Re: [osg-users] Lightness of the ES version

2010-04-12 Thread Robert Osfield
Hi Lars,

On Fri, Apr 9, 2010 at 2:56 PM, Lars Ivar Igesund larsi...@igesund.net wrote:
 Is it at all possible to leave out features in the sake of library size?

The OSG by default will have CMake enable the build of all the libs,
plugins and applications/examples that you have dependencies for.  You
prune things down by simply not including only the libs and plugins
you need for you app, or disable the build of this via cmake.  To
prune things down further you can static link the OSG and this will
remove all the parts you aren't using.  Another optimization would be
to tweak the build options to compile for minimize size.

At runtime there is also support for texture object and buffer object
pools that cap the amount of GL memory required by your app.

Robert.
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Re: [osg-users] Multicard memory allocation?

2010-04-12 Thread Robert Osfield
Hi Akilan,

On Fri, Apr 9, 2010 at 4:04 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
 I have multiple graphics cards in my system and connected to different 
 display. I created multiple views(composite viewer) so that each view to one 
 context. Each view has its own camera projecting its own texture (similar to 
 osgHud example). My assumption is that each texture occupies the memory from 
 respective graphics cards referred to by the context. Is that correct? or 
 Will they create space on one card only?

The OSG will only set up GL objects appropriate for each graphics
context, so as long the OpenGL driver isn't doing anything odd then
you'll just be allocating memory in the driver and on the card for
each card.

 Second,  How to do multi-pipe rendering? Bcoz I have another configuration 
 like Multiple graphics cards---3 Projectors--1 screen(1280*1024) in 
 which I wud like to render my scene.

The osgViewer by default will open up windows across all your
available displays and run it multi-pipe, but it will be done with
the assumption that you have powerwall display/three monitors side by
side.  You can set things up manually by creating a single View(er)
with three slave cameras, each of which with it's own GraphicsWindow
that is assigned to the appropriate screen via the
GraphicsContext::Traits settings used on graphics window creation.
See the osgcamera example, and all the View::setUpViewAs*() method
implementation found in src/osgViewer/View.cpp.

Robert.
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Re: [osg-users] [osgPlugins] osgMovie Plugin, detected OpenGL error ?

2010-04-12 Thread Robert Osfield
Hi Artha,

The warning is telling you that the OSG hasn't detected support for
glTextureRectangle that it's attempting to use to avoid resizing of
image to power of two.

What graphics hardware are you using? What OpenGL version does the
driver support? Texture rectangle support is now very common these
days so I'm surprised you are seeing problems.

Robert

On Fri, Apr 9, 2010 at 7:39 AM, artha restu abdee.ar...@gmail.com wrote:
 Hi,
 I installed quicktime sdk, I used CMake to configure and generate (like 
 exposed in 
 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins
  ).

 When I run osgmovie C:\Program Files\QuickTime\Sample.mov I get the 
 following error:


 Code:
 Warning: TextureRectangle::apply(..) failed, texture rectangle is not support 
 by your OpenGL drivers.
 Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)



 Am I forgetting something?

 ...

 Thank you!

 Cheers,
 artha[/code]

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Re: [osg-users] Uniform Matrix arrays for shaders

2010-04-12 Thread Aitor Ardanza
ok, I just try and work!

Thank you very much!

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Re: [osg-users] Playing smoothly a big video

2010-04-12 Thread Serge Lages
Hi Bruce,

We've tested the same code I posted (the Main.cpp) without modifications.
About the cards, we're using 2 NVidia GTX 285, with the latest drivers from
the NVidia website.

Cheers,

On Sat, Apr 10, 2010 at 10:34 PM, Bruce Wheaton br...@spearmorgan.comwrote:

 Thanks for reporting back Serge - glad that's working for you. Sorry I
 didn't have time to test on my Linux rig.

 Was the technique the same as your Main.cpp example, as posted, or did you
 have to do any extra tricks?

 Also, what graphics cards and drivers are you using? That makes a big
 difference in Linux.

