Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Robert Osfield
Hi Richard,

The OSG supports high level and low control over draw order via the
StateSet::RenderBinDetails.  Basically the rendering backend is
constructed as a graph of what is called RenderStage(s) and
RenderBin(s), the StateSet::RenderBinDetails tells the cull traversal
how to build this graph, both the type of RenderBin to create/use and
what order it should drawn in.  Its a very powerful feature, but its
is one of the more advanced and complex to understand ones so you'll
need to be patient and steadily bite into rather than diving straight
in the deep end and expect understand it all right away.

To learn about making a subgraph draw first have a look at the
osghangglide example - it has a skydome that it renders first, and you
can switch off depth testing for it.  The osgvertexprogram example
also has a skybox that is view dependant.

For general rendering order control have a browse through the
osgreflect example.

The osgprerender example also provides another example, this time
using render to texture cameras.

Robert.

On Dec 17, 2007 11:22 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
 Robert,

 Thanks, yes I have used the Fog approach before, it is especially
 effective for underwater scenes.

 However, I need to be able to see quite a ways distant (flight sim).
 If I was NOT using a scene graph, I would draw the sky dome as a unit
 sphere, and just rotate it by the camera transform, but not translate
 it (thus, appearing infinitely distant). I would draw it first, and
 not write to the depth buffer.

 Here's where the OSG newbie kicks in... doesn't the scene graph
 reorder the nodes at will (ok, I know it's not random, but you get my
 point)? Is there a way I have missed to say this node must always be
 drawn first? If so, I can easily manipulate the matrix of the sky
 dome to get the effect I want, and I bet I can turn off depth writing
 using the state mechanism. I have however, missed the  draw me first
 flag ;-)

 Richard



 On Dec 17, 2007, at 11:19 AM, Robert Osfield wrote:

  Hi Richard,
 
  You could play multi-pass tricks like done in the osgdepthpartion
  example, or just manage the visible distance so that the furthest
  distance is never too far away.  For instance a common trick is to use
  Fog to make far objects fade away until eventually nothing beyond a
  certain distance can be seen - so you simply cull it and this pull in
  the far plane.  The skydome could also be computed dynamically to just
  fits the size of the scene required for that frame instead of the
  whole model.
 
  Robert.
 
  On Dec 17, 2007 1:17 PM, Richard S. Wright Jr.
  [EMAIL PROTECTED] wrote:
  I'm working on my first OSG project (so be gentle ;-) I'm using OSG
  2.2 on
  OS X (Leopard).
 
  I have a terrain in a .osga file, a skydome, and some .3ds models.
  Everything loads fine, and I have a flight sequence working that
  takes off
  and lands on an aircraft carrier.
 
  There are lots of samples that made this part pretty easy to figure
  out
  (just load and move objects around). I'm a little lost however as
  to how OSG
  is handling the near and far clipping planes, and object scale.
  Actually,
  OSG seems to be monkeying with these settings in a manner that is
  probably a
  nice feature once I understand how to best make use of it.
 
  The terrain is really big, the skybox is really big, and the models
  are
  really small in comparison. OSG seems to recomputing the near and far
  clipping planes depending on the objects in view. For example, on
  the deck
  of the carrier, all is well. If I turn so that the terrain is also
  in view
  (off in the distance), the near clipping plane seems to be changed
  and parts
  of the carrier disappear (the same happens with the large skydome...)
  apparently to accommodate the display of the much larger model that
  is now
  in view.
 
  I did find an old message that says this:
 
 
  Camera-
  
  setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
 
  prevents this... however, then I need a giant frustum to hold
  everything and
  we all know what a bucket of z-fighting joy that brings. It is not
  clear to
  me how to arrange these objects correctly to make this rescaling
  of the
  scenes objects work correctly. Currently, the terrain database, the
  skydome,
  and the ship models are all hanging off the root of the scene graph
  with
  just a transform that scales, translates and rotates them as
  necessary.
 
  Is there a 'standardized' technique for this (it can't be that
  unusual),
  none of the example programs seem to have this kind of configuration.
 
  Richard
 
 
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Re: [osg-users] Traversing

2007-12-18 Thread Robert Osfield
Hi Renan,

The intersections data structure has a list of hit objects, and these
will include the NodePath down to the hit object and also the Drawable
leaf.

Robert.

On Dec 18, 2007 3:43 AM, Renan Mendes [EMAIL PROTECTED] wrote:
 Hi, everyone.

  I have a class called Point that is derived from MatrixTransform. An
 instance of this class always has a Geode child, which has a Drawable, which
 is a ShapeDrawable. For better understanding of things, I'll use a simple
 shape for a drawable, let's say a sphere.
  Let's suppose I have an instance of my Point class, which is attached
 to the viewer, being displayed on the screen

  I use a PickHandler class that is as follows:

 bool PickHandler::handle(const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter aa)
 {
 osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*( aa );
 osgUtil::LineSegmentIntersector::Intersections intersections;


 if(!viewer)
 { return false; }

 switch( ea.getEventType())
 {
 case(osgGA::GUIEventAdapter::PUSH):
 {
 if(Intersecao(viewer, ea))
 { ... } // I'LL TALK ABOUT THESE BRACKETS FURTHER AHEAD
 }
 }
 }

 bool PickHandler::Intersecao(osgViewer::Viewer* viewer, const
 osgGA::GUIEventAdapter ea,

 osg::Util::LineSegmentIntersector::Intersections intersections)
 {
  return
 (viewer-computeIntersections(ea.getX(),ea.getY(),intersections));
 }


  So, I guess my question is: what do I write inside those brackets
 that I marked above to traverse till the drawable and change its color? What
 I really need here is some language learning, not only theoretical, OK? In
 other words: if you could write a little bit of source code to clarify what
 you are saying, that'd be great.



Thanks, everyone. If you manage to explain
 how it's done to the newbie you're talking to, I'd be grateful.

   Renan M Z Mendes

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Re: [osg-users] realizeImplementation error with GraphicsWindowEmbedded

2007-12-18 Thread Robert Osfield
Hi Shuxing,

I'm afraid mixing PixelBuffers with GraphicsWindowEmbedded isn't going
to work, as osgViewer won't have the neccesary hooks in the graphics
context that it needs.  The graphics window embedded feature is not a
fully feature implemented, rather an adapter to make it really
straight forward to glue a viewer into the window.

In 2.3.0 dev release made last night (and SVN) the osgviewerQT example
now has two implementations of integration with QT, one the
GraphicsWindowEmbedded that you are familiar, and a second that
instead of using QGLWidget uses QWiget and osgViewer itself to create
the graphics contexts using GraphicsWindowWin32/X11/Carbon.  This
later technique has the advantage that osgViewer now nows much more
about the graphics contexts and can correctly share them.

Robert.

On Dec 18, 2007 3:51 AM, Shuxing Xiao [EMAIL PROTECTED] wrote:




 I'm using osgviewerQT as my windowing system, so the graphicswindow it uses
 is GraphicsWindowEmbedded.

 But when it comes to realizeImplementation() function of PixelBufferWin32
 class, I got the following runtime error:



 Run-Time Check Failure #3 - The variable 'hglrc' is being used without being
 defined.



 I traced the stack, and found in bool
 PixelBufferWin32::realizeImplementation()



 if (_traits-sharedContext)

 {

 HGLRC hglrc;



 GraphicsWindowWin32* graphicsWindowWin32 =
 dynamic_castGraphicsWindowWin32*(_traits-sharedContext);

 if (graphicsWindowWin32)

 {

 hglrc = graphicsWindowWin32-getWGLContext();

 }

 else

 {

 PixelBufferWin32* pixelBufferWin32 =
 dynamic_castPixelBufferWin32*(_traits-sharedContext);

 if (pixelBufferWin32)

 {

 hglrc = pixelBufferWin32-getWGLContext();

 }

 }



 wglShareLists(hglrc, _hglrc);

 }



 Since my graphicswindow is GraphicsWindowEmbedded, then the two dynamic_cast
 will all return NULL.

 And then the hglrc will be uninitialized when wglShareLists is invoked. That
 causes the error. However, I've no idea how to fix this runtime error.



 BTW, This error doesn't happen when I first setup my scene and view it, but
 when I modified the scene and changed one of its node.



 Any help will be great appreciated, thanks a lot.



 Sincerely yours,

 Shuxing Xiao
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Re: [osg-users] realizeImplementation error withGraphicsWindowEmbedded

2007-12-18 Thread Shuxing Xiao
Thanks very much for the clarification. Robert

Honestly, I myself don't how come there's such kind of mixed up in my
application, I only updated the version of osg from 2.0 to 2.2.

Whatever, So may I now only check out the newest version of osgviewerQT
without change my version of osg? Because it will take a lot of time to
change the osg libraries on every machine of my lab.

 

 

 

 

 

 

 

Hi Shuxing,

 

I'm afraid mixing PixelBuffers with GraphicsWindowEmbedded isn't going

to work, as osgViewer won't have the neccesary hooks in the graphics

context that it needs.  The graphics window embedded feature is not a

fully feature implemented, rather an adapter to make it really

straight forward to glue a viewer into the window.

 

In 2.3.0 dev release made last night (and SVN) the osgviewerQT example

now has two implementations of integration with QT, one the

GraphicsWindowEmbedded that you are familiar, and a second that

instead of using QGLWidget uses QWiget and osgViewer itself to create

the graphics contexts using GraphicsWindowWin32/X11/Carbon.  This

later technique has the advantage that osgViewer now nows much more

about the graphics contexts and can correctly share them.

 

Robert.

 

On Dec 18, 2007 3:51 AM, Shuxing Xiao [EMAIL PROTECTED] wrote:

 

 

 

 

 I'm using osgviewerQT as my windowing system, so the graphicswindow it
uses

 is GraphicsWindowEmbedded.

 

 But when it comes to realizeImplementation() function of PixelBufferWin32

 class, I got the following runtime error:

 

 

 

 Run-Time Check Failure #3 - The variable 'hglrc' is being used without
being

 defined.

 

 

 

 I traced the stack, and found in bool

 PixelBufferWin32::realizeImplementation()

 

 

 

 if (_traits-sharedContext)

 

 {

 

 HGLRC hglrc;

 

 

 

 GraphicsWindowWin32* graphicsWindowWin32 =

 dynamic_castGraphicsWindowWin32*(_traits-sharedContext);

 

 if (graphicsWindowWin32)

 

 {

 

 hglrc = graphicsWindowWin32-getWGLContext();

 

 }

 

 else

 

 {

 

 PixelBufferWin32* pixelBufferWin32 =

 dynamic_castPixelBufferWin32*(_traits-sharedContext);

 

 if (pixelBufferWin32)

 

 {

 

 hglrc = pixelBufferWin32-getWGLContext();

 

 }

 

 }

 

 

 

 wglShareLists(hglrc, _hglrc);

 

 }

 

 

 

 Since my graphicswindow is GraphicsWindowEmbedded, then the two
dynamic_cast

 will all return NULL.

 

 And then the hglrc will be uninitialized when wglShareLists is invoked.
That

 causes the error. However, I've no idea how to fix this runtime error.

 

 

 

 BTW, This error doesn't happen when I first setup my scene and view it,
but

 when I modified the scene and changed one of its node.

 

 

 

 Any help will be great appreciated, thanks a lot.

 

 

 

 Sincerely yours,

 

 Shuxing Xiao

 ___

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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 

 

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Re: [osg-users] realizeImplementation error withGraphicsWindowEmbedded

2007-12-18 Thread Robert Osfield
Hi Shuxing,

You could just grab the osgviewerQT source code by browsing SVN online.

As for managing OSG versions across a lab, why not just share the OSG
build/binary/lib directory across the network.

Robert.

On Dec 18, 2007 10:03 AM, Shuxing Xiao [EMAIL PROTECTED] wrote:




 Thanks very much for the clarification. Robert

 Honestly, I myself don't how come there's such kind of mixed up in my
 application, I only updated the version of osg from 2.0 to 2.2.

 Whatever, So may I now only check out the newest version of osgviewerQT
 without change my version of osg? Because it will take a lot of time to
 change the osg libraries on every machine of my lab.

















 Hi Shuxing,



 I'm afraid mixing PixelBuffers with GraphicsWindowEmbedded isn't going

 to work, as osgViewer won't have the neccesary hooks in the graphics

 context that it needs.  The graphics window embedded feature is not a

 fully feature implemented, rather an adapter to make it really

 straight forward to glue a viewer into the window.



