Re: [osg-users] Prepend: OSG file loading...

2007-08-16 Thread Robert Osfield
Hi Adrian,

On 8/15/07, Adrian Egli [EMAIL PROTECTED] wrote:
 Hi Robert, i am also confused where the issue comes from. I don't know, i
 did a half a hour debug sessions this afternoon, i don't yet
 get any more information. I propose we will held back this issue in our
 mind, when ever we have more information may we will be able to
 fix it.

Does this issue exist on any of the OSG examples on your machine?

Would it be possible to write a small segment of code that reproduces it?

Robert.
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Re: [osg-users] OpenGL 3 announced

2007-08-16 Thread Robert Osfield
Hi Jan,

I'm sorry to hear of your bad experience with lock down of phones, but
there is more to 3d graphics on embedded and mobile systems than the
subset of locked down phones.  For the same reason that OpenGL ES has
value in the market, a scene graph that supports it would also have
value to those who need it.

Robert.

On 8/15/07, Jan Ciger [EMAIL PROTECTED] wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Robert Osfield wrote:

  Time is the important thing to consider here.  Mobile hardware is
  getting more and more capable.  There is also a movement in mobile
  hardware that geared towards more open  systems.
 
  Take a snapshot today and things don't look to positive w.r.t
  squeezing the OSG into a mobile platform, in 5 years time I would
  expect things to be very different.  I can imagine lots of folks being
  open to support mobile hardware if they can use similar tools on the
  desktop as on the mobile device.

 Robert, you need to consider also the ecosystem, not only the
 technology. Hopefully the narrow-minded telcos running the cellphone
 networks will get the idea, but most likely not. The reason why most of
 this hardware is closed is not so much because of companies like Nokia
 or Siemens, but because of telcos asking them to make their handsets
 restricted and unable to run unapproved things under the threat of not
 selling them with their subscription plans. For example, Symbian (EPOC)
 used to be quite open system when it was used by Psion handhelds and is
 being closed down more and more as it moved from PDAs to smart phones.

 One of the reasons is the fear of uncertified hardware/software damaging
 their networks. For example, in my home country - Slovakia - it is still
 *illegal* (there is actually a law on this, even though the telecom is
 in private hands since a long time) to plug your own phone or modem in
 the phone outlet. Everybody ignores it, but officially you must petition
 the telecom and they will send the technician to plug the phone in. Of
 course, God forbid if the phone/modem/whatever is not one of the
 officially approved and certified ones - you have to prove it by showing
 the certificate to the tech, otherwise you will not get it connected.
 And then they will still botch it (like the DSL line at my girlfriend's
 place where they installed some part incorrectly causing interference in
 all phones in the house - but that is another story ...)

 Then the other thing is pure greed - like 1-2 EUR DRM-ed ringtones (!)
 so that you cannot share them and avoid paying the inventor of the Crazy
 Frog or whatever annoyance of the day.

 Unless this changes, the market for these things will be very limited
 for 3rd party developers not associated with either the device
 manufacturers or the telecoms.

  This afternoon I tried to update to that latest Producer in CVS but
  couldn't get it compiled.  Will have to try another day.

 I have done it just an hour ago and it worked for me. I didn't run it
 yet, but it compiled OK.

 Jan

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Re: [osg-users] a couple OSG BOF pictures

2007-08-16 Thread Robert Osfield
Hi Mike,

On 8/15/07, Mike Weiblen [EMAIL PROTECTED] wrote:
 here are a few more (blurry) pictures from the OSG BOF last week.

 http://mew.cx/osg/s2007/

Wow, looks big filled room!

I do like the idea of the OSG generated holograms.  The 2D pics and
displays we labour with won't ever do the hologram justice - will have
to see it for real one day :-)

Robert.
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Re: [osg-users] Creating unmapped windows?

2007-08-16 Thread Robert Osfield
HI Anye,

Not mapping the window till realize is something that is desirable,
but its not something that I have set as an immediate goal or tested
yet - osgViewer is still in its infancy so its function is not fully
fleshed out.

Supporting mapping only at realize should be possible give a few
tweaks to the implementation.  The init() method right now sets this
up in preparation for the realize and to check that the requested
GraphicsContext::Traits can be fulfilled, but there is no direct
requirement to map the window.

I'm open to refactoring of GraphicsWindowX11 so that
setWindowDecorationImplementation() doesn't require mapping or can be
delayed until realize(), we do need to make sure that Carbon and Win32
implementations also fit well with this change.

Feel free to hack GraphicsWindowX11 at your end to see if you can get
things working as you desire and let me know how you get on.  I can
then review the required changes and make further
changes/recommendations.   I can also put this item on my TODO lists,
but this list is rather long so I won't get round to it right away.



Robert.

On 8/15/07, Anye Li [EMAIL PROTECTED] wrote:
 Hi,

 Can I create an unmapped GraphicsWindow with an initialized OpenGL context?

 I really wanted to ask this as how-do-I question, but looking at the latest
 svn code, I believe this is a feature request.  Actually, I can probably
 already do this by using GLUT (or something else that creates an OpenGL
 context) with GraphicsWindowEmbedded, but I'd rather not depend on GLUT just
 for this; I'd rather it be something GraphicsWindows are generally capable
 of.

 Most windowing toolkits that I've encountered create unmapped windows and
 then require you to invoke some kind of show method for it to actually
 appear on screen.  I don't know how things work on other systems, but at
 least on X11 I'm pretty sure you can set up an OpenGL context on an unmapped
 window, and do things like set up frame buffer objects before (or without)
 mapping a window.