 Regards,

 Bruce Wheaton


 On Mar 29, 2010, at 5:17 AM, Serge Lages wrote:

 Hi all,

 Some news on this topic, we've tested on Linux : same hardware (2 GTX285
 and 4 screens), same video, same code, an ubuntu 9.04 configured with 4
 screens, with VSync enabled we've got a solid 60fps... Without VSync it goes
 between 150 and 300fps.

 So we've got our solution, we'll make our setup on Linux. Multi-screen
 support in OpenGL is really crappy on Windows... :/

 Cheers,

 On Thu, Mar 25, 2010 at 2:44 PM, Serge Lages serge.la...@gmail.comwrote:

 Hi JP,

 Thanks for your reply, we've tested to share the contexts but it wasn't
 much better.

 Cheers,


 On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport jpdelp...@csir.co.zawrote:

 Hi Serge,

 Serge Lages wrote:

 Hi all,

 Still having problems playing my big video. Here is our current state :

 - On a single screen setup (with only one GT 220 GeForce), with a
 composite viewer and 4 windows (450x800 each window), it plays smoothly at
 60 fps with a fluid video, no problem here.
 - On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4
 screens in 1360x768 (2 screens per cards), a composite viewer with one view
 per screen, it plays between 10 and 20 fps... We've made our tests on WinXP
 and Win7 with the same result.

 The technique we're currently using is the one from Robert, having a big
 osg::Image updated by ffmpeg, and having 4 images for the textures pointing
 at the correct location on the large one. The video's size is 768x6532.


 Have you tried sharing the context for the two views per card? Also, you
 are now uploading twice the data needed to each GPU, because each one is
 only viewing half the data. I'm sorry I can't help further currently, I
 would love to test on Linux, but don't have time...

 jp


 You can find attached the current code, any idea on what can be better ?
 Or any other idea on how to handle this problem ? And any chance for 
 someone
 to test on Linux ?
 You can also find the test video here :
 http://labs.tharsis-software.com/outv.mp4

 Thanks !

 On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.commailto:
 serge.la...@gmail.com wrote:

Hi all,

Thanks for your advices. About the current setup, we're using only
one screen with a 9800GT card (and 4 windows) for our tests, but the
final setup will be composed of 2 9800GT cards and 4 screens.

I'll let you know how our tests goes.
Cheers,


On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za
 mailto:jpdelp...@csir.co.za wrote:

Hi,


Serge Lages wrote:

Hi JP,

Thanks for your answer, and we don't need sound. By a fast
disk, what do you recommend ?


We have a raid0 setup that can sustain 150MB/s.


Your ffmpeg reader is based on the current OSG plugin or is
it a custom one ?


It's a custom one, but not complicated. It basically pops the
output of ffmpeg decompress into an osg::Image, set's PBO on
that and lets OSG upload it. We are using only monochrome images
though (GL_LUMINANCE).



About our file, with some codecs and adjustments on the
bitrate, we're able to play it with VLC without problems, so
I think the reading part can be handled by the ffmpeg plugin
with only one file, but then we need to dispatch this image
on 4 textures. We're currently trying to do some tests.


I'm still not sure where your problem area is. If it's not
decoding it can only be upload to GPU or final rendering. You
should be able to check this by varying the complexity of the
rendering.

jp


Cheers,


On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport
jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
 mailto:jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
 

wrote:

   Hi Serge,




   Serge Lages wrote:

   Hi all,

   We currently need to play a big video (approximately
5500*800)
   on 4 screens within an OSG application (we use a
composite
   viewer), so we've tried :

   - Cut the video in 4 parts, but it seems really hard
 to
   synchronize 

[osg-users] CompositeViewerFLTK CompositeViewerQT CompositeViewerQOSG are not documented .. are these not supposed to be used??

2010-04-12 Thread Sunil S Nandihalli
Hello everybody,
CompositeViewerFLTK CompositeViewerQT CompositeViewerQOSG are left
undocumented .. is there a reason behind it? does it mean it is not supposed
to be used?
Regards,
Sunil.
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Re: [osg-users] Fwd: Re: Color array optimization

2010-04-12 Thread Vincent Bourdier

Hi,

Le 07/04/2010 20:45, Jason Daly a écrit :
Yes, BIND_PER_PRIMITIVE is bad.  BIND_OVERALL is fine.  I don't know 
of any Optimizer settings that do this, but it shouldn't be hard to 
write one.