 In 2.3.0 dev release made last night (and SVN) the osgviewerQT example

 now has two implementations of integration with QT, one the

 GraphicsWindowEmbedded that you are familiar, and a second that

 instead of using QGLWidget uses QWiget and osgViewer itself to create

 the graphics contexts using GraphicsWindowWin32/X11/Carbon.  This

 later technique has the advantage that osgViewer now nows much more

 about the graphics contexts and can correctly share them.



 Robert.



 On Dec 18, 2007 3:51 AM, Shuxing Xiao [EMAIL PROTECTED] wrote:

 

 

 

 

  I'm using osgviewerQT as my windowing system, so the graphicswindow it
 uses

  is GraphicsWindowEmbedded.

 

  But when it comes to realizeImplementation() function of PixelBufferWin32

  class, I got the following runtime error:

 

 

 

  Run-Time Check Failure #3 - The variable 'hglrc' is being used without
 being

  defined.

 

 

 

  I traced the stack, and found in bool

  PixelBufferWin32::realizeImplementation()

 

 

 

  if (_traits-sharedContext)

 

  {

 

  HGLRC hglrc;

 

 

 

  GraphicsWindowWin32* graphicsWindowWin32 =

  dynamic_castGraphicsWindowWin32*(_traits-sharedContext);

 

  if (graphicsWindowWin32)

 

  {

 

  hglrc = graphicsWindowWin32-getWGLContext();

 

  }

 

  else

 

  {

 

  PixelBufferWin32* pixelBufferWin32 =

  dynamic_castPixelBufferWin32*(_traits-sharedContext);

 

  if (pixelBufferWin32)

 

  {

 

  hglrc = pixelBufferWin32-getWGLContext();

 

  }

 

  }

 

 

 

  wglShareLists(hglrc, _hglrc);

 

  }

 

 

 

  Since my graphicswindow is GraphicsWindowEmbedded, then the two
 dynamic_cast

  will all return NULL.

 

  And then the hglrc will be uninitialized when wglShareLists is invoked.
 That

  causes the error. However, I've no idea how to fix this runtime error.

 

 

 

  BTW, This error doesn't happen when I first setup my scene and view it,
 but

  when I modified the scene and changed one of its node.

 

 

 

  Any help will be great appreciated, thanks a lot.

 

 

 

  Sincerely yours,

 

  Shuxing Xiao

  ___

  osg-users mailing list

  osg-users@lists.openscenegraph.org

  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 

 

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Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Donald Cipperly
Richard,

I've seen this type of thing before in my scenes with cracks in the
terrain.  Adjusting of lines 242-243 in DepthPartitionNode.cpp seemed to fix
this for me:

znear *= 0.99;
zfar *= 1.01;


- D.



On Dec 17, 2007 5:30 PM, Richard S. Wright Jr. 
[EMAIL PROTECTED] wrote:

 Donald,
 Thanks... that's a pretty easy looking solution. However, I seem to be
 doing something unorthodox somewhere that is preventing this node from
 working as intended. I get a moving gap cut through the world that is more
 or less parallel to the camera plane, and that moves around as the camera
 moves (I am moving my camera manually). Have you seen this effect before
 (see below)?


 Richard

 On Dec 17, 2007, at 9:03 AM, Donald Cipperly wrote:

 Have a look at the osgdepthpartition example.  I use depth partitioning to
 solve z-fighting issues in really large scenes.

 - D.


 On Dec 17, 2007 7:17 AM, Richard S. Wright Jr. 
 [EMAIL PROTECTED] wrote:

  I'm working on my first OSG project (so be gentle ;-) I'm using OSG 2.2on 
  OS X (Leopard).
  I have a terrain in a .osga file, a skydome, and some .3ds models.
  Everything loads fine, and I have a flight sequence working that takes off
  and lands on an aircraft carrier.
 
  There are lots of samples that made this part pretty easy to figure out
  (just load and move objects around). I'm a little lost however as to how OSG
  is handling the near and far clipping planes, and object scale. Actually,
  OSG seems to be monkeying with these settings in a manner that is probably a
  nice feature once I understand how to best make use of it.
 
  The terrain is really big, the skybox is really big, and the models are
  really small in comparison. OSG seems to recomputing the near and far
  clipping planes depending on the objects in view. For example, on the deck
  of the carrier, all is well. If I turn so that the terrain is also in view
  (off in the distance), the near clipping plane seems to be changed and parts
  of the carrier disappear (the same happens with the large skydome...)
  apparently to accommodate the display of the much larger model that is now
  in view.
 
  I did find an old message that says this:
 
  Camera-setComputeNearFarMode (osgUtil::CullVisitor::
  DO_NOT_COMPUTE_NEAR_FAR);
 
  prevents this... however, then I need a giant frustum to hold everything
  and we all know what a bucket of z-fighting joy that brings. It is not clear
  to me how to arrange these objects correctly to make this rescaling of the
  scenes objects work correctly. Currently, the terrain database, the skydome,
  and the ship models are all hanging off the root of the scene graph with
  just a transform that scales, translates and rotates them as necessary.
 
  Is there a 'standardized' technique for this (it can't be that unusual),
  none of the example programs seem to have this kind of configuration.
 
  Richard
 
 
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Re: [osg-users] Traversing

2007-12-18 Thread Renan Mendes
Hi, Robert.

I'm sorry, Robert, but would you mind explaining a little bit more on how do
I get access to this list? And from this, how do I choose specifically the
Drawable leaf?

Thanks,

Renan
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Re: [osg-users] Traversing

2007-12-18 Thread Robert Osfield
On Dec 18, 2007 1:08 PM, Renan Mendes [EMAIL PROTECTED] wrote:

 Hi, Robert.

 I'm sorry, Robert, but would you mind explaining a little bit more on how do
 I get access to this list? And from this, how do I choose specifically the
 Drawable leaf?

All the info is in the header files, just look up the definition of
Intersections in the LineSegmentIntersector/PolytopeIntersector.

Also look at the osgpick example.

Robert.
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Robert,

Robert Osfield wrote:
 An external script that invokes the 3D app only works when entering an
 application, not once its running, so it does have a bit of limited
 applicability.

I understand that, however, how often do you need to change resolution
once the application is running? If it is needed only once when starting
it, then it is not a problem.

 You can always make the app called and the path application/user
 definable with a sensible default for each platform one doesn't need
 to hard wire it - if a platform doesn't have anything sensible then
 you'd just have a blank app string and would therefore not call the
 res changing app.

That could work, but I am not sure whether it is actually worth the
trouble - the original poster only wanted to change the resolution
before starting the application, not during runtime, so this could be an
overkill. Perhaps a poll to figure out whether this is a one-off request
or a more general issue would be a good thing to do.

 BTW, I'm just trying to explore possible solutions here.

I see. I would say that a most future-proof solution would be to
implement support for the RandR extension
(http://keithp.com/~keithp/talks/randr/).

This is now supported by everything running X.Org X servers (Linux,
various BSDs), however proprietary Unix doesn't support it (SGI, Sun,
HP). I am not sure whether that would be a significant issue or not.
However, it is not 100% foolproof solution, because not all drivers
support it (ATI and nVidia do, though).

Regards,

Jan


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Version: GnuPG v1.4.7 (GNU/Linux)
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Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread rwright
Thanks, scaling just a little bit more than you did the trick. This is  
a pretty useful node!


Richard

On Dec 18, 2007, at 7:36 AM, Donald Cipperly wrote:


Richard,

I've seen this type of thing before in my scenes with cracks in the  
terrain.  Adjusting of lines 242-243 in DepthPartitionNode.cpp  
seemed to fix this for me:


znear *= 0.99;
zfar *= 1.01 ;


- D.



On Dec 17, 2007 5:30 PM, Richard S. Wright Jr. [EMAIL PROTECTED] 
 wrote:

Donald,

Thanks... that's a pretty easy looking solution. However, I seem to  
be doing something unorthodox somewhere that is preventing this node  
from working as intended. I get a moving gap cut through the world  
that is more or less parallel to the camera plane, and that moves  
around as the camera moves (I am moving my camera manually). Have  
you seen this effect before (see below)?



Richard


On Dec 17, 2007, at 9:03 AM, Donald Cipperly wrote:

Have a look at the osgdepthpartition example.  I use depth  
partitioning to solve z-fighting issues in really large scenes.


- D.


On Dec 17, 2007 7:17 AM, Richard S. Wright Jr.  [EMAIL PROTECTED] 
 wrote:
I'm working on my first OSG project (so be gentle ;-) I'm using OSG  
2.2 on OS X (Leopard).


I have a terrain in a .osga file, a skydome, and some .3ds models.  
Everything loads fine, and I have a flight sequence working that  
takes off and lands on an aircraft carrier.


There are lots of samples that made this part pretty easy to figure  
out (just load and move objects around). I'm a little lost however  
as to how OSG is handling the near and far clipping planes, and  
object scale. Actually, OSG seems to be monkeying with these  
settings in a manner that is probably a nice feature once I  
understand how to best make use of it.


The terrain is really big, the skybox is really big, and the models  
are really small in comparison. OSG seems to recomputing the near  
and far clipping planes depending on the objects in view. For  
example, on the deck of the carrier, all is well. If I turn so that  
the terrain is also in view (off in the distance), the near  
clipping plane seems to be changed and parts of the carrier  
disappear (the same happens with the large skydome...) apparently  
to accommodate the display of the much larger model that is now in  
view.


I did find an old message that says this:

Camera-setComputeNearFarMode  
(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);


prevents this... however, then I need a giant frustum to hold  
everything and we all know what a bucket of z-fighting joy that  
brings. It is not clear to me how to arrange these objects  
correctly to make this rescaling of the scenes objects work  
correctly. Currently, the terrain database, the skydome, and the  
ship models are all hanging off the root of the scene graph with  
just a transform that scales, translates and rotates them as  
necessary.


Is there a 'standardized' technique for this (it can't be that  
unusual), none of the example programs seem to have this kind of  
configuration.


Richard


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Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Richard S. Wright Jr.
Robert,

Yes, mastery of a new technology certainly is a long term investment ;-)

Thanks for this explanation, it is a valuable insight. As I continue  
to grok more of the OSG philosophy, I'm sure more of this will  
become more intuitive to me. I have now found three different  
solutions to my original problem that all work, so I feel I have moved  
another rung or two up the ladder ;-)

I will also look at the examples you recommended for further insights.

Richard

On Dec 18, 2007, at 4:16 AM, Robert Osfield wrote:

 Hi Richard,

 The OSG supports high level and low control over draw order via the
 StateSet::RenderBinDetails.  Basically the rendering backend is
 constructed as a graph of what is called RenderStage(s) and
 RenderBin(s), the StateSet::RenderBinDetails tells the cull traversal
 how to build this graph, both the type of RenderBin to create/use and
 what order it should drawn in.  Its a very powerful feature, but its
 is one of the more advanced and complex to understand ones so you'll
 need to be patient and steadily bite into rather than diving straight
 in the deep end and expect understand it all right away.

 To learn about making a subgraph draw first have a look at the
 osghangglide example - it has a skydome that it renders first, and you
 can switch off depth testing for it.  The osgvertexprogram example
 also has a skybox that is view dependant.

 For general rendering order control have a browse through the
 osgreflect example.

 The osgprerender example also provides another example, this time
 using render to texture cameras.

 Robert.

 On Dec 17, 2007 11:22 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 Robert,

 Thanks, yes I have used the Fog approach before, it is especially
 effective for underwater scenes.

 However, I need to be able to see quite a ways distant (flight sim).
 If I was NOT using a scene graph, I would draw the sky dome as a unit
 sphere, and just rotate it by the camera transform, but not translate
 it (thus, appearing infinitely distant). I would draw it first, and
 not write to the depth buffer.

 Here's where the OSG newbie kicks in... doesn't the scene graph
 reorder the nodes at will (ok, I know it's not random, but you get my
 point)? Is there a way I have missed to say this node must always be
 drawn first? If so, I can easily manipulate the matrix of the sky
 dome to get the effect I want, and I bet I can turn off depth writing
 using the state mechanism. I have however, missed the  draw me  
 first
 flag ;-)

 Richard



 On Dec 17, 2007, at 11:19 AM, Robert Osfield wrote:

 Hi Richard,

 You could play multi-pass tricks like done in the osgdepthpartion
 example, or just manage the visible distance so that the furthest
 distance is never too far away.  For instance a common trick is to  
 use
 Fog to make far objects fade away until eventually nothing beyond a
 certain distance can be seen - so you simply cull it and this pull  
 in
 the far plane.  The skydome could also be computed dynamically to  
 just
 fits the size of the scene required for that frame instead of the
 whole model.

