Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
On Tue, Aug 5, 2008 at 6:51 AM, Ahmed Nawar [EMAIL PROTECTED] wrote: Dear All, I read in 2.6 Updates include this New database optimizer that is able to remove static transforms by duplicating shared geometries And I want to ask what is best for performance. - Duplicate geometries (or) - Shared geometries and transform them. This isn't the thread to be discussing features. Could you start a new thread and I'll answer your question there. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] readNodeFile progress callback
Hi, I was wondering if anybody know of any sort of progress callback that could be used with osgdb::readnodefile ? I would like to show a progress bar while my file is being loaded. I couldnt find anything in the doc nor in the archives. Thanks for your help. -Jerome Hummel - This message contains confidential and legally privileged information. This information is intended only for the addressee of this message. In case you have received this message in error, you should not disseminate, distribute or copy it. Please notify the sender immediately by e-mail and delete this message from your IT system. Ce message comporte des informations confidentielles et légalement protégées. Ces informations sont réservées aux seuls destinataires du message. Si vous avez reçu ce message par erreur, vous ne devez pas le distribuer, diffuser ou copier. Nous vous remercions de bien vouloir en informer l'expéditeur par email et supprimer ce message de votre système informatique. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] New database optimizer
Dear All, I read in 2.6 Updates include this New database optimizer that is able to remove static transforms by duplicating shared geometries And I want to ask what is best for performance. Duplicate geometries (or) Shared geometries and transform them. Thanks, Ahmed Nawar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Hi Robert, I just committed fixes for two spelling mistakes for 2.6 (one public API, one private). Regards, Paul Robert Osfield wrote: Hi All, I have now tagged the 2.6.0 release candidate 2, you can grab it from the downloads page: http://www.openscenegraph.org/projects/osg/wiki/Downloads Or more directly: * Zip file containing source code : OpenSceneGraph-2.6.0-rc2.zip * Subversion tag : svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.6.0-rc2 OpenSceneGraph * Subversion 2.6 series branch : svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.6 OpenSceneGraph I have put together an initial draft of the press release (please review/comment/amend): http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6 Please test on as many platforms as you can, as this is the last rc I'm planning, and as long as things go smoothly will press ahead an make the final 2.6.0 tomorrow. Then it'd be great if we can then get the binaries built and uploaded for the various platforms for Wednesday. Thanks in advance for testing. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Paul, It looks like the osgviewerWX plugin is pulling in Carbon stuff and/or Quicktime stuff for 64-bit. I imagine it's actually in the WXWidgets library itself, not necessarily the example code. I'm sorry I don't have the error in front of me, and it would take some time to generate. I am willing to do it if it will be useful to you though. -Eric On Mon, Aug 4, 2008 at 4:58 PM, Paul Melis [EMAIL PROTECTED] wrote: Eric Sokolowsky wrote: Robert Osfield wrote: Hi All, I have now tagged the 2.6.0 release candidate 2, you can grab it from the downloads page: libosgviewer will not build in 64-bit under Carbon (ppc64 or x86_64) osgviewerWX example will not build in 64-bit under Carbon or X11 (ppc64 or x86_64) What's the build error you get with osgviewerWX? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New database optimizer
Hi Ahmed, On Tue, Aug 5, 2008 at 9:38 AM, Ahmed Nawar [EMAIL PROTECTED] wrote: I read in 2.6 Updates include this New database optimizer that is able to remove static transforms by duplicating shared geometries What I'm referring to is the new addition to the osgUtil::Optimizer is of osgUtil::Optimizer::FlattenStaticTransformsDuplicatingSharedSubgraphsVisitor. You can switch it on by or'ing in osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS bit when calling optimizer.optimizer(node,options); Or just constrcut the visitor yourself and apply it directly to your own subgraphs. And I want to ask what is best for performance. Duplicate geometries (or) Shared geometries and transform them. There is no straight answer to this. Some scenes will benefit from duplicating the geometries and removal of the transforms, others will perform less well. If you are CPU rather GPU limited then going the duplicated route is likely to help, while if your are GPU limited rather the CPU then sharing subgraphs and using transform to place the instances will be better. The easiest way to find out whether your databases will benefit is to go ahead an optimize them and then benchmark the different types of optimizations. The way I do such tests is use env vars (the below assumes you are using the bash shell) export OSG_OPTIMIZER=OFF osgconv mydatabase.flt off.ive export OSG_OPTIMIZER=DEFAULT osgconv mydatabase.flt default.ive export OSG_OPTIMIZER=DEFAULT FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS osgconv mydatabase.flt duplicate.ive The record an animation path with osgviewer (press 'z' to start and stop recording the path) then run the benchmarking: osgviewer off.ive --path saved_animation.path osgviewer default.ive --path saved_animation.path osgviewer duplicate.ive --path saved_animation.path I'll typically run the tests with vsync on and off. Run it with vysnc on to find out whether you ever drop frames which is the critical part to our final apps, then with vsync off to get a relative performance profile between the tests. Do the tests several times to make sure that cache isn't playing tricks on your performance results. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
