[osg-users] CompositeViewer Node render order problem Win32 osg 3.4

ted morris ted.morris at gmail.com
Fri Feb 26 16:35:09 PST 2016


Hello Robert,

The thread is getting a little stale but shall I say not forgotten if gone.
;-y

I wanted to only reply that the problem was due to the osg::camera as
declared within my method from the code above as:

// create a camera to set up the projection and model view matrices, and
the subgraph to drawn in the HUD
    osg::Camera* camera = new osg::Camera;

simply needed to be declared on the heap as a member of the class and all
worked perfectly fine there after.

As a final note: I also changed the code to use osgViewer::View for the
osgViewer::CompositeViewer
as well-- thanks very much for that guidance. All the Views were already
declared as members of my class.

-t


On Mon, Nov 30, 2015 at 11:40 AM, Robert Osfield <robert.osfield at gmail.com>
wrote:

> Hi Ted,
>
> With a quick scan of your post I can't spot a reason for the redendering
> order issue, in general I would expect that OSG-3.4 will be functioning
> more correctly than OSG-2.8.x as there have been lots of improvements over
> the years, sometimes fixes actually mean that something that worked by
> fluke before no longer works as the OSG is actually doing what the settings
> are telling it to rather than ignoring them.  So spotting the undefined
> elements may well be key.
>
> As a general note, osgViewer::CompositeViewer should have osgViewer::View
> attached to it NOT osgViewer::Viewer as you are doing - it's a composite of
> View's not composite of Viewer.  If you look at all the OSG example they
> illustrate the correct usage.  It might be that this helps address the
> problem you are seeing.
>
> If it doesn't then modifying an existing OSG example to illustrate your
> usage case and share this as a complete example so that others can
> reproduce the problem first hand.
>
> Robert.
>
>
> On 30 November 2015 at 16:39, ted morris <ted.morris at gmail.com> wrote:
>
>>
>> Greetings OSG'ers.
>>
>> I have a program which utilizes CompositeViewer to render a "corner
>> window" view of my scene graph, within a bigger main window view. To
>> achieve a boarder effect around the corner window viewport, a HUD overlay
>> used to render a grey box underneath the 2nd view corner window.
>>
>> It worked without a hitch  in an older version, 2.8.5 win32 of
>> OpenSceneGraph (build with VisualStudio).
>>
>> But when I recompiled the program with a later built version
>> (CMake.exe/VS 2013), I get rather strange object rendering order problems
>> with the objects in the same scene graph with the **2nd, corner window**
>>  of the osgCompositeViewer.  The **first main window** renders perfectly
>> fine. The essence of the code is below. A lot of extra code  is used for
>> determining the appropriate window and HUD boarder 'frame' dimensions and
>> camera view frustums, but barring that,  it is pretty straight forward and
>> not much to it, I think.
>>
>> To simplify the code a little bit for brevity, I have the removed
>> Trackball code because with much testing on various configurations this
>> doesn't change the observed behavior anyway (nor does any lighting mode).
>>
>> I did try clone(osg::CopyOp::SHALLOW_COPY) of the entire scene graph
>> model, and even re-creating parts ofit from scratch and the same
>> strange rendering order behavior resulted.
>>
>> Any advice or insights would be greatly appreciated,
>>
>> thanks all,
>>
>> ted
>>
>>
>> <snip>
>> .
>> .
>> .
>> // osgViewers decl on the heap
>>     osg::ref_ptr<osgViewer::Viewer>  m_viewer;
>> osg::ref_ptr<osgViewer::Viewer>  m_OVERLAYviewer;
>> osg::ref_ptr<osgViewer::CompositeViewer>  m_dualviewer;
>> osg::Camera  * m_HUDcam;
>> // view manipulators configured and constrained as appropriate...
>> // <-- code removed for brevity...>
>> osgGA::NodeTrackerManipulator   * m_Camera_followcar;
