Tie-Fighter online

Working with OpenViBE signal processing scenarios and doing scenario/BCI design
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Alex37
Posts: 2
Joined: Wed Dec 14, 2011 11:47 am

Tie-Fighter online

Post by Alex37 »

Hi,

I'm trying to use 'the force' online with the tie-fighter application. I've added the acquisition client, launched the server and found my calibration values for the crop and simple DSP box : the beta power rebound after a movement is quite good.
However, when I launch the 'openvibe vr-demo tie-fighter', the ship is staying on the start screen with 'Ready ?' and does not begin following the beta power.
When I use it with the offline version, this is working.

Could you please help me? I would like to test this application in my lab for the christmas dinner animation.

Thanks,

Alexandra

fabien.lotte
Posts: 112
Joined: Sun Mar 14, 2010 12:58 pm

Re: Tie-Fighter online

Post by fabien.lotte »

the spaceship starts moving when it receives the corresponding "start" stimulation from the openvibe scenario. So you have to make sure that:
1) the lua stimulator box is connected in some way to the button VRPN server box
2) you start the openvibe scenario immediately after launching the VR application, so as to be sure the starting stimulation is well received by the VR application (this stim is just sent once, as the beginning of the scenario)

I hope it helps!

Best
Fabien

Alex37
Posts: 2
Joined: Wed Dec 14, 2011 11:47 am

Re: Tie-Fighter online

Post by Alex37 »

Hi Fabien,

Thanks for your fast answer.
You right, my problem came from the connection to the 'Button VRPN server' box.
It works online adding the same GDF file to get only the stimulations, so that's my stimulation's file that is corrupted. I'll try to improve it !

Best regards
Alexandra

sumitsoman
Posts: 16
Joined: Thu Oct 11, 2012 11:24 am

Re: Tie-Fighter online

Post by sumitsoman »

Hi

I wanted to know how can the tie-fighter scenario be used online? I tried connecting the acquisition client, but am still unable to run the scenario online. I am using OpenVibe 0.15 and the tie-fighter-freetime scenario provided with it. When I run openvibe-vr-demo-tie-fighter executable, after starting the acquisition client and the scenario, the window for the game pops up and "READY?" is displayed, however there is no further progress.

The console log is as follows:

