Re: [osg-users] Failing to build on ARM EABI

2010-02-03 Thread Alberto Luaces
Hi Manuel,

Manuel A. Fernandez Montecelo writes:

 Hello,

 We've uploaded 2.8.2 to Debian after a long delay packaging it, and it fails 
 to 
 build on MIPS (ICE, already reported to GNU GCC folk), and so-called ARMEL 
 architecture (ARM EABI) supported by Debian, with GCC v4.4.2:
 https://buildd.debian.org/fetch.cgi?pkg=openscenegraphver=2.8.2-1arch=armelstamp=1263767284file=log

 However in past September, 2.8.1 and GCC 4.3.3 managed to compile it 
 successfully:
 https://buildd.debian.org/fetch.cgi?pkg=openscenegraph;ver=2.8.1-1.1;arch=armel;stamp=1251997885

 Probably not many people will use OSG on this architecture, but Debian plans 
 to 
 phase out the current ARM architecture, and it would be a pity for this 
 Debian 
 port to lose a package which was already working, and for OSG to lose a 
 target 
 architecture.

 Do you know something about it?  Would you think that it's a problem of OSG, 
 the 
 compiler, the linker...?

 Cheers.

OSG version 2.8.1 had some problems in armel due to a bug in GCC (IIRC,
the linker could not find some intrinsic functions for atomic
operations), that is why I sent a patch to Loïc in order to use the
workaround available at that time:

The original bug:
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=529091

The GCC bug in Debian:
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=530388

The upstream GCC bug:
http://gcc.gnu.org/bugzilla/show_bug.cgi?id=40134

According to the last link, the bug is solved in GCC 4.4, so, can you
try to remove the extra linker options for armel? Maybe they are doing
more harm than good now. They are in the debian/rules file, under a
comment with my name.

I can also test this with qemu if it is more convenient for you.

Regards,

Alberto
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] integrating AntTweakBar GUI with OSG

2010-02-03 Thread Juan Casanueva
Hi Anna,

Thanks a lot for the help! 
I followed your steps and almost got it working :)

my problem is that the text appears as coloured bounding boxes (see attached 
image).
The events work well.

Did you get this happening in your implementation? any ideas?

Thank you!

Cheers,
Juan Casanueva

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23579#23579




Attachments: 
http://forum.openscenegraph.org//files/osg_anttweakbar_884.png


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] integrating AntTweakBar GUI with OSG

2010-02-03 Thread Juan Casanueva
Hi,

forgot to mention that I am using osg 2.8.0, on an Nvidia Quadro NVS 290 (with 
latest drivers)

Cheers,
Juan Casanueva

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23581#23581





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Alberto Luaces
Hi J-S,

Jean-Sébastien Guay writes:

 Hi Chris,

   Is anyone out there doing automated nightly builds on Windows?


[...]

 Hm, now that the site responded, I see
 that I'm the only builder still submitting build results? That seems
 strange, there were at least 10 nightly builds on various platforms by
 various people last time I checked (a few months ago).

[...]

I found that the reports were likely bogus at least for me

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34227.html

so I stopped submitting my results for a while. I think that having bad
information is worse that not having any at all.

Regards,

Alberto
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSGViewer 'o' save scene key removed?

2010-02-03 Thread Robert Osfield
Hi Chris,

On Tue, Feb 2, 2010 at 9:56 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgviewer

  While debugging something, I noticed that the listed 'o' keyboard 
 abbreviation:
 Write scene graph to saved_model.osg

  doesn't seem to be in the code currently.

Good work reviewing the wiki.  This feature has probably been absent
since OSG-1.9.x.  So this liine in the wiki really needs removing.

  I thought I recalled this working once upon a time. Is it intentionally 
 missing and the
 documentation should be revised, or should the option be put back? I can only 
 find mention
 of saved_model.osg in the source to the osgkeyboardmouse and 
 osgocclusionquery examples.

I've removed the entry and if we do ever add it back then we can
always update the wiki again.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Saving osg file into gl es 2.0 'format'

2010-02-03 Thread Robert Osfield
HI Cedric,

On Tue, Feb 2, 2010 at 11:58 PM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
 Yes i would like to make a javascript output format 'json', because we
 use webgl (es 2.0) i would need to have in geometry using only es 2.0
 features. I know you made some work about es 2.0 so i had hope to be
 able to convert a given geometry to 'attribute'.

 I am new to work on es 2.0 and webgl so maybe i miss something.

 Does it make sense for you ?

So you just want an OSG scene graph that uses shaders/uniforms that
are compatible with GLES2?  You are planning to do the conversion of
this scene graph to yourself?

In the case of the OSG you just need to run the osgUtil::ShaderGen
visitor on a scene graph, it's not GLES2 specific, but gets you most
of the way there.  I have used ShaderGen to help with porting the OSG
to GLES2 as it was an easy way to get standard scene graphs up on
screen without having to write all my own shaders for every single
model.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Multipass Rending

2010-02-03 Thread Craig Lane
Hi,

I am pretty new to osg and so far have found it excellent.  My query is 
regarding Multipass Rendering.  I need to do Hidden Line remove using a stencil 
buffer.  See the Red Book Hidden-Line Removal with the Stencil Buffer, this 
is pretty much what I need to do.

I am a bit confused as to how you set up camera(s) to simulate the multiple 
passes.  Is it possible to render twice to the same camera bound to a frame 
buffer object.?

Thank you!

Cheers,
Craig
Formation Design Systems

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23574#23574





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] Quicktime plugin

2010-02-03 Thread Kian Poh
Hi,

I am trying to use OSG to play a video but it keeps indicating to me that it 
can't find the plugin. I am trying to load the quicktime plugin in but is 
having some diffculties, I have downloaded the quicktime sdk but is not sure 
how to use the cmake to configure and generate, can someone guide me on this? I 
am hoping to load that plugin so that I can play videos using the osg 
libraries. 
... 

Thank you!

Cheers,
Kian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23578#23578





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] svn head GL3 build failure

2010-02-03 Thread Robert Osfield
Hi Paul,

I've just checked in some more fixes, could you try them out, and if
any are remaining have a bash at fixing them as I don't have GL3 to
test against.

Cheers,
Robert.

On Tue, Feb 2, 2010 at 10:09 PM, Paul Martz pma...@skew-matrix.com wrote:
 Doug McCorkle wrote:

 I wanted to check and see what the status was on this problem? I wanted to
 test some of the OGL3 tools and wanted to see if this problem has been
 addressed. Thanks.

 I see the following compile errors for GL3 builds of trunk head revision:

 src\osgDB\ObjectWrapper.cpp(338) : error C2065: 'GL_FOG_HINT' : undeclared
 identifier
 src\osgDB\ObjectWrapper.cpp(341) : error C2065:
 'GL_PERSPECTIVE_CORRECTION_HINT' : undeclared identifier
 src\osgDB\ObjectWrapper.cpp(342) : error C2065: 'GL_POINT_SMOOTH_HINT' :
 undeclared identifier

 src\osgWrappers\serializers\osg\ClearNode.cpp(29) : error C2065:
 'GL_ACCUM_BUFFER_BIT' : undeclared identifier
 src\osgWrappers\serializers\osg\ClearNode.cpp(47) : error C2065:
 'GL_ACCUM_BUFFER_BIT' : undeclared identifier

 src\osgWrappers\serializers\osg\Camera.cpp(126) : error C2065:
 'GL_ACCUM_BUFFER_BIT' : undeclared identifier
 src\osgWrappers\serializers\osg\Camera.cpp(144) : error C2065:
 'GL_ACCUM_BUFFER_BIT' : undeclared identifier

 ___
 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] Multipass Rending

2010-02-03 Thread Robert Osfield
Hi Crag,

You could look at the osgreflect example for stencil buffer usage.
Multi-pass can be done in several ways with the OSG, a light weight
approach like the osgscribe uses, or more eloborate schemes using
multiple cameras such as the osgprerender* or osghud examples use.

