Re: [osg-users] Robert: I figured it out :-) (was: Is it possible to know when the node-graph is 'dirty'?)

2008-07-25 Thread Viggo Løvli

Hi Robert,
 
My current code instances a new one each cull traverse. I wonder if that means 
I get a sizeof(osgUtil::RenderBin) memory leak each cull-traverse?
 
Anyway, I am going to try to multi-buffer it. 
I should be able to count the number of cull-traverse calls I get for each 
update tranverse. That (I guess) should tell me automatically how many 
instances of osgUtil::RenderBin that I would need. I will multiply it by two 
for double buffering and then it should work like a dream.
 
Cheers,
Viggo
 
 Date: Thu, 24 Jul 2008 17:53:57 +0100 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Robert: I 
 figured it out :-) (was: Is it possible to know when the node-graph is 
 'dirty'?)  On Thu, Jul 24, 2008 at 3:08 PM, Viggo Løvli [EMAIL PROTECTED] 
 wrote:  The only thing that annoy me now is the call to new().  Creating 
 one bin as a member variable in my class and using it instead of  the call 
 to new cause the system to crash. Double buffering I guess.  So maybe I can 
 fix this by having two RenderBin instances in my class, and  use them every 
 other call?   But, I suspect that it may not be enough? Would I need two 
 per cull call  that is ran per frame? Say that I in the future render with 
 4 different  cameras and cull the world 4 times. Would I then need 4*2 bin 
 instances to  use instead of calling new()?  The OSG's rendering backend 
 is both very dynamic (created on demand on each frame) and flexible (it can 
 be a huge range of bin configurations, potentially different on each frame) 
 and the threading and multiple graphics context rendering are all thrown 
 into this mix. This makes reuse of data something you have to be very 
 careful about, in your case you'd either need to create on each new frame 
 or multi-buffer.  Robert. 
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[osg-users] Defining Local Coordinate Center For Every Node

2008-07-25 Thread Ümit Uzun
Hi all,

Firstly sorry for simple question, but I can't find related topics on the
web.

How can I change my models's center coordinate? I have lots of components, I
am trying to collect them in one model, and I want to control one part in
it's local coordinate (for example I want to rotate it around z axes on it's
local coordinate.)

But my components default coordinate center is different one by one (for
example: osgviewer sample.osg axes.osg result is
http://img61.imageshack.us/my.php?image=sampletn4.png ). I mean, I want to
control every part of components in their local coordinate center. What
should I do for changing coordinate system and center for every components?
I used MatrixTransform, PositionAttitudeTransform CoordinateSystemNode but I
can't get success.

Thanks, Best Regards.

Umit UZUN
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Re: [osg-users] transparency becomes dark

2008-07-25 Thread dimi christop
Hi,
I dont see that you are doing anything wrong... It was not working for me 
either though but I think you messed somehow the logic up.

Here is an example based on what you sent which makes the model (I used 
cow.osg) fade in/out.
Hope this helps





- Original Message 
From: Dieter Pfeffer [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Thursday, July 24, 2008 3:30:37 PM
Subject: [osg-users] transparency becomes dark


Hi
 
 
I am trying to set 
the object transparency from 1.0 - 0.0 and vice 
versa;
but when I start 
changing the alpha of the material the object becomes dark.
 
I have changed the 
material parameters but without success; when I look in the loaded model (for 
example cow.osg) for material, the material is always null. 
 
I have modified the 
osgviewer example and attached it.
 
Could s.o. give me a 
hint what I am doing wrong ?
 
 
Thanks
 
Dieter
 
 
 
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osgviewer_alpha.cpp
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Re: [osg-users] Robert: I figured it out :-) (was: Is it possible to know when the node-graph is 'dirty'?)

2008-07-25 Thread Robert Osfield
Hi Viggo,

On Fri, Jul 25, 2008 at 7:22 AM, Viggo Løvli [EMAIL PROTECTED] wrote:
 Hi Robert,

 My current code instances a new one each cull traverse. I wonder if that
 means I get a sizeof(osgUtil::RenderBin) memory leak each cull-traverse?

The rendering backend uses ref_ptr's so there shouldn't be any leak,
assigning the new RenderBin will lead to the previous one being
deleted.

 Anyway, I am going to try to multi-buffer it.
 I should be able to count the number of cull-traverse calls I get for each
 update tranverse. That (I guess) should tell me automatically how many
 instances of osgUtil::RenderBin that I would need. I will multiply it by two
 for double buffering and then it should work like a dream.

Rather than second guess what will be need might I suggest you
maintain a recycling list of ref_ptr to your custom RenderBin, then
traverse this list to find an entry that has a referenceCount() of
one, then take ownership of this.

Robert.
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Re: [osg-users] Robert: I figured it out :-) (was: Is it possible to know when the node-graph is 'dirty'?)

2008-07-25 Thread Viggo Løvli

Hi Robert,
 
 Hi Viggo,  The rendering backend uses ref_ptr's so there shouldn't be any 
 leak, assigning the new RenderBin will lead to the previous one being 
 deleted. 
Yep I figured out that one :-)
 Rather than second guess what will be need might I suggest you maintain a 
 recycling list of ref_ptr to your custom RenderBin, then traverse this 
 list to find an entry that has a referenceCount() of one, then take 
 ownership of this. 
I took into usage a std::list which starts off empty. I am currently counting 
how many times cull-traverse is called and increasing the list at need. 
 
Your idea of checking the reference count is better. It will make the system 
more robust.
I will continue using a std::list for this.
I will keep track of what was the last used element of the list, so when I need 
a new one then I will traverse the list from that point. This should increase 
the chance of finding a free entry immediately.
If I parse through the whole list, then I will insert a new element to the list 
and use that one. 
The list will thus grow to the maximum needed size and stay there until the 
class is deleted. Future changes of number of cameras or what ever 
re-configurations that can cause one thread to hold data longer will thus 
automatically work.
 
I am also ensuring that the original RenderBinList of RenderStage is not 
changed anywhere else than for element 10. I used to add a new bin to element 
9, but that may be in usage already. Element 10 will instead point to a new bin 
that contain it's own bin #9 and #10. Both will point to the original content 
that RenderStage pointed to in it's bin #10.
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[osg-users] osg pick problem

2008-07-25 Thread forest37
 hi,all
 
when i use the function computeIntersections to pick a drawable in the 
scene,it's Ok when i use osg::ShapeDrawable to build the scene。but the 
computeIntersections  doesn't work when i use self drawing,
I derive a class from osg::Drawable,and overwrite the function computeBound() 
and drawImplementation().
why doesn't it work?
 
thanks for any hint
 
forest
 
 
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[osg-users] How to read out the coordinate info from model files

2008-07-25 Thread TANG Fangqin
Hi all,

I'm trying to import some 3ds models (using osgDB::readNodeFile) into an osg
programme.
Now the problem is that:
Is there any way that we can read the coordinate information out from
the models since 3ds models have saved the position (the model center)
coordinate information themselves?
Is there any API in osg::Node class which we can call to get such
information?

I hope I make my question clear.
Thanks for your advices in advance.

With best regards,
Fangqin
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Re: [osg-users] osg pick problem

2008-07-25 Thread Robert Osfield
Hi Forest,

The osg::Drawable class has an accept(PrimitiveFunctor) method that
is used to extract the geometry information in a way that the
IntersectionVisitor can use, so if you want picking support then
you'll need to implement this.

Robert.

2008/7/25 forest37 [EMAIL PROTECTED]:
  hi,all

 when i use the function computeIntersections to pick a drawable in the
 scene,it's Ok when i use osg::ShapeDrawable to build the scene。but the
 computeIntersections  doesn't work when i use self drawing,
 I derive a class from osg::Drawable,and overwrite the function
 computeBound() and drawImplementation().
 why doesn't it work?

 thanks for any hint

 forest




 
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[osg-users] Moving from Producer to osgViewer

2008-07-25 Thread Bruno Carneiro de Castro
Hi all

I'm moving an app from Producer to osgViewer and have doubts about the
equivalence between some Producer methods vs. osgViewer methods.

