Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

OSG SVN on Windows Vista, VS8, NVidia Quatro 570M, Dual Core, builds and
runs fine.

osgshaders.exe
osgthirdpersonview.exe

hangs on exit.

other application runs without any restriction.

regards
adrian

2008/7/1 Robert Osfield [EMAIL PROTECTED]:

 Hi Jason,

 On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote:
  Just updated.  Now, if I don't do anything to the environment, it settles
 on
  USE_MUTEX. This is an improvement (it previously didn't pick any method).

 Good to hear, thanks for the testing.

  I still have to set CXXFLAGS=-march=i686 in the environment for it to
 pick
  USE_GCC_BUILTINS.

 I'm afraid I don't know of any alternative to this for getting CMake
 to trigger a build for a different architecture.  Perhaps those more
 expert in CMake might have something to suggest, until then perhaps
 this is somthing to add to CMake wiki files on openscenegraph.org.

 Robert.
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[osg-users] getColorIndices usage

2008-07-02 Thread Tomas Hnilica

Hello all OSG users,

does anyone know how to use the Geometry::getColorIndices() method? I do 
not know how to work with the returned IndexArray - how to access and 
change the values.


My situation: Geometry uses generally one color and sometimes it's 
necessary to draw some primitiveSets by another color.
So, I use BIND_PER_PRIMITIVE_SET, colorArray has one element and 
colorIndices is:


   /*copied from OSG pyramid example, I do not know what last 2 params 
DataSize and DataType 4,4 mean :( */
   osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4 
*colorIndices;
   colorIndices = new osg::TemplateIndexArrayunsigned int, 
osg::Array::UIntArrayType,4,4;



(for every primitiveset) colorIndices.push_back(0);
...
.

This works fine, but now I want to change index in colorIndices array, 
but I do not know how to access the data in IndexArray* that is returned 
by Geometry::getColorIndices().
I tried to dynamic_cast  to osg::UIntArray*, but such cast does not 
work. (like Vec4Array* works for getColorArray())


Any ideas how to access and work with the colorIndices array? Or is it 
necessary to remember the array as osg::TemplateIndexArray and use only 
setColorIndices - but if so, then why getColorIndices() exists?


Many thanks,
Tomas
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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Robert Osfield
Hi Rick,

Do the express editions do full optimizations?  I recall previously MS
used to cap the optimization on the give away versions of VS.

Robert.

On Tue, Jul 1, 2008 at 10:13 PM, Rick Pingry [EMAIL PROTECTED] wrote:
 Hello All,

 We have succesfully ported from OSG 1.2 to the newest SVN version (well,
 almost newest, I think we are on 8512 at the moment).  Thanks again for all
 the fantastic forum support.

 We have been using VS 7.1 for all of our work so far, but since we were
 missing a well build freetype library, I figured it was time to make the
 jump there as well.  I downloaded VS 9 express and ran CMake to build OSG.
 All built just fine.  The converter in VS 9 converted all of the projects
 without fuss, and I was able to get it all compiling and running pretty
 easily.  Unfortunately, I am seeing this 30% drop in framerate :(.  I was
 seeing about 28-30 fps (yes, I know, I have some scene optimizing to do)
 with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express.

 Has anyone seen anything like that before?  Am I missing some setting
 somewhere?  Perhaps the converter in VS 9 does not like me?
 Any ideas?

 -- Thanks
 Rick
 Check us out at http://fringe-online.com/

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Re: [osg-users] mouse/viewport issues with CompositeViewer

2008-07-02 Thread Robert Osfield
Hi Bob,

Yes moving to 2.5.3 or SVN will fix this issue.

Robert.

On Wed, Jul 2, 2008 at 12:28 AM, Bob Balfour [EMAIL PROTECTED] wrote:
 I am wondering about the status of this bug/fix (below) that I originally
 saw discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and
 again in late May, with no firm resolution.  I am using OSG 2.4 and appear
 to be experiencing this same problem using CompositeViewer and slave
 cameras.  Is the only current option to drop down to osgViewer::Viewer, or
 will doing a current SVN checkout resolve it?

 -(from J-S G., 28feb08)
 Look closely - the scene moves, just *very very* little.

 It's a bug in osgViewer/CompositeViewer.cpp which I submitted a fix for
 about a week ago. When a single view is on multiple displays (so the
 slave camera mechanism in osgViewer::View is used) the viewport extents
 are not set correctly in the eventTraversal, so when the mouse events
 are translated they have wrong values and the mouse movement has very
 little effect.
 --


 Bob.


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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Robert Osfield
Hi Adrian,

Did these examples previously work for you?  If so which versions of the OSG?

Could you run these examples in a debugger and break them once they
hang to find out where they are hanging.

Cheers,
Robert.

On Wed, Jul 2, 2008 at 8:19 AM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
 Hi Robert,

 OSG SVN on Windows Vista, VS8, NVidia Quatro 570M, Dual Core, builds and
 runs fine.

 osgshaders.exe
 osgthirdpersonview.exe

 hangs on exit.

 other application runs without any restriction.

 regards
 adrian

 2008/7/1 Robert Osfield [EMAIL PROTECTED]:

 Hi Jason,

 On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote:
  Just updated.  Now, if I don't do anything to the environment, it
  settles on
  USE_MUTEX. This is an improvement (it previously didn't pick any
  method).

 Good to hear, thanks for the testing.

  I still have to set CXXFLAGS=-march=i686 in the environment for it to
  pick
  USE_GCC_BUILTINS.

 I'm afraid I don't know of any alternative to this for getting CMake
 to trigger a build for a different architecture.  Perhaps those more
 expert in CMake might have something to suggest, until then perhaps
 this is somthing to add to CMake wiki files on openscenegraph.org.

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



 --
 
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Re: [osg-users] getColorIndices usage

2008-07-02 Thread Robert Osfield
Hi Thomas,

I can only guess the tutorial your are copying has rather awkward
usage of the OSG, in normal OSG usage you would never reference the
TemplateIndexArray template directly, rather just use the typedef
UIntArray.

As for color indices, please don't use them unless you really really
need to.  The vertex array indices exist because in the early days of
the OSG I was working with a client porting from Performer to OSG and
in this case adding per vertex array indices support helped them.  I
have however regretted this addition ever since, as the feature end up
being used when it really shouldn't be.   My plan is to move the array
indices out of osg::Geometry to prevent for inappropriate use.

Why is it inappropriate?  Well OpenGL doesn't itself support separate
index arrays for the different vertex arrays, it only supports
glDrawElements that provide index access to all active vertex arrays
in a parallel, to support the separate index arrays you have to
simulate it by dropping down to OpenGL slow path i.e. glBegin/glEnd,
this is really slow unless you hide the cost by wrapping it all in a
display list and even then it still won't be as fast as using .

It far far more efficient to repeat colours to get the effect than to
use per array indices, it might be more data you are managing but it
used OpenGL fast paths.

Robert.

On Wed, Jul 2, 2008 at 8:20 AM, Tomas Hnilica [EMAIL PROTECTED] wrote:
 Hello all OSG users,

 does anyone know how to use the Geometry::getColorIndices() method? I do not
 know how to work with the returned IndexArray - how to access and change the
 values.

 My situation: Geometry uses generally one color and sometimes it's necessary
 to draw some primitiveSets by another color.
 So, I use BIND_PER_PRIMITIVE_SET, colorArray has one element and
 colorIndices is:

   /*copied from OSG pyramid example, I do not know what last 2 params
 DataSize and DataType 4,4 mean :( */
   osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4
 *colorIndices;
   colorIndices = new osg::TemplateIndexArrayunsigned int,
 osg::Array::UIntArrayType,4,4;

 
 (for every primitiveset) colorIndices.push_back(0);
 ...
 .

 This works fine, but now I want to change index in colorIndices array, but I
 do not know how to access the data in IndexArray* that is returned by
 Geometry::getColorIndices().
 I tried to dynamic_cast  to osg::UIntArray*, but such cast does not work.
 (like Vec4Array* works for getColorArray())

 Any ideas how to access and work with the colorIndices array? Or is it
 necessary to remember the array as osg::TemplateIndexArray and use only
 setColorIndices - but if so, then why getColorIndices() exists?

 Many thanks,
 Tomas
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[osg-users] Dramatic increase in event traversal time during mouse movement

2008-07-02 Thread Michael Bach Jensen
Hello, group!

I was looking at the nice statshandler graphics in osgViewer.exe, and
noticed a dramatic increase in the time spent in the event traversal
stage when the mouse was moved (goes from 0.02ms to around 8ms).
Strangely enough, rotating the view by dragging with the mouse, almost does not
increase the event traversal time (goes to 0.04ms). Has anyone else noticed this
behavior and have an idea on whats going on? I am working on project
in Delta3D and first noticed it there, but since the same happens in
osgViewer.exe on a separate installation, I thought I'd ask here!

I am on Windows XP and was looking at the cow, btw!

Sincerely,
Michael
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Re: [osg-users] Dramatic increase in event traversal time during mouse movement

2008-07-02 Thread MichaelBach
This only happens in SingleThreaded mode, btw. Switching to any of the
multi-threaded modes fixes the problem.

I am the victim of the multithreaded, nvidia, multi-monitor bug, so I
have to start the viewer with --SingleThreaded...

I am on OSG 2.4, btw, and running in release mode.

/Michael

On Jul 2, 10:12 am, Michael Bach Jensen
[EMAIL PROTECTED] wrote:
 Hello, group!

 I was looking at the nice statshandler graphics in osgViewer.exe, and
 noticed a dramatic increase in the time spent in the event traversal
 stage when the mouse was moved (goes from 0.02ms to around 8ms).
 Strangely enough, rotating the view by dragging with the mouse, almost does 
 not
 increase the event traversal time (goes to 0.04ms). Has anyone else noticed 
 this
 behavior and have an idea on whats going on? I am working on project
 in Delta3D and first noticed it there, but since the same happens in
 osgViewer.exe on a separate installation, I thought I'd ask here!

 I am on Windows XP and was looking at the cow, btw!

 Sincerely,
 Michael
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[osg-users] Quicktime osgplugin compile error with eclipse + mingw

2008-07-02 Thread Andrea Martini
Hi guys,
i have some problem when i try to compile quicktime osg plugin and
openscenegraph 2.2.0.
I'm going to compile openscenegraph 2.2.0 with minGW 3.14 and Eclipse 3.3.2
using CMake 2.6.0.
I have downloaded quicktime SDK (version 7.1) and i have specified include
and lib variables in CMAKE gui application.
I'm using msys to compile openscenegraph, but at osgplugins QuickTime i get
this error:

O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:
In member function `void MovieData::_initImage(osg::Image*)':
O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:115:
error: `GL_BGRA_EXT' was not declared in this scope
mingw32-make[2]: ***
[src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.obj] Error 1
mingw32-make[1]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/all]
Error 2
mingw32-make: *** [all] Error 2

Could anyone gives me any suggestion?
Thanx.
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Re: [osg-users] Crash with osgdistortion on non-FBO system

2008-07-02 Thread Paul Melis

Hi Robert,

Robert Osfield wrote:

osgdistortion isn't failing on my Linux/NVidia box, but... it does
have FBO support, so perhaps this is the difference.  The call to
isMultisample does suggest that the code has detected lack of FBO
support properly.  I've reviewed the code and it looks like the new
support for multi-sampled FBO adds FBO setup code that isn't guarded,
I've added these guards.  Could you do an svn update and let me know
how you get on.
  

