[osg-users] Problem using osgGA::TerrainManipulator
Hi All I am trying to set up a map view using a TerrainManipulator. But when my aplication is running I nead to press space in order to get somhing in the view that makes sense. Whene I remove the TerrainManipulator the view shows me what it is supose to. I gues that Im using the TerreinManipulator wrong in som sens but I can not figure out what. I have the folowing code running when the view is initialized: osg::ref_ptrosgViewer::View pViewC2 = new osgViewer::View; osg::Camera* pCamera = new osg::Camera; pViewC2-setCamera(pCameraC2); pViewC2-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::ComputeNearFarMode::COMPUTE_NEAR_FAR_USING_PRIMITIVES); pViewC2-getCamera()-setGraphicsContext(m_pCanvasC2); pViewC2-getCamera()-setViewport(0, 0, nWidth, nHeight); pViewC2-addEventHandler(new osgViewer::StatsHandler); m_pRootC2 = new osg::Group; m_pRootC2-setDataVariance(osg::Object::DYNAMIC); m_pRootC2-addChild(getScene()-getMapRoot().get()); pViewC2-setSceneData(m_pRootC2); osgGA::TerrainManipulator* pCameraManipulator = newosgGA::TerrainManipulator(); pViewC2-addEventHandler(pCameraManipulator); pViewC2-setCameraManipulator(pCameraManipulator); osg::Viewport* pViewportC2 = pViewC2-getCamera()-getViewport(); double dAspectRatio = pViewportC2-aspectRatio(); pViewC2-getCamera()-setProjectionMatrixAsPerspective(45.0,dAspectRatio, 100.0, 10.0); osg::Vec3d eyePos, centerPos, upVec; //Get hold of the vectors from our system pTerrain-getInitialMapCamViewAsLookat(eyePos, centerPos, upVec); osg::Matrixd mapCamViewMatrix; mapCamViewMatrix.makeLookAt( eyePos, centerPos, upVec); pViewC2-getCamera()-setViewMatrix(mapCamViewMatrix); pCameraManipulator-setByMatrix(mapCamViewMatrix); pCameraManipulator-setNode(m_pRootC2); pCameraManipulator-setHomePosition( eyePos, centerPos, upVec); Regards. Ragnar Hammarqvist @ FOI ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Far Nodes - geometry as background
Hi Chris, and thanks for your answer ! I understand your solution. How did you manage the Zbuffer clearing ? By setting a clearMask on a ClearNode ? And what do you think we can do if we want very far nodes as you said-like a moon ? Do we need to do a pre-render by rendering to a texture or is there a simpler way ? i've read some lines about a local camera, but I didn't really understand how to disable the framebuffer clearing after the local camera has rendered the scene (in fact doing multipass rendering). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16897#16897 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi again, I still have this problem... when I use this code, Code: { osg::MatrixList matrixList = geode-getWorldMatrices(); } A memory assert fails with visual 2009 in debug mode. It is like a bad pointer has been passed in Do I use this function on a bad way ? Does anyone have any ideas ? Thanks a lot Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16898#16898 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] possible bug in osg reader/writer for PagedLOD nodes
Hi Alex, If your PagedLOD has no preloaded children then you have to set USER_DEFINED_CENTER otherwise it's completely undefined. I don't know at what point you think there is a bug, as the default value of CenterMode is USE_BOUDNDING_SPHERE_CENTER, so there is no need to write it out to the .osg file. I would recommend that you fix your set up of your PagedOD set that you set USER_DEFINED_CENTER and then define the center appropriately for your data. Robert. On Tue, Sep 1, 2009 at 1:42 AM, Pecoraro, Alexander Nalexander.n.pecor...@lmco.com wrote: I think there is a bug in the osg reader/writer for PagedLOD nodes. If you set the LOD::CenterMode to USE_BOUNDING_SPHERE_CENTER then it doesn’t get written to the output .osg file because the writer ignores its value unless it is set to USER_DEFINED_CENTER, in which case it just writes out the user defined center, but not the center mode (see LOD_writeLocalData() function in the osg plugin). This doesn’t cause a problem for regular LOD nodes because their bounds can be computed from their children, but if you have a PagedLOD node that has no children (because its children area loaded by the pager) then its not possible to compute a valid bounding sphere to use (and it won’t try to anyway because the center mode defaults to USER_DEFINED_CENTER). This is different than the way the ive writer works - when I write my PagedLOD nodes to the ive file format and then view them with the osgviewer it works fine, but when I write to osg the externally referenced files are never paged in because it thinks the center of the PagedLOD nodes is (0,0,0). Alex ___ 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] Problem using osgGA::TerrainManipulator
