Re: [osg-users] Extending CURL plugin to implement write functions.

2011-06-24 Thread Torben Dannhauer
Hi,

Thanks! That was fast :)


Cheers,
Torben

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Re: [osg-users] Issue: Osg Dlls not found on Release mode

2011-06-24 Thread Robert Osfield
Hi Mohamed,

On Fri, Jun 24, 2011 at 9:53 AM, Mohamed Alji osgfo...@tevs.eu wrote:

 **
 any information or advice is a welcome


The topic of finding dll's has arisen many times on osg-users mailing list
forum so my advice is go search the archives. Also have a look at the
microsoft online documentation as finding dll's is really a basic issue of
setup.

Robert.
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Re: [osg-users] Issue: Osg Dlls not found on Release mode

2011-06-24 Thread Mohamed Alji
First, I need to thank you very much for taking the time to answer my question. 
I apologize for not having looking more deeply in the others posts I will do so 
right now. you can remove this post .

 [Idea] what about proposing articles for FRI : Frequently Resolved Issues on 
the wiki.

Have a nice day


Mohamed ALJI


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[osg-users] re-render models to ceate a haptic model

2011-06-24 Thread Craig Fletcher
Hi,

I am trying to integrate OSG with the Sensable haptic libraries and have a 
question regarding re-rendering the OSG models.
The haptic models capture the geometry of the graphic models from OpenGL 
commands via the depth or feedback buffer.  This is an example supplied by 
Sensable
hlBeginFrame();

// Set material properties for the shapes to be drawn.
hlMaterialf(HL_FRONT_AND_BACK, HL_STIFFNESS, 0.7f);
hlMaterialf(HL_FRONT_AND_BACK, HL_DAMPING, 0.1f);
hlMaterialf(HL_FRONT_AND_BACK, HL_STATIC_FRICTION, 0.2f);
hlMaterialf(HL_FRONT_AND_BACK, HL_DYNAMIC_FRICTION, 0.3f);

// Start a new haptic shape.  Use the feedback buffer to capture OpenGL 
// geometry for haptic rendering.
hlBeginShape(HL_SHAPE_FEEDBACK_BUFFER, gSphereShapeId);

// Use OpenGL commands to create geometry.
glutSolidSphere(0.5, 32, 32);

// End the shape.
hlEndShape();

// End the haptic frame.
hlEndFrame();

I believe I need to replace; glutSolidSphere(0.5, 32, 32) by passing the 
function a geode and then forcing this to be rendered causing it to be written 
to the OpenGL feedback buffer.  Could anyone advise me on the best way to 
approach this?


Thank you!

Cheers,
Craig

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Re: [osg-users] re-render models to ceate a haptic model

2011-06-24 Thread Robert Osfield
HI Crag,

I don't personally know about the current state of art w.r.t haptic
API's but there is an osgHaptics NodeKit that the VRLab in Umea,
Sweden developed:

   http://www.vrlab.umu.se/research/osgHaptics/

This might be what you need for OSG/Haptic integration.

Robert.

On Fri, Jun 24, 2011 at 10:49 AM, Craig Fletcher c...@hw.ac.uk wrote:
 Hi,

 I am trying to integrate OSG with the Sensable haptic libraries and have a 
 question regarding re-rendering the OSG models.
 The haptic models capture the geometry of the graphic models from OpenGL 
 commands via the depth or feedback buffer.  This is an example supplied by 
 Sensable
 hlBeginFrame();

    // Set material properties for the shapes to be drawn.
    hlMaterialf(HL_FRONT_AND_BACK, HL_STIFFNESS, 0.7f);
    hlMaterialf(HL_FRONT_AND_BACK, HL_DAMPING, 0.1f);
    hlMaterialf(HL_FRONT_AND_BACK, HL_STATIC_FRICTION, 0.2f);
    hlMaterialf(HL_FRONT_AND_BACK, HL_DYNAMIC_FRICTION, 0.3f);

    // Start a new haptic shape.  Use the feedback buffer to capture OpenGL
    // geometry for haptic rendering.
    hlBeginShape(HL_SHAPE_FEEDBACK_BUFFER, gSphereShapeId);

    // Use OpenGL commands to create geometry.
    glutSolidSphere(0.5, 32, 32);

    // End the shape.
    hlEndShape();

    // End the haptic frame.
 hlEndFrame();

 I believe I need to replace; glutSolidSphere(0.5, 32, 32) by passing the 
 function a geode and then forcing this to be rendered causing it to be 
 written to the OpenGL feedback buffer.  Could anyone advise me on the best 
 way to approach this?


 Thank you!

 Cheers,
 Craig

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Re: [osg-users] re-render models to ceate a haptic model

2011-06-24 Thread Craig Fletcher
Thats great thanks Robert, their code is open so I can take a look through 
it..or use it.

Craig

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[osg-users] [3rdparty] 3DS track model and mipmap detail distance

2011-06-24 Thread Roberto Sartori
Hi,
I'm loading a track in 3ds format,  textures are loaded with mipmap levels 
automatically but the mipmap switch is too close to the camera thus mipmap 
artefact are too clearly visible expecially on lane borders.
Is there a way in OSG to setup texture mipmap distance switching for a loaded 
model?

thanks
Robyx

... 


Thank you!

Cheers,
Roberto

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Re: [osg-users] [3rdparty] 3DS track model and mipmap detail distance

2011-06-24 Thread Sergey Polischuk
Hi, Roberto

You can use osg::TexEnvFilter state attribute to set mipmap lod bias.

Cheers,
Sergey.


24.06.2011, 15:39, Roberto Sartori roberto.sart...@gmail.com:
 Hi,
 I'm loading a track in 3ds format,  textures are loaded with mipmap levels 
 automatically but the mipmap switch is too close to the camera thus mipmap 
 artefact are too clearly visible expecially on lane borders.
 Is there a way in OSG to setup texture mipmap distance switching for a loaded 
 model?

 thanks
 Robyx

 ...

 Thank you!

