[osg-users] osgvolume 2D image stack
Hi, I've been trying out the example application osgvolume. If I envoke the application via the following command ./osgvolume --images image1.jpg image2.jpg [up to including] image64.jpg --num-components 0 --r_maxTextureSize 512 --zMultiplier 1.0 -o volume.osg I get the following command line response from the application: Max texture size=2048 desiredPixelFormat = GL_RGB Error: could not find file: I have tried a wild card approach to specify the 2D image stack like in: ./osgvolume --images *.jpg --num-components 0 --r_maxTextureSize 512 --zMultiplier 1.0 -o volume.osg That does not work either. I assume that jpg or tiff files may be used to specify the 2D image stack. Any hints would be appreciated. Best Regards, Johannes van Jaarsveld -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17358#17358 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error when loading DirectX .x files
Hi Judy, On 11/09/09 4:28 PM, Judy Hartley wrote: As I said, this error happens no matter which of the many .x files I use. It's not just a warning because it does not draw the object or objects. It also happens no matter how many materials are listed. If there are 10 materials listed in the .x file, the message would say: DirectX Loader: Error reading material list; 10 instead of 0 I thought it might mean the list should not be zero based, but changing the numbers to start at 1 rather than 0 doesn't help. The message still says: DirectX Loader: Error reading material list; 1 instead of 0 I'm attaching one of the .x files that I've tried. I had to change the extension to .txt in order to attach it here. I had a look at the file you attached. The file contains references to global materials that are referenced like '{ material-name }'. The parser however expects materials to be without the curly braces around them (meaning if you remove the braces around the material name it works.) The support for global materials was added later and I don't know which is the proper format. Unfortunately the parser is not very flexible and AFAICS is not easily modified to handle this. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgvolume 2D image stack
Hi Johannes, osgvolume suggesting that it can't find file but not specifying the filename so perhaps it's a blank filename for some reason. Try upping the verbosity of the information logging via: export OSG_NOTIFY_LEVEL=INFO And then run the app, this should output more information about where it's looking for what files, this might give us more of clue what is going amiss. Robert. On Tue, Sep 15, 2009 at 8:36 AM, Johannes van Jaarsveld jvjaarsv...@csir.co.za wrote: Hi, I've been trying out the example application osgvolume. If I envoke the application via the following command ./osgvolume --images image1.jpg image2.jpg [up to including] image64.jpg --num-components 0 --r_maxTextureSize 512 --zMultiplier 1.0 -o volume.osg I get the following command line response from the application: Max texture size=2048 desiredPixelFormat = GL_RGB Error: could not find file: I have tried a wild card approach to specify the 2D image stack like in: ./osgvolume --images *.jpg --num-components 0 --r_maxTextureSize 512 --zMultiplier 1.0 -o volume.osg That does not work either. I assume that jpg or tiff files may be used to specify the 2D image stack. Any hints would be appreciated. Best Regards, Johannes van Jaarsveld -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17358#17358 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG viewer blocks Qt window
QThread ? 2009/9/15 Philip Lowman phi...@yhbt.com Can you post a small example of the problem? I've been using Qt with OSG for about a month now and haven't run into anything like this. Have you considered using something like a QTimer to send your keep-alive messages instead? On Mon, Sep 14, 2009 at 9:40 AM, Zoe Catz small_dra...@gmx.net wrote: Hi, I've written a Qt application. It's used to configure some settings which should be considered it my visualisation later on. In addition, this window update handles sending keep-alive messages via UDP in the background. The visualisation itselft should be rendered in an own window by OSG. The problem is, as soon as I add the osg window the qt window incl. the UDP packages are not updated/sent anymore. So my question is, how can I force both (qt and osg) windows to update? Thank you in advance! Cheers, grisu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17338#17338 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO OpenGL Error with new nVidia Driver
Hi Robert Well, if I have asked something to this forum, this is because I have already investigated and I have found no solutions by myself. I just wanted to know if someone else has accountered this problem and if a solution has been found - I think a forum is for sharing problems and solutions - but if I am the only one to have this opengl memory overflow problem, so I must be the only one to use nvidia card and pre rendering pass with osg :|. By the way, the application is very simple because it is the osgPrerender example, and, as I said, the opengl memory overflow happens when a pre rendering pass is done into a fbo. I have a pretty good nvidia graphic card with the last driver (190.38, august 2009). I cannot try other hardware and if a solution is to downgrade drivers, I won't do that... Well, if one day I find a solution I will share Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17362#17362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO OpenGL Error with new nVidia Driver