Yup, the crash is gone...

BTW, what hardware/drivers are you using?
  

It's a Quadro4 900 XGL, 96.43.01 driver.

Paul


Robert.

On Mon, Jun 30, 2008 at 11:43 AM, Paul Melis [EMAIL PROTECTED] wrote:
  

Hello Robert,

On a Linux + nVidia I get a crash with latest SVN when running osgdistortion
(notice the this pointer in #0):

(gdb) bt
#0  osg::FrameBufferObject::isMultisample (this=0x0) at
/home/paul/c/osg-svn/src/osg/FrameBufferObject.cpp:802
#1  0x0050638b in osgUtil::RenderStage::drawInner (this=0x8b96778,
[EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED])
  at /home/paul/c/osg-svn/src/osgUtil/RenderStage.cpp:787
#2  0x005058d5 in osgUtil::RenderStage::draw (this=0x8b96778,
[EMAIL PROTECTED], [EMAIL PROTECTED])
  at /home/paul/c/osg-svn/src/osgUtil/RenderStage.cpp:1090
#3  0x004ffd1e in osgUtil::RenderStage::drawPreRenderStages (this=0x8a2fa48,
[EMAIL PROTECTED], [EMAIL PROTECTED])
  at /home/paul/c/osg-svn/src/osgUtil/RenderStage.cpp:210
#4  0x00517ba5 in osgUtil::SceneView::draw (this=0x8a2ed48) at
/home/paul/c/osg-svn/src/osgUtil/SceneView.cpp:1508
#5  0x005c3926 in osgViewer::Renderer::cull_draw (this=0x8a2eb48) at
/home/paul/c/osg-svn/src/osgViewer/Renderer.cpp:530
#6  0x005bede8 in osgViewer::Renderer::operator() (this=0x0,
context=0x8a52b28) at /home/paul/c/osg-svn/src/osgViewer/Renderer.cpp:631
#7  0x002d7faa in osg::GraphicsContext::runOperations (this=0x8a52b28) at
/home/paul/c/osg-svn/src/osg/GraphicsContext.cpp:688
#8  0x005f416a in osgViewer::ViewerBase::renderingTraversals
(this=0xbfea57fc) at /home/paul/c/osg-svn/src/osgViewer/ViewerBase.cpp:694
#9  0x005f1b4d in osgViewer::ViewerBase::frame (this=0xbfea57fc,
simulationTime=1.7976931348623157e+308)
  at /home/paul/c/osg-svn/src/osgViewer/ViewerBase.cpp:592
#10 0x005f1c0e in osgViewer::ViewerBase::run (this=0xbfea57fc) at
/home/paul/c/osg-svn/src/osgViewer/ViewerBase.cpp:564
#11 0x005e734f in osgViewer::Viewer::run (this=0xbfea57fc) at
/home/paul/c/osg-svn/src/osgViewer/Viewer.cpp:322
#12 0x08051e1c in main (argc=1, argv=0xbfea59c4) at
/home/paul/c/osg-svn/examples/osgdistortion/osgdistortion.cpp:754

Could it be that a check for FBO support is failing? This particular
graphics card does not have FBO support:
...
OpenGL extension 'GL_EXT_framebuffer_object' is not supported.
...

Paul


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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Adrian Egli OpenSceneGraph (3D)
Ok, i should check out an elder version of OSG first

adrian

2008/7/2 Robert Osfield [EMAIL PROTECTED]:

 Hi Adrian,

 Did these examples previously work for you?  If so which versions of the
 OSG?

 Could you run these examples in a debugger and break them once they
 hang to find out where they are hanging.

 Cheers,
 Robert.

 On Wed, Jul 2, 2008 at 8:19 AM, Adrian Egli OpenSceneGraph (3D)
 [EMAIL PROTECTED] wrote:
  Hi Robert,
 
  OSG SVN on Windows Vista, VS8, NVidia Quatro 570M, Dual Core, builds and
  runs fine.
 
  osgshaders.exe
  osgthirdpersonview.exe
 
  hangs on exit.
 
  other application runs without any restriction.
 
  regards
  adrian
 
  2008/7/1 Robert Osfield [EMAIL PROTECTED]:
 
  Hi Jason,
 
  On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote:
   Just updated.  Now, if I don't do anything to the environment, it
   settles on
   USE_MUTEX. This is an improvement (it previously didn't pick any
   method).
 
  Good to hear, thanks for the testing.
 
   I still have to set CXXFLAGS=-march=i686 in the environment for it
 to
   pick
   USE_GCC_BUILTINS.
 
  I'm afraid I don't know of any alternative to this for getting CMake
  to trigger a build for a different architecture.  Perhaps those more
  expert in CMake might have something to suggest, until then perhaps
  this is somthing to add to CMake wiki files on openscenegraph.org.
 
  Robert.
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  --
  
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Re: [osg-users] getColorIndices usage

2008-07-02 Thread Tomas Hnilica

Hi Robert,

many thanks for explanation. So, the best is to use just colorArray and 
push the same color for each primitive, OK.
ColorIndices (what semmed to me to be the thing I need) are used in this 
tutorial:  
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Textures


Tomas

Robert Osfield napsal(a):

Hi Thomas,

I can only guess the tutorial your are copying has rather awkward
usage of the OSG, in normal OSG usage you would never reference the
TemplateIndexArray template directly, rather just use the typedef
UIntArray.

As for color indices, please don't use them unless you really really
need to.  The vertex array indices exist because in the early days of
the OSG I was working with a client porting from Performer to OSG and
in this case adding per vertex array indices support helped them.  I
have however regretted this addition ever since, as the feature end up
being used when it really shouldn't be.   My plan is to move the array
indices out of osg::Geometry to prevent for inappropriate use.

Why is it inappropriate?  Well OpenGL doesn't itself support separate
index arrays for the different vertex arrays, it only supports
glDrawElements that provide index access to all active vertex arrays
in a parallel, to support the separate index arrays you have to
simulate it by dropping down to OpenGL slow path i.e. glBegin/glEnd,
this is really slow unless you hide the cost by wrapping it all in a
display list and even then it still won't be as fast as using .

It far far more efficient to repeat colours to get the effect than to
use per array indices, it might be more data you are managing but it
used OpenGL fast paths.

Robert.

On Wed, Jul 2, 2008 at 8:20 AM, Tomas Hnilica [EMAIL PROTECTED] wrote:
  

Hello all OSG users,

does anyone know how to use the Geometry::getColorIndices() method? I do not
know how to work with the returned IndexArray - how to access and change the
values.

My situation: Geometry uses generally one color and sometimes it's necessary
to draw some primitiveSets by another color.
So, I use BIND_PER_PRIMITIVE_SET, colorArray has one element and
colorIndices is:

  /*copied from OSG pyramid example, I do not know what last 2 params
DataSize and DataType 4,4 mean :( */
  osg::TemplateIndexArrayunsigned int, osg::Array::UIntArrayType,4,4
*colorIndices;
  colorIndices = new osg::TemplateIndexArrayunsigned int,
osg::Array::UIntArrayType,4,4;


(for every primitiveset) colorIndices.push_back(0);
...
.

This works fine, but now I want to change index in colorIndices array, but I
do not know how to access the data in IndexArray* that is returned by
Geometry::getColorIndices().
I tried to dynamic_cast  to osg::UIntArray*, but such cast does not work.
(like Vec4Array* works for getColorArray())

Any ideas how to access and work with the colorIndices array? Or is it
necessary to remember the array as osg::TemplateIndexArray and use only
setColorIndices - but if so, then why getColorIndices() exists?

Many thanks,
Tomas
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Re: [osg-users] getColorIndices usage

2008-07-02 Thread Robert Osfield
Hi Thomas,

On Wed, Jul 2, 2008 at 9:51 AM, Tomas Hnilica [EMAIL PROTECTED] wrote:
 many thanks for explanation. So, the best is to use just colorArray and push
 the same color for each primitive, OK.
 ColorIndices (what semmed to me to be the thing I need) are used in this
 tutorial:
  http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Textures

Thanks for the pointer, I've now removed the use of indices from this
tutorial.  This tutorial was once on the NPS website, and then
imported, I'm afraid I didn't take part in the development or import
all the tutorials so have caught suboptimal OSG usage.  If you spot
any other instances then please just notify me/osg-users about them.

Thanks,
Robert.
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Re: [osg-users] error in tutorial Loading Models from Files...

2008-07-02 Thread 浣曚紵
 you need to add header files 
 
#include osgViewer/Viewer
#include osgGA/TrackballManipulator
 
 
 

在2008-07-02 09:04:03,Zamo Cédrik [EMAIL PROTECTED] 写道:


Hi,

 

in tutorial Loading Models from Files and Positioning Them in a Scene there 
is :

 

osgViewer::Viewer viewer;

 

viewer.addCameraManipulator(new osgGA::TrackballManipulator);

 

compiler errors ;

 

error C2039: 'addCameraManipulator' : is not a member of 'osgViewer::Viewer'

 

and

 

error C2039: 'TrackballManipulator' : n'est pas membre de 'osgGA'

 

is there up to date tutorials ?

 

thanks.



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[osg-users] BumpMapping osgFX problem

2008-07-02 Thread Hugo Gomes
Hello,

im having problems with the BumpMapping osgFX, somehow it just seems it
doesn't light the model. Model is only responding to ambient light. Is there
any quirck im forgetting of doing ?

The osgfxbrowser example works fine, so its not a hardware problem...

Here is the code for the light setup:

osg::ref_ptrosg::Light light = new osg::Light;
light-setLightNum( 0 );
light-setDiffuse( osg::Vec4( 1, 1, 1, 1 ) );
light-setSpecular( osg::Vec4( 1, 1, 0.8f, 1 ) );
light-setAmbient( osg::Vec4( 0.2f, 0.2f, 0.2f, 0.2f ) );
light-setPosition( osg::Vec4( 10, -1, 0, 0 ) );

root = new osg::LightSource;
root-setLight( light.get() );
root-setLocalStateSetModes();


Here is the code for the bump mapping FX node:

void ScenePlanet::generatePlanet()
{
PlanetRotateCallback* rotate_cb;
osg::Geode* planet_geode = new osg::Geode();

osg::StateSet* planet_stateset = planet_geode-getOrCreateStateSet();

// get the textures according to the position that they were inserted at
osg::Texture2D* texture = textures-at(0);
osg::Texture2D* normal_map = textures-at(1);
// set them up
planet_stateset-setMode(GL_LIGHTING, osg::StateAttribute::ON);
planet_stateset-setTextureAttributeAndModes( 0, texture,
osg::StateAttribute::ON );
planet_stateset-setTextureAttributeAndModes( 1, normal_map,
osg::StateAttribute::ON );

osg::TessellationHints* hints = new osg::TessellationHints;

hints-setDetailRatio(0.5f);
planet_geode-addDrawable(
new osg::ShapeDrawable(
new osg::Sphere( osg::Vec3( 0.0f,0.0f,0.0f ), 5.0f ) )
);

// set up the effects of the model
osgFX::BumpMapping* bump_fx = new osgFX::BumpMapping();
bump_fx-setEnabled( true );
bump_fx-addChild( planet_geode );
bump_fx-setNormalMapTextureUnit(1);
bump_fx-setDiffuseTextureUnit(0);
bump_fx-setLightNumber(0);

bump_fx-prepareChildren();
//bump_fx-setUpDemo();

