Re: [osg-users] Texture problems with OSG

2009-07-22 Thread J.P. Delport

Hi,

Tim Allen wrote:


Then setting it
osg::ref_ptrosg::Image image=new osg::Image;
image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE); 



try
image-setImage(64,64,1,GL_RGBA,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned 
char*)checkImage,osg::Image::NO_DELETE);


jp

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[osg-users] Error message when posting attachment

2009-07-22 Thread Alexandre Amalric
Hi osg-users,

I recently post a message with a sample test file in a Winrar archive but I
received an error message :

*Symantec AVF detected that you sent a message with a prohibited attachment
name*
**
*Subject of the message: [osg-users]  Composite Viewer simple test crash
with latest svn
Recipient of the message:
**osg-us...@lists.openscenegraph.org*osg-users@lists.openscenegraph.org
* **osg-us...@lists.openscenegraph.org*osg-users@lists.openscenegraph.org
*
Prohibited attachment: CompositeViewerTest.rar*

Is it normal ? What am I supposed to do ? Do I need to re-send my attachment
?

Kind regards,

-- 
Alexandre AMALRIC   Ingénieur RD
===
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Re: [osg-users] maya plugin, anyone interested?

2009-07-22 Thread Jordi Torres
Hi Rabbi,
Good news! I will give it a try this afternoon.

Cheers,
Jordi

2009/7/21 Rabbi Robinson longa...@gmail.com

 Hi,

 Hi, I have prepared a tar ball for this exporter. Its located at
 http://vrac.iastate.edu/~freeman/Rocky_maya.tarhttp://vrac.iastate.edu/%7Efreeman/Rocky_maya.tar

 There is some detailed documentations. But basically you will need to use
 CMake to build it.

 All testers are welcome and please post your comments here on OSG forum.

 Thank you!

 Cheers,
 Rabbi

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Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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[osg-users] Z-fighting

2009-07-22 Thread Maxime BOUCHER
Hi computer graphics masters,

 I experience my first Z fighting, so I don't really know how to handle it.

I firstly searched for posts and advises on both osgforum and google.

My problem:

 I'm working on projective texture mapping through a shader.
I do an offscreen rendering to get an image of my Z-buffer.

 Then I pass interpolated vertex coordinates from the vertex shader to fragment.

 I project these coordinates in the texture.

 As I don't want occluded fragments to be textured I compare their distance 
from the center of projection to the corresponding Z-buffer value.
 Of course I correct the value according the formula you can find here:
http://www.cs.unc.edu/~geom/HOFF/techrep/openglz.html

If the projective-camera-space-z-value is bigger than the z-buffer-value I 
color it in red, else I texture it.
 Here's a screenshot:
[Image: http://img7.hostingpics.net/pics/748304Z_fighting_1.png ] 
(http://www.hostingpics.net/viewer.php?id=748304Z_fighting_1.png)

 If I just add one to my z-buffer-value, I get this:
[Image: http://img7.hostingpics.net/pics/161394Z_fighting_2.png ] 
(http://www.hostingpics.net/viewer.php?id=161394Z_fighting_2.png)

Which is almost what I want.

 I thought this was due to the unavoidable imprecision of the Z-buffer. Thus I 
tried to add the imprecision of the z buffer to the z depth_component value:
 abs ( z*z /  ( 2^(bits_of_z_buffer) * (znear*zfar/(znear-zfar) ) - z ) )

 But it didn't resolve the error.

 Is this problem known by some of you?


Thank you in advance!

Cheers,
Maxime

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Re: [osg-users] Texture problems with OSG

2009-07-22 Thread Maxime BOUCHER
Hi,


eatpepsi wrote:
 
 2)Considering second question I want to find texture coordinate of a 
 particular point on the model.Using picking I can find the 3d position of an 
 object,Similarly can I get the assigned texture coordinates at an arbitrary 
 point using osg??This is similar to contactTexCoord(MFVec3f) in H3D.
 
 
 Thank you!
 
 Cheers,
 Tim


Do you mean:
 I have a model already textured with a texture mapping, I'd like to find the 
uv texture coordinates for any point, vertex or not.
?

Max

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Re: [osg-users] Error message when posting attachment

2009-07-22 Thread Ulrich Hertlein

Hi Alexandre,

On 22/7/09 10:13 AM, Alexandre Amalric wrote:

I recently post a message with a sample test file in a Winrar archive
but I received an error message :
*Symantec AVF detected that you sent a message with a prohibited
attachment name*
**
*Subject of the message: [osg-users]  Composite Viewer simple test crash
with latest svn
Recipient of the message: **osg-us...@lists.openscenegraph.org*
mailto:osg-users@lists.openscenegraph.org*
**osg-us...@lists.openscenegraph.org*
mailto:osg-users@lists.openscenegraph.org*
Prohibited attachment: CompositeViewerTest.rar*
Is it normal ? What am I supposed to do ? Do I need to re-send my
attachment ?


That's probably from you local mail server doing virus scanning that doesn't allow files 
with the .rar extension through.


You could try again with .zip compression but there's a chance that it will block that as 
well...


/ulrich
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-22 Thread Paul Melis

Jason Daly wrote:

Paul Melis wrote:
Okay, can you give me some pointers how to make it work then? I have 
VS8 sp1, have downloaded the corresponding debug package from the 
OSG website and have a really small test application that forces OSG 
to use some freed memory. If I build (in debug mode of course) and 
then run the test from VS with F5 it nicely catches the error, but 
in the stack trace none of the OSG dlls show any symbols...



I think the problem is that OSG is using /Zi instead of /Z7, but at 
the same time, the .pdb files aren't being distributed in the packages.
Right, that is what I originally suspected. So is there any point to the 
debug packages *in their current form*? As 2.8.2 is probably released 
pretty soon it might be a good point in time to fix this?
My guess is that the extra size comes from optimizations being turned 
off (the default in Debug mode), but I don't make the packages, so I'm 
not sure.
Is there any way to test for a given dll if there is debug information 
in it, e.g. with some MSVC tool?


Paul
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Re: [osg-users] Computer Vision and osg

2009-07-22 Thread Maxime BOUCHER
Hi,


JoeK wrote:
 Hello,
 
 I am using osg with Python for some computer vision related tasks. I was 
 wondering if anyone else is doing the same.
 
 What would be really nice would be to integrate osg with an existing computer 
 vision library like opencv.
 
 Joe


 I don't think there really is any intrinsic problem to this. I do it a little, 
there's no problem.
 However, it always depends on what you do.
 Beware of conventions, axes orientation for example.