 Cheers,
 Roberto

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Re: [osg-users] advice for highlighting node under mouse

2011-06-24 Thread Sergey Polischuk
Hi, Cory

You can write technique for outline effect to use additional passes with 
different settings, and add different cull masks to each pass, so you can use 
effect node at top of your graph and apply masks on nodes to get correct effect 
passes running on them.

You will need to change traverse method like this:
void traverse(osg::NodeVisitor nv, osgFX::Effect* fx)
{
if (!getNumPasses())
{
define_passes();
}

osgUtil::CullVisitor *cv = 
dynamic_castosgUtil::CullVisitor *(nv);
if (!cv) return;
unsigned int mask = cv-getTraversalMask();

for (unsigned i=0; igetNumPasses(); ++i)
{
if (cv)
{
cv-pushStateSet(getPassStateSet(i));
}

if (i  masks.size())
{
cv-setTraversalMask(masks[i]);
fx-inherited_traverse(nv);
}
else
{
cv-setTraversalMask(mask);
fx-inherited_traverse(nv);
}

if (cv)
{
cv-popStateSet();
}
}
cv-setTraversalMask(mask);
}

masks is vector with traverse masks to be used by cull visitor for each pass.

Cheers,
Sergey.


23.06.2011, 23:18, Cory Riddell c...@codeware.com:
 I've been playing with the osgFX classes and I'm thinking about using
 osgFX::Outline() to highlight the node(s) under the mouse.

 First, I would need a list of highlighted nodes. Initially it would be
 empty.

 Every highlightable node would have a parent osgFX::Outline instance
 with an initial thin black outline.

 I would handle osgGA::GUIEventAdapter::MOVE events. Using the
 osgUtil::LineSegmentIntersector to find what's under the mouse pointer.
 I would compare my list of nodes under the mouse pointer with my list of
 highlighted nodes. Any nodes on the highlighted list not under the
 mouse, would be reverted to a thin black outline. Any nodes under the
 mouse would get a thicker, yellow outline. The list of highlighted nodes
 would be updated to reflect the current state.

 Is this reasonable? Is having an osgFX::Outline instance on every node a
 heavy way of accomplishing this? Is hit-testing every move event crazy?

 Alternatively, I thought about just lightening the face color of every
 node under the mouse. This wouldn't require any osgFX::Outline() nodes.

 Thanks,
 Cory
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[osg-users] [3rdparty] osgShadowMap problems

2011-06-24 Thread Roberto Sartori
Hi,

I've got problems using shadows, I've followed the standard examples as 
following:

// create the shadowed scene
m_OSG_Default_3D_Scene  = new osgShadow::ShadowedScene;

// create and setup the shadow technique
m_OSG_ShadowMap  = new osgShadow::ShadowMap;
m_OSG_ShadowMap-setLight( m_OSG_Default_3D_Scene_SunLight_Source.get() );
m_OSG_ShadowMap-setTextureSize( osg::Vec2s(2048, 2048) );
m_OSG_ShadowMap-setTextureUnit( 1 );

// add the shadowed scene to the main camera
m_OSG_Default_3D_Camera-addChild( m_OSG_Default_3D_Scene.get() );


The result does not behave as expected, Shadows appears in the wrong position, 
please refer to the attached images to look at the result.
I'm not able to find more info about shadows in OSG, documentation is very poor 
and tutorials too much simple.

Does anybody know why these artefacts appears?
thanks

Thank you!
Roberto

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http://forum.openscenegraph.org//files/24_06_2011_14_00_45_801.png


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Re: [osg-users] Low performance

2011-06-24 Thread Mohamed Alji
Hi Robert,

You were right here is the same appl stats but on Release mode. 

[Image: http://img857.imageshack.us/img857/7769/stats2p.png ]

Thank you!


Mohamed ALJI


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Re: [osg-users] improperly culled osgText

2011-06-24 Thread Robert Osfield
HI Terry,

On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
 Thanks for the reply.  Turning off small feature culling does indeed
 fix my problem, but it's not ideal.

It's not ideal at all, I'd call it hack ;-)

I guess another hack would be to switch off culling off for the first frame
and then re-enable.

   I'm not sure I understand all the
 details of what you're saying, but let me take a crack at it.  With
 the current code you can a) turn off small feature culling, which will
 get you a bounding box of size 0 on the first frame and a
 reconstructed bounding box of the proper size on later frames, or b)
 leave small feature culling on, which causes your text to never be
 displayed.

 If there must be an incorrect bounding box on the first frame, maybe
 it should be just large enough to escape being culled as a small
 feature.  Then small feature culling could be left on without any
 trouble.  Of course, if there is any way to build a bounding box of
 roughly the right shape and size with information about the text to be
 drawn, that would probably be better.  It sounds to me like things
 happen in the wrong order in OSG to make this practical or even
 possible.

You are reading things correctly, as things stand the view dependent
settings in osgText cause problems with sizing and computing bounding
volumes for the first frame.  Having a view dependent text in two different
views will also cause similar issues with the bounding volume.

I don't think there is any easy solutions without rejigging a number of design
elements.  For instance if I was write osgText::Text now I wouldn't put any
of the view dependent support into it.  Instead this should be provied by
osg::AutoTransform, osg::Billboad or similar node level support.  This will
solve part of the problems, but there still is the issue with view dependent
subgraphs and their bounding volumes which would need some resolution
at the node level, unfortunately I don't know just what right now.