 Perhaps most people do want their windows automatically mapped (and usually
 I do too), but it doesn't seem like I get a choice: in GraphicsWindowX11,
 the window gets mapped in
 setWindowDecorationImplementation(), which gets called
 during construction; I haven't looked at the other implementations but I
 would assume similar behaviour.  It seems to me the purpose of
 realizeImplementation() is to map the window; is there any possibility of
 either not mapping the window during
 setWindowDecorationImplementation(), or perhaps
 setWindowDecorationImplementation() not actually taking
 effect until the window is realized?

 Thanks,

 Anye Li


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Re: [osg-users] Prepend: OSG file loading...

2007-08-16 Thread Adrian Egli
Hi Robert,

in fact at the moment i am no longer sure if this exists only in my
application or also in the osg example. i will have a look as soon as
i got two minutes left.

/adegli

2007/8/16, Robert Osfield [EMAIL PROTECTED]:

 Hi Adrian,

 On 8/15/07, Adrian Egli [EMAIL PROTECTED] wrote:
  Hi Robert, i am also confused where the issue comes from. I don't know,
 i
  did a half a hour debug sessions this afternoon, i don't yet
  get any more information. I propose we will held back this issue in our
  mind, when ever we have more information may we will be able to
  fix it.

 Does this issue exist on any of the OSG examples on your machine?

 Would it be possible to write a small segment of code that reproduces it?

 Robert.
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-- 

Adrian Egli
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[osg-users] osgDotNet : Used from C#

2007-08-16 Thread Christophe Medard
The osgIntrospection+osgWrapper and osgDotNet-generator work very well 
together. (See 
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappersGenerator).
 
Thanks to the osg team for such taht interesting release ! 
After a bunch of tests, the generated Managed C++ DLLs work perfeclty well 
referenced in a C# solution and porting a native osg program to osgDotNet in 
C# is quick since names of classes, methods and stay the same through the 
osgDotNet API.

Yet, two problems remain for the programmer that wants to build an interactive 
application in .NET (C# in my case) :
(A) Debugger use. As is, it seems impossible to examine the unmanaged C++ 
content (native osg) carried by osgDotNet instances, even if the Enable 
unmanaged code debugging option is set active in the Debug properties of the 
projects.
(B) Update vs Draw. Some fundamental methods of classes (ie 
Osg.NodeCallback.operator()()) aren't wrapped. Also, some classes interface 
become very static in osgDotNet compared to native osg because their 
fundamental members were set public and accessed directly in the native API 
(limitation of osgIntrospection, as explained among the last points of 
http://www.openscenegraph.org/projects/osgDotNet/wiki/DifferencesWithNativeAPI 
). An example is OsgSim.LightPoint and _on member.


Regarding (A)...
The Generator builds an osgDotNet solution that only links with the release 
versions of the native osg libraries (which stays in phase with the fact that 
using osgDotNet dlls, you have to copy aside your osg.NET dlls - on set in the 
Windows Path - release versions of the native osg Dlls as explained at 
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappers).
 
Question A1 Is that the main explanation of (A), or is there something else ?
Question A1bis Can we modify the osgDotNet solution produced by the generator 
to link with debug version of the native osf librairies to solve the (A) 
problem ?

Regarding (B)... 
Solving the issue with for example the lightpoint is easy : I only have to make 
a few accessor add in (native) osgSim as well as in osgWrappers/osgSim and 
rebuild OpenSceneGraph. In other words a quickly coded litlle patch on the osg 
native release. 
Question B1 There, just one question : is it useful to submit to the OSG 
community those patches as we introduce them or will the release to com (2.2.0) 
include those or an osgIntrospection improvement that will render this obsolete 
?
Concerning the more important NodeCallback issue, it may be embarassing : it is 
a callback method called from the native osg internals that have to impact the 
overriden method coded in C#. 
Question B2 Will the mere patching of the osg release (as for the LightPoint) 
work in that case ? The macros used inside osgWrappers/xxx (osgIntrospection 
macros) include virtualstate assesment, but will it work on that case where the 
caller is the osg native core, not a .NET call coming from inside the C# 
application ?

Thanks for comments or answers.

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29

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[osg-users] VirtualPlanetBuilder-0.9.1 tagged

2007-08-16 Thread Robert Osfield
Hi All,

I have just cleaned up and tagged VirtualPlanetBuilder-0.9.1, you can
grab download it form the project website:

 http://virtualplanetbuilder.osgforge.org/

No binaries exist as yet so you'll need to build the project yourself,
but as it uses the same build system as the OSG this should be
straight forward.

Robert.
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Re: [osg-users] Setting a backgroud image

2007-08-16 Thread [EMAIL PROTECTED]
Thanks Robert.

- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, August 14, 2007 11:08 AM
Subject: Re: [osg-users] Setting a backgroud image


 Hi Guy,
 
 On 8/14/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  About the clear color of ClearNode, I guess the camera node clear color
  overrides it.
 
 A nested ClearNode should be able to set the clear colour for the
 Camera that contains it.  I very rarely used ClearNode these days, and
 have neved used it with a RTT Camera so perhaps this functionality has
 dropped between the boards.
 
 FYI, ClearNode predates osg::Camera, the later now can take over much
 of the need to for ClearNode as it allows one to set the clear for the
 Camera.
 
 Robert.
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Re: [osg-users] OpenGL 3 announced

2007-08-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Jan,
 
 I'm sorry to hear of your bad experience with lock down of phones, but
 there is more to 3d graphics on embedded and mobile systems than the
 subset of locked down phones.  For the same reason that OpenGL ES has
 value in the market, a scene graph that supports it would also have
 value to those who need it.
 
 Robert.
 

I certainly wish it would be that way.

Jan
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[osg-users] RTT camera cullmask

2007-08-16 Thread Michael Ebner
Hello,

i'm using a osg::Camera with a FBO attached, rendering depth buffer for 
use as a shadow map. In a special case i just want the camera to render 
nothing (non of their nodes below) to the texture.
At first i tried to set the cull mask of the RTT camera to 0, but that 
seemed to have the effect that the camera was not traversed and the 
texture was not updated anymore. So i ended up, setting a NodeMask to 
the children below the RTT camera to achieve the effect of rendering 
nothing.