Just one last question ...
Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ?

Thanks.

Regards,
Vincent
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Re: [osg-users] How to correctly fill Drawable (PrepareDisplayList)

2010-04-12 Thread Lukas Kalcok
Hi,

Thanks for help. I forgot to create a display list)

a full code is : 

prDisplayList = glGenLists(1);
if (prDisplayList != 0){
glNewList(prDisplayList, GL_COMPILE);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,1.0f,1.0f);
glVertex3f(10.0f,10.0f,10.0f);
glVertex3f(-10.0f,-10.0f,-10.0f);
glVertex3f(-20.0f,10.0f,10.0f);
glEnd();
}
}
glEndList();

And it works.

Thank you!

Cheers,
Lukas

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Re: [osg-users] [forum] OSG Training This Year?

2010-04-12 Thread Allen Saucier
Hi Chris,

I live in Huntsville, AL.  We have quite a few OSG users here and I would be 
willing to try to generate an interest for a class here.

I am looking for the following in an introductory course:
1. introduction to understanding terrain manipulators specifically the Terrain, 
Node tracker and trackball manipulators; i.e. introduction to manipulating the 
scene camera
2. introduction to understanding billboards and how to use them
3. introduction to callbacks and how to correctly implement them for real-time 
simulation and dynamically changing scene graphs
4. introduction to osgEarth and how to use it to perform real-time interaction 
with a planet, real-time display of earth terrain using my DTED and CIB data - 
in fact, osgVP or osg Virtual Planets I've tried to use but am unable to get it 
to function on windows
5. introduction to placing objects on an earth model to produce a simulated 
town, city, scene with planes or other flying objects in the scene; I also need 
the ability to track those objects by attaching a trajectory path to the rear 
of those objects and have that trajectory line appear and lengthen as objects 
move in the scene
6. introduction lighting - how to turn on/off for nodes but especially for 
nodes dynamically added nodes; this should include blending effects
7. introduction to understanding osgPPU - I'm working with it now but further 
help would be great!
8.  introduction to special effects such as making something blow-up on an 
earth terrain and show that explosion

I must admit, OSG is so vast that it is hard to know what all I'd want to 
cover.  But the above list is a start and I am after a good healthy 
introductory course to OSG.  Private or public classes are fine with me.  My 
company won't pay for it but I will if I can as it will help me to improve my 
career.

The above list is the list of things I am currently doing in OSG and that I am 
struggling with to understand.  I have about 4 years of experience with OSG but 
that is nothing compared to what I need to understand to better utilize this 
tool.  I have just been introduced to blurring using osgPPU and, boy, has that 
been a nightmare!  But I am finally getting something to work after 5 weeks of 
sweating and trial and error.

Thank you Chris for your interest in my needs.  Do you have any suggestions?

Cheers,
Allen

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Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread D.J. Caldwell
Thanks to Chris and Martin for your replies.  My apologies for my late reply.

While my question is a build question, it is also a runtime question.

I was able to successfully build VPB 0.9.10 with OSG 2.8.2, GDAL
1.7.1, and the latest SVN version of Squish.  However, the runtime
behavior appeared to be in error.  Specifically, image overlays were
not applied when specified.

I also was able to successfully build VPB 0.9.10 with OSG 2.8.2, GDAL
1.6.0, and the latest SVN version of Squish.  The runtime behavior of
this combination appears to work correctly, even when specifying image
overlays.

While a bug fix would be appropriate, my current duties prevent me
from looking into the error (user, build, runtime, or otherwise).

So, my question and/or request still stands: what combinations are
appropriate and appear to work correctly?  Can we post the preferred
version information for GDAL and Squish (whatever they are) on the VPB
website, similar to what is done for the VPB/OSG version combinations?

Thanks, again...

D.J.