 Robert.

 On Dec 17, 2007 1:17 PM, Richard S. Wright Jr.
 [EMAIL PROTECTED] wrote:
 I'm working on my first OSG project (so be gentle ;-) I'm using OSG
 2.2 on
 OS X (Leopard).

 I have a terrain in a .osga file, a skydome, and some .3ds models.
 Everything loads fine, and I have a flight sequence working that
 takes off
 and lands on an aircraft carrier.

 There are lots of samples that made this part pretty easy to figure
 out
 (just load and move objects around). I'm a little lost however as
 to how OSG
 is handling the near and far clipping planes, and object scale.
 Actually,
 OSG seems to be monkeying with these settings in a manner that is
 probably a
 nice feature once I understand how to best make use of it.

 The terrain is really big, the skybox is really big, and the models
 are
 really small in comparison. OSG seems to recomputing the near and  
 far
 clipping planes depending on the objects in view. For example, on
 the deck
 of the carrier, all is well. If I turn so that the terrain is also
 in view
 (off in the distance), the near clipping plane seems to be changed
 and parts
 of the carrier disappear (the same happens with the large  
 skydome...)
 apparently to accommodate the display of the much larger model that
 is now
 in view.

 I did find an old message that says this:


 Camera-

 setComputeNearFarMode 
 (osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);

 prevents this... however, then I need a giant frustum to hold
 everything and
 we all know what a bucket of z-fighting joy that brings. It is not
 clear to
 me how to arrange these objects correctly to make this rescaling
 of the
 scenes objects work correctly. Currently, the terrain database, the
 skydome,
 and the ship models are all hanging off the root of the scene graph
 with
 just a transform that scales, translates and rotates them as
 necessary.

 Is there a 

[osg-users] changing colors of a geode

2007-12-18 Thread Gianluca Natale
Hi all,

I'm new to OSG.

I cannot find a way to change the primary color of OpenGL in order to draw
the same

object twice in two different places with two different colors.

 

I mean that in OpenGL I can do that in this way:

glColor3fv(color1);

// set model view matrix

// draw object A

glColor3fv(color2);

//set model view matrix

//draw object A

 

Instead in OSG I should create two geodes with the same geometry, but
different color,

in order to do that. I tried to search a way to change the color in the
osg::MatrixTransform,

without finding it. Actually I don't want to duplicate the geometry data
just to change a color!

 

Furthermore, changing the primary color in an osg::Node would be really
useful to

quickly change the behavior of lit objects. I mean that in OpenGL I can set
material properties

by:

 

glColorMaterial(...);

 

and then change the behaviour just changing the primary color, before
drawing the objects.

 

I hope someone can help me.

Thanks in advance,

Gianluca Natale.

 

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Re: [osg-users] Asynchronous file loading via DatabasePager questions

2007-12-18 Thread Lionel Lagarde

Tim Moore wrote:


The other thing to keep in mind is that readNodeFile and friends aren't 
necessarily
thread safe, but you don't have access to the lock that the pager uses to 
serialize
access to those functions. Either you stop doing any file loading calls from 
your main
thread once the pager has started, or you need to do the locking yourself by 
installing
read callback functions that do the locking. The bugs you're seeing sound like 
random
corruption of this kind.



I believed that osgDB::Registry operations were thread safe. The plugins may
not be thread safe but the registry has to be thread safe.
No ?


Tim Moore wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Colin Branch wrote:
  

Hi all,

What I'm trying to do:
Asynchronous model loading using OSG 2.2

How I'm currently doing it:
I'm trying to use the Database Pager's requestNodeFile.


I just did this for the FlightGear project and it works well there.
  
I created a new node class that I can add (as well as place temporary 
objects) that I can add and will stay in the scene.


class DtDelayedModelNode : public osg::Group
{
...
DtDelayedModelNode(const std::string filename, osgDB::DatabasePager* 
pager) : osg::Group()

{
osg::FrameStamp fs;
fs.setFrameNumber(INT_MAX);
pager-requestNodeFile(filename,this,1.0,fs);
}
...
};



For this application you probably do want to check out ProxyNode as Bryan Thrall
suggested. If I had known about ProxyNode I might have used it instead of 
calling
requestNodeFile directly.

What you've done here won't reliably work. You need to call requestNodeFile 
every frame
until your request is satisfied. You will only find this out by looking closely 
at the
implementation of ProxyNode and PagedLOD or by googling in the mailing list :)

  

Problems:
#1 Very limited documentation of the Pager class and no example on how 
to use it.   I've searched the osgusers archive but haven't found 
anything too helpful, the 1.x examples don't seem relevant anymore.


See above about ProxyNode and PagedLOD.
  
#2 Occasional texture corruption.  This is difficult to reproduce 
however it appears that sometimes the width of the texture is 1px 
creating a streaking effect.
#3 Certain actions cause the main app to lock, for example bringing up 
the Stats HUD.


The other thing to keep in mind is that readNodeFile and friends aren't 
necessarily
thread safe, but you don't have access to the lock that the pager uses to 
serialize
access to those functions. Either you stop doing any file loading calls from 
your main
thread once the pager has started, or you need to do the locking yourself by 
installing
read callback functions that do the locking. The bugs you're seeing sound like 
random
corruption of this kind.
  

Questions:
Is the Database Pager the proper way to be doing this?


It works for the FlightGear flight simulator project. I created a very small 
subclass
of DatabasePager in order to have access to the _childrenToDeleteList of the 
pager.

  
What if any calls should I make to the pager around frame() (ie it 
doesn't appear that startFrame endFrame are needed, any other calls)?




None if you're using osgViewer. Otherwise look closely at the osgViewer::Viewer 
source
code.

  
The value of the frame stamp appears to control deletion of requests. Ie 
if I pass in the current frame stamp, the model is actually deleted in 
compileGLObjects. Unless I set it to some value in the future (currently 
using INT_MAX) I can't guarantee it will load. Could someone explain the 
purpose of the framestamp and the proper usage?


See above. Normally you check every frame if a request has been satisfied; if 
not, you
make it again with the current frame stamp. The OSG clients of DatabasePager, 
ProxyNode
and PagedLOD, make these requests from the cull traversal, so this usage gives 
a way
to cancel a request if the object drops out of the field of view.
  

Is there anyway to get status feedback while a file loads?


You can tell if a load is completed by checking if an object has been added to 
the group
you passed to requestNodeFile. Otherwise no, though you could arrange for the 
readNodeFile
callback you're going to write :) to return an empty error object of some kind.

Tim
-BEGIN PGP SIGNATURE-
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Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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Re: [osg-users] changing colors of a geode

2007-12-18 Thread Robert Osfield
Hi Gianluca,

You can use the osg::Material StatAattributeto control colour - attach
this to a StateSet that decorate a subgraph and this state will be
inherted down to the leaves.  This only works when OpenGL lighting is
on though as it uses glMaterial to set the material parameters.  As a
general note glFunction maps to osg::Function.

Robert.

On Dec 18, 2007 2:19 PM, Gianluca Natale [EMAIL PROTECTED] wrote:




 Hi all,

 I'm new to OSG.

 I cannot find a way to change the primary color of OpenGL in order to draw
 the same

 object twice in two different places with two different colors.



 I mean that in OpenGL I can do that in this way:

 glColor3fv(color1);

 // set model view matrix

 // draw object A

 glColor3fv(color2);

 //set model view matrix

 //draw object A



 Instead in OSG I should create two geodes with the same geometry, but
 different color,

 in order to do that. I tried to search a way to change the color in the
 osg::MatrixTransform,

 without finding it. Actually I don't want to duplicate the geometry data
 just to change a color!



 Furthermore, changing the primary color in an osg::Node would be really
 useful to

 quickly change the behavior of lit objects. I mean that in OpenGL I can set
 material properties

 by:



 glColorMaterial(...);



 and then change the behaviour just changing the primary color, before
 drawing the objects.



 I hope someone can help me.

 Thanks in advance,

 Gianluca Natale.


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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Robert Osfield
Hi Jan,

On Dec 18, 2007 1:22 PM, Jan Ciger [EMAIL PROTECTED] wrote:
  An external script that invokes the 3D app only works when entering an
  application, not once its running, so it does have a bit of limited
  applicability.

 I understand that, however, how often do you need to change resolution
 once the application is running? If it is needed only once when starting
 it, then it is not a problem.

The OSG is a general purpose graphics library so it needs to
accommodate a wide range of application usage, and also try to make it
seemless across platforms - this is the advantage with wrapping it up
with existing OSG interfaces for it - ones that are only implemented
for Win32 so far.

  You can always make the app called and the path application/user
  definable with a sensible default for each platform one doesn't need
  to hard wire it - if a platform doesn't have anything sensible then
  you'd just have a blank app string and would therefore not call the
  res changing app.

 That could work, but I am not sure whether it is actually worth the
 trouble - the original poster only wanted to change the resolution
 before starting the application, not during runtime, so this could be an
 overkill. Perhaps a poll to figure out whether this is a one-off request
 or a more general issue would be a good thing to do.

  BTW, I'm just trying to explore possible solutions here.

 I see. I would say that a most future-proof solution would be to
 implement support for the RandR extension
 (http://keithp.com/~keithp/talks/randr/).

 This is now supported by everything running X.Org X servers (Linux,
 various BSDs), however proprietary Unix doesn't support it (SGI, Sun,
 HP). I am not sure whether that would be a significant issue or not.
 However, it is not 100% foolproof solution, because not all drivers
 support it (ATI and nVidia do, though).

RandR support would be a reasonable way forward.  SGI and other older
workstation class machines are not so prone to users wishing to change
resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
this didn't change till my final contact with SGI's with the Oynx
IR2...   If if users do wish support on these platforms they can step
forward and implement it.

Robert.
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Re: [osg-users] changing colors of a geode

2007-12-18 Thread Paul Martz
The best way to do this in OSG is to create two Geometry objects. Make them
both share the same VertexArrays, NormalArray, TexCoordArray (if you're
texture mapping), and PrimitiveSets. Then give each of them different color
arrays and specify a color binding of BIND_OVERALL.
 
Primary color, normal, texcoord, edge flag, etc., are not StateAttributes in
OSG.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gianluca
Natale
Sent: Tuesday, December 18, 2007 7:20 AM
To: Osg Users
Subject: [osg-users] changing colors of a geode



Hi all,

I'm new to OSG.

I cannot find a way to change the primary color of OpenGL in order to draw
the same

object twice in two different places with two different colors.

 

I mean that in OpenGL I can do that in this way:

glColor3fv(color1);

// set model view matrix

// draw object A

glColor3fv(color2);

//set model view matrix

//draw object A

 

Instead in OSG I should create two geodes with the same geometry, but
different color,

in order to do that. I tried to search a way to change the color in the
osg::MatrixTransform,

without finding it. Actually I don't want to duplicate the geometry data
just to change a color!

 

Furthermore, changing the primary color in an osg::Node would be really
useful to

quickly change the behavior of lit objects. I mean that in OpenGL I can set
material properties

by:

 

glColorMaterial(...);

 

and then change the behaviour just changing the primary color, before
drawing the objects.

 

I hope someone can help me.

Thanks in advance,

Gianluca Natale.

 

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Re: [osg-users] changing colors of a geode

2007-12-18 Thread John Donovan
Gianluca Natale wrote:
 Hi all,
 
 I'm new to OSG.
 
 I cannot find a way to change the primary color of OpenGL in order to draw
 the same
 
 object twice in two different places with two different colors.

Just to throw in a third alternative, you could create a simple shader that
took a colour parameter. Depending on your application, this may be overkill,
but if later on you want to get more complicated with your shading this method
will scale nicely.
This is really just an illustration of how the same thing can be done in
different ways with OSG.

-JD


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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Lucas Goss
  That could work, but I am not sure whether it is actually worth the
  trouble - the original poster only wanted to change the resolution
  before starting the application, not during runtime, so this could be an
  overkill. Perhaps a poll to figure out whether this is a one-off request
  or a more general issue would be a good thing to do.

Actually I want the resolution to be able to be changed anytime in the
application. So the user starts the application, finds that the the
application runs a little slow, changes some settings for detail and
resolution, and now the application performs at a good rate. And a
smart application would be even nicer where it tests the users machine
and automatically configures this stuff for them (but still allows
them to change it).

  I see. I would say that a most future-proof solution would be to
  implement support for the RandR extension
  (http://keithp.com/~keithp/talks/randr/).
 