Robert.
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Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-24 Thread Alessandro Terenzi
Finally, I could try with the debug build and here's the call stack when the 
crash occurs:

   osg78-osgd.dll!osg::ObserverSet::signalObjectDeleted(void * ptr)  Line 
 79 + 0x1b bytes  C++
osg78-osgd.dll!osg::Referenced::signalObserversAndDelete(bool 
signalDelete, bool doDelete)  Line 318C++
osg78-osgd.dll!osg::Referenced::unref()  Line 200   C++
osg78-osgDBd.dll!osg::ref_ptrosg::Object::~ref_ptrosg::Object()  
Line 35 + 0x24 bytes   C++

osg78-osgDBd.dll!std::_Pair_baseosg::ref_ptrosg::Object,double::~_Pair_baseosg::ref_ptrosg::Object,double()
  + 0x16 bytes   C++

osg78-osgDBd.dll!std::pairosg::ref_ptrosg::Object,double::~pairosg::ref_ptrosg::Object,double()
  + 0x16 bytes   C++

osg78-osgDBd.dll!std::_Pair_basestd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double 
::~_Pair_basestd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double ()  + 0x3f bytes   
C++

osg78-osgDBd.dll!std::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double 
::~pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar  
const ,std::pairosg::ref_ptrosg::Object,double ()  + 0x16 bytes   C++

osg78-osgDBd.dll!std::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double ::`scalar deleting 
destructor'()  + 0x16 bytes  C++

osg78-osgDBd.dll!std::_Destroystd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  
(std::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar 
 const ,std::pairosg::ref_ptrosg::Object,double  * _Ptr)  Line 64   
C++

osg78-osgDBd.dll!std::allocatorstd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  
::destroy(std::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  * _Ptr)  Line 213 + 0x9 
bytesC++

osg78-osgDBd.dll!std::_Dest_valstd::allocatorstd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  
,std::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar 
 const ,std::pairosg::ref_ptrosg::Object,double  
(std::allocatorstd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double_Alval, 
std::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar  
const ,std::pairosg::ref_ptrosg::Object,double  * _Pdest)  Line 288   
C++

osg78-osgDBd.dll!std::_Treestd::_Tmap_traitsstd::basic_stringchar,std::char_traitschar,std::allocatorchar
 
,std::pairosg::ref_ptrosg::Object,double,std::lessstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  
,std::allocatorstd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  ,0 
::_Erase(std::_Tree_nodstd::_Tmap_traitsstd::basic_stringchar,std::char_traitschar,std::allocatorchar
 
,std::pairosg::ref_ptrosg::Object,double,std::lessstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  
,std::allocatorstd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  ,0 ::_Node * 
_Rootnode)  Line 1617 + 0x22 bytes  C++

osg78-osgDBd.dll!std::_Treestd::_Tmap_traitsstd::basic_stringchar,std::char_traitschar,std::allocatorchar
 
,std::pairosg::ref_ptrosg::Object,double,std::lessstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  
,std::allocatorstd::pairstd::basic_stringchar,std::char_traitschar,std::allocatorchar
  const ,std::pairosg::ref_ptrosg::Object,double  ,0 ::clear()  Line 
1416   C++
osg78-osgDBd.dll!osgDB::Registry::clearObjectCache()  Line 1601 C++
osg78-osgDBd.dll!osgDB::Registry::destruct()  Line 431  C++
osg78-osgDBd.dll!osgDB::Registry::~Registry()  Line 410 C++
osg78-osgDBd.dll!osgDB::Registry::`vector deleting destructor'()  + 
0x57 bytes  C++
osg78-osgd.dll!osg::Referenced::signalObserversAndDelete(bool 
signalDelete, bool doDelete)  Line 323 + 0x23 bytes   C++
osg78-osgd.dll!osg::Referenced::unref()  Line 200   C++

osg78-osgDBd.dll!osg::ref_ptrosgDB::Registry::~ref_ptrosgDB::Registry()  
Line 35 + 0x24 bytes   C++
osg78-osgDBd.dll!`osgDB::Registry::instance'::`2'::`dynamic atexit 
destructor for 's_registry''()  + 0xd bytes  C++
osg78-osgDBd.dll!_CRT_INIT(void * hDllHandle, unsigned long dwReason, 
void * lpreserved)  Line 415  C
osg78-osgDBd.dll!__DllMainCRTStartup(void * hDllHandle, unsigned long 
dwReason, void * lpreserved)  Line 526 + 0x11 bytes   C

Re: [osg-users] advice for highlighting node under mouse

2011-06-24 Thread Cory Riddell
Thank you Sergey. I knew there had to be a better way.

Cory

On 6/24/2011 7:00 AM, Sergey Polischuk wrote:
 Hi, Cory

 You can write technique for outline effect to use additional passes with 
 different settings, and add different cull masks to each pass, so you can use 
 effect node at top of your graph and apply masks on nodes to get correct 
 effect passes running on them.

 You will need to change traverse method like this:
   void traverse(osg::NodeVisitor nv, osgFX::Effect* fx)
   {
   if (!getNumPasses())
   {
   define_passes();
   }

   osgUtil::CullVisitor *cv = 
 dynamic_castosgUtil::CullVisitor *(nv);
   if (!cv) return;
   unsigned int mask = cv-getTraversalMask();

   for (unsigned i=0; igetNumPasses(); ++i)
   {
   if (cv)
   {
   cv-pushStateSet(getPassStateSet(i));
   }

   if (i  masks.size())
   {
   cv-setTraversalMask(masks[i]);
   fx-inherited_traverse(nv);
   }
   else
   {
   cv-setTraversalMask(mask);
   fx-inherited_traverse(nv);
   }

   if (cv)
   {
   cv-popStateSet();
   }
   }
   cv-setTraversalMask(mask);
   }

 masks is vector with traverse masks to be used by cull visitor for each pass.

 Cheers,
 Sergey.


 23.06.2011, 23:18, Cory Riddell c...@codeware.com:
 I've been playing with the osgFX classes and I'm thinking about using
 osgFX::Outline() to highlight the node(s) under the mouse.

 First, I would need a list of highlighted nodes. Initially it would be
 empty.

 Every highlightable node would have a parent osgFX::Outline instance
 with an initial thin black outline.

 I would handle osgGA::GUIEventAdapter::MOVE events. Using the
 osgUtil::LineSegmentIntersector to find what's under the mouse pointer.
 I would compare my list of nodes under the mouse pointer with my list of
 highlighted nodes. Any nodes on the highlighted list not under the
 mouse, would be reverted to a thin black outline. Any nodes under the
 mouse would get a thicker, yellow outline. The list of highlighted nodes
 would be updated to reflect the current state.

