Re: [osg-users] osgOcean release

2009-05-06 Thread Schmidt, Richard
Wow, looks great!



Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Kim C
Bale
Gesendet: Dienstag, 5. Mai 2009 21:11
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] osgOcean release

 

Hello all,

 

 

Many moons ago I emailed the list to announce my intentions of releasing
an ocean rendering library for the OSG. Well after many delays and
things getting in the way i've put some code up for your perusal.

 

http://code.google.com/p/osgocean/

 

At the moment i have only put the surface simulation and ocean rendering
code online there is more to follow. But I wanted to get this out as a
point for discussion.

 

It uses a precomputed FFT ocean simulation combined with a geomipmapping
lod algorithm. This has obvious limitations as the ocean surface is of a
fixed size, but I'm afraid I don't have time at the moment to come up
with something slicker. The FFT technique can be used in conjunction
with a geoclipmap approach which I think would allow for an endless
ocean and would be more usable, so if anyone wants to pitch in with that
get in touch as it would be valuable addition and quite easy to slot in.

 

One of the big problems with the design is turning parts of the shader
on and off. I've used boolean uniforms for this, but it's messy. Ideally
it would be more effecient either to dynamically generate the shader or
insert #defines to include or block out bits of code. I suspect the
latter would be the easiest to implement but i noticed Hydrax chooses to
create them on the fly. I'd love to hear from the more experience OSG
programmers about this, as I anticipate that this aspect will get rather
complicated quite quickly. 

 

I remember there was quite a lot of interest in collaborating, if the
will is still there get in touch either by email or here and we'll chat
about where we can take it.

 

 

So have a play and let me know what you think!

 

 

Regards,

 

 

Kim.

 

 

 

 

 

 

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-05-06 Thread Serge Lages
Hi Art,

About the date, the first week of september would be better for us (in
august there is more chance that some of us will take holidays...).

Cheers,

On Mon, May 4, 2009 at 9:25 PM, Art Tevs arti_t...@yahoo.de wrote:

 Hi Serge,


 Serge Lages wrote:
 
  Yeah we've been accepted to this new office, so it's OK, we'll move
 during June. We'll have a meeting room with approximatively 20 to 30 seats
 and a LCD screen (42), and maybe a projector if we ask for it.
 
  So I think that there is no problem for us to host the event, we'll only
 need to confirm the day and how long it will take.
 


 Wow, thats great. I think if your company is able to be a hoster for our
 event, then it would be really great. As for the date I think we could do
 this in almost exactly 3 months, so in the weekend of 08-09 august. Or we
 could also aim for the first week of september, so this would be 5-6
 september (still exactly 4 months until this). I think this is up to your
 company to decide on which date. Nobody has offered any wish on the date
 before.
 I think the first week of august would be perfect, because it is the time
 with the highest probability of having nice weather ;)

 The duration would be probably one or two days, depending on how much
 talks/presentations we would like to offer, not longer.
 Anybody other offers?

 art

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[osg-users] draw opaques after transparents

2009-05-06 Thread Julien Valentin
I just would like to know if there's a mean to draw my opaque geometries
after transparent one.
Can it be setted as a property of the render bean or other?
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[osg-users] Crash : Models avatar.osg / natan.osg

2009-05-06 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

did you change some basics in the openscenegraph, because avatar.osg /
natan.osg does not work anymore (osgviewer ,... )
crash with null pointer

/adrian
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[osg-users] Support becoming less and less personal

2009-05-06 Thread Robert Osfield
Hi All,

I'm getting fed up with wading through support these days.  Support
query after support query is becoming less and less personal, and with
less and less pleasant to wade through.  Basics of polite
communication are being lost.  The culprits... forum users, not
neccessarily because that people involved, but the medium has lost
even more of what makes support bearable.

The problem is that support is really a conversation, and an odd one
because it's a broadcast model and the extremely low bandwidth of
communication - text only communication looses key attributes of
normal conversation - you get not eye to eye contact, no body
language, no feedback of the voice, and the nature turn taking in
conversation becomes stilted.  Communicating through just text is real
challenge, and keeping it polite, and personable is not something that
just happens automatically, it has to be worked at.

Since we've had the dual mailing list and forum, technically is a very
impressive feat, but alas I've seen a steady reduction in the effort
in making things personable.  I've tried to suggest many many times
that people use sign with their names, it's something that mailing
list users do, but forum users don't.  Forums users are often using
obscure or too common names as well.  It's becoming very hard to keep
track of who's who.  We are starting to loose touch of who were are as
a community, the key social aspect too it are not functioning as well
as they once were - we are people, not faceless automaton yet the
trend is to the later.

I certainly can't keep up my passion for doing free support when it's
becoming harder and less rewarding, and rapid increase in less person
communication is sucking my energy for doing such a high level of
support.   Forum's might be convenient for those who them, but there
is collateral damage here in the way that forum users use it.  It's
becoming rather soul destroying for me wading through yet another
almost entirely impersonal post - I can't keep simply keep up my
current levels of support up when it's just depresses me doing it.

Can this be fixed?  Is the dual forum/mailing list an interesting
experiment but doomed because it's just too different a medium?

Robert.
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Re: [osg-users] how to get transpose matrix?

2009-05-06 Thread Robert Osfield
Hi Dongoyo?  Hong?  Could you sign with your first name so we know how
to address you correctly?

There isn't a transpose method in Matrix presently, possible a
omission that could be addressed, feel free to add one and send it in
:-)

What I do instead of using a transpose is to reverse the matrix
multiplication order as this does an effective transpose and has the
advantage that it requires no CPU overhead.

Robert.

On Wed, May 6, 2009 at 6:11 AM, Dongpyo Hong dh...@gist.ac.kr wrote:
 Hi,

 I don't think osg provide a method to get transposed matrix
 from matrix (i.e., matrix.transpose() something like that).
 Or, I couldn't find it?
 -- Thanks in advance.
 ===
 Dongpyo Hong, Research Assistant
 500-712 Oryong-dong Buk-gu Gwangju, Korea
 GIST U-VR Lab http://uvr.gist.ac.kr
 http://uvr.gist.ac.kr/~dhong
 e-mail: dh...@gist.ac.kr
 Tel: +82-62-970-3157 (2279)
 Fax: +82-62-970-2204
 ===

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Re: [osg-users] The mystery of the Disappearing Texture....

2009-05-06 Thread Endre Lidal
Just a quick note, I may have had the same issue you are facing. See the 
information and solution in the forum post:
http://forum.openscenegraph.org/viewtopic.php?t=2128start=0postdays=0postorder=aschighlight=


Sincerely,
Endre M. Lidal



Endre M. Lidal - Head of Development
Visual Development AS - a company in the BB Visual Group
Minde Allé 35, 5068 Bergen, Norway
Tel. +47 9510 8899 Fax. +47 5532 0021 Skype: endre.lidal
Web: http://www.bbvisuals.no Email: endre.li...@bbvisuals.no


 -Opprinnelig melding-
 Fra: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] På vegne av Wojciech Lewandowski
 Sendt: 5. mai 2009 14:12
 Til: OpenSceneGraph Users
 Emne: Re: [osg-users] The mystery of the Disappearing Texture
 
 
 Hi
 
 If its Windows and NVidia you may try changing MultiDisplay/mixed-GPU
 acceleration settings in NVidia 3D settings control panel.
 
 Wojtek
 
 - Original Message -
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Tuesday, May 05, 2009 1:51 PM
 Subject: Re: [osg-users] The mystery of the Disappearing Texture
 
 
  Hi Neil,
 
  This will be a driver dependent issue, the driver/OS managing
 graphics
  contexts behind the scenes for you, but not doing it 100% correctly.
 
  Personally I much prefer window managers/drivers that don't attempt
 to
  be clever on your behalf, and just done allow such windows to be
  dragged unless they are shared on the same graphics card and with the
  same display properties as the tricks involved with duplicating
  contexts behind the scenes is both wasteful of resources and
  performance and driver complexity.
 
  Best thing you an do is try to update your drivers.
 
  Robert.
 
  On Tue, May 5, 2009 at 11:42 AM,  neil.hug...@tesco.net wrote:
  Hi All,
 
  I have an application that employs OSG in a window. I load a scene
 with
  textures and everything is fine. If I move the window to a different
  screen, the textures disappear ! I move the window back to the
 original
  screen, the textures reappear. Back-and-forth my window goes from
 screen
  to screen and the textures flash on and off accordingly.
 
  Clearly I've forgotten to do something, but I can't see what.
 
  Could someone shed some light on this please. Hair loss is
 increasing by
  the minute ;-(
 
  Thanks in advance.
 
  Neil.
 
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Re: [osg-users] osgOcean release

2009-05-06 Thread Kim C Bale
Hi Richard,

Try compiling FFTW with this project file. It's set up for VS2003.

ftp://ftp.fftw.org/pub/fftw/fftw-3.1.2-vs2003.zip

You must also make sure you're using the floating point library called fftw3f-3.

I've compiled it on debian and with VS2005 and not had any issues. Let me know 
if problems the persist.

Regards,

Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Wed 06/05/2009 08:12
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
 
Hi Kim;

Great works. Congratulations. I have tried to install but have some problem
on FFTW library on compiling VS2003. I will try to compile it by MinGW very
soon. I think you are using Linux environment.

Best Regards.

2009/5/6 Schmidt, Richard richard.schm...@eads.com

  Wow, looks great!
  --

 *Von:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *Im Auftrag von *Kim C Bale
 *Gesendet:* Dienstag, 5. Mai 2009 21:11
 *An:* osg-users@lists.openscenegraph.org
 *Betreff:* [osg-users] osgOcean release



 Hello all,





 Many moons ago I emailed the list to announce my intentions of releasing an
 ocean rendering library for the OSG. Well after many delays and things
 getting in the way i've put some code up for your perusal.



 http://code.google.com/p/osgocean/



 At the moment i have only put the surface simulation and ocean rendering
 code online there is more to follow. But I wanted to get this out as a point
 for discussion.



 It uses a precomputed FFT ocean simulation combined with a geomipmapping
 lod algorithm. This has obvious limitations as the ocean surface is of a
 fixed size, but I'm afraid I don't have time at the moment to come up with
 something slicker. The FFT technique can be used in conjunction with a
 geoclipmap approach which I think would allow for an endless ocean and
 would be more usable, so if anyone wants to pitch in with that get in touch
 as it would be valuable addition and quite easy to slot in.



 One of the big problems with the design is turning parts of the shader on
 and off. I've used boolean uniforms for this, but it's messy. Ideally it
 would be more effecient either to dynamically generate the shader or insert
 #defines to include or block out bits of code. I suspect the latter would be
 the easiest to implement but i noticed Hydrax chooses to create them on the
 fly. I'd love to hear from the more experience OSG programmers about this,
 as I anticipate that this aspect will get rather complicated quite quickly.



 I remember there was quite a lot of interest in collaborating, if the will
 is still there get in touch either by email or here and we'll chat about
 where we can take it.





 So have a play and let me know what you think!





 Regards,





 Kim.













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Re: [osg-users] libSquish and VPB?

2009-05-06 Thread Robert Osfield
HI Chris  Stefan,

Sorry about this.  libsquish is just required for some experiments
I've been doing over last week on S3TC compression, libsquish is
presently only required for the vpbtexturecompression app that is
optionally built.

Stefan Roettger wrote:
 The find_package macro must be supplied by VPB in its own CMakeModules 
 directory (not to mix up with the temp
 CMakeFiles dir), because there is no pre-defined find_package module for 
 libsquish provided by cmake. So I suspect
 that the find_package module for libsquish was forgotten to be checked into 
 VPB or something related.

Stefan's hit the nail on the head, I have written a
FindLibSquish.cmake but neglected to do an svn add of the file when I
checked in other changes.I have now checked in this file, and will
no a clean check out on another machine here to double check that
evertyhing is now work.

To be clear, libsquish is presently not a required to build the vpb
library, osgdem or vpbmaster.  Even if I do add usage of libsquish
into vpb it'll only be a compile option so you won't need it by
default.

Robert.
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Re: [osg-users] draw opaques after transparents

2009-05-06 Thread Robert Osfield
HI Julien,

On Wed, May 6, 2009 at 9:00 AM, Julien Valentin
julienvalenti...@gmail.com wrote:
 I just would like to know if there's a mean to draw my opaque geometries
 after transparent one.
 Can it be setted as a property of the render bean or other?

You can control draw order using RenderBin's, by default geometry will
be dropped into a root RenderBin that is set to state sort and has a
bin number of 0.

Geometry that is transparent you set the
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN) which
actual just does a StateSet::setRenderBinDetails(10, DepthSortedBin)
internally, which the rendering backend reads and sets up a RenderBin
that is depth sorted from back to front and has a bin number of 10.
RenderBin's are rendered in ascending order, so -10 gets drawn before
0, 10 gets drawn next etc.

In your case you do :

   stateset-setRenderBindDetails(20, RenderBin); // draw after
transparent bin, and just use default state sorted bin

On the StateSet's associated with the geometry that you want to draw
after the transparent bin.  There are also options to use multiple
RenderStages but I'll leave this to another day to explain, for you
right now the above should get you on your way.

Robert.
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Re: [osg-users] Crash : Models avatar.osg / natan.osg

2009-05-06 Thread Adrian Egli OpenSceneGraph (3D)
hi robert,

i will rebuild the whole OSG stuff over lunch (debug)

regards adrian

2009/5/6 Robert Osfield robert.osfi...@gmail.com

 On Wed, May 6, 2009 at 9:13 AM, Adrian Egli OpenSceneGraph (3D)
 3dh...@gmail.com wrote:
  Hi Robert,
 
  did you change some basics in the openscenegraph, because avatar.osg /
  natan.osg does not work anymore (osgviewer ,... )
  crash with null pointer

 osgviewer avatar.osg

 osganimationviewer avatar.osg

 Both work perfectly for me.   I haven't changed anything personally in
 osgAnimation.  Could you give a bit more info about what version of
 the OSG your are using and what version you were using previously?  A
 stack trace would useful too.

 Robert.
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Re: [osg-users] [Beginner question]Keyboard event handling tutorial.

2009-05-06 Thread David Callu
Hi Lev


2009/5/5 Lev earlnucl...@gmail.com

 Hi,

 I have using been keyboard handling code from basic keyboard handling (
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicKeyboardInput)
tutorial.




 As I understand to implement further functionality, I need to modify
TankInputDeviceStateType class.

