Stev Kookmal | 28 May 06:26 2016
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osg Animation and Geometry Morphing Question

Hi all,

I am familiar with the OSG animation path method, where at each control point you define a time and a
transformation matrix etc...  When you animate the object transforms at each step in time.  

When using channels and morph geometry, is there any way for me to do the same thing as above? IE at each time
instance, define a geometry, and the geomtery continuously morphs from one to the other as time
progresses; similar to the animation path method I mentioned above.

Currently, in the code I have, I create a single channel  and each channel has its own respective
KeyFrameContainer, I add several keyframes and I add their respective morph targets  (the geometries I
want the original geometry to morph to at those times).  Right now the geometry only morphs from the last two
geometries I specified.... It does not start from the first and morph into the last chronologically.  

It runs fine if I specify from first to last, but I would need to add intermediate geometry morph targets at
specified times to track the progression.

Am I missing something or is this feature not available?

Cheers,
Stev

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Laurel Kincaid | 27 May 22:56 2016

Qt5 and OSG port issue: Shaking motion when moving a osgQt widget on Linux

Hello,

While porting to Qt5, I've run into a problem on Linux with moving an osgQt widget. The
mouse move events are incorrect and the widget shakes while moving. This issue did not occur with QT4.

I am using osg version 3.4.0-01 and Qt version 5.4.2.

This problem is reproducible with a simple update to the example from the osg distribution , osg/examples/osgviewerQt/osgviewerQt.cpp

In the updated source, the ViewerWidget is added as a child to a QMdiSubwindow. There are two
QMdiSubWindows displayed: the first window is the osg cow, the second window is a QLabel containing text.
When the osg cow is displayed, both windows shake when moved. When the cow window is closed, the text window
moves without shaking.

This problem does not occur on Windows.

I am interested in any help figuring out this problem and also any help to understand the QT xcb changes and
how they may conflict with osg.

Thank you!

Cheers,
Laurel

The source is:

Code:

// The ViewerWidget is from osg/examples/osgViewerQt
// Modified to display the cow only 
(Continue reading)

theo miller | 27 May 22:17 2016
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[build] CMake not finding many 3rd party plugins for vs2013

Hi,

I've followed the instructions on xinyustudio wordpress' tutorial for vs2013 (can't post links atm).

Here is what I did :

Download and extract OSG 3.4.0,
Download and extract 3rdParty_VS2013_v120_x86_x64_V9_full.7z,
Open CMake-gui 3.2.2, configure, set the 3rd party plugins to the folder I extracted the plugins to, configure,

Then I get a ton of NOTFOUND 's for about 75% of the libs/includes in the list. Includes FFMPEG, DIRECTSHOW,
DCMTK, COLLADA_INCLUDE_DOMANY_DIR, many others.

Sure enough, some basic examples worked and most didn't.

Is there a guide or a quick and painless way to setup OSG for VS2013 ?

Thank you!

Cheers,
theo

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Daniel Schmid | 27 May 07:36 2016
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Imporstor and Shadows

Hi there

I have a scenario with around 100 cars driving around in my scene. I wondered if I could gain some performance
by using impostors to simplify the rendering if this high-poly objects.
For now I have no experience with impostors, and I don't know if they integrate well with Shadow (VDSM). 
Anybody out there used these two techniques along side?

Thank you!

Cheers,
Daniel

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Julien Valentin | 27 May 00:28 2016
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confused with setTextureAttributeAndModes

Hi,
I had a bug using setTextureAttributeAndModes with a TextureBuffer and realized there are two methods (i
used the setTextureAttribute and now all is good)

Code:
 /** Set this StateSet to contain specified attribute and override flag.*/
        void setTextureAttribute(unsigned int unit,StateAttribute *attribute,
StateAttribute::OverrideValue value=StateAttribute::OFF);
        /** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
        void setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute,
StateAttribute::GLModeValue value=StateAttribute::ON);

Can you explain me what are the purpose of both of them?
Is setTextureAttributeAndModes only there for retrocompatibility?
Thanks in advance

Thank you!

Cheers,
Julien

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Chris Hanson | 26 May 23:52 2016

OT: Oracle loses API IP case with Google

  This is OT, however, the ramifications of this affect our entire industry. Oracle has lost their case claiming that APIs can be the basis for copyright infringement. This was a claim we all thought was determined (against them being copyrightable and infringe-able) back in the 80s with the BSD Unix cases.


  The software development universe is slightly more safe and sane for developers this afternoon as some common sense has been restored.

  Applicability to OpenGL? If this case had been ruled in Oracle's favor, API clones like Mesa (which implements the same APIs as OpenGL) would be infringing, and could be prosecuted.

--
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
Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android
<div><div dir="ltr">
<div>&nbsp; This is OT, however, the ramifications of this affect our entire industry. Oracle has lost their case claiming that APIs can be the basis for copyright infringement. This was a claim we all thought was determined (against them being copyrightable and infringe-able) back in the 80s with the BSD Unix cases.<br>
</div>
<div><br></div>
<div>
<a href="http://arstechnica.com/tech-policy/2016/05/google-wins-trial-against-oracle-as-jury-finds-android-is-fair-use/">http://arstechnica.com/tech-policy/2016/05/google-wins-trial-against-oracle-as-jury-finds-android-is-fair-use/</a><br>
</div>
<div><br></div>
<div>&nbsp; The software development universe is slightly more safe and sane for developers this afternoon as some common sense has been restored.</div>
<div><br></div>
<div>&nbsp; Applicability to OpenGL? If this case had been ruled in Oracle's favor, API clones like Mesa (which implements the same APIs as OpenGL) would be infringing, and could be prosecuted.</div>
<div><br></div>-- <br><div class="gmail_signature"><div dir="ltr"><div><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>
<span>Legal/IP &bull;</span><span>&nbsp;</span><span>Code Forensics &bull;</span><span>&nbsp;</span>Digital Imaging &bull; GIS &bull; GPS &bull; osgEarth&nbsp;&bull;&nbsp;Terrain&nbsp;&bull;&nbsp;Telemetry &bull; Cryptography &bull; LIDAR &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></div>
</div></div>
alex orsen | 26 May 21:24 2016
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Re: [forum] "Request received" emails

Hi,

ask moderator to send you one more email

Thank you!

