[osg-users] Vec3 as float, Vec4 as double

2011-01-11 Thread Antoine Rennuit
Hi there,

I am just being curious here but does anyone know why osg::Vec4 is storing 
double (it is a typedef of Vec4d) while osg::Vec3 is storing float (it is a 
typedef of Vec3f)? Is there a logic behind it that I did not perceive or is 
this only for historical reasons?

Thanks,

Antoine.

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Re: [osg-users] Vec3 as float, Vec4 as double

2011-01-11 Thread Robert Osfield
Hi Antoine,

I'm not sure where you might have got the idea that Vec4 uses doubles,
the typedef in include/osg/Vec4 is:

typedef Vec4f Vec4;

And Vec4f most definitely uses floats.

All of Vec2, Vec3 and Vec4 all are typedef'd to Vec2f, Vec3f and Vec4f
respectively as OpenGL hardware has up till very recently only been
capable of handling floats.

Robert.

On Tue, Jan 11, 2011 at 9:05 AM, Antoine Rennuit
a.renn...@softkinetic.net wrote:
 Hi there,

 I am just being curious here but does anyone know why osg::Vec4 is storing 
 double (it is a typedef of Vec4d) while osg::Vec3 is storing float (it is a 
 typedef of Vec3f)? Is there a logic behind it that I did not perceive or is 
 this only for historical reasons?

 Thanks,

 Antoine.

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Re: [osg-users] Vec3 as float, Quat as double

2011-01-11 Thread Antoine Rennuit
Hello Robert,

Thanks for your answer. I must admit I am ashamed I made you lose your precious 
time with this morning. My question was stupid and was about quaternions (not 
Vec4) which I believe are double.

Can I say quaternions are double because they are not handled by OpenGL 
directly and thus should take advantage of the full precision of the CPU?

My apologies for the initial ill-posed question...

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[osg-users] OSG, physics serialization

2011-01-11 Thread Marko Srebre
Hello,

I am considering the overall design of how physics engine should be integrated 
with OSG if I wanted to support complete serialization (load/save) of both OSG 
nodes and the physics state. With new dev versions there is serialization 
support for OSG and let us assume we can can somehow dump the physics engine 
state. I am wondering how should it all be implemented. 

One idea I have is, the physics world could be implemented as an OSG node so it 
could be serialized by osg standards as a part of a scene graph. However, I am 
not sure this is a good design, putting something like that into a osg node, 
since it hasn't got anything to do with rendering. Also, this node would have 
rigid bodies and collision shapes which in turn need references to other nodes 
(not necessariliry children) which are used as a graphics representation of 
physics objects in the scene graph for position/attitude updates. So it is all 
interconnected, and such references would need to be restored upon state load.

The other solution would be to keep physics out of the scene graph... that way 
osg serialization support cannot be used for physics state. If physics engine 
had any serialization that could be used, but there would still need to be a 
register that knows how to connect appropriate physics bodies to OSG nodes 
after both states have been restored.

I would appreciate any suggestions and ideas, or if anyone has experience to 
share regarding this topic. Thanks.

Cheers,
Marko

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Re: [osg-users] [ANN] MS Kinect - official drivers available

2011-01-11 Thread Christian Richardt
The body tracking component is actually part of NITE [1], which is not
open source, but currently PrimeSense is giving away a free licence.

Christian.

[1] http://www.primesense.com/?p=515

On Mon, Jan 10, 2011 at 5:27 PM, Serge Lages serge.la...@gmail.com wrote:
 Hi,

 On Mon, Jan 10, 2011 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote:

 On 1/10/2011 3:16 AM, Serge Lages wrote:

 Hi,

 Here are our last experiments with Kinect :

 http://vimeo.com/18500457

 Thanks to osgBullet for the physics !

 Cheers,

 Nice, thanks for posting that. Well done.

 What body tracking software are you using? Is it open source?