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[osg-users] [osgPlugins] dae plugin, Colladadom and boost_filesystem on Ubuntu

2009-07-22 Thread Joe Kilner
Hi,

I am trying to build Openscenegraph with Collada support on an Ubuntu Jaunty 
system. I have got the latest stable versions of both colladadom (v2.2) and 
osg(v2.8.1) from svn. I can build both projects fine and osg finds the collada 
lib and builds the plugin. However, when I try to run osgviewer on a dae file I 
get an error:


Code:

Warning: dynamic library '/home/ees2jk/lib/osgPlugins-2.8.1/osgdb_dae.so' 
exists, but an error occurred while trying to open it:
/home/ees2jk/lib/libcollada14dom.so: undefined symbol: 
_ZN5boost10filesystem6detail15not_found_errorE




I have seen the previous thread on this issue  (and wasn't sure whether correct 
etiquette here is to resurect old threads or start a new one...), but as far as 
I can see I only have one version of libboost_filesystem installed, and it is 
the standard Ubuntu distribution version 
(libboost_filesystem-gcc42-1_34_1.so.1.34.1).

Running the viewer with another plugin seems to work OK.

If anyone has any ideas, or tips on debugging this kind of problem then I would 
be very grateful!

Thanks,

Joe

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Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Wojciech Lewandowski

Hi J-S,

I think if it gives a verifiable gain (less video memory used for depth 
component RTT) then you can submit it. As you know, submission does not 
mean that you need to be confident that it does not break anything, it 
means that you are sending it for review. Robert will check it out, if 
there are problems he might see them or if he's not sure then he'll call 
for more testing by others who use that functionality.


I saw direct improvement on GF 7800. On newer boards its smaller unless the 
OSG application is GPU memory bound. Which happens quite often in our 
practice.


At least it would mean that some progress is being made in the right 
direction :-)


I hope you consider sending your changes,


Code attached. Changes are quite simple. You may as well test them. 
Considering Robert tight schedules I doubt he will be eager to play with it.


Cheers,
Wojtek 
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
*
* This library is open source and may be redistributed and/or modified under  
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
* (at your option) any later version.  The full license is in LICENSE file

* included with this distribution, and on the openscenegraph.org website.
* 
* This library is distributed in the hope that it will be useful,

* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
* OpenSceneGraph Public License for more details.

*/
#include stdio.h

#include osg/Notify
#include osg/Texture1D
#include osg/Texture2D
#include osg/Texture3D
#include osg/TextureRectangle
#include osg/TextureCubeMap
#include osg/GLExtensions
#include osg/GLU

#include osgUtil/Statistics

#include osgUtil/RenderStage


using namespace osg;
using namespace osgUtil;

// register a RenderStage prototype with the RenderBin prototype list.
//RegisterRenderBinProxyRenderStage s_registerRenderStageProxy;

RenderStage::RenderStage():
   RenderBin(getDefaultRenderBinSortMode()),
   _disableFboAfterRender(true)
{
   // point RenderBin's _stage to this to ensure that references to
   // stage don't go tempted away to any other stage.
   _stage = this;
   _stageDrawnThisFrame = false;

   _drawBuffer = GL_NONE;
   _readBuffer = GL_NONE;
   _clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
   _clearColor.set(0.0f,0.0f,0.0f,0.0f);
   _clearAccum.set(0.0f,0.0f,0.0f,0.0f);
   _clearDepth = 1.0;
   _clearStencil = 0;

   _cameraRequiresSetUp = false;
   _camera = 0;
   
   _level = 0;

   _face = 0;
   
   _imageReadPixelFormat = GL_RGBA;

   _imageReadPixelDataType = GL_UNSIGNED_BYTE;
}

RenderStage::RenderStage(SortMode mode):
   RenderBin(mode),
   _disableFboAfterRender(true)
{
   // point RenderBin's _stage to this to ensure that references to
   // stage don't go tempted away to any other stage.
   _stage = this;
   _stageDrawnThisFrame = false;

   _drawBuffer = GL_NONE;
   _readBuffer = GL_NONE;
   _clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
   _clearColor.set(0.0f,0.0f,0.0f,0.0f);
   _clearAccum.set(0.0f,0.0f,0.0f,0.0f);
   _clearDepth = 1.0;
   _clearStencil = 0;

   _cameraRequiresSetUp = false;
   _camera = 0;
   
   _level = 0;

   _face = 0;
   
   _imageReadPixelFormat = GL_RGBA;

   _imageReadPixelDataType = GL_UNSIGNED_BYTE;
}

RenderStage::RenderStage(const RenderStage rhs,const osg::CopyOp copyop):
   RenderBin(rhs,copyop),
   _stageDrawnThisFrame(false),
   _preRenderList(rhs._preRenderList),
   _postRenderList(rhs._postRenderList),
   _viewport(rhs._viewport),
   _drawBuffer(rhs._drawBuffer),
   _readBuffer(rhs._readBuffer),
   _clearMask(rhs._clearMask),
   _colorMask(rhs._colorMask),
   _clearColor(rhs._clearColor),
   _clearAccum(rhs._clearAccum),
   _clearDepth(rhs._clearDepth),
   _clearStencil(rhs._clearStencil),
   _cameraRequiresSetUp(rhs._cameraRequiresSetUp),
   _camera(rhs._camera),
   _level(rhs._level),
   _face(rhs._face),
   _imageReadPixelFormat(rhs._imageReadPixelFormat),
   _imageReadPixelDataType(rhs._imageReadPixelDataType),
   _disableFboAfterRender(rhs._disableFboAfterRender),
   _renderStageLighting(rhs._renderStageLighting)
{
   _stage = this;
}


RenderStage::~RenderStage()
{
}

void RenderStage::reset()
{
   _stageDrawnThisFrame = false;
   
   if (_renderStageLighting.valid()) _renderStageLighting-reset();


   for(RenderStageList::iterator pre_itr = _preRenderList.begin();
   pre_itr != _preRenderList.end();
   ++pre_itr)
   {
   pre_itr-second-reset();
   }

   RenderBin::reset();

   for(RenderStageList::iterator post_itr = _postRenderList.begin();
   post_itr != _postRenderList.end();
   ++post_itr)
   {
   post_itr-second-reset();
   }

   _preRenderList.clear();
   _postRenderList.clear();
}

void RenderStage::sort()
{
   for(RenderStageList::iterator pre_itr = _preRenderList.begin();
   pre_itr != 

Re: [osg-users] Transformations

2009-07-22 Thread Ulrich Hertlein

Hi Pau,

On 21/7/09 10:12 PM, Pau Moreno wrote:

Thank you very much Ulrich!! It works! I don't know why the other things I've 
tried
didn't work but now is working!!!


Out of curiosity, what was the issue?  The loading of the existing matrix into osg::Matrix 
or the order of transformation or the Y-up rotation?


Cheers
/ulrich
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[osg-users] osgOcean: Change of contact details

2009-07-22 Thread Kim Bale
Hi all,
My old email address is soon to become defunct so I'm slowly trying to
filter my email address change through to my new one.

I know some of you like to contact me via email in relation to osgOcean so
if you would like to get in touch with me in the future please use:
kcb...@googlemail.com

I will of course still be reachable via osg-users.

Cheers.

Kim.
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[osg-users] Handling other image file extensions when original one is missing

2009-07-22 Thread Alexandre Amalric
Hi osg-users,

I am wondering if there is a way in OSG to handle other image file
extensions when original one is missing ??