// set up a transform to rotate the model
osg::ref_ptrosg::PositionAttitudeTransform xform =
new
osg::PositionAttitudeTransform();
xform-setPosition( osg::Vec3( 1.5, 0, 1 ) );
xform-setPivotPoint( osg::Vec3( 0, 0, 0 ) );

rotate_cb = new PlanetRotateCallback;
xform-setUpdateCallback( rotate_cb );
xform-addChild( bump_fx );

root-addChild( xform.get() );
}

Here is the code for the texture generation:

Diffuse Texture:


osg_img-setImage( size, size, 1,
   4, GL_RGBA, GL_UNSIGNED_BYTE,
   writer.GetImageData(),
   osg::Image::USE_NEW_DELETE );
texture-setImage(osg_img);
texture-setFilter(osg::Texture::MIN_FILTER,
osg::Texture::LINEAR_MIPMAP_LINEAR);
texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
texture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
texture-setMaxAnisotropy( 8 );

textures-push_back( texture );



Normal Texture:


osg_normalmap_img-setImage( size, size, 1,
 4, GL_RGBA, GL_UNSIGNED_BYTE,
 writer.GetImageData(),
 osg::Image::USE_NEW_DELETE );
normalmap_texture-setImage(osg_normalmap_img);
normalmap_texture-setFilter(osg::Texture::MIN_FILTER,
osg::Texture::LINEAR_MIPMAP_LINEAR);
normalmap_texture-setFilter(osg::Texture::MAG_FILTER,
osg::Texture::LINEAR);
normalmap_texture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
normalmap_texture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
normalmap_texture-setMaxAnisotropy(8);

textures-push_back( normalmap_texture );
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[osg-users] Height Above Terrain for PagedLOD node converted from Proxy node

2008-07-02 Thread Kiff Loh

Hi,
 
I've just converted some OpenFlight files to Paged ive by replacing the Proxy 
nodes to PagedLOD nodes in the master flight, thanks to Brian Hill. Can anyone 
advise me on how do I do a terrain height query with this new pagedLOD 
database? 
 
Kiff
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[osg-users] 144 errors in gl.h

2008-07-02 Thread Zamo Cédrik
Hi,
I tried ths tutorial from :
http://osghelp.com/readarticle.php?article_id=6
everythings is ok, but now I try to create my own class to manage scene 
ressources and visual studio dislike this.
It seems that I've not linked everithings correctly.
here is my main.cpp :
#includewindows..h#includeosgViewer/Viewer#includeosgText/Text#includeworld.hint
{
world w;WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR 
lpCmdLine,intnCmdShow)// construct the viewerosg::ref_ptrosgViewer::Viewer 
viewer = newosgViewer::Viewer;// make the viewer create a 512x512 window and 
position it at 32, 32viewer-setUpViewInWindow( 32, 32, 1024, 768 );// set the 
scene-graph data the viewer will renderviewer-setSceneData( w..loadScene() );
osg::Camera* camera = 
camera-setProjectionMatrix( 
osg::Matrix::perspective(120.0,1.333,0.01,10.0));
camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera-setViewMatrix( osg::Matrix::identity() );
viewer-setCamera(camera);newosg::Camera;// execute main loop}
and here is my class :
world.h#ifndef_WORLD_#define_WORLD_#includeosgDB/ReadFile#includeosg/positionattitudetransform#includeosg/matrixtransform#includeosg/node#includeosg/group#includeosg/ref_ptrclass
{worldpublic
osg::Node* loadScene();:public
world(
~world(
};:void);void);#endif
world.cpp#includeworld.hnode* world::loadScene(){
osg::Group* pGroup = 
osg::Node* pLoadedModel = osgDB::readNodeFile( 
osg::ref_ptrosg::PositionAttitudeTransform rPat = 
rPat-setPosition( osg::Vec3(0, 0, 100) );
rPat-addChild( pLoadedModel );
pGroup-addChild( rPat.get() );
}
world::world(
{
}
world::~world(
{
}
the errors (in french, I don't know how to translate most of them, but 
everythings is in gl.h) :world.cpp
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C2144: syntax error: 'void' doit être précédé de ';'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C4430: spécificateur de type manquant - int est pris en compte par défaut. 
Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C2182: 'APIENTRY' : utilisation non conforme du type 'void'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C4430: spécificateur de type manquant - int est pris en compte par défaut. 
Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error 
C2144: erreur de syntaxe : 'void' doit être précédé de ';'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error 
C4430: spécificateur de type manquant - int est pris en compte par défaut. 
Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error 
C2086: 'int WINGDIAPI' : redéfinition
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la 
déclaration de 
'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run();


  
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[osg-users] getViewMatrixAsLookAt

2008-07-02 Thread Kim C Bale
Hi all,

 

Just a quick one for you.. when I use the following code:

 

osg::Vec3 eye, centre, up;

float dist = 0.f;

 

viewer.getCamera()-getViewMatrixAsLookAt( eye, centre, up, dist );

 

I seem to get the same value for both eye and centre. Is that supposed
to happen? If so how can I get the view vector from the camera?

 

Regards,

 

Kim.

 

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Re: [osg-users] getViewMatrixAsLookAt

2008-07-02 Thread Kim C Bale
Ha sorry my mistake.. I though dist was an output parameter.

 

Must think before I speak/post!

 

Kim.

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C
Bale
Sent: 02 July 2008 11:16
To: OpenSceneGraph Users
Subject: [osg-users] getViewMatrixAsLookAt

 

Hi all,

 

Just a quick one for you.. when I use the following code:

 

osg::Vec3 eye, centre, up;

float dist = 0.f;

 

viewer.getCamera()-getViewMatrixAsLookAt( eye, centre, up, dist );

 

I seem to get the same value for both eye and centre. Is that supposed
to happen? If so how can I get the view vector from the camera?

 

Regards,

 

Kim.

 

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[osg-users] 144 errors in gl.h (resend with clean text)

2008-07-02 Thread Zamo Cédrik
Hi,
 
I tried this tutorial :
 
http://osghelp.com/readarticle.php?article_id=6
 
everythings is ok, but now I try to create my own class to manage scene 
ressources and visual studio dislike this.
It seems that I've not linked everythings correctly.
 
here is my MAIN.CPP: 
---
 
#includewindows.h
#includeosgViewer/Viewer
#includeosgText/Text
#includeworld.hint

world w;

WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR 
lpCmdLine,intnCmdShow){

    osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
    viewer-setUpViewInWindow( 32, 32, 1024, 768 );
    viewer-setSceneData( w.loadScene() );
    osg::Camera* camera = camera-setProjectionMatrix( 
osg::Matrix::perspective(120.0,1.333,0.01,10.0));
    camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
    camera-setViewMatrix( osg::Matrix::identity() );
    viewer-setCamera(camera);
    new osg::Camera;// execute main loop
}
 
and here is my class :    

 
WORLD.H    
--

 #ifndef _WORLD_
#define _WORLD_

#includeosgDB/ReadFile
#includeosg/positionattitudetransform
#includeosg/matrixtransform
#includeosg/node
#includeosg/group
#includeosg/ref_ptr

class world 
{
public :
    osg::Node* loadScene();
public :
    world(void);
    ~world(void);
}
#endif
 
WORLD.CPP 


 #includeworld.h

node* world::loadScene(){
    osg::Group* pGroup = 
    osg::Node* pLoadedModel = osgDB::readNodeFile( 
    osg::ref_ptrosg::PositionAttitudeTransform rPat = 
    rPat-setPosition( osg::Vec3(0, 0, 100) );
    rPat-addChild( pLoadedModel );
    pGroup-addChild( rPat.get() );
    new osg::Group;data/spaceships/loma.osg);
    newosg::PositionAttitudeTransform;    
    returnpGroup;
}
world::world(
{
}
world::~world(
{
}
 
THE ERRORS (in french, I don't know how to translate most of them, but 
everythings is in gl.h) : 

 world.cpp
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C2144: syntax error: 'void' doit être précédé de ';'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C4430: spécificateur de type manquant - int est pris en compte par défaut. 
Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C2182: 'APIENTRY' : utilisation non conforme du type 'void'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error 
C4430: spécificateur de type manquant - int est pris en compte par défaut. 
Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error 
C2144: erreur de syntaxe : 'void' doit être précédé de ';'
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error 
C4430: spécificateur de type manquant - int est pris en compte par défaut. 
Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error 
C2086: 'int WINGDIAPI' : redéfinition
c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la 
déclaration de 
'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run();

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Re: [osg-users] 144 errors in gl.h (resend with clean text)

2008-07-02 Thread Vincent Bourdier
Hi,

I don't know for the compilation errors, but new osg::Camera;// execute
main loop will not do anything... try viewer.run() ...

Vincent.

Le 2 juillet 2008 12:25, Zamo Cédrik [EMAIL PROTECTED] a écrit :

 Hi,

 I tried this tutorial :

 http://osghelp.com/readarticle.php?article_id=6

 everythings is ok, but now I try to create my own class to manage scene
 ressources and visual studio dislike this.
 It seems that I've not linked everythings correctly.

 here is my MAIN.CPP:
 ---

 #includewindows.h
 #includeosgViewer/Viewer
 #includeosgText/Text
 #includeworld.hint

 world w;

 WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR
 lpCmdLine,intnCmdShow){

 osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
 viewer-setUpViewInWindow( 32, 32, 1024, 768 );
 viewer-setSceneData( w.loadScene() );
 osg::Camera* camera = camera-setProjectionMatrix(
 osg::Matrix::perspective(120.0,1.333,0.01,10.0));
 camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
 camera-setViewMatrix( osg::Matrix::identity() );
 viewer-setCamera(camera);
 new osg::Camera;// execute main loop
 }

 and here is my class :
 

 WORLD.H
 --

  #ifndef _WORLD_
 #define _WORLD_

 #includeosgDB/ReadFile
 #includeosg/positionattitudetransform
 #includeosg/matrixtransform
 #includeosg/node
 #includeosg/group
 #includeosg/ref_ptr

 class world
 {
 public :
 osg::Node* loadScene();
 public :
 world(void);
 ~world(void);
 }
 #endif

 WORLD.CPP
 

  #includeworld.h

 node* world::loadScene(){
 osg::Group* pGroup =
 osg::Node* pLoadedModel = osgDB::readNodeFile(
 osg::ref_ptrosg::PositionAttitudeTransform rPat =
 rPat-setPosition( osg::Vec3(0, 0, 100) );
 rPat-addChild( pLoadedModel );
 pGroup-addChild( rPat.get() );
 new osg::Group;data/spaceships/loma.osg);
 newosg::PositionAttitudeTransform;
 returnpGroup;
 }
 world::world(
 {
 }
 world::~world(
 {
 }

 THE ERRORS (in french, I don't know how to translate most of them, but
 everythings is in gl.h) : 

  world.cpp
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
 C2144: syntax error: 'void' doit être précédé de ';'
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
 C4430: spécificateur de type manquant - int est pris en compte par défaut.
 Remarque : C++ ne prend pas en charge int par défaut
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
 C2146: erreur de syntaxe : absence de ';' avant l'identificateur 'glAccum'
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
 C2182: 'APIENTRY' : utilisation non conforme du type 'void'
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
 C4430: spécificateur de type manquant - int est pris en compte par défaut.
 Remarque : C++ ne prend pas en charge int par défaut
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error
 C2144: erreur de syntaxe : 'void' doit être précédé de ';'
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error
 C4430: spécificateur de type manquant - int est pris en compte par défaut.
 Remarque : C++ ne prend pas en charge int par défaut
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1153) : error
 C2086: 'int WINGDIAPI' : redéfinition
 c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : voir
 la déclaration de
 'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run();
 