 Thanks, we are using OpenNI :
 http://www.openni.org/
 It's open source yes, and it works pretty well.
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[osg-users] animated moving of a MatrixTransform

2011-01-11 Thread Andrew Kanter
Hi,

i want to move a MatrixTransform (mt) with animation.
I dont want to generate an new pat or something like this under the mt.
When i directly animate the mt with

Code:

osg::Vec3d startAnimationVec = mt-getBound().center();
osg::Vec3d endAnimationVec = startAnimationVec + osg::Vec3f(0.0f,2.0f,5.0f);
osg::ref_ptrosg::AnimationPath animationPath = new osg::AnimationPath();

animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
animationPath-insert(0, startAnimationVec);
animationPath-insert(1, endAnimationVec);

osg::ref_ptrosg::AnimationPathCallback animationPathCB = new 
osg::AnimationPathCallback(animationPath.get(), 0.0, 2.0);
animationPathCB-setAnimationPath(animationPath.get());
mt-setUpdateCallback(animationPathCB.get());




the movement is correct but the the other values in the mt are erased.
So before the animation the Matrixd of the mt look like 

Code:
(a,b,c,x,
d,e,f,y,
g,h,i,z)


and afterwards 

Code:
(1,0,0,x,
0,1,0,y,
0,0,1,z)



How can i animate without losing the matrix?
Thank you!

Cheers,
Andrew

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Re: [osg-users] OSG, physics serialization

2011-01-11 Thread Wang Rui
Hi Marko,

I just returned from a long time rest after my book published. And I'm
thinking of implementing a flexible integration of OSG and different
physics engines, too, for the 3.1 releases (not coming yet). :-)

My plan is to make use of update callbacks instead of creating new
types of nodes. Using callbacks is noninvasive to the scene graph, and
can also benefit from the serialization functionalities. It will be
much better if we could thus make use of the database pager and
load/unload physics attributes as node callbacks in real-time. Another
idea in my mind is to use plugins to support different physics engines
like ODE, Bullet, Newton, PhysX, etc. An abstract layer is required
then, and physics engines will re-implement the layer in plugins with
their own APIs.

I'm going to start working on an initial support after the Chinese
spring festival (Feb. 2 - Feb.9). Before that I'll focus on making OSG
work with Flash and the new RTX format, as well as preparing for the
holiday celebration and my wedding schedule. :-)

Cheers,

Wang Rui


2011/1/11 Marko Srebre marko.sre...@gmail.com:
 Hello,

 I am considering the overall design of how physics engine should be 
 integrated with OSG if I wanted to support complete serialization (load/save) 
 of both OSG nodes and the physics state. With new dev versions there is 
 serialization support for OSG and let us assume we can can somehow dump the 
 physics engine state. I am wondering how should it all be implemented.

 One idea I have is, the physics world could be implemented as an OSG node so 
 it could be serialized by osg standards as a part of a scene graph. However, 
 I am not sure this is a good design, putting something like that into a osg 
 node, since it hasn't got anything to do with rendering. Also, this node 
 would have rigid bodies and collision shapes which in turn need references to 
 other nodes (not necessariliry children) which are used as a graphics 
 representation of physics objects in the scene graph for position/attitude 
 updates. So it is all interconnected, and such references would need to be 
 restored upon state load.

 The other solution would be to keep physics out of the scene graph... that 
 way osg serialization support cannot be used for physics state. If physics 
 engine had any serialization that could be used, but there would still need 
 to be a register that knows how to connect appropriate physics bodies to 
 OSG nodes after both states have been restored.

 I would appreciate any suggestions and ideas, or if anyone has experience to 
 share regarding this topic. Thanks.

 Cheers,
 Marko

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Torben Dannhauer
Hi Wang,

I recieved your book yesterday from Amazon. I had only time to for a brief 
scan, but it looks very good. I understood after reading only 10 minutes how I 
could write my own plugin, that was amazing!

