Re: [osg-users] VPB and imagery without filename extensions.
Hi Ken, I wasn't aware that there were extensionless file that were required to be supported. The method that is catching and rejecting these files exists to help VPB better handle source directories that contain more than just source data, such as text files etc. We could add an option to disable this, but my preference would be to better detect this problem files as being supported. The code that manages the filtering of source files can be found in the vpb::System class, with the methods of interest being: inline bool isFileTypeSupported(const std::string filename, int acceptedTypeMask) const { return isExtensionSupported(osgDB::getFileExtension(filename), acceptedTypeMask); } inline bool isExtensionSupported(const std::string ext, int acceptedTypeMask) const { SupportedExtensions::const_iterator itr = _supportedExtensions.find(ext); if (itr != _supportedExtensions.end()) return (itr-second.acceptedTypeMask acceptedTypeMask)!=0; else return false; } The _supportedExtensions data structure is populated by System::System() constructor that queries GDAL for what extension are supported. Reviewing the code now there is check again an empty extension string, so perhaps this could be relaxed to all empty extension strings. The relevant code in System::System is: GDALDriverManager* driverManager = GetGDALDriverManager(); if (driverManager) { for(unsigned int i=0; idriverManager-GetDriverCount(); ++i) { GDALDriver* driver = driverManager-GetDriver(i); if (driver) { const char* ext = driver-GetMetadataItem(DMD_EXTENSION); if (ext strlen(ext)!=0) { addSupportedExtension(ext, Source::IMAGE | Source::HEIGHT_FIELD, driver-GetMetadataItem( GDAL_DMD_LONGNAME )); } } } } The other possibility would be to manually do an addSupportedExtension(,SOURCE::IMAGE | SOURCE::HEIGHTFIELD,) entry to hack support in for extensionless files. This would mean that the filtering wouldn't be so effective though. The other route would be to add a fallback in the System::isFileTypeSupported() that calls GDAL to see if it can handle the file format. This is relatively expensive to do though, as VPB can process ten or even hundreds of thousands of source files. Robert. On Mon, Feb 23, 2009 at 9:36 PM, Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote: A lot of the imagery data we use is in ENVI's native format. GDAL does support it and it has worked in previous versions of Virtual Planet Builder. It now fails with the current SVN head (953) because the data doesn't use a filename extension. Typically the ENVI format is composed of two files (sample.hdr and sample, for example). One file has the projection and image info, the other is just the raw data. All the gdal commands want the file without the extension as the argument. Previously, this was not an issue with VPB, but the new method of checking filename extensions on input files is causing problems. Since there is no extension to add to VPB's list, may I suggest a flag for VPB to tell it not to do the filename extensions checking? Ken. ___ 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] Loading movie
HI Tanguy, I've pulled down your ffmpeg plugin package now and once I've cleared my email inbox I'll get to reviewing it. Cheers, Robert. On Mon, Feb 23, 2009 at 5:59 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Hi Robert, I've uploaded the plugin sources, plus example application and FFmpeg Windows binaries (non-GPL) to the FTP. The file name is osgFFmpeg_20090223.zip. It also contains a README file for further info. I wished the code was a bit more readable, but this is a firt version. Also, FFmpeg API is not very clear in itself. I'm not very happy with the current interface of the plugin, as it forces the user to do a dynamic_cast to access additional methods. I'm sure a better solution can be found (e.g. extending osg::ImageStream and/or adding an osg::AudioStream interface class?). I've found some rare instances where the sound and the audio can get out-of-sync. This is probably the trickiest part of the plugin. Anyway, have a look. I have a bus to catch, otherwise I'll be stuck at the office. ;-) Cheers, T -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday 23 February 2009 15:20 To: OpenSceneGraph Users Subject: Spam: Re: [osg-users] Loading movie Hi Tanguy, On Mon, Feb 23, 2009 at 3:01 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Talk about timing... That's why it's always worth doing a syncronization step before coding :-) I've just got the green light from my boss. Excellent news. Means we all save some time, and we all can work on improving the code base. Robert, is there a place where I could upload the current plugin implementation, including an example app and the Windows compiled ffmpeg libraries? You could ftp them to the openscenegraph.org server, I could grab them there and move the pre-compiled binaries to a publically accessible place. To log in to ftp on the server the user name is OSG, password OSG. Cheers, 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] Problems with VPB and DTED data.
Hi Ken, This topic is really an continuation of your earlier post about extension-less source data, I'll assume you've read my reply to the earlier message in this reply. My hope with the code in vpb::System::System that queries supported GDAL's file extensions was that it'd catch all supported formats, but if the list isn't complete then this may well be a GDAL bug/incompleteness. Since users will use VPB against a range of different versions of GDAL then I'd suggest we add the missing ones into the System::System header to catch them. Perhaps one thing we could do is when we read a source file we check against the supported extension list, if it matches then accept the source file, if it doesn't match then check a black list of unsupported extensions, if it matches then reject it, else check the file by trying to load it with GDAL then if it succeeds accept it, and add the extension to the white list, if it fails add it to the black list. Such as scheme should allow us to steadily build up the list of supported/unsupported files. Robert. On Mon, Feb 23, 2009 at 7:12 PM, Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote: It seems that VPB (SVN revision 953) won't accept DTED data. Looking at the VPB code, VPB gets a list of GDAL supported extensions (and adds a few that GDAL doesn't report). Looking at GDAL, it fails to report the DTED extensions (.dt0, .dt1, .dt2) via the GetMetadataItem(DMD_EXTENSIONS) method. The result is VPB reports that DTED files are not supported. I don't know if the fix belongs in GDAL or VPB, but as a quick work-around add the following lines to the end of the VPB System constructor (src/vpb/System.cpp): addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD, DTED Level 0); addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD, DTED Level 1); addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD, DTED Level 2); Ken. ___ 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] [osgPPU] v0.4 tagged (to be used with osg 2.8)
website : http://projects.tevs.eu/osgppu/ On Mon, Feb 23, 2009 at 8:26 PM, Art Tevs osgfo...@tevs.eu wrote: Hi folks, i've just tagged v0.4 of osgPPU (post processing NodeKit for OpenSceneGraph). The new version does support: - full support for osg 2.8 - New Modules: -- UnitInOutModule processing units can now be loaded from .so/.dll modules -- UnitCamera - bring additional cameras into the osgppu pipeline (usefull for multiple cameras being processed by osgPPU) - deprecated class Shader removed (use ShaderAttribute instead) - small build fixes (changed Cmake files) - examples do build now with osgppu_ prefix - support for .so version build extensions (i.e. libosgPPU.so.0.4.0) - new examples: -- ssao - simple screen space ambient occlusion -- glow - simple example shows how to use osgPPU to let certain objects glow) -- cuda - shows how to compile and use CUDA kernels together in ppu pipeline -- CUDA support - bring cuda kernels into osgPPU pipeline, by loading CUDA-kernel through UnitInOutModule unit (CUDA kernels has to be compiled externally into an .so/.dll file) - full support for NodeKit definition ;) Take a look, if you are interested. Best regards, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7252#7252 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging distribution under Windows
Hi PhilT, Since you are considering only a MSVS environment, it looks far more professional to have something like InstallShield. Well, not exactly. I'm considering a *Windows* environment. And moreover, I use the *Express* version of Visual C++ (= no InstallShield). Your idea was nice, but unfortunately that doesn't suit my needs. As to online and offline installers, I would go for offline everytime Well, I agree with you for critical or important apps. But what about a small game? I guess users are not the sames, and their needs aren't the same too. I guess I'll have to think about big offline installers with everything included for important apps, and small online installers for not important apps (and give both when in the middle!), eh? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 24 Feb 2009 03:25:00 +0100, Philip Taylor phili...@ntlworld.com a écrit: My 2p worth... Since you are considering only a MSVS environment, it looks far more professional to have something like InstallShield. Creating it would seem to be a relatively trivial task (when I watched someone else create one using a VS 2003 InstallShield wizard in about 15 seconds). The only fly in the ointment is deciding on a version that supports VS 7 (2003), 8 (2005) and 9 (2008). As to online and offline installers, I would go for offline everytime because I have worked on simulator sites that will never be connected to the internet. It also means that come the fateful day when the hard disk dies, the complete install is available from a local security backup rather than relying on a hosting website to still be holding the exact version required to restore the system. (This is a long term support issue - when was the last time you tried to buy a 40MB Winchester hard disk??!! -- oops age showing) PhilT -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Sukender Sent: 23 February 2009 23:51 To: OpenSceneGraph Users Subject: [osg-users] Packaging distribution under Windows Hi all Windows users (and others too, I'm not doing discrimination ;) ), Under Linux ( co), packages can have dependencies. Under Windows, we're far to have such an easy system. Question is: how could we redistribute efficiently the OSG binaries (I mean when not linking statically) alongside our apps? Here are my suggestions, please share your thoughts. 1. Manually copy the DLLs in the app's dir. That becomes a pain if you select each DLL by hand, and you may have multiple copies for each app. 2. Say to the user (s)he must download the OSG binaires. Not very user firendly, IMO. 3. Create a nice installer that contains the OSG packages. Thus the installer become obese since we don't need all the DLLs... 4. Create a nice installer that contains partial packages. Not very clean to begin splitting packages I think. 5. Create a nice installer that will download packages on the web. Nice, but what about installing on a machine that has no connection? Should we provide both online and offline installers? And about installers... Should we copy the DLLs to the system dir? What about Vista and its strange policies about having access to system dirs (I simply stayed under XP :D )? Thank you! PS: It seems I'm going to have an installer (or such) ten times bigger than my app... (sigh) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] Packaging distribution under Windows