On Jul 25, 2008, at 11:33 PM, Eric Sokolowsky wrote: 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. I'm wondering as to what the outcome of this was. I seem to encounter the same problem, but I can't figure out how to point the cmake system in the right direction as I don't know which (if there are any) options to set. Looking at my system, there's a few place where GL/ glx.h is installed: ---SNIP--- dyn251% locate glx.h /Developer/SDKs/MacOSX10.4u.sdk/usr/X11R6/include/GL/glx.h /Developer/SDKs/MacOSX10.5.sdk/usr/X11/include/GL/glx.h /Developer/SDKs/MacOSX10.5.sdk/usr/X11/include/xcb/glx.h /usr/X11/include/GL/glx.h /usr/X11/include/xcb/glx.h --/SNIP--- So, apparently, the file missing entirely is not the problem. Anybody? Thanks! Frank ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] readNodeFile progress callback
Hi Jerome, You can try osgDB loading progress How to add a progress bar for file loading with osgDB at: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials see whether this fits your requirement or you can try OSG SplashScreen at: http://www.plopbyte.net/ By the way, how do I detect when the scene is fully rendered so that I can remove my splash screen and show the rendered scene? Regards Cg From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 5 Aug 2008 10:30:58 +0200Subject: [osg-users] readNodeFile progress callback Hi, I was wondering if anybody know of any sort of progress callback that could be used with osgdb::readnodefile ? I would like to show a progress bar while my file is being loaded. I couldn’t find anything in the doc nor in the archives. Thanks for your help. -Jerome Hummel - This message contains confidential and legally privileged information. This information is intended only for the addressee of this message. In case you have received this message in error, you should not disseminate, distribute or copy it. Please notify the sender immediately by e-mail and delete this message from your IT system. Ce message comporte des informations confidentielles et légalement protégées. Ces informations sont réservées aux seuls destinataires du message. Si vous avez reçu ce message par erreur, vous ne devez pas le distribuer, diffuser ou copier. Nous vous remercions de bien vouloir en informer l'expéditeur par email et supprimer ce message de votre système informatique. _ Easily edit your photos like a pro with Photo Gallery. http://get.live.com/photogallery/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
On Tue, Aug 5, 2008 at 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote: Since the API has changed a little the wrappers need updating so I'm currently running genwrapper to rebuild them. I'll check in these changes, I'll bump the SO number as well. These changes should be checked in over the next half hour. These changes are now checked into the OpenSceneGraph-2.6 branch. I'm awaiting a clean build to complete, once it has I'll merge the changes into SVN trunk. I'm not expecting any cross platform build issues with the changes that Paul and I have made, but you never know, so I'd appreciate testing out the OpenSceneGraph-2.6 branch. There are a couple of unsolved items on the BugResolution page, but none what I'd call show stoppers so I'm currently comfortable with pressing ahead with the making the 2.6.0 stable release this afternoon (UK time). Items on the BugResolution page are: http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution Please shout if there are problems that you spot. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Calculate BoundingBox
Hi, I've made a NodeVisitor that should calculate the bounding box of a Node. Here is the apply function: void ComputeBoundingBox::apply(osg::Geode node) { for(unsigned int i = 0; i node.getNumDrawables(); ++i) { m_bb.expandBy(node.getDrawable(i)-getBound()); } traverse(node); } Where m_bb is an osg::BoundingBox. This works perfectly if the scene graph does not contain any transforms. If the scene graph contains transform, the geometry is not transformed prior the expandBy function. The result of this, is of course a bad bounding box. What is the best way to calculate a bounding box? -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Calculate BoundingBox
Heres an old exmaple http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joakim Simonsson Sent: Tuesday, August 05, 2008 7:59 AM To: OpenSceneGraph Users Subject: [osg-users] Calculate BoundingBox Hi, I've made a NodeVisitor that should calculate the bounding box of a Node. Here is the apply function: void ComputeBoundingBox::apply(osg::Geode node) { for(unsigned int i = 0; i node.getNumDrawables(); ++i) { m_bb.expandBy(node.getDrawable(i)-getBound()); } traverse(node); } Where m_bb is an osg::BoundingBox. This works perfectly if the scene graph does not contain any transforms. If the scene graph contains transform, the geometry is not transformed prior the expandBy function. The result of this, is of course a bad bounding box. What is the best way to calculate a bounding box? -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Calculate BoundingBox
Wow! Thanks for the extremely fast answer :) På Tue, 05 Aug 2008 14:02:06 +0200, skrev Gordon Tomlinson [EMAIL PROTECTED]: Heres an old exmaple http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joakim Simonsson Sent: Tuesday, August 05, 2008 7:59 AM To: OpenSceneGraph Users Subject: [osg-users] Calculate BoundingBox Hi, I've made a NodeVisitor that should calculate the bounding box of a Node. Here is the apply function: void ComputeBoundingBox::apply(osg::Geode node) { for(unsigned int i = 0; i node.getNumDrawables(); ++i) { m_bb.expandBy(node.getDrawable(i)-getBound()); } traverse(node); } Where m_bb is an osg::BoundingBox. This works perfectly if the scene graph does not contain any transforms. If the scene graph contains transform, the geometry is not transformed prior the expandBy function. The result of this, is of course a bad bounding box. What is the best way to calculate a bounding box? -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Calculate BoundingBox