Code: Select all

Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Loading library .\Plugin_BSPSceneManager
Installing plugin: BSP Scene Manager
Plugin successfully installed
Loading library .\Plugin_CgProgramManager
Installing plugin: Cg Program Manager
Plugin successfully installed
Loading library .\Plugin_PCZSceneManager
Installing plugin: Portal Connected Zone Scene Manager
PCZone Factory Type 'ZoneType_Default' registered
Plugin successfully installed
Loading library .\Plugin_OctreeZone
Installing plugin: Octree Zone Factory
Plugin successfully installed
Loading library .\Plugin_OctreeSceneManager
Installing plugin: Octree & Terrain Scene Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.7.1 (Cthugha)
Added resource location '.' of type 'FileSystem' to resource group 'General'
Added resource location 'scene-hangar/' of type 'FileSystem' to resource group '
General'
Added resource location 'scene-tie/' of type 'FileSystem' to resource group 'Gen
eral'
Added resource location 'scene-vador/' of type 'FileSystem' to resource group 'G
eneral'
Added resource location 'scene-misc/' of type 'FileSystem' to resource group 'Ge
neral'
Added resource location '../common/scene-plane/' of type 'FileSystem' to resourc
e group 'General'
Added resource location '../common/GUI/' of type 'FileSystem' to resource group
'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\configs' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\fonts' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\imagesets' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\layouts' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\looknfeel' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\lua_scripts' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\schemes' of type 'FileSystem' to resource group 'General'
Added resource location 'C:\Program Files (x86)\openvibe\dependencies\cegui\data
files\xml_schemes' of type 'FileSystem' to resource group 'General'
CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
*** Starting Win32GL Subsystem ***
GLRenderSystem::_createRenderWindow "VR Application - powered by OpenViBE", 800x
600 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=0 gam
ma=false vsync=false vsyncInterval=1
Created Win32Window 'VR Application - powered by OpenViBE' : 816x638, 32bpp
GL_VERSION = 3.3.0 - Build 8.15.10.2752
GL_VENDOR = Intel
GL_RENDERER = Intel(R) HD Graphics
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lend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_t
exture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL
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EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs
 GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragm
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_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL
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GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment
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ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_
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ffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform
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fer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range G
L_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_A
RB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cu
be_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra
GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_
ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_
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ram_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_te
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_ARB_timer_query GL_ARB_vertex_array_object GL_ARB_provoking_vertex
Supported WGL extensions: WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_exte
nsions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL
_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_multisample WGL_ARB_pixel_fo
rmat_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_EXT_pixel_format_
packed_float WGL_EXT_swap_control_tear
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Pac
ked-D24S8
FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Pac
ked-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32
S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32
S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0
D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0
D32S0 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0
D32S0 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0
 D32S0 Packed-D24S8
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0
D32S0 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0
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FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32
S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32
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FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D
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FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
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FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D3
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[GL] : Valid FBO targets PF_UNKNOWN PF_A8 PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R
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RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: intel
Device Name: Intel(R) HD Graphics
Driver Version: 3.3.0.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: no
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 256
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 256
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: no
 * Number of floating-point constants for geometry programs: 275
 * Number of integer constants for geometry programs: 25924
 * Number of boolean constants for geometry programs: 28525
 * Supported Shader Profiles: arbfp1 arbvp1 glsl
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: yes
 * Volume textures: yes
 * Multiple Render Targets: 8
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 255
 * Vertex texture fetch: yes
 * Number of world matrices: 0
 * Number of texture units: 16
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
   - Max vertex textures: 16
   - Vertex textures shared: yes
 * Render to Vertex Buffer : no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: no
 * GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread 00C22D98.
DefaultWorkQueue('Root')::WorkerFunc - thread 044E2640 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 044E2610 starting.
DefaultWorkQueue('Root')::WorkerFunc - thread 044E2670 starting.
Particle Renderer Type 'billboard' registered
DefaultWorkQueue('Root')::WorkerFunc - thread 044E26A0 starting.
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
SceneManagerFactory for type 'PCZSceneManager' registered.
MovableObjectFactory for type 'PCZLight' registered.
MovableObjectFactory for type 'Portal' registered.
MovableObjectFactory for type 'AntiPortal' registered.
PCZone Factory Type 'ZoneType_Octree' registered
PCZone Factory Type 'ZoneType_Terrain' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group General
Parsing script hangar.material
Parsing script tie.material
Parsing script vador.material
Parsing script misc.material
Parsing script plane-blue.material
Parsing script plane-cyan.material
Parsing script plane-green.material
Parsing script plane-pink.material
Parsing script plane-red.material
Parsing script spark.particle
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
TerrainSceneManager: Registered a new PageSource for type Heightmap
OIS initialised
Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated
mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Mesh: Loading hangar.mesh.
WARNING: hangar.mesh is an older format ([MeshSerializer_v1.40]); you should upg
rade it as soon as possible using the OgreMeshUpgrade tool.
Texture: stars.jpg: Loading 1 faces(PF_R8G8B8,2880x1440x1) with 5 generated mipm
aps from Image. Internal format is PF_X8R8G8B8,2880x1440x1.
Texture: steelplt.jpg: Loading 1 faces(PF_R8G8B8,756x512x1) with 5 generated mip
maps from Image. Internal format is PF_X8R8G8B8,756x512x1.
Texture: croisertexturecomplete.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with
 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
Mesh: Loading barrel.mesh.
WARNING: barrel.mesh is an older format ([MeshSerializer_v1.40]); you should upg
rade it as soon as possible using the OgreMeshUpgrade tool.
Texture: rusty-barrel.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated
 mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading tieNode.mesh.
WARNING: tieNode.mesh is an older format ([MeshSerializer_v1.40]); you should up
grade it as soon as possible using the OgreMeshUpgrade tool.
Texture: _cegui_ogre_1: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 0 generated
mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: _cegui_ogre_2: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 0 generated
mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: _cegui_ogre_3: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 0 generated
mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: _cegui_ogre_4: Loading 1 faces(PF_A8B8G8R8,512x128x1) with 0 generated
mipmaps from Image. Internal format is PF_A8R8G8B8,512x128x1.
Texture: _cegui_ogre_5: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated
mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.

START RENDERING...
Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 5 gener
ated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.

I wish to know what configurations are required to run the scenario online? I am using the BrainVision ActiChamp amplifier?

jtlindgren
Posts: 775
Joined: Tue Dec 04, 2012 3:53 pm
Location: INRIA Rennes, FRANCE

Re: Tie-Fighter online

Post by jtlindgren »

Hi Sumitsoman,

tie-fighter-freetime.xml scenario appears to be constructed to read data from a file. To use it online, I suppose you'd need to modify the scenario to read data from the acquisition server ('Acquisition Client' box) and make the data from it match what the scenario expects (i.e. similar as the data in the default file).


Happy hacking,
Jussi

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