Re: [osg-users] How to detect rotating image

2012-02-27 Thread Robert Osfield
Hi Clement,

On 27 February 2012 06:26,  clement@csiro.au wrote:
   I would like to know how to detect the image is rotating.  For example, we 
 can use the mouse to rotate the image on viewer.  If we drag on the viewer, 
 the image will automatically rotate.  Any event I can get the image is 
 rotating by itself?  Thanks.

It's not possible to know precisely what you mean given the above.
What exactly do you mean by image?  A texture on a quad?  The whole
framebuffer? Are we talking about an object in the scene graph being
rotated by a transform, or simply an object moving because the camera
is moving.

Robert.
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Re: [osg-users] Read dae files with osg.

2012-02-27 Thread Kim Bale
You'll need to make sure that you have a dll called osgdb_dae.dll in your
plugins folder and that your OSG binary can find it.

Generally speaking this problem is caused because you haven't set up the
environment variables correctly so OSG can't find it's plugins on the path.

Hope that helps,

Kim.



On 27 February 2012 01:16, Peterakos hay...@gmail.com wrote:

 Hello.

 First of all thnx for your answer.
 Watchig the list with projects in open scene graph solution, i notice
 there is a Plugins dae project.
 Even after building everything (using the all build project), my
 application is still unable to load dae files.
 I build for both release and debug mode.
 I get the same warning as before.
 My 3rd party binaries are visible and well recognized by CMake.

 Any ideas?
 Thnx.


 On 26 February 2012 17:54, Kim Bale kcb...@googlemail.com wrote:

 You will need to point CMake to the Collada libraries when you build the
 OpenSceneGraph project. I believe there's a copy of them in the prebuilt
 3rd party dependencies that are distributed along side OSG. After that you
 you should get a DAE plugin inside of the OSG projects list. This will
 enable you to load collada files.

 Regards,

 Kim.




 On 26 February 2012 15:47, Peterakos hay...@gmail.com wrote:

 Hello.

 I have to load a .dae model in my scene and i was wondering if there is
 any code example.

 I use the following code
 osg::ref_ptrosg::Node root = osgDB::readNodeFile( bmw.dae );
 but i get a warning: Could not find plugin to read objects from file
 bmw.dae.

 I have built OpenSceneGraph code, but there isn't any project for this
 extension in the solution's plugin project list.

 How can i proceed ?

 Thank you for your time.

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Re: [osg-users] How to detect rotating image

2012-02-27 Thread Robert Osfield
Hi Clement,

The osgViewer::ViewerBase (base class for Viewer) has a FrameScheme
hint for the run() method which enables ON_DEMAND or CONTINUOUS,
ON_DEMAND is the approach you'd want.  You'll be calling frame()
yourself rather than run() so won't be able to utilize this feature,
but you should be able to learn from it.  Have a look at the
ViewerBase::run() method in
OpenSceneGraph/src/osgViewer/ViewerBase.cpp, in particular the use of
checkNeedToDoFrame() which is used to decide whether a frame is needed
or not.

Robert.

On 27 February 2012 09:57,  clement@csiro.au wrote:
 Hi Robert,

    I mentioned before I got much cpu usage on MFC window.  In osgMFC example, 
 it uses a thread and for loop to keep calling _osgViewer-frame().  It is a 
 reason why the cpu keeps loading and it also depended on how large of volume 
 data loaded.  Now I have changed to call frame() on MFC OnPaint event. It can 
 decrease much cpu usage.  I also added to call frame() on mouse move, mouse 
 wheel and size events for zooming and rotating the image.  But all MFC events 
 cannot be fired if the image is rotating by itself.  Thus, I am thinking 
 whether osg has an event to detect the image is rotating.

  I just found a solution to add MFC mouse button up and down to detect 
 whether the user wants to rotate the image.  Then I can do it all on MFC 
 event.


 Regards,
 Clement
 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
 [robert.osfi...@gmail.com]
 Sent: Monday, 27 February 2012 8:17 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to detect rotating image

 Hi Clement,

 On 27 February 2012 06:26,  clement@csiro.au wrote:
   I would like to know how to detect the image is rotating.  For example, we 
 can use the mouse to rotate the image on viewer.  If we drag on the viewer, 
 the image will automatically rotate.  Any event I can get the image is 
 rotating by itself?  Thanks.