Hi Ragnar, I'm not clear on what you are after, but at a guess you might need to explictly call viewer-home() to set the camera manipulator position to the appropriate place. Robert. On Tue, Sep 1, 2009 at 7:49 AM, Ragnar Hammarqvistragnar.hammarqv...@foi.se wrote: Hi All I am trying to set up a map view using a TerrainManipulator. But when my aplication is running I nead to press space in order to get somhing in the view that makes sense. Whene I remove the TerrainManipulator the view shows me what it is supose to. I gues that Im using the TerreinManipulator wrong in som sens but I can not figure out what. I have the folowing code running when the view is initialized: osg::ref_ptrosgViewer::View pViewC2 = new osgViewer::View; osg::Camera* pCamera = new osg::Camera; pViewC2-setCamera(pCameraC2); pViewC2-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::ComputeNearFarMode::COMPUTE_NEAR_FAR_USING_PRIMITIVES); pViewC2-getCamera()-setGraphicsContext(m_pCanvasC2); pViewC2-getCamera()-setViewport(0, 0, nWidth, nHeight); pViewC2-addEventHandler(new osgViewer::StatsHandler); m_pRootC2 = new osg::Group; m_pRootC2-setDataVariance(osg::Object::DYNAMIC); m_pRootC2-addChild(getScene()-getMapRoot().get()); pViewC2-setSceneData(m_pRootC2); osgGA::TerrainManipulator* pCameraManipulator = newosgGA::TerrainManipulator(); pViewC2-addEventHandler(pCameraManipulator); pViewC2-setCameraManipulator(pCameraManipulator); osg::Viewport* pViewportC2 = pViewC2-getCamera()-getViewport(); double dAspectRatio = pViewportC2-aspectRatio(); pViewC2-getCamera()-setProjectionMatrixAsPerspective(45.0,dAspectRatio, 100.0, 10.0); osg::Vec3d eyePos, centerPos, upVec; //Get hold of the vectors from our system pTerrain-getInitialMapCamViewAsLookat(eyePos, centerPos, upVec); osg::Matrixd mapCamViewMatrix; mapCamViewMatrix.makeLookAt( eyePos, centerPos, upVec); pViewC2-getCamera()-setViewMatrix(mapCamViewMatrix); pCameraManipulator-setByMatrix(mapCamViewMatrix); pCameraManipulator-setNode(m_pRootC2); pCameraManipulator-setHomePosition( eyePos, centerPos, upVec); Regards. Ragnar Hammarqvist @ FOI ___ 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] Far Nodes - geometry as background
Hi Eric, On Tue, Sep 1, 2009 at 8:55 AM, Eric Pouliquenepouliq...@silicon-worlds.fr wrote: Hi Chris, and thanks for your answer ! I understand your solution. How did you manage the Zbuffer clearing ? By setting a clearMask on a ClearNode ? The easiest way is to use an osg::Camera node to decorate the background drawing and draw order. See the osghud example for code that sets up a camera to post draws and overlay, the change you'll want to do is make the RenderOrder PRE_RENDER, and the then set the ClearMask on the viewer's master Camera to just clear the depth buffer. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi Sebastien, Either geode is a invalid pointer, or VS 2009 is buggy... as it's known to be... :-) Robert. On Tue, Sep 1, 2009 at 9:09 AM, Sebastien Nerigoverse...@hotmail.com wrote: Hi again, I still have this problem... when I use this code, Code: { osg::MatrixList matrixList = geode-getWorldMatrices(); } A memory assert fails with visual 2009 in debug mode. It is like a bad pointer has been passed in Do I use this function on a bad way ? Does anyone have any ideas ? Thanks a lot Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16898#16898 ___ 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] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi The geode pointer is valid And I have the same problem with visual 2008... the assert fails while deallocating the matrix list (on the last bracket) the assert is this one : windows has triggered a breakpoint in visualApp.exe this may due to a corruption of the heap and the assert comment : If this ASSERT fails, a bad pointer has been passed in. It may be totally bogus, or it may have been allocated from another heap. The pointer MUST come from the 'local' heap. any ideas ? thx -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16903#16903 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Editing the Community/Contractors page
Hi, I think Jose Luis Hidalgo is the one to speak to. I think he requested we CC him on list messages regarding the server (I've done it here...). Correct me if I'm wrong. rgds jp Glenn Waldron wrote: Hi, The Community/Contractors wiki page does not seem to be editable, even with a login. I was hoping to update my entry. I don't know who the maintainer is but I'm hoping he or she can re-enable access. Thanks in advance. Glenn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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] Problem using osgGA::TerrainManipulator
Hi Robert. Thank for your rapid reply. The viewer-home() call really did the trick =). /Ragnar -Ursprungligt meddelande- Från: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] För Robert Osfield Skickat: den 1 september 2009 10:13 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Problem using osgGA::TerrainManipulator Hi Ragnar, I'm not clear on what you are after, but at a guess you might need to explictly call viewer-home() to set the camera manipulator position to the appropriate place. Robert. On Tue, Sep 1, 2009 at 7:49 AM, Ragnar Hammarqvistragnar.hammarqv...@foi.se wrote: Hi All I am trying to set up a map view using a TerrainManipulator. But when my aplication is running I nead to press space in order to get somhing in the view that makes sense. Whene I remove the TerrainManipulator the view shows me what it is supose to. I gues that Im using the TerreinManipulator wrong in som sens but I can not figure out what. I have the folowing code running when the view is initialized: osg::ref_ptrosgViewer::View pViewC2 = new osgViewer::View; osg::Camera* pCamera = new osg::Camera; pViewC2-setCamera(pCameraC2); pViewC2-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::Comp pViewC2-uteNearFarMode::COMPUTE_NEAR_FAR_USING_PRIMITIVES); pViewC2-getCamera()-setGraphicsContext(m_pCanvasC2); pViewC2-getCamera()-setViewport(0, 0, nWidth, nHeight); pViewC2-addEventHandler(new osgViewer::StatsHandler); m_pRootC2 = new osg::Group; m_pRootC2-setDataVariance(osg::Object::DYNAMIC); m_pRootC2-addChild(getScene()-getMapRoot().get()); pViewC2-setSceneData(m_pRootC2); osgGA::TerrainManipulator* pCameraManipulator = newosgGA::TerrainManipulator(); pViewC2-addEventHandler(pCameraManipulator); pViewC2-setCameraManipulator(pCameraManipulator); osg::Viewport* pViewportC2 = pViewC2-getCamera()-getViewport(); double dAspectRatio = pViewportC2-aspectRatio(); pViewC2-getCamera()-setProjectionMatrixAsPerspective(45.0,dAspectRat pViewC2-io, 100.0, 10.0); osg::Vec3d eyePos, centerPos, upVec; //Get hold of the vectors from our system pTerrain-getInitialMapCamViewAsLookat(eyePos, centerPos, upVec); osg::Matrixd mapCamViewMatrix; mapCamViewMatrix.makeLookAt( eyePos, centerPos, upVec); pViewC2-getCamera()-setViewMatrix(mapCamViewMatrix); pCameraManipulator-setByMatrix(mapCamViewMatrix); pCameraManipulator-setNode(m_pRootC2); pCameraManipulator-setHomePosition( eyePos, centerPos, upVec); Regards. Ragnar Hammarqvist @ FOI ___ 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] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi Sebastien, On 1/09/09 10:42 AM, Sebastien Nerig wrote: The geode pointer is valid And you're absolutely sure of that? Is it a ref_ptr? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi Ulrich no it is just a pointer inside a visitor. here is a part of my code void CPrintSceneGraphVisitor::apply(osg::Node node) { osg::Geode* geode = dynamic_castosg::Geode*( node); if(geode) { osg::MatrixList matrixList = geode-getWorldMatrices(); const osg::Geode::DrawableList list = geode-getDrawableList(); m_stream drawable count : list.size() std::endl; ... } } Thank for your answer Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16907#16907 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi Sebastien, Go search for reports of MS bugs w.r.t iterator debugging as there have been discussions about this on osg-users, as well as notifications about this on the MS websites. Robert. On Tue, Sep 1, 2009 at 10:39 AM, Sebastien Nerigoverse...@hotmail.com wrote: Hi Ulrich no it is just a pointer inside a visitor. here is a part of my code void CPrintSceneGraphVisitor::apply(osg::Node node) { osg::Geode* geode = dynamic_castosg::Geode*( node); if(geode) { osg::MatrixList matrixList = geode-getWorldMatrices(); const osg::Geode::DrawableList list = geode-getDrawableList(); m_stream drawable count : list.size() std::endl; ... } } Thank for your answer Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16907#16907 ___ 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] getParentalNodePaths() or getWorldMatrices() assert on deallocation in debug mode
Hi robert, thanks for your answer But are you sure you are talking about an assert while deallocating memory of an osg matrix list (my case) ?? I found this on osg-user http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2009-May/027347.html, it talks about performance while iterating in debug mode. Have you got any links ? Thanks Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16909#16909 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] aspect ratio question
I started working with the OSG MFC sample on a Vista windows box. When I load a model into the window and rotate it, I notice that the aspect ratio of the model changes. When the model is vertical in the window it appears shorter and fatter than expected yet closer to the expected dimensions. When I rotate the model to be horizontal it is stretched out way too much. Changing the shape of the window does not appear to change the aspect ratio of the model. Any thoughts as to what could cause the change in dimensions as we rotate a model? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question about OSG scene loading
Hi all, On my program, I use setSceneData(...) to load an heavy osg model (more than 10mo). I would like to know if I could be alerted when OSG have finished loading a model. My application is blocked while this time, and I want to make a progressBar to indicate loading progress. Thank you! Regards, Loic. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16912#16912 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
Philip Lowman wrote: You're getting a warning because DoomLikeManipulator is missing declspec declarations but publicly inheriting from a class that has them. See the definition of OSGGA_EXPORT in include/osgGA/Export and do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh wait, that's Unreal Tournament. :) Wouldn't this only be necessary if he were making a DLL? If he's just making an executable, then his own custom manipulator shouldn't need declespec. In fact, I'll guess that he has used the osgGA's export declaration in his own manipulator class, which would certainly be a bug in his code and easy to fix. Without seeing the code, though, it's hard to tell. The fact that he can successfully build osgviewer shows that he has his VS project settings configured correctly, so the problem must be in his code comewhere. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
Hi Alex -- Does your class definition look like this? class OSGGA_EXPORT DoomLikeManipulator : public MatrixManipulator If so, try changing it to this: class DoomLikeManipulator : public MatrixManipulator -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about OSG scene loading
You can assign a callback to the Registry to be notified when a read completes. Alternatively, you could derive a class from OpenThreads::Thread to do the read in a thread, and you'll know it's complete when isRunning() returns false. Neither of these will really help you with making a progress bar, though, which requires "percent complete" as an input. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 Loic Cayou wrote: Hi all, On my program, I use setSceneData(...) to load an heavy osg model (more than 10mo). I would like to know if I could be alerted when OSG have finished loading a model. My application is blocked while this time, and I want to make a progressBar to indicate loading progress. Thank you! Regards, Loic. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16912#16912 ___ 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] OSGAnimationPath.