Let's say I have a openflight model with .rgb texture, when converting this
one to an ive file, if the rgb texture file is missing (say temp.rgb in this
case) there will be no texture and that makes perfectly sense.

But a cool feature would be that if there is not associated rgb file
(temp.rgb) the plugin will search other file extensions like dds, png, bmp
(temp.dds, temp.png or temp.bmp).

It will be very usefull to pass the image reader a list of desired file
extensions to search if there's no original file.

What do you think about ? Is it possible to implement this feature with
current osg design ?
Kind regards,
-- 
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[osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Martin Großer
Hello,

have everybody use the osg export plug in for 3DS Max 2010?
I have installed Max 2010 and the plug in installer print the message 3D Max 
isn't installed (I have the german version and this is a approximate 
translation).

Have other useres the same problem? Also is it a bug of the plug in installer?

Cheers,

Martin

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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit :
 Hello,
 
 have everybody use the osg export plug in for 3DS Max 2010?
 I have installed Max 2010 and the plug in installer print the message 3D Max 
 isn't installed (I have the german version and this is a approximate 
 translation).
 
 Have other useres the same problem? Also is it a bug of the plug in installer?

Could be that the binary version plugin is not made for 3DS Max 2010...

You could try to rebuild it from source may be ?
As far as I remember, you just need the Max SDK...
 
 Cheers,
 
 Martin

Pierre.


Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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Re: [osg-users] Setting up window with GraphicsWindowWin32

2009-07-22 Thread Jean-Sébastien Guay

Hi Vic,


I'm making a game/simulation-engine as a learning project and I want it to be able to 
display windows of different sizes. For example when it starts you get a menu in a small 
window and when you click start in the menu another window open up in full 
screen in which you can navigate around the 'game world' and when you exit that you get 
back to the small window with the menu.


OK, that clarifies your usage. Thanks for the explanation.


I have tested using only the viewer but it does not seem to give me much control 
over the window. Using viewer-setUpViewInWindow(x, y, w, h) a window appears 
but how can I remove the frame around it if I want to have a custom GUI including 
minimize and close buttons inside it instead?


The way to do that would be to create a graphics context using

  osg::GraphicsContext::createGraphicsContext(traits);

You set up the osg::GraphicsContext::Traits structure to fit what you 
want your window to look like. For example:


  osg::ref_ptrosg::GraphicsContext::Traits traits =
  new osg::GraphicsContext::Traits;
  traits-x = 0;// In screen space, so it's the top-left corner
  traits-y = 0;
  traits-width = width;
  traits-height = height;
  traits-windowDecoration = false;// Removes the window's border

  osg::GraphicsContext* gc =
  osg::GraphicsContext::createGraphicsContext(traits.get());

See the osg::GraphicsContext::Traits class for the list of the 
parameters you can change.


http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00279.html
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00275.html

To set the screen's fullscreen resolution, you can't just set your 
traits structure, because that just specifies the size of the graphics 
context. So if for example you create a 1024x768 context, without window 
decoration, but your Windows screen resolution is 1280x1024, you'll just 
see a borderless window that takes up part of your screen - the screen's 
resolution won't change to fit it. For that, you need to go through the 
WindowingSystemInterface which you get by calling


  osg::GraphicsContext::getWindowingSystemInterface();

and then calling setScreenResolution() on that. Remember to save the 
previous screen resolution at startup and re-set it before exiting.


http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00280.html

Using these interfaces, you can keep your code 100% portable since OSG 
will automatically choose the right GraphicsWindow* subclass for you 
(Win32 on Win32, X11 on Linux, Carbon on MacOS X) through the static 
createGraphicsContext() and getWindowingSystemInterface() calls.


In your case, according to your explanation above, I expect you'd want 
to create a first graphics context for your menu system, do what you 
need there, then when the game starts you'd destroy it and create a new 
graphics context for the game.


Hope this helps,

J-S
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-22 Thread Jean-Sébastien Guay

Hi Paul,

Right, that is what I originally suspected. So is there any point to the 
debug packages *in their current form*? 


Yes, they allow you to compile your own project in debug mode. They 
don't allow you to debug into the OSG itself, but otherwise they're 
required to get your own apps to compile and run in debug mode at all.


As 2.8.2 is probably released 
pretty soon it might be a good point in time to fix this?


I'm not sure what the pdb files were not included (or the debug info was 
not embedded into the DLLs), but I would expect someone interested in 
debugging into OSG would have no problem compiling OSG themselves... If 
they want to debug into it, it's probable that they'll need to make a 
fix somewhere... And compiling OSG is pretty painless nowadays.


But yes, we could either embed debug info or provide the pdb files 
(perhaps as a separate download for people who need it).


Is there any way to test for a given dll if there is debug information 
in it, e.g. with some MSVC tool?


The only way I've seen is when debugging the app in Visual Studio it 
will say in the output window dll name (no debug information) or 
something like that. Then if you want to load the pdb file manually if 
you have it, you can go to the Modules window, right-click on the DLL 
and click Load Symbols. Same thing when you're stopped at a 
breakpoint, in the Call Stack window you can right-click on the grayed 
out lines and click Load Symbols.


I don't know of a standalone tool that will tell you if a DLL contains 
debug info.


J-S
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Re: [osg-users] Concurrent updates to the scene graph

2009-07-22 Thread Karl Wurzel

robertosfield wrote:
 The best way to tackle this type of work is locally buffer data that
 you need to update and then sync this on each new frame during the
 update phase.  The osgterrain example has an example of preparing data
 in background thread and then assigning this to the scene graph during
 update.  The DatabasePager is also an example of this in action.


Thank you. I have had a look at osgterrain and the DatabasePager. Now I have a 
few questions:

- osgterrain sets the threading model to SingleThreaded. Is there a specific 
reason for this?

- What about setDataVariance(DYNAMIC)? Is this generally necessary for all 
nodes of the scene graph that are updated dynamically?
(all information I have found about this setting is somehow related to osgText 
and freetype not being thread-safe)

- What does the following line in osgterrain do? The function seems to be 
undocumented in the Doxygen documentation.


Code:
// enable the use of compile contexts and associated threads.
osg::DisplaySettings::instance()-setCompileContextsHint(true);



- What is the difference between update operations and update callbacks?

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Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Jean-Sébastien Guay

Hi Wojtek,

I think if it gives a verifiable gain (less video memory used for 
depth component RTT) then you can submit it.


I saw direct improvement on GF 7800. On newer boards its smaller unless 
the OSG application is GPU memory bound. Which happens quite often in 
our practice.


But even if the application is not video memory bound, using up less 
video memory means it will be less likely to become video memory bound 
in the future... I meant verifiable in terms of using a tool that shows 
how much video memory is used, before and after applying your changes. 
An app should use as much video memory as it can if it improves 
performance, but in this case I really don't think it improves anything 
to use more memory.


Indeed, at least on cards with 512MB video memory you will be more 
likely to be able to use 4096x4096 shadow map size...