Thanks for that great work, It will fill lots of my OSG knowledge gaps :)

Best regards,
Torben

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Wang Rui
Hi Torben,

Thanks for the support. Believe it or not, I myself haven't received
the book because of the distance between China and the U.K. :-)

Cheers,

Wang Rui

2011/1/11 Torben Dannhauer tor...@dannhauer.info:
 Hi Wang,

 I recieved your book yesterday from Amazon. I had only time to for a brief 
 scan, but it looks very good. I understood after reading only 10 minutes how 
 I could write my own plugin, that was amazing!

 Thanks for that great work, It will fill lots of my OSG knowledge gaps :)

 Best regards,
 Torben

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Torben Dannhauer
Hi Wang,

was it printed in U.K.?  I waited for more than 3 weeks after publication  - 
seems to be a long way from UK to Germany ;)

Anyway, thanks for your great work :)

Best regards,
Torben

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[osg-users] OT: Job Available Glasgow, Scotland

2011-01-11 Thread Colin Dunlop

Hi all,

an opening is available for a C++ Software Development Engineer
in Glasgow, Scotland. We develop geological subsurface visualisation
and analysis software for Oil and Gas, Mining, Waste, Geo Surveys.

An ideal candidate would possess C++, Qt and OpenGL skills, and have
experience of developing geometrical and numerical algorithms.

Inside the development team we employ a mix of backgrounds from
computer science, physics, geology, and mechanical engineering.

We currently develop our graphics back-end code in straight OpenGL
and OpenInventor, but this year there is an opportunity to add
an OpenSceneGraph binding/view to the application. This is NOT
a 100% OpenSceneGraph job and a candidate would be expected to
be involved in day to day application development involving C++,
Qt, and mathematical/numerical geological algorithm development
as part of a team of eight engineers in the development team.

Other tool-kits uses are boost, cgal, gdal, csparse, fftw, lsmg,
coin3d, xerces as well as most of the supporting usual suspects.
We target equally both Windows and Linux systems.

This job is advertised on other geology related forums and sites.

See the advert on the OpenSceneGraph wiki for full details and
how to apply:
http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers

Cheers,

Colin.
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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Martin Naylor
Hi Wang,
I got mine from Amazon UK yesterday :)

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: 11 January 2011 12:21
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0
Beginner's Guide

Hi Torben,

Thanks for the support. Believe it or not, I myself haven't received
the book because of the distance between China and the U.K. :-)

Cheers,

Wang Rui

2011/1/11 Torben Dannhauer tor...@dannhauer.info:
 Hi Wang,

 I recieved your book yesterday from Amazon. I had only time to for a brief
scan, but it looks very good. I understood after reading only 10 minutes how
I could write my own plugin, that was amazing!

 Thanks for that great work, It will fill lots of my OSG knowledge gaps :)

 Best regards,
 Torben

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Wang Rui
Hi Torben,

I think it is printed in U.K. So does it mean that I should wait for
more than one month? Good heavens! :-)

Cheers,

Wang Rui


2011/1/11 Torben Dannhauer tor...@dannhauer.info:
 Hi Wang,

 was it printed in U.K.?  I waited for more than 3 weeks after publication  - 
 seems to be a long way from UK to Germany ;)

 Anyway, thanks for your great work :)

 Best regards,
 Torben

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Charles Cossé
Hi Wang,
this thread just reminded/compelled me to purchase your book -- Amazon (US)
offered to deliver as soon as tomorrow (for a big fee, of course) ... I
chose super saver and must therefore wait a week or so to receive it ...
looking forward to filling-in some gaps!
Best regards,
Charles

On Tue, Jan 11, 2011 at 8:07 AM, Wang Rui wangra...@gmail.com wrote:

 Hi Torben,

 I think it is printed in U.K. So does it mean that I should wait for
 more than one month? Good heavens! :-)

 Cheers,

 Wang Rui


 2011/1/11 Torben Dannhauer tor...@dannhauer.info:
  Hi Wang,
 
  was it printed in U.K.?  I waited for more than 3 weeks after publication
  - seems to be a long way from UK to Germany ;)
 
  Anyway, thanks for your great work :)
 
  Best regards,
  Torben
 
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Re: [osg-users] animated moving of a MatrixTransform

2011-01-11 Thread Tom Pearce
Hi Andrew,

Using the OSG's animation features isn't something I've done personally, so I 
can't say if this would work or not.  However, what I'd do is subclass 
osg::AnimationPathCallback to make it handle the matrix the way you want.  
Whether that means saving the original matrix and restoring some or all 
elements at the end of the animation, or only letting it change certain values, 
that would be up to you.