Hi, Sebastien Nerig wrote: Hi Robert Well, if I have asked something to this forum, this is because I have already investigated and I have found no solutions by myself. I just wanted to know if someone else has accountered this problem and if a solution has been found - I think a forum is for sharing problems and solutions - but if I am the only one to have this opengl memory overflow problem, so I must be the only one to use nvidia card and pre rendering pass with osg :|. No, I'm quite sure you are not. We have a variety of NVidia cards (from laptops with 6 Series to newer GTX280s) with a variety of drivers (179 - 185) and OSG versions (2.8 to newest dev), and are using pre-render a lot for image processing. We are not getting any errors. Explain a bit more of what you have tried. OSG version? OS? Does osgprerender by itself give errors? What are you doing in your shaders? Sizes of images? Render target formats? How much memory on the card? By the way, the application is very simple because it is the osgPrerender example, and, as I said, the opengl memory overflow happens when a pre rendering pass is done into a fbo. I have a pretty good nvidia graphic card with the last driver (190.38, august 2009). I cannot try other hardware and if a solution is to downgrade drivers, I won't do that... If you can post the app, or a downscaled version that still shows the error, I can test it here and report back. jp Well, if one day I find a solution I will share Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17362#17362 ___ 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] FBO OpenGL Error with new nVidia Driver
Hi Sebastian, I've got this bloody error a number of times with a 8800 GTS 512, and every time it's been because I've upgraded my drivers. I'm not sure whether this is due to driver corruption or a bug in the drivers. But I think your best is to try some of the previous driver sets, (I'm pretty sure I had FBO issues with 185.85 but haven't tried any later ones) and see if the problem goes away, as it certainly did in my case. I'm pretty certain it has nothing to do with the OSG as FBO support is well established in the OSG and my programs worked fine before changing drivers. Kim. 2009/9/15 J.P. Delport jpdelp...@csir.co.za: Hi, Sebastien Nerig wrote: Hi Robert Well, if I have asked something to this forum, this is because I have already investigated and I have found no solutions by myself. I just wanted to know if someone else has accountered this problem and if a solution has been found - I think a forum is for sharing problems and solutions - but if I am the only one to have this opengl memory overflow problem, so I must be the only one to use nvidia card and pre rendering pass with osg :|. No, I'm quite sure you are not. We have a variety of NVidia cards (from laptops with 6 Series to newer GTX280s) with a variety of drivers (179 - 185) and OSG versions (2.8 to newest dev), and are using pre-render a lot for image processing. We are not getting any errors. Explain a bit more of what you have tried. OSG version? OS? Does osgprerender by itself give errors? What are you doing in your shaders? Sizes of images? Render target formats? How much memory on the card? By the way, the application is very simple because it is the osgPrerender example, and, as I said, the opengl memory overflow happens when a pre rendering pass is done into a fbo. I have a pretty good nvidia graphic card with the last driver (190.38, august 2009). I cannot try other hardware and if a solution is to downgrade drivers, I won't do that... If you can post the app, or a downscaled version that still shows the error, I can test it here and report back. jp Well, if one day I find a solution I will share Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17362#17362 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO OpenGL Error with new nVidia Driver
Hi JP, mm there is no reason, it is the version I have dowloaded when I started to work with OSG. I will try to get 2.8.8 and get back. Thank you! Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17367#17367 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D HUD Elements
Hi Jimmy, I just stumbled across this thread when searching for a similar solution, and found it very interesting. Would you be prepapred to share some of your code for a 3D Axis in the HUD? I'd understand if not. Otherwise - what is the basic principle? I have a HUD added to my scene as a seperate camera, this uses an ortho2D projection and an identity view matrix as in the osgHUD example. On this I'd like to add a 3D Axis. Should I just create the Geode for the axis (with an update callback to reorient it) and plop it in the lower left? Or do I require a separate HUD for the 3D element? Thanks in advance, Andrew On Thu, Aug 20, 2009 at 9:04 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Jimmy, If you are doing the frame loop you know when it's the first frame before you just place any viewer setup prior to the frame loop. The _firstFrame code block you see if just a fallback in case the viewer hasn't already been setup. Robert. On Wed, Aug 19, 2009 at 10:49 PM, Jimmy Lindummy...@gmail.com wrote: Hi, Here is the code of frame() Code: void ViewerBase::frame(double simulationTime) { if (_done) return; if (_firstFrame) { viewerInit(); if (!isRealized()) { realize(); } _firstFrame = false; } advance(simulationTime); eventTraversal(); updateTraversal(); renderingTraversals(); } It calls viewerInit() on the first frame. Don't I need to do that myself if I expand the code? By looking at the viewerInit() code. I think I might be able to expand the code and init all the view I created. Thank you! Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16447#16447 ___ 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] FBO OpenGL Error with new nVidia Driver
Hi, Sebastien Nerig wrote: Hi JP, mm there is no reason, it is the version I have dowloaded when I started to work with OSG. I will try to get 2.8.8 and get back. The fix I remembered had to do with geometry shaders, so its unrelated to your problem. Like Kim also said, I think the error is more likely in the driver than in OSG. Upgrading to OSG 2.8.2 won't hurt though :) I don't use Windows, but I've seen some utility to help you get rid of NVidia driver cruft on you machine before you install a new driver. I think experimenting with other driver versions is your best option. jp Thank you! Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17367#17367 ___ 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] FBO OpenGL Error with new nVidia Driver
