Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-13 Thread Joseba
http://forum.openscenegraph.org/viewtopic.php?t=1776

J.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8420#8420





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [build] 3rdParty package VisualStudio 8 (2005) SP1

2009-03-13 Thread Mark Roberts
Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005) SP1, 
but there is only access directory ( 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies ). I 
don't no how to download it. Can someone pack all files and directories and 
link it? Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8421#8421





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] ANN: OsgHelp site now fully open

2009-03-13 Thread Peter Wraae Marino
Hi users,

The www.osghelp.com is now fully open. We have removed any plans on paid 
subscription to the site. 

Please note this site has nothing to do directly with OpenSceneGraphs website. 
The site is create to help people to get started with simple articles about how 
to use OSG. 

The official OpenSceneGraph website already has a lots of great articles and 
our site is just an alternative. Articles at the www.osghelp.com are created in 
their most simple form so we can keep our attention on the subject at hand.

enjoy,
Peter

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8422#8422





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [build] 3rdParty package VisualStudio 8 (2005) SP1

2009-03-13 Thread Vincent Bourdier
Hi, Mark

Use a svn client to download the directory.

Vincent.

2009/3/13 Mark Roberts osgfo...@tevs.eu

 Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005)
 SP1, but there is only access directory (
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies ).
 I don't no how to download it. Can someone pack all files and directories
 and link it? Thanks

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=8421#8421





 ___
 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] 3rdParty package VisualStudio 8 (2005) SP1

2009-03-13 Thread Mark Roberts

Vincent.B wrote:
 Hi, Mark
 
 Use a svn client to download the directory.
 
 Vincent.
 
 2009/3/13 Mark Roberts 
 
   Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005) 
  SP1, but there is only access directory ( 
  http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies 
  (http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies) ). 
  I don't no how to download it. Can someone pack all files and directories 
  and link it? Thanks
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=8421#8421 
  (http://forum.openscenegraph.org/viewtopic.php?p=8421#8421)
  
  
  
  
  
  ___
  osg-users mailing list
   ()
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
  (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
  
 
 
  --
 Post generated by Mail2Forum


Done!  :D . Thank you very much Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8425#8425





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] DrawImplementation issue with Intel video card.

2009-03-13 Thread Robert Osfield
Hi Hui,

This sounds very much like an Intel driver bug.  Go have a look for
updated drivers for your hardware.

Robert.

On Thu, Mar 12, 2009 at 8:33 PM, hui opencvy...@yahoo.com wrote:

 Hi,

 I meet a problem in function drawImplementation(osg::RenderInfo renderInfo) 
 const

 Actually the code works find with nvidia and ati video card, just when I run 
 it in intel 965GM, it get problem.

 Here is the code:
  void SubmeshDrawable::drawImplementation(osg::RenderInfo renderInfo) const
   {
      osg::State state = *renderInfo.getState();
      //bind the VBO's
      state.disableAllVertexArrays();

      bool initializedThisDraw = false;
      if (!mInitalized)
      {
         InitVertexBuffers(state);
         mInitalized = true;
         initializedThisDraw = true;
      }
 -

 // notice when first time run, then mInitalized is assigned as true, and it 
 keeps as true in nvidia or ati video card.
 // But in Intel card, the value of mInitalized will change back to false 
 again when enter the function at second time, and keep in this way until the 
 VBO crashed.

 Any reason for that?

 Thanks a lot.

 Hui




 ___
 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] [osg-submissions] division by zero in osgParticle/FluidProgram.cpp

2009-03-13 Thread Robert Osfield
Hi Csaba,

Thanks for the fix. This helps me understand the nature and location
of the problem.  Reviewing the changes and the original code I'm
thinking it might be simpler to just refactor the code block so the
division by wind_accel.length2() could be delayed, and have the if ()
statement refactored by moving the divisor to the other side of the 
expression :

double compenstated_dt = dt;
if (relative_wind.length2()  dt*dt*wind_accel.length2())
{
double critical_dt2 =
relative_wind.length2()/wind_accel.length2();
osg::notify(osg::NOTICE)** Could be critical:
dt=dt critical_dt=sqrtf(critical_dt2)std::endl;
compenstated_dt = sqrtf(critical_dt2)*0.8f;
}

Does this change make sense to you?  If wind_accel.length2() is zero
then the division will never take place, chances of an overflow should
be avoided as well.  The changed file is attached, could you try this
out on your models/app.  I've done the standard example tests here and
they all work, but then they never highlighted a error so I can't
confirm a fix.

Cheers,
Robert.