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Re: [osg-users] Height Above Terrain for PagedLOD node converted from Proxy node

2008-07-02 Thread Robert Osfield
2008/7/2 Kiff Loh [EMAIL PROTECTED]:
 Hi,

 I've just converted some OpenFlight files to Paged ive by replacing the
 Proxy nodes to PagedLOD nodes in the master flight, thanks to Brian Hill.
 Can anyone advise me on how do I do a terrain height query with this new
 pagedLOD database?

osgSim::HeightAboveTerrain.
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Re: [osg-users] Quicktime osgplugin compile error with eclipse + mingw

2008-07-02 Thread Philip Lowman
On Wed, Jul 2, 2008 at 4:23 AM, Andrea Martini [EMAIL PROTECTED]
wrote:

 Hi guys,
 i have some problem when i try to compile quicktime osg plugin and
 openscenegraph 2.2.0.
 I'm going to compile openscenegraph 2.2.0 with minGW 3.14 and Eclipse 3.3.2
 using CMake 2.6.0.
 I have downloaded quicktime SDK (version 7.1) and i have specified include
 and lib variables in CMAKE gui application.
 I'm using msys to compile openscenegraph, but at osgplugins QuickTime i get
 this error:

 O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:
 In member function `void MovieData::_initImage(osg::Image*)':
 O:\OpenSceneGraph-2.2.0\OpenSceneGraph\src\osgPlugins\quicktime\MovieData.cpp:115:
 error: `GL_BGRA_EXT' was not declared in this scope
 mingw32-make[2]: ***
 [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.obj] Error 1
 mingw32-make[1]: *** [src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/all]
 Error 2
 mingw32-make: *** [all] Error 2

 Could anyone gives me any suggestion?


Some movies are apparantly encoded in BGRA instead of the more traditional
RGBA format.  My first thought is that the OpenGL header file you're
including doesn't support the GL_EXT_bgra extension.  See this webpage for
some more details.  It would be interesting to know what OpenGL extensions
are not supported when compiling against a MinGW GL/gl.h

http://www.opengl.org/resources/features/OGLextensions/

I believe you could work around this with a software patch by swapping the
blue and red channels on the entire buffer.

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Re: [osg-users] 144 errors in gl.h (resend with clean text)

2008-07-02 Thread Sebastian Messerschmidt

As far as I remember I had this error, too.
It was somehow related to the windows.h. Try to include it later.

hth
Sebastian

Hi,

I don't know for the compilation errors, but new osg::Camera;// 
execute main loop will not do anything... try viewer.run() ...


Vincent.

Le 2 juillet 2008 12:25, Zamo Cédrik [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] a écrit :


Hi,
 
I tried this tutorial :
 
http://osghelp.com/readarticle.php?article_id=6
 
everythings is ok, but now I try to create my own class to manage

scene ressources and visual studio dislike this.
It seems that I've not linked everythings correctly.
 
here is my MAIN.CPP:


---
 
#includewindows.h

#includeosgViewer/Viewer
#includeosgText/Text
#includeworld.hint

world w;

WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR
lpCmdLine,intnCmdShow){

osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
viewer-setUpViewInWindow( 32, 32, 1024, 768 );
viewer-setSceneData( w.loadScene() );
osg::Camera* camera = camera-setProjectionMatrix(
osg::Matrix::perspective(120.0,1.333,0.01,10.0));
camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera-setViewMatrix( osg::Matrix::identity() );
viewer-setCamera(camera);
new osg::Camera;// execute main loop
}
 
and here is my class :   

 
WORLD.H   
--


 #ifndef _WORLD_
#define _WORLD_

#includeosgDB/ReadFile
#includeosg/positionattitudetransform
#includeosg/matrixtransform
#includeosg/node
#includeosg/group
#includeosg/ref_ptr

class world
{
public :
osg::Node* loadScene();
public :
world(void);
~world(void);
}
#endif
 
WORLD.CPP




 #includeworld.h

node* world::loadScene(){
osg::Group* pGroup =
osg::Node* pLoadedModel = osgDB::readNodeFile(
osg::ref_ptrosg::PositionAttitudeTransform rPat =
rPat-setPosition( osg::Vec3(0, 0, 100) );
rPat-addChild( pLoadedModel );
pGroup-addChild( rPat.get() );
new osg::Group;data/spaceships/loma.osg);
newosg::PositionAttitudeTransform;   
returnpGroup;

}
world::world(
{
}
world::~world(
{
}
 
THE ERRORS (in french, I don't know how to translate most of them,

but everythings is in gl.h) :


 world.cpp
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2144: syntax
error: 'void' doit être précédé de ';'
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430:
spécificateur de type manquant - int est pris en compte par
défaut. Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2146: erreur de
syntaxe : absence de ';' avant l'identificateur 'glAccum'
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1152) : error C2182:
'APIENTRY' : utilisation non conforme du type 'void'
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1152) : error C4430:
spécificateur de type manquant - int est pris en compte par
défaut. Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2144: erreur de
syntaxe : 'void' doit être précédé de ';'
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1153) : error C4430:
spécificateur de type manquant - int est pris en compte par
défaut. Remarque : C++ ne prend pas en charge int par défaut
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1153) : error C2086: 'int
WINGDIAPI' : redéfinition
c:\program files\microsoft
sdks\windows\v6.0a\include\gl\gl.h(1152) : voir la déclaration de

'WINGDIAPI'newosg::Group;data/spaceships/loma.osg);newosg::PositionAttitudeTransform;returnpGroup;void)void)returnviewer-run();

Envoyé avec Yahoo! Mail.
Une boite mail plus intelligente.


 
_

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http://mail.yahoo.fr



   
 

Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Peter Wraae Marino
The express editions does full optimizations,.. same compiler.
The express version just doesn't have features for web, MFC and stuff like
that.
regards,
Peter


On Wed, Jul 2, 2008 at 9:33 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Rick,

 Do the express editions do full optimizations?  I recall previously MS
 used to cap the optimization on the give away versions of VS.

 Robert.

 On Tue, Jul 1, 2008 at 10:13 PM, Rick Pingry [EMAIL PROTECTED]
 wrote:
  Hello All,
 
  We have succesfully ported from OSG 1.2 to the newest SVN version (well,
  almost newest, I think we are on 8512 at the moment).  Thanks again for
 all
  the fantastic forum support.
 
  We have been using VS 7.1 for all of our work so far, but since we were
  missing a well build freetype library, I figured it was time to make the
  jump there as well.  I downloaded VS 9 express and ran CMake to build
 OSG.
  All built just fine.  The converter in VS 9 converted all of the projects
  without fuss, and I was able to get it all compiling and running pretty
  easily.  Unfortunately, I am seeing this 30% drop in framerate :(.  I was
  seeing about 28-30 fps (yes, I know, I have some scene optimizing to do)
  with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express.
 
  Has anyone seen anything like that before?  Am I missing some setting
  somewhere?  Perhaps the converter in VS 9 does not like me?
  Any ideas?
 
  -- Thanks
  Rick
  Check us out at http://fringe-online.com/
 
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Ricky
I still can't solve this problem:
Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the
requested pixel format
I just loaded a simple model but the program run really slowly (in
debug mode), it's better in release mode.
I used osg1.2 and it run so fast, even in debug mode.
Please support me with this problem, is it because of that error?

My code is simply like this:
#include osg/PositionAttitudeTransform
#include osg/Group
#include osg/Node
#include osgDB/ReadFile
#include osgViewer/Viewer

int main()
{
osg::ref_ptrosg::Node m_node = new osg::Node();
osg::ref_ptrosg::Group root = new osg::Group();
osgViewer::Viewer viewer;
osg::Vec3 m_nodePosit;
osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new
osg::PositionAttitudeTransform();

m_node = osgDB::readNodeFile(baitap.flt);

root-addChild(nodeXform.get());

m_nodePosit.set(5,0,0);
nodeXform-setPosition( m_nodePosit );
nodeXform-addChild(m_node.get());

viewer.setSceneData( root.get() );

viewer.setUpViewInWindow(32,32,512,512);
return viewer.run();

}
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[osg-users] Some yes/no questions about VBOs

2008-07-02 Thread David Spilling
Dear All,

I have a few VBO related questions; a few quick yes/no answers would be much
appreciated to stop me going down dead ends...

I attach a vertex array, texcoord array and normal array to a Drawable,
which is using VBOs. From the code, I can see that calling dirty() on any of
the arrays dirties the entire VBO.

1) I can't quite understand all of the BufferObject code, but just to check,
it looks like all three arrays are dumped into one large contiguous buffer
(i.e. one single bufferID). Is that correct?

If(1) is true, and it's just one large buffer:

2) Am I right in thinking that limiting the upload to one of the arrays
would involve extending BufferObject to use glBufferSubData, as it isn't
currently supported?

3) Can you set the stride of each buffer object (i.e. to support
interleaving the arrays)? I can't see anything like glVertexPointer
anywhere.

4) More generally, is there any (easy) way to attach several BufferObjects
to a Drawable, such that you could separately dirty() vertex, texcoord or
normal without having to upload the others?

If (1) is false, and each array has a different buffer object/ID,

5) Is there an obvious way that I've missed for dirtying just one of the
arrays in the VBO space?

Thanks,

David
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Re: [osg-users] mouse/viewport issues with CompositeViewer

2008-07-02 Thread Jean-Sébastien Guay

Hi Bob,


I am wondering about the status of this bug/fix (below) that I originally saw 
discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and again in 
late May, with no firm resolution.  I am using OSG 2.4 and appear to be 
experiencing this same problem using CompositeViewer and slave cameras.  Is the 
only current option to drop down to osgViewer::Viewer, or will doing a current 
SVN checkout resolve it?


This fix was committed and is part of OSG 2.4. Perhaps you're seeing 
something different, or perhaps it's come back to haunt us? :-)


Try this:

osgpick --CompositeViewer

Does that exhibit the same symptoms as the ones you see? This was the 
test bed for the patch I submitted. If the patch was not applied, trying 
to rotate the fountain when the composite viewer was on two screens 
(hence using slave cameras) gave very little movement. For me at least, 
that example shows me that it's fixed.


J-S
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Jean-Sébastien Guay

Hi Adrian,


osgshaders.exe
osgthirdpersonview.exe

hangs on exit.


I can't reproduce that hang. Any chance you could give a stack trace?

J-S
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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Jean-Sébastien Guay

Hi Robert,


Do the express editions do full optimizations?  I recall previously MS
used to cap the optimization on the give away versions of VS.


Nope, since 2005 express (8.0 express) it's the full optimizing compiler 
that's included.


Rick said he converted the projects for his app from VS7.1 projects, 
maybe that causes some options to be set to non-optimal values in the 
resulting projects... I would suggest making new projects in VS9.


J-S
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Re: [osg-users] Dramatic increase in event traversal time during mouse movement

2008-07-02 Thread Jean-Sébastien Guay

Hello Michael,


I was looking at the nice statshandler graphics in osgViewer.exe, and
noticed a dramatic increase in the time spent in the event traversal
stage when the mouse was moved (goes from 0.02ms to around 8ms).