Did i misinterpret the meaning of setCullMask? Is there another way of 
enabling/disabling a RTT camera?

Thanks for any help,
Michael.


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Re: [osg-users] RefCount setSceneData

2007-08-16 Thread Robert Osfield
Hi Michael,

On 8/16/07, Michael Ebner [EMAIL PROTECTED] wrote:
 when setting a root node to an osgViewer with setSceneData, the ref.
 count of the root node is increased by 2. A explicit call with
 setSceneData(NULL) is necessary to release the node again, simply
 setting the ref_ptr of osgViewer to NULL keeps one ref count of the root
 node.
 Could someone verfiy that and perhaps fix it?

I'm afraid I can't follow where the problem lies.
osgViewer::Viewer::setSceneData will use a osgViewer::Scene which will
retain a reference to the SceneGraph, and at the same time this scene
will be passed on to the Viewer's osg::Camera, so they will take
references as well, this is perfectly normal and safe.

When a Viewer destructs it should remove scene reference and
associated cameras and they will remove their references to the scene
as well, so in the end the ref count should return to zero and the
scene deleted.

Could you provide a code example that reproduces the issue that you
perceive.  Please specify which version of the OSG you are using.

Robert.
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Re: [osg-users] RTT camera cullmask

2007-08-16 Thread Robert Osfield
Hi Michael,

I'm afraid I can't work out what you mean by do nothing.  Setting the
NodeMask on Camera will switch it off, it will do nothing.   Similar
to the cull mask.  From your description this works - its does
nothing, yet you then say the texture is not updated??!?!?

What are you after?  You can't do nothing and still have something
undefined happen.  Could you please explain what bits you want to
happen and what you don't.

Robert.

On 8/16/07, Michael Ebner [EMAIL PROTECTED] wrote:
 Hello,

 i'm using a osg::Camera with a FBO attached, rendering depth buffer for
 use as a shadow map. In a special case i just want the camera to render
 nothing (non of their nodes below) to the texture.
 At first i tried to set the cull mask of the RTT camera to 0, but that
 seemed to have the effect that the camera was not traversed and the
 texture was not updated anymore. So i ended up, setting a NodeMask to
 the children below the RTT camera to achieve the effect of rendering
 nothing.

 Did i misinterpret the meaning of setCullMask? Is there another way of
 enabling/disabling a RTT camera?

 Thanks for any help,
 Michael.


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Re: [osg-users] RTT camera cullmask

2007-08-16 Thread Michael Ebner
Hi Robert,

Robert Osfield wrote:
 Well its pretty simple then just switch off the children by setting
 their NodeMask, [..]

that's what i did, thank you.
Michael.





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Re: [osg-users] Why does the osgPlugins directory includethe version?

2007-08-16 Thread filip.holm
To Jean-Sebastien,

--snip--
The solution is simple, really - users should learn to build the
INSTALL target in the Visual Studio project 
files. To simplify this, the INSTALL target should be the default
target in a batch build. But I think we 
shouldn't put in any workarounds when the true solution is so simple.
--snip--

My Cmake knowledge is limited, but I would prefer a Visual Studio
solution where the projects actually build to the directory I test/debug
my application. Rather than copying files around so you end up having
duplicate files and end up testing with an old version. As a Visual
Studio programmer I think of the INSTALL target more like a SW
deployment step than an actual build stage. No sure if this is a Cmake
limitation, but my vote goes for setting up the projects so they build
to the /bin directory directly. That way you can make a change to one
project, build it and run your testapp. 

On a separate note. 
- osgIntrospection is not copied when building INSTALL. 
- If we have to stick to the INSTALL target, does anyone know if there
is a way to setup Cmake to copy the pdb files as well?

Filip
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Re: [osg-users] running vrml plugin on 2.0

2007-08-16 Thread Robert Osfield
Hi Joan,

The problems you describe look to most likely to be issues with
display listing of the geometries.  It could be that they are just
poorly conditioned datasets - one triangle per geometry is certainly
very very badly condidtioned and needs fixing to be able expect any
sensible performance level, or it could be that the models are simply
to big for the hardware/OGL driver to cope with.

There might also be possibility of error in the data such as a
primitive index that is invalid.

This is also just speculation though...

Robert.

On 8/16/07, Joan Slottow [EMAIL PROTECTED] wrote:
 Jan

 I tested the latest vrml plugin on some larger files, real vrml files rather
 than the little test files that I sent you before.  I tested them with both
 osgviewer and vrNav2, my own program.   First, the problem with
 osgUtil::SceneView crashing in draw(  ) that I had before when I loaded the
 vrml files with vrNav2 is now gone, so that's good.  I notice, from looking at
 the resultant .osg files, that the vrml translation is introducing a rotation
 to turn the z of the model up.  vrNav2 already does that for all models so I
 added a test there not to do it for .wrl models it loads.  The first few
 models that I loaded worked fine.  Then I ran into a problem.  The problem
 seems to be related to the size or the number of Shapes in the vrml file.
 Also, it may be some kind of timing problem (in it taking too long to load the
 model).

 The problem manifests itself as follows: in osgviewr, the graphics screen
 comes up as a black screen and then turns into a screen with a blue background
 and the model appears.  With the ones that don't work, the screen remains
 black and you don't see the model. With vrNav2, vrjuggler is opening for me
 (using X Windows calls) a black graphics screen of size 640 by 480.  With the
 ones that don't work, I get a black graphics screen that fills the whole
 screen (not 640 x 480) and no model.  When it works, I get my 640 x 480
 graphics screen.  vrNav2 writes out the model's bounding box dimensions
 immediately after loading the model and this always happens.   Also, if I
 change the vrNav2 code so that immediately after loading the model it writes
 out the model in .osg format, the problem is gone and the program work and the
 problem.  But if immediately after loading the model, I just add some sleep, I
 am back to it not working.