 Is this reasonable? Is having an osgFX::Outline instance on every node a
 heavy way of accomplishing this? Is hit-testing every move event crazy?

 Alternatively, I thought about just lightening the face color of every
 node under the mouse. This wouldn't require any osgFX::Outline() nodes.

 Thanks,
 Cory
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Re: [osg-users] .zip plugin in OSG trunk (and probably 3.0 as well)

2011-06-24 Thread Robert Osfield
Hi Ulrich,

I have come up with a solution to the zip reading problem - I've
changed the Registry::read(..) method to check the list of cached
archives to see if they can read the filename just after all the
plugin are passed the filename.  This allows us to do:

  osgviewer AH-6.zip

And have the model load up correctly.  Could you try svn/trunk or
OSG-3.0 branch out to see how you get on.

The issue I came across with converting the .x model to .osgt and
.osgx has also been addressed by Wang Rui and has also been checked
into svn/trunk and OSG-3.0.  Rui found that there was infinite
floating point values in the data that the ascii reading in the new
serailizaters were failing on.  Rui's fix allows the ascii serializers
to handle these invalid values without hanging or reporting odd
errors.  Rui's finding also points to errors in the original .x file
but that's a non OSG issue, unless... our .x plugin is buggy...

I'm not about to go chase errors in files so I'll get back to wrapping up 3.0.0.

Robert.
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[osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
Hi All,

I have now checked in a couple of bugs and build fixes this morning.
Could everyone try svn/trunk or OSG-3.0 branch out an let me know how
things compile and run.

In particular I'd like feedback on using VisualStudio 2010 as I got a
series of confusing direct emails from a OSG user that indicated that
he was having problems under VC100 (which I'm guess he meant
VisualStudio 2010), unfortunately I couldn't make enough sense of the
emails or suggested fixes to know what was going on, but it did leave
me with more questions than answers by the time response dried up.
So.. at least one user was having problems, for what reason I can't
say, I can't say whether the fixes checked in this morning address
these issues..  So... what I really need is other members of the
community to pitch in and make sure things are working, help clear the
fog.

Robert.
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[osg-users] error building osga plugin in r12640

2011-06-24 Thread Peter Amstutz
Visual Studio 2008, Windows 7 building svn revision 12640:

41OSGA_Archive.obj : error LNK2001: unresolved external symbol public:
virtual class osgDB::ReaderWriter::WriteResult __thiscall
OSGA_Archive::writeShader(class osg::Shader const ,class
std::basic_stringchar,struct std::char_traitschar,class
std::allocatorchar  const ,class osgDB::Options const *)const 
(?writeShader@OSGA_Archive@@UBE?AVWriteResult@ReaderWriter@osgDB@@ABVShader@osg@@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PBVOptions@4@@Z)
41D:\OpenSceneGraph\build\bin\osgPlugins-3.1.0\osgdb_osga.dll : fatal
error LNK1120: 1 unresolved externals

-- 
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Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow-up question on this topic, what settings are included
in the DEFAULT_CULLING?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, June 23, 2011 3:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FAR_PLANE_CULLING

On 6/23/2011 3:14 PM, Terry Welsh wrote:
 Haven't looked at this in a while, but I was just performance tuning
 an old app and got a significant boost by adding in
 CullSettings::FAR_PLANE_CULLING.  Why isn't this included as part of
 DEFAULT_CULLING?  I don't have any hard data, but I suspect the
 performance penalty for culling with the far plane when you shouldn't
 isn't near as bad as ignoring the far plane when you should use it.
 (I suspect NEAR_PLANE_CULLING is not as useful for most apps.)

Hi Terry -- Do you have auto-compute near/far turned on? If so, there
shouldn't 
be anything behind the far plane. In that case, it doesn't make sense
for the 
CullVisitor to check every single Drawable's bounding box against a
plane that 
it can't possibly be clipped by. For this reason, culling against the
far plane 
is off by default.

If you disable auto-compute near/far, and you expect part of your scene
to be 
behind the far plane, then you should enable far plane culling. I'd
expect to 
see a performance boost in such a case.

Hope that helps,
-Paul
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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tony Horrobin
Hi Shayne,

The definition is in include/osg/CullSettings.

Cheers,

-Tony

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Re: [osg-users] improperly culled osgText

2011-06-24 Thread Jeremy Moles
On Fri, 2011-06-24 at 13:57 +0100, Robert Osfield wrote:
 HI Terry,
 
 On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
  Thanks for the reply.  Turning off small feature culling does indeed
  fix my problem, but it's not ideal.
 
 It's not ideal at all, I'd call it hack ;-)
 
 I guess another hack would be to switch off culling off for the first frame
 and then re-enable.
 
I'm not sure I understand all the
  details of what you're saying, but let me take a crack at it.  With
  the current code you can a) turn off small feature culling, which will
  get you a bounding box of size 0 on the first frame and a
  reconstructed bounding box of the proper size on later frames, or b)
  leave small feature culling on, which causes your text to never be
  displayed.
 
  If there must be an incorrect bounding box on the first frame, maybe
  it should be just large enough to escape being culled as a small
  feature.  Then small feature culling could be left on without any
  trouble.  Of course, if there is any way to build a bounding box of
  roughly the right shape and size with information about the text to be
  drawn, that would probably be better.  It sounds to me like things
  happen in the wrong order in OSG to make this practical or even
  possible.
 
 You are reading things correctly, as things stand the view dependent
 settings in osgText cause problems with sizing and computing bounding
 volumes for the first frame.  Having a view dependent text in two different
 views will also cause similar issues with the bounding volume.
 
 I don't think there is any easy solutions without rejigging a number of design
 elements.  For instance if I was write osgText::Text now I wouldn't put any
 of the view dependent support into it.  Instead this should be provied by
 osg::AutoTransform, osg::Billboad or similar node level support.  This will
 solve part of the problems, but there still is the issue with view dependent
 subgraphs and their bounding volumes which would need some resolution
 at the node level, unfortunately I don't know just what right now.

