as opposed to red-cyan glasses)

I can get stereo working well with old-fashioned red-(blue-cyan) glasses. Is there a way to change the color settings of anaglyph mode?

Below is a complete twelve line python program that renders in stereo for red/cyan glasses.

[code]
from osgswig import osg, osgDB, osgViewer, osgGA
print "%d.%d.%d" % (osg.OSG_VERSION_MAJOR, osg.OSG_VERSION_MINOR, osg.OSG_VERSION_PATCH) # prints "3.2.1"
cow = osgDB.readNodeFile("cow.osg")
# Use custom DisplaySettings to create a stereoscopic view
display_settings = osg.DisplaySettings()
display_settings.setStereoMode(osg.DisplaySettings.ANAGLYPHIC) # Red-cyan ONLY !?!?
display_settings.setStereo(True)
viewer = osgViewer.Viewer()
viewer.setSceneData(cow)
viewer.setUpViewInWindow(100, 100, 500, 500, 1)
viewer.setDisplaySettings(display_settings)
viewer.run()
[/code]

How would I modify this program to display stereo for modern green-magenta filtered glasses?

Thank you!

Cheers,
Christopher
<div><div dir="ltr">Hi,<br><br>Is it possible to display stereo 3D rendering for green-magenta anaglyph glasses in OpenSceneGraph? (as opposed to red-cyan glasses)<br><br>I can get stereo working well with old-fashioned red-(blue-cyan) glasses. Is there a way to change the color settings of anaglyph mode?<br><br>Below is a complete twelve line python program that renders in stereo for red/cyan glasses.<br><br>[code]<br>from osgswig import osg, osgDB, osgViewer, osgGA<br>print "%d.%d.%d" % (osg.OSG_VERSION_MAJOR, osg.OSG_VERSION_MINOR, osg.OSG_VERSION_PATCH) # prints "3.2.1"<br>
cow = osgDB.readNodeFile("cow.osg")<br># Use custom DisplaySettings to create a stereoscopic view<br>display_settings = osg.DisplaySettings()<br>display_settings.setStereoMode(osg.DisplaySettings.ANAGLYPHIC) # Red-cyan ONLY !?!?<br>
display_settings.setStereo(True)<br>viewer = osgViewer.Viewer()<br>viewer.setSceneData(cow)<br>viewer.setUpViewInWindow(100, 100, 500, 500, 1)<br>viewer.setDisplaySettings(display_settings)<br>viewer.run()<br>[/code]<br><br>
How would I modify this program to display stereo for modern green-magenta filtered glasses?<br><br>Thank you!<br><br>Cheers,<br>Christopher<br>
</div></div>
Jordi Torres | 31 Jul 12:09 2014
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OSG Server DOWN for mainteinance

Hi osg-ers

The OSG server containing the old trac and the svn will be down for some hours for mainteinance. In the meanwhile you can use the git mirror to get the code ( https://github.com/openscenegraph/ )

Sorry for the inconvenience. 

Cheers. 
--
Jordi Torres


<div><div dir="ltr">Hi osg-ers<div><br></div>
<div>The OSG server containing the old trac and the svn will be down for some hours for mainteinance. In the meanwhile you can use the git mirror to get the code ( <a href="https://github.com/openscenegraph/">https://github.com/openscenegraph/</a> )<br clear="all"><div><br></div>
<div>Sorry for the inconvenience.&nbsp;</div>
<div><br></div>
<div>Cheers.&nbsp;</div>-- <br><div dir="ltr">Jordi Torres<br><br><br>
</div>
</div>
</div></div>
manish Choudhary | 31 Jul 09:32 2014
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OSGQT lib not created

Hi,

I'm using OSG 3.2.1 version, QT 5.3.1 msvc 2013, cmake 3.0  to build on VS 2013.
except osgQT lib  all are created and working fine.
Why OSGQT lib not created ?

... 

Thank you!

Cheers,
manish

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http://forum.openscenegraph.org/viewtopic.php?p=60513#60513

Yu Zhang | 31 Jul 04:38 2014

Re: Hole in extrusion

Hi,

I found correct way to modeling this hole:

Use the picture in hole.png:

Create a geometry, for vertex buffer, add 0 - 15 to the array.
For prim sets:

1) Add tessellated top plane, need set its normal correctly.
2) Add tessellated bottom plane, need set its normal.
3) Add side faces for each boundary before extrusion:
eg: Outer side face, triangle strip: 0, 8, 1, 9, 2, 10, 3, 11, 0, 8
      Inner side face, triangle strip: 4, 12, 5, 13, 6, 14, 7, 15, 4, 12

And that should work.