 If I take a model that doesnt work but which has multiple Shapes, and divide
 it into .wrl files each with a single shape and load just a single Shape, it
 always works.  I can also take subsets of the Shapes and have it work.

 Here are 4 models:

 waves.wrl   with 3 Shapes 3406099 bytes
 isos2_2.wrl with 2 Shapes  883264 bytes
 sigmoid.wrl with 6 Shapes  326260 bytes
 vectors.wrl with 8 Shapes 3234335 bytes

 From them I constructed the following: sigmoid1.wrl the first Shape from
 sigmoid.wrl, sigmoid2.wrl the second Shape, ... sigmoid6.wrl the sixth Shape,
 sigmoid1-3.wrl the first three Shapes, sigmoid1-4.wrl the first 4 shapes,
 sigmoid1-5.wrl the first 5 Shapes.  vectors1-4.wrl the first 4 Shapes from
 vectors.wrl, vectors1-5.wrl and vectors5-8.wrl etc.  waves1.wrl the first
 Shape from waves.wrl, also waves2.wrl, waves3.wrl and waves1-2.wrl.

 Here are the results:

model vrNav   osgviewer

sigmoid   black screenblack screen
any of sigmoid1 through
  sigmoid6works   works
sigmoid1-3works   works
sigmoid1-4works   black screen
sigmoid1-5black screenblack screen

isos2_2   works   works

waves black screenworks
waves1black screenworks
waves2works   works
waves3works   works
waves1-2  black screenblack screen

vectors   black screenworks
vectors1-4works   works
vectors1-5black screenworks
vectors5-8works   works

 Anyway, I am not unhappy with this situation.  My goal is to be able to take
 vrml 2.0 files output by scientific visualization programs and turn them into
 models that can be loaded.  I can easily do this by following this procedure:

osconv whatever.wrl whatever.osg
edit whatever.osg and remove the matrix transform at the top
osconv whatever.osg whatever.ive

 Then I load the .ive file and that always works.

 I also tried writing a vrml 2.0 file from VMD a popular program used to
 visualize chemistry molecules.  That program wrote out an absolutely huge file
 with one Shape per triangle.  That file can't be loaded.  However, I can write
 a program to read in the vrml file as output by VMD and convert it to a more
 

[osg-users] Coordinate systems

2007-08-16 Thread Dave Pugmire
What is the easiest way to change the coordinate system of OSG?
I read in documentation that there is a way to do it, but it never says 
how. I need to have the world be XZ on the floor and +Y up. Is it best 
to attach a transform node below the root, and hang everything off that, 
or can I configure something?

Thanks,
Dave

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Re: [osg-users] VirtualPlanetBuilder-0.9.1 tagged

2007-08-16 Thread Robert Osfield
My plan to work on VirtualPlanentBuilder is that upcoming changes will
be done in both core OSG and VPB, with the later relying upon latest
OSG in SVN - this means VPB SVN version will require OSG SVN version.

The VirtualPlanentBuilder-0.9.1 release should work fine with OSG-2.0
and all the 2.1.x series as well as OSG SVN, so if you don't want to
use OSG stable version then you'll need to stick with
VirtualPlanentBuilder-0.9.1 release - this is in fact key motivation
of for tagging 0.9.1 when I did.

Robert.
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[osg-users] osgDotNet : Used from C#

2007-08-16 Thread Christophe Medard
Hi Mike

 Regarding (A1): you'll need to build the Debug osgDotNet assemblies and use 
 them with the 
 Debug OSG DLLs.  (...)  Unfortunately you can't see the native state when 
 stepping through 
 the managed code. Also, debugging across the managed/unmanaged boundary only 
 works 
 for 32 bit code, not 64 bit, due to a CLR/Visual Studio limitation.

(A1) That's what I planned to do : link Debug Configuration os osgDotNet.sln 
with Debug version of the native osg librairies (and run it aside native osg 
Debug dlls) ; link Release Configuration os osgDotNet.sln with Release version 
of the native osg librairies (and run it aside native osg Release dlls).

I'm currently working with 32 bit code ; I'll see to what extent I can see 
what's going on on the unmanaged side...

(B) Well in fact I tried this afternoon the local OSG copy patching idea, but 
it doesn't seem to work. I can't see why... taking the LightPoint issue : 
{a} I've added two accessor methods in include/osgSim/LightPoint and 
src/osgSim/LightPoint.cpp - that 'updates' native osg dll and library
{b} I've added those through I_Method and I_Method macros in 
src/osgWrappers/LightPoint.cpp - that should be taken into account by 
Generator when generating again Generator/output/src/osgSim/LightPoint.cpp and 
.h

{a} worked perfecly but not {b} : the osgDotNet solution generation still works 
but doesn't provide anything new into LightPoint class definition...
For instance I don't understand why.

I totally agree with you the fact that local patches aren't ideal, it can only 
be a temporary solution.
I wish I'd have understood the main fundamentals of osgIntrospection and 
genwrapper (for in fact source files in osgWrappers aren't supposed to be 
editted, gloups !) but just getting in touch with osg it's not the case yet. 

 Currently there is a rudimentary mechanism in the code generator to add 
 custom support code to 
 classes.  In the absence of support for operator functions in 
 osgIntrospection, this could be used 
 to handle the NodeCallback issue, including virtual calls from C++ to C#.

I don't really understand what you mean by that ; can you tell me a little more 
?

Thanks a lot for your answer !