Hi, J.P. Delport wrote: Hi, Sebastien Nerig wrote: Hi JP, thanks for your answer. The application is osgPrerender example from OSG 2.8 RC3, you surely have already downloaded it. I didn't modify the application. I launch it without any arguments, so the default render implementation is FBO. The log of osgPrerender itself prints errors (see my previous messages for a screenshot of the errors). It appears in window mode or fullscreen mode. Is there any reason for using 2.8 RC3 instead of 2.8.2? I vaguely remember something about a default shader argument being fixed after 2.8. I'll have a look at the logs and get back to you. I remembered an old fix for geometry shaders, so it is unrelated. jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shape, shape drawable and geode modification
Thanks a lot. That works ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17371#17371 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency and osg::Cone (shape)
The lonely thing I would like to know is if I should make a 2 passes rendering using a FBO or if I add the geometry twice in the scenegraph and for each of them, make a transparent for the front and then a transparent for the back. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17372#17372 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO OpenGL Error with new nVidia Driver
Hi, Like Kim also said, I think the error is more likely in the driver than in OSG. Upgrading to OSG 2.8.2 won't hurt though :) I don't use Windows, but I've seen some utility to help you get rid of NVidia driver cruft on you machine before you install a new driver. I think experimenting with other driver versions is your best option Yes I think it is due to GeForce 8 series drivers, but I would prefer not to to downgrade my drivers. Well I guess I have no solutions thanks anyway Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17373#17373 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgvolume 2D image stack
Hi Robert, I downloaded the source to look at the code. I commented out the block of code starting from line 1068 directly after the comment // assume remaining arguments are file names of textures. up to line in osgvolume.cpp, and rebuilt the application. After that I was able to build a 3D image from the 2D image stack. It looks like the code loads the 2D image stack, and then it looks for a 2D stack of textures... Best Regards, Johannes van Jaarsveld -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17375#17375 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO OpenGL Error with new nVidia Driver
Hi Sebastien, On Tue, Sep 15, 2009 at 1:31 PM, Sebastien Nerig overse...@hotmail.comwrote: Yes I think it is due to GeForce 8 series drivers, but I would prefer not to to downgrade my drivers. Well I guess I have no solutions If you think like this then you'll never get on top of your problems. You DO have a potential solution, just you don't want to do it, this doesn't mean you have no solution. Also please remember that NVidia have systems for logging bugs, and fixing them, so go chase them about it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgvolume 2D image stack
Hi Johannes, Which version of the OSG are you using? Robert. On Tue, Sep 15, 2009 at 2:09 PM, Johannes van Jaarsveld jvjaarsv...@csir.co.za wrote: Hi Robert, I downloaded the source to look at the code. I commented out the block of code starting from line 1068 directly after the comment // assume remaining arguments are file names of textures. up to line in osgvolume.cpp, and rebuilt the application. After that I was able to build a 3D image from the 2D image stack. It looks like the code loads the 2D image stack, and then it looks for a 2D stack of textures... Best Regards, Johannes van Jaarsveld -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17375#17375 ___ 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] FBO OpenGL Error with new nVidia Driver
Hi, Sebastien Nerig wrote: Yes I think it is due to GeForce 8 series drivers, but I would prefer not to to downgrade my drivers. Well I guess I have no solutions Sometimes a downgrade can actually be an upgrade :) jp thanks anyway Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17373#17373 ___ 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] osgvolume 2D image stack
I'm using OpenSceneGraph-2.8.2 on 64 bit Fedora 11 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17378#17378 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO OpenGL Error with new nVidia Driver
Hi Sebastien, Also please remember that NVidia have systems for logging bugs, and fixing them, so go chase them about it. Yes Robert is right, if you've found a possible driver bug (even if it's only specific to one series of cards) then you can report it and they will probably fix it. In the last year or so there has been renewed interest in supporting OpenGL correctly from IHVs (nVidia, AMD, Intel) so it's much more likely they'll fix this kind of bug than a few years ago... nVidia have been pretty responsive when I sent bug reports to devsupp...@nvidia.com, and included a small (compiled) example program that clearly demonstrated the problem. Be sure to include any data files the program needs, and mention the command line they need to run to reproduce the problem. They don't need source code, just the binary with all necessary DLLs and data files. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgvolume 2D image stack
Hi Johannes, On Tue, Sep 15, 2009 at 2:21 PM, Johannes van Jaarsveld jvjaarsv...@csir.co.za wrote: I'm using OpenSceneGraph-2.8.2 on 64 bit Fedora 11 Could you try the svn/trunk version of the OpenSceneGraph as I've made a number of improvements and bug fixes to osgVolume over the last few months. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ReaderWriters : Does the writer use libcurl?
Hi all, We're trying to write a scenegraph on a FTP. Reading is okay : it loads and tries the curl plugin once all other readers failed and reads successfully data on the FTP. But it seems the code doesn't try the curl plugin once alls *writers* failed. Am I wrong? Should it be implemented? I didn't found a revealant thread in the mailing list archive... has this been already discussed? Thanks! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ReaderWriters : Does the writer use libcurl?