Code attached. Changes are quite simple. You may as well test them. 
Considering Robert tight schedules I doubt he will be eager to play with 
it.


You're right, it's a simple change. I wonder if we could get some other 
people to test it with some of their apps and see if it causes problems.


Looking at the code, it seems like the same thing happens with the depth 
buffer, i.e. a depth attachment will be created if none is present. 
IMHO, a depth buffer is not mandatory - you could want to do an RTT pass 
on a single fullscreen quad, in which case you don't need depth and can 
disable depth test. In that case, wouldn't it make sense to only attach 
a color buffer? An added depth buffer will only add to the video memory 
requirements.


In other words, can't we trust the user to have set up their FBO 
attachments correctly? In these two cases, the code checks if there's a 
given attachment (depth or color) and if not, unconditionally adds one 
whether the user needs it or not. The code can't know exactly what the 
user needs, but isn't it better to be conservative instead of creating 
everything in case the user needs it but doesn't know it?


I hope I'm making sense... Anyways, just for the shadow map, I think it 
would be interesting to at least see if this change affects something else.


Thanks,

J-S
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Re: [osg-users] [osgPlugins] dae plugin, Colladadom and boost_filesystem on Ubuntu

2009-07-22 Thread Joe Kilner
Looks like I overlooked the simplest explanation - nothing was linking against 
the library!

The following change to the colladadom code and a quick rebuild fixed it:


Code:

--- dom/make/dom.mk (revision 844)
+++ dom/make/dom.mk (working copy)
@@ -36,7 +36,7 @@
 endif
 
 ifeq ($(os),linux)
-libOpts += -lpcre -lpcrecpp
+libOpts += -lpcre -lpcrecpp -lboost_filesystem
 else 
 # On Mac, Windows and PS3 we need to be told where to find pcre
 ifeq ($(os),windows)




If this is a bad idea or if anyone knows why the dae plugin doesn't link 
against this library to begin with then I'd be interested to know.

Thanks,

Joe

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Re: [osg-users] Handling other image file extensions when original one is missing

2009-07-22 Thread Jean-Sébastien Guay

Hi Alexandre,

Let's say I have a openflight model with .rgb texture, when converting 
this one to an ive file, if the rgb texture file is missing (say 
temp.rgb in this case) there will be no texture and that makes perfectly 
sense.
 
But a cool feature would be that if there is not associated rgb file 
(temp.rgb) the plugin will search other file extensions like dds, png, 
bmp (temp.dds, temp.png or temp.bmp).


We do this for loading models in our app - it starts by trying to load 
the filename as it was passed, then if not found it tries the same 
filename with .ive, then .flt extension.


But I don't think this is a feature that could be integrated into OSG 
since it's perfectly possible to have a file called file.png and 
another called file.jpg that contain totally different images. The OSG 
cannot know when they're expected to contain the same thing, it's up to 
your app to make that kind of decision.


I think with a ReadFileCallback you could do something like that.

Hope this helps,

J-S
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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
 Hello Pierre,
Hi Martin,
Did you try the exporter from worldviz ?
http://www.worldviz.com/download/index.php?id=9

Or the exporter from sourceforge ?
http://sourceforge.net/projects/osgmaxexp/files/

There is also another one shipped with Delta3D maybe...

Pierre.
 
 when I install the 3DS Max 8 and the plug in, then I see a list with 
 supported versions and the 2010 is in the list.
 
 But I doesn't have the SDK installed. May be this is the problem...
 I try to install the SDK.
 
 Cheers,
 
 Martin
 
 
  Original-Nachricht 
  Datum: Wed, 22 Jul 2009 14:22:36 +0200
  Von: Pierre Bourdin (gmail) bour...@imerir.com
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
  Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit :
   Hello,
   
   have everybody use the osg export plug in for 3DS Max 2010?
   I have installed Max 2010 and the plug in installer print the message
  3D Max isn't installed (I have the german version and this is a 
  approximate
  translation).
   
   Have other useres the same problem? Also is it a bug of the plug in
  installer?
  
  Could be that the binary version plugin is not made for 3DS Max 2010...
  
  You could try to rebuild it from source may be ?
  As far as I remember, you just need the Max SDK...
   
   Cheers,
   
   Martin
  
  Pierre.
  
  
  Pierre BOURDIN
  I.M.E.R.I.R.
  Av. Pascot BP 90443
  66004 PERPIGNAN
  tél: 04 68 56 84 95
  fax: 04 68 55 03 86
  email: bour...@imerir.com
  
  
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Av. Pascot BP 90443
66004 PERPIGNAN
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fax: 04 68 55 03 86
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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Martin Großer
I try the exporter from worldviz.


Martin

 Original-Nachricht 
 Datum: Wed, 22 Jul 2009 15:40:51 +0200
 Von: Pierre Bourdin (gmail) bour...@imerir.com
 An: \\Martin Großer grosser.mar...@gmx.de
 CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010

 Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
  Hello Pierre,
 Hi Martin,
 Did you try the exporter from worldviz ?
 http://www.worldviz.com/download/index.php?id=9
 
 Or the exporter from sourceforge ?
 http://sourceforge.net/projects/osgmaxexp/files/
 
 There is also another one shipped with Delta3D maybe...
 
 Pierre.
  
  when I install the 3DS Max 8 and the plug in, then I see a list with
 supported versions and the 2010 is in the list.
  
  But I doesn't have the SDK installed. May be this is the problem...
  I try to install the SDK.
  
  Cheers,
  
  Martin
  
  
   Original-Nachricht 
   Datum: Wed, 22 Jul 2009 14:22:36 +0200
   Von: Pierre Bourdin (gmail) bour...@imerir.com
   An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
   Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
  
   Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit
 :
Hello,

have everybody use the osg export plug in for 3DS Max 2010?
I have installed Max 2010 and the plug in installer print the
 message
   3D Max isn't installed (I have the german version and this is a
 approximate
   translation).

Have other useres the same problem? Also is it a bug of the plug in
   installer?
   
   Could be that the binary version plugin is not made for 3DS Max
 2010...
   
   You could try to rebuild it from source may be ?
   As far as I remember, you just need the Max SDK...

Cheers,

Martin
   
   Pierre.
   
   
   Pierre BOURDIN
   I.M.E.R.I.R.
   Av. Pascot BP 90443
   66004 PERPIGNAN
   tél: 04 68 56 84 95
   fax: 04 68 55 03 86
   email: bour...@imerir.com
   
   
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 Pierre BOURDIN
 I.M.E.R.I.R.
 Av. Pascot BP 90443
 66004 PERPIGNAN
 tél: 04 68 56 84 95
 fax: 04 68 55 03 86
 email: bour...@imerir.com
 
 
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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Martin Großer
I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a bugfix. I 
don't know. But it is newer as my version of the exporter. This version can you 
download since yesterday (2009-07-21). This installer works fine.