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29
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[osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Garrett Potts
Hello All:

I am having text/font issues under the 64-bit SUSE.  If ever a  
setText is called on an osgText object there is a core dump that  
occurs.  Note the code works fine on MAC's ad Windows.  I think it  
might be related to 64-bit build on SUSE.  I don't have much more  
details than this.  Commenting out any of the setText code allows my  
application to run fine.  I have also tried the latest dev 2.1.5 with  
the same issues.  I am still poking around but do not know if I can  
resolve this quickly.


Take care

Garrett

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Re: [osg-users] Coordinate systems

2007-08-16 Thread Robert Osfield
Hi Dave,

On 8/16/07, Dave Pugmire [EMAIL PROTECTED] wrote:
 What is the easiest way to change the coordinate system of OSG?
 I read in documentation that there is a way to do it, but it never says
 how. I need to have the world be XZ on the floor and +Y up. Is it best
 to attach a transform node below the root, and hang everything off that,
 or can I configure something?

The OSG by default loads models with Z up, Y north, X east, and the
camera manipulators all default to looking north, Z up, X to the
right.

If you want to change the coordinate frame than you need to load the
models then rotate them by 90 degrees about the X axis, and change the
camera manipulator to a different home position by setting the home
position on the manipulator.   The trackball manipulator doesn't care
which way is up save for its default home position, the drive and
flight manipulators do though, to get them to understand your new
coordinate frame you'll need to tangle with a CoordinteFrameCallback.

Robert.
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Robert Osfield
Hi Garret,

I've used 64 bit Suse for several years without problems with osgText.
 Recently I've moved to 64bit Kubunto and don't see any problems
either.  I have had nothing come by that might suggest some latent 64
bit/linux issue.

Do you have problems with osgtext running?  Which version of freetype
do you have?

Robert.

On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
 Hello All:

 I am having text/font issues under the 64-bit SUSE.  If ever a
 setText is called on an osgText object there is a core dump that
 occurs.  Note the code works fine on MAC's ad Windows.  I think it
 might be related to 64-bit build on SUSE.  I don't have much more
 details than this.  Commenting out any of the setText code allows my
 application to run fine.  I have also tried the latest dev 2.1.5 with
 the same issues.  I am still poking around but do not know if I can
 resolve this quickly.


 Take care

 Garrett

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Re: [osg-users] Coordinate systems

2007-08-16 Thread Jean-Sébastien Guay
Hello Dave,

 I need to have the world be XZ on the floor and +Y up. Is it best
 to attach a transform node below the root, and hang everything off that,
 or can I configure something?

I've not seen another way of doing it than a transform node, but I  
haven't looked all that much. Note, your root can be the actual  
transform node itself...

Good luck,

J-S
-- 
__
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 http://whitestar02.webhop.org/


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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Jean-Sébastien Guay
Hello Garret,

 I am having text/font issues under the 64-bit SUSE.  If ever a
 setText is called on an osgText object there is a core dump that
 occurs.  Note the code works fine on MAC's ad Windows.  I think it
 might be related to 64-bit build on SUSE.  I don't have much more
 details than this.  Commenting out any of the setText code allows my
 application to run fine.

You might want to try and get a stack trace with gdb. If it turns out  
that you have vector iterators or OpenThreads in the stack trace, then  
it's probably a question of calling setText() while another thread is  
running the draw traversal.

To be safe with all threading models that OSG supports, setText on an  
osgText object must be called in the update traversal. I've run into  
this lately myself, and the tricky part is that it won't necessarily  
crash each time you call setText(), it depends on timing issues.

Using an update callback fixed it for me. I just have a setText()  
method in my callback class which saves the new text but does not set  
it just yet. I then attach an instance of the callback class to the  
osgText object, and in the callback's operator() method I call setText  
on the osgText object (gotten from casting the drawable given to  
operator()). This guarantees that the actual osgText::setText() call  
will be done in the update traversal, and seems to work great for me  
on Windows and Linux. If you need a more concrete code example just  
ask, but it's pretty simple.

Then again I may be completely off track here. In any case, getting a  
stack trace is the first thing to do in order to diagnose the problem  
correctly.

Good luck,

J-S
-- 
__
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Garrett Potts
Hello Robert:

You know that version number makes no since.  I did a freetype-config  
--version and that is what was returned.  Let me look in the usr lib  
directory to see if the version is tacked on there.  Have to wait for  
a reboot.


Take care

Garrett

On Aug 16, 2007, at 2:11 PM, Garrett Potts wrote:

 Hello Robert:

 Thank you for the fast response.

 Trying to figure out now how to enable builds of examples on the
 SUSE.  I will try to run the osgtext example to see.  I have the font
 set to  so it uses the system font.  The version of freetype
 installed on the enterprise is 9.8.3.  Will keep poking to see.
 there is something it doesn't like.


 Take care

 Garrett

 On Aug 16, 2007, at 2:01 PM, Robert Osfield wrote:

 Hi Garret,

 I've used 64 bit Suse for several years without problems with  
 osgText.
  Recently I've moved to 64bit Kubunto and don't see any problems
 either.  I have had nothing come by that might suggest some latent 64
 bit/linux issue.

 Do you have problems with osgtext running?  Which version of freetype
 do you have?

 Robert.

 On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
 Hello All:

 I am having text/font issues under the 64-bit SUSE.  If ever a
 setText is called on an osgText object there is a core dump that
 occurs.  Note the code works fine on MAC's ad Windows.  I think it
 might be related to 64-bit build on SUSE.  I don't have much more
 details than this.  Commenting out any of the setText code allows my
 application to run fine.  I have also tried the latest dev 2.1.5  
 with
 the same issues.  I am still poking around but do not know if I can
 resolve this quickly.


 Take care

 Garrett

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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Robert Osfield
HI Garret,

To build the examples you need to configure the cmake to do it, via:

  cd OpenSceneGraph;
  ccmake .

