Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Robert Osfield
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.
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[osg-users] readNodeFile progress callback

2008-08-05 Thread Jerome Hummel
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

 

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[osg-users] New database optimizer

2008-08-05 Thread Ahmed Nawar
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
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Paul Melis

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.
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Eric Sokolowsky
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

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Re: [osg-users] New database optimizer

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Frank van Meurs

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
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Re: [osg-users] readNodeFile progress callback

2008-08-05 Thread CG
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
 
- 
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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.
 
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Robert Osfield
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.
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[osg-users] Calculate BoundingBox

2008-08-05 Thread Joakim Simonsson

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
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Re: [osg-users] Calculate BoundingBox

2008-08-05 Thread Gordon Tomlinson
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
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Re: [osg-users] Calculate BoundingBox

2008-08-05 Thread Joakim Simonsson

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
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--
Joakim Simonsson
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Re: [osg-users] Calculate BoundingBox

2008-08-05 Thread Gordon Tomlinson
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
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 org


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--
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Re: [osg-users] Using SSE within OSG

2008-08-05 Thread James Killian


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/
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky

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
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Frank van Meurs


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
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Jean-Sébastien Guay

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
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky
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

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[osg-users] using shaders to find fthe maximum value in a texture

2008-08-05 Thread Abdallah Deeb

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 . 


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[osg-users] vpb build_master.source --radius-equator

2008-08-05 Thread J.P. Delport

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

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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky
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
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Re: [osg-users] Using SSE within OSG

2008-08-05 Thread James Killian

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.

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Re: [osg-users] OSX X11 build

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Robert Osfield
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

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Re: [osg-users] using shaders to find fthe maximum value in a texture

2008-08-05 Thread J.P. Delport

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 .



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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky
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.
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky
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
 
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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

2008-08-05 Thread Robert Osfield
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
 
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Re: [osg-users] OSX X11 build

2008-08-05 Thread Eric Sokolowsky
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
  
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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

2008-08-05 Thread Robert Osfield
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
  
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Eric Sokolowsky
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.
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Re: [osg-users] using shaders to find fthe maximum value in a texture

2008-08-05 Thread Art Tevs
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 . 
 
 
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Eric Sokolowsky
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.
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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[osg-users] View Rendering Order

2008-08-05 Thread DanG2015
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




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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Eric Sokolowsky
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.
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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
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Robert Osfield
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.
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Eric Sokolowsky
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.
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-05 Thread Jean-Sébastien Guay

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
--
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Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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