On Sat, Apr 3, 2010 at 5:50 AM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
 Just to confirm, I downloaded the VPB,GDAL and OSG from the latest SVN trunk
 and all compiled just fine for windows x64.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
 'Xenon' Hanson
 Sent: 03 April 2010 06:23
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
 GDAL and/or Squish Are Required?

 On 4/2/2010 3:31 PM, D.J. Caldwell wrote:
 So, my question is: did I miss where the required versions of GDAL and
 Squish are specified?  If so, where can I find that information?

  I use GDAL 1.6, but I would think that newer versions should be fine. If
 they're not, it
 should be looked into.


  As far as I know, libsquish is entirely optional, and not required.

 Thanks...
 D.J.

 --
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 AlphaPixel.com
 PixelSense Landsat processing now available!
 http://www.alphapixel.com/demos/
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Re: [osg-users] [forum] OSG Training This Year?

2010-04-12 Thread Butler, Lee Mr CIV USA USAMC
I'd be interested in having a training class as well.  

What I'd like to see covered are:

Multi-threading issues:  NodeVisitor, updateTraversal.
Qt integration:  Multi-threading?  graphics context,  Event compatibility, 
refresh/redraw issues
projective texturing/decaling (as opposed to UV coordinate textures)
Orthographic projection and its integration with picking.
Polytope intersection
simplifier
How to get scripting (python?)
CUDA integration
Intro to lighting 
The plugin and animation architecture
all about osgPPU.
performance tuning.

Lee

- Original Message -
From: Allen Saucier allen.sauc...@itt.com
Date: Monday, April 12, 2010 10:14
Subject: Re: [osg-users] [forum] OSG Training This Year?
To: osg-users@lists.openscenegraph.org


 Hi Chris,
 
 I live in Huntsville, AL.  We have quite a few OSG users here and I 
 would be willing to try to generate an interest for a class here.
 
 I am looking for the following in an introductory course:
 1. introduction to understanding terrain manipulators specifically 
 the Terrain, Node tracker and trackball manipulators; i.e. 
 introduction to manipulating the scene camera
 2. introduction to understanding billboards and how to use them
 3. introduction to callbacks and how to correctly implement them 
 for real-time simulation and dynamically changing scene graphs
 4. introduction to osgEarth and how to use it to perform real-time 
 interaction with a planet, real-time display of earth terrain using 
 my DTED and CIB data - in fact, osgVP or osg Virtual Planets I've 
 tried to use but am unable to get it to function on windows
 5. introduction to placing objects on an earth model to produce a 
 simulated town, city, scene with planes or other flying objects in 
 the scene; I also need the ability to track those objects by 
 attaching a trajectory path to the rear of those objects and have 
 that trajectory line appear and lengthen as objects move in the scene
 6. introduction lighting - how to turn on/off for nodes but 
 especially for nodes dynamically added nodes; this should include 
 blending effects
 7. introduction to understanding osgPPU - I'm working with it now 
 but further help would be great!
 8.  introduction to special effects such as making something blow-
 up on an earth terrain and show that explosion
 
 I must admit, OSG is so vast that it is hard to know what all I'd 
 want to cover.  But the above list is a start and I am after a good 
 healthy introductory course to OSG.  Private or public classes are 
 fine with me.  My company won't pay for it but I will if I can as 
 it will help me to improve my career.
 
 The above list is the list of things I am currently doing in OSG 
 and that I am struggling with to understand.  I have about 4 years 
 of experience with OSG but that is nothing compared to what I need 
 to understand to better utilize this tool.  I have just been 
 introduced to blurring using osgPPU and, boy, has that been a 
 nightmare!  But I am finally getting something to work after 5 
 weeks of sweating and trial and error.
 
 Thank you Chris for your interest in my needs.  Do you have any 
 suggestions?
 Cheers,
 Allen
 
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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-04-12 Thread Trajce (Nick) Nikolov
Hi Kim,

any progress on this?

-Nick


On Tue, Apr 6, 2010 at 10:09 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Kim,


  Just got round to looking at this stack trace and I can't find any
 references to osg::GLBufferObject in the 2.8.2 code.