May you help me, indicating the methods more suitable to change in the
Producer code fragment below, in order to get it working under
osgViewer?

Thanks,
Bruno

-

//variables (just to contextualize)

osgProducer::Viewer* viewer_obj;

Producer::Camera *camera_obj;

int x, y, width, height;

double d_left, d_right, d_bottom, d_top, d_nearClip,
d_farClip, d_xshear, d_yshear;

float f_near, f_far, f_hfov, f_vfov;

osg::Matrix matrix;

osg::Matrixd matrixd;

std::string name = My Camera;

osg::Group* hud;

//methods that need conversion

viewer_obj-getGlobalStateSet()-setMode( GL_FOG,
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );

camera_obj-getLensParams(d_left, d_right, d_bottom,
d_top, d_nearClip, d_farClip, d_xshear, d_yshear);

camera_obj-setLensFrustum( d_left, d_right, d_bottom,
d_top, d_near, d_far, d_xshear, d_yshear );

viewer_obj-getCameraConfig()-addCamera( name, camera_obj );

camera_obj-setProjectionRectangle ( x, y, width, height );

camera_obj-setLensAutoAspect(true);

camera_obj-setLensPerspective( f_hfov, f_vfov, f_near, f_far );

camera_obj = viewer_obj-getCameraConfig()-
findCamera( name.c_str() );

camera_obj-setOffset( matrix.ptr() );

viewer_obj-setSceneDecorator( hud );

viewer_obj-setViewByMatrix( Producer::Matrix( matrixd.ptr() ) );

viewer_obj-update();

camera_obj-frame( false );

osgDB::Registry::instance()-getOrCreateDatabasePager()-
setUseFrameBlock(true);

for(SceneHandlerList::iterator itr = viewer_obj-_shvec.begin();
itr != viewer_obj-_shvec.end(); ++itr)
{
osgDB::Registry::instance()-getOrCreateDatabasePager()-
setCompileGLObjectsForContextID(
(*itr)-getSceneView()-getState()-getContextID(), false );
}
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Re: [osg-users] Moving from Producer to osgViewer

2008-07-25 Thread Gordon Tomlinson
Have you tried  ?

It took us not more than a couple days to move away form producer in our
apps

Some things a little different and you pick up those up quickly when you
convert



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruno
Carneiro de Castro
Sent: Friday, July 25, 2008 7:40 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Moving from Producer to osgViewer

Hi all

I'm moving an app from Producer to osgViewer and have doubts about the
equivalence between some Producer methods vs. osgViewer methods.

May you help me, indicating the methods more suitable to change in the
Producer code fragment below, in order to get it working under osgViewer?

Thanks,
Bruno

-

//variables (just to contextualize)

osgProducer::Viewer* viewer_obj;

Producer::Camera *camera_obj;

int x, y, width, height;

double d_left, d_right, d_bottom, d_top, d_nearClip, d_farClip, d_xshear,
d_yshear;

float f_near, f_far, f_hfov, f_vfov;

osg::Matrix matrix;

osg::Matrixd matrixd;

std::string name = My Camera;

osg::Group* hud;

//methods that need conversion

viewer_obj-getGlobalStateSet()-setMode( GL_FOG,
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );

camera_obj-getLensParams(d_left, d_right, d_bottom, d_top, d_nearClip,
d_farClip, d_xshear, d_yshear);

camera_obj-setLensFrustum( d_left, d_right, d_bottom, d_top, d_near, d_far,
d_xshear, d_yshear );

viewer_obj-getCameraConfig()-addCamera( name, camera_obj );

camera_obj-setProjectionRectangle ( x, y, width, height );

camera_obj-setLensAutoAspect(true);

camera_obj-setLensPerspective( f_hfov, f_vfov, f_near, f_far );

camera_obj = viewer_obj-getCameraConfig()- findCamera( name.c_str() );

camera_obj-setOffset( matrix.ptr() );

viewer_obj-setSceneDecorator( hud );

viewer_obj-setViewByMatrix( Producer::Matrix( matrixd.ptr() ) );

viewer_obj-update();

camera_obj-frame( false );

osgDB::Registry::instance()-getOrCreateDatabasePager()-
setUseFrameBlock(true);

for(SceneHandlerList::iterator itr = viewer_obj-_shvec.begin(); itr !=
viewer_obj-_shvec.end(); ++itr) {
osgDB::Registry::instance()-getOrCreateDatabasePager()-
setCompileGLObjectsForContextID(
(*itr)-getSceneView()-getState()-getContextID(), false ); }
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Re: [osg-users] How to read out the coordinate info from model files

2008-07-25 Thread Gordon Tomlinson
None that I'm aware of
 
The OSG file readers are about loading the data into the scene graph, not
about probing files for properties or meta data
 
You will have to implement your own probe mechanism for this
 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of TANG
Fangqin
Sent: Friday, July 25, 2008 5:02 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to read out the coordinate info from model files


Hi all,
 
I'm trying to import some 3ds models (using osgDB::readNodeFile) into an osg
programme.
Now the problem is that:
Is there any way that we can read the coordinate information out from the
models since 3ds models have saved the position (the model center)
coordinate information themselves? 
Is there any API in osg::Node class which we can call to get such
information?
 
I hope I make my question clear.
Thanks for your advices in advance.
 
With best regards,
Fangqin
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Re: [osg-users] Robert: I figured it out :-) (was: Is it possible to know when the node-graph is 'dirty'?)

2008-07-25 Thread Viggo Løvli

Hi Robert, I have a very strange bug. The code I have written to render one bin 
twice works fine in the project code-base that I am working on. I took the 
class and integrated into the OSGForest example, and there it does not work as 
expected. In the OSGForest example:- The bin is rendered two times, as 
expected.- The state-set that is added to only one of the bins are now used 
when both bins are rendered. And there is the bug :-/ I would appreciate it if 
you could take a look at the code and try it out. I have attached my class to 
this mail, and below here is the new main function for OSGForest. Just keep the 
rest of the osgforest.cpp file as it is. Only add the include and the green 
code at the bottom of main. 
#include TransparencyGlitchFixNode.h
int main( int argc, char **argv )
{
 
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);
   
// construct the viewer.
osgViewer::Viewer viewer(arguments);
 
float numTreesToCreates = 1;
arguments.read('--trees',numTreesToCreates);

osg::ref_ptrForestTechniqueManager ttm = new ForestTechniqueManager;

viewer.addEventHandler(new TechniqueEventHandler(ttm.get()));
viewer.addEventHandler(new 
osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()));
 
// add model to viewer.
TransparencyGlitchFixNode* root = new TransparencyGlitchFixNode();
root-addChild( ttm-createScene((unsigned int)numTreesToCreates) );
viewer.setSceneData( root );
 
 
return viewer.run();
}
 
Here is what to expect:
- The forest will be rendered twice.
- First pass will be additive blend without depth-buffer write.
- Second pass shall be a normal render of the forest.
- The bug is so that the state-set is used both times, so both get 
additive-blend.
 
The additive-blend is something I have added only to ease the visual debugging. 
The final code shall only have the state for turning off depth-buffer write. If 
everything works smoothly then you are supposed to see the forest as normal but 
with high-lighting due to the additive blend at all places where the trees are 
transparent.
 
 
Regards,Viggo

From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Fri, 25 Jul 2008 10:42:08 
+0200Subject: Re: [osg-users] Robert: I figured it out :-) (was: Is it possible 
to know when the node-graph is 'dirty'?)