I've seen that when running in debug version... In release the increase 
is negligible. Perhaps you were running in debug?


J-S
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Re: [osg-users] Dramatic increase in event traversal time during mouse movement

2008-07-02 Thread Jean-Sébastien Guay

Hi Michael,

I've seen that when running in debug version... In release the increase 
is negligible. Perhaps you were running in debug?


Sorry, I saw your follow-up after hitting send. I don't know what could 
be up. On my machine it jumps to ~2.5ms but very very shortly, so it's 
not significant...


J-S
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Re: [osg-users] 144 errors in gl.h (resend with clean text)

2008-07-02 Thread Jean-Sébastien Guay

Bonjour Cédrik,


everythings is ok, but now I try to create my own class to manage scene 
ressources and visual studio dislike this.
It seems that I've not linked everythings correctly.


You need to add WIN32 to the defines in your project. In Visual Studio, 
right-click on your project, go to C/C++, Preprocessor, and in the 
Preprocessor Definitions field add WIN32 for both debug and release 
configurations. While you're at it, also add _DEBUG for the debug 
configuration and NDEBUG for the release configuration...


For some reason the default VS projects have no preprocessor 
definitions, even though these, at least, should almost always be used...


Hope this helps,

J-S
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Robert Osfield
Hi Ricky,

I am not a windows developer, I can't help you with windows specific problems.

Robert

On Wed, Jul 2, 2008 at 1:29 PM, Ricky [EMAIL PROTECTED] wrote:
 I still can't solve this problem:
 Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the
 requested pixel format
 I just loaded a simple model but the program run really slowly (in
 debug mode), it's better in release mode.
 I used osg1.2 and it run so fast, even in debug mode.
 Please support me with this problem, is it because of that error?

 My code is simply like this:
#include osg/PositionAttitudeTransform
 #include osg/Group
 #include osg/Node
 #include osgDB/ReadFile
 #include osgViewer/Viewer

 int main()
 {
osg::ref_ptrosg::Node m_node = new osg::Node();
osg::ref_ptrosg::Group root = new osg::Group();
osgViewer::Viewer viewer;
osg::Vec3 m_nodePosit;
osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new
 osg::PositionAttitudeTransform();

m_node = osgDB::readNodeFile(baitap.flt);

root-addChild(nodeXform.get());

m_nodePosit.set(5,0,0);
nodeXform-setPosition( m_nodePosit );
nodeXform-addChild(m_node.get());

viewer.setSceneData( root.get() );

viewer.setUpViewInWindow(32,32,512,512);
return viewer.run();

 }
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Re: [osg-users] Some yes/no questions about VBOs

2008-07-02 Thread Robert Osfield
On Wed, Jul 2, 2008 at 1:43 PM, David Spilling [EMAIL PROTECTED] wrote:
 1) I can't quite understand all of the BufferObject code, but just to check,
 it looks like all three arrays are dumped into one large contiguous buffer
 (i.e. one single bufferID). Is that correct?

 If(1) is true, and it's just one large buffer:

osg::Geometry uses one VBO for all vertex arrays associated with it,
and one VBO for the primitive data associated with it.

 2) Am I right in thinking that limiting the upload to one of the arrays
 would involve extending BufferObject to use glBufferSubData, as it isn't
 currently supported?

I should already work in 2.4 onwards.


 3) Can you set the stride of each buffer object (i.e. to support
 interleaving the arrays)? I can't see anything like glVertexPointer
 anywhere.

The OSG doesn't support interleaving of vertex arrays, it doesn't
offer much benefit these days - interleaving was useful in the days of
CPU vertex processing.

 4) More generally, is there any (easy) way to attach several BufferObjects
 to a Drawable, such that you could separately dirty() vertex, texcoord or
 normal without having to upload the others?

 If (1) is false, and each array has a different buffer object/ID,

This should be a moot point now.

 5) Is there an obvious way that I've missed for dirtying just one of the
 arrays in the VBO space?

Each Array now has its own dirty() method.

Robert.
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Jean-Sébastien Guay

Hello Ricky,


I still can't solve this problem:
Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the
requested pixel format


Your message is missing some info we need in order to help you, and 
there are some things you could do to try and troubleshoot yourself.


What is your hardware, OS, compiler, etc? Are you using the OSG binaries 
from http://www.mew.cx/osg/ or did you compile OSG from source? Are you 
using the 3rdParty binaries from http://www.mew.cx/osg/ or did you 
compile them from source?


If you run osgviewer cow.osg, does it give the same error? Or rather, if 
you want an equivalent test, try:


osgviewer --window 32 32 512 512 cow.osg

If that works, your code should also work. If not, perhaps the info 
above will help us zero in on the problem.


J-S
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Peter Wraae Marino
Hi Ricky,

it sounds like you are using software rendering and not hardware. Why your
system defaults to software I have no clue.
If your project is small and you don't mind sharing.. you can zip and send
it to me at [EMAIL PROTECTED]  and I'll have a look at it on my
machine.

Peter


On Wed, Jul 2, 2008 at 2:29 PM, Ricky [EMAIL PROTECTED] wrote:

 I still can't solve this problem:
 Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the
 requested pixel format
 I just loaded a simple model but the program run really slowly (in
 debug mode), it's better in release mode.
 I used osg1.2 and it run so fast, even in debug mode.
 Please support me with this problem, is it because of that error?

 My code is simply like this:
#include osg/PositionAttitudeTransform
 #include osg/Group
 #include osg/Node
 #include osgDB/ReadFile
 #include osgViewer/Viewer

 int main()
 {
osg::ref_ptrosg::Node m_node = new osg::Node();
osg::ref_ptrosg::Group root = new osg::Group();
osgViewer::Viewer viewer;
osg::Vec3 m_nodePosit;
osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new
 osg::PositionAttitudeTransform();

m_node = osgDB::readNodeFile(baitap.flt);

root-addChild(nodeXform.get());

m_nodePosit.set(5,0,0);
nodeXform-setPosition( m_nodePosit );
nodeXform-addChild(m_node.get());

viewer.setSceneData( root.get() );

viewer.setUpViewInWindow(32,32,512,512);
return viewer.run();

 }
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Re: [osg-users] Some yes/no questions about VBOs

2008-07-02 Thread David Spilling
Robert,


  2) Am I right in thinking that limiting the upload to one of the arrays
  would involve extending BufferObject to use glBufferSubData, as it isn't
  currently supported?

 I should already work in 2.4 onwards.


Fabulous!  I'm on 2.2 at the moment; I'll upgrade immediately!

Thanks for the help,

David
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Re: [osg-users] Some yes/no questions about VBOs

2008-07-02 Thread Robert Osfield
On Wed, Jul 2, 2008 at 2:28 PM, David Spilling [EMAIL PROTECTED] wrote:
 I should already work in 2.4 onwards.

 Fabulous!  I'm on 2.2 at the moment; I'll upgrade immediately!

 Thanks for the help,

Just checking svn log, it looks like some of the Array changes happend
after 2.4, so it would be probably be best to have a look at SVN or
2.5.3.  These have other performance optimization in the mix as well.

Robert.
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[osg-users] VPB and how it generates terrain

2008-07-02 Thread Jean-Sébastien Guay

Hello Robert,

We currently have a student doing a masters project at our company, and 
his job will be to improve the terrain algorithms in the Vortex toolkit 
(both for physical simulation and graphical representation). One aspect 
is generating terrain from a height field, which is what VPB does. 
Unfortunately, since we need to support dynamic terrain/height fields, 
and since we also need to do collision detection against it, we cannot 
use VPB directly and will have to re-do much of the work that is already 
in VPB.


I was wondering if you had any pointers to what strategies are used to 
generate the terrain. Any articles/papers? Both the actual geometry 
generation and the LOD strategies are of interest. The code is available 
for study but we're really looking for some high-level overviews of how 
it does its work and why those given tradeoffs were chosen.


Any information you provide would be helpful. Thanks in advance,

J-S
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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Rick Pingry
I had thought about maybe express being non-optimal as well, so I had some
friends do the compile on their machines with a full version of VS 9, with
the same results.  The only thing remaining I can think of is making new
projects in VS 9 as suggested.

Thanks,
-- Rick

On Wed, Jul 2, 2008 at 8:53 AM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hi Robert,

 Do the express editions do full optimizations?  I recall previously MS
 used to cap the optimization on the give away versions of VS.


 Nope, since 2005 express (8.0 express) it's the full optimizing compiler
 that's included.

 Rick said he converted the projects for his app from VS7.1 projects, maybe
 that causes some options to be set to non-optimal values in the resulting
 projects... I would suggest making new projects in VS9.

 J-S
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-- 
 Rick
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Re: [osg-users] VPB and how it generates terrain

2008-07-02 Thread Robert Osfield
On Wed, Jul 2, 2008 at 3:45 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hehe, I know, I wasn't expecting an explanation, maybe just some links to
 articles you used as inspiration... We don't need to reproduce VPB (if that
 were the case we'd just use it). We just want to have an idea of the general
 direction it's taken.

We'll my influences are far and wide, and not specific to any
particular publications.  In terms of prior art, well there is lots
and very little.  VPB scales to multi-terabyte database generation,
not too much prior art in this area that has been published as far as
I'm aware so this side of things is basically just stuff I came up
with on my own.  While paged databases and the terrain rendering are
two a penny, there isn't any rocket science here on the OSG side -
there is an OSG twist on things but really not anything particularly
new.

Robert.
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Gerrick Bivins
Hi All,
I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3
with OSG svn):

CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
  Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
 BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy details.
 se the cmake_policy command to set the policy and suppress this warning.
 Call Stack (most recent call first):
   applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION)
 This warning is for project developers.  Use -Wno-dev to suppress it.


 CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
details.
   Use the cmake_policy command to set the policy and suppress this warning.
 Call Stack (most recent call first):
   applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION)
 This warning is for project developers.  Use -Wno-dev to suppress it.


 CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
details.
   Use the cmake_policy command to set the policy and suppress this warning.
 Call Stack (most recent call first):
   applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION)
 This warning is for project developers.  Use -Wno-dev to suppress it.


 CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
details.
   Use the cmake_policy command to set the policy and suppress this warning.
 Call Stack (most recent call first):
   applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION)
 This warning is for project developers.  Use -Wno-dev to suppress it.


I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off makes
the error go away. Is VPB not supposed to run as a bundled application?
biv









CMake produced the following output
   
CMake Version 2.6 - patch 0
Press [e] to exit help




On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED]
wrote:

 Hi Adrian,
 
 osgshaders.exe
 osgthirdpersonview.exe
 
 hangs on exit.
 
 I can't reproduce that hang. Any chance you could give a stack trace?
 
 J-S

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Re: [osg-users] XPath in osg

2008-07-02 Thread David Johansson
Serge,

Thanks for the tip. I'll give that a shot.

David

On Tue, Jul 1, 2008 at 6:40 PM, Serge Lages [EMAIL PROTECTED] wrote:
 Hi David,

 Instead of including it into the Core OSG, a possible addition should be a
 XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes
 the query and traverse the tree to get the results.

 I think it's a bit intrusive to put such a feature into the core node class,
 and making a visitor is more in the OSG philosophy.