 What version of OSG were you running when you got the crash? I'll see
 if I can reproduce it.


 I was running it on SVN trunk (2.9.8 right now). That would seem to
 indicate that the new buffer object pools are tripping up osgOcean...

 J-S
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[osg-users] osgIntrospection serialization

2010-04-12 Thread Paul Gotzel




Hello,

osgIntrospection namespace documentation and the osgintrospection.cpp
example gives some hints about automatic serialization. Is there any
more information about this? I'm interested in possibly using this to
serialize some or all of the scene graph to an in memory (compressed?)
structure that could then be rehydrated later. Ultimately, I want to
use this for cross process synchronization. Thoughts? Am I looking in
the wrong area? Could I use the osgDB in a similar way?

-- 
Paul Gotzel




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Re: [osg-users] Attempted to read or write protected memory. ERROR

2010-04-12 Thread Oleg Shistik
Hi Tufan,

I have similar problem in my application.
As far as I understood you managed to solve the problem.
Can you share with me your experience?

Thank you!

Cheers,
Oleg

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Re: [osg-users] OSG crash

2010-04-12 Thread Oleg Shistik
Hi,

I understand that people can't see the attachments and I put them in the 
message body.
I just add some code demonstrating using OSG.

That is OnCreate code:

RECT rect;
GetWindowRect(rect);
// Set window traits and gc
_traits = new osg::GraphicsContext::Traits;
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() );
_traits-x = 0;
_traits-y = 0;
_traits-width = rect.right - rect.left;
_traits-height = rect.bottom - rect.top;
_traits-windowDecoration = false;
_traits-doubleBuffer = true;
_traits-sharedContext = 0;
_traits-setInheritedWindowPixelFormat = true;
_traits-inheritedWindowData = windata;
try
{
_gc = osg::GraphicsContext::createGraphicsContext( 
_traits.get() );
}
catch (...)
{
::MessageBox(0, L... Exception, LHint, MB_OK);
}
_gc-setClearColor( osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f) );
_gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

// Create camera
osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext(_gc);
camera-setViewport( new osg::Viewport(_traits-x, _traits-y, 
_traits-width, _traits-height) );
camera-setProjectionMatrixAsPerspective( 30.0f, 
(double)_traits-width/(double)_traits-height, 1.0f, 1.0f );
camera-setClearMask( GL_DEPTH_BUFFER_BIT );

// Create Screen Capture Handler
osgViewer::ScreenCaptureHandler::CaptureOperation* captureOperation = 
new CustomCaptureOperation(_saveScreenshotEvent);
_scnsvr = new osgViewer::ScreenCaptureHandler(captureOperation);

// Create viewer
_viewer = new osgViewer::Viewer;
_viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded );
_viewer-setCamera( camera.get() );
_viewer-setCameraManipulator( new osgGA::TrackballManipulator );

// Set root node of the scene
_root = new osg::Group;
_viewer-setSceneData( _root.get() );
_viewer-realize();

// Switch off the end signal of the viewer main loop
_viewer-setKeyEventSetsDone(0);

//  Create doolloop logo
_root-addChild(createText(10, 672, 45, osg::Vec4f(0.878f, 0.832f, 
0.492f, 1.0f), LogoFont, LogoText1));
_root-addChild(createText(102, 672, 45, osg::Vec4f(0.82f, 0.82f, 
0.82f, 1.0f), LogoFont, LogoText2));
//  Create the open/download progress text
_root-addChild(createText(10, 15, 26, osg::Vec4f(0.5f, 0.5f, 0.5f, 
1.0f), LogoFont, _progressTextUpdateHandler));

// Create a thread for the simulation loop
_beginthread(RenderThread, 0, _viewer); 


That is OnLoad code:

