Arthur Bogard | 21 Aug 18:14 2014
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[ANN] Job Opportunity: Seattle-area company looking to hire a motivated OSG developer

Hello All!

Digitalis Education Solutions, Inc, a leader in digital planetarium projection hardware and software,
is looking to hire a motivated C++ developer heavily familiar with Openscenegraph, OpenGL, and shader
programming.  This developer would be part of a small team of developers working on the Nightshade Next
Generation project (http://nightshadesoftware.org).

At this time, we are looking for a person who would be able to commute to the office in Bremerton, WA at least
once a week with options to telecommute the remainder.  This is a full-time position at Digitalis.

If you are interested and would like more information or to submit a resume, please contact jobs@...

Thanks!

Arthur Bogard
Planetarium Supervisor
Digitalis Education Solutions, Inc

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joey pedroza | 21 Aug 02:38 2014

http://...jpeg

Hi,

I am trying to run osgviewer --image file.jpg but I get an error message
Warning: Error in reading to "3.jpg".
osgviewer: No data loaded.

What am I missing? 
... 

Thank you!

Cheers,
Joey

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Selmar Kok | 19 Aug 16:26 2014
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OSG DrawInstanced example not working

Hi,

I'm looking into instancing quads for visualization purposes. Since I couldn't get it to work in my own
project, I decided to try the OSGDrawInstanced example. However, it renders only a single quad..

I'm running on an ATI Radeon HD5870, using OSG 3.2.0. I have verified that the card supports the
GL_EXT_draw_instanced extension. Any idea what could be wrong?

Thanks for any help!

Cheers,
Selmar[/code]

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Franz-Josef Schneider | 19 Aug 13:30 2014
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Re: Stereo Problems when using DriveManipulator or zoom single objects

Hello Robert,
Thanks for your quick and detailed response. For me its now clear I have to manage the stereo settings in my
application, OSG can`t do it in all cases for me. For example, when I move a single object close to the camera
I have to increase the eye seperation during moving to get furthermore a good 3D impression of this object.

Best regards
  Franz-Josef

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Émeric MASCHINO | 18 Aug 21:39 2014
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osgscreencapture yields invalid pixel format error on Windows with --pbuffer argument

Hi,

Does anybody successfully ran the osgscreencapture example on Windows
when passing e.g. --pbuffer 1280 1024 cessna.osg as arguments? With
such arguments, you render both in a P-Buffer and a viewer window. But
I'm recording the following error in the console:

Pixel buffer has been created successfully.
Windows Error #2000: Win32WindowingSystem::OpenGLContext() - Unable to restore c
urrent OpenGL rendering context. Reason: The pixel format is invalid.

Select GL_BGRA read back format
Window size 1280, 1024
Reading window usig glReadPixels, with a double buffer PixelBufferObject.
Allocating image
Generating pbo 0
Generating pbo 2
fps = 60.256, full frame copy = 2.9919ms rate = 438.09 Mpixel/sec, 1671.2 Mb/sec
 time for memcpy = 2.4892ms  memcpy speed = 2008.6 Mb/sec
fps = 59.804, full frame copy = 2.9196ms rate = 448.93 Mpixel/sec, 1712.5 Mb/sec
 time for memcpy = 2.4642ms  memcpy speed = 2029 Mb/sec
Press any key to continue...

Please note that this issue only surfaces when rendering both in a
P-Buffer and a viewer window. There's no problem when passing
--pbuffer-only 1280 1024 cessna.osg (rendering in P-Buffer only, no
viewer window) or simply cessna.osg (rendering in viewer window only).

I've tracked down the problem to line 716:

(Continue reading)

Clemens Arth | 16 Aug 22:43 2014
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[osgPlugins] md2 plugin - reading file causes program crash

Hi,

I encountered a strange error when trying to load an MD2 file with 30 frames on x64 windows 8.1 with 3.2.0 and
3.2.1. Around Line 350 in ReaderWriterMD2.cpp an if-clause manages that vertex- and normal-indices, as
well as texture coords and texture indices are only read once for all frames. 

To me this code looks fine, but it seems that - for some unknown reason - the contents of the arrays allocated
for frame 0 do not persist for frames 1...N. Thus the assignments around line 380-386 cause a program crash
for frame 1 already. Actually I have absolutely no explanation for that... if I remove the if clause, it
works fine (but allocates probably more memory).

Is this a coding bug? If it is, it must be somewhere hidden because I can't see it. Any ideas are highly
appreciated. 

Thank you!

Cheers,
Clemens

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Jonathan S. | 16 Aug 19:19 2014
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Re: [osgPlugins] missing textures of collada model in a ShadowedScene using ShadowMap

Hi,

I do have a similar problem with manually generated Geometry-Nodes which I assign two textures to (one
detailled texture and a noise texture). The only workaround I could find was omitting the noise-texture
when using shadows.

Furthermore, I do load OSG-Models to my Scenery which I generate using Sketchup and the following
"Sketchup to OSG"-Converter (https://github.com/rpavlik/sketchupToOSG#readme). Using those
Models I have no problem with shadows nor textures.
Maybe you can convert your collada-Models using Sketchup and this exporter.

Cheers,
Jonathan

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Chris Hidden | 18 Aug 17:10 2014

Transparent Window Application

Hello again everyone!