Hi Robert,  Hi Viggo,  The rendering backend uses ref_ptr's so there 
shouldn't be any leak, assigning the new RenderBin will lead to the previous 
one being deleted. Yep I figured out that one :-) Rather than second guess 
what will be need might I suggest you maintain a recycling list of ref_ptr 
to your custom RenderBin, then traverse this list to find an entry that has a 
referenceCount() of one, then take ownership of this. I took into usage a 
std::list which starts off empty. I am currently counting how many times 
cull-traverse is called and increasing the list at need.  Your idea of checking 
the reference count is better. It will make the system more robust.I will 
continue using a std::list for this.I will keep track of what was the last used 
element of the list, so when I need a new one then I will traverse the list 
from that point. This should increase the chance of finding a free entry 
immediately.If I parse through the whole list, then I will insert a new element 
to the list and use that one. The list will thus grow to the maximum needed 
size and stay there until the class is deleted. Future changes of number of 
cameras or what ever re-configurations that can cause one thread to hold data 
longer will thus automatically work. I am also ensuring that the original 
RenderBinList of RenderStage is not changed anywhere else than for element 10. 
I used to add a new bin to element 9, but that may be in usage already. Element 
10 will instead point to a new bin that contain it's own bin #9 and #10. Both 
will point to the original content that RenderStage pointed to in it's bin 
#10. Robert. ___ osg-users 
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http://video.msn.com/?mkt=nb-nofrom=HMTAG#include TransparencyGlitchFixNode.h
#include osg/Depth
#include osg/BlendFunc
#include osg/StateSet
#include osgUtil/CullVisitor

// 
/*!
 * \par Actions:
 *  - Creates one state-set that will be used multiple places.
 *  - Creates two helper-bins to be ready for use (see traverse function).
 */
TransparencyGlitchFixNode::TransparencyGlitchFixNode()
: osg::Group ()
, _stateSet  ( 0 )
{
// Create the state-set that we use to turn off depth-buffer write

Re: [osg-users] Getting the opengl texture id of an osg::Texture2D

2008-07-25 Thread Steffen Kim
Thanks for the help,

everything seems to work fine so far.

But now I'm a little bit lost on what the best way for creating an 
osg::Texture2D out of the ID of an OpenGL-texture is.

I have the id of an OpenGL-texture as the result delivered by the API I'm using 
and I want to get this texture as an osg::Texture2D.

I tried creating a new Texture2D, generating a TextureObject by using 
generateTextureObject and finally setting the _id of this TextureObject to the 
id of my result texture.
But I keep getting errors that way because the generated TextureObject seems to 
be invalid.

Do I have to add another step before setting the id? Or am I completely off and 
have to do it in a different way?

How do I get an osg::Texture2D from my OpenGL-Texture-ID?


Regards,
Steffen
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Re: [osg-users] Robert: I figured it out :-) (was: Is it possible to know when the node-graph is 'dirty'?)

2008-07-25 Thread Viggo Løvli

Hi Robert,
 
Completely understandable :-)
 
Regards,
Viggo
 Date: Fri, 25 Jul 2008 14:00:09 +0100 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Robert: I 
 figured it out :-) (was: Is it possible to know when the node-graph is 
 'dirty'?)  Hi Viggo,  I am trying to get a release out the door. I'm 
 afraid I don't have the the time tot go chasing up experimental user code. 
  Robert.  On Fri, Jul 25, 2008 at 1:33 PM, Viggo Løvli [EMAIL PROTECTED] 
 wrote:  Hi Robert,   I have a very strange bug.   The code I have 
 written to render one bin twice works fine in the project  code-base that I 
 am working on. I took the class and integrated into the  OSGForest example, 
 and there it does not work as expected.   In the OSGForest example:  - 
 The bin is rendered two times, as expected.  - The state-set that is added 
 to only one of the bins are now used when both  bins are rendered. And 
 there is the bug :-/   I would appreciate it if you could take a look at 
 the code and try it out.   I have attached my class to this mail, and 
 below here is the new main  function for OSGForest. Just keep the rest of 
 the osgforest.cpp file as it  is. Only add the include and the green code 
 at the bottom of main.#include TransparencyGlitchFixNode.h   
 int main( int argc, char **argv )   { // use an 
 ArgumentParser object to manage the program arguments.   
 osg::ArgumentParser arguments(argc,argv); // construct the 
 viewer.   osgViewer::Viewer viewer(arguments); float 
 numTreesToCreates = 1;   
 arguments.read('--trees',numTreesToCreates); 
 osg::ref_ptrForestTechniqueManager ttm = new ForestTechniqueManager;   
   viewer.addEventHandler(new TechniqueEventHandler(ttm.get()));   
 viewer.addEventHandler(new  
 osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()));  
// add model to viewer.   TransparencyGlitchFixNode* root = new 
 TransparencyGlitchFixNode();   root-addChild( ttm-createScene((unsigned 
 int)numTreesToCreates) );   viewer.setSceneData( root );  
  return viewer.run();   }Here is what to expect:  - The 
 forest will be rendered twice.  - First pass will be additive blend without 
 depth-buffer write.  - Second pass shall be a normal render of the forest. 
  - The bug is so that the state-set is used both times, so both get  
 additive-blend.   The additive-blend is something I have added only to 
 ease the visual  debugging. The final code shall only have the state for 
 turning off  depth-buffer write. If everything works smoothly then you are 
 supposed to  see the forest as normal but with high-lighting due to the 
 additive blend at  all places where the trees are transparent.
 Regards,  Viggo   From: 
 [EMAIL PROTECTED]  To: osg-users@lists.openscenegraph.org  Date: Fri, 25 
 Jul 2008 10:42:08 +0200  Subject: Re: [osg-users] Robert: I figured it out 
 :-) (was: Is it possible  to know when the node-graph is 'dirty'?)   Hi 
 Robert,   Hi Viggo,   The rendering backend uses ref_ptr's so 
 there shouldn't be any leak,  assigning the new RenderBin will lead to the 
 previous one being  deleted.   Yep I figured out that one :-)   
 Rather than second guess what will be need might I suggest you  maintain a 
 recycling list of ref_ptr to your custom RenderBin, then  traverse this 
 list to find an entry that has a referenceCount() of  one, then take 
 ownership of this.   I took into usage a std::list which starts off 
 empty. I am currently  counting how many times cull-traverse is called and 
 increasing the list at  need.   Your idea of checking the reference 
 count is better. It will make the system  more robust.  I will continue 
 using a std::list for this.  I will keep track of what was the last used 
 element of the list, so when I  need a new one then I will traverse the 
 list from that point. This should  increase the chance of finding a free 
 entry immediately.  If I parse through the whole list, then I will insert a 
 new element to the  list and use that one.  The list will thus grow to 
 the maximum needed size and stay there until the  class is deleted. Future 
 changes of number of cameras or what ever  re-configurations that can cause 
 one thread to hold data longer will thus  automatically work.   I am 
 also ensuring that the original RenderBinList of RenderStage is not  
 changed anywhere else than for element 10. I used to add a new bin to  
 element 9, but that may be in usage already. Element 10 will instead point  
 to a new bin that contain it's own bin #9 and #10. Both will point to the  
 original content that RenderStage pointed to in it's bin #10.   Robert. 
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[osg-users] NPS_Tutorials.zip ?

2008-07-25 Thread Ariasgore

Hi,
does anybody know where I can get the NPS Tutorials zip with all modells 
referenced in the osg tutorials? It's pretty hard to do them without the 
proper files and it seems that they are unavailable at the moment.


The old page here - 
http://www.openscenegraph.org/documentation/NPSTutorials/ has only a dead 
link to that zip.


Greetings 


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Re: [osg-users] NPS_Tutorials.zip ?

2008-07-25 Thread Ümit Uzun
Hi,

You can download it from
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rar
Good luck, Bye..

Umit UZUN

2008/7/25 Ariasgore [EMAIL PROTECTED]:

 Hi,
 does anybody know where I can get the NPS Tutorials zip with all modells
 referenced in the osg tutorials? It's pretty hard to do them without the
 proper files and it seems that they are unavailable at the moment.

