f 15939/9999/16177 15941/10000/16178 15940/10001/16179\
15938/10002/16180
In the OBJ loader the newline would be interpreted as follows
f 15939/9999/16177 15941/10000/16178 15940/10001/1617915938/10002/16180
However, for correctly loading the model it should be interpreted as
f 15939/9999/16177 15941/10000/16178 15940/10001/16179 15938/10002/16180
Thus, the escaped newline should be interpreted as a space.
I tried to lookup what the correct interpretation for a backslash-newline was in the OBJ spec but did not find anything useful. Nevertheless, my suggestion would be to adopt replacing the escaped newline by a space in order to avoid problems as stated above. I cannot imagine a meaningful usage of a newline within a numerical literal so I do not foresee cases where replacing a backslash-newline by a space would be harmful. The fixed obj.cpp is zipped and attached to this mail."
- osg::Texture sets GL_MAX_TEXTURE_LEVEL if image uses fewer mipmaps than
number from computeNumberOfMipmaps (and it works!)
- DDS fix to read only available mipmaps
- DDS fixes to read / save 3D textures with mipmaps ( packing == 1 is
required)
- Few cosmetic DDS modifications and comments to make code cleaner (I hope)
Added _isTextureMaxLevelSupported variable to texture extensions. It
could be removed if OSG requires OpenGL version 1.2 by default.
Added simple ComputeImageSizeInBytes function in DDSReaderWrites. In
my opinion it would be better if similar static method was defined for
Image. Then it could be used not only in DDS but other modules as well (I
noticed that Texture/Texture2D do similar computations).
Also attached is an example test.osg model with DDS without last mipmaps to
demonstrate the problem. When loaded into Viewer with current code and moved
far away, so that cube occupies 4 pixels, cube becomes red due to the issue
I described in earlier post. When you patch DDS reader writer with attched
code but no osg::Texture yet, cube becomes blank (at least on my
Windows/NVidia) When you also merge osg::Texture patch cube will look right
and mipmaps will be correct."
Those two additional options can now be set using the Options::setOptionsString() function (just like the already existing OSG_CURL_PROXY & OSG_CURL_PROXYPORT options).
This is a convient solution to limit the freezing effect one may face in case the targeted server is down or too slow.
I successfully compiled and used this updated version on Windows in my application.
And by default those settings are not set (so no change in the behavior if you don't need them).
"
First Submission email from Gustav:
"This submission adds a --cache option to osgconv and osgviewer that enables setObjectCacheHint(osgDB::Options::CACHE_ALL); It greatly reduces memory usage when a .osg file has lots of external references with ProxyNode:s that points to the same file.
Options are also added to the osg plugin. The code was already mostly implemented but there was no way to change the options.
includeExternalReferences
writeExternalReferenceFiles
A counter is added to keep track if an external file has already been written down to avoid writing the same file over and over again. If it has already been written once then it is not written again.
The counter is added to the Output class in osgDB.
"
Second Submission email from Gustav:
"This is a continuation to my previous submission.
I noticed that the same problem that I fixed in ProxyNode.cpp for the osg plugin (external files being written over and over again) also existed in the ive plugin. I attached a submission where the ive plugin remembers which external files that have already been written and do not write them again."
Changes to the above done by Robert Osfield,
changed command line parameter to --enable-object-cache
changed set/get methods in osgDB::Output and ive/DataOutputStream.cpp to be s/getExternalFileWritten(const std::string&)
cleaned up set up of osgDB::Options.
At the moment it outputs DXF for whatever geometry is contained in the node it would be nice to draw the model as it is rendered (points/lines/surface)
If people could also test against other apps that need to read DXF, the format is a bit of a black art and not all importers support all features so it might need some options to tweak the output.
It has some rather clever colour lookup stuff to match real colours against the limited DXF palette. I cracked the code of the Autocad indexed colours!"
1. I've implemented an option controlled route by which users can still access the old method of extracting the zip content to the local filesystem. This is in response to Ulrich's comments about zip files encorporating files other than those that OSG knows about, but which an application may require.
To access this the user makes the following call on their options object that they pass to the reader. Without it, the plugin will extract by default to memory.
local_opt->setPluginStrData("zipextract","filesystem");
2. The second change is that I've moved the declaration of one of the variables to within the numitems loop so that if loading of a specific file within the zip fails, subsequent files still load correctly. This was the issue that Ulrich raised."
-Changed the addition of lights to add the lightsource directly into the scenegraph (instead of below a switch node)
-All added lights are enabled in the root stateset and replace the head- or skylight.
(if no lights are available the head- or skylight will remain active)
-Ambient in osg::LightModel is zeroed out. All ambient now comes from separate ambient only light sources.
-Lights can now be written properly
-Replaced strings by constants defined in the Collada DOM"
Introduced a new FindFileCallback to Registry to compliement the existing ReadFileCallback and WriteFileCallback.