Hi Phillip, Interesting project. Thank you for going in that direction. However I'm not sure it adresses my problem. I just want: - Windows users to be able to download a game and not having to worry about anything else - Not having a huge file to download (that's just a small app) - Not taking much time to prepare files to be downloaded Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 24 Feb 2009 03:54:29 +0100, Philip Lowman phi...@yhbt.com a écrit: On Mon, Feb 23, 2009 at 6:51 PM, Sukender suky0...@free.fr wrote: Hi all Windows users (and others too, I'm not doing discrimination ;) ), Under Linux ( co), packages can have dependencies. Under Windows, we're far to have such an easy system. Question is: how could we redistribute efficiently the OSG binaries (I mean when not linking statically) alongside our apps? Here are my suggestions, please share your thoughts. 1. Manually copy the DLLs in the app's dir. That becomes a pain if you select each DLL by hand, and you may have multiple copies for each app. 2. Say to the user (s)he must download the OSG binaires. Not very user firendly, IMO. 3. Create a nice installer that contains the OSG packages. Thus the installer become obese since we don't need all the DLLs... 4. Create a nice installer that contains partial packages. Not very clean to begin splitting packages I think. 5. Create a nice installer that will download packages on the web. Nice, but what about installing on a machine that has no connection? Should we provide both online and offline installers? I'm starting a project called CMakePorts that aims to solve some of these goals. The goal would be to build many of the popular dependent libraries as part of the OSG and then since they would be make installed they could simply be picked up by CPack (and/or any installer someone might choose to contribute). http://code.google.com/p/cmakeports/wiki/CMakePortsPlan It's obviously still in the planning phase right now though. And about installers... Should we copy the DLLs to the system dir? What about Vista and its strange policies about having access to system dirs (I simply stayed under XP :D )? Assuming you want an application to be used by non-administrators and non-power users (certainly the case with the OSG, IMHO) you're always going to want the DLLs to at least be available alongside the .EXE files as an option in the installer. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging distribution under Windows
[I reply a to a direct mail on the mailing list - See copy of the mail below] Hi Thomas, Thank you for the info and inno link. Has someone compared inno to nullsoft installer ( http://nsis.sourceforge.net )? I guess I'll have to go and script everything (this is not the case at the moment); so copying only needed DLLs seems the way to do it. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 24 Feb 2009 02:57:01 +0100, Thomas Hogarth thomas.hoga...@googlemail.com a écrit: Hi Sukender I would reply on the mail list but it's not letting me (not sure if I set it up right). I've been distributing downloadable osg apps for a little while now, and have basically come to the conclusion that including the dlls in an installer and installing them into the apps directory is the easiest way to go. It does create multiple copies, but with multiple version of osg floating around, coping to system folder can be risky. The few tricks I have picked up are Think about what plugins you need, if it's an app loading fixed content then you only need the dlls for that content. Use a good setup compiler, the one in visual studio is ok but ultimately it's messy. I use inno script ( http://www.innosetup.com/isinfo.php ) it's great and has a fantastic help file I've gotten pretty content heavy apps in at about 20 to 50 MB. This is pretty huge compared to without the dlls, but is acceptable for a polished app I think. (this is one I did at work using openscenegraph 1.4 and artoolkit http://www.bbc.co.uk/merlin/#/games/magiceye/ comes in at about 36 MB I'd enjoy hearing more on this, as in the end, the smaller the better :) Cheers Thomas Hogarth PS Once I get the user list sorted I'll be posting in there ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Streaming of high resolution images
Hi all, I'm trying to stream high resolution images in real-time. My problem is that performance degenerate after some time; this is due to the complete occupation of the ram and to the slow process of loading an image in memory that is slower than the visualization frequency needed by my application. In which classes is this process handled? Is there a manner to avoid (or to mitigate) this problem using a different approach? I remember that i have already seen this same argument in mailing list but, doing a search, I have not found what I'm searching for. Thanks in advance Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7280#7280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] A GUIEventAdapter::MOVE event every frame
Hi all, I've noticed that every frame a move event reaches matrix manipulator handle event. I put a break point in TrackballManipulator.cpp line 154 (where the event is identified as type MOVE) and run the osganimate example. I checked that every frame, at break point, the GUIEventAdapter object (ea) had exactly the same values except but _time (mouse wasn't moving!) Is this intentionally done? Why? In my opinion move event must be only created when _mx and _my differ from previous values. Best regards. PD: The forum is a great idea! Thanks Art. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7283#7283 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Flash embedding for GUI
Hi all, I would like to know if some nodekit provides a Flash embedding layer for OSG ? Something similar to the Hikari lib for Ogre3D (http://code.google.com/p/hikari-library/wiki/Introduction) which is based on the Flash activeX. In fact, I'm looking for a good way to achieve very good quality GUI widgets, and I saw this seems to be a good way (design, transparency etc)... if someone knows another way ? Another good point for this is the flash movies playing capabilities (as HUD or texture mapped of course). Best Regards, Eric Pouliquen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging distribution under Windows
Sukender ha scritto: [I reply a to a direct mail on the mailing list - See copy of the mail below] Hi Thomas, Thank you for the info and inno link. Has someone compared inno to nullsoft installer ( http://nsis.sourceforge.net )? I guess I'll have to go and script everything (this is not the case at the moment); so copying only needed DLLs seems the way to do it. I think that cpack support one windows installer (do not rimember which as I really hate installers: the best one is zip: install=unzip uninstall=remove) I agree that including dll is the bet way to go, in that case, I wouls suggest to include alsoMSVC runtime with the app, in order to NOT require any administrator access. I adopted this strategy to assemble the firefox estension I' m working on. If you are interested, try : http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html and install the extension to see the libs included Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 24 Feb 2009 02:57:01 +0100, Thomas Hogarth thomas.hoga...@googlemail.com a écrit: Hi Sukender I would reply on the mail list but it's not letting me (not sure if I set it up right). I've been distributing downloadable osg apps for a little while now, and have basically come to the conclusion that including the dlls in an installer and installing them into the apps directory is the easiest way to go. It does create multiple copies, but with multiple version of osg floating around, coping to system folder can be risky. The few tricks I have picked up are Think about what plugins you need, if it's an app loading fixed content then you only need the dlls for that content. Use a good setup compiler, the one in visual studio is ok but ultimately it's messy. I use inno script ( http://www.innosetup.com/isinfo.php ) it's great and has a fantastic help file I've gotten pretty content heavy apps in at about 20 to 50 MB. This is pretty huge compared to without the dlls, but is acceptable for a polished app I think. (this is one I did at work using openscenegraph 1.4 and artoolkit http://www.bbc.co.uk/merlin/#/games/magiceye/ comes in at about 36 MB I'd enjoy hearing more on this, as in the end, the smaller the better :) Cheers Thomas Hogarth PS Once I get the user list sorted I'll be posting in there ___ 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] Streaming of high resolution images
Hi Francesco, On 24/2/09 8:48 PM, Francesco Argese wrote: I'm trying to stream high resolution images in real-time. My problem is that performance degenerate after some time; this is due to the complete occupation of the ram and to the slow process of loading an image in memory that is slower than the visualization frequency needed by my application. How are you streaming these images? What resolution and format are they? When you're talking about streaming I suppose you're using some kind of compression? On Linux this would most likely be handled by the xine plugin, on OS X possibly the quicktime plugin. They streaming mode determines where to look for a problem. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming of high resolution images
How are you streaming these images? What resolution and format are they? When you're talking about streaming I suppose you're using some kind of compression? I'm not using any form of compression at this moment: I have a set of .tga image at a resolution of 1440x1050 and I have tried to read them both with osgDB::readImageFile function (loading the images at the initialization of application) and using osgimagesequence example. On Linux this would most likely be handled by the xine plugin, on OS X possibly the quicktime plugin. I have read something about this but i have not understood if both quicktime or xine introduce some form of compression. Thanks Hi Francesco Argese -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7288#7288 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with reflection