Cheers,

Martin

 Original-Nachricht 
 Datum: Wed, 22 Jul 2009 15:50:18 +0200
 Von: Martin Großer grosser.mar...@gmx.de
 An: bour...@imerir.com, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010

 I try the exporter from worldviz.
 
 
 Martin
 
  Original-Nachricht 
  Datum: Wed, 22 Jul 2009 15:40:51 +0200
  Von: Pierre Bourdin (gmail) bour...@imerir.com
  An: \\Martin Großer grosser.mar...@gmx.de
  CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
  Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
   Hello Pierre,
  Hi Martin,
  Did you try the exporter from worldviz ?
  http://www.worldviz.com/download/index.php?id=9
  
  Or the exporter from sourceforge ?
  http://sourceforge.net/projects/osgmaxexp/files/
  
  There is also another one shipped with Delta3D maybe...
  
  Pierre.
   
   when I install the 3DS Max 8 and the plug in, then I see a list with
  supported versions and the 2010 is in the list.
   
   But I doesn't have the SDK installed. May be this is the problem...
   I try to install the SDK.
   
   Cheers,
   
   Martin
   
   
    Original-Nachricht 
Datum: Wed, 22 Jul 2009 14:22:36 +0200
Von: Pierre Bourdin (gmail) bour...@imerir.com
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
   
Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a
 écrit
  :
 Hello,
 
 have everybody use the osg export plug in for 3DS Max 2010?
 I have installed Max 2010 and the plug in installer print the
  message
3D Max isn't installed (I have the german version and this is a
  approximate
translation).
 
 Have other useres the same problem? Also is it a bug of the plug
 in
installer?

Could be that the binary version plugin is not made for 3DS Max
  2010...

You could try to rebuild it from source may be ?
As far as I remember, you just need the Max SDK...
 
 Cheers,
 
 Martin

Pierre.


Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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  fax: 04 68 55 03 86
  email: bour...@imerir.com
  
  
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Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Wojciech Lewandowski

Hi J-S,

 Looking at the code, it seems like the same thing happens with the depth
buffer, i.e. a depth attachment will be created if none is present. IMHO, 
a depth buffer is not mandatory - you could want to do an RTT pass on a 
single fullscreen quad, in which case you don't need depth and can disable 
depth test. In that case, wouldn't it make sense to only attach a color 
buffer? An added depth buffer will only add to the video memory 
requirements.


In other words, can't we trust the user to have set up their FBO 
attachments correctly? In these two cases, the code checks if there's a 
given attachment (depth or color) and if not, unconditionally adds one 
whether the user needs it or not. The code can't know exactly what the 
user needs, but isn't it better to be conservative instead of creating 
everything in case the user needs it but doesn't know it?


GL_EXT_framebuffer_object spec allows FBOs without color attachments. 
http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt see issue 
(45) ). Its only an intutition but I suspect there were times that despite 
the specs both attachments were required by the drivers and FBO would not 
work without them.


Cheers,
Wojtek Lewandowski 


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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 09:11 -0400, Jean-Sébastien Guay a écrit :
 Hi Paul,
 
  Right, that is what I originally suspected. So is there any point to the 
  debug packages *in their current form*? 
 
 Yes, they allow you to compile your own project in debug mode. They 
 don't allow you to debug into the OSG itself, but otherwise they're 
 required to get your own apps to compile and run in debug mode at all.
 
  As 2.8.2 is probably released 
  pretty soon it might be a good point in time to fix this?
 
 I'm not sure what the pdb files were not included (or the debug info was 
 not embedded into the DLLs), but I would expect someone interested in 
 debugging into OSG would have no problem compiling OSG themselves... If 
 they want to debug into it, it's probable that they'll need to make a 
 fix somewhere... And compiling OSG is pretty painless nowadays.
 
 But yes, we could either embed debug info or provide the pdb files 
 (perhaps as a separate download for people who need it).
 
  Is there any way to test for a given dll if there is debug information 
  in it, e.g. with some MSVC tool?
 
 The only way I've seen is when debugging the app in Visual Studio it 
 will say in the output window dll name (no debug information) or 
 something like that. Then if you want to load the pdb file manually if 
 you have it, you can go to the Modules window, right-click on the DLL 
 and click Load Symbols. Same thing when you're stopped at a 
 breakpoint, in the Call Stack window you can right-click on the grayed 
 out lines and click Load Symbols.

Nice, I didn't know about this possibility.
Thanks J-S for sharing the info.

Pierre.

 
 I don't know of a standalone tool that will tell you if a DLL contains 
 debug info.
 
 J-S

Pierre BOURDIN
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Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Jean-Sébastien Guay

Hi Wojtek,

GL_EXT_framebuffer_object spec allows FBOs without color attachments. 
http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt see 
issue (45) ). Its only an intutition but I suspect there were times that 
despite the specs both attachments were required by the drivers and FBO 
would not work without them.


Thanks for the reference. Incidentally, they talk about what I was 
mentioning about depth attachments too:


It also should be stated that attempting to render without
the appropriate buffers attached needs to be defined.  For
instance, presumably, for depth rendering with no depth
buffer attached, the depth test is disabled, as it is in
traditional GL.

So I infer from this that both cases are valid according to the spec: 
color buffer without depth, and depth buffer without color.


The code in osgUtil/RenderStage.cpp (as it stands now) automatically 
attaches a depth buffer if there is none, and a color buffer if there is 
none. Perhaps this code should be removed. If this causes problems to 
applications on some drivers/cards, I think it's up to the application 
to implement the workaround of adding a dummy color or depth buffer in 
those cases, instead of forcing all OSG applications to use that 
workaround and the associated video memory usage increase, even when 
it's not needed on the driver/card...


J-S
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Re: [osg-users] Frame rates vary dramatically across runs

2009-07-22 Thread Wojciech Lewandowski

Hi ,

The code in osgUtil/RenderStage.cpp (as it stands now) automatically 
attaches a depth buffer if there is none, and a color buffer if there is 
none. Perhaps this code should be removed. If this causes problems to 
applications on some drivers/cards, I think it's up to the application to 
implement the workaround of adding a dummy color or depth buffer in those 
cases, instead of forcing all OSG applications to use that workaround and 
the associated video memory usage increase, even when it's not needed on 
the driver/card...




I agree. We may raise this subject when Robert comes back. He probably knows 
why RenderStage does this.


WL. 


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Re: [osg-users] osgShadow::ShadowedScene + multiple parental node paths

2009-07-22 Thread Daniel Lazaroff
Hi Wojtek, 

thank you for the feedback, 
actually this problem arose from the fact that I am using the secondary path to 
my sceneNode (child of my mainRootNode, parent
of all models in the scene), to RRT using the camera node (child of the 
mainRootNode as well), essentially creating a reflector for my scene. 
The mirror works great, but it can't coexist with shadowing using my current sg 
design, I can only have one or the other.