 On Tue, Jul 1, 2008 at 6:31 PM, David Johansson [EMAIL PROTECTED] wrote:

 Hi everyone,

 I was wondering if there are any plans on adding some sort of
 search-querys into osg, XPath for example?

 Something like:
 osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]);
 std::vectorosg::Node* nodeList =
 Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\);

 or, just get a node based on their names.
 osg::Node* n = Group-SelectNode(/Tank/Turret);

 If any of this has already been addressed i would be happy if someone
 would point me in the correct direction.

 For thoose not familiar with XPath, its a way to search thorough
 XML-nodes.
 See. http://www.w3schools.com/xpath/xpath_syntax.asp?output=print

 David Johansson
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Robert Osfield
Hi Gerrick,

I have never built VPB under OSX, and have to defer to developers that
work under OSX for fixes/direction on that platforms.  What I have
done is to try and mirror some of the changes that have being going
into to core OSG to help with the OSX build side, but I don't have any
first hand experience of testing it yet.

I do have an G4 on loan, so I do plan to get this machine setup and
test builds against it.  I will still need direction on OSX issues,
though, as I'm no expert on this platform.

Robert.

On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins
[EMAIL PROTECTED] wrote:
 Hi All,
 I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3
 with OSG svn):

 CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
  Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
  BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy details.
  se the cmake_policy command to set the policy and suppress this warning.
  Call Stack (most recent call first):
   applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION)
  This warning is for project developers.  Use -Wno-dev to suppress it.


  CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
 details.
   Use the cmake_policy command to set the policy and suppress this warning.
  Call Stack (most recent call first):
   applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION)
  This warning is for project developers.  Use -Wno-dev to suppress it.


  CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
 details.
   Use the cmake_policy command to set the policy and suppress this warning.
  Call Stack (most recent call first):
   applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION)
  This warning is for project developers.  Use -Wno-dev to suppress it.


  CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
 details.
   Use the cmake_policy command to set the policy and suppress this warning.
  Call Stack (most recent call first):
   applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION)
  This warning is for project developers.  Use -Wno-dev to suppress it.


 I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off makes
 the error go away. Is VPB not supposed to run as a bundled application?
 biv









 CMake produced the following output

 CMake Version 2.6 - patch 0
 Press [e] to exit help




 On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED]
 wrote:

 Hi Adrian,

 osgshaders.exe
 osgthirdpersonview.exe

 hangs on exit.

 I can't reproduce that hang. Any chance you could give a stack trace?

 J-S

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 osg-users@lists.openscenegraph.org
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Re: [osg-users] ViewerQT destruction

2008-07-02 Thread Robert Osfield
Hi Virginia,

There is not much I can do without seeing the problem first hand.  Is
it possible to recreate it by modifying the existing osgviewerQT
example?  If so, could do this to effectively create a unit test for
this particular usage case.

Another possible route with solving this type of usage case might be
to explicitly pass in the parent window when creating the graphics
context, but leave it to the OSG itself to create the windows rather
that QT.  I haven't personally tried this, but it should be possible,
even if it requires a few tweaks to the OSG itself to enable it.

Robert.

On Wed, Jul 2, 2008 at 3:22 PM, Virginia Holmstrom
[EMAIL PROTECTED] wrote:
 Hello

 I have been having problems with the destruction of my ViewerQT window and I 
 was wondering if anyone could shed some light on the issue. I am seeing 
 corruption in one view when another view is deleted (screen shot attached). 
 We are using OSG 2.4 and Qt 3.3.3 on WindowsXP and Linux. Problems are 
 reproducible on both platforms.

 We are required to permit muliple views into the same scene, each in its own 
 window with its own navigation. The user may open one or more views, close 
 views at anytime, and open new ones. We have a set up similar to the 
 osgViewerQT example shipped with osg, where our ViewerQT inherits from both 
 osgViewer::Viewer and the AdapterWidget. We actually flipped the inheritance 
 order from the example, so that ours looks like this: ViewerQT : public 
 AdapterWidget, public osgViewer::Viewer
 due to compilation problems with the Qt moc'ing the other way around.

 Note we are using QGLWidget, not QOSGWidget, and we use multiple ViewerQts 
 instead of CompositeViewer due to problems discussed in thread 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-December/005676.html.
  Hence our use of multiple ViewerQts is also similar to Enrique Parodi's 
 implementation he provided in that thread.

 We store a ref_ptr to the root node of our scene external to the ViewerQts.
 osg::ref_ptr  osg::Group  _osgScene;
 This ref_ptr persists as views are opened and closed and is only released 
 when the application closes. Each time a ViewerQT is created we pass it the 
 scene using setSceneData. All ViewerQts get the same root scene node.

 We started having a problem when we set the Qt::WDestructiveClose flag in our 
 AdapterWidget, which triggers the following destructors to be called in this 
 order on close:

 ViewerQT
 osgViewer::Viewer
 osgViewer::View
 osg::View
 AdapterWidget

 We normally perform cleanup of our own classes in ViewerQT::~ViewerQT, 
 however we see the corruption when the ViewerQT destructor is empty as well! 
 The AdapterWidget destructor contains _gw-getEventQueue()-closeWindow();

 The easiest way to reproduce the problem is to open multiple windows, then 
 close the first window(view), triggering its destruction. Frequently the last 
 window will be corrupted. I use corruption for lack of a better term. 
 Geometry may disappear, textures may disappear, osgText may become blocks, 
 while other parts of the scene are still visible in their original form. 
 We've also had problems with the background stars flipping to an opaque dome.

 In the screen shot provided I closed the first window (hence blank space 
 upper left) and immediatly as I did that portions of the scene disappeard 
 from the last window (bottom right) and the text became blocks.

 If I subsequently open a new window the scene usually appears normal.

 I am not sure if I have a:
 memory problem?
 problem with the shared scene when ViewerQTs destruct?
 problem in the GraphicsWindowEmbedded?
 QT problem?
 ???

 I am very open to suggestions. ;-)

 Thank you so much,
 Virginia
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Re: [osg-users] VPB/osgdem and transparent textures

2008-07-02 Thread Mike Lewis
Hi Robert,

Thank you for helping me. I actually just started using VPB / osgdem
so I can't say I'm familiar with all the concepts yet. I have only
been using osgviewer to view the .ive or .osg models that osgdem
generates. I was terribly wrong to say the alpha channel was being
ignored; If I go into all the .osg files for the database generated by
VPB, and add GL_BLEND ON to every geometry StateSet in the .osg
files, the model displays as desired in osgviewer.

I'm wondering if there is a simple way to tell vpb to generate the
database this way, instead of having to manually add them in?

Thanks,
Mike


On Jul 1, 12:57 pm, Robert Osfield [EMAIL PROTECTED] wrote:
 HiMike,

 What makes you think that the alpha is being ignored?  Have you
 enabled GL_BLEND in your app?

 Robert.



 On Tue, Jul 1, 2008 at 8:39 PM,MikeLewis[EMAIL PROTECTED] wrote:
  Hello,

  I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
  osgdem raster texture files with transparency but the resulting
  terrain models seem to ignore the alpha channels entirely. Also, I
  thought VPB alpha'd out NODATA regions. For some reason, it seems to
  be coloring them solid black instead, for me. Does VPB support having
  transparency in the texture imagery? I've tried various PNG and
  GeoTIFF images and seem to come upon the same result. I've tried the
  various --RGBA and --default-color command line options to no avail.
  Am I missing something?

  Thanks
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Re: [osg-users] XPath in osg

2008-07-02 Thread Cedric Pinson

I would lovee a visitor like that very much ! :)

David Johansson wrote:

Serge,

Thanks for the tip. I'll give that a shot.

David

On Tue, Jul 1, 2008 at 6:40 PM, Serge Lages [EMAIL PROTECTED] wrote:
  

Hi David,

Instead of including it into the Core OSG, a possible addition should be a
XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes
the query and traverse the tree to get the results.

I think it's a bit intrusive to put such a feature into the core node class,
and making a visitor is more in the OSG philosophy.

On Tue, Jul 1, 2008 at 6:31 PM, David Johansson [EMAIL PROTECTED] wrote:


Hi everyone,

I was wondering if there are any plans on adding some sort of
search-querys into osg, XPath for example?

Something like:
osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]);
std::vectorosg::Node* nodeList =
Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\);

or, just get a node based on their names.
osg::Node* n = Group-SelectNode(/Tank/Turret);

If any of this has already been addressed i would be happy if someone
would point me in the correct direction.

For thoose not familiar with XPath, its a way to search thorough
XML-nodes.
See. http://www.w3schools.com/xpath/xpath_syntax.asp?output=print

David Johansson
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[osg-users] Anistropy Question

2008-07-02 Thread paul1492
How do I set the Anistropy for all textures which are read in (using an 
OpenFlight file) to a particular value?? 
I prefer to do this without using a NodeVisitor and I do not want to effect 
textures I manual create and attach to the Scene Graph.
In addition, for a TerraPage file, I assume I can set the Anistropy using the:
    osgDB::DatabasePager *dp = osgDB::Registry::instance()-getDatabasePager();
   dp-setMaxAnistropyPolicy(true,value);
Correct?
Paul P.


  
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Re: [osg-users] VPB/osgdem and transparent textures

2008-07-02 Thread Robert Osfield
Hi Mike,

It's a bit unusual to want to blend terrain, kinda suggests that the
pipeline is being used inappropriately.  What exactly are you after by
the alpha blending?

Robert.

On Wed, Jul 2, 2008 at 5:59 PM, Mike Lewis [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thank you for helping me. I actually just started using VPB / osgdem
 so I can't say I'm familiar with all the concepts yet. I have only
 been using osgviewer to view the .ive or .osg models that osgdem
 generates. I was terribly wrong to say the alpha channel was being
 ignored; If I go into all the .osg files for the database generated by
 VPB, and add GL_BLEND ON to every geometry StateSet in the .osg
 files, the model displays as desired in osgviewer.

 I'm wondering if there is a simple way to tell vpb to generate the
 database this way, instead of having to manually add them in?

 Thanks,
 Mike


 On Jul 1, 12:57 pm, Robert Osfield [EMAIL PROTECTED] wrote:
 HiMike,

 What makes you think that the alpha is being ignored?  Have you
 enabled GL_BLEND in your app?

 Robert.



 On Tue, Jul 1, 2008 at 8:39 PM,MikeLewis[EMAIL PROTECTED] wrote:
  Hello,

  I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
  osgdem raster texture files with transparency but the resulting
  terrain models seem to ignore the alpha channels entirely. Also, I
  thought VPB alpha'd out NODATA regions. For some reason, it seems to
  be coloring them solid black instead, for me. Does VPB support having
  transparency in the texture imagery? I've tried various PNG and
  GeoTIFF images and seem to come upon the same result. I've tried the
  various --RGBA and --default-color command line options to no avail.
  Am I missing something?

  Thanks
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Eric Sokolowsky
On Wed, Jul 2, 2008 at 11:42 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Gerrick,

 I have never built VPB under OSX, and have to defer to developers that
 work under OSX for fixes/direction on that platforms.  What I have
 done is to try and mirror some of the changes that have being going
 into to core OSG to help with the OSX build side, but I don't have any
 first hand experience of testing it yet.

 I do have an G4 on loan, so I do plan to get this machine setup and
 test builds against it.  I will still need direction on OSX issues,
 though, as I'm no expert on this platform.