Also see osg::ComputeBoundsVisitor which was added in 2.x after my old 1.2 example OpenSceneGraph\include\osg\ComputeBoundsVisitor OpenSceneGraph\src\osg\ComputeBoundsVisitor.cpp -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joakim Simonsson Sent: Tuesday, August 05, 2008 8:04 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Calculate BoundingBox Wow! Thanks for the extremely fast answer :) På Tue, 05 Aug 2008 14:02:06 +0200, skrev Gordon Tomlinson [EMAIL PROTECTED]: Heres an old exmaple http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joakim Simonsson Sent: Tuesday, August 05, 2008 7:59 AM To: OpenSceneGraph Users Subject: [osg-users] Calculate BoundingBox Hi, I've made a NodeVisitor that should calculate the bounding box of a Node. Here is the apply function: void ComputeBoundingBox::apply(osg::Geode node) { for(unsigned int i = 0; i node.getNumDrawables(); ++i) { m_bb.expandBy(node.getDrawable(i)-getBound()); } traverse(node); } Where m_bb is an osg::BoundingBox. This works perfectly if the scene graph does not contain any transforms. If the scene graph contains transform, the geometry is not transformed prior the expandBy function. The result of this, is of course a bad bounding box. What is the best way to calculate a bounding box? -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using SSE within OSG
Thanks for posting this link. I'll definitely want to look at this. James Killian - Original Message - From: Benjamin Eikel [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, August 05, 2008 3:11 AM Subject: Re: [osg-users] Using SSE within OSG Hello, some days ago I stumbled upon a library: liboil [1]. Maybe some of the routines implemented there could be used for OSG. The library contains different functions (e. g. arithmetic ones) that are optimized for different processeor architectures (it uses SSE or Altivec for example). Maybe using these functions would be easier than implementing them anew. Functions needed by OSG which are not yet part of liboil might be added to it. Regards, Benjamin [1] http://liboil.freedesktop.org/wiki/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Frank van Meurs wrote: On Jul 25, 2008, at 11:33 PM, Eric Sokolowsky wrote: 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. I'm wondering as to what the outcome of this was. I seem to encounter the same problem, but I can't figure out how to point the cmake system in the right direction as I don't know which (if there are any) options to set. Looking at my system, there's a few place where GL/glx.h is installed: The proper place to get GL/glx.h depends on which target platform you're compiling against. If you are compiling against the 10.4u SDK, then the first location (in the list that you found below) is proper. If 10.5, the second. I have implemented a change (not checked in yet, I'm planning on checking it in later today) that will, using CMake, automatically detect where glx.h is located and use that one. -Eric ---SNIP--- dyn251% locate glx.h /Developer/SDKs/MacOSX10.4u.sdk/usr/X11R6/include/GL/glx.h /Developer/SDKs/MacOSX10.5.sdk/usr/X11/include/GL/glx.h /Developer/SDKs/MacOSX10.5.sdk/usr/X11/include/xcb/glx.h /usr/X11/include/GL/glx.h /usr/X11/include/xcb/glx.h --/SNIP--- So, apparently, the file missing entirely is not the problem. Anybody? Thanks! Frank ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
On Aug 5, 2008, at 2:40 PM, Eric Sokolowsky wrote: Frank van Meurs wrote: On Jul 25, 2008, at 11:33 PM, Eric Sokolowsky wrote: 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. I'm wondering as to what the outcome of this was. I seem to encounter the same problem, but I can't figure out how to point the cmake system in the right direction as I don't know which (if there are any) options to set. Looking at my system, there's a few place where GL/glx.h is installed: The proper place to get GL/glx.h depends on which target platform you're compiling against. If you are compiling against the 10.4u SDK, then the first location (in the list that you found below) is proper. If 10.5, the second. I have implemented a change (not checked in yet, I'm planning on checking it in later today) that will, using CMake, automatically detect where glx.h is located and use that one. Ok, sounds good. I would really like to get the 2.6 show on the road after having tried so many different things (Xcode, non-Xcode/cmake, gnu-style, etc) in the past to get OpenSceneGraph to properly compile. Thanks a bunch! Frank ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Hi Eric, On Tue, Aug 5, 2008 at 1:40 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: The proper place to get GL/glx.h depends on which target platform you're compiling against. If you are compiling against the 10.4u SDK, then the first location (in the list that you found below) is proper. If 10.5, the second. I have implemented a change (not checked in yet, I'm planning on checking it in later today) that will, using CMake, automatically detect where glx.h is located and use that one. Could you send the changes to me to review so I can make a judgement call on whether it's safe to integrate this change before 2.6.0 gets tagged. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Hi All, On Mon, Aug 4, 2008 at 4:05 PM, Robert Osfield [EMAIL PROTECTED] wrote: I have put together an initial draft of the press release (please review/comment/amend): http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6 I have just added an entry about http authentication, atomic reference counting and the new Config files. Could these changes be reviewed for typo's/readability. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Hi Robert, I noticed though that Daniel Olivier is not in the AUTHORS.txt file, I specifically credited him for a fix to GraphicsWindowWin32.cpp (see svn log for revision 8706 on that file)... Any chance he can be added? It's only fair... I've recreated the AUTHORS.txt file directly from OpenSceneGraph-2.6 branch, and it now contains Daniel's name. Also updated the contributors page. Excellent, thanks a lot. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Thanks Eric, I'm just trying a build with your changed CMakeLists.txt file, so far so good. Does this change mean that OSX Cmake build is able to correctly compile, link and run against X11? Robert. On Tue, Aug 5, 2008 at 3:16 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Attached is src/osgViewer/CMakeLists.txt. Log message, if you choose to include the changes: From Eric Sokolowsky: Fixed the build of the osgViewer library to get GL/glx.h from the right place, when building on OSX with X11. -Eric On Tue, Aug 5, 2008 at 9:10 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Eric, On Tue, Aug 5, 2008 at 1:40 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: The proper place to get GL/glx.h depends on which target platform you're compiling against. If you are compiling against the 10.4u SDK, then the first location (in the list that you found below) is proper. If 10.5, the second. I have implemented a change (not checked in yet, I'm planning on checking it in later today) that will, using CMake, automatically detect where glx.h is located and use that one. Could you send the changes to me to review so I can make a judgement call on whether it's safe to integrate this change before 2.6.0 gets tagged. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