Robert.

On Wed, Feb 3, 2010 at 3:19 AM, Craig Lane cra...@formsys.com wrote:
 Hi,

 I am pretty new to osg and so far have found it excellent.  My query is 
 regarding Multipass Rendering.  I need to do Hidden Line remove using a 
 stencil buffer.  See the Red Book Hidden-Line Removal with the Stencil 
 Buffer, this is pretty much what I need to do.

 I am a bit confused as to how you set up camera(s) to simulate the multiple 
 passes.  Is it possible to render twice to the same camera bound to a frame 
 buffer object.?

 Thank you!

 Cheers,
 Craig
 Formation Design Systems

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=23574#23574





 ___
 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] Failing to build on ARM EABI

2010-02-03 Thread Manuel A. Fernandez Montecelo
Hi,

On Wednesday 03 February 2010 09:43:15 Alberto Luaces wrote:
 I can also test this with qemu if it is more convenient for you.

If you can test that in qemu it would be great, I don't have any such 
environment set up (as you say in one entry of the bug reports), so it would 
certainly help.

In the meantime I'll get ready a new revision of the package for Debian with 
this change and hopefully some other fixes.


Cheers.
-- 
Manuel A. Fernandez Montecelo manuel.montez...@gmail.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Failing to build on ARM EABI

2010-02-03 Thread Alberto Luaces
Manuel A. Fernandez Montecelo writes:

 Hi,

 On Wednesday 03 February 2010 09:43:15 Alberto Luaces wrote:
 I can also test this with qemu if it is more convenient for you.

 If you can test that in qemu it would be great, I don't have any such 
 environment set up (as you say in one entry of the bug reports), so it would 
 certainly help.

Ok, I will get back to you in a few days.

 In the meantime I'll get ready a new revision of the package for Debian with 
 this change and hopefully some other fixes.

Great!
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBX Skeletal Animation

2010-02-03 Thread Cedric Pinson
Hi,

Yes the fbx is broken due to the new version of osgAnimation, i cant
compile this plugin because i am not on windows. I suggest to disable
the animation as a quick fix in the fbx while Michael update to the new
version.

Sorry for the inconvenience

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Tue, 2010-02-02 at 21:16 -0700, Chris 'Xenon' Hanson wrote:
 On 2/2/2010 4:54 AM, Sukender wrote:
  Hi Julian,
  AFAIK, Michael is currently updating FBX for osgAnimation recent changes. 
  Please wait a bit, I guess it'll be fixed soon...
  Cheers,
 
   Current FBX plugin in SVN HEAD doesn't seem to compile.
 
 Need to remove include of a missing header:
 #include osgAnimation/UpdateCallback
 
 
 and then:
 1.\fbxRNode.cpp(335) : error C2039: 'setBindMatrixInBoneSpace' : is not a 
 member of
 'osgAnimation::Bone'
 1.\fbxRNode.cpp(367) : error C2039: 'UpdateTransform' : is not a member of 
 'osgAnimation'
 
   I don't know enough of the FBX and osgAnimation internals to try to fix 
 this. If anyone
 wants to advise, I can try.
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Saving osg file into gl es 2.0 'format'

2010-02-03 Thread Cedric Pinson
Hi Robert,

Exactly i want the scene only with shader.
I will have a try with shader gen

Thank you

Cheers,
Cedric
-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2010-02-03 at 09:13 +, Robert Osfield wrote:
 HI Cedric,
 
 On Tue, Feb 2, 2010 at 11:58 PM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
  Yes i would like to make a javascript output format 'json', because we
  use webgl (es 2.0) i would need to have in geometry using only es 2.0
  features. I know you made some work about es 2.0 so i had hope to be
  able to convert a given geometry to 'attribute'.
 
  I am new to work on es 2.0 and webgl so maybe i miss something.
 
  Does it make sense for you ?
 
 So you just want an OSG scene graph that uses shaders/uniforms that
 are compatible with GLES2?  You are planning to do the conversion of
 this scene graph to yourself?
 
 In the case of the OSG you just need to run the osgUtil::ShaderGen
 visitor on a scene graph, it's not GLES2 specific, but gets you most
 of the way there.  I have used ShaderGen to help with porting the OSG
 to GLES2 as it was an easy way to get standard scene graphs up on
 screen without having to write all my own shaders for every single
 model.
 
 Robert.
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Quicktime plugin

2010-02-03 Thread Jean-Sébastien Guay

Hi Kian,

I am trying to use OSG to play a video but it keeps indicating to me that it can't find the plugin. I am trying to load the quicktime plugin in but is having some diffculties, I have downloaded the quicktime sdk but is not sure how to use the cmake to configure and generate, can someone guide me on this? I am hoping to load that plugin so that I can play videos using the osg libraries. 


If you're on Windows please see this page for general info about using 
CMake to generate Visual Studio build files from the OSG sources:


http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

and this page for specific info about the QuickTime plugin:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins

It's been a while since I've compiled the QuickTime plugin myself, these 
days I use the ffmpeg plugin as it's more recent, well-supported, 
cross-platform and freely licensed. You might want to try that yourself. 
Search the archives / forum for info about building the ffmpeg plugin, 
but it's basically the same process - get the ffmpeg includes/libs from 
the internet, configure CMake to find them, generate and build.


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] Nightly Windows builds?

2010-02-03 Thread Jean-Sébastien Guay

Hi Alberto,


I found that the reports were likely bogus at least for me

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34227.html

so I stopped submitting my results for a while. I think that having bad
information is worse that not having any at all.


Yeah, you're right about that. I've cc'd Jose Luis on this, perhaps he 
can investigate.


Jose Luis, please see the link above, it seems the CDash install on 
openscenegraph.org is reporting incorrect results.


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] OSGViewer 'o' save scene key removed?

2010-02-03 Thread Cole, Charles E. (LARC-B702)[RAYTHEON TECHNICAL SERVICES COMPANY]
Hi Chris, Robert,

Thanks for bringing this up.  I never knew the feature existed before.  And it 
definitely could have saved me quite a bit of work in the past.  I guess I 
wasn't diligent enough in going over the code to see this.

What I would find useful in this feature is how to write/update/tweak .osg 
files manually, specifically on how to format particular settings, how to nest 
the nodes, etc.  I, unfortunately, do not have any terrain or model editing 
software (and Blender is way over my head).  So I've found myself manually 
editing the .osg files to capture exactly what I need, but struggle with the 
formats, syntax, etc. that is required without a detailed reference.  To help 
with this, I have typically added in a line of code in my own software to write 
out the model to a file, and then use it as reference.

 I've removed the entry and if we do ever add it back then we can
 always update the wiki again.
 

This feature would definitely be useful to me.  If nobody has carried it 
through from the previous version and others view it as helpful as well, I can 
take a stab at putting it back in.  And if there are any suggestions before I 
go through with this, please post them.

Thanks.

Chuck Cole
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSGViewer 'o' save scene key removed?