>> osgGA::NodeTrackerManipulator::TrackerMode   m_trackerMode;
>> osgGA::NodeTrackerManipulator::RotationMode  m_rotationMode;
>> osgGA::TrackballManipulator  * m_tbm;
>>
>> // NOTE: gw is a wxWidgets OpenGL context canvas set up earlier...
>> m_viewer->getCamera()->setGraphicsContext(gw);
>> m_viewer->getCamera()->setClearColor(osg::Vec4(153./0xff, 216./0xff,
>> 238./0xff, 1.0));
>> // use CullMask to hide rendering of specific nodes in the scene
>> m_viewer->getCamera()->setCullMask(0x04);
>>
>> m_viewer->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>>
>> // create a camera to set up the projection and model view matrices, and
>> the subgraph to drawn in the HUD
>>     osg::Camera* camera = new osg::Camera;
>>
>>     // set the projection matrix
>>     //camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
>> m_width_fraction_of_mainW  = 0.225;  // 0.25;
>> m_height_fraction_of_mainW = 0.275; //(1.0/3.0);
>> // ll => "lower left", ur => "upper right"
>> int xll = -(int)(m_width_fraction_of_mainW  * m_viewersize.GetX())/2;
>> int yll = -(int)(m_height_fraction_of_mainW * m_viewersize.GetY())/2;
>> int yur = -yll;
>> double left = (double)xll/(double)(yur-yll);
>> double right = -left;
>> double bottom = -0.5;
>> double top = 0.5;
>> double zfar = 13000.0; // make arbitrarily huge ... but not too big so
>> for things like a skydome won't get clipped
>> double znear = 4.5;
>> // scale everything so clipping plane is about 0.25 meters
>> double scale_fac = 0.5/znear;
>>
>> znear  *= scale_fac;
>> left   *= scale_fac;
>> right  *= scale_fac;
>> top    *= scale_fac;
>> bottom *= scale_fac;
>>
>> camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>>     // draw subgraph after main camera view.
>>
>>     // we don't want the camera to grab event focus from the viewers main
>> camera(s).
>>     //camera->setAllowEventFocus(true);
>> camera->setAllowEventFocus(false);
>>
>> double cornerX0 = 1.0 - m_width_fraction_of_mainW;
>> double cornerY0 = 1.0 - m_height_fraction_of_mainW;
>> camera->setViewport(
>>                 (int)( cornerX0 * m_viewersize.GetX()+5 ),
>>                 (int)( cornerY0 * m_viewersize.GetY()+5 ),
>> (int)( m_width_fraction_of_mainW *  m_viewersize.GetX()-5 ),
>> (int)( m_height_fraction_of_mainW * m_viewersize.GetY()-5 )
>> );
>> zfar = 10000;
>> camera->setProjectionMatrixAsFrustum(left,right, bottom, top, znear,
>> zfar);
>> camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>> camera->setGraphicsContext(gw);
>> camera->setCullMask(0x02);
>> camera->setRenderOrder(osg::Camera::POST_RENDER,1);
>> // =false: we don't want the camera to grab event focus from the viewers
>> main camera(s).
>> camera->setAllowEventFocus(true); //(false);
>> m_OVERLAYviewer->setCamera(camera);
>> m_OVERLAYviewer->getCamera()->setGraphicsContext(gw);
>>
>> // <!-- basic NodeTracker manipulator code removed for brevety... -->
>> m_Camera_followcar = new osgGA::NodeTrackerManipulator;
>> .
>> .
>> .
>> // set up the scene for the camera and camera view using the loaded scene
>> // model
>> m_OVERLAYviewer->setSceneData(themodel);
>> // try HUD slave cam for drawing a boarder
>> m_HUDcam = new osg::Camera;
>>
>> //HUDcam->setProjectionMatrixAsOrtho(0.5*xll,0.5*xur,0.5*yll, 0.5*yur,
>> -1000.0,1000.0);
>> m_HUDcam->setProjectionMatrix( osg::Matrix::ortho2D(0,
>> m_viewersize.GetX(),0, m_viewersize.GetY()));
>> // don't let other cam influence this camera's transform view matrix
>>     m_HUDcam->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>>
>>     // only clear the depth buffer for HUD, so other pixels behind it
>> don't get erased.
>>     m_HUDcam->setClearMask(GL_DEPTH_BUFFER_BIT);
>>
>> // draw subgraph after main camera view.
>>     m_HUDcam->setRenderOrder(osg::Camera::POST_RENDER,0);
>> m_HUDcam->setAllowEventFocus(false);
>>
>> // create the frame