This has been fixed in the OSG hierarchy in CMakeModules/OsgMacroUtils.cmake
by replacing:

INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION
share/OpenSceneGraph/bin)

with:

IF(APPLE)
  INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION
share/OpenSceneGraph/bin BUNDLE DESTINATION share/OpenSceneGraph/bin)
ELSE(APPLE)
  INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION
share/OpenSceneGraph/bin)
ENDIF(APPLE)

You can also just use:
  cmake_policy(SET CMP0006 OLD)
but this just masks the warning without really fixing the problem.
-Eric




 Robert.

 On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins
 [EMAIL PROTECTED] wrote:
  Hi All,
  I thought I'd try to build VPB and I ran into this error (on MacOSX
 10.5.3
  with OSG svn):
 
  CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
 details.
   se the cmake_policy command to set the policy and suppress this warning.
   Call Stack (most recent call first):
applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
   CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
  details.
Use the cmake_policy command to set the policy and suppress this
 warning.
   Call Stack (most recent call first):
applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
   CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
  details.
Use the cmake_policy command to set the policy and suppress this
 warning.
   Call Stack (most recent call first):
applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
   CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
  details.
Use the cmake_policy command to set the policy and suppress this
 warning.
   Call Stack (most recent call first):
applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
  I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off
 makes
  the error go away. Is VPB not supposed to run as a bundled application?
  biv
 
 
 
 
 
 
 
 
 
  CMake produced the following output
 
  CMake Version 2.6 - patch 0
  Press [e] to exit help
 
 
 
 
  On 7/2/08 7:51 AM, Jean-Sébastien Guay 
 [EMAIL PROTECTED]
  wrote:
 
  Hi Adrian,
 
  osgshaders.exe
  osgthirdpersonview.exe
 
  hangs on exit.
 
  I can't reproduce that hang. Any chance you could give a stack trace?
 
  J-S
 
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Re: [osg-users] ViewerQT destruction

2008-07-02 Thread Virginia Holmstrom
Robert-

I have modified AdapterWidget.cpp from the osgviewerQt example. Use with Osg 
2.4, Qt 3.3.3. It is obviously much simplified from what I have but exhibits a 
similar problem.

What I changed: 
1. Created 3 ViewerQts instead of just 1
2. Added a destructor to ViewerQt
3. Added the Qt::WDestructiveClose flag to the AdapterWidget, which triggers 
the ViewerQt destructor to be called when the window is closed

How to use:
1. osgViewerQTd.exe cow.osg
2. Mine pops up cascaded, cow in each window
3. Close a window (middle window works well for me)
4. Check remaining windows, cow will likely have disappeard from one of them
5. If this didn't work, try closing the other windows, or running again and 
closing the windows in a different order.

Thank you so much,
Virginia


Hi Virginia,

There is not much I can do without seeing the problem first hand.  Is it 
possible to recreate it by modifying the existing osgviewerQT example?  If so, 
could do this to effectively create a unit test for this particular usage case.

Another possible route with solving this type of usage case might be to 
explicitly pass in the parent window when creating the graphics context, but 
leave it to the OSG itself to create the windows rather that QT.  I haven't 
personally tried this, but it should be possible, even if it requires a few 
tweaks to the OSG itself to enable it.

Robert.

On Wed, Jul 2, 2008 at 3:22 PM, Virginia Holmstrom [EMAIL PROTECTED] wrote:
 Hello

 I have been having problems with the destruction of my ViewerQT window and I 
 was wondering if anyone could shed some light on the issue. I am seeing 
 corruption in one view when another view is deleted (screen shot attached). 
 We are using OSG 2.4 and Qt 3.3.3 on WindowsXP and Linux. Problems are 
 reproducible on both platforms.

 We are required to permit muliple views into the same scene, each in 
 its own window with its own navigation. The user may open one or more views, 
 close views at anytime, and open new ones. We have a set up similar to the 
 osgViewerQT example shipped with osg, where our ViewerQT inherits from both 
 osgViewer::Viewer and the AdapterWidget. We actually flipped the inheritance 
 order from the example, so that ours looks like this: ViewerQT : public 
 AdapterWidget, public osgViewer::Viewer due to compilation problems with the 
 Qt moc'ing the other way around.

 Note we are using QGLWidget, not QOSGWidget, and we use multiple ViewerQts 
 instead of CompositeViewer due to problems discussed in thread 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-December/005676.html.
  Hence our use of multiple ViewerQts is also similar to Enrique Parodi's 
 implementation he provided in that thread.

 We store a ref_ptr to the root node of our scene external to the ViewerQts.
 osg::ref_ptr  osg::Group  _osgScene; This ref_ptr persists as views 
 are opened and closed and is only released when the application closes. Each 
 time a ViewerQT is created we pass it the scene using setSceneData. All 
 ViewerQts get the same root scene node.

 We started having a problem when we set the Qt::WDestructiveClose flag in our 
 AdapterWidget, which triggers the following destructors to be called in this 
 order on close:

 ViewerQT
 osgViewer::Viewer
 osgViewer::View
 osg::View
 AdapterWidget

 We normally perform cleanup of our own classes in ViewerQT::~ViewerQT, 
 however we see the corruption when the ViewerQT destructor is empty as 
 well! The AdapterWidget destructor contains 
 _gw-getEventQueue()-closeWindow();

 The easiest way to reproduce the problem is to open multiple windows, then 
 close the first window(view), triggering its destruction. Frequently the last 
 window will be corrupted. I use corruption for lack of a better term. 
 Geometry may disappear, textures may disappear, osgText may become blocks, 
 while other parts of the scene are still visible in their original form. 
 We've also had problems with the background stars flipping to an opaque dome.

 In the screen shot provided I closed the first window (hence blank space 
 upper left) and immediatly as I did that portions of the scene disappeard 
 from the last window (bottom right) and the text became blocks.

 If I subsequently open a new window the scene usually appears normal.

 I am not sure if I have a:
 memory problem?
 problem with the shared scene when ViewerQTs destruct?
 problem in the GraphicsWindowEmbedded?
 QT problem?
 ???

 I am very open to suggestions. ;-)

 Thank you so much,
 Virginia
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Gerrick Bivins
Ok. I¹ll try the bundled flag again once I see the change is submitted.
Thanks.
Gerrick


On 7/2/08 12:58 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote:

 
 
 On Wed, Jul 2, 2008 at 11:42 AM, Robert Osfield [EMAIL PROTECTED]
 wrote:
 Hi Gerrick,
 
 I have never built VPB under OSX, and have to defer to developers that
 work under OSX for fixes/direction on that platforms.  What I have
 done is to try and mirror some of the changes that have being going
 into to core OSG to help with the OSX build side, but I don't have any
 first hand experience of testing it yet.
 
 I do have an G4 on loan, so I do plan to get this machine setup and
 test builds against it.  I will still need direction on OSX issues,
 though, as I'm no expert on this platform.
 
 This has been fixed in the OSG hierarchy in CMakeModules/OsgMacroUtils.cmake
 by replacing:
 
 INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION
 share/OpenSceneGraph/bin)
 
 with:
 
 IF(APPLE)
   INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION
 share/OpenSceneGraph/bin BUNDLE DESTINATION share/OpenSceneGraph/bin)
 ELSE(APPLE)
   INSTALL(TARGETS ${TARGET_TARGETNAME} RUNTIME DESTINATION
 share/OpenSceneGraph/bin)
 ENDIF(APPLE)
 
 You can also just use:
   cmake_policy(SET CMP0006 OLD)
 but this just masks the warning without really fixing the problem.
 -Eric
  
 
 
 Robert.
 
 On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins
 [EMAIL PROTECTED] wrote:
  Hi All,
  I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3
  with OSG svn):
 
  CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
   Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
   BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
 details.
   se the cmake_policy command to set the policy and suppress this warning.
   Call Stack (most recent call first):
applications/osgdem/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
   CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
  details.
Use the cmake_policy command to set the policy and suppress this
 warning.
   Call Stack (most recent call first):
applications/vpbcache/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
   CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
  details.
Use the cmake_policy command to set the policy and suppress this
 warning.
   Call Stack (most recent call first):
applications/vpbsizes/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
   CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION.  Run cmake --help-policy CMP0006 for policy
  details.
Use the cmake_policy command to set the policy and suppress this
 warning.
   Call Stack (most recent call first):
applications/vpbmaster/CMakeLists.txt:9 (SETUP_APPLICATION)
   This warning is for project developers.  Use -Wno-dev to suppress it.
 
 
  I have VPB_BUILD_APPLICATION_BUNDLES enabled...Turning that option off
 makes
  the error go away. Is VPB not supposed to run as a bundled application?
  biv
 
 
 
 
 
 
 
 
 
  CMake produced the following output
 
  CMake Version 2.6 - patch 0
  Press [e] to exit help
 
 
 
 
  On 7/2/08 7:51 AM, Jean-Sébastien Guay [EMAIL PROTECTED]
  wrote:
 
  Hi Adrian,
 
  osgshaders.exe
  osgthirdpersonview.exe
 
  hangs on exit.
 
  I can't reproduce that hang. Any chance you could give a stack trace?
 
  J-S
 
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3devreleasese

2008-07-02 Thread Eric Sokolowsky
On Wed, Jul 2, 2008 at 2:02 PM, Gerrick Bivins [EMAIL PROTECTED]
wrote:

  Ok. I'll try the bundled flag again once I see the change is submitted.
 Thanks.
 Gerrick



I didn't (nor do I plan to) submit this change for VPB. You might want to
try it yourself and submit the change.
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Re: [osg-users] VPB/osgdem and transparent textures

2008-07-02 Thread Mike Lewis
Hi Robert,

I admit one of the main reason I'm after blending / transparency in my
terrain is that I'm using source imagery that is reprojected from
geographic to UTM coordinates. The reprojection results in a slight
warping of the texture, leaving irregular NODATA bands around the
sides. When osgdem creates the terrain, these NODATA regions around
the border are colored opaque black. I'd like to, in essence, slice
off this black, NODATA border. I think VPB by default alpha's these
regions out, but this displays only when I add GL_BLEND to the
resulting .osg files.

Another, slightly less important reason for me wanting to have
transparency enabled on the terrain is that I'd like to make the
bodies of water on my terrain to have a very simple see-through or
reflection type of effect. I say simple because all it would take is
probably for the bodies of water to be transparent in the source
texture imagery.

As you can tell, I am still very new to OSG-- but willing to learn. I
really appreciate your response.

Mike

On Jul 2, 10:54 am, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi Mike,

 It's a bit unusual to want to blend terrain, kinda suggests that the
 pipeline is being used inappropriately.  What exactly are you after by
 the alpha blending?

 Robert.



 On Wed, Jul 2, 2008 at 5:59 PM, Mike Lewis [EMAIL PROTECTED] wrote:
  Hi Robert,

  Thank you for helping me. I actually just started using VPB / osgdem
  so I can't say I'm familiar with all the concepts yet. I have only
  been using osgviewer to view the .ive or .osg models that osgdem
  generates. I was terribly wrong to say the alpha channel was being
  ignored; If I go into all the .osg files for the database generated by
  VPB, and add GL_BLEND ON to every geometry StateSet in the .osg
  files, the model displays as desired in osgviewer.

  I'm wondering if there is a simple way to tell vpb to generate the
  database this way, instead of having to manually add them in?