Hi all, I am currently having trouble with a simple reflection shader and I hope someone could help me. You can find attached : - C++ code setting the scene, the shaders and a RTT camera. - Shaders (vertex and fragment) used to correctly project the reflected texture produced by the RTT. - A screenshot showing my problem... Currently everything works fine if I use 256x256 or 512x512 textures for the RTT, but with bigger textures, the reflection starts to be erroneous (as we can see in the screenshot). Anyone have any idea on what I am doing wrong ? I spend a full day trying to figure out and I really start to be out of idea. :/ Thanks in advance for any help ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PING
PING ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PING
PONG From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thomas Hogarth Sent: 24 February 2009 12:51 To: OSG USERS Subject: [osg-users] PING PING * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac menu
Hi Art, First of all, you can always mail me if there is an issue regarding the server, there is no need to use the community to use Robert to tell me something ( I'm not that unreachable ) ;) but, I would like you to check again the blog function,it is available to registered users for four days now, I've just tested it and it works. I changed it right after your last mail (this was my answer) Hi Robert, and Art, I will then allow registered users to post using the blog feature of Trac. That should replace the old community news, we need to remove that page, or update it to point to the Blog... Let's see how this works, if we don't like it we can always try to find a better solution. Cheers, Jose L. On Mon, Feb 23, 2009 at 8:53 PM, Art Tevs osgfo...@tevs.eu wrote: Sorry guys, I again push up this topic. There is currently some right/access problems on the trac page. Registered users are not able to add CommunityNews or to do anything with the Blog. Robert, you know that already. However, it seems that Jose Luis overseen this thread. Robert, could you point him again on this issue? Or are there some extra things one need to do to be able to post to community news or to the blog? cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7256#7256 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging distribution under Windows
Luigi Calori wrote: I think that cpack support one windows installer (do not rimember which as I really hate installers: the best one is zip: install=unzip uninstall=remove) I agree that including dll is the bet way to go, in that case, I wouls suggest to include alsoMSVC runtime with the app, in order to NOT require any administrator access. I'd like to just say me too to Luigi's recommendation. Don't pollute the system directories and don't abuse the registry (or even use it if you can avoid it). If you can remove most of an application by just deleting its directory, then I think you have a great design. The only exception to this that I think is acceptable is to create a directory for user settings in ~/.MyOsgApp (or the Windows equivalent) and possibly making a file association for the app. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac menu
Hi All, I've also changed the start page to point to the create option of trac's blog. There is were community news should go, it's the better mechanism we have right now to let the users post news, if anybody knows a better tool for Trac we are open to suggestions. :) Cheers, JL. On Tue, Feb 24, 2009 at 2:52 PM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi Art, First of all, you can always mail me if there is an issue regarding the server, there is no need to use the community to use Robert to tell me something ( I'm not that unreachable ) ;) but, I would like you to check again the blog function,it is available to registered users for four days now, I've just tested it and it works. I changed it right after your last mail (this was my answer) Hi Robert, and Art, I will then allow registered users to post using the blog feature of Trac. That should replace the old community news, we need to remove that page, or update it to point to the Blog... Let's see how this works, if we don't like it we can always try to find a better solution. Cheers, Jose L. On Mon, Feb 23, 2009 at 8:53 PM, Art Tevs osgfo...@tevs.eu wrote: Sorry guys, I again push up this topic. There is currently some right/access problems on the trac page. Registered users are not able to add CommunityNews or to do anything with the Blog. Robert, you know that already. However, it seems that Jose Luis overseen this thread. Robert, could you point him again on this issue? Or are there some extra things one need to do to be able to post to community news or to the blog? cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7256#7256 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging distribution under Windows
Hi Sukender, On this subject I won't offer much input, because IMHO on Windows it's up to the application developer to make sure their app can find all its dependencies. How you do it is up to you. One option I'd like to point out that you didn't seem to have in your list is that there could be an installer for the OSG binaries (made by CMake's NSIS support), which would also set an environment variable, say OSG_2.8.0_BIN_PATH. Your app's installer would check if that variable exists, and if not, would tell you to go and get the binaries installer and install it. Then, once installed, your app would add this path to the PATH variable when it starts and then would be able to find all OSG DLLs. That way you could have only one installation of a given release of OSG on your system, and all apps that need that version would be able to use it, without polluting the Windows system directories. And about installers... Should we copy the DLLs to the system dir? What about Vista and its strange policies about having access to system dirs (I simply stayed under XP :D )? No, please don't do that. Please keep the separation between system DLLs and application DLLs... I hate it when an app installs something to the system directories... Of course it's your choice of how you deploy your apps, but I think that's the worst option. I'd prefer each app have its local copy of the OSG DLLs. But that's just my opinion. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] CMake 2.6.3 brings easier OSG integration out-of-the-box
Hi Philip, The release of CMake 2.6.3 includes a new find module which makes using the OSG from within a project of your own much easier to do. There is also version support available should you want to specify the minimum (or exact) version of the OSG that is needed to build your project. Very nice! I'll have to take this out for a spin on my personal projects :-) Great work, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] Trac menu
Hi Jose, hmm, I have never recieved your answer to Robert's mail ;( Hence, I though you've overseen it. Sorry, then. OK, I saw the blog feature and yes it works now. Good, thank you. Best regards, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7299#7299 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trac menu
Hi Art, On Tue, Feb 24, 2009 at 3:12 PM, Art Tevs osgfo...@tevs.eu wrote: hmm, I have never recieved your answer to Robert's mail ;( Hence, I though you've overseen it. Sorry, then. OK, I saw the blog feature and yes it works now. Good, thank you. Don't worry! probably I pushed the Reply instead of Reply to all, and you never got the message. Anyway, if you need anything else just mail me :) Cheers, JL. -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg swig: osg::GraphicsContext::createGraphicsContext?
Hi, it seems that osg::GraphicsContext::createGraphicsContext and osg::GraphicsContext::Traits are not available in osgswig. How do I generate a new graphics context then? Preferably one for offscreen rendering? Thx! Mathias ___ DSL zum Nulltarif + 20 Euro Extraprämie bei Online-Bestellung über die DSL Freundschaftswerbung! http://dsl.web.de/?ac=OM.AD.AD008K15279B7069a ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake 2.6.3 brings easier OSG integration out-of-the-box
On Mon, 2009-02-23 at 22:31 -0500, Philip Lowman wrote: The release of CMake 2.6.3 includes a new find module which makes using the OSG from within a project of your own much easier to do. There is also version support available should you want to specify the minimum (or exact) version of the OSG that is needed to build your project. Here's a 6 line hello world example. Replace foo.cpp with the OSG app of your choice and modify the find_package() line to contain the list of nodekits/libraries you require. CMakeLists.txt: = project(Foo) cmake_minimum_required(VERSION 2.6.3) find_package(OpenSceneGraph 2.8.0 REQUIRED osgUtil osgDB osgWhateverNodekitsYouNeed) include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS}) add_executable(foo foo.cpp) target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES}) == If you need to set cmake_minimum_required to less than 2.6.3 please see the documentation for FindOpenSceneGraph.cmake as you will need to copy a few files from the 2.6.3 release of CMake into your CMake module path. This is quite awesome. :) -- Philip Lowman ___ 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] Lightning problem with camera point of view
Hi Vincent, I use 3 lights in the scene, but sometimes there is some lighting strange behavior, depending a very little camera orientation change... From the screenshots I can't say if this is your problem, but I have sometimes seen some cases where moving the camera just a little bit would make an object flash - i.e. the lighting would be dark then light then dark then light. I have found that this was often caused by the model not having vertex normals in it. In my case I would fix it by opening the model in MultiGen Creator and using the Calculate Shading tool, which calculates vertex normals for the model, and resaving it. In my case, this problem did not appear when using the fixed pipeline. I assume that's because the fixed pipeline can handle cases where the model has only face normals just fine, whereas my shaders assumed that vertex normals were available, and in the case of some models that wasn't true. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] Streaming of high resolution images
Francesco Argese wrote: Hi all, I'm trying to stream high resolution images in real-time. My problem is that performance degenerate after some time; this is due to the complete occupation of the ram and to the slow process of loading an image in memory that is slower than the visualization frequency needed by my application. In which classes is this process handled? Is there a manner to avoid (or to mitigate) this problem using a different approach? I remember that i have already seen this same argument in mailing list but, doing a search, I have not found what I'm searching for. It is faster to use texture compression and save the compressed textures as .ive files, then load those. This requires either a preprocessing step to compress the textures or a caching mechanism to use compressed textures once they've been generated. I use the second technique in my application with pretty good results. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming of high resolution images