On Tue, Aug 5, 2008 at 3:29 PM, Robert Osfield [EMAIL PROTECTED] wrote: Thanks Eric, I'm just trying a build with your changed CMakeLists.txt file, so far so good. Your changes work fine under Linux so I've gone ahead and committed this change to svn/trunk, but not the OpenSceneGraph-2.6 branch. I may merge with 2.6 before I tag 2.6.0, but this would require another round of testing across platforms. Could you give me an update on the status of the X11 build under OSX? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. -Eric On Tue, Aug 5, 2008 at 10:29 AM, Robert Osfield [EMAIL PROTECTED]wrote: Thanks Eric, I'm just trying a build with your changed CMakeLists.txt file, so far so good. Does this change mean that OSX Cmake build is able to correctly compile, link and run against X11? Robert. On Tue, Aug 5, 2008 at 3:16 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Attached is src/osgViewer/CMakeLists.txt. Log message, if you choose to include the changes: From Eric Sokolowsky: Fixed the build of the osgViewer library to get GL/glx.h from the right place, when building on OSX with X11. -Eric On Tue, Aug 5, 2008 at 9:10 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Eric, On Tue, Aug 5, 2008 at 1:40 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: The proper place to get GL/glx.h depends on which target platform you're compiling against. If you are compiling against the 10.4u SDK, then the first location (in the list that you found below) is proper. If 10.5, the second. I have implemented a change (not checked in yet, I'm planning on checking it in later today) that will, using CMake, automatically detect where glx.h is located and use that one. Could you send the changes to me to review so I can make a judgement call on whether it's safe to integrate this change before 2.6.0 gets tagged. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Hi Eric, On Tue, Aug 5, 2008 at 3:45 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. Just to be clear, with your change to CMakeLists.txt, osgviewer application and libosgViewer libs work fine under X11? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
After updating to the latest svn, I noticed that 64-bit compilation is enabled by default on OSX (See line 532 of the main CMakeLists.txt). This is still broken. The default should be for 32-bit compilations so the build is not broken out of the box. We just need to remove ppc64 and x86_64 from that build. Users that know what they are doing can easily add it back in through cmake and use the other workarounds I already posted. -Eric On Tue, Aug 5, 2008 at 10:45 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 10:44 AM, Eric Sokolowsky [EMAIL PROTECTED]wrote: This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] using shaders to find fthe maximum value in a texture
Hello, i am new to glsl , i have a probleme ( it seems that it is fondamental problem in shaders) in order to calculate the maximum/minumum value in a texture passed to fragment shader , it seems that there is as special architecture to implement to resolve this probleme . i passed a days searching on the net to solve this problem but no one discuss this probleme and how to calculate a maximum or minimum in a texture or vector norm ... i heard something called vector reduce in shaders.. but i have no clear idea about it . so in resume my question is how can i create a fragment shader that can calculate (a maximum value for ex) in a texture passed to it , if anyone can help me plz , i really need an implementation or a reference docs.. thx in advance . _ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] vpb build_master.source --radius-equator
Hi, when setting the values --radius-equator and --radius-polar, the values in the ellipsoidmodel are set in vpb, but they are not written to the build_master.source file. So, when doing a distributed build, these options get discarded when osgdem reads the .source file. I am still trying to get my head around how the parsing of the .source file works. Would a fix be as easy as adding the options to the BuildOptions and BuildOptionsIO files? I need to build a DB with specific radii. Any pointers welcome. rgds jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
On Tue, Aug 5, 2008 at 10:49 AM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Eric, On Tue, Aug 5, 2008 at 3:45 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. Just to be clear, with your change to CMakeLists.txt, osgviewer application and libosgViewer libs work fine under X11? Yes. The change is required to get the osgviewer library to compile without errors under X11. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using SSE within OSG
I would like to take a moment to show a snap shot of how these optimizations have impacted our game. To interpret the data, they show frames per second where the first column keeps an average of the lowest times, the middle keeps the overall average, and the right keeps track for the highest times. We do at least 3 runs to get a good solid average. Here is the fps without any of the SSE optimizations: Framerates: (23.3, 41.3, 54.2) Framerates: (27.5, 41.9, 50.4) Framerates: (30.6, 41.8, 53.3) AVERAGE:(27.1, 41.7, 52.6) Here is my submissions with SSE optimizations Framerates: (30.2, 48.7, 58.1) Framerates: (30.9, 49.6, 60.5) Framerates: (36.8, 50.0, 60.5) AVERAGE:(32.6, 49.4, 59.7) Here is a combination of my Submission and Mathias submission VS 9 (current) ..\Game Scripts\Miramar_001.lua -perf 0 60 0 -stats 10 60 VS9_Perf.txt Framerates: (40.9, 53.2, 65.6) Framerates: (34.5, 50.3, 60.9) Framerates: (39.5, 49.9, 63.2) AVERAGE:(38.3, 51.1, 63.2) So basically in this test, both of our optimizations have yielded a solid +10 fps for this machine. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