Hi, rPath-insert(16.0f , c0 ); The code waits for 16 seconds nd it was the problem. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16918#16918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about OSG scene loading
Alberto Luaces wrote: Hi Loic, you can try to follow this tutorial: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress Regards, Alberto Hi Alberto, I think it could be a solution, but the creator use an old version of osg, and I have so many problem to use it... :( (Especially for osgDB class). [quote=Paul Martz] You can assign a callback to the Registry to be notified when a read completes. Alternatively, you could derive a class from OpenThreads::Thread to do the read in a thread, and you'll know it's complete when isRunning() returns false. Neither of these will really help you with making a progress bar, though, which requires percent complete as an input. [/quote] Hi Paul Martz, I think I will try your solution, maybe I will derive a class from OpenThread. But, i don't understand when you say that I can assign a callBack to the Registry [Question] Thanks in advance, regards. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16919#16919 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Far Nodes - geometry as background
Eric Pouliquen wrote: Hi Chris, and thanks for your answer ! I understand your solution. How did you manage the Zbuffer clearing ? By setting a clearMask on a ClearNode ? I couldn't do it with an OSG primitive, so I just jammed a glClear() into the drawable's draw implementation. Ugly, but effective. And what do you think we can do if we want very far nodes as you said-like a moon ? Do we need to do a pre-render by rendering to a texture or is there a simpler way ? i've read some lines about a local camera, but I didn't really understand how to disable the framebuffer clearing after the local camera has rendered the scene (in fact doing multipass rendering). See Robert's reply. At that point you really need multiple cameras in order to manage the different depth zones. I think the osgdepthpartition example may be of interest to you too. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about OSG scene loading
If I use reimplementation of thread class, I must use: Code: virtual void OpenThreads::Thread::run() and put my code in, I think. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16920#16920 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Z-buffer transparency / Alpha
hybr wrote: Hi, If u didn't solved that yet - try 2 things: 1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE and DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write turned off for transparent objects by default, which is right thing in general :D ) 2nd: when doing prerender - render depth with a shader and set there gl_FragColor.a = 1.0; Cheers, Sergey Hi, Thank you for digging :). Good observation, GL_DEPTH_TEST influences the z-buffer (of course you would say...). Actually, when accessing a depth texture in a shader in GLSL 1.2 if DEPTH_TEST is ON it has to be passed as a sampler(2D/Rect)Shadow else as a sampler(2D/Rect). This may help someone someday. Actually, I had just forgot to check my texture units (I thought I had, but I had just begun and not finished) and wrote z-buffer on a unit used transparent faces use. I didn't want to push it on the top of the topics, but I have to reply to any help. Cheers, Max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16921#16921 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering
Hi, i will try uniform arrays as soon as i get to it. But the approach sounds quite good. Thank you. Paul Martz wrote: I believe you can use a uniform array of samplers. This means the number of texture can be arbitrary and therefore you don't need to recompile your shader based on number of textures. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16924#16924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] possible bug in osg reader/writer for PagedLOD nodes
Hi Robert, My PagedLOD node does have a preloaded child, but it is a ProxyNode that is set to load via the pager. So it doesn't have a valid bounding sphere either, but I was setting the initial bound on the PagedLOD node in order to get a valid bounding sphere when the file is loaded. I don't want/can't use USER_DEFINED_CENTER because when it is set to that the culling visitor, if I'm not mistaken, does not apply any transforms that might be sitting above the PagedLOD node. So I'd have to bake the transform into my user defined center, but when I am building the PagedLOD (for reasons I won't go into) I don't know the transform so I can't bake it in. Anyway, the technique I described worked fine when I was working with ive files, but I switched to osg format just so I could read the text in the file for a test and I found that my file no longer worked. Its actually not a big deal to me because I pretty much only use the osg format for debugging, but I thought it be helpful to you and the rest of the community to know that the two formats don't work the same way in this case. Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16925#16925 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Proper way to set arbitrary viewpoint?