 It's not possible to know precisely what you mean given the above.
 What exactly do you mean by image?  A texture on a quad?  The whole
 framebuffer? Are we talking about an object in the scene graph being
 rotated by a transform, or simply an object moving because the camera
 is moving.

 Robert.
 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] How to detect rotating image

2012-02-27 Thread Clement.Chu
Hi Robert,

  Thanks for your suggestion.  I checked the source code viewerbase.cpp.  There 
is attribute called _runFrameScheme, but the value is assigned by 
getenv(OSG_RUN_FRAME_SCHEME).  Except to set the environment variable, any 
method I can assign the value to _runFrameScheme?  Thanks.


Regards,
Clement

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Monday, 27 February 2012 9:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to detect rotating image

Hi Clement,

The osgViewer::ViewerBase (base class for Viewer) has a FrameScheme
hint for the run() method which enables ON_DEMAND or CONTINUOUS,
ON_DEMAND is the approach you'd want.  You'll be calling frame()
yourself rather than run() so won't be able to utilize this feature,
but you should be able to learn from it.  Have a look at the
ViewerBase::run() method in
OpenSceneGraph/src/osgViewer/ViewerBase.cpp, in particular the use of
checkNeedToDoFrame() which is used to decide whether a frame is needed
or not.

Robert.

On 27 February 2012 09:57,  clement@csiro.au wrote:
 Hi Robert,

I mentioned before I got much cpu usage on MFC window.  In osgMFC example, 
 it uses a thread and for loop to keep calling _osgViewer-frame().  It is a 
 reason why the cpu keeps loading and it also depended on how large of volume 
 data loaded.  Now I have changed to call frame() on MFC OnPaint event. It can 
 decrease much cpu usage.  I also added to call frame() on mouse move, mouse 
 wheel and size events for zooming and rotating the image.  But all MFC events 
 cannot be fired if the image is rotating by itself.  Thus, I am thinking 
 whether osg has an event to detect the image is rotating.

  I just found a solution to add MFC mouse button up and down to detect 
 whether the user wants to rotate the image.  Then I can do it all on MFC 
 event.


 Regards,
 Clement
 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
 [robert.osfi...@gmail.com]
 Sent: Monday, 27 February 2012 8:17 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to detect rotating image

 Hi Clement,

 On 27 February 2012 06:26,  clement@csiro.au wrote:
   I would like to know how to detect the image is rotating.  For example, we 
 can use the mouse to rotate the image on viewer.  If we drag on the viewer, 
 the image will automatically rotate.  Any event I can get the image is 
 rotating by itself?  Thanks.

 It's not possible to know precisely what you mean given the above.
 What exactly do you mean by image?  A texture on a quad?  The whole
 framebuffer? Are we talking about an object in the scene graph being
 rotated by a transform, or simply an object moving because the camera
 is moving.

 Robert.
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Re: [osg-users] How to detect rotating image

2012-02-27 Thread Robert Osfield
On 27 February 2012 11:26,  clement@csiro.au wrote:
 Hi Robert,

  Thanks for your suggestion.  I checked the source code viewerbase.cpp.  
 There is attribute called _runFrameScheme, but the value is assigned by 
 getenv(OSG_RUN_FRAME_SCHEME).  Except to set the environment variable, any 
 method I can assign the value to _runFrameScheme?  Thanks.

You have the source code, your hopefully are a programmer so should be
capable of looking at the API and reading what the methods are.
Please try it before asking lots of low level questions that could be
answered with a quick look with an editor.

Robert.
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Re: [osg-users] request new frame manually

2012-02-27 Thread Andrey Ibe
Thank you, Robert!

it worked well.

for the record, the correct call is made on osg::View
Code:
_view-requestRedraw()


I am puzzled how i could have missed the method in the sources  :? 

Cheers,
Andrey

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Re: [osg-users] How to detect rotating image

2012-02-27 Thread Robert Osfield
Hi Clement,

If you want to find out what is going on use a debugger.  A modicum of
self reliance is key element of being a successful programmer.  You
can't expect others to keep hand walking your through every little
feature one by one.

Robert.