// Remove loaded models
if (_root-getNumChildren())
{
_root-removeChildren(NUMBER_SERVICE_NODES, 
_root-getNumChildren() - NUMBER_SERVICE_NODES);
}
// Load a new model
osg::ref_ptrosg::Node node;
osgDB::ReaderWriter::ReadResult rr = 
osgDB::Registry::instance()-readNode( fileName, 
osgDB::Registry::instance()-getOptions() );
if ( rr.validNode() )
{
node = rr.takeNode();
}   
if (node.valid())
{
node-setDataVariance( osg::Object::DYNAMIC );
_root-addChild( node.get() );
// Back to home position to see the whole scene
_viewer-getCameraManipulator()-computeHomePosition();
_viewer-getCameraManipulator()-home( 0.0 );
}
else
{
::MessageBox(0, A2BSTR(Fail to open file.), LError, MB_OK);
}

Oleg

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Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread Martin Naylor
I am running GDAL 1.7 and have noticed that the textures become flipped when
I follow the Puget example.
Not sure if that is GDAL causing the issue or its the same one you are
having.
I just download some  STRM data and applied some Landsat Image as a texture
and now have a crash when zooming into deep levels.
Its appears if you generate a terrain with levels over 10+ it causes a crash
when you zoom deep into the terrain generated with osgdem using the -l
switch, I will have a look a bit later and see if I can get a crash dump out
of it.
Not sure if it similar to your problem or if I am asking too much out of my
data and vpb?



Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J.
Caldwell
Sent: 12 April 2010 16:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
GDAL and/or Squish Are Required?

Thanks to Chris and Martin for your replies.  My apologies for my late
reply.

While my question is a build question, it is also a runtime question.

/osg-users-openscenegraph.org

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[osg-users] FBX plugin with FBX SDK 2011.2

2010-04-12 Thread Doug McCorkle
Hello,

Has anyone gotten the FBX plugin to build with the FBX SDK version 2011.2? If 
so what version of OSG are you using?

http://usa.autodesk.com/adsk/servlet/pc/mform_proc

Thanks. 

Doug

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Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread D.J. Caldwell
Hi, Martin.

In my case, it appears that the texture is not shown at all.  It does
not appear to be flipped or scaled, since I see no texture.  Switching
from GDAL 1.7.1 to 1.6.0 appeared to fix that problem; the texture
appears to show correctly.

I have not (yet) run across your crash problem, but that may be due to
the limited use cases I have seen in our project.

These all may (not) be related.  Regardless, for my case, I'm
certainly open to the possibility that the error lies in how I am
trying to use the software, and not a bug in the software itself.
However, switching versions and getting different behavior suggests to
me that the fault may not entirely lie with me, unless the error is in
my choice of versions.

While I am certainly interested in a solution to the problem, my
main concern is clearly identifying what versions of which libraries
should be combined with what to get the advertised behavior.  Even if
the only tight coupling of versions is between VPB and OSG, it would
be nice to know what versions of GDAL and Squish were used for each
VPB release.

FYI, it appears that I neglected to mention my build environment in
the original posting: Visual Studio 2005 Professional (Service Pack 1)
on 32 bit Windows XP Professional (Service Pack 3).

Thanks...

D.J.

On Mon, Apr 12, 2010 at 2:21 PM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
 I am running GDAL 1.7 and have noticed that the textures become flipped when
 I follow the Puget example.
 Not sure if that is GDAL causing the issue or its the same one you are
 having.
 I just download some  STRM data and applied some Landsat Image as a texture
 and now have a crash when zooming into deep levels.
 Its appears if you generate a terrain with levels over 10+ it causes a crash
 when you zoom deep into the terrain generated with osgdem using the -l
 switch, I will have a look a bit later and see if I can get a crash dump out
 of it.
 Not sure if it similar to your problem or if I am asking too much out of my
 data and vpb?



 Martin.


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J.
 Caldwell
 Sent: 12 April 2010 16:05
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
 GDAL and/or Squish Are Required?

 Thanks to Chris and Martin for your replies.  My apologies for my late
 reply.

 While my question is a build question, it is also a runtime question.

 /osg-users-openscenegraph.org

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Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread Martin Naylor
Hello,
We are running different environments, mines all from the latest SVN builds
and windows 7, VS 2008 x64...
They are probably not related, I will do a separate post for that.

If its any help looking in the CMake file for OSG its looking for gdal16.
But VPB I am not sure I am afraid, I seem to remember reading it would work
with Gdal 1.7 as well.