 The old page here -
 http://www.openscenegraph.org/documentation/NPSTutorials/ has only a dead
 link to that zip.

 Greetings
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[osg-users] Compile error on Solaris10/SunStudio11

2008-07-25 Thread Martin Spott
Hi,
when trying to build OSG (SVN from thursday afternoon, 15:30 UTC) on
Solaris, I get the following Error:

[ 99%] Building CXX object 
applications/osgconv/CMakeFiles/application_osgconv.dir/PluginQuery.o
/opt/SUNWspro/bin/CC  -xO2 -xtarget=ultra2 -xprefetch=auto  -xO2 -DNDEBUG 
-I/usr/local/src/OpenSceneGraph/include   -DOSG_DEBUG_POSTFIX='d' -o 
applications/osgconv/CMakeFiles/application_osgconv.dir/PluginQuery.o -c 
/usr/local/src/OpenSceneGraph/applications/osgconv/PluginQuery.cpp
[... many Warnings ...]
/usr/local/src/OpenSceneGraph/applications/osgconv/PluginQuery.cpp, line 149: 
Error: osgDB::outputPluginDetails(std::ostream , const std::string ) is 
expected to return a value.
make[2]: *** 
[applications/osgconv/CMakeFiles/application_osgconv.dir/PluginQuery.o] Error 1


Regards,
Martin.
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Re: [osg-users] Compile error on Solaris10/SunStudio11

2008-07-25 Thread Robert Osfield
Hi Martin,

The missing return was fixed yesterday.  Today the function is now
moved in to the osgDB, but this shouldn't effect the build.

Robert.

On Fri, Jul 25, 2008 at 3:55 PM, Martin Spott [EMAIL PROTECTED] wrote:
 Hi,
 when trying to build OSG (SVN from thursday afternoon, 15:30 UTC) on
 Solaris, I get the following Error:

 [ 99%] Building CXX object 
 applications/osgconv/CMakeFiles/application_osgconv.dir/PluginQuery.o
 /opt/SUNWspro/bin/CC  -xO2 -xtarget=ultra2 -xprefetch=auto  -xO2 -DNDEBUG 
 -I/usr/local/src/OpenSceneGraph/include   -DOSG_DEBUG_POSTFIX='d' -o 
 applications/osgconv/CMakeFiles/application_osgconv.dir/PluginQuery.o -c 
 /usr/local/src/OpenSceneGraph/applications/osgconv/PluginQuery.cpp
 [... many Warnings ...]
 /usr/local/src/OpenSceneGraph/applications/osgconv/PluginQuery.cpp, line 
 149: Error: osgDB::outputPluginDetails(std::ostream , const std::string ) 
 is expected to return a value.
 make[2]: *** 
 [applications/osgconv/CMakeFiles/application_osgconv.dir/PluginQuery.o] Error 
 1


 Regards,
Martin.
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[osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 release candidate

2008-07-25 Thread Robert Osfield
Hi All,

This evening I'll be making the OpenSceneGraph-2.6 branch, and tag
this as release candidate 1.  I'd greatly appreciate users testing out
the svn trunk to make sure everything is compiling correctly across
platforms.

Thanks in advance for you help,
Robert.
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Re: [osg-users] Slave Cameras projection matrices and aspect ratio

2008-07-25 Thread Robert Osfield
Hi Jose,

I tried the .cfg out and it works, but since osgviewer cow.osg -c
your.cfg doesn't contain your specific master projection matrix nor
have your profiling code I can't really test what your are seeing at
your end.

Given I'm busy working getting a 2.6 rc1 out the door, and am away
from tomorrow there is little time I have to further chase this up.

As a general note, the slave projection matrices are update on each
frame by multiplying the master camera's projection  matrix by the
slave projection offset matrix.  This means updates to the slaves
projection matrix will be overwritten, which is why you aren't seeing
these changes.

As to why you are seeing different values, I'm afraid I can't give a
specific reason for this, one would have to look at your specific code
against osgProducer and against osgViewer, and these both cases so you
can see it first hand and profile the values.

Robert.

On Thu, Jul 24, 2008 at 10:57 PM, Joseanibal Colon Ramos
[EMAIL PROTECTED] wrote:
 Thanks Robert,

 Here is the Producer config file I am using:

 ***
 Camera Camera-1
 {
RenderSurface Window-1
{
 Visual  { SetSimple }
 Screen 0;
 WindowRect 0 30 426 341;
 Border on;
 InputRectangle -1.0 1.0 -1.0 1.0;
}

Offset {
   Rotate 42.4 0 1 0;
}
 }

 Camera Camera-2
 {
RenderSurface Window-2
{
Visual  { SetSimple }
Screen 0;
WindowRect 426 30 426 341;
Border on;
 InputRectangle -1.0 1.0 -1.0 1.0;
}

Offset {
Rotate 0.0 0 1 0;
}
 }


 Camera Camera-3
 {
RenderSurface Window-3
{
Visual  { SetSimple }
Screen 0;
WindowRect 852 30 426 341;
Border on;
 InputRectangle -1.0 1.0 -1.0 1.0;
}

Offset {
Rotate -42.4 0 1 0;
}
 }


 InputArea
 {
RenderSurface Window-1 ;
RenderSurface Window-2 ;
RenderSurface Window-3 ;
 }
 ***

 I have tested and compared it with OSG 2.4 and OSG 1.2 with (very)
 slightly different results. I need the results to be exactly the same as
 in OSG 1.2.

 My understanding is that the InputArea is no longer required, but is is
 still there for backwards compatibility with OSG 1.2 . For each
 RenderSurface block I used to have a Lens configuration block like this
 one:
  Lens {
Perspective 42.4 45.0 1.0 100.0;
}
 but I no longer use it because I set the parameters in my code as:

 vwr.getCamera()-setProjectionMatrixAsPerspective(VerticalFOV, AspectRatio,
 NearClip, FarClip);  //for the master cam.

 I've tried doing it for each of the Slave cams as well:
 vwr.getSlave(int i)._camera-setProjectionMat. (same thing) . but it
 doesn't change anything.

 In this example:
 AspectRatio = 1.33
 VerticalFOV = 42.4/AspectRatio
 NearClip = doesn't matter right now
 FarClip = doesn't matter right now




 Whe I run my program (version OSG 2.4) I get the following runtime values:

 Master cam: (fov, aspect, near, far)31.807951987997, 1.333, 0.02, 199.

 Slave cam # 0 (fov, aspect, near, far): 31.8079530956935,
 1.31249230769231, 305.702400933255, 70223.0343790709

 Slave cam # 1 (fov, aspect, near, far): 31.8079530956935,
 1.31249230769231, 443.807876894962, 43394.6435810508

 Slave cam # 2 (fov, aspect, near, far): 31.8079530956935,
 1.31249230769231, 292.024441391996, 54427.4475917436

 You may ignore the Near/Far values. You can notice how the slave cams
 manipulated the aspect ratio slightly. The VerticalFOV seems right.





 When I run OSG 1.2 I get this:
 (no master cam concept)

 camera 0 FOV(h,v) = 42.4,31.808
 aspect_ratio : 1.36129

 camera 1 FOV(h,v) = 42.4,31.808
 aspect_ratio : 1.36129

 camera 2 FOV(h,v) = 42.4,31.808
 aspect_ratio : 1.36129

 I don't know how the aspect ration became that value either, because the
 aspect ratio should have been forced to 1.33. Anyways this works fine.