On Thu, Mar 12, 2009 at 6:08 PM, Csaba Halász csaba.hal...@gmail.com wrote:
 Hi Robert and all,

 Attached modification works around a division by zero. NOTE: it does
 *not* fix potential overflow still lurking there if the wind_accel is
 a small vector (which it probably can be, if I have run into it being
 zero...)

 --
 Csaba

 ___
 osg-submissions mailing list
 osg-submissi...@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org


#include osgParticle/FluidProgram

osgParticle::FluidProgram::FluidProgram():
Program()
{
setFluidToAir();
}

osgParticle::FluidProgram::FluidProgram(const FluidProgram copy, const osg::CopyOp copyop):
Program(copy, copyop),
_acceleration(copy._acceleration),
_viscosity(copy._viscosity),
_density(copy._density),
_wind(copy._wind),
_viscosityCoefficient(copy._viscosityCoefficient),
_densityCoefficient(copy._densityCoefficient)
{
}

void osgParticle::FluidProgram::execute(double dt)
{
const float four_over_three = 4.0f/3.0f;
ParticleSystem* ps = getParticleSystem();
int n = ps-numParticles();
for (int i=0; in; ++i)
{
Particle* particle = ps-getParticle(i);
if (particle-isAlive())
{
float radius = particle-getRadius();
float Area = osg::PI*radius*radius;
float Volume = Area*radius*four_over_three;

// compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in.
osg::Vec3 accel_gravity = _acceleration * ((particle-getMass() - _density*Volume) * particle-getMassInv());

// compute force due to friction
osg::Vec3 velBefore = particle-getVelocity();
osg::Vec3 relative_wind = particle-getVelocity()-_wind;
osg::Vec3 wind_force = - relative_wind * Area * (_viscosityCoefficient + _densityCoefficient*relative_wind.length());
osg::Vec3 wind_accel = wind_force * particle-getMassInv();

double compenstated_dt = dt;
if (relative_wind.length2()  dt*dt*wind_accel.length2())
{
double critical_dt2 = relative_wind.length2()/wind_accel.length2();
osg::notify(osg::NOTICE)** Could be critical: dt=dt critical_dt=sqrtf(critical_dt2)std::endl;
compenstated_dt = sqrtf(critical_dt2)*0.8f;
}

particle-addVelocity(accel_gravity*dt + wind_accel*compenstated_dt);


}
}
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Can 3DS model in Parent-Child Mode be read in Parent-Child mode?

2009-03-13 Thread Ümit Uzun
Hi All,

I have an model and this model has kind of parts. I am not a modeler so this
question might be so stupid :) Before I have read the model and find all
parts by nodeVisitor and recreate the scenegraph in parent-child mode and
then I have manipulate all transformation in inheritance. I mean when I
rotate some part, the other childs rotate too.

But when I directly read 3DS model and not recreate the scene graph the
parent-child relation doesn't exist on graph although I have already
regenerate the model on 3DMAX in parent-child mode as you can see from the
attached image.

At this point, Can't we read 3ds model which organized parent-child mode
directly and create our scene graph in this mode or not? I can't achieve
this relation between model's parts.

Thanks

-- 
Ümit Uzun
attachment: SceneGraph.jpg___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [3rdparty] osgCuda: Using CUDA in osg - Problem with Threading

2009-03-13 Thread Mick
Hi Robert,


Robert Osfield wrote:
 With this in mind - osgCompute?  osgComputation?


well this sounds good. I guess we would prefer osgCompute (it's a bit shorter).
I think we will change the namespaces by the beginning of next week.

Best regards,
Mick

-- 
SVT Group

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8434#8434





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenGL and OSG inconsistent in State::reset ??

2009-03-13 Thread Robert Osfield
Hi Martin,

The State::reset() is just a reset of internal values, it's not a rest
of OpenGL.  The OSG doesn't normally call reset() but it can be useful
to use it if you are integrating the OSG with other OpenGL code.  If
you are doing such an integration this it's your responsibility to
keep the state in sync when entering and leaving OpenGL rendering
code.

I would recommend only attempting OpenGL/OSG integration if your
really really have to.  There are lots of caveats with doing so, and
you need to know how OpenGL as well the OSG manage OpenGL state to
ensure that they keep in sync.

I would recommend avoiding OpenGL integration if you can, it would be
much simpler for yourself, and much less work for us trying to support
your efforts.

Robert.

On Fri, Mar 13, 2009 at 11:17 AM, Großer Martin grosser.mar...@gmx.de wrote:
 Hello,

 a little question about the State. I look at the code and find the
 function reset. In this function is set the _currentActiveTextureUnit
 with 0. But OpenGL isn't calling. See the following comment from the
 source code:

 // reset active texture unit values without calling OpenGL

 But I think the problem is the consistence between OpenGL and OSG after
 calling reset. OSG has the active texture 0 and in the OpenGL state
 there is GL_TEXTUER2_ARB?