TextNode will make this much easier, I think.

Coming Soon (tm)!

 Robert.
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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Tony...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony
Horrobin
Sent: Friday, June 24, 2011 8:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] FAR_PLANE_CULLING

Hi Shayne,

The definition is in include/osg/CullSettings.

Cheers,

-Tony

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Re: [osg-users] Basic Lighting Shaders

2011-06-24 Thread Jeremy Moles
On Thu, 2011-06-23 at 13:24 -0400, Jeremy Moles wrote:
 I'm looking to collect some sample code from OSG users (if this code is
 shareable) for some basic lighting examples done purely in GLSL. If
 anyone is willing to share this (I can certainly adapt it, so there's no
 need to modify it), I'd be grateful.
 
 What I'm looking for mainly is how lighting code from source like the
 Orange Book are different/adapted to OSG. I've begun to compile OSG
 without support for the FFP, and I'm trying to work up a basic default
 set of shaders to emulate the FFP functionality.
 
 I'm very close, but I'm having trouble figuring out how exactly to
 caclulate the eye coordinate in my vertex shader when using osgViewer.
 Right now I'm using:
 
   eyePos = vec3(osg_ModelViewMatrix * gl_Vertex);

Sigh, remember to ALSO transform your LighPosition (if you're not using
the data provided by LightSource[]) by your MVM as well. Don't be dumb
like me. :)

 ...but this starts to fall out of whack as I use the standard
 TracballManipulator. It works, of course, when in the home() position
 (and with a new ViewMatrix for the default camera with Y-up).
 
 Thanks!
 
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Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
Hi All,

Just a quick note, I've merged a fix to build problem that was picked
up VS2008.  So for svn/trunk the rev is 12642, while OSG-3.0 branch
it's 12643 is what you should be on to get this fix.

Once I've got positive feedback on all the main platforms I'll push
forward with rc5.

Robert.
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Re: [osg-users] error building osga plugin in r12640

2011-06-24 Thread Robert Osfield
Hi Peter,

Ooopps... now implemented and checked into svn/trunk and OSG-3.0.
Thanks for the prompt testing and feedback.

Robert.

On Fri, Jun 24, 2011 at 2:51 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
 Visual Studio 2008, Windows 7 building svn revision 12640:

 41OSGA_Archive.obj : error LNK2001: unresolved external symbol public:
 virtual class osgDB::ReaderWriter::WriteResult __thiscall
 OSGA_Archive::writeShader(class osg::Shader const ,class
 std::basic_stringchar,struct std::char_traitschar,class
 std::allocatorchar  const ,class osgDB::Options const *)const 
 (?writeShader@OSGA_Archive@@UBE?AVWriteResult@ReaderWriter@osgDB@@ABVShader@osg@@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PBVOptions@4@@Z)
 41D:\OpenSceneGraph\build\bin\osgPlugins-3.1.0\osgdb_osga.dll : fatal
 error LNK1120: 1 unresolved externals

 --
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 Senior Software Engineer
 Technology Solutions Experts
 Natick, MA
 02131

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Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Terry Welsh
Thanks for the explanation Paul.  I hadn't had to look at the auto
near/far feature for so long I didn't make the connection.  It looks
like this old app I'm using has it disabled as you'd expect.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 8
 Date: Thu, 23 Jun 2011 15:30:21 -0600
 From: Paul Martz pma...@skew-matrix.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] FAR_PLANE_CULLING
 Message-ID: 4e03b06d.7090...@skew-matrix.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 On 6/23/2011 3:14 PM, Terry Welsh wrote:
 Haven't looked at this in a while, but I was just performance tuning
 an old app and got a significant boost by adding in
 CullSettings::FAR_PLANE_CULLING.  Why isn't this included as part of
 DEFAULT_CULLING?  I don't have any hard data, but I suspect the
 performance penalty for culling with the far plane when you shouldn't
 isn't near as bad as ignoring the far plane when you should use it.
 (I suspect NEAR_PLANE_CULLING is not as useful for most apps.)

 Hi Terry -- Do you have auto-compute near/far turned on? If so, there 
 shouldn't
 be anything behind the far plane. In that case, it doesn't make sense for the
 CullVisitor to check every single Drawable's bounding box against a plane that
 it can't possibly be clipped by. For this reason, culling against the far 
 plane
 is off by default.

 If you disable auto-compute near/far, and you expect part of your scene to be
 behind the far plane, then you should enable far plane culling. I'd expect to
 see a performance boost in such a case.

 Hope that helps,
    -Paul

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[osg-users] Errors reported on BINO-PC on CDash

2011-06-24 Thread Robert Osfield
Hi All,

One of the new entries to cdash.openscenegraph.org is Win32-vs9 from
the site BINO-PC, this build logs 50 errors before the build gives up:

   http://cdash.openscenegraph.org/viewBuildError.php?buildid=3924

The errors are almost exclusively:

2LINK : fatal error LNK1104: cannot open file '..\..\lib\osgDBd.lib'

I don't think this is a build issue with the source but something odd
happening with the setup of the build that has failed.  I don't know
who setup the build so can't contact them directly so had to broadcast
this call here on osg-users.

If it's your build could you please have a look into the build issue
as failed builds that arne't due to actual problems with the source
code or Cmake build system just hide the actual problems that I need
to chase up.

Thanks,
Robert.
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Re: [osg-users] .zip plugin in OSG trunk (and probably 3.0 as well)

2011-06-24 Thread Ulrich Hertlein
Hi Robert,

On 24/06/11 15:42 , Robert Osfield wrote:
 And have the model load up correctly.  Could you try svn/trunk or
 OSG-3.0 branch out to see how you get on.