Since I am kinda still new to OSG and the sg methodology, I might have 
overlooked other ways to create my mirror. 
I will be looking into your leads right away and keep you informed on how 
things are going.

thanks again,

Daniel Lazaroff

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Re: [osg-users] rectangle behind osgText

2009-07-22 Thread Jean-Sébastien Guay

Hi Terry,


After some more searching I found that there is already a BOUNDINGBOX
draw mode in osgText::Text.  It draws an outline around the block of
text.  It looks unfinished, though, because it can only draw with
colorMultiplier as the color and it has no extra margin.  It's easy to
adapt this to draw a GL_QUAD insead of a GL_LINE_LOOP.  We could
called this mode FILLED_BOUNDINGBOX or something.  My prototype works,
but it will take me a bit longer to make it tidy.  It should probably
work with all the options for _backdropImplementation (POLYGON_OFFSET,
NO_DEPTH_BUFFER, DEPTH_RANGE, and STENCIL_BUFFER).

I don't have much knowledge of osgText besides what I learned
yesterday by looking at the code.  If anyone has any idea how this
approach should be changed or improved, I'd like to hear it before I
finish programming this.


I'm not an osgText expert either but what you say sounds good. Will you 
also add a way to specify the margin width? :-)


Good work,

J-S
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Re: [osg-users] Setting up window with GraphicsWindowWin32

2009-07-22 Thread Vic Ace
Thank you! That appears to work! It allows me to open several windows at once, 
though the program (and the windows that open) are not responsive for some 
reason. Could be my fault, not sure.

How do I associate a osgViewer::Viewer with a osg::GraphicsContext so that it 
renders inside of that specific window?

Another thing... simplified description of how I have set it up: I'm using a 
game loop that checks a global boolean g_quit variable and inside it I'm 
calling the frame() method of my osgViewer::Viewer object among other things. 
Most examples I have seen are using the run() method but that seems to have 
loop in itself so it's not applicable here. Is frame() the preferable way to do 
this? Does it automatically update, cull, draw through that method? I want to 
see if I have got this right.

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[osg-users] Siggraph - Blender booth COLLADA demos - Timeslots available

2009-07-22 Thread Mike Weiblen
Hi all,

fwd'd for Mark...

COLLADA has a demo pod in the Blender booth at Siggraph.

There are still time slots available to open source projects and companies
who want to demo COLLADA related tools, software, and content.
Participation can include a free exhibitor badge if you need one (subject
to availability).

Please reply to rita.b.turkow...@intel.com or mcbar...@xs.com if you are
interested!

Thanks,
Mark

Mark Barnes
Khronos COLLADA work group chairman



Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/


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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre BOURDIN
2009/7/22 Martin Großer grosser.mar...@gmx.de:
 I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a bugfix. I 
 don't know. But it is newer as my version of the exporter. This version can 
 you download since yesterday (2009-07-21). This installer works fine.
Great ;-)

Cheers, Pierre.

 Cheers,

 Martin

  Original-Nachricht 
 Datum: Wed, 22 Jul 2009 15:50:18 +0200
 Von: Martin Großer grosser.mar...@gmx.de
 An: bour...@imerir.com, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010

 I try the exporter from worldviz.


 Martin

  Original-Nachricht 
  Datum: Wed, 22 Jul 2009 15:40:51 +0200
  Von: Pierre Bourdin (gmail) bour...@imerir.com
  An: \\Martin Großer grosser.mar...@gmx.de
  CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010

  Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
   Hello Pierre,
  Hi Martin,
  Did you try the exporter from worldviz ?
  http://www.worldviz.com/download/index.php?id=9
 
  Or the exporter from sourceforge ?
  http://sourceforge.net/projects/osgmaxexp/files/
 
  There is also another one shipped with Delta3D maybe...
 
  Pierre.
  
   when I install the 3DS Max 8 and the plug in, then I see a list with
  supported versions and the 2010 is in the list.
  
   But I doesn't have the SDK installed. May be this is the problem...
   I try to install the SDK.
  
   Cheers,
  
   Martin
  
  
    Original-Nachricht 
Datum: Wed, 22 Jul 2009 14:22:36 +0200
Von: Pierre Bourdin (gmail) bour...@imerir.com
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
  
Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a
 écrit
  :
 Hello,

 have everybody use the osg export plug in for 3DS Max 2010?
 I have installed Max 2010 and the plug in installer print the
  message
3D Max isn't installed (I have the german version and this is a
  approximate
translation).

 Have other useres the same problem? Also is it a bug of the plug
 in
installer?
   
Could be that the binary version plugin is not made for 3DS Max
  2010...
   
You could try to rebuild it from source may be ?
As far as I remember, you just need the Max SDK...

 Cheers,

 Martin
   
Pierre.
   

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com

   
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  Av. Pascot BP 90443
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  tél: 04 68 56 84 95
  fax: 04 68 55 03 86
  email: bour...@imerir.com
  
 
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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Farshid Lashkari
I will be releasing OSGExp 0.9.6 soon. The new version adds support for
3dsMax 2010 and the installer will detect non-English versions of 3dsMax.
The version available on the WorldViz site is slightly different than the
SourceForge version. The WorldViz version exports models using a different
coordinate system, so I wouldn't recommend it unless you are using the
models with WorldViz products.

Cheers,
Farshid

On Wed, Jul 22, 2009 at 10:34 AM, Pierre BOURDIN bour...@imerir.com wrote:

 2009/7/22 Martin Großer grosser.mar...@gmx.de:
  I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a
 bugfix. I don't know. But it is newer as my version of the exporter. This
 version can you download since yesterday (2009-07-21). This installer works
 fine.
 Great ;-)

 Cheers, Pierre.
 
  Cheers,
 
  Martin
 
   Original-Nachricht 
  Datum: Wed, 22 Jul 2009 15:50:18 +0200
  Von: Martin Großer grosser.mar...@gmx.de
  An: bour...@imerir.com, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
  I try the exporter from worldviz.
 
 
  Martin
 
   Original-Nachricht 
   Datum: Wed, 22 Jul 2009 15:40:51 +0200
   Von: Pierre Bourdin (gmail) bour...@imerir.com
   An: \\Martin Großer grosser.mar...@gmx.de
   CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org
   Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
   Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
Hello Pierre,
   Hi Martin,
   Did you try the exporter from worldviz ?
   http://www.worldviz.com/download/index.php?id=9
  
   Or the exporter from sourceforge ?
   http://sourceforge.net/projects/osgmaxexp/files/
  
   There is also another one shipped with Delta3D maybe...
  
   Pierre.
   
when I install the 3DS Max 8 and the plug in, then I see a list with
   supported versions and the 2010 is in the list.
   
But I doesn't have the SDK installed. May be this is the problem...
I try to install the SDK.
   
Cheers,
   
Martin
   
   
 Original-Nachricht 
 Datum: Wed, 22 Jul 2009 14:22:36 +0200
 Von: Pierre Bourdin (gmail) bour...@imerir.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
   
 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a
  écrit
   :
  Hello,
 
  have everybody use the osg export plug in for 3DS Max 2010?
  I have installed Max 2010 and the plug in installer print the
   message
 3D Max isn't installed (I have the german version and this is a
   approximate
 translation).
 