  This is now supported by everything running X.Org X servers (Linux,
  various BSDs), however proprietary Unix doesn't support it (SGI, Sun,
  HP). I am not sure whether that would be a significant issue or not.
  However, it is not 100% foolproof solution, because not all drivers
  support it (ATI and nVidia do, though).

 RandR support would be a reasonable way forward.  SGI and other older
 workstation class machines are not so prone to users wishing to change
 resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
 this didn't change till my final contact with SGI's with the Oynx
 IR2...   If if users do wish support on these platforms they can step
 forward and implement it.

That's what I was thinking as the solution is already not 100%
foolproof. Because if you compile your code on Linux/BSD/Unix/etc. and
expect it to work the same on every platform, it doesn't (works on Mac
and Windows though). So at least including the Linux/BSD and others
that support X.Org is a little better than not supporting any at all.
Currently OSG just silently fails when making this call, which you
could still do for those platforms that don't support the RandR
extension.

Lucas
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Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Jean-Sébastien Guay
Hello Richard,

 However, I also have some transparent items, so the sky still
 needs to be drawn first (and I did neglect to mention this to be
 fair).

Just set your transparent bin to be a larger number than the skybox.  
Then, the order will be:

1. Opaque objects
2. Skydome
3. Transparent objects

Anyways, it's a relatively minor thing. If you're not fill-limited,  
don't even waste time on this... I was just mentioning it so you know,  
and might consider it for future projects.

J-S
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Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Jean-Sébastien Guay
Hello Chase,

 It sounds like he wants to render it first because he's placing a   
 unit sphere around the eyepoint, which is probably closer than   
 everything else and surely won't get clipped by the far plane.  That  
  way, everything that's rendered later will overwrite it as if   
 occluding it, leaving only unoccluded areas of the sky still visible  
  without any fear of z-fighting.

By changing the depth test as was done in the code I posted, that's  
not a problem. The skybox/skydome will be rendered, regardless of its  
size, wherever nothing has written in the depth buffer before (more  
precisely, wherever the depth is at maximum, so at the far plane  
itself).

J-S
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Rizzen
For many games (particular on Windows of yesteryears) and applications,
I have changed resolutions and 3D effects once the application or game
has started depending on the frame rate performance. Thus if possible it
would be best to implement a feature into OSG to change resolution,
though how this would be done internal can be very platform dependent,
so more work would be needed to implement this feature.

My 2c worth.

Rizzen

Lucas Goss wrote:
 That could work, but I am not sure whether it is actually worth the
 trouble - the original poster only wanted to change the resolution
 before starting the application, not during runtime, so this could be an
 overkill. Perhaps a poll to figure out whether this is a one-off request
 or a more general issue would be a good thing to do.
   

 Actually I want the resolution to be able to be changed anytime in the
 application. So the user starts the application, finds that the the
 application runs a little slow, changes some settings for detail and
 resolution, and now the application performs at a good rate. And a
 smart application would be even nicer where it tests the users machine
 and automatically configures this stuff for them (but still allows
 them to change it).

   
 I see. I would say that a most future-proof solution would be to
 implement support for the RandR extension
 (http://keithp.com/~keithp/talks/randr/).

 This is now supported by everything running X.Org X servers (Linux,
 various BSDs), however proprietary Unix doesn't support it (SGI, Sun,
 HP). I am not sure whether that would be a significant issue or not.
 However, it is not 100% foolproof solution, because not all drivers
 support it (ATI and nVidia do, though).
   
 RandR support would be a reasonable way forward.  SGI and other older
 workstation class machines are not so prone to users wishing to change
 resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
 this didn't change till my final contact with SGI's with the Oynx
 IR2...   If if users do wish support on these platforms they can step
 forward and implement it.
 

 That's what I was thinking as the solution is already not 100%
 foolproof. Because if you compile your code on Linux/BSD/Unix/etc. and
 expect it to work the same on every platform, it doesn't (works on Mac
 and Windows though). So at least including the Linux/BSD and others
 that support X.Org is a little better than not supporting any at all.
 Currently OSG just silently fails when making this call, which you
 could still do for those platforms that don't support the RandR
 extension.

 Lucas
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[osg-users] Collada-Plugin-problems and suggestions for correction

2007-12-18 Thread Björn Hein
Hello Collada-Pluginfans,

here are some problems with collada plugin:

1. Problem + Solution:
-
can someone please verify it this a feature or a bug in the current osg-svn
version: 

Assumed error in if statement:

in daeWriter line 92:
- snip
//### provide a name to node 
std::string daeWriter::getNodeName(const osg::Node  node,const std::string
 defaultName)
{
std::string nodeName;
if ((node.getName().empty()) || (node.getName()!=)) -- assumed to be
wrong
  nodeName=uniquify(defaultName);
else
nodeName=node.getName();
return nodeName;
}
 snip 

suggestion replace != with ==:
if ((node.getName().empty()) || (node.getName()==)) -- assumed to be
correct

2. Problem + Solution:
---
Compiling current svn version of osg and current svn version of collada_dom

I got errors using vc7.1 and compiling daeRMaterials.cpp every time
something like this occurred:
NULL != SetParamArray[i]-getFx_basic_type_common()
NULL != SetParamArray[i]-getFx_basic_type_common()-getFloat4()

Errormessage: no binary operator '!=': no global operator found accepting
type 'const domFx_baisc_type_commonRef' (-- this is a rough translation
from German Visual-Studio to English ). It seems there is a problem in
converting dae-smart-ptr I could eliminate errors by adding .cast() at the
end:
NULL != SetParamArray[i]-getFx_basic_type_common().cast()
NULL != SetParamArray[i]-getFx_basic_type_common()-getFloat4().cast()

Did anyone else had the same Problem with vc7.1? Can this be integrated to
current osg-svn?


Best Regards

Bjoern


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Re: [osg-users] Traversing

2007-12-18 Thread Jean-Sébastien Guay
Hello Renan,

As Robert mentioned, you really need to learn how to read the API  
documentation (doxygen-generated) and click links on it to find out  
how to connect things together.

For your current situation, take a look at the osgpick example. The  
PickHandler::handle() method calls PickHandler::pick(), which looks  
like this:


void PickHandler::pick(osgViewer::Viewer* viewer,
const osgGA::GUIEventAdapter ea)
{
 osgUtil::LineSegmentIntersector::Intersections intersections;

 std::string gdlist=;
 if (viewer-computeIntersections(ea.getX(),ea.getY(),intersections))
 {
 for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr =
 intersections.begin();
 hitr != intersections.end();
 ++hitr)
 {
 std::ostringstream os;
 if (!hitr-nodePath.empty() 
 !(hitr-nodePath.back()-getName().empty()))
 {
 // HERE YOU HAVE THE NODE THAT WAS PICKED
 }
 else if (hitr-drawable.valid())
 {
 // HERE YOU HAVE THE DRAWABLE THAT WAS PICKED!
 // This is what you want, so you can probably remove the
 // above if statement...
 // Insert the code you want here... For example:
 osg::ShapeDrawable* shapeDrawable =
 dynamic_castosg::ShapeDrawable*(hitr-drawable);
 if (shapeDrawable)
 {
 shapeDrawable-setColor(osg::Vec4(1,0,0,1));// Red
 }
 }

 // ...
 }
 }

 // ...
}


As you can see, the OSG examples are a great source of hints on how to  
do things. Also, looking at the doxygen would have helped you.

Hope this helps,

J-S
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Re: [osg-users] OSG and Chromium

2007-12-18 Thread Ryven
Hi there,
we have successfully built a Cave (4 renderind planes. 12 projectors.
6 graphical nodes x 2 nvidia 8800 ) environment using OSG 2.1.1 for
rendering and mpi for synchronization and data distribution. it is
feasible.

osg is well suited for some aspects. for example swap buffers synch
for 2 displays in the same machine. But to build a rendering cluster
you need multi-machine synchronization .. a frame lock so every
machine swaps buffers at the same time. for this we used mpi's
barrier and a extension of the osgViewer. but i think one can
implement a simpler barrier using sockets.

Another thing... glFinish is pretty important... on a rendering cluster.

Rui

On Dec 12, 2007 5:45 PM, syed tayyab [EMAIL PROTECTED] wrote:

 Hi folks
  I am a student and want to use OSG for my project , as part of my project i
 have to do parallel rendering over the grid or Cluster.
  Does any one now the feasibility of this scenario. or any other
 combination.
  Looking forward to hear from you.
  Regards
  Syed Tayyab

 
 Messenger on the move. Text MSN to 63463 now!

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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread David Callu
Hi All,

After a long search in OSG SVN revision, I found this is a fonts file
issue.

I downdate  my SVN and rebuild OSG for the revision
7648, just before integration of Text3D
7500,
7300,
7000,
6900,
6500, ~ here begin dependancy with external OpenThreads
6400, ~ here begin dependancy with external Producer
6200,
6000

problem is always present

I downdate my freetype version to
2.2
2.1.10
2.1.9
2.0.9

problem is always present g


finally ..
I try to my own arial.ttf file provide by the package mstcorefonts-2.0.1.
This package is created with a script provided by mstcorefont project.
This script download font on Microsoft site and make a rpm with them.

To conclude, this is a font file problem.
I submit  the file on osg-submissions now.

Cheers
David




2007/12/17, Robert Osfield [EMAIL PROTECTED]:

 Hi Paul,

 On Dec 16, 2007 7:53 PM, Paul Martz [EMAIL PROTECTED] wrote:
  Thanks, Robert -- Unfortunately, this change had no effect.
 
  Maybe another avenue of attack might be to add DEBUG_INFO messages to
  osgText to display components that contribute to the final size of
  SCREEN-aligned glyphs? Then we could compare my DEBUG_INFO output
 against
  yours to see if that sheds any light?

 Today is going to be a very busy day for me so I won't be able to go
 chase this up right now.

 A close review of the changes that David made might reveal some
 possibilities.  Adding more debugging as you suggest might also
 provide more time.  Something for later in the week, unless others can
 jump in and help.

 Robert.
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Lucas Goss
 For many games (particular on Windows of yesteryears) and applications,
 I have changed resolutions and 3D effects once the application or game
 has started depending on the frame rate performance. Thus if possible it
 would be best to implement a feature into OSG to change resolution,
 though how this would be done internal can be very platform dependent,
 so more work would be needed to implement this feature.

This feature is already in OSG and works already on Windows and Mac
(the function in question is setScreenResolution in the osgViewer
library). So it's already implemented on two platforms, but not on any
*nix platform.

Lucas
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[osg-users] Thanks for the Help! Another newbie question

2007-12-18 Thread Allen
Thank you Robert Osfield.  Your help is greatly appreciated!  I now have 
a functioning OSG 2.2 installation on Windows!

I have another newbie question:  Does anyone know how to control the 
size of the output graphics window?  I don't know its technical name 
but I think it's the Viewer object.  However, I've no idea what methods 
to call to control the actual size of that window and to keep it from 
maximizing.

Thanks again! :-)

-- 
Sincerely, Allen
Senior Software Engineer
EDO-CAS, Inc
Ps 34:5 I sought the Lord, and he heard me; and he delivered me from all my 
fears

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Re: [osg-users] Thanks for the Help! Another newbie question

2007-12-18 Thread Robert Osfield
Hi All,

To control the size you need to set the size of the GraphicsWindow
that you attach to the Viewer's Camera.  Have a look at the osgcamera
or osgwindows examples to see how it can be done.  There is also a
convinience method osgViewer::View::setUpViewInWindow(x,y,w,h) that
wraps up the lower level set up you'll see in osgcamera/osgwindows.

For some the examples (such as osgviewer) you can also provide a
command line option --window x y w h, or set an env var OSG_WINDOW x y
w h to force them to open up in a window.

Robert.

On Dec 18, 2007 3:43 PM, Allen [EMAIL PROTECTED] wrote:
 Thank you Robert Osfield.  Your help is greatly appreciated!  I now have
 a functioning OSG 2.2 installation on Windows!

 I have another newbie question:  Does anyone know how to control the
 size of the output graphics window?  I don't know its technical name
 but I think it's the Viewer object.  However, I've no idea what methods
 to call to control the actual size of that window and to keep it from
 maximizing.

 Thanks again! :-)

 --
 Sincerely, Allen
 Senior Software Engineer
 EDO-CAS, Inc
 Ps 34:5 I sought the Lord, and he heard me; and he delivered me from all my 
 fears

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Re: [osg-users] Traversing

2007-12-18 Thread Renan Mendes
Hello, Jean-Sébastien.