Added support for assign Find, Read and WriteFileCallbacks to osdDB::Options to enable plugins/applications to override the callbacks just for that
read/write call and any nested file operations
Converted Present3D across from using libxml2 to using the new osgDB::XmlNode/XmlNode::Input classes from Xml Parsing.
This changes removes the dependency on libxml2, and allows the present3D application and p3d to work on all platforms.
This fix reverses the vertex order and sets up proper OpenGL facing. I didn't notice this problem until I started using the plug-in in my own code (osgviewer seems to not enable backface culling)."
"Attached is the osg-plugin for reading ply ( Stanford Triangle Format ) file. I have written the plugin according to OSG standard and have also added cmake build system. The plugin is working fine on both Linux and Windows and should behave similarly on other OS as well."
"I developed this plugin while working on a project based on Equalizer. So VertexData which I am using is taken from equalizer and modified to make them work as separate OSG plugin.
Before contributing this plugin to OSG community, I asked project manager of Equalizer project Stefen regarding potential licensing issues and this is what he has said
"The kd-Tree (VertexBuffer*) is LGPL-licensed, and the base ply loader (ply*) is BSD. As long as you leave the copyright notices intact, there is no issue."
so I think using these files in OSG should not be a problem.
As far as author of ReaderWriterPLY.cpp is concerned I am the author. I am working for Darshan3d which is a subsidiary of VizExperts thats why I have put VizExperts copyright."
From Robert Osfield, refactor of the above code to retain a bit more of the original funcionality, and to avoid the need to hand maintained XCode projects from being updated.
(http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg23098.html)
Background: when you access a file over HTTP, you cannot rely on a file extension being present; instead the file's mime-type is conveyed in the HTTP Content-Type response header. This facility adds a mime-type-to-extension map to the registry to handle this.
There are two new osgDB::Registry functions which are pretty self-explanatory:
void addMimeTypeExtensionMapping( mime-type, extension )
ReaderWriter* getReaderWriterForMimeType( mime-type )
I also added the file osgDB/MimeTypes.cpp which houses a hard-coded list of built-in types. I took the list from here (http://www.webmaster-toolkit.com/mime-types.shtml) and then pared it down to include mostly image and video types, editing them to map to existing plugins where possible.
In addition, I updated the CURL plugin to a) install a set of built-in mime-type mappings, and b) use them to look up an extension in the event that the target filename does not have an extension.
Here is a test case. This URL pulls down a JPEG (without a file extension):
osgviewer --image "http://us.maps3.yimg.com/aerial.maps.yimg.com/ximg?v=1.8&s=256&t=a&r=1&x=0&y=0&z=2"
"
It adds two options:
Accuracy(x) - ensures the polyline will be within x units from the ideal arc/curve
ImproveAccuracyOnly - do not use the given accuracy 'x', if it would result in a worse curve than with the previous (2.8.0) implementation for a particular arc/curve.
As an added bonus there was a small bug in the existing implementation whereby the primitives were line strips but the vertices generated were actually suitable for GL_LINES, so the improved accuracy doesn't even have to come at a performance cost :-)"
to make is easier to write code that can work on DrawElementUByte, UShort or UInt.
Changed the osgTerrain::GeometryTechnique so that it automatically chooses
the use of DrawElementUShort or DrawElementsUInt accordining to the size of the tile.
/Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp: In member function \u2018int osgFFmpeg::FFmpegDecoderVideo::convert(AVPicture*, int, AVPicture*, int, int, int)\u2019:
/Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:245: error: invalid conversion from \u2018int\u2019 to \u2018PixelFormat\u2019
/Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:245: error: initializing argument 3 of \u2018SwsContext* sws_getContext(int, int, PixelFormat, int, int, PixelFormat, int, SwsFilter*, SwsFilter*, double*)\u2019
It expects 'src_pix_fmt' and 'dst_pix_fmt' to be of type 'PixelFormat' rather than int. The attached cast fixes this (for me).
I've also added Matroska video to the list of supported extensions"
Please look at the .diff files for details. I have already enjoyed the latest Chinese *big* movie "Red Cliff" with the fixed ffmpeg plugin and osgmovie. :D"
the condition around a #pragma warning that is specific to visual
studio as _WIN32 is also defined for mingw compile but the #pragma is
not applicable there."
Also, there was also a small bug in osgDB's CMakeLists.txt that was causing an error when I tested with CMake 2.4.4.
IF(${OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX} STREQUAL "quicktime")
was changed to
IF(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX STREQUAL "quicktime")
"
the filename extension is "vert" or "frag" but still lets this be
overridden by the Options (for those crazy people who store their
fragment shaders in .vert files :) )."