On Tue, Aug 5, 2008 at 3:57 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Yes. The change is required to get the osgviewer library to compile without errors under X11. But does it run successfully? i.e. do all the osg apps and examples compile and run in X11 mode? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Hi Eric, I could edit by hand, but I won't be able to check whether the change works or not. Could you edit it and test then post the changes to me. Thanks, Robert On Tue, Aug 5, 2008 at 3:55 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: After updating to the latest svn, I noticed that 64-bit compilation is enabled by default on OSX (See line 532 of the main CMakeLists.txt). This is still broken. The default should be for 32-bit compilations so the build is not broken out of the box. We just need to remove ppc64 and x86_64 from that build. Users that know what they are doing can easily add it back in through cmake and use the other workarounds I already posted. -Eric On Tue, Aug 5, 2008 at 10:45 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 10:44 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using shaders to find fthe maximum value in a texture
Hi, I think what you are looking for is this: http://www.mathematik.uni-dortmund.de/~goeddeke/gpgpu/tutorial2.html Also see the other tutorial on above site and also here: http://www.gpgpu.org/developer/index.shtml rgds jp Abdallah Deeb wrote: Hello, i am new to glsl , i have a probleme ( it seems that it is fondamental problem in shaders) in order to calculate the maximum/minumum value in a texture passed to fragment shader , it seems that there is as special architecture to implement to resolve this probleme . i passed a days searching on the net to solve this problem but no one discuss this probleme and how to calculate a maximum or minimum in a texture or vector norm ... i heard something called vector reduce in shaders.. but i have no clear idea about it . so in resume my question is how can i create a fragment shader that can calculate (a maximum value for ex) in a texture passed to it , if anyone can help me plz , i really need an implementation or a reference docs.. thx in advance . Discover the new Windows Vista Learn more! http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
I did not text all of the apps and examples. I did test osgviewer with an image as the object to view. I also tested osgversion. On Tue, Aug 5, 2008 at 11:01 AM, Robert Osfield [EMAIL PROTECTED]wrote: On Tue, Aug 5, 2008 at 3:57 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Yes. The change is required to get the osgviewer library to compile without errors under X11. But does it run successfully? i.e. do all the osg apps and examples compile and run in X11 mode? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Ok, here it is, attached. On Tue, Aug 5, 2008 at 11:04 AM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Eric, I could edit by hand, but I won't be able to check whether the change works or not. Could you edit it and test then post the changes to me. Thanks, Robert On Tue, Aug 5, 2008 at 3:55 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: After updating to the latest svn, I noticed that 64-bit compilation is enabled by default on OSX (See line 532 of the main CMakeLists.txt). This is still broken. The default should be for 32-bit compilations so the build is not broken out of the box. We just need to remove ppc64 and x86_64 from that build. Users that know what they are doing can easily add it back in through cmake and use the other workarounds I already posted. -Eric On Tue, Aug 5, 2008 at 10:45 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 10:44 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IF(WIN32) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR) ELSE(WIN32) IF(APPLE) CMAKE_MINIMUM_REQUIRED(VERSION 2.6.0 FATAL_ERROR) IF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) MESSAGE(Warning: A critical CMake bug exists in 2.4.6 and below. Trying to build Universal Binaries will result in a compile error that seems unrelated. Either avoid building Universal Binaries by changing the CMAKE_OSX_ARCHITECTURES field to list only your architecture, or upgrade to the current CVS version of CMake or a newer stable version if it exists.) ENDIF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) ELSE(APPLE) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.0 FATAL_ERROR) ENDIF(APPLE) ENDIF(WIN32) if(COMMAND cmake_policy) # Works around warnings libraries linked against that don't # have absolute paths (e.g. -lpthreads) cmake_policy(SET CMP0003 NEW) # Works around warnings about escaped quotes in ADD_DEFINITIONS # statements. cmake_policy(SET CMP0005 NEW) endif(COMMAND cmake_policy) PROJECT(OpenSceneGraph) SET(OPENSCENEGRAPH_MAJOR_VERSION 2) SET(OPENSCENEGRAPH_MINOR_VERSION 6) SET(OPENSCENEGRAPH_PATCH_VERSION 0) SET(OPENSCENEGRAPH_SOVERSION 44) SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION}) SET(OSG_PLUGINS osgPlugins-${OPENSCENEGRAPH_VERSION}) SET(OSG_PLUGIN_PREFIX ) IF (CYGWIN) SET(OSG_PLUGIN_PREFIX cygwin_) ENDIF(CYGWIN) IF(MINGW) SET(OSG_PLUGIN_PREFIX mingw_) ENDIF(MINGW) # We want to build SONAMES shared librariess SET(OPENSCENEGRAPH_SONAMES TRUE) SET(OPENTHREADS_SONAMES TRUE) SET(OpenThreads_SOURCE_DIR ${OpenSceneGraph_SOURCE_DIR}) # We have some custom .cmake scripts not in the official distribution. # Maybe this can be used override existing behavior if needed? SET(CMAKE_MODULE_PATH ${OpenSceneGraph_SOURCE_DIR}/CMakeModules;${CMAKE_MODULE_PATH}) # Mainly for Windows as a convenience. This will find a directory in parallel with the # OSG source that contains 3rd party headers and libraries. # Use of relative paths in CMake is ill-advised, but don't know of any alternatives in this case #SET(CMAKE_INCLUDE_PATH ${OpenSceneGraph_SOURCE_DIR}/../3rdParty/include;${CMAKE_INCLUDE_PATH}) #SET(CMAKE_LIBRARY_PATH ${OpenSceneGraph_SOURCE_DIR}/../3rdParty/lib;${CMAKE_LIBRARY_PATH}) IF(USING_OSG_OP_OT_TRIPLE_SET) SET(CMAKE_INCLUDE_PATH ${OpenSceneGraph_SOURCE_DIR}/../../3rdParty/include;${CMAKE_INCLUDE_PATH}) SET(CMAKE_LIBRARY_PATH ${OpenSceneGraph_SOURCE_DIR}/../../3rdParty/lib;${CMAKE_LIBRARY_PATH}) ENDIF(USING_OSG_OP_OT_TRIPLE_SET) # Okay, here's the problem: On