   Although it didn't seem so, I have looked through the doxygen
documentation. The thing is that they aren't good enough for someone who
hasn't any experience what so ever with this kind of programming. Some of
the methods aren't fully explained, at least to my understanding, and even
if they were, is kind of weird reading that whole documentation without
knowing what you are looking for. This last part, I believe, is the function
of a tutorial or something alike. For instance, I didn't know that an
intersection was made directly with the Drawable, even though my instance
connected to the viewer is a MatrixTransform...
  But I think now I can at least use the Intersections properly, even if
I don't fully understand it.
  I thank you and Robert for the help.

   Renan M Z Mendes
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Re: [osg-users] Traversing

2007-12-18 Thread Jean-Sébastien Guay
Hello Renan,

Although it didn't seem so, I have looked through the doxygen
 documentation. The thing is that they aren't good enough for someone who
 hasn't any experience what so ever with this kind of programming. Some of
 the methods aren't fully explained, at least to my understanding, and even
 if they were, is kind of weird reading that whole documentation without
 knowing what you are looking for. This last part, I believe, is the function
 of a tutorial or something alike.

I understand it can be daunting at first. There are a few tutorials  
that might be useful, for instance Paul Martz's OSG Quick Start Guide,  
and the NPS tutorials which are on the Wiki now - see  
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials .  
The latter even have a picking tutorial IIRC.

 For instance, I didn't know that an
 intersection was made directly with the Drawable, even though my instance
 connected to the viewer is a MatrixTransform...

A MatrixTransform does not have any geometry, so it cannot be  
intersected itself... The MatrixTransform has a child Geode, which  
contains a Drawable (ShapeDrawable in your case, but could be  
Geometry) and this is what actually checks if it was intersected (on  
the polygon level). Therefore, that is what is returned in the  
intersections list.

Hope this helps,

J-S
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Re: [osg-users] Traversing

2007-12-18 Thread Renan Mendes
Hi, Jean-Sébastien.

 I'm gonna take advantage of the fact you are there and ask you one
thing. I tried using that last part of code you've given me, but my compiler
acused an error:

1.\Classe Pick Handler.cpp(23) : error C2682: cannot use 'dynamic_cast' to
convert from 'osg::ref_ptrT' to 'osg::ShapeDrawable *'
1with
1[
1T=osg::Drawable
1]


given that the line where the error ocurred was:
osg::ShapeDrawable* shapedrawable =
dynamic_castosg::ShapeDrawable*(hitr-drawable);

Can you tell me what's wrong?

Renan M Z Mendes
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Re: [osg-users] Traversing

2007-12-18 Thread Jean-Sébastien Guay
Hello Renan,

 1.\Classe Pick Handler.cpp(23) : error C2682: cannot use 'dynamic_cast' to
 convert from 'osg::ref_ptrT' to 'osg::ShapeDrawable *'
 1with
 1[
 1T=osg::Drawable
 1]

 given that the line where the error ocurred was:
 osg::ShapeDrawable* shapedrawable =
 dynamic_castosg::ShapeDrawable*(hitr-drawable);

 Can you tell me what's wrong?

hitr-drawable is not an osg::Drawable* like I thought, but a  
ref_ptrosg::Drawable. Just add .get() to the end, like this, to get  
the pointer.

osg::ShapeDrawable* shapedrawable =
 dynamic_castosg::ShapeDrawable*(hitr-drawable.get());

Sorry for not mentioning the code was not tested. It was just an example...

J-S
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__
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[osg-users] PositionalStateContainer

2007-12-18 Thread Kim C Bale
Hi,

I'm working my way through the osgShadow-shadowmap source code in an
attempt to understand how it works. One thing that confuses me is the
osgUtil::PositionalStateContainer. 

What exactly is it used for? There doesn't seem to be any documentation
for it.

Thanks,

Kim.*
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Re: [osg-users] PositionalStateContainer

2007-12-18 Thread Robert Osfield
On Dec 18, 2007 4:43 PM, Kim C Bale [EMAIL PROTECTED] wrote:
 Hi,

 I'm working my way through the osgShadow-shadowmap source code in an
 attempt to understand how it works. One thing that confuses me is the
 osgUtil::PositionalStateContainer.

 What exactly is it used for? There doesn't seem to be any documentation
 for it.

Its for wrapping up management of positional state, i.e. lights, eye
linear texgen, clipplanes, these all require a specific modelview
matrix to position them correctly in space so can't be handled like
normal state.

Robert.
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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread Paul Martz
Hi David -- Thanks for looking at this.
 
I'm not sure this is a font file problem. In a previous post, I stated that
the font is big with current SVN, current osgText, and current freetype. If
I simply switch osgText back to the 2.2 version but leave everything else
the same, the font appears normal size. This indicates the problem is with
osgText, not the font.
 
Are you actually able to reproduce the problem on Windows? As far as I know,
I'm the only one seeing the issue.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Callu
Sent: Tuesday, December 18, 2007 8:38 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Big fonts in current SVN


Hi All,

After a long search in OSG SVN revision, I found this is a fonts file
issue.

I downdate  my SVN and rebuild OSG for the revision 
7648, just before integration of Text3D
7500,  
7300, 
7000, 
6900, 
6500, ~ here begin dependancy with external OpenThreads
6400, ~ here begin dependancy with external Producer
6200, 
6000

problem is always present

I downdate my freetype version to
2.2
2.1.10
2.1.9
2.0.9

problem is always present g


finally ..
I try to my own arial.ttf file provide by the package mstcorefonts-2.0.1.
This package is created with a script provided by mstcorefont project.
This script download font on Microsoft site and make a rpm with them.

To conclude, this is a font file problem.
I submit  the file on osg-submissions now. 

Cheers
David 





2007/12/17, Robert Osfield [EMAIL PROTECTED]: 

Hi Paul,

On Dec 16, 2007 7:53 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Thanks, Robert -- Unfortunately, this change had no effect.

 Maybe another avenue of attack might be to add DEBUG_INFO messages to 
 osgText to display components that contribute to the final size of
 SCREEN-aligned glyphs? Then we could compare my DEBUG_INFO output against
 yours to see if that sheds any light?

Today is going to be a very busy day for me so I won't be able to go 
chase this up right now.

A close review of the changes that David made might reveal some
possibilities.  Adding more debugging as you suggest might also
provide more time.  Something for later in the week, unless others can 
jump in and help.

Robert.
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Re: [osg-users] 3rd Party from osgToy SVN

2007-12-18 Thread Mike Weiblen
Hi,

sorry, but my vs71 development is frozen, I dont have that compiler
anymore.  you're free to fork a 3rdParty repository starting with my vs71
build scripts.

cheers
-- mew


On Tue, December 18, 2007 05:07, Adrian Egli wrote:
 https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty

 Mike, can you please update the VS2003 (3rdParty_win32binaries_vs71) as
 you
 did for VS 2005, thanks

 adrian

 --
 
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Re: [osg-users] Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...

2007-12-18 Thread Mike Weiblen
Hi,

from a pragmatic user-interface perspective, if there are docs/faqs
describing the new cmake build process, then they're failing to be found
in a way people expect.  (This is not a user-problem of finding the docs;
it's a doc-problem of not being where they're expected to be found.)

Perhaps there could be a file in the source tree entitled
WHERE_ARE_VS_PROJECT_FILES.txt containing the jumpstart clues?

-- mew




On Mon, December 17, 2007 14:26, Paul Martz wrote:
 would someone please inform me as to where I may find the
 OSG2.2 dsw project file for MS VS 2005 (C++ ver 8.x)?  I can
 not find it in the binaries or the source .zips / .exes for Windows.

 You need to generate the VS project files using CMake. Try searching for
 Cmake at openscenegraph.org for more info.

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[osg-users] location of VS runtime libs (WAS: Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...)

2007-12-18 Thread Mike Weiblen
On Mon, December 17, 2007 14:26, Paul Martz wrote:
 Sounds like osgDB is having problem finding the plugins. Others have
 reported similar problems with the Windows binaries. Maybe if Mike Weiblen
 is reading this, he can post a status update? I don't recall that anyone
 has
 arrived at a bullet-proof solution for this problem.


Hi,

Here's my plan for addressing this problem in the next build of the win32
installer:

Background: The current installed filesystem was based on my
over-conservative reading of MS license for their redistributable
libraries (see C:\Program Files\Microsoft Visual Studio
8\SDK\v2.0\redist.txt), specifically

quote
For your convenience, we have provided the following folders for use when
redistributing VC++ runtime files. Subject to the license terms for the
software, you may redistribute the folder (unmodified) in the application
local folder as a sub-folder with no change to the folder name. You may
also redistribute all the files (*.dll and *.manifest) within a folder,
listed below the folder for your convenience, as an entire set.
/quote

I followed the redistribute the folder (unmodified) sentence for the
current installer.  However, the sentence after does permit the runtime
file files themselves to be merged into our bin directory, simplifying the
filesystem just like the good old days.  So the current complexity is my
doing, and I guess I owe MS an appology (tho their text is a bit
convoluted)

So my plan for the next win32 installer is
1) put the MS redist libs directly into bin, manifests and all.
2) preserve but cull OSG_PATH to the necessary values.

Any comments on the bulletproof-ness of this solution?

cheers
-- mew

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Re: [osg-users] changing colors of a geode

2007-12-18 Thread Gianluca Natale
Thank you very much, that should solve my problem.

This way I need to duplicate just osg::Geometry objects, but they still
share

VertexArrays, NormalsArrays, etc. via ref_ptr. So I'm also sure that they
are destroyed only when the last

geometry is destroyed.

Thank you

Gianluca Natale

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Tuesday, December 18, 2007 3:34 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] changing colors of a geode

 

The best way to do this in OSG is to create two Geometry objects. Make them
both share the same VertexArrays, NormalArray, TexCoordArray (if you're
texture mapping), and PrimitiveSets. Then give each of them different color
arrays and specify a color binding of BIND_OVERALL.

 

Primary color, normal, texcoord, edge flag, etc., are not StateAttributes in
OSG.

   -Paul

 

 


  _  


From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gianluca
Natale
Sent: Tuesday, December 18, 2007 7:20 AM
To: Osg Users
Subject: [osg-users] changing colors of a geode

Hi all,

I'm new to OSG.

I cannot find a way to change the primary color of OpenGL in order to draw
the same

object twice in two different places with two different colors.

 

I mean that in OpenGL I can do that in this way:

glColor3fv(color1);

// set model view matrix

// draw object A

glColor3fv(color2);

//set model view matrix

//draw object A

 

Instead in OSG I should create two geodes with the same geometry, but
different color,

in order to do that. I tried to search a way to change the color in the
osg::MatrixTransform,

without finding it. Actually I don't want to duplicate the geometry data
just to change a color!

 

Furthermore, changing the primary color in an osg::Node would be really
useful to

quickly change the behavior of lit objects. I mean that in OpenGL I can set
material properties

by:

 

glColorMaterial(...);

 

and then change the behaviour just changing the primary color, before
drawing the objects.

 

I hope someone can help me.

Thanks in advance,

Gianluca Natale.

 

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Re: [osg-users] OSG and Chromium

2007-12-18 Thread Gerrick Bivins
VrJuggler (www.vrjuggler.org) is also an option. We are using it on a 48
node, dual graphics card cluster with 24 projectors with osg 2.2.
http://www.vrac.iastate.edu/c6.php

biv

On Dec 18, 2007 9:16 AM, Adrian Egli [EMAIL PROTECTED] wrote:

 Or you can have a look at http://www.equalizergraphics.com/

 2007/12/18, Ryven [EMAIL PROTECTED] :

  Hi there,
  we have successfully built a Cave (4 renderind planes. 12 projectors.
  6 graphical nodes x 2 nvidia 8800 ) environment using OSG 2.1.1 for
  rendering and mpi for synchronization and data distribution. it is
  feasible.
 
  osg is well suited for some aspects. for example swap buffers synch
  for 2 displays in the same machine. But to build a rendering cluster
  you need multi-machine synchronization .. a frame lock so every
  machine swaps buffers at the same time. for this we used mpi's
  barrier and a extension of the osgViewer. but i think one can
  implement a simpler barrier using sockets.
 
  Another thing... glFinish is pretty important... on a rendering cluster.
 
  Rui
 
  On Dec 12, 2007 5:45 PM, syed tayyab  [EMAIL PROTECTED] wrote:
  
   Hi folks
I am a student and want to use OSG for my project , as part of my
  project i
   have to do parallel rendering over the grid or Cluster.
Does any one now the feasibility of this scenario. or any other
   combination.
Looking forward to hear from you.
Regards
Syed Tayyab
  
   
   Messenger on the move. Text MSN to 63463 now!
  