 I'd like to get the OSG 1.2 results, although none of these numbers quite
 make sense to me, and the corresponding values of each version are very
 close. I'll also provide the projection matrices which are a bit off as
 well:

 OSG2.4:
 Slave cam 0:
 projectionMatrix : {
2.67399874028772 0 0 0
0 3.50960277740655 0 0
0 0 -1.00874468153415 -1
0 0 -614.078072006898 0
 }
 Slave cam 1:
 projectionMatrix : {
2.67399874028772 0 0 0
0 3.50960277740655 0 0
0 0 -1.02066585525608 -1
0 0 -896.787423135345 0
 }
 Slave cam2:
projectionMatrix : {
2.67399874028772 0 0 0
0 3.50960277740655 0 0
0 0 -1.01078866385069 -1
0 0 -587.199436318357 0
 }

 What they should be: (OSG 1.2):
 Cam 0:
 2.57815,0,0,0
 0,3.5096,0,0
 0,0,-1,-1
 0,0,-20,0

 Cam 1:
 2.57815,0,0,0
 0,3.5096,0,0
 0,0,-1,-1
 0,0,-20,0

 Cam2:
 2.57815,0,0,0
 

[osg-users] World Coordinates

2008-07-25 Thread Kim C Bale
I'm trying to work out the world coordinates of vertices in my shader,
and I'd like to check my understanding of a few things.

 

At the moment I manually go through the graph and grabbing the
transformations en-route to the target geode and create the matrix
myself, pass this to the shader, and multiply it by gl_Vertex. That
seems to work fine, although it does involve a lot of faffing. 

 

However I noticed a couple of handy things already built into OSG.

 

The first is getWorldMatrices; If I call
root-getWorldMatrices(targetGeode) does this achieve the same as above?
Accumulate the transformation matrices up to that geode and form a
matrix?

 

The second is osg_ViewMatrixInverse. If I simply form a matrix from
osg_ViewMatrixInverse * gl_ModelViewMatrix does this not give me the
same matrix? 

 

I hope that makes sense, thanks for your help.

 

Kim.

 

 

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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 release candidate

2008-07-25 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

the latest SVN doesn't link (osgViewer) :
  virtual void operator()(const osg::Image image, const
unsigned int context_id) = 0;
cause a problem under VS 2003.
Linking...
   Creating library
C:\dev\OpenSceneGraphSVN\Openscenegraph\lib\Release\..\osgViewer.lib and
object C:\dev\OpenSceneGraphSVN\Openscenegraph\lib\Release\..\osgViewer.exp
HelpHandler.obj : error LNK2019: unresolved external symbol public: void
__thiscall osgViewer::WindowCaptureCallback::setCaptureOperation(class
osgViewer::CaptureOperation *) ([EMAIL PROTECTED]
@osgViewer@@[EMAIL PROTECTED]@@Z) referenced in function public:
void __thiscall osgViewer::ScreenCaptureHandler::setCaptureOperation(class
osgViewer::CaptureOperation *) ([EMAIL PROTECTED]
@osgViewer@@[EMAIL PROTECTED]@@Z)
StatsHandler.obj : error LNK2019: unresolved external symbol public: void
__thiscall osgViewer::WindowCaptureCallback::setCaptureOperation(class
osgViewer::CaptureOperation *) ([EMAIL PROTECTED]
@osgViewer@@[EMAIL PROTECTED]@@Z) referenced in function
[thunk]:public: virtual bool __thiscall
osg::Drawable::DrawCallback::isSameKindAs`vtordisp{4294967292,0}' (class
osg::Object const *)const  ([EMAIL PROTECTED]@[EMAIL PROTECTED]
@@[EMAIL PROTECTED]@[EMAIL PROTECTED]@@Z)
ViewerEventHandlers.obj : error LNK2001: unresolved external symbol public:
void __thiscall osgViewer::WindowCaptureCallback::setCaptureOperation(class
osgViewer::CaptureOperation *) ([EMAIL PROTECTED]
@osgViewer@@[EMAIL PROTECTED]@@Z)
HelpHandler.obj : error LNK2001: unresolved external symbol public: virtual
void __thiscall osgViewer::WriteToFileCaptureOperation::operator()(class
osg::Image const ,unsigned int) ([EMAIL PROTECTED]
@@[EMAIL PROTECTED]@@[EMAIL PROTECTED])
StatsHandler.obj : error LNK2001: unresolved external symbol public:
virtual void __thiscall
osgViewer::WriteToFileCaptureOperation::operator()(class osg::Image const
,unsigned int) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]
@@[EMAIL PROTECTED])
ViewerEventHandlers.obj : error LNK2001: unresolved external symbol public:
virtual void __thiscall
osgViewer::WriteToFileCaptureOperation::operator()(class osg::Image const
,unsigned int) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]
@@[EMAIL PROTECTED])
C:\dev\OpenSceneGraphSVN\Openscenegraph\lib\Release\..\..\bin\osg42-osgViewer.dll
: fatal error LNK1120: 2 unresolved externals



2008/7/25 Robert Osfield [EMAIL PROTECTED]:

 Hi All,

 This evening I'll be making the OpenSceneGraph-2.6 branch, and tag
 this as release candidate 1.  I'd greatly appreciate users testing out
 the svn trunk to make sure everything is compiling correctly across
 platforms.

 Thanks in advance for you help,
 Robert.
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Re: [osg-users] Compile error on Solaris10/SunStudio11

2008-07-25 Thread Martin Spott
Robert Osfield wrote:

 The missing return was fixed yesterday.  Today the function is now
 moved in to the osgDB, but this shouldn't effect the build.

Ok, I'll recheck. A little notice when running CMake makes me wonder
(freshly pulled from SVN):

[...]
-- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_SUN
-- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed
[...]


This _is_ a Sun - did I misunderstand the comment ?

Martin.
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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 release candidate

2008-07-25 Thread Robert Osfield
HI Adrian,

I can't work out what is actually missing, everything looks sounds to me.

Any chance that you have an out of sync build, or older libs hanging around?

Robert.

On Fri, Jul 25, 2008 at 4:23 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
 Hi Robert,

 the latest SVN doesn't link (osgViewer) :
   virtual void operator()(const osg::Image image, const
 unsigned int context_id) = 0;
 cause a problem under VS 2003.
 Linking...
Creating library
 C:\dev\OpenSceneGraphSVN\Openscenegraph\lib\Release\..\osgViewer.lib and
 object C:\dev\OpenSceneGraphSVN\Openscenegraph\lib\Release\..\osgViewer.exp
 HelpHandler.obj : error LNK2019: unresolved external symbol public: void
 __thiscall osgViewer::WindowCaptureCallback::setCaptureOperation(class
 osgViewer::CaptureOperation *)
 ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@Z)
 referenced in function public: void __thiscall
 osgViewer::ScreenCaptureHandler::setCaptureOperation(class
 osgViewer::CaptureOperation *)
 ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@Z)
 StatsHandler.obj : error LNK2019: unresolved external symbol public: void
 __thiscall osgViewer::WindowCaptureCallback::setCaptureOperation(class
 osgViewer::CaptureOperation *)
 ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@Z)
 referenced in function [thunk]:public: virtual bool __thiscall
 osg::Drawable::DrawCallback::isSameKindAs`vtordisp{4294967292,0}' (class
 osg::Object const *)const 
 ([EMAIL PROTECTED]@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@[EMAIL PROTECTED]@@Z)
 ViewerEventHandlers.obj : error LNK2001: unresolved external symbol public:
 void __thiscall osgViewer::WindowCaptureCallback::setCaptureOperation(class
 osgViewer::CaptureOperation *)
 ([EMAIL PROTECTED]@osgViewer@@[EMAIL PROTECTED]@@Z)
 HelpHandler.obj : error LNK2001: unresolved external symbol public: virtual
 void __thiscall osgViewer::WriteToFileCaptureOperation::operator()(class
 osg::Image const ,unsigned int)
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED])
 StatsHandler.obj : error LNK2001: unresolved external symbol public:
 virtual void __thiscall
 osgViewer::WriteToFileCaptureOperation::operator()(class osg::Image const
 ,unsigned int)
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED])
 ViewerEventHandlers.obj : error LNK2001: unresolved external symbol public:
 virtual void __thiscall
 osgViewer::WriteToFileCaptureOperation::operator()(class osg::Image const
 ,unsigned int)
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED])
 C:\dev\OpenSceneGraphSVN\Openscenegraph\lib\Release\..\..\bin\osg42-osgViewer.dll
 : fatal error LNK1120: 2 unresolved externals



 2008/7/25 Robert Osfield [EMAIL PROTECTED]:

 Hi All,

 This evening I'll be making the OpenSceneGraph-2.6 branch, and tag
 this as release candidate 1.  I'd greatly appreciate users testing out
 the svn trunk to make sure everything is compiling correctly across
 platforms.