 What is behind all this?

 Cheers, Martin

 ___
 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] OpenGL and OSG inconsistent in State::reset ??

2009-03-13 Thread Großer Martin
Hello,

a little question about the State. I look at the code and find the
function reset. In this function is set the _currentActiveTextureUnit
with 0. But OpenGL isn't calling. See the following comment from the
source code:

// reset active texture unit values without calling OpenGL

But I think the problem is the consistence between OpenGL and OSG after
calling reset. OSG has the active texture 0 and in the OpenGL state
there is GL_TEXTUER2_ARB?

What is behind all this?

Cheers, Martin

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [vpb] forest/building outlines

2009-03-13 Thread Christian Sam
hi,

i just noticed that osgdem provides --forest/--buidling outline options. whats 
the effect of that in the generated file?


best regards,
christian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8438#8438





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] plugin to load png and jpg images problem

2009-03-13 Thread Adrien Joly
Thank you for your answer.

I built the sources for the png plugin and it worked fine.

I just have to do the same with the jpg plugin now.

Problem solved

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8439#8439





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: OsgHelp site now fully open

2009-03-13 Thread Brian R Hill
Peter,

I don't want to come across as being critical, but wouldn't the OSG
community be better served if your info/effort went into the OSG site?

Brian

This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
any order or other contract unless pursuant to explicit written agreement
or government initiative expressly permitting the use of e-mail for such
purpose.

-osg-users-boun...@lists.openscenegraph.org wrote: -


To: osg-users@lists.openscenegraph.org
From: Peter Wraae Marino osgfo...@tevs.eu
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 03/13/2009 04:44AM
Subject: [osg-users] ANN: OsgHelp site now fully open

Hi users,

The www.osghelp.com is now fully open. We have removed any plans on paid
subscription to the site.

Please note this site has nothing to do directly with OpenSceneGraphs
website. The site is create to help people to get started with simple
articles about how to use OSG.

The official OpenSceneGraph website already has a lots of great articles
and our site is just an alternative. Articles at the www.osghelp.com are
created in their most simple form so we can keep our attention on the
subject at hand.

enjoy,
Peter

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8422#8422





___
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] DrawImplementation issue with Intel video card.

2009-03-13 Thread Tomlinson, Gordon
This will in most likely be an issue with your integrated graphics chip
and driver set and not directly OSG issue

I would recommend that you upgrade your drivers if they are available ,
this may help it may not as integrated chips while improving still fall
way behind in Opengl capabliltyy than dedicated graphics cards


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of hui
Sent: Thursday, March 12, 2009 4:33 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] DrawImplementation issue with Intel video card.


Hi,

I meet a problem in function drawImplementation(osg::RenderInfo
renderInfo) const

Actually the code works find with nvidia and ati video card, just when I
run it in intel 965GM, it get problem.

Here is the code:
 void SubmeshDrawable::drawImplementation(osg::RenderInfo renderInfo)
const
   {
  osg::State state = *renderInfo.getState();
  //bind the VBO's
  state.disableAllVertexArrays();

  bool initializedThisDraw = false;
  if (!mInitalized)
  {
 InitVertexBuffers(state);
 mInitalized = true;
 initializedThisDraw = true;
  }
-

// notice when first time run, then mInitalized is assigned as true, and
it keeps as true in nvidia or ati video card.
// But in Intel card, the value of mInitalized will change back to false
again when enter the function at second time, and keep in this way until
the VBO crashed. 

Any reason for that?

Thanks a lot.

Hui



  
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: OsgHelp site now fully open

2009-03-13 Thread Peter Wraae Marino

Brian R Hill wrote:
 Peter,
 
 I don't want to come across as being critical, but wouldn't the OSG
 community be better served if your info/effort went into the OSG site?
 
 Brian
 


Hi Brian,

short answer no. 

long answer... 
if it went into the osg site then it should follow the standards defined by the 
osg website and like I already mentioned they have great articles 
already... I'm writting some that are done differently and perhaps can help 
another type of audience using osg.

Just because it's osg related doesn't mean everything should be on the osg 
site. 

two cents,
peter

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8444#8444





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Bug in RenderBin (?)

2009-03-13 Thread Christof Krüger
Changing the removeRenderBinPrototype to use the binName instead of the 
classname fixes the crash. For this, you need to also add a member string 
variable to the Proxy object in order to remember the binName.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8445#8445





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Bug in RenderBin (?)