Tried trunk (r12643).  It compiles and runs fine on OS X.
/ulrich
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Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-24 Thread Robert Osfield
Hi Stephan,

On Thu, Jun 23, 2011 at 9:40 PM, Stephan Wenglorz
stephan.maku...@gmx.net wrote:
 /home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp:
 In member function ‘void plugin3ds::WriterNodeVisitor::writeMaterials()’:
 /home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp:486:14:
 warning: variable ‘found’ set but not used [-Wunused-but-set-variable]
 /home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/ac/Geode.cpp: In
 member function ‘void ac3d::Geode::ProcessGeometry(std::ostream, unsigned
 int)’:
 /home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/ac/Geode.cpp:797:85:
 warning: variable ‘ModeValuePair’ set but not used
 [-Wunused-but-set-variable]

I've fixed these warnings and checked the fixes into svn/trunk and
OSG-3.0 branch.

 /home/stephan/Dev/LibSources/OpenSceneGraph/include/osg/Vec3f: In function
 ‘(static initializers for
 /home/stephan/Dev/LibSources/OpenSceneGraph/examples/osgsharedarray/osgsharedarray.cpp)’:
 /home/stephan/Dev/LibSources/OpenSceneGraph/include/osg/Vec3f:42:82:
 warning: array subscript is above array bounds [-Warray-bounds]

I can't work out what is wrong with the code in osgshaderarray.cpp or
Vec3f - it all looks correct to me
with non of the array subscripts out of bounds.  Can you spot an
error?  Is suspect this might just be
a compile bug issues a warning in error.

Robert.
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Re: [osg-users] improperly culled osgText

2011-06-24 Thread Terry Welsh
Okay, so it's a problem that can't be solved properly without some
major refactoring.  In the meantime, I propose changing this:

bbox.set(_position, _position);

to this:

bbox.set(_position - Vec3(1.0, 1.0, 1.0), _position + Vec3(1.0, 1.0, 1.0));

It's still a hack :) but I think it's better because now text that
takes this code will get drawn instead of staying invisible forever.
I suppose it's still possible for text to get culled as a small
feature this way, but it *always* gets culled the other way.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com


 Message: 24
 Date: Fri, 24 Jun 2011 13:57:59 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] improperly culled osgText
 Message-ID: banlktinfcspn9ed57ots+7ozncs1ums...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 HI Terry,

 On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
 Thanks for the reply. ?Turning off small feature culling does indeed
 fix my problem, but it's not ideal.

 It's not ideal at all, I'd call it hack ;-)

 I guess another hack would be to switch off culling off for the first frame
 and then re-enable.

  ?I'm not sure I understand all the
 details of what you're saying, but let me take a crack at it. ?With
 the current code you can a) turn off small feature culling, which will
 get you a bounding box of size 0 on the first frame and a
 reconstructed bounding box of the proper size on later frames, or b)
 leave small feature culling on, which causes your text to never be
 displayed.

 If there must be an incorrect bounding box on the first frame, maybe
 it should be just large enough to escape being culled as a small
 feature. ?Then small feature culling could be left on without any
 trouble. ?Of course, if there is any way to build a bounding box of
 roughly the right shape and size with information about the text to be
 drawn, that would probably be better. ?It sounds to me like things
 happen in the wrong order in OSG to make this practical or even
 possible.

 You are reading things correctly, as things stand the view dependent
 settings in osgText cause problems with sizing and computing bounding
 volumes for the first frame.  Having a view dependent text in two different
 views will also cause similar issues with the bounding volume.

 I don't think there is any easy solutions without rejigging a number of design
 elements.  For instance if I was write osgText::Text now I wouldn't put any
 of the view dependent support into it.  Instead this should be provied by
 osg::AutoTransform, osg::Billboad or similar node level support.  This will
 solve part of the problems, but there still is the issue with view dependent
 subgraphs and their bounding volumes which would need some resolution
 at the node level, unfortunately I don't know just what right now.

 Robert.

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Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
Hi All,

I'm now ready to tag 3.0.0-rc5, once I've got some positive feedback
I'll tag the beast.  Right now I've got to go help out with my eldest
daughters Birthday party!

Have fun ;-)

Robert.
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Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-24 Thread Mathias Fröhlich

Hi Robert,

On Wednesday, June 22, 2011 17:17:26 Robert Osfield wrote:
  At first it would probably help when the NodeVisitor is able to visit
  Drawables using the usual accept mehtods or something like that. Then we
  could probably just use the Geodes traverse method to walk the drawables.
  One dfficulty in this approach is the Bilboard implementation that does
  little more then just a traversal of all Drawables.
 
 I don't see any problems with handling subclasses from Geode, it'd be
 bit like how
 LOD subclasses from Group - it add a per child property that the the
 traverse method
 handles in a special way.  A NodeCallback that overrides the traverse
 then would have
 to handle the special functionality of a Billboard.  In the case of a
 Billboard we'd
 probably want to have a special handling of cases when chidlren are
 Drawable rather
 than Node's, as Drawables you can just manage the modelview matrix
 directly and don't
 need to worry about the view frustum transformation, while normal Nodes you
 have to push/pop the view frustum as we do right now for the normal
 Transform nodes.

Hmm, I am not exactly sure I already see what you are thinking:

I have started playing with this approach at some time. Attached is the patch 
I had so far. The NodeVisitor is just extended by the Drawable. May be the 
other drawable derived classes could be put there too. The patch just factors 
out the loop body of the geode in the cull visitor and puts that into a new 
CullVisitor::apply(Drawable) method.

That patch does not work for any billboard geode. This is just meant as a 
miminmal sketch implementation.

Now, If the billboard loop is implemented like the LOD nodes traversal method, 
we need virtual access to the modelview matrix in the NodeVisitor base class 
from the Billboard::traverse() method. Currently this is not available.

So, may be {push,pop}ModelViewMatrix as a virtual method in the NodeVisitor? 
Or do you already have a better idea to do that?