2010-02-03 Thread Robert Osfield
Hi Chuck,

On Wed, Feb 3, 2010 at 2:28 PM, Cole, Charles E. (LARC-B702)[RAYTHEON
TECHNICAL SERVICES COMPANY] charles.e.c...@nasa.gov wrote:
 I've removed the entry and if we do ever add it back then we can
 always update the wiki again.


 This feature would definitely be useful to me.  If nobody has carried it 
 through from the previous version and others view it as helpful as well, I 
 can take a stab at putting it back in.  And if there are any suggestions 
 before I go through with this, please post them.

Feel free to dive in and code it.  The way to do it is to have a
dedicated GUIEventHandler to do the job, this would be explicitly
attached to the view(er) that you want to add the writing out of the
file.  This approach is a bit different to what the OSG-1.x viewer
provided - instead it hardwired the 'o' support directly into the
viewer, the monolithic approach to class design/implementation.  The
new viewers provide compositional model where you just add what
features you need to the viewer.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How to get a working 64 bit build on Snow Leopard?

2010-02-03 Thread Butler, Lee Mr CIV USA USAMC
I'm trying to get a good 64bit build on Snow Leopard.

What I've done so far:

Per some other forum comments, I've commented out the build of quicktime 
components in CMakeLists.txt.

When running ccmake, I've set the architecture to x86_64.

This resulted in a clean compile, but osgviewer could not run.  It complained 
it couldn't find any windowing system to use.

Can anyone tell me what steps are necessary?  I've got an application I really 
need to get running 64bit on the Mac.  It builds and works fine elsewhere or in 
32bit mode on the Mac.

Lee
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBX Skeletal Animation

2010-02-03 Thread Chris 'Xenon' Hanson
On 2/3/2010 5:58 AM, Cedric Pinson wrote:
 Yes the fbx is broken due to the new version of osgAnimation, i cant
 compile this plugin because i am not on windows. I suggest to disable
 the animation as a quick fix in the fbx while Michael update to the new
 version.

  Is there anything I can do to help with this? My interest is in the Animation
capabilities of FBX, of course. I can work with either you or Michael if it 
helps at all.

 Cheers,
 Cedric

-- 
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] Nightly Windows builds?

2010-02-03 Thread Chris 'Xenon' Hanson
  Do you guys have any special tips on setting up a nightly build environment? 
Or just --
go at it and see what happens.

-- 
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] Nightly Windows builds?

2010-02-03 Thread Jean-Sébastien Guay

Hi Chris,


  Do you guys have any special tips on setting up a nightly build environment? 
Or just --
go at it and see what happens.


See the wiki page here:

http://www.openscenegraph.org/projects/osg/wiki/Build/CDash

If all you want is to build nightly (as opposed to publishing the build 
results on the dashboard) then you can build the INSTALL project in the 
Release and Debug configurations (or whatever you want) with that same 
procedure, just replace Nightly with INSTALL.


You can obviously customize the batch file that's given on that page to 
do what you want. I personally do this:


call %VS80COMNTOOLS%vsvars32.bat
devenv %1% %2% %3% /project %4%

so that I can call it with arguments like:

OSG from SVN\build\OpenSceneGraph.sln /build Debug INSTALL
OSG from some branch we're RCing\build\OpenSceneGraph.sln /rebuild 
Release Nightly


or whatever combination I want. And I can even use it for other projects 
than OSG. Then I created a scheduled task that calls this batch file any 
number of times to build the configurations I want built (one task can 
run multiple commands in sequence, and I find this better for builds 
since it makes sure two builds don't run at the same time).


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] Nightly Windows builds?

2010-02-03 Thread Chris 'Xenon' Hanson
On 2/3/2010 8:52 AM, Jean-Sébastien Guay wrote:
 Hope this helps,

  Thanks! I might try to set this up in the next few weeks sometime.

 J-S

-- 
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] ATI EyeFinity technology

2010-02-03 Thread Serge Lages
Hi all,

Anyone had tested the EyeFinity technology from ATI :
http://www.amd.com/us/products/technologies/eyefinity/whatiseyefinity/Pages/what-is-eyefinity.aspx

Does it allow to control 6 screens independently or does it work like the
Matrox Dual/Triple head hardware (on the software side it detects only 1 big
screen) ?
I'll need to set up a computer with 4 screens and I am hesitating between 2
classic cards with 2 outputs or only one ATI EyeFinity card, any
suggestion ?

Cheers,

-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBX Skeletal Animation

2010-02-03 Thread Cedric Pinson
Hi Chris,

Your best shoot should be to contact Michael

Cheers,
Cedric
-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2010-02-03 at 08:37 -0700, Chris 'Xenon' Hanson wrote:
 On 2/3/2010 5:58 AM, Cedric Pinson wrote:
  Yes the fbx is broken due to the new version of osgAnimation, i cant
  compile this plugin because i am not on windows. I suggest to disable
  the animation as a quick fix in the fbx while Michael update to the new
  version.
 
   Is there anything I can do to help with this? My interest is in the 
 Animation
 capabilities of FBX, of course. I can work with either you or Michael if it 
 helps at all.
 
  Cheers,
  Cedric
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to get a working 64 bit build on Snow Leopard?

2010-02-03 Thread Stephan Maximilian Huber
Am 03.02.10 16:13, schrieb Butler, Lee Mr CIV USA USAMC:
 I'm trying to get a good 64bit build on Snow Leopard.
 
 What I've done so far:
 
 Per some other forum comments, I've commented out the build of quicktime 
 components in CMakeLists.txt.

No need for that, see below.

 
 When running ccmake, I've set the architecture to x86_64.
 
 This resulted in a clean compile, but osgviewer could not run.  It complained 
 it couldn't find any windowing system to use.
 
 Can anyone tell me what steps are necessary?  I've got an application I 
 really need to get running 64bit on the Mac.  It builds and works fine 
 elsewhere or in 32bit mode on the Mac.


Make sure you have set
OSG_WINDOWING_SYSTEM to Cocoa and
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio in cmake, this should take
care of everything. Generate your project and rebuild.


cheers,
Stephan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Raymond de Vries

Hi, most likely Cedric and/or Jason (Beverage),

I would like to try out your directshow plugin in svn, and now I am in 
the process of building the BaseClasses of the windows platform sdk. 
Although I've searched the net and the platform sdk docs, I cannot see 
how I can produce a release version of the BaseClasses (the debug 
version is built properly, so it seems). Can anymore please give me some 
advice how to do that? Cedric? Jason?


I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform 
SDK for Windows Server 2003 R2, using Visual Studio 2008. I tried to 
build the strmbase.lib by running nmake in the Visual Studio command 
prompt but then it only builds the debug version. Should I hack the 
makefile or is there another way?


Thanks a lot already, cheers
Raymond

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Scientific Visualization classes?

2010-02-03 Thread Aashish Chaudhary
Hi Andrew,

I have used OSG and VTK both. And done something similar in the past.
Can you tell me what you are trying to achieve?

I am keeping this email off the list intentionally.

Thanks,
Aashish

On Tue, Feb 2, 2010 at 2:12 PM, Andrew Cunningham o...@a-cunningham.com wrote:
 I was looking for some SciVis classes for OSG, along the lines of VTK's very 
 rich collection?

 It is possible to use use VTK as a visualization engine to prepare data for 
 OSG (vtkActorToOSG), and I am prepared to go that way, but that is not 
 particularly efficient in memory and speed as data has to be translated both 
 ways.


 I evaluated using either VTK and OSG for a project , but found the VTK scene 
 graph implementation is, in my experience,  poorly implemented, and 
 performance is not good once a scene graph gets more than a few levels deep. 
 VTK's abstraction from the underlying graphics API also hurts performance. 
 One of  my test cases showed a 20x performance hit over OSG.