 Thanks in advance for you help,
 Robert.
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 --
 
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Re: [osg-users] NPS_Tutorials.zip ?

2008-07-25 Thread Ariasgore

Many thanks for the file!

But is this his official package? There seems to be still files missing like 
HUDBack2.tga


Thanks

--
From: Ümit Uzun [EMAIL PROTECTED]
Sent: Friday, July 25, 2008 4:27 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] NPS_Tutorials.zip ?


Hi,

You can download it from
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rar
Good luck, Bye..

Umit UZUN

2008/7/25 Ariasgore [EMAIL PROTECTED]:


Hi,
does anybody know where I can get the NPS Tutorials zip with all modells
referenced in the osg tutorials? It's pretty hard to do them without the
proper files and it seems that they are unavailable at the moment.

The old page here -
http://www.openscenegraph.org/documentation/NPSTutorials/ has only a dead
link to that zip.

Greetings
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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 release candidate

2008-07-25 Thread Jean-Sébastien Guay

Hello Robert,


This evening I'll be making the OpenSceneGraph-2.6 branch, and tag
this as release candidate 1.  I'd greatly appreciate users testing out
the svn trunk to make sure everything is compiling correctly across
platforms.


Builds fine for me. Vista 32bit, VC++ 8.

J-S
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Re: [osg-users] Moving from Producer to osgViewer

2008-07-25 Thread Bruno Carneiro de Castro
Hi Gordon,

I tried to port the Producer code to osgViewer, but some methods
are becoming hard to replace (see details bellow).

Any replacement suggestions?

Thanks,
Bruno

-

//variables (just to contextualize)

osgProducer::Viewer* viewer_obj;

Producer::Camera *camera_obj;

int x, y, width, height;

double d_left, d_right, d_bottom, d_top, d_nearClip,
d_farClip, d_xshear, d_yshear;

float f_near, f_far, f_hfov, f_vfov;

osg::Matrix matrix;

osg::Matrixd matrixd;

std::string name = My Camera;

osg::Group* hud;

//methods that need conversion

//ISSUE #1: getGlobalStateSet() equivalent not found
//in osgViewer::Viewer
viewer_obj-getGlobalStateSet()-setMode( GL_FOG,
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );

//ISSUE #2: getProjectionMatrixAsFrustum() is the closest
//method in osg::Camera, but it doesn't accept
//the d_xshear and d_yshear values
camera_obj-getLensParams(d_left, d_right, d_bottom,
d_top, d_nearClip, d_farClip, d_xshear, d_yshear);

//ISSUE #3: osg::Camera::setProjectionMatrixAsFrustum()
//seems to be the best replacement, but once more
//the d_xshear and d_yshear values are not supported
camera_obj-setLensFrustum( d_left, d_right, d_bottom,
d_top, d_near, d_far, d_xshear, d_yshear );

//ISSUE #4: osgViewer::Viewer::addSlave() was used
//as replacement
viewer_obj-getCameraConfig()-addCamera( name, camera_obj );

//ISSUE #5: replaced by osg::Camera::setViewport()
camera_obj-setProjectionRectangle ( x, y, width, height );

//ISSUE #6: setLensAutoAspect() equivalent not found in
//osg::Camera
camera_obj-setLensAutoAspect(true);

//ISSUE #7: osg::Camera::setProjectionMatrixAsPerspective() was
//the closest method found
camera_obj-setLensPerspective( f_hfov, f_vfov, f_near, f_far );

//ISSUE #8: osg::Camera::setProjectionMatrix() was
//the closest method found
camera_obj-setOffset( matrix.ptr() );

//ISSUE #9: no equivalent method for setSceneDecorator() was found
viewer_obj-setSceneDecorator( hud );

//ISSUE #10: no equivalent method for setViewByMatrix() was found
viewer_obj-setViewByMatrix( Producer::Matrix( matrixd.ptr() ) );

//ISSUE #11: no equivalent method for update() was found
viewer_obj-update();

//ISSUE #12: no equivalent method for frame() was found
camera_obj-frame( false );

//ISSUE #13: no equivalent method for setUseFrameBlock()
//was found
osgDB::Registry::instance()-getOrCreateDatabasePager()
-setUseFrameBlock(true);

//ISSUE #14: equivalent class of SceneHandlerList not found
for(SceneHandlerList::iterator itr = viewer_obj-_shvec.begin();
itr != viewer_obj-_shvec.end(); ++itr)
{
osgDB::Registry::instance()-getOrCreateDatabasePager()-
setCompileGLObjectsForContextID(
(*itr)-getSceneView()-getState()-getContextID(), false );
}


 --

 Date: Fri, 25 Jul 2008 08:20:35 -0400
 From: Gordon Tomlinson
 Subject: Re: [osg-users] Moving from Producer to osgViewer
 To: 'OpenSceneGraph Users'
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain;   charset=us-ascii

 Have you tried  ?

 It took us not more than a couple days to move away form producer in our
 apps

 Some things a little different and you pick up those up quickly when you
 convert



 -Original Message-
 From: Bruno
 Carneiro de Castro
 Sent: Friday, July 25, 2008 7:40 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Moving from Producer to osgViewer

 Hi all

 I'm moving an app from Producer to osgViewer and have doubts about the
 equivalence between some Producer methods vs. osgViewer methods.

 May you help me, indicating the methods more suitable to change in the
 Producer code fragment below, in order to get it working under osgViewer?

 Thanks,
 Bruno

 -

 //variables (just to contextualize)

 osgProducer::Viewer* viewer_obj;

 Producer::Camera *camera_obj;

 int x, y, width, height;

 double d_left, d_right, d_bottom, d_top, d_nearClip, d_farClip, d_xshear,
 d_yshear;

 float f_near, f_far, f_hfov, f_vfov;

 osg::Matrix matrix;

 osg::Matrixd matrixd;

 std::string name = My Camera;

 osg::Group* hud;

 //methods that need conversion

 viewer_obj-getGlobalStateSet()-setMode( GL_FOG,
 osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );

 camera_obj-getLensParams(d_left, d_right, d_bottom, d_top, d_nearClip,
 d_farClip, d_xshear, d_yshear);

 camera_obj-setLensFrustum( d_left, d_right, d_bottom, d_top, d_near, d_far,
 d_xshear, d_yshear );

 viewer_obj-getCameraConfig()-addCamera( name, camera_obj );

 camera_obj-setProjectionRectangle ( x, y, width, height );

 camera_obj-setLensAutoAspect(true);

 camera_obj-setLensPerspective( f_hfov, f_vfov, f_near, f_far );

 camera_obj = viewer_obj-getCameraConfig()- findCamera( name.c_str() );

 camera_obj-setOffset( matrix.ptr() );

 viewer_obj-setSceneDecorator( hud );

 viewer_obj-setViewByMatrix( Producer::Matrix( matrixd.ptr() ) );

 viewer_obj-update();

 camera_obj-frame( false );

 

Re: [osg-users] Moving from Producer to osgViewer

2008-07-25 Thread Joseanibal Colon Ramos
Take a look at this:

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/classes.html

It will help you find the proper function name changes (or similar
functions) for the new classes you will be using.

For instance:
osgProducer::Viewer* viewer_obj; -
 ref_ptrosgViewer::Viewer viewer_obj; //re_ptr's are safer than
pointers alone. instead of dereferencing you do: viewer_obj.get()

Producer::Camera *camera_obj;  -
 osg::Camera camera_obj;

and so on. Most of the things stay the same. Good luck.