Re: [osg-users] OSX X11 build
Hi Eric, The file is identical to the one that is already in svn/trunk. Did you send the wrong file? Robert. On Tue, Aug 5, 2008 at 4:13 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Ok, here it is, attached. On Tue, Aug 5, 2008 at 11:04 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Eric, I could edit by hand, but I won't be able to check whether the change works or not. Could you edit it and test then post the changes to me. Thanks, Robert On Tue, Aug 5, 2008 at 3:55 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: After updating to the latest svn, I noticed that 64-bit compilation is enabled by default on OSX (See line 532 of the main CMakeLists.txt). This is still broken. The default should be for 32-bit compilations so the build is not broken out of the box. We just need to remove ppc64 and x86_64 from that build. Users that know what they are doing can easily add it back in through cmake and use the other workarounds I already posted. -Eric On Tue, Aug 5, 2008 at 10:45 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 10:44 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX X11 build
Perhaps I did. Let me try again. On Tue, Aug 5, 2008 at 11:22 AM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Eric, The file is identical to the one that is already in svn/trunk. Did you send the wrong file? Robert. On Tue, Aug 5, 2008 at 4:13 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Ok, here it is, attached. On Tue, Aug 5, 2008 at 11:04 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Eric, I could edit by hand, but I won't be able to check whether the change works or not. Could you edit it and test then post the changes to me. Thanks, Robert On Tue, Aug 5, 2008 at 3:55 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: After updating to the latest svn, I noticed that 64-bit compilation is enabled by default on OSX (See line 532 of the main CMakeLists.txt). This is still broken. The default should be for 32-bit compilations so the build is not broken out of the box. We just need to remove ppc64 and x86_64 from that build. Users that know what they are doing can easily add it back in through cmake and use the other workarounds I already posted. -Eric On Tue, Aug 5, 2008 at 10:45 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 10:44 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IF(WIN32) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR) ELSE(WIN32) IF(APPLE) CMAKE_MINIMUM_REQUIRED(VERSION 2.6.0 FATAL_ERROR) IF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) MESSAGE(Warning: A critical CMake bug exists in 2.4.6 and below. Trying to build Universal Binaries will result in a compile error that seems unrelated. Either avoid building Universal Binaries by changing the CMAKE_OSX_ARCHITECTURES field to list only your architecture, or upgrade to the current CVS version of CMake or a newer stable version if it exists.) ENDIF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) ELSE(APPLE) CMAKE_MINIMUM_REQUIRED(VERSION 2.4.0 FATAL_ERROR) ENDIF(APPLE) ENDIF(WIN32) if(COMMAND cmake_policy) # Works around warnings libraries linked against that don't # have absolute paths (e.g. -lpthreads) cmake_policy(SET CMP0003 NEW) # Works around warnings about escaped quotes in ADD_DEFINITIONS # statements. cmake_policy(SET CMP0005 NEW) endif(COMMAND cmake_policy) PROJECT(OpenSceneGraph) SET(OPENSCENEGRAPH_MAJOR_VERSION 2) SET(OPENSCENEGRAPH_MINOR_VERSION 6) SET(OPENSCENEGRAPH_PATCH_VERSION 0) SET(OPENSCENEGRAPH_SOVERSION 44) SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION}) SET(OSG_PLUGINS osgPlugins-${OPENSCENEGRAPH_VERSION}) SET(OSG_PLUGIN_PREFIX ) IF (CYGWIN) SET(OSG_PLUGIN_PREFIX cygwin_) ENDIF(CYGWIN) IF(MINGW) SET(OSG_PLUGIN_PREFIX mingw_) ENDIF(MINGW) # We want to build SONAMES shared librariess SET(OPENSCENEGRAPH_SONAMES TRUE) SET(OPENTHREADS_SONAMES TRUE) SET(OpenThreads_SOURCE_DIR ${OpenSceneGraph_SOURCE_DIR}) # We have some custom .cmake scripts not in the official distribution. # Maybe this can be used override existing behavior if needed? SET(CMAKE_MODULE_PATH
Re: [osg-users] OSX X11 build
Thanks Eric, change came through this time, now merged and submitted to SVN/trunk and OpenSceneGraph-2.6 branch. On Tue, Aug 5, 2008 at 4:26 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Perhaps I did. Let me try again. On Tue, Aug 5, 2008 at 11:22 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Eric, The file is identical to the one that is already in svn/trunk. Did you send the wrong file? Robert. On Tue, Aug 5, 2008 at 4:13 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Ok, here it is, attached. On Tue, Aug 5, 2008 at 11:04 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Eric, I could edit by hand, but I won't be able to check whether the change works or not. Could you edit it and test then post the changes to me. Thanks, Robert On Tue, Aug 5, 2008 at 3:55 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: After updating to the latest svn, I noticed that 64-bit compilation is enabled by default on OSX (See line 532 of the main CMakeLists.txt). This is still broken. The default should be for 32-bit compilations so the build is not broken out of the box. We just need to remove ppc64 and x86_64 from that build. Users that know what they are doing can easily add it back in through cmake and use the other workarounds I already posted. -Eric On Tue, Aug 5, 2008 at 10:45 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 10:44 AM, Eric Sokolowsky [EMAIL PROTECTED] wrote: This change only fixes libosgviewer for X11 (32- and 64-bit). It does not fix the two remaining issues: the osgviewerWX example and the osgdb_qt Quicktime plugin. Neither compile with 64-bit. So, out of the box, the 64-bit build on OSX is still broken. However, another bug (which I have deliberately not fixed yet) keeps the default to 32-bit compilation, so things are not broken out-of-the-box. So here are the steps to take to compile 64-bit on OSX: Add ppc64 and/or x86_64 to CMAKE_OSX_ARCHITECTURES Generate the Xcode project Remove osgdb_qt and osgviewerWX from the list of targets within Xcode Build Doing this will compile, but images such as tiff, jpeg, gif, and png will not be supported. Note that this is only for 64-bit apps. 32-bit apps seem to work just fine when compiled against X11 or Carbon. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Hi All, Over the last hours I have merged a change to Notify.cpp from me, and two CMakeLists.txt changes for OSX build from Eric Sokolowski, I'm not expecting fallout from these merges but it'll need testing... So... pretty please, could users do a svn update/checkout of the OpenSceneGraph-2.6 branch. I'll wait another couple of hours for feedback then if there is no reported problems go ahead and tag 2.6.0 this evening. Thanks for your help in testing ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
With a clean build, OSX 32-bit X11 works well. I tried a number of examples, including osgviewer. I'm going to test OSX 64-bit with X11 with a clean build next. -Eric On Tue, Aug 5, 2008 at 11:39 AM, Robert Osfield [EMAIL PROTECTED]wrote: Hi All, Over the last hours I have merged a change to Notify.cpp from me, and two CMakeLists.txt changes for OSX build from Eric Sokolowski, I'm not expecting fallout from these merges but it'll need testing... So... pretty please, could users do a svn update/checkout of the OpenSceneGraph-2.6 branch. I'll wait another couple of hours for feedback then if there is no reported problems go ahead and tag 2.6.0 this evening. Thanks for your help in testing ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using shaders to find fthe maximum value in a texture
Do you need the maximum value over all texture elements? If yes, then you just have to compute a mipmap with max as combining operation. In the last level, where only one pixel left, you will get the maximum value. It is pretty straight forward to implement such an algorithm. Either any GPGPU approach can help you, or if you use osg, then take a look into osgPPU's hdr example. Best regards, Art --- Abdallah Deeb [EMAIL PROTECTED] schrieb am Di, 5.8.2008: Von: Abdallah Deeb [EMAIL PROTECTED] Betreff: [osg-users] using shaders to find fthe maximum value in a texture An: osg-users@lists.openscenegraph.org Datum: Dienstag, 5. August 2008, 16:56 Hello, i am new to glsl , i have a probleme ( it seems that it is fondamental problem in shaders) in order to calculate the maximum/minumum value in a texture passed to fragment shader , it seems that there is as special architecture to implement to resolve this probleme . i passed a days searching on the net to solve this problem but no one discuss this probleme and how to calculate a maximum or minimum in a texture or vector norm ... i heard something called vector reduce in shaders.. but i have no clear idea about it . so in resume my question is how can i create a fragment shader that can calculate (a maximum value for ex) in a texture passed to it , if anyone can help me plz , i really need an implementation or a reference docs.. thx in advance . _ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Gesendet von Yahoo! Mail. Dem pfiffigeren Posteingang. http://de.overview.mail.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
With a clean build, OSX 64-bit works well, except for the parts that are known not to work; i.e. osgviewerWX example and osgdb_qt (Quicktime plugin). -Eric On Tue, Aug 5, 2008 at 12:46 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: With a clean build, OSX 32-bit X11 works well. I tried a number of examples, including osgviewer. I'm going to test OSX 64-bit with X11 with a clean build next. -Eric On Tue, Aug 5, 2008 at 11:39 AM, Robert Osfield [EMAIL PROTECTED]wrote: Hi All, Over the last hours I have merged a change to Notify.cpp from me, and two CMakeLists.txt changes for OSX build from Eric Sokolowski, I'm not expecting fallout from these merges but it'll need testing... So... pretty please, could users do a svn update/checkout of the OpenSceneGraph-2.6 branch. I'll wait another couple of hours for feedback then if there is no reported problems go ahead and tag 2.6.0 this evening. Thanks for your help in testing ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] View Rendering Order
Is there a means to control (change) the rendering order of individual Views within a CompositeViewer (e.g., to ensure that inset views appears on top of others or if two view areas are moved and overlap, to specify which one should be on top). The addView does a push_back() into the Views vector. Once all the Views have been added, the application I'm working on may need to then change the order around. Even if I remove all Views and re-add them in the order I want (even prior to the first rendering), the rendering still seems to follow the order of the original addView calls. I found that I can swap the ordering of 2 views using the View Camera's PRE_RENDER or POST_RENDER setting (seems like this is the wrong way to do it). When I have more than 2 views to reorder, I tried using the _RenderOrderNum integer, but alas, it didn't help. I'm assuming (hoping) there is a method for doing this which I'm not seeing? Thanks, Dan **Looking for a car that's sporty, fun and fits in your budget? Read reviews on AOL Autos. (http://autos.aol.com/cars-BMW-128-2008/expert-review?ncid=aolaut000517 ) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