TankInputDeviceStateType is just an shared object between
MyKeyboardEventHandler and UpdateTankPosCallback
to simplify communication between this 2 object. To add further
functionality:
You have to modify MyKeyboardEventHandler to handle the event you want add (
for moveFwdRequest, 'w' key is handle),
You have to modify TankInputDeviceStateType to store the event you want add
( for moveFwdRequest, moveFwdRequest property is used),
You have to modify UpdateTankPosCallback to apply the event you want add (
for moveFwdRequest, tank is moved),


 However I cannot seem to find a way to add more members to the class. i.e.
trying to add moveBckRequest.

Did you mean something like this :

   class tankInputDeviceStateType
   {
   public:
   tankInputDeviceStateType::tankInputDeviceStateType() :
moveFwdRequest(false), moveBckRequest(false) {}

   bool moveFwdRequest;
   bool moveBckRequest;
   };

If it is, you simply need to study C++.

HTH
David Callu






 Anyone knows how to do this?

 Thanks. [Embarassed]

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Re: [osg-users] swapBuffers warning when window minimized

2009-05-06 Thread Robert Osfield
Hi Roland,

On Wed, May 6, 2009 at 10:37 AM, Roland Smeenk roland.sme...@tno.nl wrote:
 could you post this fix as a seperate post on the submissions forum. That way 
 it will also be sent to the osg-submissions mailing list and end up at the 
 proper location.

Chris sent the post to both osg-users and osg-submissions :-)

Robert.
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[osg-users] Creating black patches on terran

2009-05-06 Thread Loong Hin
Hi all,

 

I need to create areas of black patches on terrain to emulate the
after-effects of explosions on the terrain.

Any advice is greatly appreciated.

 

Regards

 

 

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread J.P. Delport

Hi,

Robert Osfield wrote:

HI Art,

On Wed, May 6, 2009 at 10:35 AM, Art Tevs arti_t...@yahoo.de wrote:


Couple of months ago as you told about cryptic names of the forum
users, we have introduced rules in our forum. I have also then
informed users, that they have to change there name first. Users
has changed their names. Even more I then took a look into almost
every user's post to see, if he/she is using a valid name. Almost
everybody, no I think even every forum user, which has send in the
last months a post has used a non-cryptic, perfectly valid name.


This effort is appreciated, but still forum posts are often 
distinctively impersonal.  It's how we bridge that gap.



OK, part of this users do use only the first name, but wht is wrong
with that? Do you want to force users to use their frist and last
name? Why if somebody do just want to stay anonymous, for whatever
reasons? I think we should allow users to have some kind of free
space. If they like to be anonymous and hide them self behind the
name e.g. Lilli  why not? Or do you want that they use Lilli Li
(i.e. Li as last name)?


The key is not about rights of forums users to remain anonymous,
the key is being able to track who's who in a big community.  One
might assume a online name that is a nick name or different from your
real name, but it has to be something that is human enough that
others can remember who said what and when.  No post is in isolation,
to be successful at support one has to me mindful of what peoples 
backgrounds are w.r.t OSG usage.  I.e. what platform they are on,
what compilers they are using, what previous problems that they've 
reported, what solution's they've put forward.  You can't do support 
without this ability to match up different threads.


disclaimer: I don't use the forums...

What I've seen from most forums is that people do not sign their
messages because next to the message all their details are displayed
anyways. The details might be bogus/nicknames, but one can enforce
some rules on that (which I think is being done).

Maybe Art can make the forum to mailing list converter add the details
(that are normally displayed in the forum) to the bottom of the emails?
Would this have any benefit?

jp


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Re: [osg-users] Force updating

2009-05-06 Thread David Callu
Hi Miriam

Sorry but ... What is the question ?
Can you more explain you issue.

David Callu

2009/5/6 Miriam D'Elia miriamde...@gmail.com

 Hi to all!
 I would need to change the height (at runtime) to the forms (osg::Capsule)
 that make up my scene.
 I make the interpolation with osg::AnimationPath to move the shapes.

 The structure of each shape is as follows:

 PositionAttitudeTransform
 |
   MatrixTransform
 |
Geode
 |
   Capsule

 Thanks !


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Re: [osg-users] Force updating

2009-05-06 Thread Miriam D'Elia

I would need to change the height (at runtime) to the forms (osg::Capsule) .
I must to force the update of shapes.
How can I do?


David Callu ha scritto:

Hi Miriam

Sorry but ... What is the question ?
Can you more explain you issue.

David Callu

2009/5/6 Miriam D'Elia miriamde...@gmail.com 
mailto:miriamde...@gmail.com


Hi to all!
I would need to change the height (at runtime) to the forms
(osg::Capsule) that make up my scene.
I make the interpolation with osg::AnimationPath to move the shapes.

The structure of each shape is as follows:

PositionAttitudeTransform
|
  MatrixTransform
|
   Geode
|
  Capsule

Thanks !


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Re: [osg-users] [beginner question] How to render from custom camera?

2009-05-06 Thread Robert Osfield
Hi What ever you real name is because you too much of ?? to use a
reasonable human readable name, please fix it if you want respect from
this community.

On Wed, May 6, 2009 at 11:01 AM, Real Name o...@ithrak.cjb.net wrote:
 Thank you for your answer.

 Like I already assumed before, this was a huge misunderstanding of what 
 cameras are in osg. I didn't read Of Cameras and Scenes 
 (http://andesengineering.com/OSG_ProducerArticles/CamerasAndScenes/CamerasAndScenes.html),
  especially the section The Point because I thought to already know what can 
 be found in there, since I already worked with several game engines, all of 
 them using the term camera as what I would expect a camera to be (and many 
 others by the way...), namely an object actively rendering the scene to a 
 framebuffer from its position, with its orientation.

 SUGGESTION: Maybe outline this more clearly so it cannot be overlooked that 
 easy. And Realy name the Section Why Cameras don't belong in the Scene 
 Graph to catch peoples attention. This camera terminology is an evil pitfall 
 for osg beginners who are experienced using game engines! :)

Don's article of Andes Engineering is a position paper from Don on the
topic of scene graph and cameras.  It's a position that I don't
subscribe too.  OSG since 2.x does not use Producer, and doesn't have
this division between cameras and scene graphs.

In OSG 2.x a Viewer has a View of a Scene and a master Camera
that takes picture of that Scene.  A Camera can used external to the
scene graph such as with a master or slave Camera in a View(er) or in
the scene graph for RTT effects such as shadows, or HUDs.

Robert.
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Re: [osg-users] Creating black patches on terran

2009-05-06 Thread Robert Osfield
Hi Loong? Hin?  Could you sign with the name you wish to be address as
so it's clear how to address you,

On Wed, May 6, 2009 at 11:10 AM, Loong Hin yon...@simulation.com.sg wrote:
 I need to create areas of black patches on terrain to emulate the
 after-effects of explosions on the terrain.

 Any advice is greatly appreciated.

Multi-texturing would probably be the easiest way to do this.  You add
a blackend texture with an alpha channel and place this on the terrain
tiles that are effected.

Robert.
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Re: [osg-users] [beginner question] How to render from custom camera?

2009-05-06 Thread Jason Fisher

robertosfield wrote:
 Hi What ever you real name is because you too much of ?? to use a reasonable 
 human readable name
I think there is no reason to get offensive -- as you might understand I formed 
a habit of not using my name on public forums. 


robertosfield wrote:
 please fix it if
Done.

Thanks for your additional comments, I think (hope) it's clear to me now.


ithrak (Jason Fisher)

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Re: [osg-users] osgOcean release

2009-05-06 Thread David Spilling
Kim,

A nice piece of work.

In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't bother
compiling it, but just did this:

http://www.fftw.org/install/windows.html

which worked fine (even with the free Visual C++ 9.0 ! )

I had a compile of minor issues with addCullCallback - I guess this is
because we are using different OSG versions - but changing it to
setCullCallback seemed to work fine.


David
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Art Tevs
Hi both,


J.P. Delport wrote:
 
 Maybe Art can make the forum to mailing list converter add the details
 (that are normally displayed in the forum) to the bottom of the emails?
 Would this have any benefit?
 

I do not know, what I should extra put in the mail sent from the forum. Most of 
the users has just only a username and a realname, nothing else. Usernames, are 
more or less useless. Realnames are used in the mail headers to specify the 
author name. So there is no extra information we can send from the forum to the 
mailing list.


@Robert:
I wonder how you would like to reduce the signal to noise ratio? Through the 
forum we get a lot of new users into the community. Hence in the last couple of 
months there were much more real beginner questions then before. There is 
almost nothing you can do about this. Pointing users everytime to read the 
tutorials before they post something, doesn't work! Excluding beginners from 
the community isn't that friendly! Hence I do not see any solution here, maybe 
you?

OK, let us come down and think about solving that issue...
I think, I could make our threats about breaking the rules comes to life and 
just suspend user accounts, that, where we think, their names are not 
appropriate for our community. If they change it, we (moderators/admins) could 
reenable them. They still will be able to read messages, however posting will 
be not permitted.

Here I have a question: Are just first names already appropriate for the 
community? Or should every user have first and last name specified?

However, you should understand, that it happens sometimes, that users change 
their names back to something cryptic, after they asked their questions. I have 
observed such behaviour couple of times. Hence if they post again something, 
the cryptic name will be used again. Here our filtering system wouldn't work. I 
could prevent users to change their realnames, so that they still fix. Every 
user will have to ask us (moderators/admins) to allow to change his/her name. 
Would this approach also be appropriate for us?

cheers,
art

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Re: [osg-users] osgOcean release

2009-05-06 Thread Brian R Hill
Kim,

I've been really excited about checking out your ocean but haven't had the
time. Soon.

FFTW is GPL. Are you concerned about this?

Brian

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


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Spilling david.spill...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 07:05AM
Subject: Re: [osg-users] osgOcean release

Kim,

A nice piece of work.

In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't bother
compiling it, but just did this:

http://www.fftw.org/install/windows.html

which worked fine (even with the free Visual C++ 9.0 ! )

I had a compile of minor issues with addCullCallback - I guess this is
because we are using different OSG versions - but changing it to
setCullCallback seemed to work fine.


David

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Re: [osg-users] [beginner question] How to render from custom camera?

2009-05-06 Thread Robert Osfield
Hi Jason ;-)

On Wed, May 6, 2009 at 12:03 PM, Jason Fisher o...@ithrak.cjb.net wrote:

 robertosfield wrote:
 Hi What ever you real name is because you too much of ?? to use a reasonable 
 human readable name
 I think there is no reason to get offensive -- as you might understand I 
 formed a habit of not using my name on public forums.

You come up with a name that was taking the piss and I respond to it.

 robertosfield wrote:
 please fix it if
 Done.

 Thanks for your additional comments, I think (hope) it's clear to me now.

Camera's and scene graphs aren't all clear cut, the concept and
implementation is often used and abused all over the place.  In the
case of scene graphs like the OSG Camera's are something that is used
in lots of different ways, but still in not some ways that some users
expect.

The one place that can sometimes confuse users is that you can't put a
Camera as a leaf of the scene graph and expect to get the view of the
scene graph from where that camera has been placed.  Rather you'd get
a picture of nothing in the OSG's case.

In the OSG's case a Camera only renders what is below it in the scene
graph, the Camera effectively owns the scene graph it's rendering,
and the view matrix positions the world below it into it's own local
eye coordinates.  This fits with the concept of an OpenGL camera, but
is obviously quite different from a physical camera.  To achieve the
positioning of the camera's view relative to scene graph elements you
have to track nodes in the scene graph (such as a CameraView node) and
accumulate the local to world transforms above the CameraView (or any
node) on each frame to apply the inverse of this local to world matrix
as the camera's view matrix.

This arrangement while being a bit different from a physical camera
turns out to be extremely flexible and best for integrating with other
scene graph concepts and class implementations.

Robert.
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Re: [osg-users] osgOcean release

2009-05-06 Thread David Spilling
Umit,

I implemented my ocean surface which is composed of Sum of Sinus method


Bear in mind that so long as your wave numbers  are integer subdivisions of
the tile size, the result from an FFT approach is the same as the result
from a sum of sinusoids approach, just higher performance.

David
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Re: [osg-users] osgOcean release

2009-05-06 Thread David Spilling
Umit,

...Error : When I open up the osgOceanExample there is some error in vertex
shader as you can see from the attached screenshot.

I had something similar - I think this is just coz the shader constructor
can't find the underlying shaders; AFAIK the resource folder has to be
located in the same directory as the executable. Moving things around might
work for you.

David
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Re: [osg-users] osgOcean release

2009-05-06 Thread Adrian Egli OpenSceneGraph (3D)
Hi

(1) Shader FIX

(2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers,
or use the osgViewer like motion model switch




2009/5/6 David Spilling david.spill...@gmail.com

 Umit,

 ...Error : When I open up the osgOceanExample there is some error in
 vertex shader as you can see from the attached screenshot.

 I had something similar - I think this is just coz the shader constructor
 can't find the underlying shaders; AFAIK the resource folder has to be
 located in the same directory as the executable. Moving things around might
 work for you.