Hi, I was wondering recently whether curl should always be tried FIRST for server addresses, for both read and write. The reason I picked up on this was that I noticed a slight oddity with the existing reader plugin selection, which can end up unneccessarily trying the curl plugin twice when the server being accessed is down. It tries once when curl is one of the available plugins and then curl again when those all fail. Not a huge problem but it makes my program fail twice as slowly lol. Of course to work round your problem, you can alway use the plugin directly via osgDB::Registry::instance()-getReaderWriterForExtension(curl); Though I think that bypasses caching mechanisms in registry. Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17384#17384 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Specifying a patch level lower than the maximum terrain level
Hi, I've tested the patching capabilities of VPB and it seems to work almost good. However I have a question related to min/max level specification. I have generated a world at 500m resolution, specifying a max level of 16 (option : -l 16). Then I patched a country at resolution 15m specifying different levels : - without the -levels option, the 15m data always appear on top of the 450m data - with the -levels 10 16 option, the 15m data appear on top of the 450m data only starting from a given range (level 10) - with the -levels 6 10 option, the 15m data always appear on top of the 450m data except on the border of the patch where the 450m data seem to be used The following image summarizes this : [Image: http://claustres.lautre.net/upload/bug-niveau-3.png ] I wonder if the last thing is a bug or a normal behaviour ? Indeed, I expected that the 15m data will appear at a given range (level 6) then disappear (level 10) to let the 450m be there again. But maybe it is impossible to specify a end level lower than the maximum resolution of the terrain. Thank you! Cheers, Luc -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17383#17383 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ReaderWriters : Does the writer use libcurl?
Hi Sukender, The libcurl plugin doesn't yet support write, so this is the first thing you'd need to implement if you want to write files over http or ftp. Robert. On Tue, Sep 15, 2009 at 2:44 PM, Sukender suky0...@free.fr wrote: We're trying to write a scenegraph on a FTP. Reading is okay : it loads and tries the curl plugin once all other readers failed and reads successfully data on the FTP. But it seems the code doesn't try the curl plugin once alls *writers* failed. Am I wrong? Should it be implemented? I didn't found a revealant thread in the mailing list archive... has this been already discussed? http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG viewer blocks Qt window
Philip Lowman wrote: Can you post a small example of the problem? The problem seems to be a threading problem. I'm new to osg so probably the solution is pretty easy?! Here's my sample programm which opens 1 qt and 1 osg window, but only one is active at the same time (in this case the osg window until I close it, then the qt window is active incl. my protocol in the background): Code: #include Settings.h #include QtGui/QApplication //#include Scene.h #include osg/ShapeDrawable #include osg/Node #include osg/Group #include osgViewer/Viewer #include osgGA/TrackballManipulator int main(int argc, char *argv[]) { QApplication app(argc, argv); Settings settings; settings.show(); //Scene* scene = new Scene(); //scene-init(); //test scene osgViewer::Viewer viewer; osg::ref_ptrosg::Group root (new osg::Group); osg::ref_ptrosg::Geode boxGeode (new osg::Geode); osg::ref_ptrosg::Box box (new osg::Box(osg::Vec3f(2,0,0), 0.4, 0.4, 0.4)); osg::ref_ptrosg::ShapeDrawable boxDrawable (new osg::ShapeDrawable(box.get())); boxGeode-addDrawable(boxDrawable.get()); root-addChild(boxGeode.get()); viewer.setSceneData( root.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.setUpViewInWindow(150,150,800,600); viewer.run(); return app.exec(); } Philip Lowman wrote: Have you considered using something like a QTimer to send your keep-alive messages instead? I did, but I really want to avoid to spend time on understanding the dmx artnet protocoll and it's polling policy, especially as it works completely automatically in other applications. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17385#17385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG viewer blocks Qt window
Hi Zoe, viewer.run() runs an frame loop till the viewer has it's done flag set, very much in the same way that QApplication::exec() runs it's event loop till exit. It's not that Qt and OSG aren't compatible, it's just this two very high level convenience functions both assume control of the main thread. You have lots of options available to you, which is most appropriate depends a great deal on what you want to do with your app. One route would be to run the OSG's main thread in it own thread, another route would be to write the frame loop and then prod the Qt events queue on each new frame, another would be to use a Qt timer to call the Viewer::frame(). The best real-time solution would be to use a separate thread to run the viewer's frame loop. I've attached part of example that hasn't yet made it into the core OpenSceneGraph distribution, but uses either the frame loop thread or interleaving of the Qt and OSG in one main thread. The key bits of interest are: if (useFrameLoopThread) { // create a thread to run the viewer's frame loop ViewerFrameThread viewerThread(viewer.get(), true); viewerThread.startThread(); // no start the standard Qt event loop, then exists when the viewerThead sends the QApplication::exit() signal. return QApplication::exec(); } else { // run the frame loop, interleaving Qt and the main OSG frame loop while(!viewer-done()) { // process Qt events - this handles both events and paints the browser image QCoreApplication::processEvents(QEventLoop::AllEvents, 100); viewer-frame(); } return 0; } Hope this helps, Robert. On Tue, Sep 15, 2009 at 3:47 PM, Zoe Catz small_dra...