Hi, What's the appropriate way to set an arbitrary view programmatically when also using a camera manipulator? In particular, I want to be able to load specific views from an external source. These would ideally be specified as a combination of eyepoint, lookat, up vectors. There was some discussion in another thread of using setHomePosition(): viewer.getCameraManipulator()-setHomePosition(...); viewer.home(); Is this really the right approach? I don't really want to make this a home position (no need to retain it), I just want to teleport to the specified view. Thank you! Cheers, Lee -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16926#16926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes
Hi, i want to triangulate the following U character like shape. [Image: http://jotschi.de/download/osg/delaunay_3.png ] The DelaunayTriangulator generates this triangulated mesh. But as you can see the space in the middle of the U is also triangulated which i do not want. [Image: http://jotschi.de/download/osg/delaunay_2.png ] So i tried the DelaunayConstraint to add a constraint for all edges. Obviously i have no clue how to do this but i attach the image anyway. This doesn't seem to work: [Image: http://jotschi.de/download/osg/delaunay_1.png ] I used the following code: Code: osg::Group* root = new osg::Group(); osg::Vec3Array* v = new osg::Vec3Array; v-resize(16); //U (*v)[0].set(500, 250, 0); (*v)[1].set(500, 1000, 0); (*v)[2].set(500, 1000, 0); (*v)[3].set(1300, 1000, 0); (*v)[4].set(1300, 1000, 0); (*v)[5].set(1300, 250, 0); (*v)[6].set(1300, 250, 0); (*v)[7].set(1200, 250, 0); (*v)[8].set(1200, 250, 0); (*v)[9].set(1200, 900, 0); (*v)[10].set(1200, 900, 0); (*v)[11].set(650, 900, 0); (*v)[12].set(650, 900, 0); (*v)[13].set(650, 200, 0); (*v)[14].set(650, 200, 0); (*v)[15].set(500, 250, 0); osg::ref_ptrosgUtil::DelaunayTriangulator trig = new osgUtil::DelaunayTriangulator(); trig-setInputPointArray(v); osg::ref_ptrosgUtil::DelaunayConstraint constraint = new osgUtil::DelaunayConstraint; constraint-setVertexArray(v); constraint-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::LINE_LOOP, 0, 3)); trig-addInputConstraint(constraint.get()); trig-triangulate(); trig-removeInternalTriangles(constraint.get()); osg::Geometry* gm = new osg::Geometry; gm-setVertexArray(v); gm-addPrimitiveSet(trig-getTriangles()); osg::Vec4Array* colors = new osg::Vec4Array(1); colors-push_back(osg::Vec4(1, 0, 1, 1)); gm-setColorArray(colors); gm-setColorBinding(osg::Geometry::BIND_OVERALL); osg::Geode* geode = new osg::Geode(); geode-addDrawable(gm); // you do not need this function call to use this example //forcedWireFrameModeOn(root); root-addChild(geode); /* int nEdges = 16; int i = 0; while (i nEdges) { osg::Vec4 c = osg::Vec4(1., 1., 1., 1.); root-addChild(drawEdge(c, (*v)[i], (*v)[i + 1])); i += 2; } */ Do you have any idea how to solve this problem? I just want to get a triangulated mesh from the imput of a shapes outline. (The input is not a point cloud) Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16927#16927 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OT: do I need to recompile OSG?