>> osg::MatrixTransform * matrixtransfm = new osg::MatrixTransform;
>> matrixtransfm->setMatrix(osg::Matrix::identity());
>> // create the Geode (Geometry Node) to contain all our osg::Geometry
>> objects.
>>     osg::Geode* geode = new osg::Geode();
>> osg::StateSet* stateset = geode->getOrCreateStateSet();
>>     stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
>> matrixtransfm->addChild(geode);
>>
>> osg::ref_ptr<osg::Vec4Array> shared_colors = new osg::Vec4Array;
>> shared_colors->push_back(osg::Vec4(0.75f,0.75f,0.75f,1.0f));
>> // same trick for shared normal.
>>     osg::ref_ptr<osg::Vec3Array> shared_normals = new osg::Vec3Array;
>>     shared_normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
>>
>> // create POLYGON
>> {
>>         // create Geometry object to store all the vertices and lines
>> primitive.
>>         osg::Geometry* polyGeom = new osg::Geometry();
>>
>>         // this time we'll a C arrays to initialize the vertices.
>>         // note, anticlockwise ordering.
>>         // note II, OpenGL polygons must be convex plan polygons,
>> otherwise
>>         // undefined results will occur.  If you have concave polygons or
>> ones
>>         // that cross over themselves then use the osgUtil::Tessellator
>> to fix
>>         // the polygons into a set of valid polygons.
>> double xll =  -2.0;
>> double yll =  -2.0;
>> double xlr =  m_width_fraction_of_mainW  * m_viewersize.GetX()+2;
>> double yur =  m_height_fraction_of_mainW * m_viewersize.GetY()+2;
>>         osg::Vec3 myCoords[] =
>>         {
>>             osg::Vec3( xll,yll, 0),
>>             osg::Vec3( xlr, yll, 0),
>>             osg::Vec3( xlr, yur, 0),
>>             osg::Vec3(xll, yur, 0)
>>         };
>>
>> m_HUDxaxis = xlr - xll;
>> m_HUDyaxis = yur - yll;
>>
>>         int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
>>
>>         osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
>>
>>         // pass the created vertex array to the points geometry object.
>>         polyGeom->setVertexArray(vertices);
>>
>>         // use the shared color array.
>>         polyGeom->setColorArray(shared_colors.get());
>>         polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
>>
>>
>>         // use the shared normal array.
>>         polyGeom->setNormalArray(shared_normals.get());
>>         polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
>>
>>         // This time we simply use primitive, and hardwire the number of
>> coords to use
>>         // since we know up front,
>>         polyGeom->addPrimitiveSet(new
>> osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
>>
>>         // add the points geometry to the geode.
>>         geode->addDrawable(polyGeom);
>>     }
>> matrixtransfm->setMatrix(osg::Matrix::translate(-200.0,-200.0,0.0));
>> m_HUDcam->addChild(matrixtransfm);
>>
>> m_HUDcam->setViewport(  0 ,0, m_viewersize.GetX(), m_viewersize.GetY());
>>
>> m_HUDcam->setGraphicsContext(gw);
>>
>> m_viewer->addSlave(m_HUDcam, false);
>>
>> // <!-- basic trackball manipulator code removed for brevety... -->
>> m_tbm = new osgGA::TrackballManipulator;
>> .
>> .
>>   .
>> // take the loaded scene graph, "themodel" and associate with the 'main
>> window' osgViewer
>> m_viewer->setSceneData(themodel);
>>
>>
>> m_viewer->getCamera()->setViewport(0,0,m_viewersize.GetWidth(),m_viewersize.GetHeight());
>> m_viewer->addEventHandler(new osgViewer::StatsHandler);
>>     m_viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
>>     double zfocal = 1.5; // w.r.t normalized screen coords were min/max
>> vertical= -0.5/+0.5
>> this->AdjustPerspective(zfocal);
>> int width = m_viewersize.GetWidth();
>>
>> m_dualviewer = new osgViewer::CompositeViewer;
>> m_dualviewer->addView(m_viewer);
>> m_dualviewer->addView(m_OVERLAYviewer);
>> <snip>
>>
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>>
>>
>
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