On 27 February 2012 13:11,  clement@csiro.au wrote:
 Hi Robert,

  Do you know how to test the osgViewer is using ON_DEMAND flag?  Here is my 
 code:

 void cOSG::Render(void* ptr)
 {
    cOSG* osg = (cOSG*)ptr;
    osgViewer::Viewer* viewer = osg-getViewer();
    viewer-run();
 }

 void cOSG::initOSGViewer()
 {
        putenv(OSG_RUN_FRAME_SCHEME=ON_DEMAND);
        osgViewer::Viewer* osgViewer = new osgViewer::Viewer();
        ...
        ...
 }


   Before I create osgViewer, I added environment variable.  But I can't see 
 any different compare without environment variable setting.  I am not sure 
 whether osg viewer is using ON_DEMAND.


 Regards,
 Clement


 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
 [robert.osfi...@gmail.com]
 Sent: Monday, 27 February 2012 10:35 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to detect rotating image

 On 27 February 2012 11:26,  clement@csiro.au wrote:
 Hi Robert,

  Thanks for your suggestion.  I checked the source code viewerbase.cpp.  
 There is attribute called _runFrameScheme, but the value is assigned by 
 getenv(OSG_RUN_FRAME_SCHEME).  Except to set the environment variable, any 
 method I can assign the value to _runFrameScheme?  Thanks.

 You have the source code, your hopefully are a programmer so should be
 capable of looking at the API and reading what the methods are.
 Please try it before asking lots of low level questions that could be
 answered with a quick look with an editor.

 Robert.
 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] How to detect rotating image

2012-02-27 Thread Tomlinson, Gordon
You could do a setenv(..), in you code on startup 




Gordon Tomlinson
Chief Engineer(Remoteview)
Overwatch
An Operating Unit of Textron Systems
__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
clement@csiro.au
Sent: Monday, February 27, 2012 6:27 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to detect rotating image

Hi Robert,

  Thanks for your suggestion.  I checked the source code viewerbase.cpp.  There 
is attribute called _runFrameScheme, but the value is assigned by 
getenv(OSG_RUN_FRAME_SCHEME).  Except to set the environment variable, any 
method I can assign the value to _runFrameScheme?  Thanks.


Regards,
Clement

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Monday, 27 February 2012 9:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to detect rotating image

Hi Clement,

The osgViewer::ViewerBase (base class for Viewer) has a FrameScheme hint for 
the run() method which enables ON_DEMAND or CONTINUOUS, ON_DEMAND is the 
approach you'd want.  You'll be calling frame() yourself rather than run() so 
won't be able to utilize this feature, but you should be able to learn from it. 
 Have a look at the
ViewerBase::run() method in
OpenSceneGraph/src/osgViewer/ViewerBase.cpp, in particular the use of
checkNeedToDoFrame() which is used to decide whether a frame is needed or not.

Robert.

On 27 February 2012 09:57,  clement@csiro.au wrote:
 Hi Robert,

I mentioned before I got much cpu usage on MFC window.  In osgMFC example, 
 it uses a thread and for loop to keep calling _osgViewer-frame().  It is a 
 reason why the cpu keeps loading and it also depended on how large of volume 
 data loaded.  Now I have changed to call frame() on MFC OnPaint event. It can 
 decrease much cpu usage.  I also added to call frame() on mouse move, mouse 
 wheel and size events for zooming and rotating the image.  But all MFC events 
 cannot be fired if the image is rotating by itself.  Thus, I am thinking 
 whether osg has an event to detect the image is rotating.

  I just found a solution to add MFC mouse button up and down to detect 
 whether the user wants to rotate the image.  Then I can do it all on MFC 
 event.


 Regards,
 Clement
 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield [robert.osfi...@gmail.com]
 Sent: Monday, 27 February 2012 8:17 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to detect rotating image

 Hi Clement,

 On 27 February 2012 06:26,  clement@csiro.au wrote:
   I would like to know how to detect the image is rotating.  For example, we 
 can use the mouse to rotate the image on viewer.  If we drag on the viewer, 
 the image will automatically rotate.  Any event I can get the image is 
 rotating by itself?  Thanks.