Cheers,
Tom

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Re: [osg-users] OSG, physics serialization

2011-01-11 Thread Paul Martz

On 1/11/2011 1:53 AM, Marko Srebre wrote:

Hello,

I am considering the overall design of how physics engine should be integrated 
with OSG if I wanted to support complete serialization (load/save) of both OSG 
nodes and the physics state. With new dev versions there is serialization 
support for OSG and let us assume we can can somehow dump the physics engine 
state. I am wondering how should it all be implemented.

One idea I have is, the physics world could be implemented as an OSG node so it 
could be serialized by osg standards as a part of a scene graph. However, I am 
not sure this is a good design, putting something like that into a osg node, 
since it hasn't got anything to do with rendering. Also, this node would have 
rigid bodies and collision shapes which in turn need references to other nodes 
(not necessariliry children) which are used as a graphics representation of 
physics objects in the scene graph for position/attitude updates. So it is all 
interconnected, and such references would need to be restored upon state load.

The other solution would be to keep physics out of the scene graph... that way osg 
serialization support cannot be used for physics state. If physics engine had any 
serialization that could be used, but there would still need to be a register 
that knows how to connect appropriate physics bodies to OSG nodes after both states have 
been restored.

I would appreciate any suggestions and ideas, or if anyone has experience to 
share regarding this topic. Thanks.


osgBullet provides some rudimentary support for this with PhysicsState.cpp/.h 
and CreationRecord.cpp/.h. PhysicsState stores the current physics state for 
bodies in motion (transform, linear velocity, etc). CreationRecord stores 
information needed to create a Bullet rigid body and collision shape after a 
restore. This pair of classes gives you the minimum information to save and 
recreate a single Bullet rigid body (and associated collision shape). I have 
used this successfully in some closed-source code to save a physics simulation 
in the middle of the action, exit, restart and reload, and continue with the 
physics simulation exactly where I left off.


Yes, you still need to associate the physics data with the OSG visual 
representation, but generally applications need to associate a lot of data with 
individual scene elements, so presumably this is a problem your app has already 
solved.


osgBullet currently doesn't have any examples that show how to do this 
save/restore, but contributions are welcome.


FYI: osgbullet.googlecode.com

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Paul Martz
I'm reading this thread and laughing because I bought the eBook version direct 
from the publisher, downloaded it, and was reading it in minutes. :-)


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[osg-users] osgmovie and stereo

2011-01-11 Thread Vijay Kalivarapu
Hi,

I have two live video streams that are set apart for left and right eye. Does 
anyone know if osgmovie can play them in active/passive stereo?

If not, what is the best way to play two video streams in stereo?

Thank you!

Cheers,
Vijay

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[osg-users] Disappearing Text

2011-01-11 Thread Andrew Kanter
Hi,

with 


Code:

osg::ref_ptrosgText::Text label = new osgText::Text();
osg::ref_ptrosg::Geode labelGeode = new osg::Geode();
labelGeode-setName(TEXT_TOP);
labelGeode-addDrawable(label.get());
label-setCharacterSize(1.3);
label-setFont(arial.ttf);
label-setText(fileName);
label-setAxisAlignment(osgText::Text::XY_PLANE);
label-setDrawMode(osgText::Text::TEXT);
label-setAlignment(osgText::Text::CENTER_TOP);
label-setPosition( osg::Vec3(0.0f, 0.5f,6.05f) );
label-setColor(_textColorTop);
shapeGroup-addChild(labelGeode.get());




i write text on a geode. But when the geode is ovelayed with a transparent 
geode the text disappears.