Hi all, you can even stream from a RAM disk, which will increase the performance as well. An external application could stream from the hdd to the ram disk in parallel to your application. For a multicore cpu this shouldn't be a big problem. So you will use the ram disk as a cache for your data. I've used similar technique couple of times already in Linux. However, I have no idea how to do so in windows. cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7306#7306 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Can't build libraries under windows
Hello everybody, I'm new using OSG, and I'm trying to compile the latest version posted in the OSG's wiki (2.8.0) I suppose that it's the stable version. I'm Linux User but now I need to work with OSG in Windows XP, I work with CodeBlocks IDE 8.02 with mingw32 compiler, I have built all project files for CB using cmake-gui and all went ok. But when I open CB and compile all projects it is ok until it need to link osgdb_ive plugin, it show me these messages: Code: Built target osgdb_osg C:/ARCHIV~1/CODEBL~1/MinGW/bin/mingw32-make.exe -f src\osgPlugins\ive\CMakeFiles\osgdb_ive.dir\build.make src/osgPlugins/ive/CMakeFiles/osgdb_ive.dir/depend mingw32-make.exe[2]: Entering directory `D:/Installers/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/build' C:\Archivos de programa\CMake 2.6\bin\cmake.exe -E cmake_depends MinGW Makefiles D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\src\osgPlugins\ive D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\ive D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\ive\CMakeFiles\osgdb_ive.dir\DependInfo.cmake --color= mingw32-make.exe[2]: Leaving directory `D:/Installers/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/build' C:/ARCHIV~1/CODEBL~1/MinGW/bin/mingw32-make.exe -f src\osgPlugins\ive\CMakeFiles\osgdb_ive.dir\build.make src/osgPlugins/ive/CMakeFiles/osgdb_ive.dir/build mingw32-make.exe[2]: Entering directory `D:/Installers/OpenSceneGraph-2.8.0/OpenSceneGraph-2.8.0/OpenSceneGraph/build' Linking CXX shared module ..\..\..\bin\osgPlugins-2.8.0\mingw_osgdb_ive.dll cd D:\Installers\OpenSceneGraph-2.8.0\OpenSceneGraph-2.8.0\OpenSceneGraph\build\src\osgPlugins\ive C:\Archivos de programa\CMake 2.6\bin\cmake.exe -E cmake_link_script CMakeFiles\osgdb_ive.dir\link.txt --verbose=1 C:\ARCHIV~1\CODEBL~1\MinGW\bin\G__~1.EXE-shared -o ..\..\..\bin\osgPlugins-2.8.0\mingw_osgdb_ive.dll -Wl,--major-image-version,0,--minor-image-version,0 CMakeFiles\osgdb_ive.dir\AlphaFunc.obj CMakeFiles\osgdb_ive.dir\AnimationPathCallback.obj CMakeFiles\osgdb_ive.dir\AnimationPath.obj CMakeFiles\osgdb_ive.dir\AutoTransform.obj CMakeFiles\osgdb_ive.dir\AzimElevationSector.obj CMakeFiles\osgdb_ive.dir\AzimSector.obj CMakeFiles\osgdb_ive.dir\Billboard.obj CMakeFiles\osgdb_ive.dir\BlendColor.obj CMakeFiles\osgdb_ive.dir\BlendEquation.obj CMakeFiles\osgdb_ive.dir\BlendFunc.obj CMakeFiles\osgdb_ive.dir\BlinkSequence.obj CMakeFiles\osgdb_ive.dir\Camera.obj CMakeFiles\osgdb_ive.dir\CameraView.obj CMakeFiles\osgdb_ive.dir\ClipNode.obj CMakeFiles\osgdb_ive.dir\ClipPlane.obj CMakeFiles\osgdb_ive.dir\ClusterCullingCallback.obj CMakeFiles\osgdb_ive.dir\ColorMask.obj CMakeFiles\osgdb_ive.dir\CompositeLayer.obj CMakeFiles\osgdb_ive.dir\SwitchLayer.obj CMakeFiles\osgdb_ive.dir\ConeSector .obj CMakeFiles\osgdb_ive.dir\ConvexPlanarOccluder.obj CMakeFiles\osgdb_ive.dir\ConvexPlanarPolygon.obj CMakeFiles\osgdb_ive.dir\CoordinateSystemNode.obj CMakeFiles\osgdb_ive.dir\CullFace.obj CMakeFiles\osgdb_ive.dir\DataInputStream.obj CMakeFiles\osgdb_ive.dir\DataOutputStream.obj CMakeFiles\osgdb_ive.dir\Depth.obj CMakeFiles\osgdb_ive.dir\DirectionalSector.obj CMakeFiles\osgdb_ive.dir\DOFTransform.obj CMakeFiles\osgdb_ive.dir\Drawable.obj CMakeFiles\osgdb_ive.dir\DrawArrayLengths.obj CMakeFiles\osgdb_ive.dir\DrawArrays.obj CMakeFiles\osgdb_ive.dir\DrawElementsUByte.obj CMakeFiles\osgdb_ive.dir\DrawElementsUInt.obj CMakeFiles\osgdb_ive.dir\DrawElementsUShort.obj CMakeFiles\osgdb_ive.dir\ElevationSector.obj CMakeFiles\osgdb_ive.dir\EllipsoidModel.obj CMakeFiles\osgdb_ive.dir\Exception.obj CMakeFiles\osgdb_ive.dir\Fog.obj CMakeFiles\osgdb_ive.dir\FragmentProgram.obj CMakeFiles\osgdb_ive.dir\FrontFace.obj CMakeFiles\osgdb_ive.dir\Geode.obj CMakeFiles\osgdb_ive.dir\Geometry.obj CMakeFiles\osgdb_ive.dir\Group.obj CMakeFiles\osgdb_ive.dir\HeightFieldLayer.obj CMakeFiles\osgdb_ive.dir\Image.obj CMakeFiles\osgdb_ive.dir\ImageSequence.obj CMakeFiles\osgdb_ive.dir\ImageLayer.obj CMakeFiles\osgdb_ive.dir\Impostor.obj CMakeFiles\osgdb_ive.dir\Layer.obj CMakeFiles\osgdb_ive.dir\Light.obj CMakeFiles\osgdb_ive.dir\LightModel.obj CMakeFiles\osgdb_ive.dir\LightPoint.obj CMakeFiles\osgdb_ive.dir\LightPointNode.obj CMakeFiles\osgdb_ive.dir\LightSource.obj CMakeFiles\osgdb_ive.dir\LineStipple.obj CMakeFiles\osgdb_ive.dir\LineWidth.obj CMakeFiles\osgdb_ive.dir\Locator.obj CMakeFiles\osgdb_ive.dir\LOD.obj CMakeFiles\osgdb_ive.dir\Material.obj CMakeFiles\osgdb_ive.dir\MatrixTransform.obj CMakeFiles\osgdb_ive.dir\Multisample.obj CMakeFiles\osgdb_ive.dir\MultiSwitch.obj CMakeFiles\osgdb_ive.dir\MultiTextureControl.obj CMakeFiles\osgdb_ive.dir\Node.obj CMakeFiles\osgdb_ive.dir\Object.obj
Re: [osg-users] OpenSceneGraph-2.8.0-rc6 tagged, please test
Robert Osfield wrote: On Sun, Feb 22, 2009 at 9:54 PM, Martin Spott martin.sp...@mgras.net wrote: 1.) Point CMake to CURL- and probably other libraries like: -D CURL_LIBRARY=/opt/freeware/lib/libcurl.a \ -D CURL_INCLUDE_DIR=/opt/freeware/include/curl Did you build libcurl and other libraries yourself? Similarly to other Unix systems, there are well-known sources for AIX freeware packages which typically install into /opt/freeware/ (analogously to /usr/freeware/ on IRIX). Starting to sound like CMake hasn't been tested much under AIX... so it'd be worth pinging them about your findings, they are normally very responsive about get things like this fixed, then hopefully you won't have problems with future revs of CMake. I've been using CMake 2.4.8 for the test, don't know if that's been changed in the meantime. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB 1.0 schedule and database size improvements
Hi Robert, Just for curiosity, now that 2.8 is released, do you have a target date for VPB 1.0? I'll be happy to test VPB trunk as development progresses, if that helps:) Best regards, John Robert Osfield wrote: Hi Robert, VPB 1.0 will require an OSG 2.8, OSG 2.6.x won't be sufficient as I had to add code to OSG to enable some of the final VPB features. My Aim for VPB 1.0 and OSG 2.8 is presently end of October. Prior to 1.0 and 2.8 I will be make a series of coupled dev releases so if you need a release to go on before VPB-1.0 this is what you'll need to use. Robert. On Fri, Sep 26, 2008 at 8:14 PM, Kramer, Robert W robert.w.kra...@boeing.com wrote: What is the latest projection of a VPB 1.0 stable release, and will it be tied to OSG 2.6.0 or a more recent OSG version? For various reasons, I can only build from the *zip files, and the latest on the website is VPB 0.9.7. I realize development is going strong now, but need to know for scheduling purposes for my apps. Also, has anybody tested how much smaller (or faster) the resulting *.ive files will be with heightfield compression (is there a significant reason to wait until 1.0 comes out to build multi-TB databases)? Robert Kramer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Swapping the color buffer on an FBO
Hello all, I'm trying to swap the color buffer of an FBO camera in an event handler. When I initialise the FBO camera like so: counter = 0; m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter ).get() ); It works, but then when I try to swap the color buffer using the following: ++counter; m_camera-detach( osg::Camera::COLOR_BUFFER ); m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter ).get() ); It appears that the original texture is still attached and being updated. Am I misusing the FBO here? Is it not possible to swap buffers once the camera has been initialised? Obviously the same effect could be achieved using a switch and a series of FBO cameras but this solution seemed like a nice tidy one. Thanks in advance. Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OFT: Interesting commentary of the future of OpenGL
An interesting take on the future of OpenGL seeing we are in the middle of what to do about Opengl 3.0 thought it might be off interest http://www.tomshardware.com/reviews/opengl-directx,2019.html this was from an old friend now at ILM http://www.davidlenihan.com/2008/12/opengl_rip.html Gordon __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Can't build libraries under windows
The problem was indeed that the lib files of the third party libraries were for Visual Studio. I've now compiled a library tree for mingw, containing OpenSceneGraph, libjpeg, libpng, zlib and freetype. (which is probably just enough for me currently). thanks for the help. If anyone needs my compiled files, or has a place to upload it, please let me know. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7312#7312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A GUIEventAdapter::MOVE event every frame
Hi ? Could you please sign with your name so we can address you correctly. Unless you move the mouse no new events should be generated. Could it be that you are just getting the last event state? The only event that should be generated per frame without any other changes is the FRAME event. Robert. On Tue, Feb 24, 2009 at 9:52 AM, Iván osgfo...@tevs.eu wrote: Hi all, I've noticed that every frame a move event reaches matrix manipulator handle event. I put a break point in TrackballManipulator.cpp line 154 (where the event is identified as type MOVE) and run the osganimate example. I checked that every frame, at break point, the GUIEventAdapter object (ea) had exactly the same values except but _time (mouse wasn't moving!) Is this intentionally done? Why? In my opinion move event must be only created when _mx and _my differ from previous values. Best regards. PD: The forum is a great idea! Thanks Art. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7283#7283 ___ 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] [build] Can't build libraries under windows
Hi Jonatan, thanks for the help. If anyone needs my compiled files, or has a place to upload it, please let me know. I think you can upload them to ftp.openscenegraph.org (user OSG, pass OSG) and Robert will move them to the right place on the site for others to download. Just zip them up and put mingw in the name somewhere... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] A GUIEventAdapter::MOVE event every frame
Hi Robert, Unless you move the mouse no new events should be generated. Could it be that you are just getting the last event state? The only event that should be generated per frame without any other changes is the FRAME event. I've seen this before too. Our event handler was being called with a MOVE event even though the mouse was sitting upside down on the desk (so no movement was possible). We just worked around it by comparing the position to the previous one and ignoring if it was the same, but there's a bug in there I'm pretty sure. Perhaps it's Windows-specific though... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] Flash embedding for GUI