At the company where I work we model literally thousands of 3DS models for all types of objects. Most don't have transparent textures applied to them, but a few do. The issue is that a texture may have an alpha channel defined, yet its 3DS material definition is not marked as being an alpha source, or transparent. This can happen for any number of modelling reasons (so I'm told) but the net effect is that when a 3DS object is loaded with such a material applied, the stateset creation for the 3DS geometry omits to add the GL_BLEND attribute as neither of the conditions that it currently tests for are satisfied under this scenario.
However, one thing that is apparently an indication of transparency/alpha information that we do make use of when modelling, but that the 3DS reader omits to test, is that we assign to the transparent texture to the opacity_map of the 3DS material structure.
Now, having discussed with our modellers the theory behind the opacity map, it seems that it is safe to say that if an opacity map is specified, then the reader should really apply the GL_BLEND attribute as it is an indication of some form of blending being required between materials.
With this in mind, I have made a minor change to the function createStateSet below, from the ReaderWriter3DS.cpp file, that checks for an opacity map having been specified, and in such a scenario the GL_BLEND attribute is applied to the geometry. This fixed our issue, and thought it might be helpful to others."
osgText::Text and osgText::Text3D use the same font file.
The first really load the file and obtain an osgText::Font object,
the second use the cache created during the first load of the
font file, and so obtain an osgText::Font object instead of
osgText::Font3D object. To obtain an osgText::Font3D object,
osgText::Text3D call osgDB::readObjectFile(...) with an option
to specify the plugin we want an osgText::Font3D instead of
osgText::Font.
Generalised Problem:
In osgDB::Registry, loaded file cache is referenced by the name
of this file, so if I load a file with some options, and the cache
already contain object for this filename, I obtain an object
potentially not loaded with my options.
Behaviours:
Cache management is delegate to osgDB::Registry, but cache
coherence (load a file with option then reuse it, deactivate the
cache when load a specific file or don't cached the loaded file)
is user's responsibility.
Text3D solution:
Postfix the font file name by .text3d or something similar and then have the freetype plugin return
osgText::Font3D when it detects this.
This operation is done by osgText::readFont3DFile() which unsure the filename have .text3d as extension.
This is totaly transparent for user, and backward compatible.
BTW, I fix the bug about the Normal of 3D text. Currently, the front and wall face have
the same normal (0,0,1) in the Text3D object coordinate. Now the wall face have its own
normal array computed by the plugin.
BTW 2, I implement
- void Text3D::accept(osg::Drawable::ConstAttributeFunctor& af) const
- void Text3D::accept(osg::PrimitiveFunctor& pf) const
so now statistics are well reported.
"
"Summary of changes:
From Roland
-Added MorphGeometry
-Bone Bindmatrix is only calculated if needed
-osgAnimation plugin now supports all available channel types (before only linear vec3 or quat channels)
-osgAnimation plugin now supports MorphGeometry
-osgAnimation plugin now supports animation and channel weights, animation playmode, duration and starttime
-removed osgAnimationManager.cpp from CMakeList
From Cedric
-fixed the last_update field (it was only updated at the first update) in BasicAnimationManager.cpp
- Refactore some part of MorphGeometry minor changes
- Add osganimationmorph as example
"
It's really just a cut-paste job from the existing LINE support.
The current dxf plugin architecture isn't very efficient, especially if you
are loading large point clouds (LIDAR)
eg. it makes multiple lookups of the layer name for each vertex.
I don't know if I can improve this for the general case or if I have to add a
special large point cloud dxf reader."
It basically removes the static init() and exit() functions,and move them inside the observer class (the one that cleans everything up when the last media is unloaded).
It also add an extra check to clean up on exit if the QuickTime env is initialized, but no media is succesfully loaded / written (it might happens with streaming resources).
I tested it under WinXP with zero, one and multiple videos.
Stephan reads in copy: could you kindly check if everything runs smooth under OSX as well? Also, have you got a chance to test it with streaming media?
"
-I changed the SET of COLLADA_BOOST_INCLUDE_DIR to use findpath, so users may override this setting if they choose not to build against to precompiled boost libraries delivered with the Collada DOM.
-Changed daeRMaterials.cpp to prevent a compiler warning about a potentially uninitialized variable."
used but never restored to the decimal notation. That made OSG print messages
like the following after some notifications:
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
[...]
Scaling image 'brick_side.JPG' from (1b4,24f) to (200,200) <--- Values in hex
because of previous error.
[...]"
The vtf plugin wasn't working in Windows due to OS differences in the byte-packing of the header structure (on Windows, the big block read was causing a buffer overrun). I fixed this by reading the structure from the file field by field. It's now happy on both Linux and Windows."
1. Support for ambient occlusion maps.
2. A fix for the incorrect handling of normals on all geometries. The optimizer usually fixed this bug so it probably was not noticed very often.