 David


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-- 

Adrian Egli

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/FlightManipulator
#include osgGA/TerrainManipulator
#include osgGA/StateSetManipulator
#include osgGA/GUIEventHandler
#include osg/Notify
#include osg/TextureCubeMap
#include osgDB/ReadFile
#include osg/Shape
#include osg/ShapeDrawable
#include osg/PositionAttitudeTransform
#include osg/Program
#include osgText/Text
#include osg/Fog

#include string
#include vector

#include osgOcean/OceanScene
#include osgOcean/FFTOceanSurface

#include SkyDome.h

class TextHUD : public osg::Referenced
{
private:
osg::ref_ptr osg::Camera  _camera;
osg::ref_ptr osgText::Text  _modeText;
osg::ref_ptr osgText::Text  _cameraModeText;  

public:
TextHUD( void ){
_camera = createCamera();
_camera-addChild( createText() );
}

osg::Camera* createCamera( void )
{
osg::Camera* camera=new osg::Camera;

camera-setViewport(0,0,1024,768);
camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera-setProjectionMatrixAsOrtho2D(0,1024,0,768);
camera-setRenderOrder(osg::Camera::POST_RENDER);
camera-getOrCreateStateSet()-setMode( GL_LIGHTING, 
osg::StateAttribute::OFF );
camera-setClearMask(GL_DEPTH_BUFFER_BIT);

return camera;
}

osg::Node* createText( void )
{
osg::Geode* textGeode = new osg::Geode;

osgText::Text* title = new osgText::Text;
title-setLineSpacing(-0.35f);
title-setText(osgOcean\nPress 1-3 to change presets\nPress 
'C' to change camera);
textGeode-addDrawable( title );

_modeText = new osgText::Text;
_modeText-setPosition( osg::Vec3f(0.f, -60.f, 0.f ) );
_modeText-setDataVariance(osg::Object::DYNAMIC);
textGeode-addDrawable( _modeText );

_cameraModeText = new osgText::Text;
_cameraModeText-setPosition( osg::Vec3f(0.f, -80.f, 0.f ) );
_cameraModeText-setDataVariance(osg::Object::DYNAMIC);
textGeode-addDrawable( _cameraModeText );

osg::PositionAttitudeTransform* titlePAT = new 
osg::PositionAttitudeTransform;
titlePAT-setPosition( osg::Vec3f( 10, 90, 0.f ) );
titlePAT-addChild(textGeode);

return titlePAT;
}

void setSceneText( const std::string preset )
{
_modeText-setText( Preset:  + preset );
}

void setCameraText(const std::string mode )
{
_cameraModeText-setText( Camera:  + mode );
}

osg::Camera* getHudCamera(void){
return _camera.get();
}
};

class SceneModel : public osg::Referenced
{
public:
enum SCENE_TYPE{ CLEAR, DUSK, CLOUDY };

private:
SCENE_TYPE _sceneType;

osg::ref_ptrosgText::Text _modeText;
osg::ref_ptrosg::Group _scene;

osg::ref_ptrosgOcean::OceanScene _oceanScene;
osg::ref_ptrosgOcean::FFTOceanSurface _oceanSurface;
osg::ref_ptrosg::Fog _fog;
osg::ref_ptrosg::TextureCubeMap _cubemap;
osg::ref_ptrSkyDome _skyDome;
osg::ref_ptrosg::Vec4Array _oceanBoxColor;

std::vectorstd::string _cubemapDirs;
std::vectorosg::Vec4f  _lightColors;
std::vectorosg::Vec4f  _fogColors;

osg::ref_ptrosg::Light _light;

std::vectorosg::Vec3f  _sunPositions;
std::vectorosg::Vec4f  _sunDiffuse;
std::vectorosg::Vec4f  _waterfogColors;


public:
SceneModel( void ):
_sceneType(CLEAR)
{
_cubemapDirs.push_back( sky_clear );
_cubemapDirs.push_back( sky_dusk );
_cubemapDirs.push_back( sky_fair_cloudy );

_fogColors.push_back( intColor( 195,221,254 ) );
_fogColors.push_back( intColor( 248,241,189 ) );

Re: [osg-users] osgOcean release

2009-05-06 Thread Ümit Uzun
Hi David and Adrian;


I had something similar - I think this is just coz the shader
constructor can't find the underlying shaders; AFAIK the resource folder
has to be located in the same directory as the executable. Moving things
around might work for you.

I had copied in all resource same folder as executable, and I copied shader
folder and all seperated shader files in same folder with executable one by
one but anyone doens't work for me. Application is still warning me by the
same vertex shader error.

And I have updated application.cpp and water.f files in my project but
result is same Adrian.

Thanks for any helps.

2009/5/6 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 Hi

 (1) Shader FIX

 (2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers,
 or use the osgViewer like motion model switch




 2009/5/6 David Spilling david.spill...@gmail.com

 Umit,

 ...Error : When I open up the osgOceanExample there is some error in
 vertex shader as you can see from the attached screenshot.

 I had something similar - I think this is just coz the shader
 constructor can't find the underlying shaders; AFAIK the resource folder
 has to be located in the same directory as the executable. Moving things
 around might work for you.

 David


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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Art Tevs
Hi Robert,


robertosfield wrote:
 
 In the real world almost all of us will have a family name and a
 personal name and typically the personal name is used in conversation.
 Different cultures or even different companies will have different
 conventions on which names are put first.  In the context of local
 communications you can guess which is the personal and family names
 quite easily, for instance if I got an post from Robert Burns I'd
 guess that I could say Hi Robert in a response to them, even if the
 post came through as Burns Robert.   However, if we starting looking
 at users from different countries then one simply can't guess reliably
 which name is which.
 


So you think using only one name (first or last name, whatever) is already 
enough for us? I just do want to have some concrete knowledge of what do you 
want to have. We need some rules, however, in order to implement filtering 
systems, I need concrete wishes.


 
 The easist way to fix this is in communications follow the convention:
 
 Hi FirstName,
 
 Text of message
 
 Thanks/Cheers/Regards
 MyFirstNameThatIsAppropriateoAddressMeAs
 
 This does require extra typing, and hence slightly more effort to
 write in this form, but if you read the various threads it's far
 easier to see who's saying what, and it's also far more personable.
 
 


Believe me or not, but this possibility is already there. There is some kind of 
template message appearing whenever you want to write a post through the forum. 
So users don't even need to type something extra, it is already there. The 
template looks like:
---
Hi,

...

Thank you!
---

Maybe you have seen the ... in the posted messages in the last days ;)

So, what should I do more? If a user isn't able to even follow that template, 
what should we then do??? I have no answer for this.


cheers,
art

P.S. Please jsut give me concrete wishes, what you would like to have and I 
will try to implement them.

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread J.P. Delport

Hi,

Art Tevs wrote:

Hi Robert,


robertosfield wrote:
In the real world almost all of us will have a family name and a 
personal name and typically the personal name is used in

conversation. Different cultures or even different companies will
have different conventions on which names are put first.  In the
context of local communications you can guess which is the personal
and family names quite easily, for instance if I got an post from
Robert Burns I'd guess that I could say Hi Robert in a response to
them, even if the post came through as Burns Robert.   However, if
we starting looking at users from different countries then one
simply can't guess reliably which name is which.




So you think using only one name (first or last name, whatever) is
already enough for us? I just do want to have some concrete knowledge
of what do you want to have. We need some rules, however, in order to
implement filtering systems, I need concrete wishes.



The easist way to fix this is in communications follow the
convention:

Hi FirstName,

Text of message

Thanks/Cheers/Regards MyFirstNameThatIsAppropriateoAddressMeAs

This does require extra typing, and hence slightly more effort to 
write in this form, but if you read the various threads it's far 
easier to see who's saying what, and it's also far more personable.







Believe me or not, but this possibility is already there. There is
some kind of template message appearing whenever you want to write a
post through the forum. So users don't even need to type something
extra, it is already there. The template looks like: --- Hi,

...

Thank you! ---

Maybe you have seen the ... in the posted messages in the last days
;)

So, what should I do more? If a user isn't able to even follow that
template, what should we then do??? I have no answer for this.


Maybe it can still help to automatically insert the user's name after 
the Thank you!. Then the user will see his forum name in the message 
and leave it there, or if it looks silly like:


Thank you!
Real Name

maybe change it.

jp




cheers, art

P.S. Please jsut give me concrete wishes, what you would like to have
and I will try to implement them.



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Re: [osg-users] Collada plugin not found.... but it is!

2009-05-06 Thread lucas Grijander

I download collada dom 2.1, compile and installed it... then I recompiled osg 
2.8.0... the dll are there but... still same error!

any clue?

thanks
Jaime.

Date: Tue, 5 May 2009 20:49:31 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!






  


lucas Grijander wrote:

  you mean I should use 2.1 version of collada DOM instead of
2.2?

  

J.

  

  Date: Tue, 5 May 2009 17:54:05 +0100

From: ro...@beardandsandals.co.uk

To: osg-users@lists.openscenegraph.org

Subject: Re: [osg-users] Collada plugin not found but it is!

  

  
lucas Grijander wrote:
  
Dear all,



I installed the last version of OSG (2.8.0) and the 2.2 version of the
collada-dom. I compiled and installed everything (debug and release).
Now, when I execute my application and I try to writeNodeFile in dae
format I get the well-known warning: plugin not found. I got this
information too:



trying c:\osgdb_daed.dll

USING c:...\osgdb_daed.dll

DynamicLibrary::failed loading osgPlugins-2.8.0\osgdb_daed.dll.



any idea of what's the problem?



many thanks!



Jaime.

  
From memory osg_daed.dll normally links against version 2.1 of the
Collada DOM i.e. libcollada14dom21-d.dll

  

Roger


Yes



Roger

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[osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Robert Osfield
Hi All,

To me it's looks like we are consistently getting a lot more support
queries about the Collada plugin than any other our plugins.  Build
problems are rampant, and alas there isn't that much we can do about
it directly.   The Collada DOM does cause lots of problems for us, and
they are problems that hasn't got fixed as time has moved on, at best
one problem has been solved only to replaced by others.  Collada DOM
has always been troublesome, and it looks like it always will be.

I'm not familiar with the Collada format itself, rather I have always
just been a maintainer of the OSG that relies on others for
development and support of the Collada plugin, but I do wonder just
how much value we get from using the DOM rather than rolling our own
xml parsing.  The vast majority of our other plugins implement their
own ascii/binary file parsing and we're able to maintain them just
fine.  It is of course more work for us to implement the file
reading/write in the short term so it'd be a case of short term pain
for long term gain.

Thoughts on how much work this might be to do?  Thoughts on what
features of the Collada DOM that are invaluable/hard to replace?

Robert.
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Re: [osg-users] Force updating

2009-05-06 Thread Jean-Sébastien Guay

Hi Miriam,

I would need to change the height (at runtime) to the forms 
(osg::Capsule) .

I must to force the update of shapes.
How can I do?


An important part is that if you have something based on 
osg::ShapeDrawable and you need to change the properties of the 
underlying shape, then once you're done you need to call 
shapeDrawable-dirtyDisplayList(); and shapeDrawable-dirtyBound(); 
otherwise the visible shape won't seem to change.


As to where to put your modification code, David put you on the right 
track. You could also just unroll the frame loop (instead of using 
viewer.run() - search previous posts for the details) and do the 
modification there in the update phase.


Hope this helps,

J-S
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Re: [osg-users] osgOcean release

2009-05-06 Thread Brede Johansen
Hi,

I had the same problem but modified calls to loadShaderSourceFromFile(...)
to use the OSG_FILE_PATH like this

if( !vShader-loadShaderSourceFromFile(
*osgDB::findDataFile*(resources/shaders/water.v
)) )
osg::notify(osg::WARN)  ERROR: Could not load vertex shader
source!  std::endl;

if( !fShader-loadShaderSourceFromFile(
*osgDB::findDataFile*(resources/shaders/water.f))
)
osg::notify(osg::WARN)  ERROR: Could not load fragment shader
source!  std::endl;


Regards,
Brede


On Wed, May 6, 2009 at 2:03 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi David and Adrian;


 I had something similar - I think this is just coz the shader
 constructor can't find the underlying shaders; AFAIK the resource folder
 has to be located in the same directory as the executable. Moving things
 around might work for you.

 I had copied in all resource same folder as executable, and I copied shader
 folder and all seperated shader files in same folder with executable one by
 one but anyone doens't work for me. Application is still warning me by the
 same vertex shader error.

 And I have updated application.cpp and water.f files in my project but
 result is same Adrian.

 Thanks for any helps.

 2009/5/6 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 Hi

 (1) Shader FIX

 (2) Use Trackball or Terrain Mainpulation, more easy to use for NOT
 gamers, or use the osgViewer like motion model switch




 2009/5/6 David Spilling david.spill...@gmail.com

 Umit,

 ...Error : When I open up the osgOceanExample there is some error in
 vertex shader as you can see from the attached screenshot.

 I had something similar - I think this is just coz the shader
 constructor can't find the underlying shaders; AFAIK the resource folder
 has to be located in the same directory as the executable. Moving things
 around might work for you.

 David


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Re: [osg-users] osgOcean release

2009-05-06 Thread Jean-Sébastien Guay

Hi Umit,

Great works. Congratulations. I have tried to install but have some 
problem on FFTW library on compiling VS2003. I will try to compile it by 
MinGW very soon. I think you are using Linux environment.


You can use the precompiled FFTW DLLs from here:

http://www.fftw.org/install/windows.html

It's a pure C library, so there is no problem using it on any compiler 
version and in both release and debug builds.


Just follow the instructions to generate import libraries and you're 
good to go. Make sure you point CMake to the right fftw lib, which is 
fftw3f-3 (there are three different libs all with similar names so be 
careful).



J-S
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Re: [osg-users] osgOcean release

2009-05-06 Thread Jean-Sébastien Guay

Hi Kim, Brian,


FFTW is GPL. Are you concerned about this?


Hmmm, is this a problem? If FFTW is used only as a dynamic-link library 
(.dll or .so) does it still carry with it the implications of the GPL on 
everything it's linked to? I admit this is a blurry area of my 
understanding of the GPL...


If so, is there some other FFT library that osgOcean could use (or roll 
its own, or use sum of sines as mentioned earlier) to avoid this issue?


J-S
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Re: [osg-users] Collada plugin not found.... but it is!

2009-05-06 Thread Roland Smeenk
Hello Jaime,

it seems that osg can find the proper plugin, but cannot load that plugin.
If you built the Collada plugin against the dynamic DOM library make sure the 
collada dll can be found (is in your path).
Note that the dom22 will generated a DLL with the number 21 in it:
libcolladadom14dom21-d.dll or libcolladadom14dom21.dll
Furthermore you may need the libxml2.dll, so this must in your path also.

The other possibility is linking against the static DOM library.

--
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jean-Sébastien Guay

Hi Art,


Believe me or not, but this possibility is already there. There is some kind of 
template message appearing whenever you want to write a post through the forum. 
So users don't even need to type something extra, it is already there. The 
template looks like:
---
Hi,

...

Thank you!
---


My suggestions:

1. When the user clicks reply on an existing post, when the template 
is generated, I guess the forum software could insert the name of the 
user whose post is being replied to automatically, and at the end the 
name of the user replying? That would give:


---
Hi name of previous poster,

...

Thank you!
my name
---

I don't think that would be too hard.

2. Perhaps you could remove the post reply button at the bottom of the 
thread page, so that users are forced to reply *to* a previous post, 
quoting the previous post (which is something that's sorely missing from 
forum posts as well - most of them have no context at all!).



On a related note, I always read the mailing list and resent your 
old-school comment, I just prefer messages to come to me so that I 
don't miss anything. Plus, all forums I've ever been a member of 
suffered from the problems Robert mentions, communication is very 
unpersonal, users hide behind the anonimity and flame wars erupt because 
of miscommunications.



For the record, you say that in the past weeks there haven't been any 
posters without a real name, but there was one called Real Name which 
slipped through. It's hard to take such posters seriously.


J-S
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Cory Riddell




Hi Robert,

This thread is more than a little worrisome for me. I'm one of the
newbies here (been here 5 or 6 months). I looked at OSG and a few other
scene graph packages (one of which is not open source). I settled on
OSG because the support I received here was by far the most helpful as
I started scaling the learning curve. Your voice is one of a handful
that have consistently been there answering my (often inane) questions.
I truly appreciate it.

Nobody has mentioned the big elephant over there, so I will. Why don't
you sever the link between the forum and the mailing list? I understand
that some people prefer the forum, but we all lose if forum noise kills
your enthusiasm for OSG support. The forum could continue independently
and if there are enough people who prefer that format, it will thrive.