Sorry for an off-topic post, but... I recently updated my Visual Studio installation (VS2005) and found that Microsoft had fixed some bugs in the C runtime. My CRT went from version 8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to recompile OSG? Is it safe for my app built with version .4053 to use OSG build with version .762? Any rules of thumb for when I need to rebuild my supporting libraries or contact vendors for updates of closed-source libraries? Thanks, Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: do I need to recompile OSG?
Generally it is recommend you build every thing with the same compiler version ( it saves time in the long run ) 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 Cory Riddell Sent: Tuesday, September 01, 2009 2:40 PM To: OpenSceneGraph Users Subject: [osg-users] OT: do I need to recompile OSG? Sorry for an off-topic post, but... I recently updated my Visual Studio installation (VS2005) and found that Microsoft had fixed some bugs in the C runtime. My CRT went from version 8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to recompile OSG? Is it safe for my app built with version .4053 to use OSG build with version .762? Any rules of thumb for when I need to rebuild my supporting libraries or contact vendors for updates of closed-source libraries? Thanks, Cory ___ 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] DelaunayTriangulator - DelaunayConstraint for convex shapes
Johannes, If you just want to triangulate an outline, try the osgUtil::Tessellator. First build an osg::Geometry as a line loop, then do something like: osgUtil::Tessellator tess; tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY ); tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_POSITIVE ); tess.retessellatePolygons( *geometry ); Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Tue, Sep 1, 2009 at 2:30 PM, Johannes Schüthacco...@jotschi.de wrote: Hi, i want to triangulate the following U character like shape. [Image: http://jotschi.de/download/osg/delaunay_3.png ] The DelaunayTriangulator generates this triangulated mesh. But as you can see the space in the middle of the U is also triangulated which i do not want. [Image: http://jotschi.de/download/osg/delaunay_2.png ] So i tried the DelaunayConstraint to add a constraint for all edges. Obviously i have no clue how to do this but i attach the image anyway. This doesn't seem to work: [Image: http://jotschi.de/download/osg/delaunay_1.png ] I used the following code: Code: osg::Group* root = new osg::Group(); osg::Vec3Array* v = new osg::Vec3Array; v-resize(16); //U (*v)[0].set(500, 250, 0); (*v)[1].set(500, 1000, 0); (*v)[2].set(500, 1000, 0); (*v)[3].set(1300, 1000, 0); (*v)[4].set(1300, 1000, 0); (*v)[5].set(1300, 250, 0); (*v)[6].set(1300, 250, 0); (*v)[7].set(1200, 250, 0); (*v)[8].set(1200, 250, 0); (*v)[9].set(1200, 900, 0); (*v)[10].set(1200, 900, 0); (*v)[11].set(650, 900, 0); (*v)[12].set(650, 900, 0); (*v)[13].set(650, 200, 0); (*v)[14].set(650, 200, 0); (*v)[15].set(500, 250, 0); osg::ref_ptrosgUtil::DelaunayTriangulator trig = new osgUtil::DelaunayTriangulator(); trig-setInputPointArray(v); osg::ref_ptrosgUtil::DelaunayConstraint constraint = new osgUtil::DelaunayConstraint; constraint-setVertexArray(v); constraint-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::LINE_LOOP, 0, 3)); trig-addInputConstraint(constraint.get()); trig-triangulate(); trig-removeInternalTriangles(constraint.get()); osg::Geometry* gm = new osg::Geometry; gm-setVertexArray(v); gm-addPrimitiveSet(trig-getTriangles()); osg::Vec4Array* colors = new osg::Vec4Array(1); colors-push_back(osg::Vec4(1, 0, 1, 1)); gm-setColorArray(colors); gm-setColorBinding(osg::Geometry::BIND_OVERALL); osg::Geode* geode = new osg::Geode(); geode-addDrawable(gm); // you do not need this function call to use this example //forcedWireFrameModeOn(root); root-addChild(geode); /* int nEdges = 16; int i = 0; while (i nEdges) { osg::Vec4 c = osg::Vec4(1., 1., 1., 1.); root-addChild(drawEdge(c, (*v)[i], (*v)[i + 1])); i += 2; } */ Do you have any idea how to solve this problem? I just want to get a triangulated mesh from the imput of a shapes outline. (The input is not a point cloud) Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16927#16927 ___ 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] OT: do I need to recompile OSG?
Hi Gordon, Tomlinson, Gordon wrote: Generally it is recommend you build every thing with the same compiler version ( it saves time in the long run ) I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from operating system libraries or libraries supplied by my video card maker. These may not even be compiled by a Microsoft compiler and there certainly isn't any way for me to recompile them. This makes me think that it doesn't really matter. I would like to understand what the problem is with mixing object files built against different versions of library files. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: do I need to recompile OSG?