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[osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Paul Martz
Hi Robert -- I updated to current CVS a couple hours ago. I just tried to
reproduce the font problem with David's new font file, and much to my
surprise found that I did not have a freetype plugin. For some reason,
current SVN CMake is unable to find my freetype installation and therefore
is not adding the freetype plugin to my VS solution/project files.
 
I'm using Mike's 3rd party binaries and have 3rdparty as a sibling to
OpenSceneGraph. This has worked with current SVN up until now.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 
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Re: [osg-users] Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...

2007-12-18 Thread Robert Osfield
On Dec 18, 2007 5:15 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
 Hi,

 from a pragmatic user-interface perspective, if there are docs/faqs
 describing the new cmake build process, then they're failing to be found
 in a way people expect.  (This is not a user-problem of finding the docs;
 it's a doc-problem of not being where they're expected to be found.)

 Perhaps there could be a file in the source tree entitled
 WHERE_ARE_VS_PROJECT_FILES.txt containing the jumpstart clues?

Well there is a README.txt in the root directory that mentions very
clearly about CMake... and the Getting Started guide has CMake as its
second entry...

If we did write a WHERE_ARE_VS_PROJECT_FILES.txt then even this
wouldn't be read by everyone, and where do you stop with trying to
guess what questions users might ask but haven't come across the
answer elsewhere.

An occasional question on osg-users might suggest a lack of clear
notification, but it also can suggest that the list is just a
friendlier and easier place to ask questions than going hunting for an
answer in the source code or online docs.

Robert.
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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Robert Osfield
On Dec 18, 2007 5:52 PM, Paul Martz [EMAIL PROTECTED] wrote:


 Hi Robert -- I updated to current CVS a couple hours ago. I just tried to
 reproduce the font problem with David's new font file, and much to my
 surprise found that I did not have a freetype plugin. For some reason,
 current SVN CMake is unable to find my freetype installation and therefore
 is not adding the freetype plugin to my VS solution/project files.

 I'm using Mike's 3rd party binaries and have 3rdparty as a sibling to
 OpenSceneGraph. This has worked with current SVN up until now.

There hasn't been any recent changes to the
CMakeModules/FindFreeType.cmake.  Perhaps the new freetype version is
not being picked up so the FindFreeType.cmake needs to be updated to
find it.

Robert.
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 
 RandR support would be a reasonable way forward.  SGI and other older
 workstation class machines are not so prone to users wishing to change
 resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
 this didn't change till my final contact with SGI's with the Oynx
 IR2...   If if users do wish support on these platforms they can step
 forward and implement it.
 

I guess RandR it is then, because some people voiced the support for
changing the resolution on the fly. RandR is the only reasonable way how
to do this on Unix at the moment. The older X extensions change
resolution, but do not resize the root window, leaving you with a
panning virtual desktop.

BTW, when speaking about these features - is the setting of the window
title working on Unix again? It used to work before 2.0, but then it was
not implemented once the renderer was redone.

Jan
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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Paul Martz
  Hi Robert -- I updated to current CVS a couple hours ago. I 
 just tried 

(I meant SVN of course.)

  to reproduce the font problem with David's new font file, 
 and much to 
  my surprise found that I did not have a freetype plugin. For some 
  reason, current SVN CMake is unable to find my freetype 
 installation 
  and therefore is not adding the freetype plugin to my VS 
 solution/project files.
 
  I'm using Mike's 3rd party binaries and have 3rdparty as 
 a sibling 
  to OpenSceneGraph. This has worked with current SVN up until now.
 
 There hasn't been any recent changes to the 
 CMakeModules/FindFreeType.cmake.

Does CMake use FindFreeType.cmake on Windows platforms? If so, then I don't
know how this ever worked, as FindFreeType.cmake does not search in the
sibling 3rdParty directory.

 Perhaps the new freetype 
 version is not being picked up so the FindFreeType.cmake 
 needs to be updated to find it.

CMake was finding the new freetype version and adding the freetype plugin
subdirectory up until very recently. Were there any other changes to CMake
that could've caused this issue?
   -Paul

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Re: [osg-users] Asynchronous file loading via DatabasePager questions

2007-12-18 Thread Colin Branch

Thanks guys,

ProxyNode is what I was looking for.

-Colin

Tim Moore wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Colin Branch wrote:
  

Hi all,

What I'm trying to do:
Asynchronous model loading using OSG 2.2

How I'm currently doing it:
I'm trying to use the Database Pager's requestNodeFile.


I just did this for the FlightGear project and it works well there.
  
I created a new node class that I can add (as well as place temporary 
objects) that I can add and will stay in the scene.


class DtDelayedModelNode : public osg::Group
{
...
DtDelayedModelNode(const std::string filename, osgDB::DatabasePager* 
pager) : osg::Group()

{
osg::FrameStamp fs;
fs.setFrameNumber(INT_MAX);
pager-requestNodeFile(filename,this,1.0,fs);
}
...
};



For this application you probably do want to check out ProxyNode as Bryan Thrall
suggested. If I had known about ProxyNode I might have used it instead of 
calling
requestNodeFile directly.

What you've done here won't reliably work. You need to call requestNodeFile 
every frame
until your request is satisfied. You will only find this out by looking closely 
at the
implementation of ProxyNode and PagedLOD or by googling in the mailing list :)

  

Problems:
#1 Very limited documentation of the Pager class and no example on how 
to use it.   I've searched the osgusers archive but haven't found 
anything too helpful, the 1.x examples don't seem relevant anymore.


See above about ProxyNode and PagedLOD.
  
#2 Occasional texture corruption.  This is difficult to reproduce 
however it appears that sometimes the width of the texture is 1px 
creating a streaking effect.
#3 Certain actions cause the main app to lock, for example bringing up 
the Stats HUD.


The other thing to keep in mind is that readNodeFile and friends aren't 
necessarily
thread safe, but you don't have access to the lock that the pager uses to 
serialize
access to those functions. Either you stop doing any file loading calls from 
your main
thread once the pager has started, or you need to do the locking yourself by 
installing
read callback functions that do the locking. The bugs you're seeing sound like 
random
corruption of this kind.
  

Questions:
Is the Database Pager the proper way to be doing this?


It works for the FlightGear flight simulator project. I created a very small 
subclass
of DatabasePager in order to have access to the _childrenToDeleteList of the 
pager.

  
What if any calls should I make to the pager around frame() (ie it 
doesn't appear that startFrame endFrame are needed, any other calls)?




None if you're using osgViewer. Otherwise look closely at the osgViewer::Viewer 
source
code.

  
The value of the frame stamp appears to control deletion of requests. Ie 
if I pass in the current frame stamp, the model is actually deleted in 
compileGLObjects. Unless I set it to some value in the future (currently 
using INT_MAX) I can't guarantee it will load. Could someone explain the 
purpose of the framestamp and the proper usage?


See above. Normally you check every frame if a request has been satisfied; if 
not, you
make it again with the current frame stamp. The OSG clients of DatabasePager, 
ProxyNode
and PagedLOD, make these requests from the cull traversal, so this usage gives 
a way
to cancel a request if the object drops out of the field of view.
  

Is there anyway to get status feedback while a file loads?


You can tell if a load is completed by checking if an object has been added to 
the group
you passed to requestNodeFile. Otherwise no, though you could arrange for the 
readNodeFile
callback you're going to write :) to return an empty error object of some kind.

Tim
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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Jean-Sébastien Guay
Hello Paul,

 Does CMake use FindFreeType.cmake on Windows platforms? If so, then I don't
 know how this ever worked, as FindFreeType.cmake does not search in the
 sibling 3rdParty directory.

I think on Windows, it checks for the 3rdParty sibling directory and  
if found, just sets the paths for all the standard 3rd party libs -  
png, tiff, jpg, zlib, freetype - automatically. I don't think it even  
uses FindFreeType.cmake on Windows. I'm not sure though.

 CMake was finding the new freetype version and adding the freetype plugin
 subdirectory up until very recently. Were there any other changes to CMake
 that could've caused this issue?

One thought - did you delete your CMakeCache.txt and re-do the CMake  
config after updating to Mike's new 3rdParty binaries? If not, there  
might be some stale reference to the old lib name (freetype219.lib  
instead of freetype235.lib) somewhere that might cause this problem.

Maybe try checking the Show Advanced Values checkbox in CMakeSetup and  
seeing if there are any old values there...

J-S
-- 
__
Jean-Sebastien Guay [EMAIL PROTECTED]
 http://whitestar02.webhop.org/


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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Robert Osfield
On Dec 18, 2007 7:48 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Does CMake use FindFreeType.cmake on Windows platforms? If so, then I don't
 know how this ever worked, as FindFreeType.cmake does not search in the
 sibling 3rdParty directory.

  Perhaps the new freetype
  version is not being picked up so the FindFreeType.cmake
  needs to be updated to find it.

 CMake was finding the new freetype version and adding the freetype plugin
 subdirectory up until very recently. Were there any other changes to CMake
 that could've caused this issue?

I don't know of any, there hasn't been any major changes to CMake since 2.2.

Robert.
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-18 Thread Robert Osfield
On Dec 18, 2007 7:47 PM, Jan Ciger [EMAIL PROTECTED] wrote:
 I guess RandR it is then, because some people voiced the support for
 changing the resolution on the fly. RandR is the only reasonable way how
 to do this on Unix at the moment. The older X extensions change
 resolution, but do not resize the root window, leaving you with a
 panning virtual desktop.

Any volunteers, pretty please ;-)

 BTW, when speaking about these features - is the setting of the window
 title working on Unix again? It used to work before 2.0, but then it was
 not implemented once the renderer was redone.

Yep its working in 2.2, osgViewer is more rounded and complete in 2.2
than 2.0, and in SVN its a little bit further on still.  Note quite
viewer/windowing nirvana yet, but the closest the OSG has come in its
history.

Robert.
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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Jean-Sébastien Guay
Hello Paul,

 Hm. It's possible this hasn't been working all along, and I simply didn't
 realize it because the OLD (OSG v2.2) freetype plugin was being found and
 used. This would be because the plugin directory version number didn't
 change until the 2.3 release: plugins now go in a different directory, so
 there's no way to accidentally pick up an out-of-date plugin.

Possible, indeed...

 BTW I resolved the issue by hardcoding the freetype include and lib info
 into the CMake GUI dialog.

Yeah, I did that too since on Windows, it's hard to autodetect some  
optional dependencies (Collada, OpenVRML, QuickTime, etc.) so I always  
hate having to re-do the CMake config from scratch.

Good to know it works now!

J-S
-- 
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Zachary Hilbun
- Original Message 
 From: Robert Osfield [EMAIL PROTECTED]
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Friday, December 14, 2007 3:05:38 PM
 Subject: Re: [osg-users] ANN: Reference Manual for v2.2 now available
 
 On Dec 14, 2007 7:59 PM, Zachary Hilbun wrote:
  To me an API is only as good as it's documentation.
 
 I'd suggest that the OSG is proof that point of view is a perhaps just
 a little flawed.
 
 Good documentation but a poor API and implementation don't make for
 successful end user applications.
 
 However, with a good API and implementation you do have a least have
 chance of making something useful.


When I say an API is only as good as it's documentation what I mean is that if 
I don't know how to use something it has no value to me.  I've 
bought/obtained/read the documentation/examples on OSG but found it to be 
rather incomplete.  Because of the lack of documentation I could wind up 
blowing a few hundred to a few thousand dollars extra of my time trying to use 
OSG.  I could instead spend that money buying a package that was already 
documented.  If a person is a student or hobbiest then they might not value 
their time that highly.  For me it's a big issue.


 
 I'm not suggesting not having good documentation is not a great thing
 to have, obviously great documentation and great API and
 implementation is all what a perfect project would be composed of.
 
 From my experience with the OSG project, its the software that solves
 the problems at the end of the day, and the majority of contributors
 to the OSG and clients who pay for parts of the OSG to be developed
 have a problem to solve so they write the code or fund the work to do
 it. One can say write the documentation first then the software, it
 might work for you, but so far for the hundreds of contributors to the
 OSG this hasn't been the case, the gifts that are given tend to be
 source code.

 Thoughts?
 Robert.

If it were me paying for parts of the OSG to be developed I would want to pay 
extra to have it documented properly.  My opinion would be that it is cheaper 
to pay the writer to document it properly than to pay my employes to try to 
learn it without that documentation.  I would try to impress upon the people 
doing the funding that their overall costs might be lower if they paid for 
documentation.
 