Hi Eric, I don't know of any Flash NodeKit's/plugins for the OSG. The way to do it would be in a similar way to how OSG-2.8 does the osgWidget::Browser, VncClient and PdfReader widgets, where the osgWidget library provides the interface, but the plugin implements the connection with the 3rd party library that does all the heavy lifting. The events are passed seamlessly to the plugin implementation, and can handle application of the texture on to non planar objects. This approach allows the plugin to just focus on wiring up the rendering to an osg::Image and passing of events to the 3td party library. Robert. On Tue, Feb 24, 2009 at 10:08 AM, Eric Pouliquen epouliq...@silicon-worlds.fr wrote: Hi all, I would like to know if some nodekit provides a Flash embedding layer for OSG ? Something similar to the Hikari lib for Ogre3D (http://code.google.com/p/hikari-library/wiki/Introduction) which is based on the Flash activeX. In fact, I'm looking for a good way to achieve very good quality GUI widgets, and I saw this seems to be a good way (design, transparency etc)... if someone knows another way ? Another good point for this is the flash movies playing capabilities (as HUD or texture mapped of course). Best Regards, Eric Pouliquen ___ 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] [build] Can't build libraries under windows
Well jonim8or if you have compiled those libraries it should be good if you upload it to OSG Wiki (if you have permissions ). Another alternative is to upload those files to RapidShare ( http://rapidshare.com/ ) so every one can download it until you can upload it to OSG Wiki. Cheers SirErnest :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7317#7317 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with reflection
Hi Serge, Sounds like a driver bug to me. Try moving on to a different platform. Also try changing the RTT target to different types such as pbuffer or frame buffer. Robert. On Tue, Feb 24, 2009 at 12:51 PM, Serge Lages serge.la...@gmail.com wrote: Hi all, I am currently having trouble with a simple reflection shader and I hope someone could help me. You can find attached : - C++ code setting the scene, the shaders and a RTT camera. - Shaders (vertex and fragment) used to correctly project the reflected texture produced by the RTT. - A screenshot showing my problem... Currently everything works fine if I use 256x256 or 512x512 textures for the RTT, but with bigger textures, the reflection starts to be erroneous (as we can see in the screenshot). Anyone have any idea on what I am doing wrong ? I spend a full day trying to figure out and I really start to be out of idea. :/ Thanks in advance for any help ! -- Serge Lages http://www.tharsis-software.com ___ 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] Flash embedding for GUI
On Tue, 2009-02-24 at 16:31 +, Robert Osfield wrote: Hi Eric, I don't know of any Flash NodeKit's/plugins for the OSG. The easiest way, in my opinion, would be to setup a Cairo context for an ImageStream object and continually update/dirty it. It would be decently fast, faster than a Flash plugin would be at any rate. :) The way to do it would be in a similar way to how OSG-2.8 does the osgWidget::Browser, VncClient and PdfReader widgets, where the osgWidget library provides the interface, but the plugin implements the connection with the 3rd party library that does all the heavy lifting. The events are passed seamlessly to the plugin implementation, and can handle application of the texture on to non planar objects. This approach allows the plugin to just focus on wiring up the rendering to an osg::Image and passing of events to the 3td party library. Robert. On Tue, Feb 24, 2009 at 10:08 AM, Eric Pouliquen epouliq...@silicon-worlds.fr wrote: Hi all, I would like to know if some nodekit provides a Flash embedding layer for OSG ? Something similar to the Hikari lib for Ogre3D (http://code.google.com/p/hikari-library/wiki/Introduction) which is based on the Flash activeX. In fact, I'm looking for a good way to achieve very good quality GUI widgets, and I saw this seems to be a good way (design, transparency etc)... if someone knows another way ? Another good point for this is the flash movies playing capabilities (as HUD or texture mapped of course). Best Regards, Eric Pouliquen ___ 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] VPB 1.0 schedule and database size improvements
HI John, On Tue, Feb 24, 2009 at 3:33 PM, John Vidar Larring larr...@weatherone.tv wrote: Just for curiosity, now that 2.8 is released, do you have a target date for VPB 1.0? I'll be happy to test VPB trunk as development progresses, if that helps:) My current ETA for VPB 1.0 is end of March. I have a couple weeks dev work left to do on it, then community testing and bug fixes. Before VPB I'll make a few more dev releases of VPB, and might even be able to get one done this week. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Swapping the color buffer on an FBO
Hi Kim, osg::Camera and the rendering backend are currently implemented with the assumption that once initialized they will just be used without changes. Tracking changes and rebuilding the FBO is possible, but will complicate the code. Robert. On Tue, Feb 24, 2009 at 3:35 PM, Kim C Bale k.b...@hull.ac.uk wrote: Hello all, I’m trying to swap the color buffer of an FBO camera in an event handler. When I initialise the FBO camera like so: counter = 0; m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter ).get() ); It works, but then when I try to swap the color buffer using the following: ++counter; m_camera-detach( osg::Camera::COLOR_BUFFER ); m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter ).get() ); It appears that the original texture is still attached and being updated. Am I misusing the FBO here? Is it not possible to swap buffers once the camera has been initialised? Obviously the same effect could be achieved using a switch and a series of FBO cameras but this solution seemed like a nice tidy one. Thanks in advance. Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ 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] OFT: Interesting commentary of the future of OpenGL
Hi Gordon, There has been OpenGL RIP stories going ever since Direct3D pocked it's nose above the parapet. There all have been off mark - if the stories were true OpenGL would already be dead, and the OSG community would have deserted it long ago. The OSG community is actually still growing, with new members coming on line each day, and every one of these developers is an OpenGL users. The only place where Direct3D is strong is under Windows and XBox, considering market share for Windows is now dwindling (it's dropped from around 95% to less than 90% in just last couple of few years), rather than OpenGL being more marginalised it should become important as apps have to become cross platform or throw away their own market potential. Think about the market share for non Windows desktop it's doubled in just a couple of years, this trend is not one that is likely to reverse but accelerate with new types of devices coming online as well as Windows desktop alternatives getting stronger by the day. Then have a look at the embedded space... who's winning there? OpenGL ES is totally dominating, as are non Windows OS's. With the big new opportunities in 3D graphics appearing in the embedded space, this is where pundits should be focussing, Direct3D vs OpenGL will be just a side show. So read all these articles in these contexts and you'll see that they aren't grasping some of the basics of what is happening in the wider industry. Dig below the marketing blurbs and you'll see some wider industry trends are far more important to our future. Robert. On Tue, Feb 24, 2009 at 4:20 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: An interesting take on the future of OpenGL seeing we are in the middle of what to do about Opengl 3.0 thought it might be off interest http://www.tomshardware.com/reviews/opengl-directx,2019.html this was from an old friend now at ILM http://www.davidlenihan.com/2008/12/opengl_rip.html Gordon __ Gordon Tomlinson Email : gtomlinso...@ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ 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] A GUIEventAdapter::MOVE event every frame
On Tue, Feb 24, 2009 at 4:29 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: I've seen this before too. Our event handler was being called with a MOVE event even though the mouse was sitting upside down on the desk (so no movement was possible). We just worked around it by comparing the position to the previous one and ignoring if it was the same, but there's a bug in there I'm pretty sure. Perhaps it's Windows-specific though... I've never see MOVE events generated without the mouse moving under Linux, so it could we be a GraphicsWindowWin32 implementation issue. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Multisampling/RenderBuffer Support
I don't see any support for using RenderBuffer attachments in the osgPPU code. I've used osgPPU for a few things here and there, but I'd really like to take advantage of the on card multisampling capabilities. Is that something that will eventually be implemented? Steve -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7325#7325 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake 2.6.3 brings easier OSG integration out-of-the-box