Cory Riddell wrote: I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from operating system libraries or libraries supplied by my video card maker. These may not even be compiled by a Microsoft compiler and there certainly isn't any way for me to recompile them. This makes me think that it doesn't really matter. I would like to understand what the problem is with mixing object files built against different versions of library files. In this case, I believe it is acknowledged that the new patch does want stuff recompiled. I don't know the details exactly, but it's using a different C/C++ runtime (CRT) library which is causing havoc for developers. Libraries like OpenGL do not utilize the C/C++ runtime, rather they do without (things like streams, or stdio) use the core Windows Win32 API functions. Most Windows system libraries will be this way. Third-party libraries, especially those with poratability in mind, avoid system-specifc APIs like Win32 wherever possible in favor of the portable C/C++ runtime. but that means they are dependent on linking with the right version of CRT. Cory -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes
Hi, that worked like a charm :) Thank you very much for the quick answer. I attach the full example. Maybe this comes handy to someone else too :) Code: osg::Geometry* contourGeom = new osg::Geometry(); contourGeom-setVertexArray(v); contourGeom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP, 0, v-size())); osg::ref_ptrosgUtil::Tessellator tess = new osgUtil::Tessellator(); tess-setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY ); tess-setWindingType( osgUtil::Tessellator::TESS_WINDING_POSITIVE ); tess-retessellatePolygons( *contourGeom ); osg::Geode* geode = new osg::Geode(); geode-addDrawable(contourGeom); root-addChild(geode); return root; [Image: http://jotschi.de/download/osg/tessellate.png ] Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16932#16932 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: do I need to recompile OSG?
Chris, Chris 'Xenon' Hanson wrote: Cory Riddell wrote: I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from operating system libraries or libraries supplied by my video card maker. These may not even be compiled by a Microsoft compiler and there certainly isn't any way for me to recompile them. This makes me think that it doesn't really matter. I would like to understand what the problem is with mixing object files built against different versions of library files. In this case, I believe it is acknowledged that the new patch does want stuff recompiled. I don't know the details exactly, but it's using a different C/C++ runtime (CRT) library which is causing havoc for developers. Libraries like OpenGL do not utilize the C/C++ runtime, rather they do without (things like streams, or stdio) use the core Windows Win32 API functions. Most Windows system libraries will be this way. Third-party libraries, especially those with poratability in mind, avoid system-specifc APIs like Win32 wherever possible in favor of the portable C/C++ runtime. but that means they are dependent on linking with the right version of CRT. Ok, this actually makes a lot of sense to me. Now I wonder how I can figure out if a particular library does depend on the CRT library. I've had some luck doing: dumpbin /directives FOO.lib but I'm thinking there is likely a better way. For the OSG stuff posted on the downloads page for Microsoft systems, versions 2.8.0, 2.81, and 2.8.2 are made for the .762 version of the CRT and I'm guessing 2.8.3 will require .4053. You know, I'm surprised any software ever works. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: do I need to recompile OSG?
Cory Riddell wrote: Ok, this actually makes a lot of sense to me. Now I wonder how I can figure out if a particular library does depend on the CRT library. I've had some luck doing: dumpbin /directives FOO.lib but I'm thinking there is likely a better way. If it uses the CRT as a DLL, Dependency Walker should tell you. Google it. For the OSG stuff posted on the downloads page for Microsoft systems, versions 2.8.0, 2.81, and 2.8.2 are made for the .762 version of the CRT and I'm guessing 2.8.3 will require .4053. You know, I'm surprised any software ever works. When Microsoft is involved, it frequently doesn't. This morass is one of the motivations behind the compile it yourself CMake project being discussed for as many of OSG's thirdparty libs as possible. Cory -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Proper way to set arbitrary viewpoint?
Lee Butler wrote: Hi, What's the appropriate way to set an arbitrary view programmatically when also using a camera manipulator? In particular, I want to be able to load specific views from an external source. These would ideally be specified as a combination of eyepoint, lookat, up vectors. There was some discussion in another thread of using setHomePosition(): viewer.getCameraManipulator()-setHomePosition(...); viewer.home(); Is this really the right approach? I don't really want to make this a home position (no need to retain it), I just want to teleport to the specified view. Hi, Lee, I think you can call setByMatrix() on the manipulator, so something like this should work: matrix = osg::Matrix::lookAt(eye, center, up) viewer.getCameraManipulator()-setByMatrix(matrix) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: do I need to recompile OSG?