3. A new option flag on the reader. "StrictTransparency"
// Process transparent and transparency settings according to a strict interpretation of the spec
// See https://collada.org/public_forum/viewtopic.php?f=12&t=1210
otherwise
// Jump through various hoops to accomodate the multiplicity of different ways
// that various people have interpreted the specification
4. Handling of texures in the transparent channel. This is allowed provided that they are the same texture that is specified in the diffuse channel. Accomodating a different texture would require use of programmable pipeline functionality which I have tried to avoid.
5. Handling of <bind_vertex_input> elements.
""
A Collada camera will be added to the scenegraph as osg::CameraView. This allows the user to create a set of predefined camera viewpoints. I also added a new MatrixManipulator to osgGA called CameraViewSwitchManipulator and added usage of this to the osgviewer example. This manipulator allows switching between the predefined camera viewpoints. The current design limition I ran into is that a MatrixManipulator only manipulates the ViewMatrix, but for this particular manipulator I also want to update the projectionMatrix of the camera when switching to a new viewpoint. This is not implemented because I don't know what would be the best way to design it. Any ideas?
Furthermore Collada also supports orthographic camera's, where an osg::CameraView only supports a perspective camera. Would it be useful to create a CameraView with customizable optics for this?"
osgDB/FileUtils.cpp:
Needed this extra code to allow a true case-insensitive search. This is because the HL2 map and model files are often sloppy with case. For example, the file might look for materials/models/alyx/alyx_sheet.vtf, but the file is actually in materials/Models/Alyx/alyx_sheet.vtf. In case-insensitive mode, the new code recursively disassembles the path and checks each path element without regard to case. In case-sensitive mode, the code behaves exactly as it used to. The new code is also mostly skipped on Windows because of the case-insensitive file system. Previously, I did all of this with custom search code in the .bsp plugin, but this allows the user to tailor the search using OSGFILEPATH. There are some instructions in the plugins' README files about this.
osgPlugins/mdl:
This is a new plug-in for Half-Life 2 models (as opposed to maps). This allows you to load Source models individually, as well as allowing the .bsp plugin to load models (props) that are embedded into maps. Mdl files can contain simple object (crates, barrels, bottles), as well as fully articulated characters with skeletal animations. Currently, it can load the simple objects. It can also load the characters, but it can't load the skeletons or animations.
osgPlugins/bsp:
This contains all of the changes needed to load props along with the basic map geometry. There are also
several bugs fixed.
osgPlugins/vtf:
This is the loader for Valve's texture format. Previously, we had agreed to put this in with the bsp plugin, but I didn't think of the .mdl plugin at that time. It's conceivable that a user might want to load models individually (not as part of a map), so the vtf reader does have to be separate. I also fixed a rather significant bug.
I tested all of this code on RHEL 5.2 (32-bit), and Fedora 9 (64-bit). I'll be testing on Windows soon.
I also attached a simple .mdl file, along with it's associated files and textures. Just extract the tarball into it's own directory, set your OSGFILEPATH to point at that directory, and load the model like this:
osgviewer models/props_junk/gascan001a.mdl"
consider these initial cpack support scripts. It is hidden behind a
BUILD_PACKAGES option so won't affect the normal user. The submission
1) set the COMPONENT attribute on all cmake install commands.
COMPONENT names are according to
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
2) provide cmake script and a template for creating CPack
configuration files. It will generate target for creating packages
with everything that gets "installed" (make package on unx, project
PACKAGE in MSVC) plus targets for generating one package per COMPONENT
(i.e. libopenscenegraph-core etc.).
I have temporariliy uploaded some examples to
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
If this submission makes it into svn we can develop it to generate
rpms, installers for windows and mac (I know at least J-S don't like
these but there may be others who do ;) and even DEBs (not sure if we
can make them "ubuntu-ready" but they eventually may - at least we
could put a deb on the website)"
Source and CMake files are:
CMakeLists.txt
ReaderWriterBVH.cpp
Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results:
# osgviewer example1.bvh -O solids
This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects.
You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications.
I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
The plug-in is a wrapper around open-exr (http://www.openexr.com) that consists of two projects, ilmbase-1.0.1 and openexr-1.6.1.
I have only tested it on windows XP 32 machine. So there might be some work making it work on other platforms.
The plug-in supports writing and reading EXR files. When writing it can use the data type GL_HALF_FLOAT_ARB(se ilmbase-1.0.1) and GL_FLOAT. When reading the data type always becomes GL_HALF_FLOAT_ARB. It supports textures with three and four channels.
When reading an exr file it automatically removes Alfa channel if it didn't store any information."
--
From Robert Osfield, started work on ported it to other platforms, but could fix some problems relating to error:
?Imf::OStream::OStream(const Imf::OStream&)? is private
I'm checking in now so that others can have a bash at completing the port.