2009-03-13 Thread David Callu
Hi Christof


Robert prefer search the RenderBin instance that you want to remove instead
of search the name of a render bin.
like this :

void RenderBin::removeRenderBinPrototype(RenderBin* proto)
{
   RenderBinPrototypeList* list = renderBinPrototypeList();
   if (list  proto)
   {
for(RenderBinPrototypeList::iterator itr = list-begin();
   itr != list-end();
   ++itr)
   {
   if (itr-second.get() == proto)
   {
   list-erase(itr);
   return;
   }
   }
   }
}

Can you test this solution ?

David

2009/3/13 Christof Krüger osgfo...@tevs.eu

 Changing the removeRenderBinPrototype to use the binName instead of the
 classname fixes the crash. For this, you need to also add a member string
 variable to the Proxy object in order to remember the binName.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=8445#8445





 ___
 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] switch between two camera

2009-03-13 Thread Ben
thank's, but I don't see how to use osg::CameraViews, does somebody have a 
little example??

I will  try to specify more what I want to do.
I have one scene to render with 2 differents views, one as a FPS 3D vue, and 
one as 2D vue (the camera is on top with an orthografic vue).
Each camera has its own manipulator.

only one vue is displayed at once. I thought to make something like schema 
below, but I don't know how to made it with osg.
[Image: http://nsa06.casimages.com/img/2009/03/13/09031302561860352.jpg ] 
(http://www.casimages.com)

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8446#8446





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi all

osgviewer crash when i try to load any data which require osgdb_osgparticle,
in release and debug mode
- osgviewer cessnafire.osg
- osgviewer spaceship.osg
- osgviewer fountain.osg
- osgviewer osgcool.osg
- osgviewer SmoxeBox.osg
- osgblendequation (it use cessnafire.osg)

Crash occure when osgdb_osgparticle is loaded and used.
If i do
# osgviewer my_osg_path/osgdb_osgparticle.so cow.osg
all work fine.

I use the last OSG SVN version
Linux Fedora 10
GCC 4.3.2
glibc 2.9

backtrace :

*** glibc detected *** osgviewer: corrupted double-linked list: 0x09d89930
***
=== Backtrace: =
/lib/libc.so.6[0xa84e1f]
/lib/libc.so.6[0xa8692d]
/lib/libc.so.6(__libc_calloc+0xef)[0xa8848f]
/lib/libc.so.6[0xa43ae1]
/lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940]
/lib/ld-linux.so.2[0x4521ed]
/lib/ld-linux.so.2[0x4568d2]
/lib/ld-linux.so.2[0x451db6]
/lib/ld-linux.so.2[0x455f5e]
/lib/libdl.so.2[0x43897c]
/lib/ld-linux.so.2[0x451db6]
/lib/libdl.so.2[0x43805c]
/lib/libdl.so.2(dlopen+0x4f)[0x4389ff]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f]
...
...
...



This bug seem to be really tricky so if anyone could test this commande line
# osgviewer cessnafire.osg
and report the result and the OSG version / platform, this could be a nice
help for track this bug.

Or if anyone have a solution, i am be happy to know it ;-)


David
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread Jean-Sébastien Guay

Hi David,


This bug seem to be really tricky so if anyone could test this commande line
# osgviewer cessnafire.osg
and report the result and the OSG version / platform, this could be a 
nice help for track this bug.


Using OSG SVN (as of midnight Eastern time), Windows Vista 32-bit, 
cessnafire.osg runs ok.


I wonder if Robert's fix for the possible divide by zero has something 
to do with this? I don't know when that was checked in, but perhaps my 
OSG was compiled before it went in. Then again, perhaps it has nothing 
to do with your crash.


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] [osgPhysics] How to compile the pal project??l

2009-03-13 Thread kangsite
Hi
   when I compile the pal project with vs2005,it's wrong.The message as follows:

1palActuators.cpp
1e:\osg\pal\pal\pal\palfactory.h(46) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(46) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(46) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(46) : warning C4183: 'CreateMaterials': 
missing return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(51) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(51) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(51) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(51) : warning C4183: 'CreatePhysics': missing 
return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(56) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(56) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(56) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(56) : warning C4183: 'CreateTerrainPlane': 
missing return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(60) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(60) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(60) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(60) : warning C4183: 
'CreateTerrainHeightmap': missing return type; assumed to be a member function 
returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(64) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(64) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(64) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(64) : warning C4183: 'CreateTerrainMesh': 
missing return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(70) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(70) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(70) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(70) : warning C4183: 'CreateBox': missing 
return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(75) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(75) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(75) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(75) : warning C4183: 'CreateSphere': missing 
return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(79) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(79) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(79) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(79) : warning C4183: 'CreateConvex': missing 
return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(84) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(84) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(84) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(84) : warning C4183: 'CreateCapsule': missing 
return type; assumed to be a member function returning 'int'
1e:\osg\pal\pal\pal\palfactory.h(89) : error C2143: syntax error : missing ';' 
before '*'
1e:\osg\pal\pal\pal\palfactory.h(89) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(89) : error C4430: missing type specifier - 
int assumed. Note: C++ does not support default-int
1e:\osg\pal\pal\pal\palfactory.h(89) : warning C4183: 'CreateCompoundBody': 
missing return type; 

Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi J-S

Thanks for report
I will try some old SVN version and test again.