 Andrew

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=23553#23553





 ___
 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] Scientific Visualization classes?

2010-02-03 Thread Aashish Chaudhary
I have some code that I can post for extracting the data from vtk to
OSG. But yes that would be not the be the best solution specially if
you have dynamic data.

What exactly you are trying to achieve?


On Tue, Feb 2, 2010 at 2:12 PM, Andrew Cunningham o...@a-cunningham.com wrote:
 I was looking for some SciVis classes for OSG, along the lines of VTK's very 
 rich collection?

 It is possible to use use VTK as a visualization engine to prepare data for 
 OSG (vtkActorToOSG), and I am prepared to go that way, but that is not 
 particularly efficient in memory and speed as data has to be translated both 
 ways.


 I evaluated using either VTK and OSG for a project , but found the VTK scene 
 graph implementation is, in my experience,  poorly implemented, and 
 performance is not good once a scene graph gets more than a few levels deep. 
 VTK's abstraction from the underlying graphics API also hurts performance. 
 One of  my test cases showed a 20x performance hit over OSG.

 Andrew

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=23553#23553





 ___
 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] custom mesh data type?

2010-02-03 Thread Martin Ankerl
Hi all,

I am currently evaluating OSG for a project, and here we already have custom 
datatypes for triangle meshes. I'd like to know, is it possible to create a 
wrapper class around our triangle meshes so that we can use our data structures 
and add them to the scene graph? We do not want to copy all the data into an 
osg::TriangleMesh.

Thank you!

Cheers,
Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23608#23608





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Serge Lages
Hi Raymond,

You should find a baseclasses.vcproj with the sources, opening it with
VS2008 and building the lib should be enough, I've never needed to use nmake
to build it.

Cheers,

On Wed, Feb 3, 2010 at 5:44 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi, most likely Cedric and/or Jason (Beverage),

 I would like to try out your directshow plugin in svn, and now I am in the
 process of building the BaseClasses of the windows platform sdk. Although
 I've searched the net and the platform sdk docs, I cannot see how I can
 produce a release version of the BaseClasses (the debug version is built
 properly, so it seems). Can anymore please give me some advice how to do
 that? Cedric? Jason?

 I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform SDK
 for Windows Server 2003 R2, using Visual Studio 2008. I tried to build the
 strmbase.lib by running nmake in the Visual Studio command prompt but then
 it only builds the debug version. Should I hack the makefile or is there
 another way?

 Thanks a lot already, cheers
 Raymond

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Cedric Pinson
Hi Raymond,

I remember it was tricky to build with the old version of sdk (2003), i
guess you can find information with google. But i recommand you to build
it with recent version of plateform sdk.

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2010-02-03 at 17:44 +0100, Raymond de Vries wrote:
 Hi, most likely Cedric and/or Jason (Beverage),
 
 I would like to try out your directshow plugin in svn, and now I am in 
 the process of building the BaseClasses of the windows platform sdk. 
 Although I've searched the net and the platform sdk docs, I cannot see 
 how I can produce a release version of the BaseClasses (the debug 
 version is built properly, so it seems). Can anymore please give me some 
 advice how to do that? Cedric? Jason?
 
 I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform 
 SDK for Windows Server 2003 R2, using Visual Studio 2008. I tried to 
 build the strmbase.lib by running nmake in the Visual Studio command 
 prompt but then it only builds the debug version. Should I hack the 
 makefile or is there another way?
 
 Thanks a lot already, cheers
 Raymond
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-03 Thread Robert Osfield
Hi Manu,

I haven't tried osgEarth+multi-views+multiple-contexts like you are
attempting so can't offer to much insight.  In your investigation one
thing you could try is instead of creating two windows/two graphics
contexts, is to create a single window/graphics context and then have
the two views share this window using separate viewport to what
portion of the window is dedicated to each view.  Using a single
graphics context will drive both the OSG and the graphics/drover card
more efficiently.

To set the viewport just set the view's master camera to be attached
to the window, and then set master camera's viewport to the
appropriate portion.  Have a look at the osgcamera example to see how.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] custom mesh data type?

2010-02-03 Thread Tomlinson, Gordon
HI

Yes you can do this  

One way which works well is to derive your own custom drawable derived
from osg::Drawable

Then in the ::drawImplementation you can draw what ever you need to do,
but YOU have to manage the Opengl State and ensure you return it to its
state when you ::drawImplementation  is called


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Ankerl
Sent: Wednesday, February 03, 2010 11:37 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] custom mesh data type?

Hi all,

I am currently evaluating OSG for a project, and here we already have
custom datatypes for triangle meshes. I'd like to know, is it possible
to create a wrapper class around our triangle meshes so that we can use
our data structures and add them to the scene graph? We do not want to
copy all the data into an osg::TriangleMesh.

Thank you!

Cheers,
Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23608#23608





___
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] custom mesh data type?

2010-02-03 Thread Robert Osfield
Hi Martin,

On Wed, Feb 3, 2010 at 4:37 PM, Martin Ankerl martin.ank...@gmail.com wrote:
 I am currently evaluating OSG for a project, and here we already have custom 
 datatypes for triangle meshes. I'd like to know, is it possible to create a 
 wrapper class around our triangle meshes so that we can use our data 
 structures and add them to the scene graph? We do not want to copy all the 
 data into an osg::TriangleMesh.

You could certainly implement your own osg::Drawable to create a
osg::Geometry sytyle class tailored to your needs.  This might may/or
may not be the most practical solution though as it'll require you to
implement all your OpenGL calls.

Do you know OpenGL?  Does your data structure map easily to OpenGL
vertex arrays?  If the answer to either these questions is no then
you'd probably be better off just mapping your data to an
osg::Geometry object and use the OSG's osg::Vec*Array for vertex data
and osg::DrawElements* for primitive data.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node following Camera Manipulator problem on Win32

2010-02-03 Thread Jean-Sébastien Guay

Hello Ted,


thanks very much for any insights, suggestions, help--


Sending the same message three times won't get answers quicker...

I have never tried the code you're referring to, so other than suggest 
to trace into the code (or place breakpoints where the OSG view matrix 
is updated and in your update callback to make sure the sequence is 
correct) I can't really do much for you.


But if you want a camera manipulator to track a node, why don't you use 
the osgGA::NodeTrackerManipulator? I've used that in the past, and it 
works well in my experience (though you must track something that has a 
valid bounding sphere - we tried using it to track DOF nodes without 
children and we had to set an initial bound on those or it wouldn't 
track them correctly, because of culling). Also it has the advantage of 
being part of the core OSG, so you can get support for it and if it 
doesn't work someone will fix it whereas I think the NPS tutorials are 
pretty old and don't necessarily represent recent changes to the API and 
services that OSG provides.


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] Node following Camera Manipulator problem on Win32

2010-02-03 Thread ted morris
On Wed, Feb 3, 2010 at 11:09 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hello Ted,


  thanks very much for any insights, suggestions, help--


 Sending the same message three times won't get answers quicker...


yeah -- it didn't show up back on my e-mail so i thought i goofed on the
address. :-\


 I have never tried the code you're referring to, so other than suggest to
 trace into the code (or place breakpoints where the OSG view matrix is
 updated and in your update callback to make sure the sequence is correct) I
 can't really do much for you.