===
Zachary Hilbun
Software Contractor
Dallas, Tx
214-350-4207


  

Never miss a thing.  Make Yahoo your home page. 
http://www.yahoo.com/r/hs
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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread Jeremy Moles

On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
 Hi Jeremy,
 
 The alignment problem is a known problem that David (the author of the
 recent changes to osgText) knows about and will be looking into.

Should this be fixed in 2.3? If so, I'm still seeing it in SVN. Just
wondering if it's me, or still an unresolved issue...

 The texture based fonts themselves haven't actually changed apart from
 the internals being reworked in terms of the new TexBase class, the
 actual rendering process should be the same.
 
 Robert.
 
 On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  I would just like to jump in here and say I'm also having font problems
  w/ SVN as of either yesterday or the day before. My problems aren't like
  the ones Paul is seeing, but they're definitely new differences that
  weren't there Tuesday...
 
  Attached is a picture of the osghudlabel example from osgHUD. In the
  past, the text rendered has been nice and reasonably compact, but now
  there is almost an entire row of blank space between real row of text.
  This is the case for both my own fonts and the Times font provided w/
  OSG.
 
  HOWEVER, this could just be my imagination, but was the font clarity
  improved with the recent changes to osgText? Even the spacing is wonky,
  I can swear they actually look a little crisper... not subpixel-aligned
  (as that would take a minimum of 3 passes so I hear), but still good. :)
 
 
  On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
   Current SVN head seems to have extra-large screen oriented fonts. See
   the attached screen shots. This is on Windows VS8; don't know about
   other platforms? I get the same for screen oriented fonts in the
   osgtext example.
  
   While my failing eyesight certainly appreciates the increased font
   size, I can't help but think this is a bug. :-)
  
   Paul Martz
   Skew Matrix Software LLC
   http://www.skew-matrix.com
   303 859 9466
  
 
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[osg-users] Crash on exit, Mac Os X

2007-12-18 Thread Antoine Hue
Hi,

Before stating the issue we have, please let us thank you very much for 
OSG 2.2. Quality is continuously improving in OSG.

We have moved our app to this version, 2.2.0. We are now using 
osgViewer::Viewer wrapped into a QT 4 Widget as in osgviewerQT.
We currently have a crash on application exit under Mac OS X.

Everything goes OK until the osgViewer:Viewer is destroyed. System stack 
trace is pasted below.

Are there any other report of such thing ?
Could it be that destructor is not called at the right time during the 
update cycle ?

Thanks in advance for your answers,

Antoine



---

Date/Time:  2007-12-10 23:43:26.285 +0100
OS Version: 10.4.11 (Build 8S2167)
Report Version: 4

Command: LePetitPoucet
Path:   
/Users/bruno/tmp/pti_bin/LePetitPoucet/LePetitPoucet.app/Contents/MacOS/LePetitPoucet
Parent:  WindowServer [60]

Version: ??? (???)

PID:26946
Thread: 0

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:  KERN_INVALID_ADDRESS (0x0001) at
0x0e2570a8

Thread 0 Crashed:
0   GLEngine0x0f3c9db1
glDeleteTextures_Exec + 11
1   libGL.dylib 0x92b2698e
glDeleteTextures + 90
2   libosg.2.2.0.dylib  0x00460019
TextureObjectManager::flushAllTextureObjects(unsigned)
+ 83
3   libosg.2.2.0.dylib  0x00460079
osg::Texture::flushAllDeletedTextureObjects(unsigned)
+ 37
4   libosg.2.2.0.dylib  0x003fab7e
osg::GraphicsContext::close(bool) + 1002
5   libosgViewer.2.2.0.dylib0x00233268
osgViewer::Viewer::~Viewer [not-in-charge]() + 306
6   LePetitPoucet   0x000276d9
ptiApp::QOsgWidget::~QOsgWidget [in-charge deleting]()
+ 145
7   LePetitPoucet   0xd2e6
ptiApp::PtiMainWindow::~PtiMainWindow [in-charge
deleting]() + 68
8   LePetitPoucet   0x00013526
ptiApp::Application::cleanUpAndExit() + 36
9   LePetitPoucet   0x00018002
ptiApp::Application::qt_metacall(QMetaObject::Call,
int, void**) + 328
10  libQtCore.4.dylib   0x0213aa5e
QMetaObject::activate(QObject*, int, int, void**) +
1228
11  libQtCore.4.dylib   0x0214e5e1
QCoreApplication::aboutToQuit() + 49
12  libQtCore.4.dylib   0x0212f3ab
QCoreApplication::exec() + 217
13  LePetitPoucet   0x0001708a main +
502
14  LePetitPoucet   0x83a6 _start
+ 216
15  LePetitPoucet   0x82cd start +
41

Thread 1:
0   libSystem.B.dylib   0x90026d5c kevent
+ 12
1   ...ple.CoreServices.CarbonCore  0x90cb8c68
PrivateMPEntryPoint + 51
2   libSystem.B.dylib   0x90024227
_pthread_body + 84

Thread 2:
0   libSystem.B.dylib   0x900248c7
semaphore_wait_signal_trap + 7
1   ...ple.CoreServices.CarbonCore  0x90cb8e0d
MPWaitOnQueue + 198
2   com.apple.DesktopServices   0x9271e953
TNodeSyncTask::SyncTaskProc(void*) + 143
3   ...ple.CoreServices.CarbonCore  0x90cb8c68
PrivateMPEntryPoint + 51
4   libSystem.B.dylib   0x90024227
_pthread_body + 84

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x0e252020  ebx: 0x92b26942  ecx: 0x 
edx: 0x0288fc00
  edi: 0xa2b2400c  esi: 0xb3b0  ebp: 0xb3a8 
esp: 0xb350
   ss: 0x001f  efl: 0x00010286  eip: 0x0f3c9db1  
cs: 0x0017
   ds: 0x001f   es: 0x001f   fs: 0x  
gs: 0x0037


Binary Images Description:
...

-
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Re: [osg-users] Newbie for OSG 2.2; can not find the dsw for OSG2.2 in the source for windows...

2007-12-18 Thread Mike Weiblen
 On Dec 18, 2007 5:15 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
  Perhaps there could be a file in the source tree entitled
  WHERE_ARE_VS_PROJECT_FILES.txt containing the jumpstart clues?
 
 Well there is a README.txt in the root directory that mentions very
 clearly about CMake... and the Getting Started guide has CMake as its
 second entry...

Yes, every developer should _always_ go thru the README, no excuses.

Tho realistically the audience and content of a README.txt can be
quite wide.  Cant tell you how many source trees I've looked at where
the README.txt is full of worthless junk beginning AppWizard has
created this application for you.  Gee thanks :-P

 If we did write a WHERE_ARE_VS_PROJECT_FILES.txt then even this
 wouldn't be read by everyone, and where do you stop with trying to
 guess what questions users might ask but haven't come across the
 answer elsewhere.

Understood.  My thought was 1) this has been asked before, and 2) the
person asking has already browsed the filesystem looking for filenames
of the non-existent project files, so why not have a filename that
directly addresses what they seek?

'twas just a thought.
-- mew


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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Paul Martz
  BTW I resolved the issue by hardcoding the freetype include and lib 
  info into the CMake GUI dialog.
 
 Yeah, I did that too since on Windows, it's hard to 
 autodetect some optional dependencies (Collada, OpenVRML, 
 QuickTime, etc.) so I always hate having to re-do the CMake 
 config from scratch.

FYI, I _did_ delete my CMake cache as you suggested, but CMake was still
unable to find the latest Windows freetype lib/header in the 3rdParty
sibling directory. I _had_ to enter the paths and filename by hand.

I can understand it not finding the library, as the filename has changed
(perhaps a CMake wizard can help with this problem?). However, CMake should
have found the freetype include directory. But it did not. So that's still a
mystery.
   -Paul

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[osg-users] GraphicsContext cannot open display.

2007-12-18 Thread Steven Powers
I'm running OSG 2.2 ssh'd into a remote linux system.
 
When I run a program using viewer it opens windows fine.
 
ie osgViewer(); viewer-realize(); works just fine.
 
 
When I use a graphics context I get the message: 
 
'Error: Unable to open display :0.0' 
 
and
 
osg::GraphicsContext::createGraphicsContext(traits.get());
 
returns NULL.
 
I have the DISPLAY variable set and I'm using X11 forwarding actively
for other tasks.
 
 
Why does this work when I use viewer to build a window and not work when
I try to manually create a graphicsContext???
 
Thanks,
 
Steven Powers 
 
 
 
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Re: [osg-users] Freetype plugin not building on Windows VS8?

2007-12-18 Thread Jean-Sébastien Guay
Hello Paul,

 FYI, I _did_ delete my CMake cache as you suggested, but CMake was still
 unable to find the latest Windows freetype lib/header in the 3rdParty
 sibling directory. I _had_ to enter the paths and filename by hand.

Sorry, I was just checking. I did it that way too, I just didn't try  
to do it automatically before doing it manually so I didn't know if  
that worked or not.

 I can understand it not finding the library, as the filename has changed
 (perhaps a CMake wizard can help with this problem?). However, CMake should
 have found the freetype include directory. But it did not. So that's still a
 mystery.

It might not be... From CMakeModules/Find3rdPartyDependencies.cmake :

 FIND_DEPENDENCY(FREETYPE ft2build.h
 freetype;freetype219;freetype234;freetype234MT
 ${OSG_3RDPARTY_BIN} _D)
 IF(FREETYPE_FOUND)
 #forcing subsequent FindFreeType stuff to not search for other
 #variables kind of a hack
 SET(FREETYPE_INCLUDE_DIR_ft2build ${FREETYPE_INCLUDE_DIR}
 CACHE PATH )
 SET(FREETYPE_INCLUDE_DIR_freetype2 ${FREETYPE_INCLUDE_DIR}
 CACHE PATH )
 MARK_AS_ADVANCED(FREETYPE_INCLUDE_DIR_ft2build
  FREETYPE_INCLUDE_DIR_freetype2)
 ENDIF(FREETYPE_FOUND)

I'm not a CMake wizard by any stretch of the imagination, but what I  
understand from the above is:

If I find the ft2build.h include file AND freetype library in the 3rd party
 directory
Then:
 Set the include dir to the 3rd party include directory
 Stop looking for freetype.
Endif

The problem is that the real freetype lib we have (freetype235) is not  
listed above, so it is not found, and therefore it cannot find the  
freetype include dir (regardless of whether it's in 3rdParty or  
elsewhere, since there is no such thing as a standard /usr/include or  
/usr/local/include on Windows).

I imagine if you add freetype235 to the list of libs it looks for, it  
will work... But it might still be nice if a _real_ CMake wizard could  
tell us if there's a way to put a wildcard there, so we don't need to  
update it next time... :-)

J-S
-- 
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Mike Weiblen
Hi,

I believe Paul @ Skew Matrix and Bob @ Blue Newt would be delighted to
be of service!

Cheers
-- mew


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Zachary Hilbun
 Sent: Tuesday, December 18, 2007 2:41 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] ANN: Reference Manual for v2.2 now available
...
 If it were me paying for parts of the OSG to be developed I would want
 to pay extra to have it documented properly.  My opinion would be that
 it is cheaper to pay the writer to document it properly than to pay my
 employes to try to learn it without that documentation.  I would try
to
 impress upon the people doing the funding that their overall costs
 might be lower if they paid for documentation.
 
 ===
 Zachary Hilbun
 Software Contractor
 Dallas, Tx
 214-350-4207

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Re: [osg-users] Traversing

2007-12-18 Thread Renan Mendes
Hey, don`t you ever worry about it! I'm lucky enough you do answer my
questions.

Thanks again,

Renan M Z Mendes
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread rwright
Warning... I'm in rare form tonight ;-)

I sort of agree with both views on this.

OSG is a great API regardless of whether anyone can use it? That's a  
bit like saying medicine that will save your life is wonderful,  
however it is in a locked box that you cannot open... It's still great  
medicine though right?  Sounds like something from Hitchhikers guide  
to the Galaxy! There is nothing that has intrinsic value (except  
perhaps human beings, but I dare not tread on the philosophical here)  
outside of the value placed on it by those who need or desire it. This  
is basic economics. Just because you value something does not mean it  
IS valuable, to the universe or anyone else, but it IS valuable to  
you. The previous assertion that an API is only as good to this one  
gentleman as it's documentation is perfectly valid. He should  
certainly be qualified to determine what is of value to him.