Cheer
David

2009/3/13 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi David,

  This bug seem to be really tricky so if anyone could test this commande
 line
 # osgviewer cessnafire.osg
 and report the result and the OSG version / platform, this could be a nice
 help for track this bug.


 Using OSG SVN (as of midnight Eastern time), Windows Vista 32-bit,
 cessnafire.osg runs ok.

 I wonder if Robert's fix for the possible divide by zero has something to
 do with this? I don't know when that was checked in, but perhaps my OSG was
 compiled before it went in. Then again, perhaps it has nothing to do with
 your crash.

 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] [osgPhysics] How to compile the pal project??l

2009-03-13 Thread Wang Rui
Hi Kangsite(?),

Just try the SVN version of PAL. It seems to have small problems building
under Windows at present, but not as serious as you saw.

Wang Rui
2009/3/13 kangsite osgfo...@tevs.eu

 Hi
   when I compile the pal project with vs2005,it's wrong.The message as
 follows:

 ___
 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] second newbie question reiteratedwithdrawLin (UNCLASSIFIED)

2009-03-13 Thread Konkle, Daniel T AMRDEC/Dynetics
Classification:  UNCLASSIFIED 
Caveats: NONE

I appreciate all the help.
Turns out the problem was related to lighting.
disabling it draws the colors correctly for that camera.

thanks to all!

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein
 Sent: Thursday, March 12, 2009 8:52 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] second newbie question reiteratedwithdrawLin
 (UNCLASSIFIED)
 
 Hi Daniel,
 
 On 13/3/09 3:34 AM, Konkle, Daniel T AMRDEC/Dynetics wrote:
  The strange thing is that the first triangle that I draw is the
wrong
  color and the second triangle is the correct color and they are both
  drawn from the same geode.
 ...
osg::Vec3Array* tri = new osg::Vec3Array;
tri-push_back(osg::Vec3(0.0f, -0.1f, depth));
   tri-push_back(osg::Vec3(0.1f, 0.0f, depth));
   tri-push_back(osg::Vec3(0.0f, 0.1f, depth));
 ...
  osg::Matrix rot_mat = osg::Matrix::rotate( M_PI, 0.0f,
0.0f,
 1.0f);
  rotate-setMatrix( rot_mat );
 ...
   // set the normal in the same way color.
   osg::Vec3Array* normals = new osg::Vec3Array;
   normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f));
   linesGeom-setNormalArray(normals);
   linesGeom-setNormalBinding(osg::Geometry::BIND_OVERALL);
 
 Could it be your normal is wrong?
 Your object is constructed in the X/Y plane but has a normal of
 osg::Vec3(0,-1,0) i.e. -Y.
 Try it with a +Z normal i.e. osg::Vec(0,0,1).
 
 Hope this helps,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-
 openscenegraph.org
Classification:  UNCLASSIFIED 
Caveats: NONE

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OpenSceneGraph-2.9.1 dev release tagged

2009-03-13 Thread Robert Osfield
Hi All,

I've now tagged the 2.9.1 release, downloads can be found on the dev page:

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

* OpenSceneGraph-2.9.1, released on 13rh March 2009.
OpenSceneGraph-2.9.1, changes include:
  o New FFmpeg based video reading plugin
  o New osgUtil::IncrementalCompileOperation class that makes
it easier to manage compiling and merging new subgraphs into the scene
graph without causing frame drops.
  o New osgAnimation::MorphGeometry class for managing
morphing between different geometry sets.
  o New ImageIO plugin for OSX for reading images, and
supports both 32bit and 64bit OSX.
  o New Cocoa support in osgViewer via new
osgViewer::GraphicsWindowCocoa and PixelBufferCocoa classes that
support both 32bit and 64bit OSX.
  o New Support for server protocols in addition to http.
  o New osgDB::ReaderWriter::Features API to enable querying
of features that plugins support, to see in action use osgconv
--formats.
  o New scroll wheel support in osgGA::TrackballManipulator.
  o Bug fixes to osgText::Text3D font reading,
osgUtil::Optimizier, OpenThreads::ReentrantMutex, Node/Drawable copy
constructors and osgPaticle::FluidProgram, RenderStage/FBO handling
and more.

source package : OpenSceneGraph-2.9.1.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.1
OpenSceneGraph

For details of the new features in 2.9.1 have a read of my attempt at blog:

   http://blog.openscenegraph.org/

I'm still rather new to blogging, please shout if my english is not
legible, or if I get some points wrong.