 But if you want a camera manipulator to track a node, why don't you use the
 osgGA::NodeTrackerManipulator? I've used that in the past, and it works well
 in my experience (though you must track something that has a valid bounding
 sphere - we tried using it to track DOF nodes without children and we had to
 set an initial bound on those or it wouldn't track them correctly, because
 of culling). Also it has the advantage of being part of the core OSG, so you
 can get support for it and if it doesn't work someone will fix it whereas I
 think the NPS tutorials are pretty old and don't necessarily represent
 recent changes to the API and services that OSG provides.


Oh, well that is great advise -- I didn't even know about that built in --
duh!
Man, it has been a while since I worked the library-- I shall definitely
give it a try.




 Hope this helps,


very high probability it will.  :-)



 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Jason Beverage
Hi Raymond,

Just wanted to give credit to Cedric for the osg DirectShow plugin, I
had sent out an email quite awhile about about public interest in an
open sourced Direct Show plugin but never got around to releasing one.
 Kudos to Cedric for beating me to the punch :)

Thanks,

Jason

On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
 the latest windows sdk has the project files for all the configuration.
 build against it
 Nick

 http://www.linkedin.com/in/tnick


 On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi, most likely Cedric and/or Jason (Beverage),

 I would like to try out your directshow plugin in svn, and now I am in the
 process of building the BaseClasses of the windows platform sdk. Although
 I've searched the net and the platform sdk docs, I cannot see how I can
 produce a release version of the BaseClasses (the debug version is built
 properly, so it seems). Can anymore please give me some advice how to do
 that? Cedric? Jason?

 I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform SDK
 for Windows Server 2003 R2, using Visual Studio 2008. I tried to build the
 strmbase.lib by running nmake in the Visual Studio command prompt but then
 it only builds the debug version. Should I hack the makefile or is there
 another way?

 Thanks a lot already, cheers
 Raymond

 ___
 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] [osgPPU] (Minor) Fixes for increased ATI compatibility

2010-02-03 Thread Art Tevs
hmm, look sreally weird.
It looks like some depth precision problem. Unfortunately I can not help here, 
because I have neither an ATI card nor a MacOS to test the issue. If you could 
find out what causes this behaviour, so it would be very cool.

regards,
Art

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23623#23623





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Cedric Pinson
Thank you but it was released because Tharsis Software paid me to do it,
thanks to Tharsis Software :)

Cheers
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2010-02-03 at 12:27 -0500, Jason Beverage wrote:
 Hi Raymond,
 
 Just wanted to give credit to Cedric for the osg DirectShow plugin, I
 had sent out an email quite awhile about about public interest in an
 open sourced Direct Show plugin but never got around to releasing one.
  Kudos to Cedric for beating me to the punch :)
 
 Thanks,
 
 Jason
 
 On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:
  the latest windows sdk has the project files for all the configuration.
  build against it
  Nick
 
  http://www.linkedin.com/in/tnick
 
 
  On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl wrote:
 
  Hi, most likely Cedric and/or Jason (Beverage),
 
  I would like to try out your directshow plugin in svn, and now I am in the
  process of building the BaseClasses of the windows platform sdk. Although
  I've searched the net and the platform sdk docs, I cannot see how I can
  produce a release version of the BaseClasses (the debug version is built
  properly, so it seems). Can anymore please give me some advice how to do
  that? Cedric? Jason?
 
  I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform SDK
  for Windows Server 2003 R2, using Visual Studio 2008. I tried to build the
  strmbase.lib by running nmake in the Visual Studio command prompt but then
  it only builds the debug version. Should I hack the makefile or is there
  another way?
 
  Thanks a lot already, cheers
  Raymond
 
  ___
  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
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Serge Lages
I am working on Windows 7 and it works like a charm with the Win7 SDK.

On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi guys,

 First of all, thanks a lot for your quick reply! As it turned out, I also
 had a more recent platform sdk on my system (win vista). Out of habit I just
 installed the older one on each system I develop on... And I had build the
 baseclasses once (long time ago) using the makefile...

 Thanks for your advice. I just built the BaseClasses and now building osg
 svn, including directshow :-) Finders crossed...

 I will try out the windows 7 sdk on my windows 7 machine soon too.

 Jason, ok, I understand it. Indeed I found your message from a while ago. I
 only saw Cedric's name in the cmake module, so that's why I thought you
 joined efforts. So thanks Cedric!

 One more thing for now: do I have (easy) access to the 'current image' via
 the plugin?

 I will let you know how it goes...

 Cheers
 Raymond




 Jason Beverage wrote:

 Hi Raymond,

 Just wanted to give credit to Cedric for the osg DirectShow plugin, I
 had sent out an email quite awhile about about public interest in an
 open sourced Direct Show plugin but never got around to releasing one.
  Kudos to Cedric for beating me to the punch :)

 Thanks,

 Jason

 On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:


 the latest windows sdk has the project files for all the configuration.
 build against it
 Nick

 http://www.linkedin.com/in/tnick


 On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl
 wrote:


 Hi, most likely Cedric and/or Jason (Beverage),

 I would like to try out your directshow plugin in svn, and now I am in
 the
 process of building the BaseClasses of the windows platform sdk.
 Although
 I've searched the net and the platform sdk docs, I cannot see how I can
 produce a release version of the BaseClasses (the debug version is built
 properly, so it seems). Can anymore please give me some advice how to do
 that? Cedric? Jason?

 I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform
 SDK
 for Windows Server 2003 R2, using Visual Studio 2008. I tried to build
 the
 strmbase.lib by running nmake in the Visual Studio command prompt but
 then
 it only builds the debug version. Should I hack the makefile or is there
 another way?

 Thanks a lot already, cheers
 Raymond

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Scientific Visualization classes?

2010-02-03 Thread Andrew Cunningham
Hi
 I already have the osgVTK kit as listed on
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits

As far as what specific visualizations I am after...
- Real contour plots
- Isosurfaces
+ possibly many of the other types of sci-visualizations (streamlines etc)  in 
the future.
Seems like the VTK bridge is probably the way to go I suppose as it is unlikely 
anyone will develop all those algorithms all over again for OSG.

Andrew

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23626#23626





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Raymond de Vries

Hi,

Ok, nice to hear. Which version of directx are you using? My directshow 
build on Vista, using directx August 2007, resulted in a missing symbol...


Cheers
Raymond


Serge Lages wrote:

I am working on Windows 7 and it works like a charm with the Win7 SDK.

On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi guys,

First of all, thanks a lot for your quick reply! As it turned out,
I also had a more recent platform sdk on my system (win vista).
Out of habit I just installed the older one on each system I
develop on... And I had build the baseclasses once (long time ago)
using the makefile...

Thanks for your advice. I just built the BaseClasses and now
building osg svn, including directshow :-) Finders crossed...

I will try out the windows 7 sdk on my windows 7 machine soon too.

Jason, ok, I understand it. Indeed I found your message from a
while ago. I only saw Cedric's name in the cmake module, so that's
why I thought you joined efforts. So thanks Cedric!

One more thing for now: do I have (easy) access to the 'current
image' via the plugin?

I will let you know how it goes...

Cheers
Raymond




Jason Beverage wrote:

Hi Raymond,

Just wanted to give credit to Cedric for the osg DirectShow
plugin, I
had sent out an email quite awhile about about public interest
in an
open sourced Direct Show plugin but never got around to
releasing one.
 Kudos to Cedric for beating me to the punch :)

Thanks,

Jason

On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com
wrote:
 


the latest windows sdk has the project files for all the
configuration.
build against it
Nick

http://www.linkedin.com/in/tnick


On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:
   


Hi, most likely Cedric and/or Jason (Beverage),

I would like to try out your directshow plugin in svn,
and now I am in the
process of building the BaseClasses of the windows
platform sdk. Although
I've searched the net and the platform sdk docs, I
cannot see how I can
produce a release version of the BaseClasses (the
debug version is built
properly, so it seems). Can anymore please give me
some advice how to do
that? Cedric? Jason?