Greetings

Mathias
Index: include/osgUtil/CullVisitor
===
--- include/osgUtil/CullVisitor	(revision 12643)
+++ include/osgUtil/CullVisitor	(working copy)
@@ -105,6 +105,8 @@
 virtual void apply(osg::OccluderNode node);
 virtual void apply(osg::OcclusionQueryNode node);
 
+virtual void apply(osg::Drawable drawable);
+
 /** Push state set on the current state group.
   * If the state exists in a child state group of the current
   * state group then move the current state group to that child.
Index: include/osg/NodeVisitor
===
--- include/osg/NodeVisitor	(revision 12643)
+++ include/osg/NodeVisitor	(working copy)
@@ -271,6 +271,7 @@
 virtual void apply(OccluderNode node);
 virtual void apply(OcclusionQueryNode node);
 
+virtual void apply(Drawable drawable);
 
 /** Callback for managing database paging, such as generated by PagedLOD nodes.*/
 class DatabaseRequestHandler : public osg::Referenced
Index: include/osg/Geode
===
--- include/osg/Geode	(revision 12643)
+++ include/osg/Geode	(working copy)
@@ -41,6 +41,9 @@
 virtual Geode* asGeode() { return this; }
 virtual const Geode* asGeode() const { return this; }
 
+/** Traverse downwards : calls children's accept method with NodeVisitor.*/
+virtual void traverse(NodeVisitor nv);
+
 /** Add a \c Drawable to the \c Geode.
   * If \c drawable is not \c NULL and is not contained in the \c Geode
   * then increment its reference count, add it to the drawables list and
Index: include/osg/Drawable
===
--- include/osg/Drawable	(revision 12643)
+++ include/osg/Drawable	(working copy)
@@ -574,6 +574,10 @@
 virtual void accept(PrimitiveIndexFunctor) const {}
 
 
+/** Visitor Pattern : calls the apply method of a NodeVisitor with this node's type.*/
+virtual void accept(NodeVisitor nv) { nv.apply(*this); }
+
+
 /** Extensions class which encapsulates the querying of extensions and
 * associated function pointers, and provide convenience wrappers to
 * check for the extensions or use the associated functions.*/
Index: src/osgUtil/CullVisitor.cpp
===
--- src/osgUtil/CullVisitor.cpp	(revision 12643)
+++ src/osgUtil/CullVisitor.cpp	(working copy)
@@ -876,81 +876,6 @@
 // traverse any call callbacks and traverse any children.
 handle_cull_callbacks_and_traverse(node);
 
-RefMatrix matrix = *getModelViewMatrix();
-for(unsigned int i=0;inode.getNumDrawables();++i)
-{
-Drawable* drawable = node.getDrawable(i);
-const BoundingBox bb =drawable-getBound();
-
-if( 

Re: [osg-users] OSGExp specular

2011-06-24 Thread Farshid Lashkari
Hi Jean-Sébastien,

Sorry, I've been busy lately. Should I still look into this or does the
existing behavior make sense now?

Cheers,
Farshid

On Tue, Jun 21, 2011 at 7:31 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Sergey,


  osgExp expects specular in range 0...1000, that is range you can set in
 3ds max for specular intensity. It's looks different in 3ds max then in osg
 though.


 OK, that explains it, I thought the max was 100. I'll adjust my shaders so
 the result looks the same in Max and in OSG.


 Thanks,

 J-S
 --
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[osg-users] Animation Embedded in an Object

2011-06-24 Thread John Farrier
Hi,

I have an object with an embedded animation.  The original was a .LWS / .LWO 
object that I converted to a .IVE file.  When I open the .IVE with osgViewer, 
the animation works just fine.  In my application, however, there is no 
animation (the object displays just fine.)  Because the application is a bit 
complex, I can't really post a concise example, but I am setting up a Composite 
Viewer and manually calling frame() on it.  I suspected that I might need to 
update the simulation time, so I have also tried calling frame(simTime).  
That did not fix it either.  I'm sure there must be something simple that I am 
missing, but compared to the code for osgViewer, nothing obvious is jumping out 
at me.

Thank you!

Cheers,
John

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Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-24 Thread Robert Osfield
Hi Mathias,

I'm afraid I've got too much to think about with the release to start
ponder on other topics so I'm going to bow out gracefully. After 3.0
I'll start thinking about what might go into 3.2, so this would then
be a natural time to bring up topics like how we evolve
Nodes/Drawables/Visitors etc.

Cheers,
Robert.

2011/6/24 Mathias Fröhlich mathias.froehl...@gmx.net:

 Hi Robert,

 On Wednesday, June 22, 2011 17:17:26 Robert Osfield wrote:
  At first it would probably help when the NodeVisitor is able to visit
  Drawables using the usual accept mehtods or something like that. Then we
  could probably just use the Geodes traverse method to walk the drawables.
  One dfficulty in this approach is the Bilboard implementation that does
  little more then just a traversal of all Drawables.

 I don't see any problems with handling subclasses from Geode, it'd be
 bit like how
 LOD subclasses from Group - it add a per child property that the the
 traverse method
 handles in a special way.  A NodeCallback that overrides the traverse
 then would have
 to handle the special functionality of a Billboard.  In the case of a
 Billboard we'd
 probably want to have a special handling of cases when chidlren are
 Drawable rather
 than Node's, as Drawables you can just manage the modelview matrix
 directly and don't
 need to worry about the view frustum transformation, while normal Nodes you
 have to push/pop the view frustum as we do right now for the normal
 Transform nodes.

 Hmm, I am not exactly sure I already see what you are thinking:

 I have started playing with this approach at some time. Attached is the patch
 I had so far. The NodeVisitor is just extended by the Drawable. May be the
 other drawable derived classes could be put there too. The patch just factors
 out the loop body of the geode in the cull visitor and puts that into a new
 CullVisitor::apply(Drawable) method.

 That patch does not work for any billboard geode. This is just meant as a
 miminmal sketch implementation.

 Now, If the billboard loop is implemented like the LOD nodes traversal method,
 we need virtual access to the modelview matrix in the NodeVisitor base class
 from the Billboard::traverse() method. Currently this is not available.

 So, may be {push,pop}ModelViewMatrix as a virtual method in the NodeVisitor?
 Or do you already have a better idea to do that?