As for the "old school" comment- I think that is probably how a lot of
people feel about mailing lists. I wouldn't consider it an insult
though. You could always threaten to move everything to an nntp server
:).

Cory Riddell


Robert Osfield wrote:

  Hi Art,

On Wed, May 6, 2009 at 1:07 PM, Art Tevs arti_t...@yahoo.de wrote:
  
  
So you think using only one name (first or last name, whatever) is already enough for us? I just do want to have some concrete knowledge of what do you want to have. We need some rules, however, in order to implement filtering systems, I need concrete wishes.

  
  
Ideally you'd have both, the full name so you know which John or Jose
you are talking to, and the personal name used in 1 to 1 conversation.


  
  
Believe me or not, but this possibility is already there. There is some kind of template message appearing whenever you want to write a post through the forum. So users don't even need to type something extra, it is already there. The template looks like:
---
Hi,

...

Thank you!
---

Maybe you have seen the "..." in the posted messages in the last days ;)

So, what should I do more? If a user isn't able to even follow that template, what should we then do??? I have no answer for this.

  
  

The template is useful for sure and may well be a the route to making
things map better between forums and mailing list.  J.P's suggest of
putting the posters name after the Thank you!/Cheers would be probably
be good.  Forum users seeing something similar to what mailing list
users see would certainly be a good sanity check before posting.

I was wondering about the signature itself being customizable/tailored
to each user.

The fullname is already typically displayed as the From address.

Robert.
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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jean-Sébastien Guay

Hi Robert,


I'm not familiar with the Collada format itself, rather I have always
just been a maintainer of the OSG that relies on others for
development and support of the Collada plugin, but I do wonder just
how much value we get from using the DOM rather than rolling our own
xml parsing.


Yeah, well now that you've committed an XML reader into osgDB for 
Present3d, this should be less of a pain that it would have been before 
I guess... :-)


I imagine the hardest part would be to make sure it conforms to the 
spec. Getting basic reading shouldn't be that hard. Though I'll let 
others more familiar with it comment on this.


It would be a great new feature though, as the constant build problems 
with the dependencies have always been what's kept me away from building 
the COLLADA plugin, for one. I'm sure I'm not the only one. It would be 
great to have this format for free (without any external dependencies) 
because I expect it would be a good interchange format between modeling 
tools and OSG. If animation could work too with osgAnimation that would 
be excellent.


Here's to hoping,

J-S
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[osg-users] osgOcean release

2009-05-06 Thread Sergey Kurdakov
Hi All

 Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
 (.dll or .so) does it still carry with it the implications of the GPL on
 everything it's linked to? I admit this is a blurry area of my understanding
 of the GPL..


there are few approaches.

1) use precomputed tables  from FFTW ( precomputed results are not GPL )
2) contact MIT to purchase a license
3) rewrite using other libs (  intel Math Kernel Library ?) ( did not
look in details but new delta3d also has sea surface ).

Regards
Sergey


On Wed, May 6, 2009 at 5:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Kim, Brian,

 FFTW is GPL. Are you concerned about this?

 Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
 (.dll or .so) does it still carry with it the implications of the GPL on
 everything it's linked to? I admit this is a blurry area of my understanding
 of the GPL...

 If so, is there some other FFT library that osgOcean could use (or roll its
 own, or use sum of sines as mentioned earlier) to avoid this issue?

 J-S
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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread J.P. Delport

Hi,

Jean-Sébastien Guay wrote:

Hi Robert,


I'm not familiar with the Collada format itself, rather I have always
just been a maintainer of the OSG that relies on others for
development and support of the Collada plugin, but I do wonder just
how much value we get from using the DOM rather than rolling our own
xml parsing.


Yeah, well now that you've committed an XML reader into osgDB for 
Present3d, this should be less of a pain that it would have been before 
I guess... :-)


I imagine the hardest part would be to make sure it conforms to the 
spec. Getting basic reading shouldn't be that hard. Though I'll let 
others more familiar with it comment on this.


It would be a great new feature though, as the constant build problems 
with the dependencies have always been what's kept me away from building 
the COLLADA plugin, for one. I'm sure I'm not the only one. It would be 
great to have this format for free (without any external dependencies) 
because I expect it would be a good interchange format between modeling 
tools and OSG. If animation could work too with osgAnimation that would 
be excellent.


Here's to hoping,


Can a known working version of the DOM not be included in the OSG code 
tree or as an external reference to a copy on the OSG server? Then the 
matching between plugin code and DOM stops being a documentation issue.


jp

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[osg-users] osgOcean release

2009-05-06 Thread Sergey Kurdakov
Hi All

found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )

http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419

Regards
Sergey
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Re: [osg-users] Crash : Models avatar.osg / natan.osg

2009-05-06 Thread Jean-Sébastien Guay

Hi Adrian, Robert,

I tested out what Adrian was reporting, perhaps it can give a bit more info.


osgviewer avatar.osg


I get these messages printed constantly on the console:

TransformVertexFunctor Bone arm_r not found, skip the influence group arm_r
TransformVertexFunctor Bone Back.004_R.002 not found, skip the influence 
group Back.004_R.002


repeated on and on... But I see the character.


osganimationviewer avatar.osg


I get the same messages, but it works (I can press the Play button and 
see the character animating).


So no crashes here.

Windows Vista SP1, VC++ 2005.

J-S
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Re: [osg-users] osgOcean release

2009-05-06 Thread Jean-Sébastien Guay

Hi Sergey,


found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )

http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419


Yes, that's one of the tested libraries in the FFTW benchmark:

http://www.fftw.org/speed/CoreDuo-3.0GHz-icc/
http://www.fftw.org/benchfft/ffts.html

It's near the bottom of the list in terms of speed though (if we can 
believe FFTW's own benchmarks to be unbiased of course). If we need a 
dynamic unbounded ocean surface in the near future, then I think speed 
of the FFT computation is an important requirement.


J-S
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Re: [osg-users] Collada plugin not found.... but it is!

2009-05-06 Thread Roger James




lucas Grijander wrote:

  I download collada dom 2.1, compile and installed it... then
I recompiled osg 2.8.0... the dll are there but... still same error!
  
any clue?
  
thanks
Jaime.
  
  Date: Tue, 5 May 2009 20:49:31 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!
  
lucas Grijander wrote:
  
you mean I should use 2.1 version of collada DOM instead of
2.2?

J.

Date: Tue, 5 May 2009 17:54:05 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!


lucas Grijander wrote:

  Dear all,
  
I installed the last version of OSG (2.8.0) and the 2.2 version of the
collada-dom. I compiled and installed everything (debug and release).
Now, when I execute my application and I try to "writeNodeFile" in dae
format I get the well-known warning: "plugin not found". I got this
information too:
  
trying c:\osgdb_daed.dll
USING c:...\osgdb_daed.dll
DynamicLibrary::failed loading "osgPlugins-2.8.0\osgdb_daed.dll".
  
any idea of what's the problem?
  
many thanks!
  
Jaime.

From memory osg_daed.dll normally links against version 2.1 of the
Collada DOM i.e. libcollada14dom21-d.dll

Roger
  
Yes
  
Roger

Jaime

I suggest you use this excellent utility http://www.dependencywalker.com/
on the dae plugin dll and see what other dlls it is trying to load
implicitly. Then make sure that these dlls are on the windows dll
search path.

Roger


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Re: [osg-users] osgOcean release

2009-05-06 Thread Tomlinson, Gordon
Nice work

Sadly for us the fact it has GPL dependencies makes it not something we
could use at this time

 


Gordon
Product Manager 3d
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__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brian R
Hill
Sent: Wednesday, May 06, 2009 7:24 AM
To: OpenSceneGraph Users
Cc: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release

Kim,

I've been really excited about checking out your ocean but haven't had
the time. Soon.

FFTW is GPL. Are you concerned about this?

Brian

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


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Spilling david.spill...@gmail.com Sent by:
osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 07:05AM
Subject: Re: [osg-users] osgOcean release

Kim,

A nice piece of work.

In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't
bother compiling it, but just did this:

http://www.fftw.org/install/windows.html

which worked fine (even with the free Visual C++ 9.0 ! )

I had a compile of minor issues with addCullCallback - I guess this is
because we are using different OSG versions - but changing it to
setCullCallback seemed to work fine.


David

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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Robert Osfield
Hi J-S,

On Wed, May 6, 2009 at 2:39 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Yeah, well now that you've committed an XML reader into osgDB for Present3d,
 this should be less of a pain that it would have been before I guess... :-)

Boy you spot everything that come and goes :-)

I was waiting to announce moving Present3D from it own repository into
the core OSG once I had completed some more background work... but
subversion tells all the details.  I wrote the XML parser to remove
the Present3D dependency on libxml2, it is just a days work, so it's
very simple, but up to the needs of Present3D.

The XML parser I wrote as it stands won't scale well to big source
files yet, and it doesn't provide error checking, handling of
different encodings etc, but it's a concrete start, it does show that
the tasks of xml parsing needn't being hugely complicated.  It should
be possible to extend the parser code to scale up to the needs of
other libs, and I'd suggest extend it on a need be basis.

Something that I found interesting about the quick XML parser code was
that being done in C++ it was much more convenient to use than
libxml2, when I ported Present3D across from being libxml2 based to
osgDB/XmlParser based the code ended smaller and more readable.


 I imagine the hardest part would be to make sure it conforms to the spec.
 Getting basic reading shouldn't be that hard. Though I'll let others more
 familiar with it comment on this.

Conforming to Specs is an issue, but I don't think it need be a big
issue for reading as you can either read the data problem or you
can't.  Writing out con-formant .dae will be hard to police though.  I
guess we could use Collada DOM to test out the files for conformance
during development and maintenance.

 It would be a great new feature though, as the constant build problems with
 the dependencies have always been what's kept me away from building the
 COLLADA plugin, for one. I'm sure I'm not the only one. It would be great to
 have this format for free (without any external dependencies) because I
 expect it would be a good interchange format between modeling tools and OSG.
 If animation could work too with osgAnimation that would be excellent.

Getting COLLADA support out of the box would be great as right now
everyone has to jump through hoops to get COLLADA support and this
only reduces the number of end users that will be using COLLADA as an
interchange format.  So by being awkward to build and maintain builder
code against the COLLADA DOM is harming it's cause as much as it is
promoting it.

Robert.
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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Robert Osfield
Hi JP,

On Wed, May 6, 2009 at 2:44 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 Can a known working version of the DOM not be included in the OSG code tree
 or as an external reference to a copy on the OSG server? Then the matching
 between plugin code and DOM stops being a documentation issue.

The Collada DOM has a Sony license that requires distribution of the
documentation has to be done along with the source code.  This means
that it's a huge payload for any OSG users trying to download the
source.   Basically it's no go.

Even if there wasn't the licensing barriers I'm not sure the code base
is something that we'd want to take on as something that we maintain.

Robert.
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Re: [osg-users] [osgPlugins] getting extra attributes from .flt toosg/ive

2009-05-06 Thread Paul Martz
It is possible for you to store any .flt information in your OSG scene
graph. You have the source code, so you can just modify it to save the data
you need.

Similar discussion has occurred several times over the past three years (for
example, saving the material codes), but no one has bothered to modify the
.flt plugin, to my knowledge. You're certainly welcome to do so.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kip
Sent: Wednesday, May 06, 2009 8:09 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] getting extra attributes from .flt
toosg/ive


Hi,

I am currently working on getting the Soil Material Codes (SMC) from a
flight file into an osg file.  I have found some data in the
expGeometryRecords.cpp that show it being written from osg-flt (well at
least i think that is what it is).  Does anyone know if it is possible to
have the flt data put into the osg file?

Thank you!

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Re: [osg-users] OpenGL ES 2.0 Support ?

2009-05-06 Thread Paul Martz
No.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Venkatesh
Sent: Wednesday, May 06, 2009 8:27 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenGL ES 2.0 Support ?


Hi,

Will Open Scene Graph 2.2 will support OpenGL ES 2.0 ... 

Thank you.

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Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-06 Thread OSG Newbie
Thanks, that helps.

In my situation, I have primitives sharing same vertex and the normals are 
different for a vertex depending on the primitive. I guess 
Geometry.setNormalBinding should be BIND_PER_PRIMITIVE.

My question is how should I order the normals in the normal array in Geometry, 
or should I use Geometry.setNormalIndices() to specify the normal indices. If 
so, should I set the indices in the order of how I set the primitives.

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Re: [osg-users] OpenGL ES 2.0 Support ?

2009-05-06 Thread Robert Osfield
Hi Venkatesh,

On Wed, May 6, 2009 at 3:26 PM, Venkatesh venkates...@kpitcummins.com wrote:
 Will Open Scene Graph 2.2 will support OpenGL ES 2.0

OSG 2.2 only support OpenGL 1.x and 2.x.

I'm kinda suprised you are asking about 2.2 though - the latest stable
release was 2.8.  The situation still remains though OSG-2.x presently
only support OpenGL 1.x and 2.x.

There has been lots of discussion on the osg-users list/forum and
offline about OpenGL ES 1.x and 2.x support.  There are already ports
to of OSG to OpenGL 1.x that have yet to be open sourced.  My
intention is that the OSG will eventually support OpenGL ES 1.x and
2.x, as well as OpenGL 1.x, 2.x and 3.x.

Since there has been lots of discussion on this topic please check the archives.

Robert.
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Re: [osg-users] osgOcean release

2009-05-06 Thread Kim C Bale
Hi Adrian,

Thanks I checked in the shader fix, well spotted.

I'm working on the camera manipulator can't seem to get the terrain one to 
start in the middle of the ocean and play nicely when you first move it. But 
yes I think you're probably right about it being easier to use, it's taken me a 
while to get used to the flight manip.

Cheers.

Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Adrian Egli 
OpenSceneGraph (3D)
Sent: Wed 06/05/2009 12:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
 
Hi

(1) Shader FIX

(2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers,
or use the osgViewer like motion model switch




2009/5/6 David Spilling david.spill...@gmail.com

 Umit,

 ...Error : When I open up the osgOceanExample there is some error in
 vertex shader as you can see from the attached screenshot.

 I had something similar - I think this is just coz the shader constructor
 can't find the underlying shaders; AFAIK the resource folder has to be
 located in the same directory as the executable. Moving things around might
 work for you.

 David


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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jean-Sébastien Guay

Hi Robert,


Boy you spot everything that come and goes :-)


:-)


Something that I found interesting about the quick XML parser code was
that being done in C++ it was much more convenient to use than
libxml2, when I ported Present3D across from being libxml2 based to
osgDB/XmlParser based the code ended smaller and more readable.