I am using Microsoft DirectX SDK (August 2007) and
Microsoft Platform SDK
for Windows Server 2003 R2, using Visual Studio 2008.
I tried to build the
strmbase.lib by running nmake in the Visual Studio
command prompt but then
it only builds the debug version. Should I hack the
makefile or is there
another way?

Thanks a lot already, cheers
Raymond

___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


   


___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 



___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Serge Lages
http://www.tharsis-software.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Serge Lages
I think it's one of the latest :
Microsoft DirectX SDK (August 2009)

On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi,

 Ok, nice to hear. Which version of directx are you using? My directshow
 build on Vista, using directx August 2007, resulted in a missing symbol...

 Cheers
 Raymond


 Serge Lages wrote:

 I am working on Windows 7 and it works like a charm with the Win7 SDK.

 On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nlmailto:
 ree...@xs4all.nl wrote:

Hi guys,

First of all, thanks a lot for your quick reply! As it turned out,
I also had a more recent platform sdk on my system (win vista).
Out of habit I just installed the older one on each system I
develop on... And I had build the baseclasses once (long time ago)
using the makefile...

Thanks for your advice. I just built the BaseClasses and now
building osg svn, including directshow :-) Finders crossed...

I will try out the windows 7 sdk on my windows 7 machine soon too.

Jason, ok, I understand it. Indeed I found your message from a
while ago. I only saw Cedric's name in the cmake module, so that's
why I thought you joined efforts. So thanks Cedric!

One more thing for now: do I have (easy) access to the 'current
image' via the plugin?

I will let you know how it goes...

Cheers
Raymond




Jason Beverage wrote:

Hi Raymond,

Just wanted to give credit to Cedric for the osg DirectShow
plugin, I
had sent out an email quite awhile about about public interest
in an
open sourced Direct Show plugin but never got around to
releasing one.
 Kudos to Cedric for beating me to the punch :)

Thanks,

Jason

On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com

wrote:

the latest windows sdk has the project files for all the
configuration.
build against it
Nick

http://www.linkedin.com/in/tnick


On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

Hi, most likely Cedric and/or Jason (Beverage),

I would like to try out your directshow plugin in svn,
and now I am in the
process of building the BaseClasses of the windows
platform sdk. Although
I've searched the net and the platform sdk docs, I
cannot see how I can
produce a release version of the BaseClasses (the
debug version is built
properly, so it seems). Can anymore please give me
some advice how to do
that? Cedric? Jason?

I am using Microsoft DirectX SDK (August 2007) and
Microsoft Platform SDK
for Windows Server 2003 R2, using Visual Studio 2008.
I tried to build the
strmbase.lib by running nmake in the Visual Studio
command prompt but then
it only builds the debug version. Should I hack the
makefile or is there
another way?

Thanks a lot already, cheers
Raymond

___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 Serge Lages
 http://www.tharsis-software.com
 


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Serge Lages

Re: [osg-users] svn head GL3 build failure

2010-02-03 Thread Paul Martz

Thanks, Robert -- Your fixes have resolved the issues.

I've set up a CDash nightly build for the GL3 configuration, so 
hopefully can catch these issues soon after the commit.


FYI: You can download gl3.h from opengl.org and that should allow you to 
do GL3 builds. GL3 runtime hardware support isn't required for that.

   -Paul


Robert Osfield wrote:

Hi Paul,

I've just checked in some more fixes, could you try them out, and if
any are remaining have a bash at fixing them as I don't have GL3 to
test against.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] writeNodefile Culling nodemask

2010-02-03 Thread Martin Beckett
I'm trying to set a culling mask for osg::writeNodefile
so that certain items are drawn in the scene but not saved (gridlines, axes, 
labels etc)

I have a specific bit pattern in their nodemasks but I can't find how to set a 
corresponding culling mask for the write?

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23631#23631





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Paul Martz
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3 
configuration. It wasn't difficult. Skype me if you run into any issues.

   -Paul


Chris 'Xenon' Hanson wrote:

On 2/3/2010 8:52 AM, Jean-Sébastien Guay wrote:

Hope this helps,


  Thanks! I might try to set this up in the next few weeks sometime.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Chris 'Xenon' Hanson
On 2/3/2010 11:19 AM, Paul Martz wrote:
 Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
 configuration. It wasn't difficult. Skype me if you run into any issues.

  Ok, thanks! I am still trying to decide which machine to have to the work. ;)

-Paul

-- 
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] Nightly Windows builds?

2010-02-03 Thread Paul Martz

Paul Martz wrote:
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3 
configuration. It wasn't difficult.


...and it just completed and published. The system name is UTAH.
   -Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Nightly Windows builds?

2010-02-03 Thread Jean-Sébastien Guay

Hi Paul,

Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3 
configuration. It wasn't difficult.


...and it just completed and published. The system name is UTAH.


Perhaps you should change the name so it reflects it's a GL3 build 
(something like UTAH (GL3)). You can do that through the CMake GUI, in 
the advanced options change the SITE setting to whatever you want IIRC.


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] [osgPPU] (Minor) Fixes for increased ATI compatibility

2010-02-03 Thread Christian Richardt
 If you could find out what causes this behaviour, so it would be very cool.
I don't think I can work this out, sorry.

Christian.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread Ted Morris
Hi,

thanks for suggesting osgGA::NodeTrackerManipulator to follow my
object. How do I get the Camera to stop accumulating the positions
of the object? It keeps getting pushed further and further away as
the object is displaced throughout the path (via a MatrixTransform node).

Or, it is if the Camera keeps getting 'pushed' further away as the
object is being displaced.

Thank you!

Cheers,
Ted

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23636#23636





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] writeNodefile Culling nodemask

2010-02-03 Thread Robert Osfield
Hi Martin,

I'm afraid there is no such thing as a write mask in the OSG.

Robert.

On Wed, Feb 3, 2010 at 6:20 PM, Martin Beckett m...@mgbeckett.com wrote:
 I'm trying to set a culling mask for osg::writeNodefile
 so that certain items are drawn in the scene but not saved (gridlines, axes, 
 labels etc)

 I have a specific bit pattern in their nodemasks but I can't find how to set 
 a corresponding culling mask for the write?

 Martin

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=23631#23631





 ___
 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] Which library to use for good looking HUDs? osgPango? osgWidget?

2010-02-03 Thread Raymond de Vries

Hi Patrick,

Thanks for the confirmation.

Cheers, have fun
Raymond


Patrick Pelletier wrote:

Hi,

I'm currently using osgWidget for OSG 2.6.0. All I can say that I like it since 
I can't speak for osgPango because I haven't used it yet. osgWidget works 
without a hitch on Windows.

... 


Thank you!

Cheers,
Patrick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23529#23529





___
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] Nightly Windows builds?

2010-02-03 Thread Paul Martz

Jean-Sébastien Guay wrote:
Perhaps you should change the name so it reflects it's a GL3 build 
(something like UTAH (GL3)). You can do that through the CMake GUI, in 
the advanced options change the SITE setting to whatever you want IIRC.


Thanks for the tip, J-S.
   -Paul



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] writeNodefile Culling nodemask

2010-02-03 Thread Martin Beckett
Is there a better approach?