@gmx.net wrote: Philip Lowman wrote: Can you post a small example of the problem? The problem seems to be a threading problem. I'm new to osg so probably the solution is pretty easy?! Here's my sample programm which opens 1 qt and 1 osg window, but only one is active at the same time (in this case the osg window until I close it, then the qt window is active incl. my protocol in the background): Code: #include Settings.h #include QtGui/QApplication //#include Scene.h #include osg/ShapeDrawable #include osg/Node #include osg/Group #include osgViewer/Viewer #include osgGA/TrackballManipulator int main(int argc, char *argv[]) { QApplication app(argc, argv); Settings settings; settings.show(); //Scene* scene = new Scene(); //scene-init(); //test scene osgViewer::Viewer viewer; osg::ref_ptrosg::Group root (new osg::Group); osg::ref_ptrosg::Geode boxGeode (new osg::Geode); osg::ref_ptrosg::Box box (new osg::Box(osg::Vec3f(2,0,0), 0.4, 0.4, 0.4)); osg::ref_ptrosg::ShapeDrawable boxDrawable (new osg::ShapeDrawable(box.get())); boxGeode-addDrawable(boxDrawable.get()); root-addChild(boxGeode.get()); viewer.setSceneData( root.get()); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.setUpViewInWindow(150,150,800,600); viewer.run(); return app.exec(); } Philip Lowman wrote: Have you considered using something like a QTimer to send your keep-alive messages instead? I did, but I really want to avoid to spend time on understanding the dmx artnet protocoll and it's polling policy, especially as it works completely automatically in other applications. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17385#17385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* OpenSceneGraph example, osgcompositeviewer. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include iostream #include osg/Notify #include osg/io_utils #include osg/ArgumentParser #include osgDB/WriteFile #include osgGA/TrackballManipulator #include osgGA/StateSetManipulator #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osgWidget/Browser #include
Re: [osg-users] ReaderWriters : Does the writer use libcurl?
Hi Chris, Hi Robert, Okay, so if I sum up: - I need to code a call to the libcurl plugin - I need to code the write part of the libcurl plugin I don't know if the decision to code it soon will be taken. Let's bet it won't before a long time... Well anyway, as reading from a stream (FTP) seems okay in our 3DS reader, and as 3DS writing seems okay for files, then I'll submit our 3DS reader/writer soon (a few days I guess). In the case you're waiting for it (maybe one or two persons around here?!?)... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, The libcurl plugin doesn't yet support write, so this is the first thing you'd need to implement if you want to write files over http or ftp. Robert. On Tue, Sep 15, 2009 at 2:44 PM, Sukender suky0...@free.fr wrote: We're trying to write a scenegraph on a FTP. Reading is okay : it loads and tries the curl plugin once all other readers failed and reads successfully data on the FTP. But it seems the code doesn't try the curl plugin once alls *writers* failed. Am I wrong? Should it be implemented? I didn't found a revealant thread in the mailing list archive... has this been already discussed? ___ 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] ReaderWriters : Does the writer use libcurl?
Hi Sukender, On Tue, Sep 15, 2009 at 4:00 PM, Sukender suky0...@free.fr wrote: - I need to code a call to the libcurl plugin Possibly not. It should be possible to get the Registry to fallback to using the curl plugin in the same way as it works for reading. Or your just preload the curl plugin so it's checked first. - I need to code the write part of the libcurl plugin I don't know if the decision to code it soon will be taken. Let's bet it won't before a long time... I don't have any plans to add write support to the libcurl myself, but others are welcome to scratch the itch ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error when loading DirectX .x files
Thanks, Ulrich! That helps a lot. I had finally found a different method use, i.e. converting the .x files into .obj files (of course I had to write a conversion script first) but the load time was getting bad. Then I found the osgconv tool and converted all of my .obj files into .ive files and it's amazing how fast they load! I'm going to test and see whether the .x files load faster, but I kind of doubt it. Cheers, Judy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17390#17390 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error when loading DirectX .x files
Judy Hartley wrote: Thanks, Ulrich! That helps a lot. I had finally found a different method use, i.e. converting the .x files into .obj files (of course I had to write a conversion script first) but the load time was getting bad. Then I found the osgconv tool and converted all of my .obj files into .ive files and it's amazing how fast they load! I'm going to test and see whether the .x files load faster, but I kind of doubt it. Yeah, that's not likely. The main purpose for the .ive format is to reduce load time :-) .ive is the native binary format for OSG, so it pretty much goes straight from disk to memory. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Precipitation without using shaders
Hi, I need to implement precipitation on a system that doesn't support shaders. Is there anybody that has an example of precipitation in OSG without using shaders? Thank you! Cheers, Cristina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17392#17392 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app