Yeah, I once wrote a small C++ wrapper around libxml2 because I found it 
cumbersome to use, also based on nodes in a tree like yours and it made 
the user code much easier to read. I totally get what you're saying.



Conforming to Specs is an issue, but I don't think it need be a big
issue for reading as you can either read the data problem or you
can't.  Writing out con-formant .dae will be hard to police though.  I
guess we could use Collada DOM to test out the files for conformance
during development and maintenance.


I agree.


Getting COLLADA support out of the box would be great as right now
everyone has to jump through hoops to get COLLADA support and this
only reduces the number of end users that will be using COLLADA as an
interchange format.  So by being awkward to build and maintain builder
code against the COLLADA DOM is harming it's cause as much as it is
promoting it.


I agree.

So, anybody have the time to do it? :-)

J-S
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Re: [osg-users] osgOcean release

2009-05-06 Thread Kim C Bale
Umit, 

I've checked in a new vertex shader which should stop the problem.

The errors referred to a redundant function so I've commented it out.

What graphics card and drivers are you using by the way?

Kim.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Wed 06/05/2009 13:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
 
Hi David and Adrian;


I had something similar - I think this is just coz the shader
constructor can't find the underlying shaders; AFAIK the resource folder
has to be located in the same directory as the executable. Moving things
around might work for you.

I had copied in all resource same folder as executable, and I copied shader
folder and all seperated shader files in same folder with executable one by
one but anyone doens't work for me. Application is still warning me by the
same vertex shader error.

And I have updated application.cpp and water.f files in my project but
result is same Adrian.

Thanks for any helps.

2009/5/6 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com

 Hi

 (1) Shader FIX

 (2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers,
 or use the osgViewer like motion model switch




 2009/5/6 David Spilling david.spill...@gmail.com

 Umit,

 ...Error : When I open up the osgOceanExample there is some error in
 vertex shader as you can see from the attached screenshot.

 I had something similar - I think this is just coz the shader
 constructor can't find the underlying shaders; AFAIK the resource folder
 has to be located in the same directory as the executable. Moving things
 around might work for you.

 David


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Re: [osg-users] [osgPlugins] getting extra attributes from .flt to osg/ive

2009-05-06 Thread Kip
Thanks for the quick response Paul.  Im new to the plugin section of osg, could 
you possibly point me in the direction of where information about importing flt 
data might be.  As i mentioned i see code that seems to be writing out .flt 
files but i cant seem to find the ones that are storing the flt information for 
writing out to different types of files.

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Re: [osg-users] [osgCompute] MSVC 2008 and cuda 2.2

2009-05-06 Thread Mick
Hi Adun,


Adun wrote:
 Hi guys! 
 I try to compile osgCompute under MSVC 2008 and beta cuda2.2 vista and 8600GT 
 185 nvidia drivers and got hangup on this 
 What should I do? 
 1-- Build started: Project: Examples osgEndiannessDemo, Configuration: 
 Release Win32 -- 
 1Generating main.gen.cpp 
 1main.cu 
 1tmpxft_0f1c_-3_main.cudafe1.gpu 
 1tmpxft_0f1c_-8_main.cudafe2.gpu
 
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did you manage to compile the other examples?

At first sight it seems to be a Cuda problem because the nvcc hangs during 
compilation.

Best regards,
Mick


SVT Group

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread R Schwantes
Hi guys,

Just thought I'd chime in with my .02c.  More and more of the emails I
receive do not have a greeting, or even a signature.  There seems to
be a culture shift In the way 'newschoolers'? send email.  Almost as
if email is heading towards the same format as sms.  I agree that it
is impolite and almost rude (apparently spell check has also gone out
of style), but in my opinion it has become a social problem, bigger
than some code on the forum can fix.

I guess what I'm getting at is that I don't think severing ties with
the forum, or inserting the posters name with code is going to make
this problem go away.  I think this is a problem that is here to stay,
and will probably get worse.

I usually flat out ignore emails without a signature, or reply telling
them to tell me who they are before I send a useful response.

Again just the thoughts of an over caffeinated programmer,
Rick


On Wed, May 6, 2009 at 9:18 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Jean-Sebastian,


 Skylark wrote:

 My suggestions:

 1. When the user clicks reply on an existing post, when the template
 is generated, I guess the forum software could insert the name of the
 user whose post is being replied to automatically, and at the end the
 name of the user replying? That would give:

 ---
 Hi name of previous poster,

 ...

 Thank you!
 my name
 ---

 I don't think that would be too hard.



 Ok, I am working now on this possibility. However, I am not sure if we need 
 to add the name of previous poster, because somebody will definitily loose 
 the track, when replying to the post. For example in the thread XMen posted 
 something. The last answer will be from Chewbacca. Then the Luke want to 
 answer to XMen's post, however the template will looks like:

 Hi Chewbacca,
 ...
 Cheers,
 Luke

 So the XMen will be not happy about that because the post seems to go to him, 
 but Chewbacca was who was greet by Luke. So, I think just hte neutral Hi,  
 is already enough. I bet, that some of the users wouldn't be able even to 
 fill out the template well, this is my experience.




 2. Perhaps you could remove the post reply button at the bottom of the
 thread page, so that users are forced to reply *to* a previous post,
 quoting the previous post (which is something that's sorely missing from
 forum posts as well - most of them have no context at all!).


 Ok, I agree, this would be a nice feature. However, this will take some time 
 to implement. Because I would like to remove the double quoted messages out 
 of the reply message. So that we have only one level of depth in the quoted 
 messages. This is still enough, I think. Otherwise the thread get polluted by 
 quotes, which isn't really helping a lot.


 As to the use of names. I have first to implement something, that users can 
 be suspended well. The current roblem is, if I suspend a user and he post 
 something. Then the message for the mailing list is also generated and is 
 just waiting to be sent. So if user have a name Coca Cola and has written 
 something. Even if he change then the name when we inform him, the email will 
 still contain the Coca Cola as authors name. This require also some time to 
 be work well, hence be patient.

 Cheers,
 art

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-05-06 Thread Cedric Pinson
Hi,
I will not be able to make a talk the first week of september, it's the
only week i am not in Paris, murphy's law i guess ;)
Another idea about this meeting could be to synchronize it with free
software event, then we could use the structure and organisation for an
osg meeting.


Cheers,
Cedric

On Wed, 2009-05-06 at 09:22 +0200, Serge Lages wrote:
 Hi Art,
 
 About the date, the first week of september would be better for us (in
 august there is more chance that some of us will take holidays...).
 
 Cheers,
 
 On Mon, May 4, 2009 at 9:25 PM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Serge,
 
 
 Serge Lages wrote:
 
  Yeah we've been accepted to this new office, so it's OK,
 we'll move during June. We'll have a meeting room with
 approximatively 20 to 30 seats and a LCD screen (42), and
 maybe a projector if we ask for it.
 
  So I think that there is no problem for us to host the
 event, we'll only need to confirm the day and how long it will
 take.
 
 
 
 
 Wow, thats great. I think if your company is able to be a
 hoster for our event, then it would be really great. As for
 the date I think we could do this in almost exactly 3 months,
 so in the weekend of 08-09 august. Or we could also aim for
 the first week of september, so this would be 5-6 september
 (still exactly 4 months until this). I think this is up to
 your company to decide on which date. Nobody has offered any
 wish on the date before.
 I think the first week of august would be perfect, because it
 is the time with the highest probability of having nice
 weather ;)
 
 The duration would be probably one or two days, depending on
 how much talks/presentations we would like to offer, not
 longer.
 Anybody other offers?
 
 art
 
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Re: [osg-users] Collada plugin not found.... but it is!

2009-05-06 Thread lucas Grijander

Thanks Roger, I installed the dependency tool and I updated the path. Now what 
I get is an error in the libcollada15dom21-d.dll, and more precisely in the 
file daeelement.cpp:

daeElement* daeElement::simpleAdd(daeString name, int index) {
if (daeElementRef elt = _meta-create(name))
return add(elt, index);
return NULL;
}

I get an access violation error very strange...

Jaime.



Date: Wed, 6 May 2009 15:07:19 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!






  
  


lucas Grijander wrote:

  I download collada dom 2.1, compile and installed it... then
I recompiled osg 2.8.0... the dll are there but... still same error!

  

any clue?

  

thanks

Jaime.

  

  Date: Tue, 5 May 2009 20:49:31 +0100

From: ro...@beardandsandals.co.uk

To: osg-users@lists.openscenegraph.org

Subject: Re: [osg-users] Collada plugin not found but it is!

  

lucas Grijander wrote:
  
you mean I should use 2.1 version of collada DOM instead of
2.2?



J.



Date: Tue, 5 May 2009 17:54:05 +0100

From: ro...@beardandsandals.co.uk

To: osg-users@lists.openscenegraph.org

Subject: Re: [osg-users] Collada plugin not found but it is!




lucas Grijander wrote:

  Dear all,

  

I installed the last version of OSG (2.8.0) and the 2.2 version of the
collada-dom. I compiled and installed everything (debug and release).
Now, when I execute my application and I try to writeNodeFile in dae
format I get the well-known warning: plugin not found. I got this
information too:

  

trying c:\osgdb_daed.dll

USING c:...\osgdb_daed.dll

DynamicLibrary::failed loading osgPlugins-2.8.0\osgdb_daed.dll.

  

any idea of what's the problem?

  

many thanks!

  

Jaime.


From memory osg_daed.dll normally links against version 2.1 of the
Collada DOM i.e. libcollada14dom21-d.dll



Roger

  
Yes

  

Roger


Jaime



I suggest you use this excellent utility http://www.dependencywalker.com/
on the dae plugin dll and see what other dlls it is trying to load
implicitly. Then make sure that these dlls are on the windows dll
search path.



Roger

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Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-05-06 Thread Mathias Fröhlich

Hi,

On Wednesday 06 May 2009, Cedric Pinson wrote:
 I will not be able to make a talk the first week of september, it's the
 only week i am not in Paris, murphy's law i guess ;)
 Another idea about this meeting could be to synchronize it with free
 software event, then we could use the structure and organisation for an
 osg meeting.

Is there such an event in Paris?
If not, may be the LinuxTag in Berlin at the end of june is something to 
consider!?
Or little later, Fosdem at Bruxeles at the beginning of each year?

Greetings

Mathias

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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Roger James




Robert Osfield wrote:

  Hi All,

To me it's looks like we are consistently getting a lot more support
queries about the Collada plugin than any other our plugins.  Build
problems are rampant, and alas there isn't that much we can do about
it directly.   The Collada DOM does cause lots of problems for us, and
they are problems that hasn't got fixed as time has moved on, at best
one problem has been solved only to replaced by others.  Collada DOM
has always been troublesome, and it looks like it always will be.

  

Robert,

The problems with the collada plugin seem to me to fall into two broad
categories.

1. Problems with the plugins (and other implementations) interpretation
of the Collada specification.

2. Problems with the Collada DOM's build and deployment system and its
interaction with the OSG build and deployment system.

Problems in area 1 will still be there if we move to an in house
parser. So we can probably ignore them for this discussion. However,
here is my two pennies worth on them! (Flame On) Most of these problems
stem from various different interpretations of the Collada Common
Profile. This profile is said to be a profile for the exchange of
digital assets between content authoring tools where the effects and
techniques used are limited to those that can be eventually rendered on
some abstract but so far undocumented fixed functionality rendering
pipeline. The specification does not specifically cover the case where
the asset exchange is between a content authoring system and a
rendering system (such as OSG), although that is increasingly where
Collada is being used. So to implement the OSG Collada plugin we have
to define a mapping between an undocumented abstract model of a fixed
function pipeline, and what ever OpenGL rendering pipeline model we
choose to support. After many months of patient trying I have given up
trying to get answers from the Collada people about issues that this
raises as we seem to be talking different languages! http://collada.org/public_forum/viewtopic.php?f=12t=1210(Flame
off!)

Problems in area 2 seem to revolve around two main issues. Firstly that
the OSG Collada plugin only supports version 2.1 of the Collada DOM
object model and needs to be specifically linked against a build of the
Collada DOM that is made for that version and if dynamic linking is
used it needs to be able to find the correct DOM library at runtime.
Secondly, the out of the box Collada DOM build systems links against
versions of standard libraries such as boost that are contained and
built in its own source tree. In the case of boost it does this even
if the library is never used (due to inline code in include files);
again this leads to problems finding the correct dynamic libraries at
runtime.

Most of the problems in area 2 can be solved by better documentation
and improvements to the CMake build for the plugin. However this still
leaves us as a hostage to future changes in the Collada DOM build
system. I suspect that in the short term that improving the build
system and documentation is a better option. However rolling our own
parser might prove to be a better long term investment provided that
the incorporation of future changes to the Collada schema are not too
costly to implement.

The effort involved in implementing a parser should not be
underestimated. The Collada DOM's XML schema is extensive and complex.

Roger


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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Brian R Hill
Folks,

I agree with Rick.

It's a much larger on-line cultural/social issue. I also understand
Robert's feelings. It's hard to put your heart into something when you
can't make the human connection with the person you're trying to help.

Support is all about reaching out and helping someone, not just throwing
information out into a void.

I don't know the solution.

Brian

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

To: osg-users@lists.openscenegraph.org
From: R Schwantes rschwan...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 10:52AM
Subject: Re: [osg-users] Support becoming less and less personal

Hi guys,

Just thought I'd chime in with my .02c.  More and more of the emails I
receive do not have a greeting, or even a signature.  There seems to
be a culture shift In the way 'newschoolers'? send email.  Almost as
if email is heading towards the same format as sms.  I agree that it
is impolite and almost rude (apparently spell check has also gone out
of style), but in my opinion it has become a social problem, bigger
than some code on the forum can fix.

I guess what I'm getting at is that I don't think severing ties with
the forum, or inserting the posters name with code is going to make
this problem go away.  I think this is a problem that is here to stay,
and will probably get worse.

I usually flat out ignore emails without a signature, or reply telling
them to tell me who they are before I send a useful response.

Again just the thoughts of an over caffeinated programmer,
Rick


On Wed, May 6, 2009 at 9:18 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Jean-Sebastian,


 Skylark wrote:

 My suggestions:

 1. When the user clicks reply on an existing post, when the template
 is generated, I guess the forum software could insert the name of the
 user whose post is being replied to automatically, and at the end the
 name of the user replying? That would give:

 ---
 Hi name of previous poster,

 ...

 Thank you!
 my name
 ---

 I don't think that would be too hard.