Nice! I must admit I had to tweak Findosg* (in 2.6.2) because it just hadn't the _DEBUG versions of the libs. Now I removed my custom finders and wrote CMAKE_MINIMUM_REQUIRED(VERSION 2.6.3 FATAL_ERROR) :) ... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 24 Feb 2009 04:31:38 +0100, Philip Lowman phi...@yhbt.com a écrit: The release of CMake 2.6.3 includes a new find module which makes using the OSG from within a project of your own much easier to do. There is also version support available should you want to specify the minimum (or exact) version of the OSG that is needed to build your project. Here's a 6 line hello world example. Replace foo.cpp with the OSG app of your choice and modify the find_package() line to contain the list of nodekits/libraries you require. CMakeLists.txt: = project(Foo) cmake_minimum_required(VERSION 2.6.3) find_package(OpenSceneGraph 2.8.0 REQUIRED osgUtil osgDB osgWhateverNodekitsYouNeed) include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS}) add_executable(foo foo.cpp) target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES}) == If you need to set cmake_minimum_required to less than 2.6.3 please see the documentation for FindOpenSceneGraph.cmake as you will need to copy a few files from the 2.6.3 release of CMake into your CMake module path. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Hm. Perhaps this is an appropriate time for me to unveil my discussion forum, in which I have a blog stating my own opinions of OpenGL versus D3D: http://www.skew-matrix.com/bb/viewtopic.php?f=3 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 t=2 Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Did not say I agreed with the article, I thought it brought up some interesting commentary on 3.0 Dx11, but I know in the fields I'm working more and more are believing the spin and wanting not to have OpenGL especially when support on ATI etc is so poor etc..., folks don't want to be told use an NVIDIA card etc.. And whether I like it or not my customer base today is 100% windows and that's not going to change -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, February 24, 2009 12:04 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL Hi Gordon, There has been OpenGL RIP stories going ever since Direct3D pocked it's nose above the parapet. There all have been off mark - if the stories were true OpenGL would already be dead, and the OSG community would have deserted it long ago. The OSG community is actually still growing, with new members coming on line each day, and every one of these developers is an OpenGL users. The only place where Direct3D is strong is under Windows and XBox, considering market share for Windows is now dwindling (it's dropped from around 95% to less than 90% in just last couple of few years), rather than OpenGL being more marginalised it should become important as apps have to become cross platform or throw away their own market potential. Think about the market share for non Windows desktop it's doubled in just a couple of years, this trend is not one that is likely to reverse but accelerate with new types of devices coming online as well as Windows desktop alternatives getting stronger by the day. Then have a look at the embedded space... who's winning there? OpenGL ES is totally dominating, as are non Windows OS's. With the big new opportunities in 3D graphics appearing in the embedded space, this is where pundits should be focussing, Direct3D vs OpenGL will be just a side show. So read all these articles in these contexts and you'll see that they aren't grasping some of the basics of what is happening in the wider industry. Dig below the marketing blurbs and you'll see some wider industry trends are far more important to our future. Robert. On Tue, Feb 24, 2009 at 4:20 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: An interesting take on the future of OpenGL seeing we are in the middle of what to do about Opengl 3.0 thought it might be off interest http://www.tomshardware.com/reviews/opengl-directx,2019.html this was from an old friend now at ILM http://www.davidlenihan.com/2008/12/opengl_rip.html Gordon __ Gordon Tomlinson Email : gtomlinso...@ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ 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] OFT: Interesting commentary of the future of OpenGL
Hi Paul, Hm. Perhaps this is an appropriate time for me to unveil my discussion forum, in which I have a blog stating my own opinions of OpenGL versus D3D: http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 Nice post, I agree. That Tom's Hardware article was buying into Microsoft's misinformation, but you present the facts. But regarding MS dropping D3D, don't hold your breath :-) I've got your message board bookmarked. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] PING
Cheers Kim Looks like I'm on the list, hurrah! :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading movie
Hi Robert and Tanguy I noticed you talking about video plugins. I've written a few image streams that allow me to run video files and webcam streams, but haven't taken the leap to creating a plug-in. I'd find it very interesting to look at the source for this and see what steps are required (as manually attaching the images to textures is a nightmare) One thing I am keen to solve is the non power of 2 video issue, currently I have to create a texture the nearest ^2 up then load the image into the corner of it. I then use a TexMat to rescale the texcoords to account for this ( the reason for this is pushing non ^2 textures onto graphics cards is slow and webcams don't usually do ^2) Would a plugin automatically be able to insert this TexMat ? Cheers Thomas Hogarth (finally my first post :) ) PS Also I've attached my rather limited ffmpeg stream for you guys to look at, I never finished as I moved over to Directshow for windows and Quicktime for OSX, but it does get the frames out I guess your using FFMPEG as it is cross platform ? #pragma once #include VideoStream.h #//include StdAfx.h extern C { #define __STDC_CONSTANT_MACROS #define __STDC_LIMIT_MACROS #include avformat.h #include avcodec.h } class CFFMPEGStream : public CVideoStream { public: CFFMPEGStream(void); CFFMPEGStream(const char* file, bool isRect); virtual ~CFFMPEGStream(void); virtual Object* clone() const { return new CFFMPEGStream; } virtual bool isSameKindAs(const Object* obj) const { return dynamic_castconst CFFMPEGStream*(obj) != NULL; } virtual const char* className() const { return FFMPEGStream; } /// Start or continue stream. virtual void StartStream() { CVideoStream::StartStream(); } /// Stop stream at current position. virtual void stop() { CVideoStream::stop(); } /// Rewind stream to beginning. virtual void rewind() {CVideoStream::rewind(); } //Inherit from stream //void run(); void UpdateStream(); protected: int iFrame; //curent frame number AVFormatContext *pFormatCtx; int i, videoStream; AVCodecContext *pCodecCtx; AVCodec *pCodec; AVFrame *pFrame; //frame from video file AVFrame *pFrameRGB; //converted frame int numBytes; //size of frame buffer uint8_t *buffer; float timeToNext; int lastFrame; int width,height; public: bool ReadNextFrame(); bool ConvertFrameToRGB(); bool SaveCurrentFrame(); void CleanUp(); }; #include .\ffmpegstream.h #include osg/Notify #include osg/Timer #include osg/Node #include iostream using namespace std; CFFMPEGStream::CFFMPEGStream(void) { } CFFMPEGStream::~CFFMPEGStream(void) { CleanUp(); } CFFMPEGStream::CFFMPEGStream(const char* file, bool isRect) : CVideoStream(isRect) { iFrame=0; //start on frame 0 // Register all formats and codecs for the ffmpeg lib av_register_all(); // Open video file if(av_open_input_file(pFormatCtx, file, NULL, 0, NULL)!=0) { //AfxMessageBox(Failed to open FFMPEG file); return; // Couldn't open file } // Retrieve stream information if(av_find_stream_info(pFormatCtx)0) { //AfxMessageBox(Failed to find FFMPEG stream information); return; // Couldn't find stream information } // Dump information about file onto standard error dump_format(pFormatCtx, 0, file, false); // Find the first video stream videoStream=-1; for(i=0; ipFormatCtx-nb_streams; i++) if(pFormatCtx-streams[i]-codec-codec_type==CODEC_TYPE_VIDEO) { videoStream=i; break; } if(videoStream==-1) { //AfxMessageBox(Failed to find FFMPEG stream); return; // Didn't find a video stream } // Get a pointer to the codec context for the video stream pCodecCtx=pFormatCtx-streams[videoStream]-codec; // Find the decoder for the video stream pCodec=avcodec_find_decoder(pCodecCtx-codec_id); if(pCodec==NULL) { //AfxMessageBox(Failed to open FFMPEG decoder); return; // Codec not found } // Inform the codec that we can handle truncated bitstreams -- i.e., // bitstreams where frame boundaries can fall in the middle of packets if(pCodec-capabilities CODEC_CAP_TRUNCATED) pCodecCtx-flags|=CODEC_FLAG_TRUNCATED; // Open codec if(avcodec_open(pCodecCtx, pCodec)0) { //AfxMessageBox(Failed to open FFMPEG Codec); return; // Could not open codec } // Hack to correct wrong frame rates that seem to be generated by some // codecs
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Paul: I agree with most of what you said on your blog and I would have posted a message there instead of to the whole OSG body except I know some of the hardware vendors hang out here and may not see your blog. It area I strongly disagree with is the automatic updates. That is one feature that has caused much trauma in the past. Microsoft has a very bad habit of pushing out patches that break applications. While we can uninstall the patch in some cases we can not in others. And even when we can uninstall the patch, Microsoft wants to help us out and reinstall it. Hardware drivers tend to have a more severe impact on the operation of the overall system. I have heard many times on this forum through the years that the best option to fix a problem (especially with ATI cards) is to revert back to the previous version until the latest driver is patched. I really hope that hardware vendors do not adopt the automatic update mode of operation because I fear it will lead to system instability. If every hardware vendor was to do that we would not know what driver update caused what. Microsoft is right at the top of the list for poor system configuration control. When they pushed Vista out through all of the PC vendors they made the Microsoft Finger Print scanner, my HP flatbed scanner and my Brother Laser Writer obsolete. They did this because they do not have a proper view of backward compatibility. When I found out the laser writer and scanner were not supported I chalked it up to it's the other guys problem but when there own finger print scanner was deemed longer supported I had to say that is Microsoft for you. If it was not for the fact that my job is writing software in a PC / Windows environment I would not have it at home either. Bruce From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Tuesday, February 24, 2009 12:31 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL Hm. Perhaps this is an appropriate time for me to unveil my discussion forum, in which I have a blog stating my own opinions of OpenGL versus D3D: http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Not sure if this is an appropriate place to post this - and I'm not trying to start a flame war, but. It is in MSFT's financial interest for OpenGL to die. Their games platform (XNA), the replacement for the win32gui (WPF) and the replacement Flash on the web(silverlight) are all based on DirectX/D3D. While any app that is written to OpenGL(ES) can potentially run on a competitor's OS. Microsoft isn't exactly averse to ignoring standards, or adopting and co-opting them to proprietary implementations (embrace and extend). It's also technically quite easy to prevent card manufacturers from shipping an OpenGL driver by refusing to certify them - while it is possible to install uncertified drivers in Vista/Windows7 it's not exactly customer friendly. There aren't any products in this area big enough for MSFT to care about. But the largest, Autodesk, have switched to DirectX/D3D. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7333#7333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support