Then you'll see in the console a list of options, one with be
OSG_BUILD_EXAMPLES set by default to OFF, just toggle this to ON, then
press 'c' to configure, the 'g' to generate the Makefiles.  You'll see
onscreen help provide too.

The just type make in the console as usual.

Robert.

On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
 Hello Robert:

 Thank you for the fast response.

 Trying to figure out now how to enable builds of examples on the
 SUSE.  I will try to run the osgtext example to see.  I have the font
 set to  so it uses the system font.  The version of freetype
 installed on the enterprise is 9.8.3.  Will keep poking to see.
 there is something it doesn't like.


 Take care

 Garrett

 On Aug 16, 2007, at 2:01 PM, Robert Osfield wrote:

  Hi Garret,
 
  I've used 64 bit Suse for several years without problems with osgText.
   Recently I've moved to 64bit Kubunto and don't see any problems
  either.  I have had nothing come by that might suggest some latent 64
  bit/linux issue.
 
  Do you have problems with osgtext running?  Which version of freetype
  do you have?
 
  Robert.
 
  On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
  Hello All:
 
  I am having text/font issues under the 64-bit SUSE.  If ever a
  setText is called on an osgText object there is a core dump that
  occurs.  Note the code works fine on MAC's ad Windows.  I think it
  might be related to 64-bit build on SUSE.  I don't have much more
  details than this.  Commenting out any of the setText code allows my
  application to run fine.  I have also tried the latest dev 2.1.5 with
  the same issues.  I am still poking around but do not know if I can
  resolve this quickly.
 
 
  Take care
 
  Garrett
 
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Re: [osg-users] running vrml plugin on 2.0

2007-08-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Joan,
 
 The problems you describe look to most likely to be issues with 
 display listing of the geometries.  It could be that they are just 
 poorly conditioned datasets - one triangle per geometry is certainly 
 very very badly condidtioned and needs fixing to be able expect any 
 sensible performance level, or it could be that the models are simply
  to big for the hardware/OGL driver to cope with.
 
 There might also be possibility of error in the data such as a 
 primitive index that is invalid.
 
 This is also just speculation though...
 
 Robert.

Robert, I think that there may be indeed some threading bug in the
osgViewer. I have tested the files from Joan and if I view them using
osgViewer, it starts up (no black screen) but hangs right away after
displaying the first few frames or when I try to move the camera. This
happens for all of the models here.

If I do the same with osgproducerviewer, everything works and I am
getting decent frame rates even - few hundreds FPS, even up to 1000
sometimes on my two 6800GS. The models are not that big, the largest has
 117693 polygons and I am still getting 1000+ FPS with it with Producer.
I have also checked the data files and the VRML files contain several
meshes, few thousands triangles/quads each. Nothing extraordinary.

I have experienced the hangs with osgViewer in our own application
recently as well, but I couldn't reproduce them with the plain osgviewer
binary, so I have ascribed it to some race condition in my code. Now
these datafiles trigger it with plain viewer 100% each time on my PC. I
am running a dual core Athlon (SMP machine) and the cards are configured
using SLI, alternative frame rendering (AFR).

Regards,

Jan
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Garrett Potts wrote:
 Hello All:
 
 I am having text/font issues under the 64-bit SUSE.  If ever a  
 setText is called on an osgText object there is a core dump that  
 occurs.  Note the code works fine on MAC's ad Windows.  I think it  
 might be related to 64-bit build on SUSE.  I don't have much more  
 details than this.  Commenting out any of the setText code allows my  
 application to run fine.  I have also tried the latest dev 2.1.5 with  
 the same issues.  I am still poking around but do not know if I can  
 resolve this quickly.
 
 

Strange - I was running a 64bit Mandriva and it was working for me just
fine. Do you happen to have an ATI card? They seem to not like osgText
too much.

Jan
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Jan Ciger
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Garrett Potts wrote:
 Hello:
 
 You might want to try and get a stack trace with gdb. If it turns out
 that you have vector iterators or OpenThreads in the stack trace, then
 it's probably a question of calling setText() while another thread is
 running the draw traversal.

 
 :).  Wish I could.  The setText is completly hosing everything.  I  
 have tried the gdb on the executable.  I usually have to reboot.

Reboot?? Whoa, now that is really a bad issue.

Do you have problems displaying the stats in the osgviewer as well?

Jan
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Re: [osg-users] running vrml plugin on 2.0

2007-08-16 Thread Jan Ciger
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Hello,

Joan Slottow wrote:
 Jan
 

...
 I notice, from looking at the resultant .osg files,
 that the vrml translation is introducing a rotation to turn the z of
 the model up. 

Yes, this is done to make the viewing more convenient, the standard OSG
coordinate system is z-up, not y-up as VRML.

 vrNav2 already does that for all models so I added a
 test there not to do it for .wrl models it loads.  The first few 
 models that I loaded worked fine.  Then I ran into a problem.  The
 problem seems to be related to the size or the number of Shapes in
 the vrml file. Also, it may be some kind of timing problem (in it
 taking too long to load the model).

Please, see my reply to Robert - I think that you may have hit a bug in
osgViewer. For me the viewer hangs completely after loading your data,
however, the old osgproducerviewer displays everything fine. The problem
thus cannot be in the plugin nor data (both viewers use the same).

Moreover, I have seen these hangs with other (non-vrml data) recently
too. I guess a threading bug was introduced in the renderer when Robert
did some recent changes.


BTW, I would be grateful if you could spare one or two of your files and
add them to my test file on the OSG web site (zipped, please!). It would
be a good test case with realistic data where people can verify that
their installation of the plugin works OK.