Studying source code and pouring over example programs is simply the  
most inefficient means possible of learning a large and complex API. I  
really don't see how anyone can mount a reasonable defense against  
that fact, and a good many people find this frustrating to the point  
of abandoning or ignoring the technology.

However... Initial efficiency is not the only criteria, both from a  
business point of view and a pedagogical (learning) point of view.

A somewhat weak but still valid argument could be made that learning  
the API this way lends to a deeper and more powerful understanding of  
it. Sometimes people will skim good documentation, find only what they  
need to know and move on without ever appreciating the elegance of  
design, or the depth of power that an API provides. Many open source  
advocates and technologist are very deeply offended by this... my  
opinion is that those sorts of people aren't really bad, they just  
need a good beer and to get laid once and a while. (By-the-way, if  
anyone on this list who has ever helped me is in the Orlando area, I  
would gladly buy you a beer... but your own your own for the latter.)

The fact that the documentation is poor or non-existent is the nature  
of open source. These technologies are built by volunteers, with no  
overbearing boss. Only the most uptight when given a deadline or time  
constraint will voluntarily write good documentation first. Good  
documentation and tutorials take significantly more time to create  
than source code. Simple economics and entropy usually intervene to  
circumvent the best of intentions.

I used to say OpenSource is only free to those who's time is  
worthless. Mr. Hilburn would probably agree, but I have come to  
realize that this was rather ignorant on my own part as well. Nothing  
in life is ever free, especially in the fields most on this list  
practice in. You will always pay either with time, or money; and  
typically you will choose to pay with whichever you have the most of.  
If you don't have either, your just broke... and in good company, so  
there is no point in complaining about it. Although I am currently  
learning OSG in the worst possible manner (as concerning time), it is  
still vastly faster than if I had to build my own scene graph  
technology from scratch. It's rather like being stuck in traffic... I  
could walk faster... yes it seems that way for the moment, but you  
will certainly not actually get home faster by leaving your car  
behind. I've built quite enough custom OpenGL engines over the last  
ten years, and looking at OSG I realize there is a lot to be gained by  
a couple months sacrifice on my part. This makes good business sense  
when you look at the larger picture instead of just focusing on a  
single project that is in emergency mode because no time was alloted  
for RD before coding was to begin... or someone quit and left you  
holding the bag. (I am not making veiled speculation about Mr.  
Hilburn's possible situation... but rather my own!).

It is my observation (let me remind detractors that you cannot  
disagree with my observations... they are mine not yours, although  
admittedly they may not reflect the true nature of the universe ;-)  
that most developers try to master technologies far too fast. Usually  
with a deadline looming. There is a reason we send engineers to school  
before giving them jobs, they need a head start. In industry as well,  
it is best to allocate enough time to get familiar with a new  
technology before trying to build something with it. Alas, again  
economics and entropy often intervene, as I myself have experienced on  
may occasions as well.

I have money (well, some money). I have not found a better  
technology than OSG that I can pay money instead of time for (although  
I am still keeping my eye's open ;-). In the mean-time I will spend  
some of that money on some OSG training as soon as it comes to town...

Perhaps one day I'll provide a tutorial or two with the time I'll save  
on future projects VBG.

Richard

[osg-users] Problem compiling OSG from SVN in Cygwin

2007-12-18 Thread Brian Keener
Hello Robert,

It's your worst nightmare again.  I tried compiling the svn version 
again from trunk since you were asking folks to check various 
platforms.

I downloaded fresh from svn and did the ccmake and then ran make and I 
get this error:

[ 78%] Building CXX object 
src/osgPlugins/ive/CMakeFiles/osgdb_ive.dir/Visibilit
yGroup.o
Linking CXX shared module 
./../../lib/osgPlugins-2.2.0/cygwin_osgdb_ive.dll
[ 78%] Built target osgdb_ive
Scanning dependencies of target osgdb_cfg
[ 78%] Building CXX object 
src/osgPlugins/cfg/CMakeFiles/osgdb_cfg.dir/CameraCon
fig.o
In file included from /usr/src/OpenSceneGraph/include/osg/Vec2f:17,
 from /usr/src/OpenSceneGraph/include/osg/Vec2d:17,
 from /usr/src/OpenSceneGraph/include/osg/Vec3d:17,
 from /usr/src/OpenSceneGraph/include/osg/Matrixd:18,
 from /usr/src/OpenSceneGraph/include/osg/Matrix:17,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/cfg/Camera.h:19,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/cfg/CameraConfig.h:
19,
 from 
/usr/src/OpenSceneGraph/src/osgPlugins/cfg/CameraConfig.cp
p:34:
/usr/src/OpenSceneGraph/include/osg/Math: In function `bool 
osg::isNaN(float)':
/usr/src/OpenSceneGraph/include/osg/Math:206: error: `isnan' undeclared 
(first u
se this function)
/usr/src/OpenSceneGraph/include/osg/Math:206: error: (Each undeclared 
identifier
 is reported only once for each function it appears in.)
/usr/src/OpenSceneGraph/include/osg/Math: In function `bool 
osg::isNaN(double)':

/usr/src/OpenSceneGraph/include/osg/Math:207: error: `isnan' undeclared 
(first u
se this function)
make[2]: *** 
[src/osgPlugins/cfg/CMakeFiles/osgdb_cfg.dir/CameraConfig.o] Error
1
make[1]: *** [src/osgPlugins/cfg/CMakeFiles/osgdb_cfg.dir/all] Error 2
make: *** [all] Error 2

[EMAIL PROTECTED] /usr/develop/obj/osg



So then in include/osg/Math I change line 206 from this:

inline bool isNaN(float v) { return isnan(v); }

to 

inline bool isNaN(float v) { return isnanf(v); }

and I change line 207 to return various forms of isnand, _isnan, 
_isnand just to see what will happen and 
then the build blows up much earlier on Animationpath in OpenThreads as 
follows:

[EMAIL PROTECTED] /usr/develop/obj/osg
$ make
[  0%] Built target OpenThreads
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/AnimationPath.o
In file included from /usr/src/OpenSceneGraph/include/osg/Vec2f:17,
 from /usr/src/OpenSceneGraph/include/osg/Vec2d:17,
 from /usr/src/OpenSceneGraph/include/osg/Vec3d:17,
 from /usr/src/OpenSceneGraph/include/osg/Matrixf:18,
 from 
/usr/src/OpenSceneGraph/include/osg/AnimationPath:21,
 from 
/usr/src/OpenSceneGraph/src/osg/AnimationPath.cpp:13:
/usr/src/OpenSceneGraph/include/osg/Math: In function `bool 
osg::isNaN(double)':

/usr/src/OpenSceneGraph/include/osg/Math:207: error: `_isnand' 
undeclared (first
 use this function)
/usr/src/OpenSceneGraph/include/osg/Math:207: error: (Each undeclared 
identifier
 is reported only once for each function it appears in.)
make[2]: *** [src/osg/CMakeFiles/osg.dir/AnimationPath.o] Error 1
make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2
make: *** [all] Error 2

[EMAIL PROTECTED] /usr/develop/obj/osg
$

This error which would lead me to believe that during the early stages 
of the compile - isnan is defined and then it disappears by the time I 
get to osgdb_config.

Further on this is that I found if I change line 206 to 

inline bool isNaN(float v) { return isnanf(v); }

and line 207 to 

inline bool isNaN(double v) { return __isnand(v); }

then everything compile - any thought on this

bk




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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread David Callu
Hi Jeremy

I submit patch to Robert.
So coming soon If all work fine.
David

David

2007/12/18, Jeremy Moles [EMAIL PROTECTED]:


 On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
  Hi Jeremy,
 
  The alignment problem is a known problem that David (the author of the
  recent changes to osgText) knows about and will be looking into.

 Should this be fixed in 2.3? If so, I'm still seeing it in SVN. Just
 wondering if it's me, or still an unresolved issue...

  The texture based fonts themselves haven't actually changed apart from
  the internals being reworked in terms of the new TexBase class, the
  actual rendering process should be the same.
 
  Robert.
 
  On Dec 14, 2007 5:53 PM, Jeremy Moles  [EMAIL PROTECTED] wrote:
   I would just like to jump in here and say I'm also having font
 problems
   w/ SVN as of either yesterday or the day before. My problems aren't
 like
   the ones Paul is seeing, but they're definitely new differences that
   weren't there Tuesday...
  
   Attached is a picture of the osghudlabel example from osgHUD. In the

   past, the text rendered has been nice and reasonably compact, but now
   there is almost an entire row of blank space between real row of text.
   This is the case for both my own fonts and the Times font provided w/
   OSG.
  
   HOWEVER, this could just be my imagination, but was the font clarity
   improved with the recent changes to osgText? Even the spacing is
 wonky,
   I can swear they actually look a little crisper... not
 subpixel-aligned
   (as that would take a minimum of 3 passes so I hear), but still good.
 :)
  
  
   On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
Current SVN head seems to have extra-large screen oriented fonts.
 See
the attached screen shots. This is on Windows VS8; don't know about
other platforms? I get the same for screen oriented fonts in the
osgtext example.
   
While my failing eyesight certainly appreciates the increased font
size, I can't help but think this is a bug. :-)
   
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
   
  
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Re: [osg-users] Traversing

2007-12-18 Thread Jean-Sébastien Guay
Hello Renan,

 Hey, don`t you ever worry about it! I'm lucky enough you do answer my
 questions.

You're very welcome. :-)

J-S
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Richard S. Wright Jr.
Apparently I ran on and on and tried to be too clever and should have  
just stayed quiet. I did not intend to further the debate, but perhaps  
capture the nature of open source and community driven projects for  
those who can't understand why OSG isn't as easy to pick up as say Qt.  
This nature is not suitable for all developers, but it is still quite  
useful to many (myself included).  Sometimes I enjoy playing devils  
advocate a little too much ;-)

I do not think that OSG is worthless without documentation (to me). I  
also greatly appreciate the efforts of everyone on this list  
(including you if I'm not mistaken) to help the newbies, and create  
the tutorials and sample code for OSG.

I do think the level of documentation is sufficient for my needs, but  
could always be better (I really got quite the head start via Paul's  
great book). Mailing lists such as these can be more valuable than  
many books. In fact in a previous posting weeks ago, I stated that I  
found OSG to be quite refreshing in that it has more tutorials and  
documentation than most other open source projects I have encountered.  
I haven't changed my mind. But I am an experienced developer who  
understands (and was trying to convey in a long winded way) that  
mastery of a new technology is a significant investment.

I was simply (oh, no I suppose there was nothing simple about it)  
saying, this other gentleman has a valid point... but shouldn't whine  
about it.

I think he probably expected the reference guide to be something like  
the MSDN reference, or Qt's Assistant. You can't go to Amazon and find  
several books on OSG, etc. Many people really need this level of  
support to pick up a new API.

 no one in the not enough docs camp
 steps up to change that.


I have written one or two sample programs and tutorials in my time...  
when I graduate from newbie, I promise to contribute something back  
myself.

 So can we just agree to disagree?


I'm not sure what we disagree on. I see both sides of the argument is  
all. I haven't been following the thread, and probably should not have  
just jumped in at the end.

I think we can both agree that I haven't gotten enough sleep lately  
and have probably OD'd on caffeine.

I promise to shut up for a while ;-)

Richard


On Dec 18, 2007, at 8:43 PM, Jean-Sébastien Guay wrote:

 Hello Richard,

 Warning... I'm in rare form tonight ;-)

 Yeah... Well... I don't really see your point in continuing this
 debate. No one willingly says Hey, you know what? We don't need
 documentation. You want to pay for it? Why bother!. I think this
 subject is on the top-5 (maybe even top-2) list of beating a dead
 horse subjects on this mailing list.

 On the one hand, you're saying the OSG is worthless without
 documentation. We all agree with the principle, but the fact of the
 matter is that a large number of people find what little documentation
 exists is sufficient to get started, and once you're rolling,
 everything comes easily. So either your argument is too white or
 black, or OSG is a counter-example to your argument. I suspect a
 little of both.

 See the documentation and tutorials sections on the wiki for great
 documentation that is not only free, but was also contributed freely
 by members of the community. See Paul Martz's books for great
 documentation in the more traditional sense. See the examples in the
 source code for short, to-the-point code samples.

 Of course, there can never be enough (and even less too much)
 documentation. But the debate in itself does not help, since we all
 have our take on the subject and no one in the not enough docs camp
 steps up to change that. So can we just agree to disagree?

 J-S
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