 Greetings

 Mathias

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[osg-users] OSGExp, movie textures and OSG file formats

2011-06-24 Thread Alessandro Terenzi
I wonder if anybody else experienced my same problem: I wrote a visitor that 
looks for movie textures in order to play them, the input files come from 
3dsMax via OSGExp v1.0.0, but I made it work only if I export to .osg, if I 
export to either .ive or .osgb the visitor fails to dynamic_cast any found 
Image to ImageStream so I cannot play those movie textures. I also noticed that 
if I export to .osgt then the Image's DataVariance is set to STATIC, even 
though the texture file type is avi, mov or others (so I have to change it to 
DYNAMIC otherwise they won't play)

Does anyone have the same issues (especially those with the binary formats)? Is 
all this related to OSGExp only or am I supposed to look for movie texture in a 
different way than the way I use with .osg files?

Thanks.
Alessandro

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Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Ryan Pavlik
I've built on 32-bit Visual Studio 2010 (without the additional
dependencies), and it built just fine - there should be a dashboard report
up.  Also it looks like my auto-build on Ubuntu 11.04 x64 built fine too.

Ryan

On Fri, Jun 24, 2011 at 11:29 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi All,

 I'm now ready to tag 3.0.0-rc5, once I've got some positive feedback
 I'll tag the beast.  Right now I've got to go help out with my eldest
 daughters Birthday party!

 Have fun ;-)

 Robert.
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Virtual Reality Applications Center
Iowa State University

rpav...@iastate.edu
http://academic.cleardefinition.com
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Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
On Fri, Jun 24, 2011 at 8:50 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 I've built on 32-bit Visual Studio 2010 (without the additional
 dependencies), and it built just fine - there should be a dashboard report
 up.  Also it looks like my auto-build on Ubuntu 11.04 x64 built fine too.

Thanks for the feedback.

I've been looking at the cdash report for th VS 2010 build and had
bash at fixing the warning relating to osganimationskinning, the
warning wasn't very useful, so I had to guess it was the rather
relaxed attitude to int,float,double in the paramters that was at
fault so to address this have added in the appropriate .0f or .0 where
appropriate.

I'm not expect these changes to present any problems, so I'll push
ahead with tagging rc5.

Cheers,
Robert.
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[osg-users] OpenSceneGraph-3.0.0-rc5 tagged, please test ;-)

2011-06-24 Thread Robert Osfield
Hi All,

Another day, another release candidate!

  source package :
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.0-rc5.zip
  svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc5
OpenSceneGraph

As things stand I don't have any pending bugs on my inbox to resolve
for the release, what feedback I have had on the build of OSG-3.0
branch has been positive so I've gone with this as a good Omen,  I've
only had feedback on Linux and Windows+VisualStudio 2010, so I'm
sticking my neck out a little in testing all todays changes are being
perfectly portable, but as it's getting into the evening here in
Scotland it's either tag now at let everyone test the rc5 over me
night time, or wait till tomorrow.

I believe we must be pretty close to being ready to tag 3.0.0, and am
personally happy to go for it, but I've only got Linux and small set
of apps to test against vs the communities dozens of platforms and
hundreds/thousands of applications.   So for this rc5 I'd like to push
the question out to the community - are you happy with 3.0.0-rc5 being
good enough for going 3.0.0 without any further revisions?  Is it good
enough to base your applications on?

Thanks for your testing, I know it's rather gruelling having all these
requests for testing, but it is appreciated, and it's really important
to software quality, fingers cross rc5 will be the last round of
testing we'll need to do then we can all get back to usual days coding
and holidays ;-)

Robert.
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Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-24 Thread Stephan Wenglorz

Hello Robert,

On 24.06.2011 18:18, Robert Osfield wrote:

Hi Stephan,

On Thu, Jun 23, 2011 at 9:40 PM, Stephan Wenglorz
stephan.maku...@gmx.net  wrote:

/home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp:
In member function ‘void plugin3ds::WriterNodeVisitor::writeMaterials()’:
/home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp:486:14:
warning: variable ‘found’ set but not used [-Wunused-but-set-variable]
/home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/ac/Geode.cpp: In
member function ‘void ac3d::Geode::ProcessGeometry(std::ostream, unsigned
int)’:
/home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/ac/Geode.cpp:797:85:
warning: variable ‘ModeValuePair’ set but not used
[-Wunused-but-set-variable]


I've fixed these warnings and checked the fixes into svn/trunk and
OSG-3.0 branch.


Thanks, just build the 3.0 branch and the two warnings are gone.


/home/stephan/Dev/LibSources/OpenSceneGraph/include/osg/Vec3f: In function
‘(static initializers for
/home/stephan/Dev/LibSources/OpenSceneGraph/examples/osgsharedarray/osgsharedarray.cpp)’:
/home/stephan/Dev/LibSources/OpenSceneGraph/include/osg/Vec3f:42:82:
warning: array subscript is above array bounds [-Warray-bounds]


I can't work out what is wrong with the code in osgshaderarray.cpp or
Vec3f - it all looks correct to me
with non of the array subscripts out of bounds.  Can you spot an
error?  Is suspect this might just be
a compile bug issues a warning in error.

Robert.


Sorry, I have no idea what might cause this warning, but you are right, 
there are some bug reports about it at the gcc bugzilla. Anyway, the 
example works ok for me.


Greetings
Stephan

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Re: [osg-users] Problems with UV Textures in OSG

2011-06-24 Thread Jordan Sparks
Hi, my team and I are trying UV textures for the first time in OpenSceneGraph, 
however, we have a problem.

We use Maya to build our 3D models and when I did UV texturing on a model for a 
simple dice, it refuses to show up properly in OSG. Even though the UV 
texturing looks perfect in Maya, as soon as we export it to OSG, the die 
reverts and the texture looks how it did BEFORE I edited it in the UV Texture 
Editor.

Does anyone know why this isn't working? What extra steps do you need to take 
in order to use UV Textures in OSG?

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