-J




On Fri, July 25, 2008 5:20 am, Gordon Tomlinson wrote:
 Have you tried  ?

 It took us not more than a couple days to move away form producer in our
 apps

 Some things a little different and you pick up those up quickly when you
 convert



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruno
 Carneiro de Castro
 Sent: Friday, July 25, 2008 7:40 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Moving from Producer to osgViewer

 Hi all

 I'm moving an app from Producer to osgViewer and have doubts about the
 equivalence between some Producer methods vs. osgViewer methods.

 May you help me, indicating the methods more suitable to change in the
 Producer code fragment below, in order to get it working under osgViewer?

 Thanks,
 Bruno

 -

 //variables (just to contextualize)

 osgProducer::Viewer* viewer_obj;

 Producer::Camera *camera_obj;

 int x, y, width, height;

 double d_left, d_right, d_bottom, d_top, d_nearClip, d_farClip, d_xshear,
 d_yshear;

 float f_near, f_far, f_hfov, f_vfov;

 osg::Matrix matrix;

 osg::Matrixd matrixd;

 std::string name = My Camera;

 osg::Group* hud;

 //methods that need conversion

 viewer_obj-getGlobalStateSet()-setMode( GL_FOG,
 osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );

 camera_obj-getLensParams(d_left, d_right, d_bottom, d_top, d_nearClip,
 d_farClip, d_xshear, d_yshear);

 camera_obj-setLensFrustum( d_left, d_right, d_bottom, d_top, d_near,
 d_far,
 d_xshear, d_yshear );

 viewer_obj-getCameraConfig()-addCamera( name, camera_obj );

 camera_obj-setProjectionRectangle ( x, y, width, height );

 camera_obj-setLensAutoAspect(true);

 camera_obj-setLensPerspective( f_hfov, f_vfov, f_near, f_far );

 camera_obj = viewer_obj-getCameraConfig()- findCamera( name.c_str() );

 camera_obj-setOffset( matrix.ptr() );

 viewer_obj-setSceneDecorator( hud );

 viewer_obj-setViewByMatrix( Producer::Matrix( matrixd.ptr() ) );

 viewer_obj-update();

 camera_obj-frame( false );

 osgDB::Registry::instance()-getOrCreateDatabasePager()-
setUseFrameBlock(true);

 for(SceneHandlerList::iterator itr = viewer_obj-_shvec.begin(); itr !=
 viewer_obj-_shvec.end(); ++itr) {
 osgDB::Registry::instance()-getOrCreateDatabasePager()-
 setCompileGLObjectsForContextID(
 (*itr)-getSceneView()-getState()-getContextID(), false ); }
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Re: [osg-users] Moving from Producer to osgViewer

2008-07-25 Thread Robert Osfield
Hi Bruno,

osgViewer != osgProducer, but pretty well all of Producer
functionality is available + much new functionality and flexibility.
Naming has changed to better reflect OpenGL naming conventions -
something that the core OSG has always done, Producer diverged from
this occassionally.

FYI:

 //ISSUE #6: setLensAutoAspect() equivalent not found in
 //osg::Camera
 camera_obj-setLensAutoAspect(true);

enum ProjectionResizePolicy
{
FIXED, /** Keep the projection matrix fixed, despite
window resizes.*/
HORIZONTAL, /** Adjust the HORIZOTNAL field of view on
window resizes.*/
VERTICAL /** Adjust the VERTICAL field of view on window resizes.*/
};

/** Set the policy used to determine if and how the projection
matrix should be adjusted on window resizes. */
inline void setProjectionResizePolicy(ProjectionResizePolicy
policy) { _projectionResizePolicy = policy; }


 //ISSUE #8: osg::Camera::setProjectionMatrix() was
 //the closest method found
 camera_obj-setOffset( matrix.ptr() );

Producer::Camear::setLens is roughly equivilant to
osg::Camera::setProjectMatrix*().

osg::Camera doesn't not embed the master/slave projection matrix
offset, so there is no setOffset() method.

Instead the osg::View has a master Camera, and a optional list of
slave Camera, and the addSlave method provides the mechnism for
specifying the view and projection matrix offsets for the slaves.

 //ISSUE #9: no equivalent method for setSceneDecorator() was found
 viewer_obj-setSceneDecorator( hud );

Please have a look at the osghud example, and in particular think
about the code segment that uses a Viewer slave Camera to do the hud.
You can also add a hud Camera directly to the GraphicsWindow if you so
wished.

So rather no equivalant, there is actually far better replacements...

 //ISSUE #10: no equivalent method for setViewByMatrix() was found
 viewer_obj-setViewByMatrix( Producer::Matrix( matrixd.ptr() ) );

viewer-getCamera()-setViewMatrix()...

osgViewer::Viewer has a Camera, rather than osgProducer::Viewer
which is a Camera.


 //ISSUE #11: no equivalent method for update() was found
 viewer_obj-update();

 //ISSUE #12: no equivalent method for frame() was found
 camera_obj-frame( false );

viewer.frame();

Which can be broken down into phases - updateTraversal(),
eventTraversal(), and renderingTraversals()


 //ISSUE #14: equivalent class of SceneHandlerList not found
 for(SceneHandlerList::iterator itr = viewer_obj-_shvec.begin();
 itr != viewer_obj-_shvec.end(); ++itr)
 {
osgDB::Registry::instance()-getOrCreateDatabasePager()-
setCompileGLObjectsForContextID(
(*itr)-getSceneView()-getState()-getContextID(), false );
 }

This type of code is totally redundant in osgViewer, just remove it
form your code.

Please spend some time getting to know osgViewer, rather than just
trying to map osgProducer::Viewer to osgViewer::Viewer.  Lots of
things that were really hacky in osgProducer::Viewer are much cleaner
and more flexible in osgViewer, but you'll need to get out of the
osgProducer::Viewer/Producer mind set.

Robert.
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[osg-users] How to scale rotations ?

2008-07-25 Thread Janusz

Dear all:

Appreciate any answer on the topic:

I am reading an orientation / rotation matrix info from a sensor, then 
visualizing the rotation of an object on screen with OSG. Given the 
matrix or the resulting quaternion I need to be able to scale the 
rotations independently, i.e.


heading_scale*heading_angle, heading_scale=0,1
attitude_scale*attitude_angle
bank_scale*bank_angle

in order to be able to control them on its own or restrict the rotation 
to one angle only.


I have written 2 functions. The first one converts a quaternion to the 
Euler angles, the other one does the opposite. In between the calls to 
the functions I am trying to scale the rotations or switch them on/off 
as needed.


The results are not quite good, however, and I often get trapped in the 
famous gimbal lock as probably expected. :-)


Q: Is there any other possibility to handle rotations on its own? Is 
there a way to do that without running the conversion, scaling, then 
converting back to quat ?


All I have is the rotation matrix.

Appreciate any answer/advice or pointing me in the right direction.