The osgviewerGTK example does work but that embeds the viewer in its own application. I have tried modifying the OSGGTKDrawingArea class so that it would work given my scenario but to no avail (for example, I can't just open a gtk dialog when instantiating an OSGGTKDrawingArea object. I tried modifying the appropriate methods so instead of creating a new window, it embeds itself using the code in my below example but I get the same behavior). The viewer is created, embedded in the GTK application and then is never seen again. The reason for the upgrade from OSG 1.0 to 2.8.2 was due to the upgrade of our OS (from FC 5 to CentOS). The underlying libraries were newer and mandated the upgrade. Thanks for the response. Natasha jp wrote: Hi, does the osgviewerGTK example work? jp Natasha Westland wrote: Hello, I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on CentOS) and was hoping to tap into this wealth of knowledge after failing miserably poking around the source code and attempting to retrofit the example applications into my own. Using OSG 1.0, I have an application which used an osgProducer to embed a viewer in another (GTK+ based) application. Using the below approach, I am able to successfully render images in the external application. In my attempt to port to OSG 2.8.2, I am able to embed the viewer in the external application but I can't seem to render any images. (I've tried simply changing the background color and that doesn't work either.) Based on observations in the debugger, it appears that my viewer may not be integrated properly with the gtk redrawing thread of the external application due to the fact that the visible (black) view is overdrawn by the external application at random times, and it is never seen again. Any pointers would be greatly appreciated. Thanks! Natasha westl...@ll.mit.edu _ Initialization of osgProducer viewer using OSG 1.0: _ osgProducer::Viewer viewer (BuildConfig()); viewer.setUpViewer (osgProducer::Viewer::SKY_LIGHT_SOURCE | osgProducer::Viewer::HEAD_LIGHT_SOURCE | osgProducer::Viewer::STATE_MANIPULATOR | osgProducer::Viewer::STATS_MANIPULATOR | osgProducer::Viewer::VIEWER_MANIPULATOR ); gtk_init (argc, argv); // set the xid of the GtkSocket and connect the GtkPlug guint32 xid = wGtkPlug;// gtksocket of external application GtkWidget *plug = gtk_plug_new(xid); gtk_signal_connect(GTK_OBJECT(plug), destroy-event, GTK_SIGNAL_FUNC(destroy_event), viewer); // set the viewer to display in the plug viewer.getCamera(0)-getRenderSurface()-setWindow(gtk_plug_get_id(GTK_PLUG(plug))); // create a new thread to handle GTK events pthread_create(gtk_thread, NULL, gtk_thread_loop, NULL); // create the windows and run the threads. viewer.realize(); while( !viewer.done() ) { viewer.sync(); viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); usleep(50); } Producer::CameraConfig* BuildConfig(void) { Producer::RenderSurface *rs1 = new Producer::RenderSurface; rs1-setScreenNum(0); rs1-setWindowName(external-app); rs1-setWindowRectangle (0,0,640,480); Producer::Camera *camera1 = new Producer::Camera; camera1-setRenderSurface(rs1); camera1-setOffset( 0.0, 0.0 ); rs1-setInputRectangle (Producer::RenderSurface::InputRectangle(0.0,1.0,0.0,1.0)); Producer::InputArea *ia = new Producer::InputArea; ia-addRenderSurface(rs1); Producer::CameraConfig *cfg = new Producer::CameraConfig; cfg-addCamera(Camera 1,camera1); cfg-setInputArea(ia); return cfg; } void *gtk_thread_loop(void *arg) { gtk_main(); return NULL; } _ Rendering the images in OSG 1.0 is implemented as follows (same for OSG 2.8.2): _ _loadedModel = osgDB::readNodeFile(sName); if (!_loadedModel) { viewer.setClearColor( osg::Vec4( 0.9f, 0.9f, 0.9f, 1.0) ); return 1; } viewer.setClearColor( osg::Vec4( 0.701961f, 0.862745f, 0.949020f, 1.0) ); // optimize the scene graph, remove rendundent nodes and state etc. osgUtil::Optimizer optimizer; optimizer.optimize(_loadedModel.get()); //add the model to the transform. _modelTransform.get()-addChild(_loadedModel.get()); // set the scene to render viewer.setSceneData(_rootNode.get()); _ Initialization in OSG 2.8.2 is below: HELP - what am I doing wrong? _ osgViewer::Viewer viewer; osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-screenNum = 0; traits-x = 0; traits-y = 0; traits-width = 640; traits-height = 480; traits-red = 8; traits-blue = 8; traits-green = 8; traits-alpha = 0; traits-windowDecoration = false; traits-pbuffer =
Re: [osg-users] Problems port OSG 1.0 - 2.8.2; Can't embed viewer in external app
Natasha Westland wrote: The osgviewerGTK example does work but that embeds the viewer in its own application. I have tried modifying the OSGGTKDrawingArea class so that it would work given my scenario but to no avail (for example, I can't just open a gtk dialog when instantiating an OSGGTKDrawingArea object. I tried modifying the appropriate methods so instead of creating a new window, it embeds itself using the code in my below example but I get the same behavior). The viewer is created, embedded in the GTK application and then is never seen again. The reason for the upgrade from OSG 1.0 to 2.8.2 was due to the upgrade of our OS (from FC 5 to CentOS). The underlying libraries were newer and mandated the upgrade. Thanks for the response. I'm very likely going to have to do something similar soon. We're already using 2.8, but we're also currently using a home-made viewer and using osgUtil::SceneView directly. This works, but has some issues (no threading, have to set up the DatabasePager manually, etc). A lot of our apps are GTK-based as well. If I get a chance, I'll try to implement some of my ideas and I'll pass along anything I learn. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LineSegmentIntersector, IntersectionVisitor and children