I am currently developing an application with a company and we have a challenge.  We want our application to
run over top of any other application. So in windows our app is basically several graphical elements that
will react to input from sensors.  So to start with I wanted to see if I could get the cessna model to render to
the screen and have nothing else.  

I figured I might be able to make use of the layered windows available from the win32 library.  Here is a good
example of what I mean http://www.dhpoware.com/demos/glLayeredWindows.html

My understanding of how it works is fairly crude, but essentially they create a struct to represent an image
and redraw it to the pbuffer and re render it to the layerd window.  Thus allowing the image to be the only
thing that displays and nothing else of a window.

So I tried to embedd OSG into the transparent window but all that happens  is that the entire window is
transparent.  I believe because the separate thread uses the hwnd handle to take care of the rendering.  So I
cannot access the variables I need to re render the osg scene to the buffer. 

Is there a way to achieve this in osg? Have a model or a group of models displayed only on the scene. Also we want
the "window" to not be clickable.  this way the user can click through our window onto any application they
have under it.  I realize I may be obscure here so if there is any confusion please ask me and Ill do my best to
explain!  

Thanks!

I also tried to get a similar effect using OSG's api to the inherited window data.   To no avail:

Code:
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
(Continue reading)

Don Tolley | 18 Aug 00:42 2014
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[forum] osgText Alpha not working in composite viewer

Hi,

I made a small test program which slowly faded out an osgText::Text object using the setColor functing.  I 
decremented the alpha value of the color over time.  This worked great for an osg::Viewer, but when
switching to a CompositeViewer I have issues.

If I set the last value of setColor(1,1,1,0) to zero, then yes I see nothing.  If I set the value to
setColor(1,1,1,0.1) I get the same result as setting the last value to 1?

Does anyone know what the difference is between the two viewers that would cause this?  It could be in how I am
setting up the view int he composite view.

Thank you!

Cheers,
Don

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http://forum.openscenegraph.org/viewtopic.php?p=60692#60692

Franz-Josef Schneider | 15 Aug 15:37 2014
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Re: Stereo Problems when using DriveManipulator or zoom single objects

Hi,
I used OSG since several years to demonstrate difficult geometrical problems in stereo mode to my
students. I use a powerwall with horizontal split configuration. In general it works fine, but I have
problems in the following cases:
1. When I switch in my viewer with help of an event from Camera TrackballManipulator to Camera
DriveManipulator the stereo configuration is disturbed. The disparity of the two images is too large.
You can see it in my attached image. (To create the images I used  Anaglyphic stereo mode on my Laptop).  
2. When I pick a single object and move it out of the screen near to myself or far away from myself the disparity
will also be increasing. The two images are divided out more and more. For moving a single object I only
change the matrix of a parent MatrixTransformnode. In contrast the "normal" viewerzoom of all objects
works fine.

In both cases I change nothing on viewer or camera settings. As a workaround I currently decrease the eye
separation in the DisplaySettings, but that isn't be a good solution.

I use OSG3.2 Version ! Have someone an idea for a solution. 

Thank you

Cheers,
Franz-Josef Schneider

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http://forum.openscenegraph.org/viewtopic.php?p=60672#60672

Attachments: 
http://forum.openscenegraph.org//files/stereoproblems_247.jpg

(Continue reading)

Sonya Blade | 16 Aug 12:39 2014
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Integrating OSG into a window (OSG Beginner book Ch9)

Dear All,

The program and instructions given in the OSG Beginner book Ch9 "Integrating OSG into a window"
doesn't work for me. Firstly I thought that it was due to the poor grasp of me of understanding 
the OSG working mechanism, because I originally started to test in wxWidgets instead of creating 
directly Win32 window. Following the instructions given in the book I observed the very same behaviour 
as it was in wxWidgets example case. Windos is spawning but showns only the blue screen, absolutely nothing 
in scene.

So at the attachment I provide the Win32 file which doesn't produce any expected result for me, I kindly ask if someone 
can testify whether the same behaviour will be observed on different platforms or not.

Mine is OSG 3.0.0 stable, MinGW 4.7.1, Win64.

Regards,
Attachment (main.cpp): text/x-c, 7907 bytes
<div><div dir="ltr">Dear All,<div><br></div>
<div>The program and instructions given in the OSG Beginner book Ch9 "Integrating OSG into a window"</div>
<div>doesn't work for me. Firstly I thought that it was due to the poor grasp of me of understanding&nbsp;</div>
<div>the OSG working mechanism,&nbsp;<span>because I originally started to test in wxWidgets instead of creating&nbsp;</span>
</div>
<div><span>directly Win32 window. Following the instructions given in the book I observed the very same behaviour&nbsp;</span></div>
<div><span>as it was in wxWidgets example case. Windos is spawning but showns only the blue screen, absolutely nothing&nbsp;</span></div>
<div><span>in scene.</span></div>
<div><span><br></span></div>
<div><span>So at the attachment I provide the Win32 file which doesn't produce any expected result for me, I kindly ask if someone&nbsp;</span></div>
<div><span>can testify whether the same behaviour will be observed on different platforms or not.</span></div>
<div><span><br></span></div>
<div><span>Mine is OSG 3.0.0 stable, MinGW 4.7.1, Win64.</span></div>
<div><span><br></span></div>
<div><span>Regards,</span></div> 		 	   		  </div></div>

Gmane