Chris 'Xenon' Hanson wrote: Cory Riddell wrote: Ok, this actually makes a lot of sense to me. Now I wonder how I can figure out if a particular library does depend on the CRT library. I've had some luck doing: dumpbin /directives FOO.lib but I'm thinking there is likely a better way. If it uses the CRT as a DLL, "Dependency Walker" should tell you. Google it. And say a third party library has been compiled for the non-dll version of the c runtime (I think this is libc or libcmt for the multi threaded variant). If the third party library is a dll I may have problems passing data between my app and the dll, correct? If the third party library is a lib, then I'll just get a bunch of linker errors. Yikes! Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: do I need to recompile OSG?
Hi In there wisdom MS decided it would be a good idea to use different CRT ( for C++ in debug use different memory allocators and dealocators , they through a lot of debug memory padding etc. etc. etc. etc. etc. doing a Google will bring up lots of reference material on this. ( this is typically no an issue on UNIX and Linux systems, dang I miss IRIX .. ). If an app was purely link with C lib its not an issues Most of the OSG 3rd party requirements are typically built with C++ so you need to ensure they are build with the same CRT and settings. Things like libJpeg, png, tiff, gdal, collada, xerces, proj4, libxml geos, boost etc While first time round it can take a little time to assemble your OSG 3rdparty sources and set them up, in the long run it is worth it ( at least for me ), for a commercial application I need to know that all the libraries I use meet the standard build requirments, and the only way to ensure that is to build them myself 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 Cory Riddell Sent: Tuesday, September 01, 2009 3:03 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OT: do I need to recompile OSG? Hi Gordon, Tomlinson, Gordon wrote: Generally it is recommend you build every thing with the same compiler version ( it saves time in the long run ) I started out thinking this is the obvious answer, but the more I think about it, I'm not so sure. For example, OSG uses OpenGL from operating system libraries or libraries supplied by my video card maker. These may not even be compiled by a Microsoft compiler and there certainly isn't any way for me to recompile them. This makes me think that it doesn't really matter. I would like to understand what the problem is with mixing object files built against different versions of library files. Cory ___ 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] OT: do I need to recompile OSG?
Cory Riddell wrote: If it uses the CRT as a DLL, Dependency Walker should tell you. Google it. And say a third party library has been compiled for the non-dll version of the c runtime (I think this is libc or libcmt for the multi threaded variant). If the third party library is a dll I may have problems passing data between my app and the dll, correct? If the third party library is a lib, then I'll just get a bunch of linker errors. Yikes! Well, as old mapmakers used to write, Here There Be Dragons. USUALLY if you're not passing CRT-derived assets (allocated blocks of memory, file handles, etc) between you app and the DLL, especially where one side allocates and one frees, you might get by ok. But, you can also get burned. Build it all yourself where you can. Cory -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSGConv on VPB PagedLOD database
I just recently had to try to use OSGconv on a large databse built by VPB with hundreds of individual .osg files. I was trying to convert it to .osg (with some transformation in the middle). However, invoking it as osgconv mysceensource.osg myscenedest.osg ONLY converts the top-level .osg file I list on the command-line, it doesn't traverse, load, convert or save any of the children of all the PagedLOD files. Am I missing some special trick, or how would you go about doing this? I'm on Windows, so find and xargs aren't available unless I go install cygwin or something. Thanks in advance. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] tutorial Problem
Hi, oh great! Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16942#16942 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DelaunayTriangulator - DelaunayConstraint for convex shapes
If you need to do this with a complex model (1000s of points) the Delauney triangulator doesn't work very well. I have a written a wrapper for Jonathon Shewchuk's Delauney code but that code is restricted to non-commercial use so I haven't submitted it. If you can accept this and need a worlds best mesh generator mail me. ps I hope to get round to wrapping their new streaming triangulator which is more freely licensed. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16943#16943 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
On Tue, Sep 1, 2009 at 10:39 AM, Paul Martz pma...@skew-matrix.com wrote: Philip Lowman wrote: You're getting a warning because DoomLikeManipulator is missing declspec declarations but publicly inheriting from a class that has them. See the definition of OSGGA_EXPORT in include/osgGA/Export and do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh wait, that's Unreal Tournament. :) Wouldn't this only be necessary if he were making a DLL? If he's just making an executable, then his own custom manipulator shouldn't need declespec. In fact, I'll guess that he has used the osgGA's export declaration in his own manipulator class, which would certainly be a bug in his code and easy to fix. Without seeing the code, though, it's hard to tell. Paul, I think you're right because I just tried something similar and that seems to be the easiest way to reproduce this warning. I think I had this confused with another problem I had once. Sorry for the noise. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org