Hi Stephan, hmm, you are pointing an interesting feature, which I could take into account to implement for the next stable version. However I am wonder if a multisampling capability has to be supported on the osgPPU side or just on the OSG side. As for me, a multisampling/supersampling is a renderbuffer, into which the scene is rasterized/rendered and then its content is copied into or accessed as a texture and processed further. Hence, it is a question of setting up the render buffer of the camera in your scene properly, so that the output can be processed as usual texture. Or did I misunderstood something? Can you bring more ideas or wishes, what do you like to have? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7334#7334 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightning problem with camera point of view
Hi Jean Sebastien. I don't know anything about multi gen creator... it is not an OSG plugin right ? It a free one ? google give me answers but I don't see anything about a free product. Is there any equivalent in OSG ? Thanks. Regards, Vincent. 2009/2/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Vincent, I use 3 lights in the scene, but sometimes there is some lighting strange behavior, depending a very little camera orientation change... From the screenshots I can't say if this is your problem, but I have sometimes seen some cases where moving the camera just a little bit would make an object flash - i.e. the lighting would be dark then light then dark then light. I have found that this was often caused by the model not having vertex normals in it. In my case I would fix it by opening the model in MultiGen Creator and using the Calculate Shading tool, which calculates vertex normals for the model, and resaving it. In my case, this problem did not appear when using the fixed pipeline. I assume that's because the fixed pipeline can handle cases where the model has only face normals just fine, whereas my shaders assumed that vertex normals were available, and in the case of some models that wasn't true. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
I didn't expect that my suggestion of automatic OpenGL driver updates would be popular with developers. Personally, I'd hate it. However, most end users would favor the idea. Put yourself in their shoes: Many of them probably don't even know how to spell device driver. Expecting them to go out to the NVIDIA web page to download and install drivers, especially given that Microsoft takes care of that automatically for DirectX, is unrealistic. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
I wouldn't like Microsoft to dump D3D. I think the software ecosystem is healthier if there is more than one solution. I think it would be hard to deny that the competition from D3D has helped advance OpenGL as well. Another scene graph product (HOOPS) lets you select different rendering plugins. They are quite bullish on D3D: http://www.techsoft3d.com/products/pdfs/hoops_vista.pdf Of course they are a Microsoft partner, but I think it would be a mistake to ignore their opinion just because of that. Cory Paul Martz wrote: Hm. Perhaps this is an appropriate time for me to unveil my discussion forum, in which I have a blog stating my own opinions of OpenGL versus D3D: http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ 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] Lightning problem with camera point of view
Hi Vincent, I don't know anything about multi gen creator... it is not an OSG plugin right ? It a free one ? google give me answers but I don't see anything about a free product. Is there any equivalent in OSG ? Hehehe... No, Creator is a 3D modeling software. What I was saying is that when a model has bad / inexistent normals, I have to go in the modeling software and generate normals for it. In my case, our models are in OpenFlight (.flt) format which is the native format of MultiGen Creator (which is a de-facto standard in simulation, and which is read natively by OSG too) so I use that software, but it was just an example. Sorry for misleading you... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] [osgPPU] Multisampling/RenderBuffer Support
Art, From what I can tell, the multisampling capability already exists in OSG via the Camera's attach function. However, when looking at the RenderStage code, you can see that a different FBO is created to handle the multisampled objects. From runCameraSetup() in RenderStage.cpp: fbo_multisample-setAttachment(buffer, osg::FrameBufferAttachment(new osg::RenderBuffer( width, height, internalFormat, samples, colorSamples))); When multisampling is specified in the camera, a different FBO is set up that specifically attaches to a RenderBuffer target (rather than directly to a texture). I believe that internal FBOs in osgPPU would need to follow that same type of mentality. Does that help to clarify? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7339#7339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightning problem with camera point of view
Ok thanks Jean-Sébastien, I'll have a look if I have someting to edit/generate normals. maybe 3ds max can give a good result ... Thanks for you help :-) Regards, Vincent. 2009/2/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Vincent, I don't know anything about multi gen creator... it is not an OSG plugin right ? It a free one ? google give me answers but I don't see anything about a free product. Is there any equivalent in OSG ? Hehehe... No, Creator is a 3D modeling software. What I was saying is that when a model has bad / inexistent normals, I have to go in the modeling software and generate normals for it. In my case, our models are in OpenFlight (.flt) format which is the native format of MultiGen Creator (which is a de-facto standard in simulation, and which is read natively by OSG too) so I use that software, but it was just an example. Sorry for misleading you... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lightning problem with camera point of view
Hi Vincent, I'll have a look if I have someting to edit/generate normals. maybe 3ds max can give a good result ... I imagine that any modeling software should have a tool to generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In Creator it's called Calculate Shading, but it may be called something else in other modeling software. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] Lightning problem with camera point of view
Jean-Sébastien Guay wrote: I imagine that any modeling software should have a tool to generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In Creator it's called Calculate Shading, but it may be called something else in other modeling software. I think 3ds Max calls them smoothing groups. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
My thoughts on why it makes financial sense for MS to dump D3D and support OpenGL are already posted in my blog, so I won't reply here. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support
Hi Stephan, from my knowledge RenderBuffer is nothing else than a logical buffer which can't be read in a shader programm or somewhere else. If you want to read values from the renderbuffers you have to copy them first into a texture. Hence, I am not really clear, how this should be helpful for osgPPU. osgPPU is meant to be a processing engine of input data to output. Input data is in most cases are camera attachments (colorbuffer, depthbuffer, stencil, ...). In order to process them one has to use textures, otherwise processing is useless, I think. In RenderStage.cpp there is also renderbuffers attached to the fbo, even if multisampling is not used. Any camera attachment can be reached by UnitCameraAttachmentBypass unit in the osgPPU. This things do also work pretty well, for depth buffer and color buffer (for which render buffer is also used). Hence, I am pretty sure, that if you use the multisampled render buffer for the camera, there will be no difference to the usual use. However, I have not tried this before, and therefor can not be sure for 100 per cent. As for the internal FBOs of osgPPU, I do not see any benefit of using RenderBuffers, because from them you can not read any data and hence data can not be processed. Therefor, I am not really sure, how they could help. However, I would like to test, if this will bring some performance benefit, but I am very sceptical. Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7344#7344 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support
I believe I had tried using the bypasses unsuccessfully, but maybe I was missing something. I'll look back at it and see what I can find. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7345#7345 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi-colored osgSim::SphereSegment?
Hello, What's the best way to draw a sphere with the ability to color some of the surface's segments differently? What I'm trying to do ... I'd like to change the color of a given segment if it is intersected by a ray (leaving the rest of the sphere color the same). I've used the osgSim::SphereSegment, but I don't think it allows for explicitly coloring a specified segment. It looks like the entire Surface is added as one drawable. Would be easy to change how the way the Surface drawable is added ... creating a different drawable for every segment ... and enabling them to be indexed by azimuth/elevation angle (or range)? I could start from scratch, but I was hoping to leverage osgSim::SphereSegment in some way. Any suggestions will be greatly appreciated! Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi folks, I am also very interested in an osg user meeting in Europe. I voted for Paris, since it is a really nice city in the center of Europe, but all proposed cities in Germany (Munich, Frankfurt and Stuttgart) are also fine with me. The idea about the video conference is also nice, but I do not know which system we could use. Cheers, David On 29.01.2009 18:58 Uhr, Art Tevs wrote: Hi folks, last year in april there was a small user meeting in Paris for peoples attending the training course. However I like the idea to meet us and to show projects we are currently working on. Also having some more social activity than just mailing list or forum would be also nice, I think. Hence I propose to organize another meeting for osg users in Europe. This time we could meet us again in France, Germany, Switzerland (I now, not Europe but a neutral terrain ;) ) or whatever else. I've started a poll on the forum with proposed cities. If you are interested in a meeting, you could make your choice there. If there are enough peoples interested in this, we could make next osgInEurope possible. I would suggest to have it in summer time, so that a combination with a small vacation is also possible ;) Best regards, Art P.S. This is just a test poll to see if there is enough people in the community which would like to meet other users. I tried to choose the cities, so that they are all more or less in the geographical center of europe, so that we have a fair travel distance for most of the european osg users :) If you think, some city is missing, let me know. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=5466#5466 ___ 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] What about User-Meeting in Europe - osgInEurope?