-Basically I just want to flag certain nodes (and their children) as not part 
of the model.
At the moment I do this with a bit in the nodeMask, so they can't be picked, 
don't contribute to the bounding box etc.

Shouldn't be difficult to add a test to the writer - but if we are switching to 
Wang's new system should I take a look at that?

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23644#23644





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread Jean-Sébastien Guay

Hi Ted,


Or, it is if the Camera keeps getting 'pushed' further away as the
object is being displaced.


I remember seeing this too. The trick is not to track the 
MatrixTransform itself, but to track its child (if there is no unique 
child, then reformat your graph by creating a single osg::Group below 
the MatrixTransform that contains the MatrixTransform's old children).


For some reason when you setTrackNode(some MatrixTransform) the 
transform's matrix is applied twice which is what I think you're seeing.


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.

2010-02-03 Thread Chris Innanen
Hey, all...

I've just run into the same problem. The first of the errors is when building 
SiltEffect (the third cpp in the compile) where Visual Studio 2008 complains:


 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C3767: '': 
 candidate function(s) not accessible


Followed by a bunch of could be friend function at (un)helpful hints:


 1could be the friend function at 
 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : ''  [may be 
 found via argument-dependent lookup]


Also the error:


 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
 std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : 
 could not deduce template argument for 'const std::_Tree_Traits ' from 
 'const std::string'
 1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) 
 : see declaration of 'std::operator '


So almost every error I get is related to the use for a sort comparison  as 
used by a class that gets put into a STL list of some sort inside OSG itself, 
mainly the State class.

This suggests a Microsoft-only issue, but the errors VS provides are fairly 
useless for tracking down the problem in osgOcean or its configuration.

Here's hoping someone has figured out this problem in the last 6-7 months since 
this thread was active... Because I'm stuck.

 ~ Chris Innanen
 ~ Nonsanity

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23646#23646





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG and GL studio...

2010-02-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Does anyone have any experience using OSG with GL studio? We are having some
issues that we would like some input on. I wanted to place a general inquiry
before getting specific on the problem at hand.

 

Thanks,

-Shayne



smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread Jean-Sébastien Guay

Hi Ted,

I remember seeing this too. The trick is not to track the 
MatrixTransform itself, but to track its child (if there is no unique 
child, then reformat your graph by creating a single osg::Group below 
the MatrixTransform that contains the MatrixTransform's old children).


For some reason when you setTrackNode(some MatrixTransform) the 
transform's matrix is applied twice which is what I think you're seeing.


Actually I just realized that I had made a test case for this. It's 
attached.


The program will show a simple scene where a blue sphere rotates around 
the world origin, and a green sphere rotates around the blue sphere. 
There are also a few stationary cubes just for reference (to see that 
there is movement). The camera follows the green sphere with a 
NodeTrackerManipulator (unless the --NoNodeTracker argument is given).



The source is commented to explain what is being demonstrated. Note that 
the source comments talk about 2 bugs:


* Bug 1 is reproduced by the --TrackTransform argument. When you tell 
the NodeTracker to track a transform instead of the child, the 
transform's matrix seems to be applied twice, which is what I said 
above. The simplest way to see this is to run with --TrackTransform, and 
put your finger in the center of your screen. You'll see that the camera 
is always centered at 2x the transform from the blue sphere to the green 
one (the matrix, which is a translation, is applied with a factor of 2). 
Without the --TrackTransform argument, you'll see that the green sphere 
always stays right smack in the middle of the screen as it should.


* Bug 2 used to be reproduced by the --DoNotCreateGeometryUnderTransform 
argument. When there was no geometry under the tracked node (i.e. the 
tracked node has invalid bounds), then the NodeTracker seemed to revert 
to looking at the world origin. This seems to have been fixed at some 
point, because my test program can't reproduce it anymore.



The program has a few different command line options:

Running without --NoNodeTracker, --TrackTransform and 
--DoNotCreateGeometryUnderTransform will lead to the green sphere being 
tracked, and this shows normal behavior.


--MT, --PAT, --DOF : select the type of transform node used.

--NoNodeTracker : don't use a NodeTrackerManipulator - this allows you 
to see what the scene looks like in general before using the other options.


--TrackTransform : reproduces bug 1 above.

--DoNotCreateGeometryUnderTransform : used to reproduce bug 2 above, but 
doesn't anymore.


--AddBSphereCallback : used to be a possible workaround for bug 2...


I never went deep into the OSG code to find a real fix for these 
problems, and always assumed that it was our usage of the 
NodeTrackerManipulator that was wrong in these cases. I'm not so sure 
anymore... Perhaps if you're inclined to debug the issue for bug 1, you 
could look into it. We just found workarounds (track children of the 
transform instead of the transform itself for bug 1, and the 
BSphereCallback for bug 2) and used those instead.


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This application is open source and may be redistributed and/or modified   
 * freely and without restriction, both in commericial and non commericial 
applications,
 * as long as this copyright notice is maintained.
 * 
 * This application is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode

#include osg/Switch
#include osgText/Text

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

#include osgGA/NodeTrackerManipulator
#include osgGA/StateSetManipulator

#include osg/MatrixTransform
#include osg/PositionAttitudeTransform
#include osgSim/DOFTransform

#include osg/ShapeDrawable

#include iostream


// This is a callback that will be attached to a transform which has no
// geometry under it, so that the transform itself has valid bounds (a
// small sphere at the position defined by the transform). Otherwise
// the NodeTrackerManipulator cannot follow the transform.
struct BSphereCallback : public osg::Node::ComputeBoundingSphereCallback
{
virtual osg::BoundingSphere computeBound(const osg::Node node) const
{
// If the node has no parents or if the parent is not a transform,
// return a bounding sphere that will place this node in world 
// space / in the same coordinate space as the parent.
if (node.getNumParents() == 0 || node.getParent(0)-asTransform() == 
NULL)
return osg::BoundingSphere(osg::Vec3(0,0,0), .1);


Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.

2010-02-03 Thread Jean-Sébastien Guay

Hi Chris,


Here's hoping someone has figured out this problem in the last 6-7 months since 
this thread was active... Because I'm stuck.


I've used VS2005SP1 to build osgOcean and have been doing so 
successfully since the start of the project... What version of OSG are 
you building osgOcean against?


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.

2010-02-03 Thread Chris Innanen
Hi, J-S...

My settup isn't much different than what has been reported previously in this 
thread, by both people for whom this worked, and that had the errors.

OSG 2.8.2 (last Stable release)
osgOcean 1.0.1 (latest release)
Visual Studio 2008

And the errors for the first cpp with problems:


Code:

1Compiling...
1SiltEffect.cpp
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C3767: '': 
candidate function(s) not accessible
1could be the friend function at 
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : ''  [may be 
found via argument-dependent lookup]
1or the friend function at   
'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : ''  [may be 
found via argument-dependent lookup]
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : 
could not deduce template argument for 'const std::_Tree_Traits ' from 
'const std::string'
1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : 
see declaration of 'std::operator '
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : 
could not deduce template argument for 'const std::_Tree_Traits ' from 
'const std::string'
1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : 
see declaration of 'std::operator '
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : 
could not deduce template argument for 'const std::_Tree_Traits ' from 
'const std::string'
1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : 
see declaration of 'std::operator '
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : 
could not deduce template argument for 'const std::_Tree_Traits ' from 
'const std::string'
1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : 
see declaration of 'std::operator '
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
std::operator (const std::vector_Ty,_Alloc ,const std::vector_Ty,_Alloc 
)' : could not deduce template argument for 'const std::vector_Ty,_Alloc ' 
from 'const std::string'
1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\vector(1327) 
: see declaration of 'std::operator '
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool 
std::operator (const std::vector_Ty,_Alloc ,const std::vector_Ty,_Alloc 
)' : could not deduce template argument for 'const std::vector_Ty,_Alloc ' 
from 'const std::string'
1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\vector(1327) 
: see declaration of 'std::operator '

Re: [osg-users] OSG and GL studio...