 Ok, I am working now on this possibility. However, I am not sure if we
need to add the name of previous poster, because somebody will definitily
loose the track, when replying to the post. For example in the thread XMen
posted something. The last answer will be from Chewbacca. Then the Luke
want to answer to XMen's post, however the template will looks like:

 Hi Chewbacca,
 ...
 Cheers,
 Luke

 So the XMen will be not happy about that because the post seems to go to
him, but Chewbacca was who was greet by Luke. So, I think just hte neutral
Hi,  is already enough. I bet, that some of the users wouldn't be able
even to fill out the template well, this is my experience.




 2. Perhaps you could remove the post reply button at the bottom of the
 thread page, so that users are forced to reply *to* a previous post,
 quoting the previous post (which is something that's sorely missing from
 forum posts as well - most of them have no context at all!).


 Ok, I agree, this would be a nice feature. However, this will take some
time to implement. Because I would like to remove the double quoted
messages out of the reply message. So that we have only one level of depth
in the quoted messages. This is still enough, I think. Otherwise the thread
get polluted by quotes, which isn't really helping a lot.


 As to the use of names. I have first to implement something, that users
can be suspended well. The current roblem is, if I suspend a user and he
post something. Then the message for the mailing list is also generated and
is just waiting to be sent. So if user have a name Coca Cola and has
written something. Even if he change then the name when we inform him, the
email will still contain the Coca Cola as authors name. This require also
some time to be work well, hence be patient.

 Cheers,
 art

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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jean-Sébastien Guay

Hi Riccardo,

don't you think TinyXml (or its close relative TinyXml++, that also 
support iterators, templates, exceptions and other c++ friendly 
features) would be a nice alternative?


Considering it took me all of about a day to write, and it was my own 
code (i.e. I didn't need to learn to use it) I think it was fine at the 
time. Now I might make a different decision.


I'm not the one to make decisions related to what to include into OSG, 
so as for why Robert didn't use TinyXML/TinyXML++ for his XML parsing 
for Present3D, I imagine he'll see this and answer. Though we're getting 
massively off topic for this thread...


J-S
--
__
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[osg-users] Change cursor with object under mouse

2009-05-06 Thread Romain Charbit
Hi,

May I ask your guidance for a problem that I have.

I want to change the cursor of the mouse in function of the object that is 
under of it. Example, when I'm passing the mouse over a dragger, I want to 
change the cursor to a Hand.

I'm on the detection of the object for the moment. I'm using a handler which 
use a LineSegmentIntersector on every frame. It works but it's kind of slow.

I've seen on the web about the GL_SELECT OpenGL renderMode which has been 
design for it. But I've also seen that it's not a good way to do that. 

Maybe someone has already done something like this or has an idea about it?


Thank you!

Cheers,

Romain Charbit


Romain Charbit

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Re: [osg-users] Change cursor with object under mouse

2009-05-06 Thread Robert Osfield
Hi Romain,

OpenGL selection is far slower than using CPU based ray intersections,
as it requires a round trip to the GPU, so I certainly wouldn't
recommend this.

Instead I'd recommend looking at why your line intersections are
taking so long to complete.  Most of the models I have I find the
intersection traversal is just quick, and just a 1ms or two even for
quite big models.  Using KdTree's attached to the geometry leaves can
be used to massively speed up intersections so perhaps this is
something worth looking at.

Robert.

On Wed, May 6, 2009 at 5:03 PM, Romain Charbit romain.char...@gmail.com wrote:
 Hi,

 May I ask your guidance for a problem that I have.

 I want to change the cursor of the mouse in function of the object that is 
 under of it. Example, when I'm passing the mouse over a dragger, I want to 
 change the cursor to a Hand.

 I'm on the detection of the object for the moment. I'm using a handler which 
 use a LineSegmentIntersector on every frame. It works but it's kind of slow.

 I've seen on the web about the GL_SELECT OpenGL renderMode which has been 
 design for it. But I've also seen that it's not a good way to do that.

 Maybe someone has already done something like this or has an idea about it?


 Thank you!

 Cheers,

 Romain Charbit

 
 Romain Charbit

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Re: [osg-users] [osgPlugins] getting extra attributes from .flt toosg/ive

2009-05-06 Thread Paul Martz
Okay. The files that start with exp are generally there to support
exporting .flt files. Most of the remaining source code, with some
exceptions, is there to support importing .flt files.

One thing you should know about OSG plugins: They support reading a file and
creating a scene graph from that data, and/or they support taking a scene
graph and exporting it as a file.

So, what I think you want to do is this: You want to modify the .flt plugin
_import_ part, to take information out of certain fields in the .flt file
and store it somehow in the scene graph, so that it will be available to the
.osg/.ive _export_ plugins when you write out a OSG file.

I'd advise you to search for the word comment in the .flt plugin. This
should lead you to code that loads .flt comment records and stores the data
in the OSG description list, which gets exported to .osg/.ive. So you'd want
to do something similar.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kip
Sent: Wednesday, May 06, 2009 8:47 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] getting extra attributes from .flt
toosg/ive

Thanks for the quick response Paul.  Im new to the plugin section of osg,
could you possibly point me in the direction of where information about
importing flt data might be.  As i mentioned i see code that seems to be
writing out .flt files but i cant seem to find the ones that are storing the
flt information for writing out to different types of files.

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Re: [osg-users] Migration from OSG 2.4 to OSG 2.8

2009-05-06 Thread Thrall, Bryan
Paul Martz wrote on Wednesday, May 06, 2009 11:20 AM:

 Hi Tom -- It sounds like you have a stale obj somewhere, but you said
you
 did a 'clean' on your application. Is it possible this missed
something? You
 could try searching for all files names *.obj and deleting them. Does
your
 app depend on another library that was built with the old OSG?
 
 If you have access to an old copy of VC6, it has a great tool called
 depends.exe that will help you identify the .obj or .dll that has a
 reference to the old OSG.

According to http://msdn.microsoft.com/en-us/library/ms235265.aspx,
depends.exe comes with MSVC 2005 and 2008, too.

You can also download a version here:

http://www.dependencywalker.com/


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Appolloni,
 Thomas
 Sent: Wednesday, May 06, 2009 9:01 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Migration from OSG 2.4 to OSG 2.8
 
 I haven't upgraded versions in a while but now I find I need to do so.
I
 recently compiled OSG 2.8.0 using Visual Studio 2008 (v9) on Windows
XP with
 the appropriate 3rd party libraries. It was totally isolated from the
OSG
 2.4 libraries, it build with no problems, and I have all the built
 osg55_xx.dll and .lib files. I then went on to clean my application,
remove
 the osg35_xx files (along with the include files) move the new 2.8
 include/lib/dll files into the application baseline and recompile the
 application which when off without a problem. I keep the dll files in
the
 rbin directory.
 
 However, when I start up the application, it immediately popped up
with a
 dialog containing:
 This application has failed to start because osg35-osg.dll was not
found.
 Re-installing the application may fix the problem.
 
 What did I forget to flip (in my application baseline or the OSG
build) with
 the version change?
 
 Thanks for the help,
 Tom
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Re: [osg-users] Change cursor with object under mouse

2009-05-06 Thread neil.hughes
Hi Romain,

The way I did this was with a custom PickHandler. If you look at the 
PickHandler example - I think its the scribeFX one - you basically get the 
mouse events coming in. It gives you an opportunity to do your line 
intersections to determine the object under the mouse, at which point you can 
decide what cursor you wish to change to. 

Hope this helps.

Neil.


 Romain Charbit romain.char...@gmail.com wrote: 
 Hi,
 
 May I ask your guidance for a problem that I have.
 
 I want to change the cursor of the mouse in function of the object that is 
 under of it. Example, when I'm passing the mouse over a dragger, I want to 
 change the cursor to a Hand.
 
 I'm on the detection of the object for the moment. I'm using a handler which 
 use a LineSegmentIntersector on every frame. It works but it's kind of slow.
 
 I've seen on the web about the GL_SELECT OpenGL renderMode which has been 
 design for it. But I've also seen that it's not a good way to do that. 
 
 Maybe someone has already done something like this or has an idea about it?
 
 
 Thank you!
 
 Cheers,
 
 Romain Charbit
 
 
 Romain Charbit
 
 --
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 http://forum.openscenegraph.org/viewtopic.php?p=11520#11520
 
 
 
 
 
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Re: [osg-users] osgOcean release

2009-05-06 Thread Brian R Hill
Folks,

A GPU solution is great for the rendering, but it doesn't support all the
other things on the cpu side that need to know about the ocean. Wakes, bow
waves, floating objects, things falling into the water generating splashes,
interaction with land ... all these things need to query the ocean surface
for height/geometry info.

Brian

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

To: osg-users@lists.openscenegraph.org
From: Art Tevs arti_t...@yahoo.de
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 11:46AM
Subject: Re: [osg-users] osgOcean release

Hi J-S, Kim,


Skylark wrote:

 Sure. For now as a first step finding some other FFT library to use in
 precomputation as it is now would be enough. When we want to implement
 more dynamic behavior then we can the best way to do that.



Why not to take a look into GPGPU or CUDA. CUDA has even a nice FFT library
which is really fast. I have used it with, I think it was 512x521, images
with 60 FPS. So for your case it should be enough. If CUDA doesn't fit well
your needs, then you can take a look into just GPGPU FFT algorithms.

I have seen on the nVidia's webpage an OpenGL shader based application
which can do compute FFT on the GPU. Even more I could try to manage to
create something for osgPPU, then you could use from there, if you like.

Cheers,
art

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Martin Beckett
Can I raise the proposal for a wiki again?

Openscenegraph is a complex piece of infrastructure. It involves maths topics  
like matrices and quaternions (that many of us forgot 20years ago), advanced 
C++ concepts (ref ptr and heavily templated code), OpenGL interoperation and a 
fairly complex problem domain.
 
The resources are the examples, Paul Martz's excellent introduction and the 
source. There are FAQs and tutorials on other sites but how up-to-date or 
correct are they?

The forums are a great help because it is easier to track a thread than in the 
mailing list. But I am wary about posting solutions in case they are not quite 
correct. A wiki would make it easier to post FAQs and samples  which can then 
be corrected by more knowledgeable users without a long thread war.

It would also be a good place to publish code snippets which aren't necessarily 
submissions to the core code.

Martin Beckett

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Serge Lages
Hi all,

On Wed, May 6, 2009 at 7:11 PM, Martin Beckett m...@mgbeckett.com wrote:

 Can I raise the proposal for a wiki again?


Hum... I may be wrong be the current site already allows editing, no ? I
think that anyone can contribute on the tutorials or documentations pages.

Cheers,

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Tomlinson, Gordon
Err we have a wiki do we not  ?


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 Martin
Beckett
Sent: Wednesday, May 06, 2009 1:11 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Support becoming less and less personal

Can I raise the proposal for a wiki again?

Openscenegraph is a complex piece of infrastructure. It involves maths
topics  like matrices and quaternions (that many of us forgot 20years
ago), advanced C++ concepts (ref ptr and heavily templated code), OpenGL
interoperation and a fairly complex problem domain.
 
The resources are the examples, Paul Martz's excellent introduction and
the source. There are FAQs and tutorials on other sites but how
up-to-date or correct are they?

The forums are a great help because it is easier to track a thread than
in the mailing list. But I am wary about posting solutions in case they
are not quite correct. A wiki would make it easier to post FAQs and
samples  which can then be corrected by more knowledgeable users without
a long thread war.

It would also be a good place to publish code snippets which aren't
necessarily submissions to the core code.

Martin Beckett

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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello Robert,

Robert Osfield wrote:
 
 I've never used TinyXML/TinyXML++.  I'm certainly open to adopting a
 more capable XML parser than the one I've written so far.   I'd rather
 not add yet another external dependency for core OSG features, which
 is why I opted to roll my own XML parser for Present3D (and the .p3d
 plugin) rather using libxml2.

The dependency is tiny, the code is pretty easy to use:

ticpp::Element *fog_e = root-FirstChildElement(fog);
std::string fogname = fog_e-GetAttribute(name);
// get attributes
// colour of the fog
float r = 0.2, g = 0.2, b = 0.2, a = 1.0;
try
{
  ticpp::Element *color = fog_e-FirstChildElement(color);
  color-GetAttribute(r, r);
  color-GetAttribute(g, g);
  color-GetAttribute(b, b);
  color-GetAttribute(a, a);
}
catch (ticpp::Exception e)
{ /* not present */}

fmgr-setColor(osg::Vec4(r, g, b, a));

etc.

 
 Merging TinyXML/TInyXML++ into the core OSG might be a reasonable
 thing to do, but only if it's easier to understand and maintain than
 rolling this code ourselves.  My experience with a writing quick XML
 parser suggests that this tasks isn't a big one.

I definitely prefer using something like TinyXML or SAX to writing my
own parser - parsing trivial files is easy, once you get into obscure
things where encodings, schemas and what not that needs to be handled at
least to the degree that the parser doesn't choke on it, it is not fun
any more.

Regarding merging TinyXML into OSG - please, don't! It is very easy to
do and a lot of projects do so. This causes crazy problems once you try
to combine two libraries that use their own copies of TinyXML, neither
has put it into a namespace and the two copies are not identical. I have
hit this problem before with ReplicantBody, I believe, and it was a
non-trivial issue to deal with.

 In the context of port our Collada plugin across to use our own .dae
 parsing code I think that the low level parsing code itself is an
 order of magnitude less work that the actual work on the dae side.
 Tweaking the XML parser classes to support that type of files that
 we'll get with dae may well be advantageous i.e. we can make our
 parser Matrix/Vec/OSG object aware.

That you can do even with a 3rdparty parser - e.g. the code above is
parsing the data into OSG data structures.

I think that the right way to go is not to avoid a 3rdparty dependency
when one is needed at all costs by duplication of work. An XML parser is
something so common that I do not see a good reason for creating a yet
another incomplete implementation. I understand the pain with
dependencies well, but this will only add an extra piece to maintain.
Pick a well known, supported and working implementation and stick with it.

Regards,

Jan


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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Martin Beckett wrote:
 Can I raise the proposal for a wiki again?

Do you mean: http://www.openscenegraph.org/projects/osg ?
That is a wiki already.

Regards,

Jan
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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Tomlinson, Gordon
We already pull in XML parser dependencies any way

If you use GDAL your going to  need Xercess, Collada uses either Libxm2
or tinyxml , so for me we already have these in one form or another

I don't really care which one should be adopted but I really don't think
we should be writing our own when there are well tested implentations
out their

As to another 3rd part dependency,I have so many now and OSG is just one
its does not make much difference to me, they are typically compile once
add to my 3rdparty library VOB and only update when needed which is
quite infrequent and OSG is just one of those 3rd part dependencies )




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 Jan
Ciger
Sent: Wednesday, May 06, 2009 1:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Thoughts on a non Collada DOM based Collada
plugin

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello Robert,

Robert Osfield wrote:
 
 I've never used TinyXML/TinyXML++.  I'm certainly open to adopting a
 more capable XML parser than the one I've written so far.   I'd rather
 not add yet another external dependency for core OSG features, which 
 is why I opted to roll my own XML parser for Present3D (and the .p3d
 plugin) rather using libxml2.