Best regards,
Janusz Goldasz

--
void getEulerFromQuat(osg::Quat q, double heading, double attitude, 
double bank)

{
   double sqx = q.x()*q.x();  
   double sqy = q.y()*q.y();  
   double sqz = q.z()*q.z();


   double t = q.x()*q.y() + q.z()*q.w();
   if (t0.4)
   {
   heading = 2 * atan2(q.x(),q.w());
   attitude = osg::PI_2;
   bank = 0;
   }
   else if (t-0.4)
   {
   heading = -2 * atan2(q.x(),q.w());
   attitude = - osg::PI_2;
   bank = 0;
   }
   else
   {
   heading = atan2(2*q.y()*q.w()-2*q.x()*q.z() , 1 - 2*sqy - 2*sqz);
   attitude = asin(2*t);
   bank = atan2(2*q.x()*q.w()-2*q.y()*q.z() , 1 - 2*sqx - 2*sqz);
   }
}




void getQuatFromEuler(double heading, double attitude, double bank, 
osg::Quat q)

{
   double c1 = cos(heading/2);  
   double s1 = sin(heading/2);  
   double c2 = cos(attitude/2);  
   double s2 = sin(attitude/2);  
   double c3 = cos(bank/2);  
   double s3 = sin(bank/2);
   double c1c2 = c1*c2; 
   double s1s2 = s1*s2; 



   double w =c1c2*c3 - s1s2*s3;
   double x =c1c2*s3 + s1s2*c3;
   double y =s1*c2*c3 + c1*s2*s3;
   double z =c1*s2*c3 - s1*c2*s3;

   q[0] = x; q[1] = y;
   q[2] = z; q[3] = w;
}

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[osg-users] computeIntersections works very strange

2008-07-25 Thread GMD GammerMaxyandex.ru
Hello. I have question about OSG v 2.5.5. In this version of OSG function 
viewer-computeIntersections(x,y, hlist) works very strange - when cursor 
movements over object is short it(cursor) falls throught the object and 
function returns name of object which is behind current(object over which 
cursor is). In earlyer(less 2.5.2) versions of OSG this error has never 
appeared. How can I solve this problem in this(2.5.5) version of OSG?
Best regards, Max.
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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 release candidate

2008-07-25 Thread Vican, Justin E.
Hi Robert,
Builds without error on the following systems:
-64 bit RedHat EL4, gcc/g++ 3.4.6
-32 bit RedHat EL4, gcc/g++ 3.4.6
-IRIX 6.5, cc/CC 7.4.2m

Thorough testing will take a while, but no problems found so far.

-Justin

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Friday, July 25, 2008 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.6 
release candidate

Hello Robert,

 This evening I'll be making the OpenSceneGraph-2.6 branch, and tag
 this as release candidate 1.  I'd greatly appreciate users testing out
 the svn trunk to make sure everything is compiling correctly across
 platforms.

Builds fine for me. Vista 32bit, VC++ 8.

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] computeIntersections works very strange

2008-07-25 Thread Robert Osfield
Hi Max,

This suggests that the changes I made to
osgUtil::LineSegmentIntersector to improve precision are introducing
problems is some corner cases.

Could you provide the data that causes these problems?

Robert.

On Fri, Jul 25, 2008 at 8:20 PM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
 Hello. I have question about OSG v 2.5.5. In this version of OSG function 
 viewer-computeIntersections(x,y, hlist) works very strange - when cursor 
 movements over object is short it(cursor) falls throught the object and 
 function returns name of object which is behind current(object over which 
 cursor is). In earlyer(less 2.5.2) versions of OSG this error has never 
 appeared. How can I solve this problem in this(2.5.5) version of OSG?
 Best regards, Max.
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Re: [osg-users] NPS_Tutorials.zip ?

2008-07-25 Thread Ümit Uzun
You are welcome. Yes it's official package for version osg2.x. But as you
see, the tutorials were arranged for osg1.2 So you can see dıfferent part of
fıle from them. It's normal. Good luck.

Best Regards.

Ümit UZUN

2008/7/25 Ariasgore [EMAIL PROTECTED]:

 Many thanks for the file!

 But is this his official package? There seems to be still files missing
 like HUDBack2.tga

 Thanks

 --
 From: Ümit Uzun [EMAIL PROTECTED]
 Sent: Friday, July 25, 2008 4:27 PM
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] NPS_Tutorials.zip ?


  Hi,

 You can download it from

 http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rar
 Good luck, Bye..

 Umit UZUN

 2008/7/25 Ariasgore [EMAIL PROTECTED]:

  Hi,
 does anybody know where I can get the NPS Tutorials zip with all modells
 referenced in the osg tutorials? It's pretty hard to do them without the
 proper files and it seems that they are unavailable at the moment.

 The old page here -
 http://www.openscenegraph.org/documentation/NPSTutorials/ has only a
 dead
 link to that zip.

 Greetings
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[osg-users] OpenSceneGraph-2.6.0-rc1 tagged

2008-07-25 Thread Robert Osfield
Hi All,

I have just tagged OpenSceneGraph-2.6.0-rc1:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.6.0-rc1/

And have made the OpenSceneGraph-2.6 branch:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.6/

I've also put up links on the downloads page:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads

The plan is now to test 2.6.0-rc1 and the OpenSceneGraph-2.6 branch to
spot problems that need resolving.  My guess is that we will need a
couple more rc's before that final 2.6.0 stable is tagged.  During the
shake down of OpenSceneGaph-2.6 we'll use the branch as the basis,
rather than trunk and further rc's will be made from the
OpenSceneGraph-2.6 branch.

We have several members of the community that have write permission to
the branches:

  Paul Martz
  Bob Kuehne
  Paul Melis (new)
  Eric Sokolowski (new)
  Jeremy Moles (new)

And myself of course, although I'll be away next week so it's up to
these guys to check in your fixes ;-)

On my return I'll merge fixes from the OpenSceneGraph-2.6 branch back
into SVN trunk.  I'll also do a review of all the changes made against
the branch 2.6.

Thanks to all those who've pitched in with new functionality in 2.6,
and all the testing and debugging.
Robert.
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[osg-users] OSX X11 build

2008-07-25 Thread Eric Sokolowsky
I've been away from OSG for a few weeks (vacations, other projects, etc) but
I have some time to get back to it. I'm encountering trouble building OSG
with X11 because CMake can't find GL/glx.h. I'm going to keep banging away
at this, but if anyone offhand knows how to get CMake to find the file in
the right place, please let me know. This header file is needed to compile
osgViewer (the library, not the application).

I intend to get this resolved before Robert releases OSG 2.6. I'm also
trying to see if the X11 build will support 64-bit, which the Carbon build
will not.

-Eric
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[osg-users] [Bug] Invalid CMake version checks

2008-07-25 Thread Kevin Kofler
This construct is not future safe:
IF(CMAKE_MAJOR_VERSION EQUAL 2 AND CMAKE_MINOR_VERSION GREATER 4)

This will break the day CMake 3.0 is released.

Kevin Kofler

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Re: [osg-users] osg::Image::update?

2008-07-25 Thread Hartmut Seichter

Robert Osfield wrote:

Hi Hartmut,

On Thu, Jul 24, 2008 at 3:10 AM, Hartmut Seichter
[EMAIL PROTECTED] wrote:
  

I just realized the introduction of osg::Image::update(osg::NodeVisitor*)

which is awsome (kindof - for now it just breaks the whole thing),



What do mean just breaks the whole thing?  Could you be very
specific.  It shouldn't change anything for conventional Texture/Image
usage.

  
Well, osgART has a number of PlugIns implementing their own 
osgART::VideoImageStream which implements update slightly
different. But I am happy to quickly change things over as we are 
targeting the latest OSG

especially for osgART (http://osgart.org) ... I was wondering what your
plans are with the implementation as the osgimagesequence is probably a work
in progress



osgimagesequence is currently work in progress, it should be wrapped
up today though.  I have non paged and paged ImageSequence
functionality working, it just API refinement and better control of
looping.

Robert.
  
Are there any plans to differentiate between open() and play() ... this 
was the main reason for us  to have osgART::VideoImageStream as we need 
to know in osgART which dimensions and colorspace the imagestream supports



Cheers,
H



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--
Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ

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[osg-users] How to read out the coordinate info from model files

2008-07-25 Thread TANG Fangqin
Hi all,

I'm trying to import some 3ds models (using osgDB::readNodeFile) into an osg
programme.
Now the problem is that:
Is there any way that we can read the coordinate information out from the
models since 3ds models have saved the position (the model center)
coordinate information themselves?
Is there any API in osg::Node class which we can call to get such
information?

I hope I make my question clear.
Thanks for your advices in advance.

With best regards,
Fangqin
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