...
 I also tried writing a vrml 2.0 file from VMD a popular program used
 to visualize chemistry molecules.  That program wrote out an
 absolutely huge file with one Shape per triangle.  That file can't be
 loaded.  However, I can write a program to read in the vrml file as
 output by VMD and convert it to a more reasonable one that looks like
 the vrml files output by OpenDX.  I did some playing around with that
 and that will also work.

Of course, if you have a shape per triangle, the loading will be
incredibly slow - that means you will have over 100k+ shapes in the
largest file! And every shape is potentially a state change in the
pipeline, that has to completely kill the performance.

I think that your data are OK, there is a problem somewhere in the
viewer at this point. I have ltrace on the program (gdb doesn't give me
a meaningful stack) and I have found that it hangs on a mutex here:

SYS_write(3, cull()\n, 7)
   = 7
SYS_gettimeofday(0xbfdef484, 0, 0xb7fb04cc, 0x8059530,
0x80593a8)  = 0
SYS_gettimeofday(0xbfdef484, 0, 0xb7fb04cc, 0x8059530,
0x80593a8)  = 0
SYS_futex(0x805900c, 1, 1, 0x8058f20, 0x805900c)
   = 0
SYS_write(3, end cull() 0x8058f20\n, 21)
   = 21
SYS_futex(0x80fda10, 0, 61, 0, 61


There is output to standard error output (probably debug message) and
right away it gets blocked on a futex. It is very timing specific - in
strace/ltrace I have managed to avoid the deadlock if I have enabled
more printing - slowing the viewer down.

Regards,

Jan

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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Garrett Potts
hello Jan:

Hmmm, funny you mention it.  The SUSE enterprise is running on Mac  
Hardware and so yes it is an ATI board.  I also have tried te osgtext  
example.  It runs but is very slow.  I do get the same crash issues  
with osgviewer stats hud where the text is changing on every frame  
which simulates what I am doing.  It could be a driver issue.  The  
MAC OSX handles it very well and I don't remember having any problems  
on the windows on the MAC running the bootcamp ATI drivers.

Take care

Garrett

On Aug 16, 2007, at 3:02 PM, Jan Ciger wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Garrett Potts wrote:
 Hello All:

 I am having text/font issues under the 64-bit SUSE.  If ever a
 setText is called on an osgText object there is a core dump that
 occurs.  Note the code works fine on MAC's ad Windows.  I think it
 might be related to 64-bit build on SUSE.  I don't have much more
 details than this.  Commenting out any of the setText code allows my
 application to run fine.  I have also tried the latest dev 2.1.5 with
 the same issues.  I am still poking around but do not know if I can
 resolve this quickly.



 Strange - I was running a 64bit Mandriva and it was working for me  
 just
 fine. Do you happen to have an ATI card? They seem to not like  
 osgText
 too much.

 Jan
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Garrett Potts
Hello Jan:

Thank you for the insight on your experiences.


Yes the stats in osgviewer produces the same problem and causes core  
dumps.   If the osg example apps are static text where theyare set at  
load time and never change like in osgtext example then no crash, but  
is really slow to render.

I think you are right that it's a ATI problem more than likely the  
drivers for SUSE.  The MAC drivers work great.


Take care

Garrett

On Aug 16, 2007, at 3:04 PM, Jan Ciger wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Garrett Potts wrote:
 Hello:

 You might want to try and get a stack trace with gdb. If it turns  
 out
 that you have vector iterators or OpenThreads in the stack trace,  
 then
 it's probably a question of calling setText() while another  
 thread is
 running the draw traversal.


 :).  Wish I could.  The setText is completly hosing everything.  I
 have tried the gdb on the executable.  I usually have to reboot.

 Reboot?? Whoa, now that is really a bad issue.

 Do you have problems displaying the stats in the osgviewer as well?

 Jan
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Re: [osg-users] osgDotNet : Used from C#

2007-08-16 Thread Mike Wittman
Hi Christophe,

 

 (B) Well in fact I tried this afternoon the local OSG copy patching
idea, but it doesn't seem to work. I can't see why... taking the
LightPoint issue : 

 {a} I've added two accessor methods in include/osgSim/LightPoint and
src/osgSim/LightPoint.cpp - that 'updates' native osg dll and library

 {b} I've added those through I_Method and I_Method macros in
src/osgWrappers/LightPoint.cpp - that should be taken into account by
Generator when generating again
Generator/output/src/osgSim/LightPoint.cpp and .h

 

 {a} worked perfecly but not {b} : the osgDotNet solution generation
still works but doesn't provide anything new into LightPoint class
definition...

 For instance I don't understand why.

 

Did you rebuild the osgWrappers/osgSim DLL?  If that builds without
error the osgDotNet generator should see your additions.  Note that the
build of the osgWrappers DLLs is not enabled in the default CMake
configuration; you need to turn on BUILD_OSG_WRAPPERS.

 

If you've got a Linux box handy, genwrapper is pretty trivial to get
started with.  Just make sure you've got boost, doxygen, and libxml2
packages installed, and the follow the example at
http://www.openscenegraph.org/projects/osg/wiki/GenWrapper.  On Windows
it's a pain because you need to set up all the dependencies yourself.

 

  Currently there is a rudimentary mechanism in the code generator to
add custom support code to 

  classes.  In the absence of support for operator functions in
osgIntrospection, this could be used 

  to handle the NodeCallback issue, including virtual calls from C++
to C#.

  

 I don't really understand what you mean by that ; can you tell me a
little more ?

 

Sorry... too many thoughts into too few sentences. :)  Let me try to be
more explicit:

 

Take a look at the custom code items in the GeneratorConfiguration.cpp
file in the osgDotNet generator source.  That mechanism is used to
insert arbitrary code into osgDotNet-generated wrapper classes, so
hand-coded wrapper functions to support NodeCallback::operator() could
be added there.