The dependency is tiny, the code is pretty easy to use:

ticpp::Element *fog_e = root-FirstChildElement(fog); std::string
fogname = fog_e-GetAttribute(name); // get attributes // colour of
the fog float r = 0.2, g = 0.2, b = 0.2, a = 1.0; try {
  ticpp::Element *color = fog_e-FirstChildElement(color);
  color-GetAttribute(r, r);
  color-GetAttribute(g, g);
  color-GetAttribute(b, b);
  color-GetAttribute(a, a);
}
catch (ticpp::Exception e)
{ /* not present */}

fmgr-setColor(osg::Vec4(r, g, b, a));

etc.

 
 Merging TinyXML/TInyXML++ into the core OSG might be a reasonable 
 thing to do, but only if it's easier to understand and maintain than 
 rolling this code ourselves.  My experience with a writing quick XML 
 parser suggests that this tasks isn't a big one.

I definitely prefer using something like TinyXML or SAX to writing my
own parser - parsing trivial files is easy, once you get into obscure
things where encodings, schemas and what not that needs to be handled at
least to the degree that the parser doesn't choke on it, it is not fun
any more.

Regarding merging TinyXML into OSG - please, don't! It is very easy to
do and a lot of projects do so. This causes crazy problems once you try
to combine two libraries that use their own copies of TinyXML, neither
has put it into a namespace and the two copies are not identical. I have
hit this problem before with ReplicantBody, I believe, and it was a
non-trivial issue to deal with.

 In the context of port our Collada plugin across to use our own .dae 
 parsing code I think that the low level parsing code itself is an 
 order of magnitude less work that the actual work on the dae side.
 Tweaking the XML parser classes to support that type of files that 
 we'll get with dae may well be advantageous i.e. we can make our 
 parser Matrix/Vec/OSG object aware.

That you can do even with a 3rdparty parser - e.g. the code above is
parsing the data into OSG data structures.

I think that the right way to go is not to avoid a 3rdparty dependency
when one is needed at all costs by duplication of work. An XML parser is
something so common that I do not see a good reason for creating a yet
another incomplete implementation. I understand the pain with
dependencies well, but this will only add an extra piece to maintain.
Pick a well known, supported and working implementation and stick with
it.

Regards,

Jan


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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Martin Beckett

Tomlinson, Gordon wrote:
 Err we have a wiki do we not  ?

Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Paul Speed



Art Tevs wrote:


3. I still do not understand whats wrong with having only the first name in the profile. I 
understand that we need to be able to track message sent by the users before, but this is done by 
the forum's software automatically. You can get the history of message. If I have a discussion with 
somebody, I do not care, if his name is John Clooney or John Montgomery. 
Yeah, even google-mail client, do remove the last part of the name, so that only first name is 
visible ;)


I think that is because you are the only Art on the list. :)

When I see a message from a -Paul, I like to be able to glance up and 
know whether it's Melis or Martz... without having to click a link or 
remember which potentially cryptic e-mail address belongs to them.




I think this is also the reason, why almost half of the forum users, do put only their first names in their profile. I mean people still want to stay somehow anonymized and I think this are their rights. 


Fine to be anonymous as long as it is a consistent pseudonym that the 
rest of us can treat as a real name.  Someone on the mailing lists used 
to post for years that way (don't remember who but it was related to 
their job or something).


-Paul (Speed, !Martz, !Melis)

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Art Tevs

mgb_osg wrote:
 
 Except you can't edit it or create an account on it.
 And the wiki link takes you to the front page of the site


Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of 
new users, which are active on the ML or forum, doesn't read the wikis well as 
Gordon wrote already.

What we need is a solution for that problem. I wouldn't like to cutoff forum, 
and I think also no of the ~300 users of the forum would also like to make so. 
Yes, signal to noise ratio on forums is more then on pure ML only. However, as 
some of you has already stated out, this is more or less a social problem then 
the engineering one. However, in order to make it  better, we require some 
strict rules/filters etc for a proper etiquette.

So, what forum moderators could do is to 
1. filter out users, with non-appropriate real names - what do we meen by non 
appropriate names? Is only a first name already appropriate? How about users 
who would like to keep some kind of anonymization, by using only the first 
name. Are names with two letters ok, as used by our asian friends, i.e. Li, Xi, 
... ? There was already a thread about that, but at the end there was no real, 
concrete answer to this!

2. Force to use some kind of template, when posting a reply or new topic. This 
is already in use and is sometimes used by the users. Template is set as 
default message, when posting something. So any user, who see this, should 
understand what is this good for.

3. Should user's reply always include a quote of the previous message? I do not 
really like such things, because they unnecessary pollute the threads. Yeah, 
there is even a pollution from some of the email clients there, which do quote 
the message in very strange manner. Which makes the reading very hard. So this 
is not only a problem of forum users.

4. Should users be forced to have a signature, which describes him/her somehow 
or just have some appropriate name in the signature. What about users which are 
using ML only and do not have signatures? Do we also exclude them from the 
community?

And please guys, do also think about that not only forum users are responsible 
for bad etiquette in our community. What to do with such ML users? I agree with 
and understand Robert, however, Robert, you should also understand, that some 
of the things just cannot be solved in a programmer way. There are people who 
just not able to follow very simple rules and we shouldn't close our community 
also to them, I think ;)

Cheers,
art

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Paul Speed



Art Tevs wrote:

mgb_osg wrote:

Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site



Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of 
new users, which are active on the ML or forum, doesn't read the wikis well as 
Gordon wrote already.

What we need is a solution for that problem. I wouldn't like to cutoff forum, 
and I think also no of the ~300 users of the forum would also like to make so. 
Yes, signal to noise ratio on forums is more then on pure ML only. However, as 
some of you has already stated out, this is more or less a social problem then 
the engineering one. However, in order to make it  better, we require some 
strict rules/filters etc for a proper etiquette.

So, what forum moderators could do is to 
1. filter out users, with non-appropriate real names - what do we meen by non appropriate names? Is only a first name already appropriate? How about users who would like to keep some kind of anonymization, by using only the first name. Are names with two letters ok, as used by our asian friends, i.e. Li, Xi, ... ? There was already a thread about that, but at the end there was no real, concrete answer to this!


2. Force to use some kind of template, when posting a reply or new topic. This 
is already in use and is sometimes used by the users. Template is set as 
default message, when posting something. So any user, who see this, should 
understand what is this good for.

3. Should user's reply always include a quote of the previous message? I do not 
really like such things, because they unnecessary pollute the threads. Yeah, 
there is even a pollution from some of the email clients there, which do quote 
the message in very strange manner. Which makes the reading very hard. So this 
is not only a problem of forum users.

4. Should users be forced to have a signature, which describes him/her somehow 
or just have some appropriate name in the signature. What about users which are 
using ML only and do not have signatures? Do we also exclude them from the 
community?

And please guys, do also think about that not only forum users are responsible 
for bad etiquette in our community. What to do with such ML users? I agree with 
and understand Robert, however, Robert, you should also understand, that some 
of the things just cannot be solved in a programmer way. There are people who 
just not able to follow very simple rules and we shouldn't close our community 
also to them, I think ;)


One thing keeps coming up... technology will not solve this problem.

On other mailing lists/forums this has been dealt with by aggressive 
moderation.  In those cases, my first four or five posts always went 
into the moderation queue until a moderator let them through.  After the 
moderators see enough posts from someone to figure out they aren't a 
chuckle-head then they get unmoderated access.


It can be expensive in terms of human expense but it definitely keeps 
the noise down.  Perhaps some group of volunteers who care about 
Robert's sanity and keeping the mailing list and forum linked can 
volunteer as noob monitors.


I suppose an alternative is to let the readers be selective by marking 
clearly in the subject if the message is from the forum.  If a thread 
gets a lot of posts then it will become more interesting to those who 
might otherwise ignore a [forum] message.


shrug  Noob content moderation is still the only truly effective way 
if the other issues can be worked out.


-Paul

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[osg-users] Support becoming less and less personal

2009-05-06 Thread Sergey Kurdakov
Hi,

if the issue directly goes to newbies. maybe it is possible to set a
separate thread for newbies which will not be forwarded to list ?

then to have a sort of   header  explaining how to post to list.

Then maybe to have a personal video  ( on youtube )  which everyone
will see when signing ,where all the issues concerning forum are
explained , and the same video will be linked somewhere on forum.

Regards
Sergey
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Martin Beckett wrote:
 Tomlinson, Gordon wrote:
 Err we have a wiki do we not  ?
 
 Except you can't edit it or create an account on it.


That's incorrect - use the 'osg' password to log in and you can edit at
will. Many people do. All this is documented in the mailing list archives.

 And the wiki link takes you to the front page of the site

That is because the web site is *the wiki* :)
The web site is pretty much community maintained.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFKAdgGn11XseNj94gRAjJQAJ4pMUI8//M1U/1cm0YEvgIddZnmRwCeIqBR
fVYvaDHVQ1qGAHEzPLW/Da4=
=UHio
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Art Tevs wrote:
 mgb_osg wrote:
 Except you can't edit it or create an account on it. And the wiki
 link takes you to the front page of the site
 
 
 Guys, please, don't go offtopic :) 

Well, that was only a reaction to the incorrect claim that there is no wiki.

 Yes, there is a wiki page, however
 a lot of new users, which are active on the ML or forum, doesn't read
 the wikis well as Gordon wrote already.

I do not think you can solve the problem of people preferring to ask for
solution for something instead of actually spending time and reading
documentation, list archive, wiki or even books ...

 however, Robert, you
 should also understand, that some of the things just cannot be solved
 in a programmer way. There are people who just not able to follow
 very simple rules and we shouldn't close our community also to them,
 I think ;)

Honestly, I think that if someone expects me to spend time on their
problem, I do expect them to follow those simple rules. It is not like
they are asked to write the posts while standing on their heads and
using their left foot only.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFKAdkwn11XseNj94gRAidsAJ9vGX9S42SYO2VLSR3L/j92k7FCQgCgvLNr
ZiQC0+RkUrJq043DYqwyPN0=
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jean-Sébastien Guay

Hi Martin,


Err we have a wiki do we not  ?


Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site


a) you could always edit it, you just (in the past) needed to log in 
with the username and password that were given (user:osg password:05G). 
Some pages were locked of course (Downloads, etc.) and still are.


b) Have you been to the wiki recently? You can register for your own 
user name - see the register button at the top right of the page. This 
came about because Jose Luis upgraded the version of Trac that the site 
was using. With that username you can modify any page that's not locked 
administrator-only (as before).


c) I don't get what you mean by And the wiki link takes you to the 
front page of the site. Go to 
http://www.openscenegraph.org/projects/osg/wiki/ and you're on the wiki. 
There's a search, and a table of contents on the right side.


J-S
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[osg-users] missing includes

2009-05-06 Thread Simon Loic
Hello everyone,
It may certainly be a stupid question and not the right place to ask. Still
I've been compiling a couple of osg based application : VTP, osgEphemeris,
osgearth. The fact is that for most of them I had to add a couple of
#include directive to make them compile. It's always some c++ wrapping of c
headers like cstring or cstdlib.
I don't understand if it is possible that those application compile without
problem on some computer. Which would mean that I have to tune some
environment variables or whatever.
Is this the case or should I report those missing directive to the concerned
developper?

Thanks for any answer on this.


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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Martin Beckett
I didn't know about the user:osg password:05G 
I had tried the same username and passwd as here but it failed 

Cheers,
Martin Beckett

ps. it's now giving a database error page?

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[osg-users] Saving files dosn't save references to images

2009-05-06 Thread John Price

Hi,

I am saving a loaded scene with the following:

bool cOSG::Save(const std::string filename)
{
   return osgDB::writeNodeFile(*mRoot.get(), filename);
}

If I have loaded cow.osg and save it to cow1.osg the two files are 
identical except in the textureUnit section of the saved file cow1.osg the 
reference to:

 file Images/reflect.rgb

is missing. I have done a reasonable amount of research on my own, but can't 
seem to work this one out. When loading cow1.osg everything is good except 
there are no textures. This senario holds true for any file I save in any 
format. Any help would be much welcomed.

Thank you!

Cheers,
John Price

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Thrall, Bryan
Martin Beckett wrote on Wednesday, May 06, 2009 3:23 PM:
 I didn't know about the user:osg password:05G
 I had tried the same username and passwd as here but it failed

You have to register a wiki login; it doesn't use the same username and
password as the mailing list (though that might be a nifty thing to have
at some point in the future)

 ps. it's now giving a database error page?

Can you be more specific? I've gotten database is locked messages,
which I assume mean that it temporarily locks you out if you try to log
in with the wrong password too many times, but after a little while (5
minutes maybe) you can try again.

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[osg-users] [build] SDL no longer builds

2009-05-06 Thread Francois Genolini

Hi,

Ubuntu Linux 9.04, latest svn (6th May 2009)
cmake-gui to enable all features (including SDL, ffmpeg, wxwidgets, etc...) to 
generate CodeBlocks Makefiles

SDL does not compile (#include SDL.h instead of #include SDL/SDL.h) even if 
the correct include path is specified in cmake
adding a manual CFLAGS and CXXFLAGS to have -I/usr/include/SDL fixes the 
compiling
Link however does not work because linking of the present3d application omits 
to include -lSDL in the Makefile
Manual modification of Makefile and link.txt allows app to build

ffmpeg also requires a lot of manual modifications (here again #include 
swscale.h is used instead of the correct #include libswscale/swscale.h).  
Manual specification of all include folders in cmake-gui allows build (strange 
that cmake finds ffmpeg but does not configure the CMakeFiles correctly for 
actual valid OSG compile).


wx does not build either, here again hacking gets through
... 


Thank you!

Cheers,
Francois Genolini
Aberdeen, Scotland

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Re: [osg-users] [build] SDL no longer builds

2009-05-06 Thread Jean-Sébastien Guay

Hello François,

Nice to see you on this mailing list :-)

I can't comment for SDL or WxWidgets, it's been ages since I've compiled 
those at all.


But in general, manually tweaking the makefiles won't help long term, 
you need to find out why CMake is generating the makefiles that don't 
work and fix it at the source.



ffmpeg also requires a lot of manual modifications (here again #include swscale.h 
is used instead of the correct #include libswscale/swscale.h).  Manual 
specification of all include folders in cmake-gui allows build (strange that cmake finds 
ffmpeg but does not configure the CMakeFiles correctly for actual valid OSG compile).


