[osg-users] CullVisitor::apply(Geode&) detected NaN,
Robert Osfield
robert.osfield at gmail.com
Fri Sep 1 08:22:00 PDT 2017
Hi Romulo,
There is a lot of code in there which I wouldn't expect to affect the
modelview and project matrices, my recommendation would be to create a
small test example to test loading your data and setting your view and
projection matrices as required without any of the frame capture code that
will be getting in the way of working out what might be amiss.
You code also nothing about your scene graph, as this might well be the
source of the issue there isn't much more we can guess at.
The best thing you can do at this point is go test your models against a
standard example like osgviewer. If the error occurs there then posting
this so others can try and reproduce the problem.
Robert.
On 1 September 2017 at 16:10, Rômulo Cerqueira <romulogcerqueira at gmail.com>
wrote:
> Ok Robert,
>
> this is my current code (only .cpp):
>
>
> Code:
>
> #include "ImageViewerCaptureTool.hpp"
> #include <iostream>
> #include <unistd.h>
> #include <osgDB/WriteFile>
>
> namespace normal_depth_map {
>
> ImageViewerCaptureTool::ImageViewerCaptureTool(uint width, uint height) {
>
> // initialize the hide viewer;
> initializeProperties(width, height);
> }
>
> ImageViewerCaptureTool::ImageViewerCaptureTool( double fovY, double fovX,
> uint value, bool isHeight) {
> uint width, height;
>
> if (isHeight) {
> height = value;
> width = height * tan(fovX * 0.5) / tan(fovY * 0.5);
> } else {
> width = value;
> height = width * tan(fovY * 0.5) / tan(fovX * 0.5);
> }
>
> double aspectRatio = width * 1.0 / height;
>
> initializeProperties(width, height);
> _viewer->getCamera()->setComputeNearFarMode(osg::
> CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>
> _viewer->getCamera()->setProjectionMatrixAsPerspective(fovY * 180.0 /
> M_PI, aspectRatio, 0.1, 1000);
> }
>
> void ImageViewerCaptureTool::initializeProperties(uint width, uint
> height) {
> // initialize the hide viewer;
> _viewer = new osgViewer::Viewer;
> osg::Camera *camera = this->_viewer->getCamera();
> osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
> osg::GraphicsContext::Traits;
> traits->width = width;
> traits->height = height;
> traits->pbuffer = true;
> traits->readDISPLAY();
> osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::
> createGraphicsContext(traits.get());
> camera->setGraphicsContext(gc);
> camera->setDrawBuffer(GL_FRONT);
> camera->setViewport(new osg::Viewport(0, 0, width, height));
>
> // initialize the class to get the image in float data resolution
> _capture = new WindowCaptureScreen(gc);
> _viewer->getCamera()->setFinalDrawCallback(_capture);
> }
>
> osg::ref_ptr<osg::Image> ImageViewerCaptureTool::
> grabImage(osg::ref_ptr<osg::Node> node ) {
>
> _viewer->setSceneData(node);
> _viewer->frame();
> return _capture->captureImage();;
> }
>
> osg::ref_ptr<osg::Image> ImageViewerCaptureTool::getDepthBuffer() {
> return _capture->getDepthBuffer();
> }
>
>
> void ImageViewerCaptureTool::setCameraPosition( const osg::Vec3d& eye,
> const osg::Vec3d& center, const osg::Vec3d& up) {
> _viewer->getCamera()->setViewMatrixAsLookAt(eye, center, up);
> }
>
> void ImageViewerCaptureTool::getCameraPosition( osg::Vec3d&
> eye,osg::Vec3d& center, osg::Vec3d& up) {
> _viewer->getCamera()->getViewMatrixAsLookAt(eye, center, up);
> }
>
> void ImageViewerCaptureTool::setBackgroundColor(osg::Vec4d color) {
> _viewer->getCamera()->setClearColor(color);
> }
>
> ////////////////////////////////
> ////WindowCaptureScreen METHODS
> ////////////////////////////////
>
> WindowCaptureScreen::WindowCaptureScreen(osg::ref_ptr<osg::GraphicsContext>
> gc) {
> _mutex = new OpenThreads::Mutex();
> _condition = new OpenThreads::Condition();
> _image = new osg::Image();
> _depth_buffer = new osg::Image();
>
> // checks the GraficContext from the camera viewer
> if (gc->getTraits()) {
>
> GLenum pixelFormat;
> if (gc->getTraits()->alpha) pixelFormat = GL_RGBA;
> else pixelFormat = GL_RGB;
>
> int width = gc->getTraits()->width;
> int height = gc->getTraits()->height;
>
> // allocates the image memory space
> _image->allocateImage(width, height, 1, pixelFormat, GL_FLOAT);
> _depth_buffer->allocateImage(width, height, 1, GL_DEPTH_COMPONENT,
> GL_FLOAT);
> }
> }
>
> WindowCaptureScreen::~WindowCaptureScreen() {
> delete (_condition);
> delete (_mutex);
> }
>
> osg::ref_ptr<osg::Image> WindowCaptureScreen::captureImage() {
>
> //wait to finish the capture image in call back
> _condition->wait(_mutex);
> return _image;
> }
>
> osg::ref_ptr<osg::Image> WindowCaptureScreen::getDepthBuffer() {
> return _depth_buffer;
> }
>
>
> void WindowCaptureScreen::operator ()(osg::RenderInfo& renderInfo) const {
> osg::ref_ptr<osg::GraphicsContext> gc = renderInfo.getState()->
> getGraphicsContext();
> if (gc->getTraits()) {
> _mutex->lock();
> _image->readPixels( 0, 0, _image->s(), _image->t(),
> _image->getPixelFormat(), GL_FLOAT);
> _depth_buffer->readPixels(0, 0, _image->s(), _image->t(),
> _depth_buffer->getPixelFormat(), GL_FLOAT);
>
> //grants the access to image
> _condition->signal();
> _mutex->unlock();
> }
> }
>
> }
>
>
>
>
>
> ...
>
> Thank you!
>
> Cheers,
> Rômulo
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71593#71593
>
>
>
>
>
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>
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