Regards

Martin.





-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J.
Caldwell
Sent: 12 April 2010 20:10
To: OpenSceneGraph Users
Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
GDAL and/or Squish Are Required?

Hi, Martin.

In my case, it appears that the texture is not shown at all.  It does
not appear to be flipped or scaled, since I see no texture.  Switching
from GDAL 1.7.1 to 1.6.0 appeared to fix that problem; the texture
appears to show correctly.

I have not (yet) run across your crash problem, but that may be due to
the limited use cases I have seen in our project.

These all may (not) be related.  Regardless, for my case, I'm
certainly open to the possibility that the error lies in how I am
trying to use the software, and not a bug in the software itself.
However, switching versions and getting different behavior suggests to
me that the fault may not entirely lie with me, unless the error is in
my choice of versions.

While I am certainly interested in a solution to the problem, my
main concern is clearly identifying what versions of which libraries
should be combined with what to get the advertised behavior.  Even if
the only tight coupling of versions is between VPB and OSG, it would
be nice to know what versions of GDAL and Squish were used for each
VPB release.

FYI, it appears that I neglected to mention my build environment in
the original posting: Visual Studio 2005 Professional (Service Pack 1)
on 32 bit Windows XP Professional (Service Pack 3).

Thanks...

D.J.

On Mon, Apr 12, 2010 at 2:21 PM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
 I am running GDAL 1.7 and have noticed that the textures become flipped
when
 I follow the Puget example.
 Not sure if that is GDAL causing the issue or its the same one you are
 having.
 I just download some  STRM data and applied some Landsat Image as a
texture
 and now have a crash when zooming into deep levels.
 Its appears if you generate a terrain with levels over 10+ it causes a
crash
 when you zoom deep into the terrain generated with osgdem using the -l
 switch, I will have a look a bit later and see if I can get a crash dump
out
 of it.
 Not sure if it similar to your problem or if I am asking too much out of
my
 data and vpb?



 Martin.


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J.
 Caldwell
 Sent: 12 April 2010 16:05
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
 GDAL and/or Squish Are Required?

 Thanks to Chris and Martin for your replies.  My apologies for my late
 reply.

 While my question is a build question, it is also a runtime question.

 /osg-users-openscenegraph.org

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 osg-users@lists.openscenegraph.org
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[osg-users] Camera Manipulator initial camera pos/orientation

2010-04-12 Thread Ted Morris
Hi,

I need to set an initial viewpoint of my camera manipulators with respect to 
the local coordinate system of the object. What is the best way to go about 
that?

Thanks!

T

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[osg-users] Solaris build errors

2010-04-12 Thread Chris 'Xenon' Hanson
  From a client trying to build 2.9.7 on Solaris 10, 64-bit:



OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2161: Error: Cannot assign 
unsigned char*
to std::string  without std::string::operator=(const std::string );.
OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2178: Error: Cannot assign 
unsigned char*
to std::string  without std::string::operator=(const std::string );.
OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2197: Error: Formal argument 
name of type
const unsigned char* in call to 
osg::GL2Extensions::glGetAttribLocation(unsigned, const
unsigned char*) const is being passed const char*.
OpenSceneGraph/src/osg/GL2Extensions.cpp, line 2220: Error: Formal argument 
name of type
const unsigned char* in call to 
osg::GL2Extensions::glGetFragDataLocation(unsigned, const
unsigned char*) const is being passed const char*.


  This is apparently a known problem in Solaris' OpenGL, as shown by the Qt 
patch cited below:
http://qt.gitorious.org/~nordellj/qt/qt-chloride/commit/6b628fb9754629cc8cdd5718edec296b02ab3b0e?diffmode=sidebyside


  I'm afraid a specific cast is probably the only way to fix it (which is what 
the Qt
folks did). I don't think there's any way to disable compiling of this code 
through CMake
configuration.

  I can try to make a fix for this, but I'm not at the Solaris box myself, and 
I wanted to
check with the opinions of the rest of the group first. Anyone else experienced 
this?


-- 
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
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