 It's not possible to know precisely what you mean given the above.
 What exactly do you mean by image?  A texture on a quad?  The whole 
 framebuffer? Are we talking about an object in the scene graph being 
 rotated by a transform, or simply an object moving because the camera 
 is moving.

 Robert.
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Re: [osg-users] How to detect rotating image

2012-02-27 Thread Clement.Chu
Hi Robert,

   Sorry for the mass email.  I have debugged the program and I am sure 
ON_DEMAND is set to OSG_RUN_FRAME_SCHEME, but I can't see any different.  The 
cpu usage is still used 25% on idle.


Regards,
Clement


From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Tuesday, 28 February 2012 12:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to detect rotating image

Hi Clement,

If you want to find out what is going on use a debugger.  A modicum of
self reliance is key element of being a successful programmer.  You
can't expect others to keep hand walking your through every little
feature one by one.

Robert.

On 27 February 2012 13:11,  clement@csiro.au wrote:
 Hi Robert,

  Do you know how to test the osgViewer is using ON_DEMAND flag?  Here is my 
 code:

 void cOSG::Render(void* ptr)
 {
cOSG* osg = (cOSG*)ptr;
osgViewer::Viewer* viewer = osg-getViewer();
viewer-run();
 }

 void cOSG::initOSGViewer()
 {
putenv(OSG_RUN_FRAME_SCHEME=ON_DEMAND);
osgViewer::Viewer* osgViewer = new osgViewer::Viewer();
...
...
 }


   Before I create osgViewer, I added environment variable.  But I can't see 
 any different compare without environment variable setting.  I am not sure 
 whether osg viewer is using ON_DEMAND.


 Regards,
 Clement


 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
 [robert.osfi...@gmail.com]
 Sent: Monday, 27 February 2012 10:35 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to detect rotating image

 On 27 February 2012 11:26,  clement@csiro.au wrote:
 Hi Robert,

  Thanks for your suggestion.  I checked the source code viewerbase.cpp.  
 There is attribute called _runFrameScheme, but the value is assigned by 
 getenv(OSG_RUN_FRAME_SCHEME).  Except to set the environment variable, any 
 method I can assign the value to _runFrameScheme?  Thanks.

 You have the source code, your hopefully are a programmer so should be
 capable of looking at the API and reading what the methods are.
 Please try it before asking lots of low level questions that could be
 answered with a quick look with an editor.

 Robert.
 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] [osgCompute] Computation on a rendered texture quad

2012-02-27 Thread Jens Orthmann
Hi jcronje,

The method applyAsRenderTarget() or mapAsRenderTarget() is automatically called 
when
a GLMemoryTargetCallback is attached to a camera. 
Please see the osgRTTDemo-example.
It is required in order to synchronize the memory spaces correctly.
You need to be shure that a GL-Context is ready in order to call 
applyAsRenderTarget().

Does it already work by now?

Best regards,
Jens

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Re: [osg-users] [ANN] OpenSceneGraph 3.0 Cookbook: ready for pre-order and code tests

2012-02-27 Thread Torben Dannhauer
Hi Rui,

I'm looking forward to get your new book!

I'll play with the online code repository these days and give you feedback!


Best regards,
Torben

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[osg-users] osgUtil::Optimizer and osgSim::DOFTransform with data variance STATIC

2012-02-27 Thread Magnus Kessler
We recently discovered that osgSim::DOFTransform nodes were unexpectedly 
removed from the scene graph by the unconditional use of the 
osgUtil::Optimizer in osgconv. The DOFTransform nodes were marked by our 
modelling tool (Max with the osgmaxeporter plugin) as STATIC.

Should the optimizer flatten DOFTransform nodes at all, under any 
circumstances? They carry much more information than a simple transformation 
matrix, such as the ranges for the DOFs. In our case it was this information 
that needed to be preserved.

Can anyone think of a good use case where one would want to flatten 
DOFTransform nodes with osgconv? After all, if I weren't interested in the 
additional information, I could just use a MatrixTransform...

Regards,

Magnus
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[osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-27 Thread Martin Großer
Hello,

Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg? I would 
like write back my vertex position data into a new Vertex Buffer Object. Is 
there any example about this?