Hi, I am using LineSegmentIntersectors with IntersectionVisitor to do some ray casting in my architecture. Everything works fine to select and move objects. However I want to implement a drag-and-drop interaction, where I can move an object onto another and have something different happen. I want to obtain this object using the ray casting as well, so I cast a ray and check to get the first object in Intersections that is not my current object (which I saved in a member variable at the beginning of my drag-and-drop). It all works fine until I start interacting with parent/child objects. I have a sphere and a cube, the sphere is the parent of the cube. When I drag-and-drop my cube over black space, the IntersectionVisitor returns me the sphere (the parent) as the second object intersected even though there is nothing behind the cube at the place I dropped it. Now I believe this has something to do with the parent's bounding sphere including it's children and thus being counted as an intersection, but I'm not sure how I can deal with this kind of stuff. Then again, I could be mistaken. I tried reading about bounding spheres in the reference guide and did not see much, neither could I get much information (or enough information ;) about IntersectionVisitors.. any help would be strongly appreciated ! Thanks in advance ! Sincerely, Julien-Charles -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17395#17395 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Huge triangle mesh / Geometry Clipmap
Hi folks, I am starting to work on a project, where I have to render and manipulate huge triangle meshes (~200 mio. vertices). The meshes are seismic horizons, which are quite similar to ordinary terrain meshes. However, theses meshes can and will have holes. I think both VPN and osgEarth (which are pretty cool and I used them in different contexts) are not suited for this purpose. For the rendering part, my first idea was to use the Geometry Clipmap: http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf technique by Losasso Hoppe. Has anybody already implemented it (preferably with OSG), or does anybody know if this technique supports meshes with holes? Perhaps an integration of this technique into VPB would also be worth thinking of. What do you think? Cheers, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Focus object/scene (clamping frustum)
Hi, I see. Of course thats very simple. I had something much more complicated in my mind. (Checking if the frustum planes intersect with some bounding box lines or so..) Anyway.. Here is my solution: Code: osg::Vec3f eye, center, up; float n; viewA1-getCamera()-getViewMatrixAsLookAt(eye, center, up, n); //printf(r: %f\n,boundingSphere._radius); double d = (boxCenter - eye).length(); double fovy = osg::RadiansToDegrees(atan(boundingSphere._radius/d))*2; double aspectratio = 1.0; double znear = 1.; double zfar = 1000.; viewA1-getCamera()-setProjectionMatrixAsPerspective(fovy, aspectratio, znear, zfar); (Of course you can compute the znear and zfar as well by using d and d+radius.) Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17397#17397 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ann: osgBoostPython
Hi Jean-Sébastien, I like your approach. The python interface has a good pythonic feeling, subclassing NodeVisitor works fine and building up geometry does also work fine! I'm definitely going to contribute to this. I'm working on wrapping some methods of osg::Camera just now. I can also point you to the Delta3D project. They have wrappers for osg::Matrix, not the most pythonic ones, but it might be helpful. Greetings, Martin Jean-Sébastien Guay wrote: Hi all, I'd like to announce the initial availability of osgBoostPython, a very work-in-progress python wrapping of OSG. The project is on Google Code here: http://code.google.com/p/osgboostpython/ Seeing how osgSwig had its problems wrapping recent versions of OSG, and wanting to do something completely different than what I do at work during my vacation, I started working on this. At the moment, I have some of osg, osgDB, osgGA and osgViewer wrapped, such that I can do the following completely in python code: 1. Create simple node hierarchies (osg::Node, osg::Group, osg::Geode, osg::Drawable, osg::Geometry, osg::ShapeDrawable) 2. Read various files (osgDB::readNodeFile, readImageFile, readShaderFile) 3. Create osg::Geometry with Vec2, Vec3 and Vec4 Arrays for vertices, texcoords, vertex colors and normals. 4. Set modes in a stateset and add a texture to a stateset (the only StateAttribute currently wrapped) 5. Start a viewer (osgViewer::Viewer) with different windowing setups (osgViewer::View) 6. Override osg::NodeCallback, osg::NodeVisitor and osgGA::GUIEventHandler in python subclasses (the enums from osgGA::GUIEventAdapter for key and event type have not yet been wrapped but this is trivial to add and will be added soon) 7. A few more that I surely forget. See the test/ directory in the code for some python-scripted unit tests, I try to keep these complete so they represent what can currently be done with the wrappers. Lots of things are missing to make a useful application from this, and no performance tests have been done either (I suspect if you make a NodeCallback in python code, it would have to be pretty simple, but I have no numbers). Also, some basic tests are in the code base but some things are known not to work (ref_ptr gives me a bit of trouble sometimes), so more unit tests would be helpful. The manual wrapping is a bit tedious to do but it has some definite advantages (you wrap what you need as you need it, and things are simple to wrap including VecXArrays). The project's name comes from the fact that it uses Boost.Python to do the wrapping. Boost.Python is a way to wrap C++ libraries into Python modules using C++ code (boost's heavily-template metaprogramming style of code). As such, it uses bjam as a built tool instead of CMake, but anyone who has boost should have bjam too so it shouldn't be a problem. More info on Boost.Python can be found here: http://www.boost.org/doc/libs/1_40_0/libs/python/doc/index.html Essentially, I'm