  Thanks,
  Mike

  On Jul 1, 12:57 pm, Robert Osfield [EMAIL PROTECTED] wrote:
  HiMike,

  What makes you think that the alpha is being ignored?  Have you
  enabled GL_BLEND in your app?

  Robert.

  On Tue, Jul 1, 2008 at 8:39 PM,MikeLewis[EMAIL PROTECTED] wrote:
   Hello,

   I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
   osgdem raster texture files with transparency but the resulting
   terrain models seem to ignore the alpha channels entirely. Also, I
   thought VPB alpha'd out NODATA regions. For some reason, it seems to
   be coloring them solid black instead, for me. Does VPB support having
   transparency in the texture imagery? I've tried various PNG and
   GeoTIFF images and seem to come upon the same result. I've tried the
   various --RGBA and --default-color command line options to no avail.
   Am I missing something?

   Thanks
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Ricky
Thanks for your supports!
I'm using the OSG binaries downloaded from http://www.mew.cx/osg/.
I run this program on Windows XP SP2, VS2005 SP1, video card: ATI
Mobility Radeon 2400XT 256MB, RAM DDR2 1GB.
When I run osgviewer in command line: osgviewer --window 32 32 512 512
cow.osg, I had the same problem, of course it run faster than in the
debug mode.
Could it because of my hardware? but i run well with the old version!
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Peter Wraae Marino
Hi Ricky,

ok.. i think we should have asked this first.
have you updated your graphic-card driver?

Peter

On Wed, Jul 2, 2008 at 8:37 PM, Ricky [EMAIL PROTECTED] wrote:

 Thanks for your supports!
 I'm using the OSG binaries downloaded from http://www.mew.cx/osg/.
 I run this program on Windows XP SP2, VS2005 SP1, video card: ATI
 Mobility Radeon 2400XT 256MB, RAM DDR2 1GB.
 When I run osgviewer in command line: osgviewer --window 32 32 512 512
 cow.osg, I had the same problem, of course it run faster than in the
 debug mode.
 Could it because of my hardware? but i run well with the old version!
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Re: [osg-users] Bump mapping question

2008-07-02 Thread Judie
in the link: 
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01058.html#_details
it says:

Note that both diffuse and normal map textures must have
corresponding UV maps defined in Geometry objects

Is there a way to generate the UV map programmatically? Can I just use
the osg equivalent to OpenGL's GL_TEXTURE_GEN_S, GL_TEXTURE_GEN_T?


On Jul 2, 11:26 am, Judie [EMAIL PROTECTED] wrote:
 fyi... I found this 
 link:http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDo...

 and I am downloading NVidia's plugins for photoshop now hoping that
 will be what I need.

 On Jul 2, 10:37 am, Judie [EMAIL PROTECTED] wrote: Hi,

  I am trying to add bump mapping and I am wondering what the bump map
  format should be (i.e. bmp with 8 bits). Are there any examples? I am
  using osgFX::BumpMapping. I want to know what the format for the map
  in this call should be:
  bump-setOverrideNormalMapTexture( bumpTex );

  Thanks,

  Judie
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Re: [osg-users] OSG thread profiling results are in!!

2008-07-02 Thread rpingry
Hi Robert,

I got the stats handler working on our scene and displaying.  I am not sure
I understand what the different numbers mean and how I might work with
them.  I can see the optimization effort is a big deal.  I know it is beyond
the scope of this group.  Are there any resources out there to look at?

I have finished the work you had already mentioned, like using png rather
than bmp everywhere.  We are also working on making sure our images are as
small as possible.  We are also going to work on using LOD.  Since we are in
space and most ships are far away, we are sure we can make a big jump
there.  I used osgUtil::Optimizer and that game me a few more frames.

What are some other suggestions?

We are using some particle effects pretty heavily, and we noticed (using
filemon) that the smoke image file is being read over and over again, many
times (perhaps once per frame).  Is this possible?  We are going to look
into that next.  Maybe we can cache the single image (state set)?

Thanks
-- Rick

On Sat, Jun 28, 2008 at 11:55 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 On Sat, Jun 28, 2008 at 4:35 PM, James Killian
 [EMAIL PROTECTED] wrote:
  The thread profiler does provide detailed information of every threaded
  activity at any given time.  I just wish there was some way to present
 the
  information given that would be more meaningful to the group.
 
  What would be great is to have a big balanced scene that can put OSG
 Viewer
  to the test in a way where it puts equal intense stress on update,
 culling,
  and draw dispatch.  What I'd hope to see is the draw dispatch be on a
  separate thread, where that thread showed mostly I/O activity, and the
 cpu
  activity on other threads.

 The osgViewer::StatsHandler will display update, event, cull, draw
 dispatch on all systems and draw GPU stats.  The GPU stats require an
 OpenGL extension that I've only seen Nvidia implement so far, so you
 won't see this stats printed out on all systems.

 Also record a camera path/game sequence that you can use for
 benchmarking so that every run the app does the same thing, then
 you'll be able to study the effects that changes you make have on
 final performance.  You'll also be able to study the above stats to
 where the problems occur in your scene.

 As a small note, the OSG in CullDrawThreadPerContext,
 DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext run
 graphics in a separate thread.

 Robert.
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-- 
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Check us out at http://fringe-online.com/
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[osg-users] new Optimizer improvement rocks

2008-07-02 Thread Terry Welsh
This improvement to sharing duplicate state in Optimizer has boosted
my app's performance 10-20% on my various computers at work.  Nice
job, and thanks.  I'm running a pretty complex .flt city model with
lots of textures for all the buildings and cars.  It also loads lots
of external models.  I wonder if others are seeing this much
improvement.

revision 8513:
Changed the Optimizer::StateVisitor so that it can individually decide whether
to optimize away duplicate state with dynamic, static and unspecified
DataVarience. By default
the code now optimizes away duplicate state with either static and
unspecied state, previously
it was just handling static state.
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Re: [osg-users] VPB and how it generates terrain

2008-07-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
There's an article entitled On-the-sphere block-based 3D terrain rendering
using a wavelet-encoded terrain database for SVS by Greg Baxes and Tim
Linger of TerraMetrics Inc. The article gives a high level view of their
algorithm which I believe is the one or similar to the one used in Earth
viewers like Google Earth and NASA World Wind for terrain rendering on a
sphere...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, July 02, 2008 8:12 AM
To: OpenSceneGraph Users
Subject: [osg-users] VPB and how it generates terrain

Hello Robert,

We currently have a student doing a masters project at our company, and 
his job will be to improve the terrain algorithms in the Vortex toolkit 
(both for physical simulation and graphical representation). One aspect 
is generating terrain from a height field, which is what VPB does. 
Unfortunately, since we need to support dynamic terrain/height fields, 
and since we also need to do collision detection against it, we cannot 
use VPB directly and will have to re-do much of the work that is already 
in VPB.

I was wondering if you had any pointers to what strategies are used to 
generate the terrain. Any articles/papers? Both the actual geometry 
generation and the LOD strategies are of interest. The code is available 
for study but we're really looking for some high-level overviews of how 
it does its work and why those given tradeoffs were chosen.

Any information you provide would be helpful. Thanks in advance,

J-S
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[osg-users] Converting model to screen coordinates

2008-07-02 Thread Helbig, Yuen
Hello,
 
I'm trying to convert from model coordinates to screen coordinates with
the following code:
 
// Compute the model to screen transformation matrix
osgUtil::SceneView* sv = m_sHandler-getSceneView();
osg::Matrix modelView = sv-getViewMatrix();
osg::Matrix projection = sv-getProjectionMatrix();
osg::Matrix window = sv-getViewport()-computeWindowMatrix();
osg::Matrix MVPW = modelView * projection * window;
 
// convert a point in model coordinates to screen coordinates
osg::Vec3 screenPoint = modelPoint * MVPW;
 
 
The resulting screen coordinate point is correct in the x-dimension, but
scaled down incorrectly in the y-dimension.  The only point that is
correct is the center point of the model.
 
Am I missing a matrix somewhere?  or does anyone have an alternate
method of doing this?
 
 
Yuen Helbig
 
 
 
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Re: [osg-users] Bump mapping question

2008-07-02 Thread Jon Newell

Hi  Judie

A rarer than hens teeth content question :)
We just use a standard 24 bit normal maps,  for which we use a few 
different tools,  the least sophisticated or useful of which is the 
Nvidia tool, works but is ugly and output is average.
Xnormal  www.*xnormal*.net  and Crazybump http://www.crazybump.com/ are 
the primary ones, of which crazy bump is outstanding for extracting 
normal maps and displacement maps from images  Xnormal is great for 
extracting normal maps from high rez models. X normal  is free, 
Crazybump is not.


cheers
Jon




Judie wrote:

fyi... I found this link:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01058.html#_details

and I am downloading NVidia's plugins for photoshop now hoping that
will be what I need.

On Jul 2, 10:37 am, Judie [EMAIL PROTECTED] wrote:
  

Hi,

I am trying to add bump mapping and I am wondering what the bump map
format should be (i.e. bmp with 8 bits). Are there any examples? I am
using osgFX::BumpMapping. I want to know what the format for the map
in this call should be:
bump-setOverrideNormalMapTexture( bumpTex );

Thanks,

Judie
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[osg-users] How to control RTT camera sometimes work and sometimes don't work

2008-07-02 Thread guilianzhang

Hi,
I want to let the RTT camera render the scene only when the scene changed, are 
there any callback mechanism that I can control the RTT camera when it has to 
update the texture and when it should stop working? 

If I make the RTT camera stop working, will the textures it renders be 
destroyed instantly? 
If the texture will be destroyed, how can I save the data of MRT to images for 
I will use these data every frame in the later pass?
Are there any method that make the MRT data avoid being destroyed instead of 
copy those data to images?

Thanks very much!



guilianzhang
2008-07-03
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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS9

2008-07-02 Thread James Killian

Thanks for this info... I checked the projects by hand and sure enough all the 
optimization settings were incorrect.  I simply fixed them and viola back in 
business!!


James Killian
  - Original Message - 
  From: Paul Martz 
  To: 'OpenSceneGraph Users' 
  Sent: Tuesday, July 01, 2008 4:45 PM
  Subject: Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS9


  Do you get the same behavior if you generate fresh VS9 project files with 
cmake, instead of generating VS7.1 files and converting them? I'm not sure this 
will have any effect, but it seems like it might be worth a shot...
 -Paul





From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rick Pingry
Sent: Tuesday, July 01, 2008 3:14 PM
To: OpenSceneGraph Users
Subject: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9


Hello All,
 
We have succesfully ported from OSG 1.2 to the newest SVN version (well, 
almost newest, I think we are on 8512 at the moment).  Thanks again for all the 
fantastic forum support.
 
We have been using VS 7.1 for all of our work so far, but since we were 
missing a well build freetype library, I figured it was time to make the jump 
there as well.  I downloaded VS 9 express and ran CMake to build OSG.  All 
built just fine.  The converter in VS 9 converted all of the projects without 
fuss, and I was able to get it all compiling and running pretty easily.  
Unfortunately, I am seeing this 30% drop in framerate :(.  I was seeing about 
28-30 fps (yes, I know, I have some scene optimizing to do) with the VS 7.1 
build, which dropped to 20-21 fps using VS 9 express.
 
Has anyone seen anything like that before?  Am I missing some setting 
somewhere?  Perhaps the converter in VS 9 does not like me?

Any ideas?
-- Thanks
 Rick
Check us out at http://fringe-online.com/



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