Cheers

Martin
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Re: [osg-users] osgUtil::Optimizer and osgSim::DOFTransform with data variance STATIC

2012-02-27 Thread Robert Osfield
HI Magnus,

If you make a Transform node as STATIC then you've told the scene
graph that it will never change so will be fair game for the
Optimizer.  You have two choices if you don't want to have the
Optimizer optimize it away:

 1) Don't call the Optimizer with the FLATTEN_STATIC_TRANSFORM enabled.
 2) Make your Transforms which will be changing as DYNAMIC.

Robert.

On 27 February 2012 15:10, Magnus Kessler magnus.kess...@gmx.net wrote:
 We recently discovered that osgSim::DOFTransform nodes were unexpectedly
 removed from the scene graph by the unconditional use of the
 osgUtil::Optimizer in osgconv. The DOFTransform nodes were marked by our
 modelling tool (Max with the osgmaxeporter plugin) as STATIC.



 Should the optimizer flatten DOFTransform nodes at all, under any
 circumstances? They carry much more information than a simple transformation
 matrix, such as the ranges for the DOFs. In our case it was this information
 that needed to be preserved.



 Can anyone think of a good use case where one would want to flatten
 DOFTransform nodes with osgconv? After all, if I weren't interested in the
 additional information, I could just use a MatrixTransform...



 Regards,



 Magnus




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Re: [osg-users] osgUtil::Optimizer and osgSim::DOFTransform with data variance STATIC

2012-02-27 Thread Magnus Kessler
On Monday 27 Feb 2012 15:26:15 Robert Osfield wrote:
 HI Magnus,
 
 If you make a Transform node as STATIC then you've told the scene
 graph that it will never change so will be fair game for the
 Optimizer.  You have two choices if you don't want to have the
 Optimizer optimize it away:
 
  1) Don't call the Optimizer with the FLATTEN_STATIC_TRANSFORM enabled.
  2) Make your Transforms which will be changing as DYNAMIC.
 
 Robert.
 

Hi Robert,

Thanks for your rapid answer.

I understand perfectly well the way the optimizer works and how to get the 
desired behaviour in its current implementation. DYNAMIC DOFTransform is the 
way to go (FLATTEN_STATIC_TRANSFORMS wouldn't work, as these DOFTransform 
nodes are part of bigger scenes, that do benefit from transformation 
flattening). I was just trying to see if there was a good reason to ever set 
the data variance to STATIC on a DOFTransform.

But maybe this question is more to the authors of osgmaxexporter. Why does 
osgmaxexporter unconditionally set the data variance to STATIC? What are the 
use cases where one would model a STATIC DOFTransform?

Magnus
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-27 Thread Paul Martz
Yes, it's possible, but there are no examples that I know of. You might try 
binding a buffer object in a Camera pre-draw callback, for an example of one 
strategy.

   -Paul


On 2/27/2012 8:21 AM, Martin Großer wrote:

Hello,

Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg? I would 
like write back my vertex position data into a new Vertex Buffer Object. Is 
there any example about this?

Cheers

Martin

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[osg-users] Release built OSG libs with debug built app...

2012-02-27 Thread Shayne Tueller
All,

I believe this issue has been addressed before but I can't find the previous 
discussion. Therefore I will ask again...

Is there a way to get Release-built OSG libs to play nicely with an app that is 
built with Debug? Right now if I link with Release-built OSG libs, my app 
(built with Debug option) doesn't work. If I link with Debug-built OSG libs, 
things work fine. If I built my app with Release, then it also works fine.

Because OSG is so slow when using the Debug libs, I would like to avoid using 
them since I have no need to debug down into OSG code. I do need to debug my 
app.

I'm using VS 2008 SP1 on Windows 7...

Thank you!
Shayne

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45809#45809





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Re: [osg-users] Release built OSG libs with debug built app...

2012-02-27 Thread Chris Hanson
On Mon, Feb 27, 2012 at 11:34 AM, Shayne Tueller shayne.tuel...@hill.af.mil
 wrote:

 All,
  I believe this issue has been addressed before but I can't find the
 previous discussion. Therefore I will ask again...
 Is there a way to get Release-built OSG libs to play nicely with an app
 that is built with Debug? Right now if I link with Release-built OSG libs,
 my app (built with Debug option) doesn't work. If I link with Debug-built
 OSG libs, things work fine. If I built my app with Release, then it also
 works fine.



