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