 

Currently genwrapper/osgIntrospection ignores operator functions, and
adding proper support for them is non-trivial, so this one-off
hand-coded approach is the best way to support them in osgDotNet right
now.

 

Virtual function invocation among wrappers, user-defined subclasses of
wrappers, and native code works in all directions by virtue of the
design of osgDotNet.  This support also extends to hand-coded virtual
function wrappers if their implementations mimic the auto-generated
support code for virtual functions.

 

-Mike

 

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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-16 Thread Jan Ciger
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Hi,

Garrett Potts wrote:
 hello Jan:
 
 Hmmm, funny you mention it.  The SUSE enterprise is running on Mac  
 Hardware and so yes it is an ATI board.  I also have tried te osgtext  
 example.  It runs but is very slow.  I do get the same crash issues  
 with osgviewer stats hud where the text is changing on every frame  
 which simulates what I am doing.  It could be a driver issue.  The  
 MAC OSX handles it very well and I don't remember having any problems  
 on the windows on the MAC running the bootcamp ATI drivers.

It is a long standing bad driver/OSG interaction. I have the same issue
on my laptop with a FireGL T2 card and i586 since at least two years,
likely longer. If there is any osgText in the scene, the viewer locks up
in a busy loop, pegging the CPU at 100% load. Usually it wakes up after
several minutes, though, without a reboot. I believe that it has to do
with the way osgText is implemented - by rendering glyphs into many
small textures which need to be generated and uploaded to the GPU when
the node is first time rendered. The subsequent triggering of stats or
help is immediate for me, only the first one is always a problem.

I have solved this issue by implementing my own text widget using
Cairo and Freetype. That way I have only a single quad with a single
texture, regardless of how many characters and with what font I render.

Regards,

Jan
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[osg-users] Reusing the collada reader for physics

2007-08-16 Thread Kenneth Bodin (Holmlund)
Hi,
We're looking at using Collada for setting up scenes for physics based 
simulation.
Collada is great because it integrates physics and graphics, but it is 
also evil for the
same reason, since any Collada reader really should integrate well both 
with a
physics engine and with a graphics engine.
What would be the best way of using the osg collada reader for also 
setting up
the physics? From the way the reader is designed now, as a plug-in that 
delivers nodes
to the scenegrah, it isn't obvious how to connect to a physics library.
I'm fond of the thought of seeing  the support for collada graphics in 
osg being improved
gradually until all the bells and whistle's are supported, and therefore 
I'm not particularly
happy about developing yet another collada reader that is better suited 
for our needs, since
we would have a hard time keeping it updated.

Of course the same questions apply for a collada exporter..

/Ken

Kenneth Bodin
Umeå university, Sweden
[EMAIL PROTECTED]

-- 
Like Ornithology is good for birds, 
Philosophy of science and technology 
is good for scientists.
-- Richard Feynman

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[osg-users] Problem with multiple screens

2007-08-16 Thread Prasant Vajjalu Rekapalli
I am using OSG with VS 7.1.

When I move my application window (i.e. CompositeViewer window) from one screen 
to another on a computer with multiple monitors,
my application crashes. In particular, it seems as though it is taking an 
eternity for each frame to be processed.

I am guessing that at each RESIZE (MOVE) event, I have to figure out which 
screen the application window is now on and update
the GraphicsTraits accordingly.

Is this right. If yes, could anyone please tell me how to achieve this. If not, 
please tell me what the problem is.

Thanks
-Prasant
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Re: [osg-users] Problem with multiple screens

2007-08-16 Thread Paul Martz
What graphics card and OS are you using?

Do you see the same behavior with osgviewer? I just tried dragging the
osgviewer window from one screen to the other on my multi-head GeForce
Windows XP system and didn't encounter any problems (other than the expected
slight slowdown when the window overlapped both screens).
   -Paul



 I am using OSG with VS 7.1.
 
 When I move my application window (i.e. CompositeViewer 
 window) from one screen to another on a computer with 
 multiple monitors, my application crashes. In particular, it 
 seems as though it is taking an eternity for each frame to be 
 processed.
 
 I am guessing that at each RESIZE (MOVE) event, I have to 
 figure out which screen the application window is now on and 
 update the GraphicsTraits accordingly.
 
 Is this right. If yes, could anyone please tell me how to 
 achieve this. If not, please tell me what the problem is.
 
 Thanks
 -Prasant
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[osg-users] osgDEM layers and CoordinateSystemNode

2007-08-16 Thread Gert van Maren
Hi guys,

It seems as soon as I try to add a layer to a geocentric db -  
CoordinateSystemNode ==NULL;

-t %SRC_TEX2% -t %SRC_TEX3% --layer 1 -t %SRC_TEX8%^
-d %SRC_ELE1% -d %SRC_ELE2% -d %SRC_ELE3%^
--no-terrain-simplification --geocentric --skirt-ratio 0.06 -l %NUM_LVL%  
-o %TGT_IVE%

result in CoordinateSystemNode ==NULL

-t %SRC_TEX2% -t %SRC_TEX3% --layer 0 -t %SRC_TEX8%^
-d %SRC_ELE1% -d %SRC_ELE2% -d %SRC_ELE3%^
--no-terrain-simplification --geocentric --skirt-ratio 0.06 -l %NUM_LVL%  
-o %TGT_IVE%

result in a proper CoordinateSystemNode.

Any ideas?

Gert

-- 
Gert van Maren

Head of Research  Development
K2Vi Virtual Reality Software
Data Interface Technologies Ltd

Phone: +64 21 2855581
Email: [EMAIL PROTECTED]
Web: http://www.k2vi.com

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[osg-users] About the osgTerrain segments

2007-08-16 Thread lix xs
what is the heightFile 's format,  jpg?  png? or others?
thanks.
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