I'm not opposed to adding the notes to the wiki, but I really want to include the text file with the distribution also. I propose a new file, README-OSX.txt in the main directory. I have attached a copy. I welcome suggestions. -Eric On Tue, Aug 5, 2008 at 1:55 PM, Robert Osfield [EMAIL PROTECTED]wrote: On Tue, Aug 5, 2008 at 5:50 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Robert, For the release notes of 2.6, I'd like to include a statement on OSX compatibility. I'll draft something up for inclusion in about half an hour or so. We'll we've never actually had proper release notes before ;-) What we could do is just put release notes on the wiki. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org OpenSceneGraph 2.6 Release Notes for Macintosh OSX There are several ways to compile OpenSceneGraph under OSX. The recommended way is to use CMake 2.6 to generate Xcode projects, then use Xcode to build the library. The default project will be able to build Debug or Release libraries, examples, and sample applications. Here are some key settings to consider when using CMake: BUILD_OSG_EXAMPLES - By default this is turned off. Turn this setting on to compile many great example programs. CMAKE_OSX_ARCHITECTURES - Xcode can create applications, executables, libraries, and frameworks that can be run on more than one architecture. Use this setting to indicate the architectures on which to build OSG. Possibilities include ppc, ppc64, i386, and x86_64. Building OSG using either of the 64-bit options (ppc64 and x86_64) has its own caveats below. OSG_BUILD_APPLICATION_BUNDLES - Normally only executable binaries are created for the examples and sample applications. Turn this option on if you want to create real OSX .app bundles. There are caveats to creating .app bundles, see below. OSG_WINDOWING_SYSTEM - You have the choice to use Carbon or X11 when building applications on OSX. Under Leopard and later, X11 applications, when started, will automatically launch X11 when needed. However, full-screen X11 applications will still show the menu bar at the top of the screen. Since many parts of the Carbon user interface are not 64-bit, X11 is the only supported option for OSX applications compiled for ppc64 or x86_64. There is an Xcode directory in the base of the OSG software distribution, but its future is limited, and will be discontinued once the CMake project generator completely implements its functionality. APPLICATION BUNDLES (.app bundles) The example programs when built as application bundles only contain the executable file. They do not contain the dependent libraries as would a normal bundle, so they are not generally portable to other machines. They also do not know where to find plugins. An environmental variable OSG_LIBRARY_PATH may be set to point to the location where the plugin .so files are located. OSG_FILE_PATH may be set to point to the location where data files are located. Setting OSG_FILE_PATH to the OpenSceneGraph-Data directory is very useful when testing OSG by running the example programs. Many of the example programs use command-line arguments. When double-clicking on an application (or using the equivalent open command on the command line) only those examples and applications that do not require command-line arguments will successfully run. The executable file within the .app bundle can be run from the command-line if command-line arguments are needed. 64-BIT APPLICATION SUPPORT OpenSceneGraph will not compile successfully OSG_WINDOWING_SYSTEM is Carbon and either x86_64 or ppc64 is selected under CMAKE_OSX_ARCHITECTURES. A version of the osgviewer library written in Cocoa is needed. However, OSG may be compiled under 64-bits if the X11 windowing system is selected. However, Two parts of the OSG default distribution will not work with 64-bit X11: the osgviewerWX example program and the osgdb_qt (Quicktime) plugin. These must be removed from the Xcode project after Cmake generates it in order to compile with 64-bit architectures. The lack of the latter means that images such as jpeg, tiff, png, and gif will not work, nor will animations dependent on Quicktime. A new ImageIO-based plugin is being developed to handle the still images, and a QTKit plugin will need to be developed to handle animations. Created by Eric Sokolowsky, August 5, 2008 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Hi Eric, Rather than go for a separate README just for OSX, I've added your release notes at the bottom of existing README.txt. This is now checked in the OpenSceneGraph-2.6 branch and svn. Robert. On Tue, Aug 5, 2008 at 7:54 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: I'm not opposed to adding the notes to the wiki, but I really want to include the text file with the distribution also. I propose a new file, README-OSX.txt in the main directory. I have attached a copy. I welcome suggestions. -Eric On Tue, Aug 5, 2008 at 1:55 PM, Robert Osfield [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 5:50 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Robert, For the release notes of 2.6, I'd like to include a statement on OSX compatibility. I'll draft something up for inclusion in about half an hour or so. We'll we've never actually had proper release notes before ;-) What we could do is just put release notes on the wiki. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
That works for me. Thanks. On Tue, Aug 5, 2008 at 3:22 PM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Eric, Rather than go for a separate README just for OSX, I've added your release notes at the bottom of existing README.txt. This is now checked in the OpenSceneGraph-2.6 branch and svn. Robert. On Tue, Aug 5, 2008 at 7:54 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: I'm not opposed to adding the notes to the wiki, but I really want to include the text file with the distribution also. I propose a new file, README-OSX.txt in the main directory. I have attached a copy. I welcome suggestions. -Eric On Tue, Aug 5, 2008 at 1:55 PM, Robert Osfield [EMAIL PROTECTED] wrote: On Tue, Aug 5, 2008 at 5:50 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Robert, For the release notes of 2.6, I'd like to include a statement on OSX compatibility. I'll draft something up for inclusion in about half an hour or so. We'll we've never actually had proper release notes before ;-) What we could do is just put release notes on the wiki. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged
Hi Robert, I'll do a build of the branch on Windows, give me 15 minutes and I'll tell you how it went. Builds for me, usual config: Vista, VC2005, CMake 2.6, debug and release. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org