Cheers,
alex

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Filip Arlet | 26 May 10:31 2016
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[osgPlugins] GDAL plugin

Hi,

GDAL plugin uses outdated function extractImageLayer

Code:
virtual osgTerrain::ImageLayer* extractImageLayer(unsigned int sourceMinX, unsigned int
sourceMinY, unsigned int sourceMaxX, unsigned int sourceMaxY, unsigned int targetWidth=0, unsigned
int targetHeight=0);

for extraction of tiles. What's the new practice with osgTerrain ?

Thank you!

Cheers,
Filip

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Bruno Oliveira | 25 May 00:17 2016
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reset root color to original colors

Hello,

I have one single root node in my scene graph. I have a vertex array and a color array. I susually use them in conjunction to see my vertices with the original colors, with

        ret->setColorArray(m_colors);
        ret->setColorBinding(osg::Geometry::BIND_PER_VERTEX);


Now I am adding the option for custom shaders. This is done with osg::Programs, and adding the program to the stateset of the root node.

    osg::ref_ptr<osg::Program> program = new osg::Program;
    program->setName(m_name);
    program->addShader(new osg::Shader(osg::Shader::VERTEX, m_vertex));
    program->addShader(new osg::Shader(osg::Shader::FRAGMENT, m_fragment));

Now I want to reset this, and assign the original colors I have in the color Array back again. How can I do this? Do I have to create a new shader for applying the custom colors in the color array? Or can I reset this in a simpler fashion?
<div><div dir="ltr">
<div>
<div>
<div>Hello,<br><br>
</div>I have one single root node in my scene graph. I have a vertex array and a color array. I susually use them in conjunction to see my vertices with the original colors, with<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ret-&gt;setColorArray(m_colors);<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ret-&gt;setColorBinding(osg::Geometry::BIND_PER_VERTEX);<br><br><br>
</div>Now I am adding the option for custom shaders. This is done with osg::Programs, and adding the program to the stateset of the root node.<br><br>&nbsp;&nbsp;&nbsp; osg::ref_ptr&lt;osg::Program&gt; program = new osg::Program;<br>&nbsp;&nbsp;&nbsp; program-&gt;setName(m_name);<br>&nbsp;&nbsp;&nbsp; program-&gt;addShader(new osg::Shader(osg::Shader::VERTEX, m_vertex));<br>&nbsp;&nbsp;&nbsp; program-&gt;addShader(new osg::Shader(osg::Shader::FRAGMENT, m_fragment));<br><br>
</div>Now I want to reset this, and assign the original colors I have in the color Array back again. How can I do this? Do I have to create a new shader for applying the custom colors in the color array? Or can I reset this in a simpler fashion?<br>
</div></div>
Scott Shaw | 24 May 20:06 2016

[osgPlugins] Inventor Plugin Linking Against Coin4.lib

Hi,

I'm trying to build OSG 3.4.0 with Coin3D on Windows 7.  I've built the CMake branch of Coin successfully and
it created the library Coin.lib.  When building OSG, FindInventor.cmake successfully finds the Coin
library and places it's path in the INVENTOR_LIBRARY CMake variable.  When linking, the build fails
because for some reason it tries to link against a non-existent Coin4.lib.  I grepped the source and build
folders for Coin4.lib and it only shows up in ConvertToInventor.obj, ConvertFromInventor.obj, and
ReaderWriterIV.obj as a /DEFAULTLIB switch.  Is there a CMake variable I'm missing or something?

Thank you!
Scott

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Alex Taylor | 23 May 23:49 2016
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FixedFunctionTechnique, lighting, and createNormalMapTexture

Hey all,

From previous posts, I understand clearly that FixedFunctionTechnique is the worst of the osgVolume techniques in terms of both speed and quality of results.

However, due to some specific requirements of the application I'm trying to build (need for clipping to a bounding box, need to insert other geometry into scene) and limitations in the osgViewer in my environment (no support for pre-cameras), FixedFunctionTechnique may be something I have to consider.

I was wondering, I understand that createNormalMapTexture is to allow for lighting with FixedFunctionTechnique. What does one do with the resulting array of normal vectors once you call createNormalMapTexture? Is there an interface somewhere to pass the normals? How would one use createNormalMapTexture to implement lighting when using FixedFunctionTechnique?

- Alex

-
<div><div dir="ltr">Hey all,<div><br></div>
<div>From previous posts, I understand clearly that FixedFunctionTechnique is the worst of the osgVolume techniques in terms of both speed and quality of results.</div>
<div><br></div>
<div>However, due to some specific requirements of the application I'm trying to build (need for clipping to a bounding box, need to insert other geometry into scene) and limitations in the osgViewer in my environment (no support for pre-cameras), FixedFunctionTechnique may be something I have to consider.</div>
<div><br></div>
<div>I was wondering, I understand that&nbsp;createNormalMapTexture is to allow for lighting with FixedFunctionTechnique. What does one do with the resulting array of normal vectors once you call createNormalMapTexture? Is there an interface somewhere to pass the normals? How would one use createNormalMapTexture to implement lighting when using FixedFunctionTechnique?</div>
<div><br></div>
<div>- Alex</div>
<div><br></div>
<div>-</div>
</div></div>

Gmane