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Re: Freeglut error when starting Quadbufferstereo application
#1
Quite a regular
Quite a regular


Hi,
Yeah I saw that this morning when i got to the Office. Updated the Externals and using it now! Thx for the update!

Posted on: 10/16 10:21
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Re: Freeglut error when starting Quadbufferstereo application
#2
Webmaster
Webmaster


Hello,

We had to revert to previous revisions of freeglut due to some kind of bug. Please update External and try now.

Posted on: 10/16 9:39
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Re: Freeglut error when starting Quadbufferstereo application
#3
Webmaster
Webmaster


Then the problem was as I guessed.
Use the old freeglut until we have dealt with it then.
Will set it up in our task management system.

Posted on: 10/11 15:54
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Re: Freeglut error when starting Quadbufferstereo application
#4
Quite a regular
Quite a regular


Yes, latest trunk version of H3D!
Revision 479 of the externals seems to be an upgrade of freeglut to 3.0.0 and from there the problems starts. 478 works fine as before! I did not revert H3DAPI in the testing!


Posted on: 10/11 14:21
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Re: Freeglut error when starting Quadbufferstereo application
#5
Webmaster
Webmaster


Latest trunk that is I assume?
So you got an updated freeglut build?
Please just revert External freeglut to a previous version and see if it works then.
If so then we need to figure out what is missing.

Otherwise please update H3DAPI to a previous revision as well.

Posted on: 10/11 13:47
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Freeglut error when starting Quadbufferstereo application
#6
Quite a regular
Quite a regular


Hi!

Background:
Latest H3D-version compiled with the vs2015 Externals.
Uses Nvidia Vision 3D with Quad Buffer Stereo
Worked like a week ago when compiling it together.
Starting the application without quad buffer stereo does work as usual...

Error text:
freeglut (H3DLoad): ERROR: No display callback registered for window 1.

Any ideas to solve this? :)

Posted on: 10/10 15:21
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Re: PlanarReflector anaglyph fix
#7
Just popping in
Just popping in


Hello!

Thanks you for pointing out on how to properly provide patches. I'll do it ASAP.

Best regards, Innokentiy.

Posted on: 10/3 22:33
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Re: PlanarReflector anaglyph fix
#8
Webmaster
Webmaster


Hello,

And thank you for providing the patches for fixing this.
However, if we are going to apply the patches directly you need to upload it through the bug tracker due to the reasons stated at the end of this post.

http://www.h3dapi.org/modules/newbb/v ... &post_id=442#forumpost442

Posted on: 10/3 13:12
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PlanarReflector anaglyph fix
#9
Just popping in
Just popping in


Hello!

I have discovered the following issue.

Steps to reproduce

1. Load the following scene in H3D Viewer:

<?xml version="1.0" encoding="utf-8"?>
<X3D profile='H3DAPI' version='2.2'>

  <Scene>
    <Viewpoint position='0 0 0.3' />
    <Background skyColor="1 1 1" />

    <Transform
      translation="0 0 -0.05">
      <Switch>
        <Shape>
          <Appearance>
            <Material/>
          </Appearance>

          <Box
            size="0.01 0.01 0.01"/>
        </Shape>

        <PlanarReflector reflectivity='0.8' color='1 1 1'>
          <Rectangle2D size="0.5 0.5"/>
        </PlanarReflector>
      </Switch>
    </Transform>

    <Shape>
      <Appearance>
        <Material/>
      </Appearance>

      <Box
        size="0.01 0.01 0.01"/>
    </Shape>
  </Scene>
</X3D>


2. Enable any anaglyph stereo rendering mode (Red-Blue, Red-Green, Red-Cyan).

3. Change Switch node whichChoice field value to 0.

4. Change Switch node whichChoice field value to 1.


Expected behaviour

1. After performing reproduction step 3: 2 boxes will be rendered in anaglyph stereo. The image for the right eye will be of cyan colour, and the image for the left eye will be yellow, magenta or red colour depending on the selected anaglyph rendering mode.


2. After performing reproduction step 4: the box and its reflection rendered in anaglyph stereo. The image for the right eye will be of cyan colour, and the image for the left eye will be yellow, magenta or red colour depending on the selected anaglyph rendering mode.


Actual behaviour

1. After performing reproduction step 3: 2 boxes will be rendered in anaglyph stereo. The image for the right eye is of cyan colour, and the image for the left eye is yellow, magenta or red colour depending on the selected anaglyph rendering mode (PlanarReflector bug 1).

2. After performing reproduction step 4: the box and its reflection rendered in broken anaglyph stereo. The image for the right eye is of cyan colour, and the image for the left eye is rendered in natural colour, i.e. without applying any colour mask (PlanarReflector bug 2).


Proposed solution

Apply the following patch:
IndexH3D/H3DAPI/src/PlanarReflector.cpp
===================================================================
--- 
H3D/H3DAPI/src/PlanarReflector.cpp    (revision 3046)
+++ 
H3D/H3DAPI/src/PlanarReflector.cpp    (working copy)
@@ -
115,+115,10 @@
   
glStencilOpGL_REPLACEGL_REPLACEGL_REPLACE );
   
glStencilFuncGL_ALWAYS1);
   
glEnableGL_STENCIL_TEST );
+
+  
GLboolean colourMask [4];
+  
glGetBooleanv (GL_COLOR_WRITEMASKcolourMask);
+
   
// don't write to frame buffer or depth buffer
   
glColorMask000);
   
glDisableGL_DEPTH_TEST );
@@ -
124,+128,@@
   if( 
g->displayList->callList();
   
   
// reset to frite to frame and depth buffer again
-  glColorMask111);
+  
glColorMask(colourMask[0], colourMask[1], colourMask[2], colourMask[3]);
   
glEnableGL_DEPTH_TEST );
 
   
glPopMatrix();


The proposed patch enables the proper saving and restoration of the colour masks during reflection update. The results of using the proposed solution are seen in fig. PlanarReflector fix 1 and fig. PlanarReflector fix 2.

Attach file:



png  PlanarReflector bug 1.png (114.74 KB)
11257576_59d2441c84ba1.png 800X488 px

png  PlanarReflector bug 2.png (114.46 KB)
11257576_59d24425ee36d.png 800X489 px

png  PlanarReflector fix 1.png (107.43 KB)
11257576_59d2442ea583c.png 800X434 px

png  PlanarReflector fix 2.png (106.06 KB)
11257576_59d24433d1eec.png 800X432 px

Posted on: 10/2 15:54
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Re: Collision detection
#10
Webmaster
Webmaster


I don't quite get the problem.
The mouse/avatar interaction in H3D is implemented using simple lineIntersect/closestPoint and movingSphereIntersect virtual functions which will (as the name indicates) simply find the intersection with objects and a line, or the closest point on an object to a point in space or the first place along a line in which a sphere intersects the object (swept sphere, moving sphere).

There are a couple of navigation modes.
EXAMINE - (keyboard shortcut e) will let the user navigate around the centerOfRotation of the current viewpoint. There is no collision between the avatar and the objects when this is used.
LOOKAT - (keyboard shortcut l) Let the user select the centerOfRotation for the current viewpoint by clicking on an object (perhaps it is only temporary, can't remember). No collision between avatar and objects are considered.
WALK/FLY - (keyboard shortcut w/f) Collision between avatar and objects are considered. Arrow keys control direction of walking relative to current viewpoint. Mouse changes viewpoint. When fly is enabled one can use mouse to change direction up/down.


Each X3DGeometryNode is a separate object. X3DGeometryNodes are such things as Sphere and IndexedTriangleSet.

Posted on: 5/29 8:04
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