announcing this so people can take a look, give me comments, and if anyone would like to help in the initial stages I'll gladly accept patches. If someone wants to contribute in a more major way I could also give commit access to some. I don't think I'll ever compete with osgSwig, since the focus of this project will likely be different. I doubt it will ever feature complete wrapping of all of OSG. However, it can be useful to people who want certain features and want lots of control over how the OSG API is exposed to Python. I'll be back to regular work on Monday, so I have no idea how often I'll be able to work on this (it may be quite sporadic). But I'll gladly answer questions and review patches. If you want to help, you can check the code and see the WrappingCookbook page on the project wiki to see how to continue wrapping. Also see the project's Issues section for some of the things I wanted to tackle next (but any additional wrapping will be useful). The README.txt in the repository explains how to build and then how to run the unit tests. Hope this can be useful to someone someday. Let me know if there are questions or comments. J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes
I am not currently on the OSG track so I'm afraid I can't be much help at the moment. But be aware that in Snow Leopard, the default architecture is 64-bit (assuming you are on a 64-bit machine which almost all Intel Macs are now). All the Carbon stuff in osgViewerCarbon will likely not compile in 64-bit. I thought there was at least a preliminary Cocoa based viewer now, but I haven't been following. It seems like the Cocoa one needs to be made the default for just this problem that people are going to encounter over and over again. (Also, if my ImageIO plugin has not been integrated yet, now is the time do so so as the Quicktime plugin is also not going to work in 64-bit.) Second, I don't know if the Xcode project is maintained anymore. Third for CMake, you'll want to verify which architectures are trying to be built. If you pick the 10.5 SDK and i386 (32-bit), I would think you would have the best chance of it actually getting built as-is. -Eric On 9/15/09, stefan nortd ste...@nortd.com wrote: Hi, I just updated to osx 10.6.1 snow leopard and ran into a couple of problems. (1) My old osg binaries (osg 2.8.2 compiled for the 10.5 sdk) work but I get a ton of warning (I also needed to update to xcode 3.2). They are all of the different visibility type. (2) Osg does not want to compile on osx 10.6. I tried both Xcode and Makefiles. And for each I tried the 10.5 and 10.6 sdk which does not seem to change the nature of the compilation error. The attached screenshots are the errors I get with xcode. The following code snippet is the errors I get with the Makefiles. It gets 25% into the build and fails with the osgViewer. Code: Scanning dependencies of target osgViewer [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/CompositeViewer.cpp.o [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/HelpHandler.cpp.o [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/Renderer.cpp.o [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/Scene.cpp.o [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/ScreenCaptureHandler.cpp.o [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/StatsHandler.cpp.o [ 25%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/Version.cpp.o [ 26%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/View.cpp.o [ 26%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/Viewer.cpp.o [ 26%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/ViewerBase.cpp.o [ 26%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/ViewerEventHandlers.cpp.o [ 26%] Building CXX object src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowCarbon.cpp.o In file included from /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:18: /Users/noema/Downloads/OpenSceneGraph-2.8.2/include/osgViewer/api/Carbon/GraphicsWindowCarbon:122: warning: ‘AGLDrawable’ is deprecated (declared at /System/Library/Frameworks/AGL.framework/Headers/agl.h:48) /Users/noema/Downloads/OpenSceneGraph-2.8.2/include/osgViewer/api/Carbon/GraphicsWindowCarbon:128: warning: ‘AGLDrawable’ is deprecated (declared at /System/Library/Frameworks/AGL.framework/Headers/agl.h:48) /Users/noema/Downloads/OpenSceneGraph-2.8.2/include/osgViewer/api/Carbon/GraphicsWindowCarbon:132: warning: ‘AGLDrawable’ is deprecated (declared at /System/Library/Frameworks/AGL.framework/Headers/agl.h:48) /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp: In function ‘OSStatus GraphicsWindowEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)’: /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:75: error: ‘GetWindowPortBounds’ was not declared in this scope /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:75: error: ‘InvalWindowRect’ was not declared in this scope /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:76: error: ‘GetWindowBounds’ was not declared in this scope /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp: In constructor ‘osgViewer::MenubarController::MenubarController()’: /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:231: error: ‘DMGetGDeviceByDisplayID’ was not declared in this scope /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:232: error: ‘GetAvailableWindowPositioningBounds’ was not declared in this scope /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp: In member function ‘void osgViewer::MenubarController::update()’: /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp:296: error: ‘GetWindowBounds’ was not declared in this scope /Users/noema/Downloads/OpenSceneGraph-2.8.2/src/osgViewer/GraphicsWindowCarbon.cpp: In
Re: [osg-users] osgvolume 2D image stack
Thanks Robert, will do so -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17402#17402 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org