Cheers,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread Robert Osfield
Hi David,

Just tried various .osg files with particles systems and they all work
fine with svn/trunk + 2.9.1.  My guess is that you have an out of sync
set of libs/plugins, try a clean build and make sure that you don't
have older but the same so version number libs hanging around.

Robert.

On Fri, Mar 13, 2009 at 2:22 PM, David Callu led...@gmail.com wrote:
 Hi all

 osgviewer crash when i try to load any data which require osgdb_osgparticle,
 in release and debug mode
 - osgviewer cessnafire.osg
 - osgviewer spaceship.osg
 - osgviewer fountain.osg
 - osgviewer osgcool.osg
 - osgviewer SmoxeBox.osg
 - osgblendequation (it use cessnafire.osg)

 Crash occure when osgdb_osgparticle is loaded and used.
 If i do
 # osgviewer my_osg_path/osgdb_osgparticle.so cow.osg
 all work fine.

 I use the last OSG SVN version
 Linux Fedora 10
 GCC 4.3.2
 glibc 2.9

 backtrace :

 *** glibc detected *** osgviewer: corrupted double-linked list: 0x09d89930
 ***
 === Backtrace: =
 /lib/libc.so.6[0xa84e1f]
 /lib/libc.so.6[0xa8692d]
 /lib/libc.so.6(__libc_calloc+0xef)[0xa8848f]
 /lib/libc.so.6[0xa43ae1]
 /lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0]
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db]
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd]
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940]
 /lib/ld-linux.so.2[0x4521ed]
 /lib/ld-linux.so.2[0x4568d2]
 /lib/ld-linux.so.2[0x451db6]
 /lib/ld-linux.so.2[0x455f5e]
 /lib/libdl.so.2[0x43897c]
 /lib/ld-linux.so.2[0x451db6]
 /lib/libdl.so.2[0x43805c]
 /lib/libdl.so.2(dlopen+0x4f)[0x4389ff]
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af]
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2]
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f]
 ...
 ...
 ...



 This bug seem to be really tricky so if anyone could test this commande line
 # osgviewer cessnafire.osg
 and report the result and the OSG version / platform, this could be a nice
 help for track this bug.

 Or if anyone have a solution, i am be happy to know it ;-)


 David


 ___
 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] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi Robert




2009/3/13 Robert Osfield robert.osfi...@gmail.com

 Hi David,

 Just tried various .osg files with particles systems and they all work
 fine with svn/trunk + 2.9.1.  My guess is that you have an out of sync
 set of libs/plugins, try a clean build and make sure that you don't
 have older but the same so version number libs hanging around.


I do a complet rebuild and the problem is always there.
I try some old version of OSG, and the problem is different but still there
... g

This seem to be a glibc/std-c++/gcc/other-thing issue.
So I search ..

Thanks for your report.
We can close this thread

David



 Robert.

 On Fri, Mar 13, 2009 at 2:22 PM, David Callu led...@gmail.com wrote:
  Hi all
 
  osgviewer crash when i try to load any data which require
 osgdb_osgparticle,
  in release and debug mode
  - osgviewer cessnafire.osg
  - osgviewer spaceship.osg
  - osgviewer fountain.osg
  - osgviewer osgcool.osg
  - osgviewer SmoxeBox.osg
  - osgblendequation (it use cessnafire.osg)
 
  Crash occure when osgdb_osgparticle is loaded and used.
  If i do
  # osgviewer my_osg_path/osgdb_osgparticle.so cow.osg
  all work fine.
 
  I use the last OSG SVN version
  Linux Fedora 10
  GCC 4.3.2
  glibc 2.9
 
  backtrace :
 
  *** glibc detected *** osgviewer: corrupted double-linked list:
 0x09d89930
  ***
  === Backtrace: =
  /lib/libc.so.6[0xa84e1f]
  /lib/libc.so.6[0xa8692d]
  /lib/libc.so.6(__libc_calloc+0xef)[0xa8848f]
  /lib/libc.so.6[0xa43ae1]
  /lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940]
  /lib/ld-linux.so.2[0x4521ed]
  /lib/ld-linux.so.2[0x4568d2]
  /lib/ld-linux.so.2[0x451db6]
  /lib/ld-linux.so.2[0x455f5e]
  /lib/libdl.so.2[0x43897c]
  /lib/ld-linux.so.2[0x451db6]
  /lib/libdl.so.2[0x43805c]
  /lib/libdl.so.2(dlopen+0x4f)[0x4389ff]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f]
  ...
  ...
  ...
 