Thank you!

Cheers,
Yu

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60512#60512

Mikhail Matrosov | 30 Jul 14:32 2014
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osgDB::writeNodeFile() does not save texture images

Hi,

I'm trying to save a scene with osgDB::writeNodeFile(). Everything works fine, but texture images are not
saved. I've seen this topic: 
http://forum.openscenegraph.org/viewtopic.php?t=4685, but none of the fixes suggested there helped
me. I do not render scene before saving it. I'm trying to save it just after it is dynamically created. 

If I save the image file manually, all works fine and the scene is loaded fine afterwards with osgDB::readNodeFile().

Here is the log for the writeNodeFile() function:

Code:
Opened DynamicLibrary osgPlugins-3.2.1/osgdb_osg-gd-3.2.1.dll
DynamicLibrary::failed loading "osg-gd-3.2.1.dll"
CullSettings::readEnvironmentalVariables()
Constructing PixelBufferObject for image=1F9B5530
Constructing PixelBufferObject for image=1F9B7568
Opened DynamicLibrary osgPlugins-3.2.1/osgdb_serializers_osg-gd-3.2.1.dll

There is an error "DynamicLibrary::failed loading "osg-gd-3.2.1.dll"", but there is no
"osg-gd-3.2.1.dll" library anywhere. What I have is "osg100-osg-gd-3.2.1.dll" and "osgPlugins-3.2.1\osgdb_osg-gd-3.2.1.dll".

Is this error related to the fact images are not saved? I don't have any other problems though.

Thank you!

Cheers,
Mikhail

------------------------
Best regards,
Mikhail Matrosov

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60509#60509

John Richardson | 29 Jul 19:58 2014
Picon

Fifteen (15 = 2 weeks plus 24 hours) days before the OSG BOF at Siggraph

Massive Greetings and Multiple Salutations,

 

Birds of a Feather Session Title: OpenSceneGraph BOF

 

Date: Wednesday, August 13

 

Location: Vancouver Convention Centre

 

Time: 10:00 am - 11:00 am

 

Be there or be OSG::SQUARE [US slang]

 

Schedule

1)      Robert Osfield’s "Planned features" report.

2)      David Glenn tutorial on Virtual Planet Builder.

3)      <Your Name goes Here>

 

Note: If I missed any presenter, respond and cc my email.

 

John F. Richardson

<div><div class="WordSection1">
<p class="MsoPlainText">Massive Greetings and Multiple Salutations,<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText">Birds of a Feather Session Title: OpenSceneGraph BOF<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText">Date: Wednesday, August 13<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText">Location: Vancouver Convention Centre<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText">Time: 10:00 am - 11:00 am<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText"> Be there or be OSG::SQUARE [US slang]<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText">Schedule<p></p></p>
<p class="MsoPlainText"><span>1)<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span>Robert Osfield&rsquo;s "Planned features" report.<p></p></p>
<p class="MsoPlainText"><span>2)<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span>David Glenn tutorial on Virtual Planet Builder.<p></p></p>
<p class="MsoPlainText"><span>3)<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span>&lt;Your Name goes Here&gt;<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoPlainText">Note: If I missed any presenter, respond and cc my email.<p></p></p>
<p class="MsoPlainText"><p>&nbsp;</p></p>
<p class="MsoNormal">John F. Richardson<p></p></p>
</div></div>
ying song | 29 Jul 16:50 2014
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Picon

Set color in fragment shader

Hello everyone,

I downloaded a 3d model which is in 3ds file format. At first I distorted this model in the vertex shader. Then
I want to set the color of the model as same as the original color, but I don't know how to do it. 
I tried: 'gl_FragColor = gl_Color;' in the fragment shader, but then the model showed is totally black.
Would anyone help me on this?

Moreover, if the 3d model also used some textures, to coloring it, I think I have to get the color of each
vertex and then pass it to gl_FragColor. Would someone tell me am I right? (I applied unlinear distortion
to the model)

Thank you!

Cheers,
ying

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60503#60503

Mikhail Matrosov | 29 Jul 10:19 2014
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Re: Enable/Disable stereo during runtime


Pierre BOURDIN wrote:
> I've tried to setup a stereo view embedded in a Qt 4.6 MainWindow, it works well if I create the context with
traits->quadBufferStereo=true; just as you said,
> but when I switch of the stereo rendering using
osg::DisplaySettings::instance()->setStereo(false); then there is a ghost object remaining in the view...

I have exactly the same problem! Is there any simple solution?

Cheers,
Mikhail

------------------------
Best regards,
Mikhail Matrosov

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60499#60499


Gmane