Re: [osg-users] osgOcean release
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11314#11314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] draw opaques after transparents
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash : Models avatar.osg / natan.osg
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support becoming less and less personal
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to get transpose matrix?
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 === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The mystery of the Disappearing Texture....
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun winmail.dat* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] libSquish and VPB?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] draw opaques after transparents
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash : Models avatar.osg / natan.osg
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Beginner question]Keyboard event handling tutorial.
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11407#11407 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] swapBuffers warning when window minimized
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Creating black patches on terran
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Force updating
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 ! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Force updating
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 ! ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [beginner question] How to render from custom camera?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating black patches on terran
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [beginner question] How to render from custom camera?
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) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11452#11452 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11455#11455 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [beginner question] How to render from custom camera?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11464#11464 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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. -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin not found.... but it is!
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 _ Windows Live™: Keep your life in sync. Check it out! http://windowslive.com/explore?ocid=TXT_TAGLM_WL_t1_allup_explore_012009___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Thoughts on a non Collada DOM based Collada plugin
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Force updating
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin not found.... but it is!
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. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11473#11473 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean release
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 -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash : Models avatar.osg / natan.osg
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 __ 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 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] getting extra attributes from .flt toosg/ive
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11481#11481 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES 2.0 Support ?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11489#11489 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] constructing geometry using position, normal and uv coord arrays
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11490#11490 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL ES 2.0 Support ?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli winmail.dat* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun winmail.dat* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] getting extra attributes from .flt to osg/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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11500#11500 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] MSVC 2008 and cuda 2.2
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 -- Post generated by Mail2Forum 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11501#11501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11486#11486 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11314#11314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin not found.... but it is!
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 _ Windows Live™: Keep your life in sync. Check it out! http://windowslive.com/explore?ocid=TXT_TAGLM_WL_t1_allup_explore_012009___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgInEurope - osg meeting/conference in Paris
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 -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11486#11486 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Change cursor with object under mouse
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11520#11520 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change cursor with object under mouse
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11520#11520 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] getting extra attributes from .flt toosg/ive
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11500#11500 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migration from OSG 2.4 to OSG 2.8
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Change cursor with object under mouse
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11520#11520 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
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 This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11517#11517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11535#11535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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, -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11535#11535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAca0n11XseNj94gRApB9AJ99pbCGUYy7+Bs5xDuxAlI+hdyBiwCggSI/ L0VQS7p9jsXxuck666aONI8= =JcTa -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAccln11XseNj94gRAho1AKCZG6ypaZL1I8e4NsvsfzdYlxWeJQCfR4io 8inYvMHvmVpN9mZrmuELPe4= =Xxnl -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKAca0n11XseNj94gRApB9AJ99pbCGUYy7+Bs5xDuxAlI+hdyBiwCggSI/ L0VQS7p9jsXxuck666aONI8= =JcTa -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11540#11540 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11542#11542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support becoming less and less personal
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
-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 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
-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= =lHt1 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] missing includes
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. -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11555#11555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Saving files dosn't save references to images
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11556#11556 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] SDL no longer builds
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11558#11558 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] SDL no longer builds
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11561#11561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG web site errors
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11562#11562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Thoughts on a non Collada DOM based Collada plugin
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. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11563#11563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11564#11564 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bugfix osgDB cross-DLL allocation problem
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 -- Dr. Hartmut Seichter PhD (HKU), Dipl.-Ing. (BUW) Post-Doctoral Fellow, HIT Lab NZ +64 3 364 3078 http://www.hitlabnz.org/people/hse25 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()) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support becoming less and less personal
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] SDL no longer builds
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11558#11558 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build problem with gdk-x11-2.0
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 -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin
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 -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org