  Have other useres the same problem? Also is it a bug of the plug
  in
 installer?

 Could be that the binary version plugin is not made for 3DS Max
   2010...

 You could try to rebuild it from source may be ?
 As far as I remember, you just need the Max SDK...
 
  Cheers,
 
  Martin

 Pierre.

 
 Pierre BOURDIN
 I.M.E.R.I.R.
 Av. Pascot BP 90443
 66004 PERPIGNAN
 tél: 04 68 56 84 95
 fax: 04 68 55 03 86
 email: bour...@imerir.com
 

 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
   
   Pierre BOURDIN
   I.M.E.R.I.R.
   Av. Pascot BP 90443
   66004 PERPIGNAN
   tél: 04 68 56 84 95
   fax: 04 68 55 03 86
   email: bour...@imerir.com
   
  
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Re: [osg-users] Setting up window with GraphicsWindowWin32

2009-07-22 Thread Jean-Sébastien Guay

Hi Vic,


Thank you! That appears to work! It allows me to open several windows at once, 
though the program (and the windows that open) are not responsive for some 
reason. Could be my fault, not sure.
How do I associate a osgViewer::Viewer with a osg::GraphicsContext so that it 
renders inside of that specific window?


You set the graphics context on a camera.

In your case, if you always have only one view open at a time, you'll be 
using an osgViewer::Viewer, which derives from osgViewer::View, which 
has a camera (viewer-getCamera() will get it). You call 
viewer-getCamera()-setGraphicsContext(gc) to use it.


If you had to have multiple views (which can each be in separate windows 
or not) open and rendering at the same time, you'd want a 
CompositeViewer, which has a list of osgViewer::Views, each of which has 
a camera, which can use the same or different graphics contexts.



Another thing... simplified description of how I have set it up: I'm using a 
game loop that checks a global boolean g_quit variable and inside it I'm 
calling the frame() method of my osgViewer::Viewer object among other things. 
Most examples I have seen are using the run() method but that seems to have 
loop in itself so it's not applicable here. Is frame() the preferable way to do 
this? Does it automatically update, cull, draw through that method? I want to 
see if I have got this right.


Check the code for osgViewer::Viewer::run(), which calls 
osgViewer::ViewerBase::run(), which calls 
osgViewer::ViewerBase::frame(). You'll see that it calls everything 
that's needed. If you want to, you can reimplement your loop the same 
way (for example if you need to do things between the cull and draw 
traversals).


Hope this helps,

J-S
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Re: [osg-users] Setting up window with GraphicsWindowWin32

2009-07-22 Thread Vic Ace
Thank you for the explanation. I understand it better now! And I have read more 
about the CompositeViewer so I'll be using that instead.

One last thing, the program crashes, the code that creates a window (and some 
temporarary testing code below) looks like this:


Code:
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits();
traits-x = 100;
traits-y = 100;
traits-width = 800;
traits-height = 600;
traits-depth = 16;
traits-windowDecoration = true;
traits-supportsResize = false;
traits-windowName = test;

osg::ref_ptrosg::GraphicsContext graphicscontext = 
osg::GraphicsContext::createGraphicsContext(traits);
graphicscontext-realize();

osg::ref_ptrosg::Group root = new osg::Group();
osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Capsule capsule = new osg::Capsule(osg::Vec3(), 1, 2);
osg::ref_ptrosg::ShapeDrawable drawable = new 
osg::ShapeDrawable(capsule.get());
geode-addDrawable(drawable.get());
root-addChild(geode);

osg::ref_ptrosgViewer::View view;
m_views.push_back(view);
view-setSceneData(root);
view-getCamera()-setGraphicsContext(graphicscontext);



I get First-chance exception at 0x00287d84 in game.exe: 0xC005: Access 
violation reading location 0x. on the second row from the bottom and if 
I comment that out I get First-chance exception at 0x6238d8a1 (osg55-osgd.dll) 
in game.exe: 0xC005: Access violation reading location 0x0014. on the 
last row... and then it exits game.exe: Native' has exited with code 3 (0x3). 
when I run it in debug mode.

I'm saving the view to a std::vector so it can't be that it's running out of 
scope, right? I'm still learning...

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[osg-users] node modification from within update callback -

2009-07-22 Thread sherman wilcox
I have a question as to what is allowed and/or what's a good/bad
practice with respect to modifying the scenegraph at runtime from
within an update callback. We're using one of the newer versions of
OSG. 2.9.4 I believe. Our osgViewer is setup for single-threaded
operation.

Take a look at the attached image. From within F's update callback, we
know that we must not add children to or remove children from any of
the red nodes, because all of those nodes have active traversals (i.e.
invocations of osg::Group::traverse, where the local iterator variable
is in danger of being invalidated).  But can we modify the blue nodes,
since they do not have active traversals? By modify I mean add/remove
child nodes of the blue nodes or change properties of the nodes
themselves.
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Re: [osg-users] Setting up window with GraphicsWindowWin32

2009-07-22 Thread Jean-Sébastien Guay

Hi Vic,


osg::ref_ptrosgViewer::View view;


should be

osg::ref_ptrosgViewer::View view = new osgViewer::View;

or else view is default-constructed, and ref_ptr sets its pointer's 
value to 0 (NULL) in its default constructor (as the debugger correctly 
told you).


Hope this helps,

J-S
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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread Markus Husseini
Hello,

I want to create a Terrain form a heightmap picture. Does someone know a good 
tutorial or can explain me the steps to realize this problem with osg. 
I am sitting here the whole day and search for tutorials or something else but 
i cant find something.

I would be happy for your help.

Thanks Markus

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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread declic creation
Hi Markus

Take a look at VirtualPlanetBuilder :
http://www.openscenegraph.org/projects/VirtualPlanetBuilder

Regards
--
Christophe Loustaunau



On Wed, Jul 22, 2009 at 9:33 PM, Markus Husseini mar...@husseini.de wrote:

 Hello,

 I want to create a Terrain form a heightmap picture. Does someone know a
 good tutorial or can explain me the steps to realize this problem with osg.
 I am sitting here the whole day and search for tutorials or something else
 but i cant find something.

 I would be happy for your help.

 Thanks Markus

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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread Kim Bale
Or for a more hands on approach try:
http://www.lighthouse3d.com/opengl/terrain/index.php3?heightmap

http://www.lighthouse3d.com/opengl/terrain/index.php3?heightmapIt's a pure
OGL example but it should be pretty simple to translate for use in OSG.

Good luck.

Kim.

2009/7/22 Markus Husseini mar...@husseini.de

 Hello,

 I want to create a Terrain form a heightmap picture. Does someone know a
 good tutorial or can explain me the steps to realize this problem with osg.
 I am sitting here the whole day and search for tutorials or something else
 but i cant find something.

 I would be happy for your help.

 Thanks Markus

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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread Markus Husseini
Thanks for the answers.

@declic creation: I think this is a little bit to much for my project.