  Basically, no.

  However, I believe you could build a release build of your app with no
optimization and with all debug symbols included. This should allow you to
debug your code (though not as completely as a full Debug build) from
within a release build.



-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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Re: [osg-users] Release built OSG libs with debug built app...

2012-02-27 Thread Jason Daly

On 02/27/2012 02:12 PM, Chris Hanson wrote:
On Mon, Feb 27, 2012 at 11:34 AM, Shayne Tueller 
shayne.tuel...@hill.af.mil mailto:shayne.tuel...@hill.af.mil wrote:


All,
 I believe this issue has been addressed before but I can't find
the previous discussion. Therefore I will ask again...
Is there a way to get Release-built OSG libs to play nicely with
an app that is built with Debug? Right now if I link with
Release-built OSG libs, my app (built with Debug option) doesn't
work. If I link with Debug-built OSG libs, things work fine. If I
built my app with Release, then it also works fine.




Here is an explanation of why this doesn't work...

http://msdn.microsoft.com/en-us/library/ms235460%28v=vs.80%29.aspx

The article talks about the differences between msvcrt.dll and 
msvcrversion.dll, but the same problem exists when you mix debug and 
release runtime libraries.  You can't pass a pointer generated by your 
app in debug mode (using the debug version of the C runtime) to OSG in 
release mode (using the release version of the C runtime).


The key is the C runtime flag sent to the compiler.  Either compile 
everything with /MD (Multithreaded DLL) or /MDd (Multithreaded debug 
DLL).  Mixing them is bad.





  However, I believe you could build a release build of your app with 
no optimization and with all debug symbols included. This should allow 
you to debug your code (though not as completely as a full Debug 
build) from within a release build.


Yeah, this works (sort of).

--J

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Re: [osg-users] osgUtil::Optimizer and osgSim::DOFTransform with data variance STATIC

2012-02-27 Thread Jean-Sébastien Guay

Hi Magnus,


But maybe this question is more to the authors of osgmaxexporter. Why
does osgmaxexporter unconditionally set the data variance to STATIC?
What are the use cases where one would model a STATIC DOFTransform?


DOFTransforms are a relic of Multigen (Presagis) Creator, and in that 
software they were the most widely used transform node. Modelers (as you 
probably know) are fond of putting lots of transforms (and groups) all 
over the scene graph, to keep things understandable to them, and to make 
it easier to modify the model later.


Unfortunately, there are often many of these transforms that aren't 
really useful once the models are in the simulation software. So yes, 
there is a valid use case for static DOFTransforms - transforms that 
were just put there by the modeler for convenience, but which don't have 
any use in simulation.


Now, I agree with you, the STATIC data variance should not be 
unconditionally applied. There can be rules to determine when it should 
be, for example if the DOFTransform does not have any limits.


At my previous employer, we had made a custom osgconv which would 
massage the scene graph before calling the osgUtil::Optimizer on it (I 
think I mentioned this before on this list). This massage is highly 
dependent on what you'll be doing with your data, which is why I don't 
think it would be useful to submit such a thing - OSG provides the tools 
for you to do the right thing in your situation. But just as an example, 
our tool would:


* Normalize state to expected values (we didn't require artists to set 
the right filtering or face culling manually, we enforced it in the 
tools, so that osgUtil::Optimizer's various merge operations could give 
good results)
* Flag nodes as dynamic if we didn't want them optimized away (we had 
various rules, including if a comment contained Dynamic, if a DOF had 
limits, etc.
* Remove most Group nodes since these just hinder the merge visitors and 
in most cases, better batching (less draw calls) is more important than 
better spatial culling.


Again, I've talked about these things in the past, and others have 
shared similar or related advice too.


Hope this helps,

J-S
--
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Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release

2012-02-27 Thread Thomas Hogarth
Hi Robert

I've had a few compile errors on IOS with everything configured for Float,
nothing major. Fixes have been submitted.

With fixes I successfully built with XCode 4.2.1 for IOS SDK 5.0, GLES2,
run on IPad and IPhone. Also compiled with Apples newer LLVM compiler and
everything seems to work fine.

Cheers
Tom
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