 
 
  This bug seem to be really tricky so if anyone could test this commande
 line
  # osgviewer cessnafire.osg
  and report the result and the OSG version / platform, this could be a
 nice
  help for track this bug.
 
  Or if anyone have a solution, i am be happy to know it ;-)
 
 
  David
 
 
  ___
  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] [osg-submissions] division by zero in osgParticle/FluidProgram.cpp

2009-03-13 Thread Csaba Halász
On Fri, Mar 13, 2009 at 11:16 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Csaba,

 Thanks for the fix. This helps me understand the nature and location
 of the problem.  Reviewing the changes and the original code I'm
 thinking it might be simpler to just refactor the code block so the
 division by wind_accel.length2() could be delayed, and have the if ()
 statement refactored by moving the divisor to the other side of the 
 expression :

            double compenstated_dt = dt;
            if (relative_wind.length2()  dt*dt*wind_accel.length2())
            {
                double critical_dt2 =
 relative_wind.length2()/wind_accel.length2();
                osg::notify(osg::NOTICE)** Could be critical:
 dt=dt critical_dt=sqrtf(critical_dt2)std::endl;
                compenstated_dt = sqrtf(critical_dt2)*0.8f;
            }

 Does this change make sense to you?  If wind_accel.length2() is zero
 then the division will never take place, chances of an overflow should
 be avoided as well.

Hi Robert,
yeah, looks good. I have tried to come up with something similar, but
I didn't like my solution.
I wonder if the double calls to length2() get optimized by the
compiler, maybe it would be more efficient to store them in a
temporary variable. Also depends on how often the condition is true,
but shouldn't hurt.

 The changed file is attached, could you try this
 out on your models/app.  I've done the standard example tests here and
 they all work, but then they never highlighted a error so I can't
 confirm a fix.

This should definitely avoid the division by zero, as you say, but
since the problem only occurs randomly for us I can not directly
verify right away.

-- 
Thanks,
Csaba
#include osgParticle/FluidProgram

osgParticle::FluidProgram::FluidProgram():
Program()
{
setFluidToAir();
}

osgParticle::FluidProgram::FluidProgram(const FluidProgram copy, const osg::CopyOp copyop):
Program(copy, copyop),
_acceleration(copy._acceleration),
_viscosity(copy._viscosity),
_density(copy._density),
_wind(copy._wind),
_viscosityCoefficient(copy._viscosityCoefficient),
_densityCoefficient(copy._densityCoefficient)
{
}

void osgParticle::FluidProgram::execute(double dt)
{
const float four_over_three = 4.0f/3.0f;
ParticleSystem* ps = getParticleSystem();
int n = ps-numParticles();
for (int i=0; in; ++i)
{
Particle* particle = ps-getParticle(i);
if (particle-isAlive())
{
float radius = particle-getRadius();
float Area = osg::PI*radius*radius;
float Volume = Area*radius*four_over_three;

// compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in.
osg::Vec3 accel_gravity = _acceleration * ((particle-getMass() - _density*Volume) * particle-getMassInv());

// compute force due to friction
osg::Vec3 velBefore = particle-getVelocity();
osg::Vec3 relative_wind = particle-getVelocity()-_wind;
osg::Vec3 wind_force = - relative_wind * Area * (_viscosityCoefficient + _densityCoefficient*relative_wind.length());
osg::Vec3 wind_accel = wind_force * particle-getMassInv();

double compenstated_dt = dt;
	double relative_wind_length2 = relative_wind.length2();
	double wind_accel_length2 = wind_accel.length2();
if (relative_wind_length2  dt*dt*wind_accel_length2)
{
double critical_dt2 = relative_wind_length2/wind_accel_length2;
osg::notify(osg::NOTICE)** Could be critical: dt=dt critical_dt=sqrtf(critical_dt2)std::endl;
compenstated_dt = sqrtf(critical_dt2)*0.8f;
}

particle-addVelocity(accel_gravity*dt + wind_accel*compenstated_dt);


}
}
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Wrong output with osgdelaunay sample

2009-03-13 Thread Steve Gifford
I saw this thread when searching for some info on the Delaunay triangulator.

I'm actually using it for something right now.  It's working (in 2.8.0 anyway).