Hi David, all, here is the current overview about the voting: Paris, France [ 5 ] Marseile, France [ 0 ] Strassbourg, France [ 1 ] Prague, Czech Republic [ 1 ] Genova, Italy [ 0 ] Brussel, Belgium [ 2 ] Zuerich, Switzerland [ 1 ] Luxembourg, Luxembourg [ 1 ] Munich, Germany [ 0 ] Frankfurt Am Main, Germany [ 0 ] Stuttgart, Germany [ 0 ] Total votes: 11 So currently Paris is the leader. I think, I'll let the poll open until the 01.04.2009. Hence, vote for your city where do you want to have next osgInEurope - OSG user meeting/conference. Best regards, Art P.S. As to the video conference - I will try to find out, which hardware we will need. If somebody do know something interesting, then let us know ;) P.P.S This is a reminder mail, to push this thread up ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7349#7349 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switching post-processing on/off
I did attempt the setRenderingCache(0) and that didn't seem to have any effect. I also looked at using 2 cameras, but was not successful. I didn't use a switch node and so that could work. I did change the renderStage code to detect when the rendering implementation changed and to then call runCameraSetup. This does work and I could clean it up and submit it if there isn't another solution. It does seem like it should work this way without having to do something obscure. Ken -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7350#7350 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support
I'm looking at similar requirements and was looking at osgPPU today to see if multisampling was implemented. In looking at the hdr sample, I attempted to change the color buffer attachment from: // camera-attach(osg::Camera::COLOR_BUFFER, texture); to: camera-attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, 4, 4); This causes a multisample fbo to be used, but the rendering result is black. This works in the osg example osgprerender, so I'm not sure why this doesn't work here. So perhaps someone could take a look at this. Ken -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7351#7351 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Multisampling/RenderBuffer Support
Hi Ken, Stephan, I will take a look tomorrow on this, to find out why this doesn't work. Now I am confused why current setup isn't able to get data also from multisampled buffers. The content of them should be copied to a texture anyway, by the osg, I think. However, I am not sure. cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7352#7352 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Microsoft's mantra from the get go has been to kill OpenGL. Much to their dismay and despite their bully tactics, OpenGL is still here...and growing. I know in the IG world, most IG vendors (Rockwell-Collins, Quantum, Aechelon, etc.) out there are using OpenGL and most are using Windows as the OS. The only IG vendor I'm aware of that is using D3D on Windows is MetaVR. D3D has a stranglehold on the gaming market but that is really all they have. Most professional apps outside of this realm are using OpenGL. I refuse to drink the Microsoft Kool-Aid and I believe OpenGL will not only continue to persist but it will flourish. If anything, OpenGL should exist so that developers don't have to crawl to Microsoft to do their 3D graphics apps. Thanks goodness that OpenGL is cross-platform and D3D is not. -S -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, February 24, 2009 10:45 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL Hi Paul, Hm. Perhaps this is an appropriate time for me to unveil my discussion forum, in which I have a blog stating my own opinions of OpenGL versus D3D: http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 Nice post, I agree. That Tom's Hardware article was buying into Microsoft's misinformation, but you present the facts. But regarding MS dropping D3D, don't hold your breath :-) I've got your message board bookmarked. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote on Tuesday, February 24, 2009 5:07 PM: Microsoft's mantra from the get go has been to kill OpenGL. Much to their dismay and despite their bully tactics, OpenGL is still here...and growing. I know in the IG world, most IG vendors (Rockwell-Collins, Quantum, Aechelon, etc.) out there are using OpenGL and most are using Windows as the FlightSafety :) OS. The only IG vendor I'm aware of that is using D3D on Windows is MetaVR. D3D has a stranglehold on the gaming market but that is really all they have. Most professional apps outside of this realm are using OpenGL. I refuse to drink the Microsoft Kool-Aid and I believe OpenGL will not only continue to persist but it will flourish. If anything, OpenGL should exist so that developers don't have to crawl to Microsoft to do their 3D graphics apps. Thanks goodness that OpenGL is cross-platform and D3D is not. Agreed, but we can still complain that OpenGL isn't moving forward fast enough for us, right? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, February 24, 2009 10:45 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL Hi Paul, Hm. Perhaps this is an appropriate time for me to unveil my discussion forum, in which I have a blog stating my own opinions of OpenGL versus D3D: http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2 Nice post, I agree. That Tom's Hardware article was buying into Microsoft's misinformation, but you present the facts. But regarding MS dropping D3D, don't hold your breath :-) I've got your message board bookmarked. :-) J-S -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Agreed, but we can still complain that OpenGL isn't moving forward fast enough for us, right? Absolutely...given the rate that the hardware is evolving in terms of capability and programmability. Now, where's my GLSL IDE...:) smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming of high resolution images
On 25/2/09 1:35 AM, Art Tevs wrote: you can even stream from a RAM disk, which will increase the performance as well. An external application could stream from the hdd to the ram disk in parallel to your application. For a multicore cpu this shouldn't be a big problem. So you will use the Why would you read from disk into a RAM disk, then read from RAM disk into, err, RAM again? Instead of reading straight from disk into your RAM cache? The bottleneck is still your disk I/O bandwidth and if that isn't fast enough you're still out of luck. Set up a read thread that reads the images into RAM buffers and upload the images from the buffers as needed. At least that way you have the I/O wait in another thread and not your draw thread. Still: the resolution you mentioned (1440x1050) requires ~108 MB/s for 8-bit RGB @ 25 fps (and over 140 MB/s for 10-bit or RGBA). You need a few drives to do that... Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Flash embedding for GUI
Hi Eric, I haven't used it, but apparently Gnash (GNU Flash movie player)[1] has multiple backends for rendering flash content. I quickly downloaded the source tarball and I see backends for OpenGL, Cairo and AGG in there. As Jeremy indicated, the Cairo context would likely be the way to go if you want results fast. Perhaps a customized backend for OSG would be most flexible. Apparently, also movies inside flash content can be played back using GStreamer or ffmpeg according to this thread [2]. [1] Gnash (GNU Flash movie player), http://www.gnu.org/software/gnash/ [2] Thread on Gnash + OpenGL, http://www.mail-archive.com/gnash-...@gnu.org/msg04983.html On Tue, Feb 24, 2009 at 5:43 PM, Jeremy Moles jer...@emperorlinux.com wrote: On Tue, 2009-02-24 at 16:31 +, Robert Osfield wrote: Hi Eric, I don't know of any Flash NodeKit's/plugins for the OSG. The easiest way, in my opinion, would be to setup a Cairo context for an ImageStream object and continually update/dirty it. It would be decently fast, faster than a Flash plugin would be at any rate. :) The way to do it would be in a similar way to how OSG-2.8 does the osgWidget::Browser, VncClient and PdfReader widgets, where the osgWidget library provides the interface, but the plugin implements the connection with the 3rd party library that does all the heavy lifting. The events are passed seamlessly to the plugin implementation, and can handle application of the texture on to non planar objects. This approach allows the plugin to just focus on wiring up the rendering to an osg::Image and passing of events to the 3td party library. Robert. On Tue, Feb 24, 2009 at 10:08 AM, Eric Pouliquen epouliq...@silicon-worlds.fr wrote: Hi all, I would like to know if some nodekit provides a Flash embedding layer for OSG ? Something similar to the Hikari lib for Ogre3D (http://code.google.com/p/hikari-library/wiki/Introduction) which is based on the Flash activeX. In fact, I'm looking for a good way to achieve very good quality GUI widgets, and I saw this seems to be a good way (design, transparency etc)... if someone knows another way ? Another good point for this is the flash movies playing capabilities (as HUD or texture mapped of course). Best Regards, Eric Pouliquen ___ 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] What about User-Meeting in Europe - osgInEurope?
Switzerland == 3 2009/2/24 Art Tevs osgfo...@tevs.eu Hi David, all, here is the current overview about the voting: Paris, France [ 5 ] Marseile, France [ 0 ] Strassbourg, France [ 1 ] Prague, Czech Republic [ 1 ] Genova, Italy [ 0 ] Brussel, Belgium [ 2 ] Zuerich, Switzerland [ 1 ] Luxembourg, Luxembourg [ 1 ] Munich, Germany [ 0 ] Frankfurt Am Main, Germany [ 0 ] Stuttgart, Germany [ 0 ] Total votes: 11 So currently Paris is the leader. I think, I'll let the poll open until the 01.04.2009. Hence, vote for your city where do you want to have next osgInEurope - OSG user meeting/conference. Best regards, Art P.S. As to the video conference - I will try to find out, which hardware we will need. If somebody do know something interesting, then let us know ;) P.P.S This is a reminder mail, to push this thread up ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7349#7349 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi everyone, Just wanted to let you know that I am following this thread with interest, and that I will certainly consider to join. I did not vote because I don't have an explicit favourite, it would not make sense to add another city in my country (Netherlands). Could there be another option like Don't care about the city, I want to join, that way we can count the number of interested people. Regards Raymond Art Tevs wrote: Hi David, all, here is the current overview about the voting: Paris, France [ 5 ] Marseile, France [ 0 ] Strassbourg, France [ 1 ] Prague, Czech Republic [ 1 ] Genova, Italy [ 0 ] Brussel, Belgium [ 2 ] Zuerich, Switzerland [ 1 ] Luxembourg, Luxembourg [ 1 ] Munich, Germany [ 0 ] Frankfurt Am Main, Germany [ 0 ] Stuttgart, Germany [ 0 ] Total votes: 11 So currently Paris is the leader. I think, I'll let the poll open until the 01.04.2009. Hence, vote for your city where do you want to have next osgInEurope - OSG user meeting/conference. Best regards, Art P.S. As to the video conference - I will try to find out, which hardware we will need. If somebody do know something interesting, then let us know ;) P.P.S This is a reminder mail, to push this thread up ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7349#7349 ___ 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] VPB trac site
Hi JP, Solved! thanks for pointing this out. On Tue, Feb 24, 2009 at 8:02 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, I can't view the VPB Timeline any more. First error is: Error: Forbidden TIMELINE_VIEW privileges are required to perform this operation When I try to login, I get: Trac Error Authentication information not available. Please refer to the installation documentation. regards 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 -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org