2010-02-03 Thread Paul Martz

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Does anyone have any experience using OSG with GL studio? We are having 
some issues that we would like some input on. I wanted to place a 
general inquiry before getting specific on the problem at hand…


I haven't rendered any GL Studio models with OSG, but I'm aware that GL 
Studio outputs DLLs/libraries that can be called to render things like 
aircraft instrument panel models, etc. So if I were to tackle 
integrating this into OSG, I imagine I'd start with a custom Drawable or 
Drawable callback that calls into the GL Studio DLL. Is that the 
approach you're taking?

   -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Are we too optimistic about large database generation ?

2010-02-03 Thread Massimo Tarantini
Hi all,
i work with OSG for fun, and i have created a DataBase for whole Italy at HiRes 
1m/pixel in about 3 weeks.

The final DB is about 600G. The Source Images are about 13000 GeoTiff files 
(700G), and about 10 DEM files (40 meters res, 2.5G)
I have used and old notebook dual core 1.6Ghz, and two USB Disk 1Tera each 
(please, don't LOL |-) ), and i have run ONLY 1 osgdem thread for each script.

I have used vpbmaster to generate the scripts, BUT i have executed the scripts 
manually, for two reasons: 
 . first, vpbmaster executed 2 osgdem threads, and my HD was running to death! 
(i have tried to use --machines, but did not work)
. second, all the scripts use the same build_master.source files, which is 
not optimized, and contains the 13000 GeoTiff files list.

The build_master.source was a big problem, because every script wasted about 
1hour to examine all the 13000 files, to find the few ones to be processed. I 
have written a little C program to create many distinct build_master.source 
files for all the scripts, and of course i have updated the scripts to use the 
correct .source files. 
Every build_master.source is optimized with a list of no more than 10 GTiff 
files.

I Think that a big DB can be created with poor hadware (and poor OS), but:
 1. no more than 1 thread for each USB HD
 2. build_master.source files optimized, if many source files are used
 3. avoid ECW/JPEG200: they are slower that geotiff.
 4. Read from USB HD, but Write to Internal HD (to avoid many and many write 
failures!)
 5. Three weeks is not much time, to create a 600G Db with a 300$ notebook 
1.6Ghz! IT'S GREAT!

...

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23652#23652





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgGA::NodeTrackerManipulator

2010-02-03 Thread ted morris
yep -- that fixed it.

thanks,
T


On Wed, Feb 3, 2010 at 3:05 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Ted,


  Or, it is if the Camera keeps getting 'pushed' further away as the
 object is being displaced.


 I remember seeing this too. The trick is not to track the MatrixTransform
 itself, but to track its child (if there is no unique child, then reformat
 your graph by creating a single osg::Group below the MatrixTransform that
 contains the MatrixTransform's old children).

 For some reason when you setTrackNode(some MatrixTransform) the transform's
 matrix is applied twice which is what I think you're seeing.

 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

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] GLIntercept and OSG 2.8.2

2010-02-03 Thread Paul Martz

Roger James wrote:
GLIntercept also logs a number of GLI | GL ERROR - Function 
wglGetPixelFormat generated error 0x0502 which seem to be as a result 
of a wglGetPixelFormat call from within the nVidia opengl driver 
interface layer. These may be something to do with my rendering 
problem.  However it is difficult to decide what to track down due to 
the fact the GLIntercept itself seems to be introducing errors.


I recently tracked down this issue. The extraneous call to 
wglGetPixelFormat is coming from another (system?) thread. GLIntercept 
has a mechanism to check for calls from a different thread. Try this in 
the gliConfig.ini:

  ThreadChecking   = True;
It'll log such calls to gliLog.txt, but will otherwise ignore them, 
which means the OpenGL errors will go away.

   -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Example of geographical position

2010-02-03 Thread Tony Vasile
Hi,
   I'm a newbie and trying to find as many examples as I can. What I am
looking for is an example of using a vehicle in latitude, longitude and
altitude and placing it in the scene graph. Unfortunately most of the
applications I have found programs such as Flightgear and Simgear and they
just have far too much code to understand the general ideas quickly.
Any help would be most appreciated.


Another problem I have is with VPB. I have some level 1 DTED data that I
wish to use in my scene graph for collision and occlusion events. Do I need
to have an image overlayed on the DTED data before I can see anything with
osgviewer?

Tony Vasile

CSC Australia
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] compiling osg with intel compiler, windows

2010-02-03 Thread Rupert Brooks
Thanks for the tip!   I'll try it out.

Back with Intel 10, the intel and MS compilers were not compatible at
the link level - maybe they were supposed to be, but in practice, with
OSG at least, it didnt work well.  With Version 11, so far so good.

Rupert
--
Rupert Brooks
rupert.bro...@gmail.com




On Tue, Feb 2, 2010 at 13:52, Andrew Cunningham o...@a-cunningham.com wrote:
 Intel are looking at the bug.

 When using Visual Studio and Intel integration you can right-click/Properties 
 on any .CPP file and change the compiler to the MS compiler.

 The Intel and MS compilers are 100% compatible at the link level. You can 
 compile a project with any combination of the two compilers.


 I compiled OSG and OSGUtil using the Intel compiler - probably worthwhile 
 given the number of vectorization optimizations reported.

 BTW, the biggest boost you can give to OSG on Windows is to set _SECURE_SCL 
 to 0 for Release builds. This makes a huge difference to performance. This is 
 one #define you must set for all your files, though, as it changes the size 
 of some of the STL classes.

 Andrew

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=23551#23551





 ___
 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] CompositeViewer + MultiView + databasepager -- Framerate drop

2010-02-03 Thread Emmanuel Roche
Hello everyone !

Robert, in fact I found exactly where the problem comes from:

Above my star object (so all my points in a geometry in a geode) I added an
osg::Camera

On this camera I have an event callback, and in this event callback I used
to set the Camera viewport and graphics window to be the same as the master
camera (except that: 1. I doesn't make sense with a CompositeViewer since we
have 1 event traversal for possibly many View, and 2. Now I know this is
pointless anyway since a sub camera will retrieve the parent camera viewport
if it doesn't have its own (and I assume it's the same for the graphics
context ?) )

Anyway, if I remove this event callback from that camera, everything is
fine, if i keep it, I get this awfully long draw + GPU phases for at least
one View when I have two of them on the same scene.

Maybe you have an explanation for this ? But I just need to find a better
implementation for handling those stars anyway.

Manu.


2010/2/3 Robert Osfield robert.osfi...@gmail.com

 Hi Manu,

 I haven't tried osgEarth+multi-views+multiple-contexts like you are
 attempting so can't offer to much insight.  In your investigation one
 thing you could try is instead of creating two windows/two graphics
 contexts, is to create a single window/graphics context and then have
 the two views share this window using separate viewport to what
 portion of the window is dedicated to each view.  Using a single
 graphics context will drive both the OSG and the graphics/drover card
 more efficiently.

 To set the viewport just set the view's master camera to be attached
 to the window, and then set master camera's viewport to the
 appropriate portion.  Have a look at the osgcamera example to see how.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org