Code:

osg::ref_ptrosg::Material shapeMaterial = new osg::Material;  
//rote Einfärbung

shapeMaterial-setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 0.0f, 
0.0f, 1.0f)); 

shapeMaterial-setTransparency(osg::Material::FRONT_AND_BACK, 0.8f);
osg::ref_ptrosg::StateSet stateSet = new 
osg::StateSet();
stateSet-setMode(GL_BLEND, 
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON );
stateSet-setAttribute(shapeMaterial.get(), 
osg::StateAttribute::OVERRIDE);

stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
shapeGeodeRZ-setStateSet(stateSet.get());




How can i stop the text from disappearing?

Thank you!

Cheers,
Andrew

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[osg-users] get OpenGL context

2011-01-11 Thread Patrice Defond
Hi,

For use an OpenGL extension, i need some information about the video context. 
I search this : Display *dpy, int screen and GLXDrawable.
OSG can give me this information ?

Thank you!

Cheers,
Patrice

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Re: [osg-users] osgmovie and stereo

2011-01-11 Thread Robert Osfield
Hi Vijay,

You can play videos in stereo just fine, see the osgstereoimage for an
example that use side by side images for the left and right images,
and then uses cull masks to rendered alternate subgraphs that pick out
the appropriate portion of the image for left and right eyes.  Video's
are just images that are updated by a background thread so all this
code will work just fine.

Present3D also has support for doing stereo image and videos.

Robert.

On Tue, Jan 11, 2011 at 4:52 PM, Vijay Kalivarapu vijayki...@gmail.com wrote:
 Hi,

 I have two live video streams that are set apart for left and right eye. Does 
 anyone know if osgmovie can play them in active/passive stereo?

 If not, what is the best way to play two video streams in stereo?

 Thank you!

 Cheers,
 Vijay

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Re: [osg-users] get OpenGL context

2011-01-11 Thread Robert Osfield
Hi Patrice,

For OpenGL extensions you don't need to have access to GLX, you just
need to query the extensions from within the graphics thread.  The OSG
also has support checking for extensions, see
include/osg/GLExtensions.

Could it be that you are looking for a GLX extension?  What extension
are you thinking of using?

Robert.

On Tue, Jan 11, 2011 at 5:12 PM, Patrice Defond
patrice.desfo...@rsacosmos.com wrote:
 Hi,

 For use an OpenGL extension, i need some information about the video context.
 I search this : Display *dpy, int screen and GLXDrawable.
 OSG can give me this information ?

 Thank you!

 Cheers,
 Patrice

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Re: [osg-users] Using MVPW in a Resizeable Window.

2011-01-11 Thread David Glenn

Skylark wrote:
 Hi David,
 
 
  Well, I got something working for now! What I had to do was to call
  
  hudCamera-setProjectionMatrixAsOrtho2D(0,  windowWidth  ,0,  
  windowHeight  );
  
  for every time I resize the OSG window. Fortunately I have a resize command 
  for the window to do just that. I had to add the function there and 
  someplace else that is activated when a tab is moved. Tested this out and 
  that seemed to fix the problem so far.
  
 
 Hmmm, if you're using the *new* window width and height in that call to 
 setProjectionMatrixAsOrtho2D, then you're probably doing the same thing 
 as if you'd set the projection resize policy to something other than 
 FIXED on your ortho camera... I would think...
 
 J-S
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Yea! You would think so (and I have the resizing policy set to default). Still, 
this is the only way that I was able to get it to work. Either QT is doing 
something weird with OSG or there might be a bug! As far as I can tell, I'm 
passing on all the resize events that I know of to OSG from QT! You don't 
recall by chance any fixes that were made after the OSG 2.8.1 release based on 
resizing issues?


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Torben Dannhauer
Hi Paul,

hihi, quite funny that all these digital natives here (including me ;) ) are 
buying old style books instead using the digital version as you did :)

@Wang: THAT thought regarding your delivery delay I suppressed in my last post..


Best regards,
Torben

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Re: [osg-users] Using MVPW in a Resizeable Window.