-Steve Gifford

On Sun, Feb 1, 2009 at 3:57 PM, Art Tevs stud_in...@yahoo.de wrote:
 Hi Rajesh,

 it is not even guaranteed that the current delauney triangulator producing 
 any valid results at all. Couple of months ago, I have also tried it and 
 nothing usefull came out. However, then I changed my algorithm and didn't 
 required the triangulator at all.

 The code wasn't touched already couple of years, as far as I have learned it 
 from another thread. Hence I suppose that the implementation has to be 
 rechecked if it does triangulate points at all :)

 Cheers,
 art

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=5617#5617





 ___
 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] Setting alpha channel in Frag Shader does not work.

2009-03-13 Thread Steven Powers
I read that post... but his fix did not work for me. I'm running OSG 2.2, 
perhaps that makes a difference.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8464#8464





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting alpha channel in Frag Shader does not work.

2009-03-13 Thread Daniel Holz
Try attaching a texture to the COLOR_BUFFER0 instead of an image directly.
That's what worked for me.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8465#8465





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How do I obtain calculated zNear / zFar from an osg::Camera ?

2009-03-13 Thread Daniel Holz
Hi everyone,

I am using a camera whose zNear / zFar is calculated automatically and I need 
to obtain the zNear / zFar values in the camera's PreRenderCallback.
Just trying to use the function camera-getProjectionMatrixAsPerspective(fovy, 
aspect, zNear, zFar);
always gives me the initial near far plane (0.99 and ) and not the 
automatically computed one (at least zFar should be quite small since my scene 
is just about 5x5x5 units large).

How do I do it correctly?

Regards
Daniel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8466#8466





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How do I obtain calculated zNear / zFar from an osg::Camera ?

2009-03-13 Thread Daniel Holz
An update:

I forgot to say that I am rendering to a texture.

So basically what I do is the following:

Code:

osg::Camera* camera = new osg::Camera;
...
camera-setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
...
camera-attach( , texture);




When stepping through my application I noticed that for this camera no culling 
is performed. This is why the zNear / zFar is not changed.

Now my new question:
Is it possible to have automatic near / far plane computation for a render to 
texture pass somehow?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8467#8467





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can 3DS model in Parent-Child Mode be read inParent-Child mode?

2009-03-13 Thread Jason Daly

Ümit Uzun wrote:

Hi All,

I have an model and this model has kind of parts. I am not a modeler 
so this question might be so stupid :) Before I have read the model 
and find all parts by nodeVisitor and recreate the scenegraph in 
parent-child mode and then I have manipulate all transformation in 
inheritance. I mean when I rotate some part, the other childs rotate too.


But when I directly read 3DS model and not recreate the scene graph 
the parent-child relation doesn't exist on graph although I have 
already regenerate the model on 3DMAX in parent-child mode as you can 
see from the attached image.


At this point, Can't we read 3ds model which organized parent-child 
mode directly and create our scene graph in this mode or not? I can't 
achieve this relation between model's parts.


I think 3ds is just a geometry format, and doesn't have support for 
hierarchical models (somebody please correct me if I'm wrong). 

Probably the best way to get what you need to get the OSGExp plugin for 
3ds MAX, and export the model directly as a .ive file.


If you have the COLLADA-DOM set up for OSG, you could also try exporting 
from 3ds MAX to a COLLADA (.dae) file.


--J


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgconv -e ogr and coordinate conversion

2009-03-13 Thread Rodebiet
I am trying to build a terrain from a S-57 electronic navagation chart. I use 
the following command 

osgconv -e ogr x.000 x.ive

It does work, however, the X and Y coordinates are latitude and longitude. I 
want to convert latitude/longitude to cartesian coordinates, because I'd like 
to have a flat earth terrain. Does somebody know if it possible to do this 
conversion by supplying some commandline options to osgconv, or perhaps 
pre-process the S-57 data with the gdal utilities.

Any general suggestions for creating a terrain from S-57 ENC are welcome as 
well.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8469#8469





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Wrong output with osgdelaunay sample

2009-03-13 Thread Martin Beckett
Probably the best 2d delauney triangle generator is 
http://www.cs.cmu.edu/~quake/triangle.html

It's licenced for non-commercial use so can't be included in the OSG build. But 
might be useable for your project.
You can negotiate a commercial licence from the authors

There is also the GNU triangulated surface library http://gts.sourceforge.net/ 
it's LGPL I haven't much experience of using it though

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8471#8471





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ProxyNode and output to .IVE

2009-03-13 Thread Steven Saunderson

Brian R Hill wrote:
 Steven,
 
 I use PagedLOD for this.

Hi Brian,

Thanks for the tip; it solves both problems and works like a charm.

Cheers,


-- Steven Saunderson

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8472#8472





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org