@Kim Bale: This looks nice, but my problem is that i have to use the osg API 
only and there I need the opengl libs ;(. Or i must write my own Code to load 
an image and get there data.

I read something about the Terrainclass but i did not find something for use 
and the Reference is not realy helpfull.

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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread Kim Bale
Hi Markus,

Assuming you're using a simple grayscale image as your heightmap. A very
quick way would be to use the osg::HeightField shape in conjunction with the
osg::ShapeDrawable class.
You would load the image into an osg::Image class and then extract the
height information, in this case the pixel value into the osg::HeightField
array. If that's then added to a ShapeDrawable and in turn to a geode you'll
get it up on screen in no time.

Be aware that osg::HeightField doesn't compute very accurate normals (i
think it uses 4 point normals) and should only really be used as a data
structure or for prototyping.

Hope that helps.

K.



2009/7/22 Markus Husseini mar...@husseini.de

 Thanks for the answers.

 @declic creation: I think this is a little bit to much for my project.

 @Kim Bale: This looks nice, but my problem is that i have to use the osg
 API only and there I need the opengl libs ;(. Or i must write my own Code to
 load an image and get there data.

 I read something about the Terrainclass but i did not find something for
 use and the Reference is not realy helpfull.

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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread Pierre BOURDIN
2009/7/22 Markus Husseini mar...@husseini.de:
 Thanks for the answers.

 @declic creation: I think this is a little bit to much for my project.

 @Kim Bale: This looks nice, but my problem is that i have to use the osg API 
 only and there I need the opengl libs ;(. Or i must write my own Code to load 
 an image and get there data.

 I read something about the Terrainclass but i did not find something for use 
 and the Reference is not realy helpfull.

Then why not looking at the osgterrain example source ?

It should give you at least the first step to go...

What is the file format of your heightmap ?

If you have a DEM or any other standard heightmap format, I think
you can even go with osgviewer using the --dem flag.

Osg is relaying on GDAL project for osgterrain so you need to have it
otherwise you'll have an error like not supported format...

Pierre.

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Re: [osg-users] osgOcean: Change of contact details

2009-07-22 Thread Pierre BOURDIN
Hi Kim,

I just see CUDA Toolkit and SDK v2.3 was Released...

They say in the advert: This release includes new support for
double-precision FFTs, significant performance improvements for
single-precisions FFTs...

Could it be interesting for osgOcean to add support for CUDA FFTs ?

Cheers, Pierre.


2009/7/22 Kim Bale kcb...@googlemail.com:
 Hi all,
 My old email address is soon to become defunct so I'm slowly trying to
 filter my email address change through to my new one.
 I know some of you like to contact me via email in relation to osgOcean so
 if you would like to get in touch with me in the future please use:
 kcb...@googlemail.com
 I will of course still be reachable via osg-users.
 Cheers.
 Kim.



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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Farshid Lashkari
OSGExp 0.9.6 is now available on the project home page (
http://sourceforge.net/projects/osgmaxexp/).
Cheers,
Farshid

On Wed, Jul 22, 2009 at 10:42 AM, Farshid Lashkari fla...@gmail.com wrote:

 I will be releasing OSGExp 0.9.6 soon. The new version adds support for
 3dsMax 2010 and the installer will detect non-English versions of 3dsMax.
 The version available on the WorldViz site is slightly different than the
 SourceForge version. The WorldViz version exports models using a different
 coordinate system, so I wouldn't recommend it unless you are using the
 models with WorldViz products.

 Cheers,
 Farshid


 On Wed, Jul 22, 2009 at 10:34 AM, Pierre BOURDIN bour...@imerir.comwrote:

 2009/7/22 Martin Großer grosser.mar...@gmx.de:
  I have the new OSGExp0.9.6Install.exe from worldviz. May be it is a
 bugfix. I don't know. But it is newer as my version of the exporter. This
 version can you download since yesterday (2009-07-21). This installer works
 fine.
 Great ;-)

 Cheers, Pierre.
 
  Cheers,
 
  Martin
 
   Original-Nachricht 
  Datum: Wed, 22 Jul 2009 15:50:18 +0200
  Von: Martin Großer grosser.mar...@gmx.de
  An: bour...@imerir.com, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
  I try the exporter from worldviz.
 
 
  Martin
 
   Original-Nachricht 
   Datum: Wed, 22 Jul 2009 15:40:51 +0200
   Von: Pierre Bourdin (gmail) bour...@imerir.com
   An: \\Martin Großer grosser.mar...@gmx.de
   CC: OpenSceneGraph Users osg-users@lists.openscenegraph.org
   Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
   Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
Hello Pierre,
   Hi Martin,
   Did you try the exporter from worldviz ?
   http://www.worldviz.com/download/index.php?id=9
  
   Or the exporter from sourceforge ?
   http://sourceforge.net/projects/osgmaxexp/files/
  
   There is also another one shipped with Delta3D maybe...
  
   Pierre.
   
when I install the 3DS Max 8 and the plug in, then I see a list
 with
   supported versions and the 2010 is in the list.
   
But I doesn't have the SDK installed. May be this is the problem...
I try to install the SDK.
   
Cheers,
   
Martin
   
   
 Original-Nachricht 
 Datum: Wed, 22 Jul 2009 14:22:36 +0200
 Von: Pierre Bourdin (gmail) bour...@imerir.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
   
 Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a
  écrit
   :
  Hello,
 
  have everybody use the osg export plug in for 3DS Max 2010?
  I have installed Max 2010 and the plug in installer print the
   message
 3D Max isn't installed (I have the german version and this is a
   approximate
 translation).
 
  Have other useres the same problem? Also is it a bug of the
 plug
  in
 installer?

 Could be that the binary version plugin is not made for 3DS Max
   2010...

 You could try to rebuild it from source may be ?
 As far as I remember, you just need the Max SDK...
 
  Cheers,
 
  Martin

 Pierre.

 
 Pierre BOURDIN
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   Pierre BOURDIN
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Re: [osg-users] Terrain by Heightmap

2009-07-22 Thread Pierre BOURDIN
2009/7/22 Pierre BOURDIN bour...@imerir.com:
 2009/7/22 Markus Husseini mar...@husseini.de:
 Thanks for the answers.

 @declic creation: I think this is a little bit to much for my project.

 @Kim Bale: This looks nice, but my problem is that i have to use the osg API 
 only and there I need the opengl libs ;(. Or i must write my own Code to 
 load an image and get there data.

 I read something about the Terrainclass but i did not find something for use 
 and the Reference is not realy helpfull.

 Then why not looking at the osgterrain example source ?

 It should give you at least the first step to go...

 What is the file format of your heightmap ?

 If you have a DEM or any other standard heightmap format, I think
 you can even go with osgviewer using the --dem flag.

 Osg is relaying on GDAL project for osgterrain so you need to have it
 otherwise you'll have an error like not supported format...

Little correction after checking...
It works for me explicitly loading the gdal plugin:
osgviewer -l osgdb_gdal.so --dem model.dem

Pierre.

 Pierre.

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