2011-01-11 Thread Jean-Sébastien Guay

Hi David,


You don't recall by chance any fixes that were made after the OSG 2.8.1 release 
based on resizing issues?


Not off the top of my head, no. It might be interesting to set a 
breakpoint in the resize event handler and see if it ever gets there 
when it should. But anyways, if you've got it working the way you want, 
that's fine too. :-)


J-S
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[osg-users] [build] osglogo link failed with Xcode 3.2, osg2.8.3, MAC OSX 10.6

2011-01-11 Thread Ted Morris
Hi,

From a previous post regarding unresolved externals, I decided to mimic as 
close as possible how one of the examples were built from the 
openscenegraph.xcode project. In this case, I tried two methods. 

First, I built the Xcode project from scratch, including the various 
frameworks, and macro defs, etc. In the second, instead of the osglogo app, I 
started with the osg template. I made sure that the frameworks were referenced 
to the OpenSceneGraph 2.8.3 carbon 32 bit release frameworks.

In Either cases, everything compiles correctly but I still get this error:

snip
Undefined symbols:
  OpenThreads::Atomic::operator--(), referenced from:
  osg::Referenced::unref() constin main.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
snip

The generated link line, building for 32bit i386, for the 2nd template test 
contains the OpenThreads framework (and it is in the same dir as the other osg 
Frameworks), as shown below:

Ld 
build/Development/osgapp_template_test.app/Contents/MacOS/osgapp_template_test 
normal i386
cd /Users/tmorris/osgapp_template_test
/Developer/usr/bin/g++-4.2 -arch i386 
-L/Users/tmorris/osgapp_template_test/build/Development 
-F/Users/tmorris/osgapp_template_test/build/Development 
-F/Users/tmorris/Library/Frameworks -filelist 
/Users/tmorris/osgapp_template_test/build/osgapp_template_test.build/Development/osgapp_template_test.build/Objects-normal/i386/osgapp_template_test.LinkFileList
 -framework OpenThreads -framework Carbon -framework OpenGL -framework osg 
-framework osgDB -framework osgFX -framework osgGA -framework osgIntrospection 
-framework osgManipulator -framework osgParticle -framework osgSim -framework 
osgTerrain -framework osgText -framework osgUtil -framework osgViewer -o 
/Users/tmorris/osgapp_template_test/build/Development/osgapp_template_test.app/Contents/MacOS/osgapp_template_test
snip

The osglogo.cpp code produces the same result, and therefore I don't repeat it. 
I know the frameworks and plugins built correctly because all the example and 
executable apps compiled and bundled successfully. Has anyone come across a 
similar problem like this?  I've stared and plated with various linker and 
compile flags and I'm stumped. 

Thank you!

Cheers,
Ted

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Charles Cossé
Hi again,
If a guy were to buy the old-style book is there a way to show the receipt
to the publisher and get a digital copy as well?  Would be nice if that were
the norm for all hardcopy books.
-Charles

On Tue, Jan 11, 2011 at 11:36 AM, Torben Dannhauer tor...@dannhauer.infowrote:

 Hi Paul,

 hihi, quite funny that all these digital natives here (including me ;) )
 are buying old style books instead using the digital version as you did :)

 @Wang: THAT thought regarding your delivery delay I suppressed in my last
 post..


 Best regards,
 Torben

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Re: [osg-users] HUD - force refresh

2011-01-11 Thread Darren Graham
Have you tried:

hudText-setUpdateCallback(0);

or

hudText-removeUpdateCallback(bfCb);

HTH.

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[osg-users] (no subject)

2011-01-11 Thread Vivek Kumar Dwivedi
Pléase don't send me queries.

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Re: [osg-users] Shader Update Latency?!

2011-01-11 Thread Guo Chow
Robert Osfield robert.osfi...@... writes:

 
 Hi Thorsten,
 
 By default the OSG computes the near/far planes on the fly during the
 cull traversal on every single frame.  You can disable this.
 Alternatively you could just use the gl_ProjectionMatrix directly on
 the GPU to get the near/far planes - this is how I'd do it, far more
 flexible and never needs any additional uniforms or callbacks.
 