The Makefile should add the correct library directories, because the 
CMakeLists.txt for the ffmpeg plugin has these lines:


INCLUDE_DIRECTORIES(
${FFMPEG_LIBAVFORMAT_INCLUDE_DIRS}
${FFMPEG_LIBAVFORMAT_INCLUDE_DIRS}/libavformat
${FFMPEG_LIBAVDEVICE_INCLUDE_DIRS}
${FFMPEG_LIBAVDEVICE_INCLUDE_DIRS}/libavdevice
${FFMPEG_LIBAVCODEC_INCLUDE_DIRS}
${FFMPEG_LIBAVCODEC_INCLUDE_DIRS}/libavcodec
${FFMPEG_LIBAVUTIL_INCLUDE_DIRS}
${FFMPEG_LIBAVUTIL_INCLUDE_DIRS}/libavcodec
)

IF(FFMPEG_LIBSWSCALE_FOUND)

INCLUDE_DIRECTORIES(
${FFMPEG_LIBSWSCALE_INCLUDE_DIRS}
${FFMPEG_LIBSWSCALE_INCLUDE_DIRS}/libswscale )

ADD_DEFINITIONS(-DUSE_SWSCALE)

SET(TARGET_EXTERNAL_LIBRARIES ${FFMPEG_LIBRARIES}
   ${FFMPEG_LIBSWSCALE_LIBRARIES})

ENDIF()

So you see, #include swscale.h should work because 
ffmpeg_dir/include/libswscale should be in your include search path.


As to why it doesn't work, I guess you'll have to investigate.

Sorry I can't help more, but hopefully I pointed you in the right 
direction for further investigation...


J-S
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Roland Smeenk
Hello all,

to get things back on topic again; I believe that the different attitude in 
posts we see these last months is not only due to a different mentality on the 
forum, but something that also happens due to growth of the active community. 
The amount of members on the ML has more or less stabilized and the forum now 
brings in new and possibly more inexperienced osg users.
True, forums seem to be more chat-like and people hide behind usernames and 
fancy avatar images. The real question however is how to setup the user/support 
community for future growth of the active community. Surely there will be a 
point (or there already is) where we can't expect Robert to process all posts 
even if they all were written in a polite way and with proper names to address. 
The same can be said for submission processing or maintenance of nodekits and 
plugins.

The user community of Ogre has more than 18000 forum members and a large group 
of forum moderators, mvps, expert users etc. that respond to the majority (at 
least the FAQs) of posts.
Simply looking at the forum statistics for the lead engineers of both projects 
reveals this:
-Sinbad aka Steve Streeting  (Ogre lead) 9.79 posts per day 
-Robert Osfield  10.78 posts per day 

I may be taking turns on two wheels, but I suspect that 10 posts per day is the 
limit of what a person can handle next to the normal work that he has to do.
So if the community grows the number of supporting members must grow 
accordingly.

Do you agree with this analysis?
If so, how to organize things better to be prepared for a much larger user 
community?

kind regards,

Roland Smeenk

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Re: [osg-users] OSG web site errors

2009-05-06 Thread Roland Smeenk
Website seems to be down again.


Code:

Traceback (most recent call last):
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in 
send_error
'text/html')
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in 
render_template
data = self.populate_data(req, data)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in 
populate_data
d['chrome'].update(req.chrome)
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in 
__getattr__
value = self.callbacks[name](self)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in 
prepare_request
for category, name, text in contributor.get_navigation_items(req):
  File 
/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 
295, in get_navigation_items
if 'BROWSER_VIEW' in req.perm:
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in 
has_permission
return self._has_permission(action, resource)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in 
_has_permission
check_permission(action, perm.username, resource, perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in 
check_permission
perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in 
check_permission
get_user_permissions(username)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in 
get_user_permissions
for perm in self.store.get_user_permissions(username):
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in 
get_user_permissions
cursor.execute(SELECT username,action FROM permission)
  File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute
return self.cursor.execute(sql)
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, 
in execute
args or [])
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, 
in _rollback_on_error
return function(self, *args, **kwargs)
OperationalError: database is locked




Cheers,
Roland Smeenk

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Re: [osg-users] [osgPlugins] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Roland Smeenk

 
 To me it's looks like we are consistently getting a lot more support
 queries about the Collada plugin than any other our plugins.
 


I think you are right, but this may also mean many people actually want to use 
this plugin. Of course plugins without external dependencies are easiest to 
build, but the Collada plugin support requests are not only about building it.


 
 Firstly that the OSG Collada plugin only supports version 1.4 of the Collada 
 Schema, and as arr as I know version 2.1 of the Collada DOM implementation 
 (it may work with 2.2 but I seem to remember some outstanding problems) and 
 needs to be specifically linked against a build of the Collada DOM that is 
 made for those versions
 


Well, it also works with the DOM 2.2, but unfortunately it generates a DLL with 
21 in the name. As long as the schema is 1.4


 In the context of port our Collada plugin across to use our own .dae
 parsing code I think that the low level parsing code itself is an
 order of magnitude less work that the actual work on the dae side. 


I totally agree. It's a complex puzzle to map the Collada features onto the Osg 
features. That's why I created morphing for osgAnimation. ATI also added 
several nodes to support more complex effects and there's certainly more that 
we won't be able to map to osg easily. 
The real challenge will be to lift it to more than simply a geometry loader 
that most of the Collada supporting engines/tools have built.

However my gut feeling tells me that rolling our own Collada parser and 
maintaining it is opening up a bees nest. 
The current Collada plugin supports both reading and writing of Collada files. 
I believe libxml2 is not used for XML schema validation, but the validation is 
done when trying to create the objects represented in the Collada schema (code 
generated from the Collada schema). Furthermore more advanced XML things like 
proper URI resolving are also part of the DOM library.

A quick glance through the DOM source code tells me what the DOM dependencies 
are used for:
-boost for cross-platform file system boost::filesystem, only this part is 
included with the DOM
-libxml (default)
xml parser pluging that can validate against a XML schema
(alternatively one can use a TinyXml based plugin)
-minizip for loading zae files (zip compressed dae files)
-pcre for parsing of URI's with regular expressions

Furthermore I expect it to be easier to switch to newer versions of the Collada 
schema when using the DOM library (although I have not looked at porting to 1.5 
yet)

My two cents.

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Martin Beckett

rosme wrote:
 
 If so, how to organize things better to be prepared for a much larger user 
 community?

One option is to split general up into more sub-topics (Beginners, c++, OpenGL, 
Geometry, Files etc) then people can direct their interest/expertise to 
answering those questions.

Of course it doesn't guarantee people will post in the appropriate forum (and 
not cross post) but it's a possibility.

Martin

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[osg-users] bugfix osgDB cross-DLL allocation problem

2009-05-06 Thread Hartmut Seichter


Dear all,

hunting around for a while with plain VMware images and rebuilding 
everything constantly I drilled down to the cause of the problem which I 
reported earlier which turns out to be twofold:


1) osgDB::fopen is opening a file (fopen) in the scope of osgDB dll and 
various plugins and also osgWidgets close files via the ANSI-C fclose 
(in the scope of the plugin) - this works fine for most OSes just not 
Windows and OS X. My fix is to inline the proxied version of fopen 
because otherwise osgDB needs to provide the whole set of C file 
operation functions.


2) Visual Studio 2008 is defaulting to link to the lowest common 
denominator of the runtime which is something like 9.0.22*** - however 
all known versions of VS 2008 (with or without SP or FeaturePack) ship 
with a redistributable with version 9.0.30*** - thus welcome to SxS 
hell. The introduced defines should work on both VS 2008 with and 
without SP1 (there was a bug ignoring the catch all version _VC_LIBS_) - 
it should have only an effect in VS 2005 and 2008 - maybe there should 
be an CMake option() around the defines as I could imagine some people 
want this exact behaviour.


Please test and comment (the patch is against the 2.8 branch but should 
be easy to port into the trunk)


Cheers,
Hartmut

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Index: CMakeLists.txt
===
--- CMakeLists.txt  (revision 10140)
+++ CMakeLists.txt  (working copy)
@@ -186,6 +186,8 @@
 # More MSVC specific compilation flags
 ADD_DEFINITIONS(-D_SCL_SECURE_NO_WARNINGS)
 ADD_DEFINITIONS(-D_CRT_SECURE_NO_DEPRECATE)
+   ADD_DEFINITIONS(-D_BIND_TO_CURRENT_CRT_VERSION=1)
+   ADD_DEFINITIONS(-D_BIND_TO_CURRENT_MFC_VERSION=1)   
 ENDIF(MSVC)
 
 #needed for net plugin
Index: include/osgDB/FileUtils
===
--- include/osgDB/FileUtils (revision 10140)
+++ include/osgDB/FileUtils (working copy)
@@ -14,6 +14,7 @@
 #ifndef OSGDB_FILEUTILS
 #define OSGDB_FILEUTILS 1
 
+#include osg/Config
 #include osgDB/Registry
 
 #include vector
@@ -38,8 +39,17 @@
 
 // Overload of the standard fopen function. If OSG_USE_UTF8_FILENAME is 
defined,
 // filename will be expanded from UTF8 to UTF16 and _wfopen will be called.
-extern OSGDB_EXPORT FILE* fopen(const char* filename, const char* mode);
+//extern OSGDB_EXPORT FILE* fopen(const char* filename, const char* mode);
 
+inline FILE* fopen(const char* filename, const char* mode)
+{
+#ifdef OSG_USE_UTF8_FILENAME
+   return ::_wfopen(convertUTF8toUTF16(filename).c_str(), 
convertUTF8toUTF16(mode).c_str());
+#else
+   return ::fopen(filename, mode);
+#endif
+}
+
 // Make a new directory.  Returns true if directory exists or was created.
 extern OSGDB_EXPORT bool makeDirectory( const std::string directoryPath );
 
Index: src/osgDB/FileUtils.cpp
===
--- src/osgDB/FileUtils.cpp (revision 10140)
+++ src/osgDB/FileUtils.cpp (working copy)
@@ -98,15 +98,6 @@
 #endif
 }
 
-FILE* osgDB::fopen(const char* filename, const char* mode)
-{
-#ifdef OSG_USE_UTF8_FILENAME
-return ::_wfopen(convertUTF8toUTF16(filename).c_str(), 
convertUTF8toUTF16(mode).c_str());
-#else
-return ::fopen(filename, mode);
-#endif
-}
-
 bool osgDB::makeDirectory( const std::string path )
 {
 if (path.empty())
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Paul Speed



Martin Beckett wrote:

rosme wrote:

If so, how to organize things better to be prepared for a much larger user 
community?


One option is to split general up into more sub-topics (Beginners, c++, OpenGL, 
Geometry, Files etc) then people can direct their interest/expertise to 
answering those questions.

Of course it doesn't guarantee people will post in the appropriate forum (and 
not cross post) but it's a possibility.

Martin


The problem I see with this is that it doesn't really work unless Robert 
and the other experts are ignoring certain groups.  Otherwise, reading 
e-mail in five lists all the time is slightly more painful than reading 
from one but basically no different.


And if that's the case, it only takes a little while before people sort 
out the expert lists from the non-expert and start posting every 
question there instead.  The people who don't figure that out aren't 
going to notice which list they should be posting to anyway and will 
just pick a random one.  We've all seen it happen.  Oh, I thought since 
I was using OpenGL in C++ that I should post to the C++ group...  Or I 
didn't post to the beginner group because I wanted experts to answer it.


We could probably short-circuit a lot just be splitting into two groups 
and calling one experts and the other beginners... and no one would 
have to bother joining the second one. ;)


The forums and mailing lists that have lots of users and low noise are 
heavily moderated.


-Paul

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Re: [osg-users] [build] SDL no longer builds

2009-05-06 Thread Philip Lowman
I can't replicate the SDL problems (and haven't tried the other ones).
After enabling BUILD_OSG_EXAMPLES in ccmake I have the following values for
the SDL visible under the advanced section of the cache:

 SDLMAIN_LIBRARY */usr/lib/libSDLmain.a
 SDL_INCLUDE_DIR */usr/include/SDL
 SDL_LIBRARY
*/usr/lib/libSDLmain.a;/usr/lib/libSDL.so;-lpthread

osgviewerSDL.o compiles just fine.
This is with CMake 2.6.2 and the libsdl1.2-dev package installed on Ubuntu
9.04


What version of CMake are you using?  Can you include some more details?



On Wed, May 6, 2009 at 4:43 PM, Francois Genolini fgenol...@hotmail.comwrote:


 Hi,

 Ubuntu Linux 9.04, latest svn (6th May 2009)
 cmake-gui to enable all features (including SDL, ffmpeg, wxwidgets, etc...)
 to generate CodeBlocks Makefiles

 SDL does not compile (#include SDL.h instead of #include SDL/SDL.h)
 even if the correct include path is specified in cmake
 adding a manual CFLAGS and CXXFLAGS to have -I/usr/include/SDL fixes the
 compiling
 Link however does not work because linking of the present3d application
 omits to include -lSDL in the Makefile
 Manual modification of Makefile and link.txt allows app to build

 ffmpeg also requires a lot of manual modifications (here again #include
 swscale.h is used instead of the correct #include libswscale/swscale.h).
  Manual specification of all include folders in cmake-gui allows build
 (strange that cmake finds ffmpeg but does not configure the CMakeFiles
 correctly for actual valid OSG compile).


 wx does not build either, here again hacking gets through
 ...


 Thank you!

 Cheers,
 Francois Genolini
 Aberdeen, Scotland

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Re: [osg-users] [build] Build problem with gdk-x11-2.0

2009-05-06 Thread Philip Lowman
On Wed, May 6, 2009 at 12:33 PM, Davin da...@appliomics.com wrote:

 I do not know if POPPLER_LIB_DIRS should be replaced with
 POPPLER_LIBRARY_DIRS, but I hope the above proves helpful.


Yes that looks like a simple typo.  Replacing POPPLER_LIB_DIRS with
POPPLER_LIBRARY_DIRS should fix your problem (can you confirm that?).
Apparantly not a lot of people build this plugin without it being located in
/usr/lib otherwise someone would have caught this earlier.

What you're seeing is the result of a function call into CMake's
FindPkgConfig module made in the root CMakeLists.txt of OSG (search for
POPPLER).  The function provides PACKAGE_LIBRARY_DIRS:
http://www.cmake.org/cmake/help/cmake2.6docs.html#module:FindPkgConfig

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Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Mathias Fröhlich

Robert,

There is also expat. Which is under a BSD like license (I believe). It is also 
small and well tested.
Almost all linux systems and most of the modern unix variants already include 
expat due to fontconfig depending on expat.
For the other systems, expat is small enough to be included into osg. Then a 
configure time test could be used to either use the system provided libexpat 
or build and use the osg provided.

Greetings

Mathias

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