 Robert.
 
 On Wed, Dec 1, 2010 at 6:15 PM, Thorsten Roth
 thorsten.r...@... wrote:
  Hi,
 
  I currently have a problem with a shader update callback I do not
  understand. I have a vertex and fragment shader which calculate linear 
depth
  in [0,1] for me, also respecting dynamic clipping planes. To achieve this, 
I
  pass zNear and zFar as uniform parameters to the shader. To have them
  updated, I have the following callback methods (zFar is looking
  accordingly):
 
  class UpdateShaderZNear: public osg::Uniform::Callback {
  public:
         virtual void operator()(osg::Uniform* uniform, osg::NodeVisitor* nv)
  {
                 double x, zNear;
         viewer-getCamera()-getProjectionMatrixAsPerspective(x,x,zNear,x);
                 uniform-set((float)zFar);
         }
  };
 
  Now when I move my camera towards and away from the object, it seems like
  the shader update is one frame (or so) too late, as I get values that do
  not correspond to the [0,1]-normalization and the problem disappears as 
soon
  as the camera stops.
 
  Is there any reason for that/does anyone have an idea what I'm doing wrong?
  If more information or code is necessary, just tell me 
 
  -Thorsten
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Hi Robert,

I encounter a similar latency problem when I try to update a uniform using 
camera's view matrix in the uniform's callback. Since this uniform is needed 
to compute only once per frame, I decide to compute it on CPU before it's 
submitted to GPU. 

It seems that when the uniform's callback is called, the camera has not been 
updated yet, right?

Currently I solve this problem by updating the uniform in a PreDrawCallback of 
the camera. But is this a graceful way to achieve it?

Thanks in advance.

Guo

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Re: [osg-users] depth and stencil buffers in multi-pass rtt

2011-01-11 Thread J.P. Delport

Hi,

On 10/01/11 18:09, Brian R Hill wrote:

jp,

thanks for responding. i haven't tried this before so my initial
concern was that this was the correct approach. i'm assuming from
your response that it should work but that i'm missing some detail.
i'll start digging deeper to see if i can figure out what i'm doing
wrong.

I think it should work :)



clear masks rtt camera 1 is color, depth, stencil rtt camera 2 is
color only

projections both cameras have the same projection

depth range not doing anything with depth range

A problem can occur where OSG auto computes the depth range (near/far)
for your 2 cameras and it differs. Then it obviously does not make sense
to reuse the depth buffer, because the depth range would not match.

See this thread:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/63891
It's not RTT but also uses multiple cameras.

jp



i'll look through the renderstage code.

brian

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To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org From:
J.P. Delportjpdelp...@csir.co.za Sent by:
osg-users-boun...@lists.openscenegraph.org Date: 01/10/2011 02:05AM
Subject: Re: [osg-users] depth and stencil buffers in multi-pass rtt

Hi,

what is your clearmask set to for the 2nd camera? Are the
projections the same for the 2 cameras? How about depth range?

Only other thing I can recommend is have a look at
osgUtil/RenderStage.cpp and check for search for depthAttached.
You'll find the code and osg bitmasks you can set for controlling
depth/stencil for FBO.

jp



On 10/01/11 01:02, Brian ... wrote:

folks,

i'm trying to create 2 render to texture cameras that share the
same depth and stencil buffer.

i want to render color, depth, and stencil values with the first
rtt camera and then use the resulting depth and stencil with the
second rtt camera.

this is what i'm doing:

create color texture1 create depth texture create stencil texture

create rtt camera 1 attach color texture 1 attach depth texture
attach stencil texture

create color texture2

create rtt camera 2 attach color texture 2 attach depth texture
attach stencil texture

here's the scene graph

root rtt camera 1 scene group 1 rtt camera 2 scene group 2

the color, depth, and stencil textures look ok coming out of camera
1, but the depth and stencil textures after camera 2 are blank (all
zero).

is this the right way to do this?

thanks,

brian



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