Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Robert Osfield
Hi Tom,

On 12 April 2012 01:16, Thomas Hogarth thomas.hoga...@gmail.com wrote:
 So I've been playing a bit more with mediawiki, seems pretty good.

 http://wiki.openscenegraph.com/index.php?title=File:Stereomagic-screenshot01.png

 Not much but adding the links and image was very easy.

 I've also been having a look at features that could make the tutorials easier 
 to follow. Found this plugin for syntax highlighting.

 http://www.mediawiki.org/wiki/Extension:Syntax_Highlighting

Thanks for doing the experimentation.  Could you try and put together
a test tutorial on any subject that you feel able, iOS for instance.
Your experience with this will give us an idea of how they might look
and how quickly/easily they can be put together.  It might also be
useful to attempt to copy the contents over as a straight joomla
article to see how easily one can do the equivalent in joomla.

 So is the plan to flesh out what you have on Joomla site (downloads, about, 
 screen shots, pr etc), then move everything in the documentation section of 
 the current site over to mediawiki?

This has been my initial plan of action.  However, I am starting to
wonder if the ability of Joomla to handle creation and editing of
content within a browser is not so different to that of a wiki so it
might be possible to do everything within Joomla rather than have a
wiki and a main website.  A wiki does have it's own advantages though
so I'm torn.  For the average end use they just want easy and quick
access to information, downloads and support, whether it's in a wiki
or not makes no difference.  For those populating the website(s) it's
a different set of needs.

This initial experimentation stage is really about trying to flesh out
what is possible and what might work well for us.  I don't know the
answers until we've done the leg work. I'd like to get a firm
direction within the next week as we really need to start pulling
across content and building the new website.

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Robert Osfield
Hi Tom et. al,

On 12 April 2012 00:17, Thomas Hogarth thomas.hoga...@gmail.com wrote:
 My Account had been activated

 It got classed as spam by gmail. Found this about it

 http://forum.joomla.org/viewtopic.php?p=2602821

 Says this could be a solution

 http://support.google.com/a/bin/answer.py?hl=enhlrm=enanswer=33786

Thanks for the links.  I'm well out of my comfort zone with this stuff
- yet more stuff to learn.  Has anyone else done setting up of SPF
records before?  Do we have to set up Joomla to use these records?

 Also on the subject of accounts, are we planning to use the joomla accounts
 to login to MediaWiki?

I would very much like to avoid having lots of different user logins.
In my ideal world we'd have the forum, mailing list and websites all
handle with the same logins. I'm guess this would require some kind of
customisation of Joomla if we were able to do this.

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Robert Osfield
Hi Martin and Vaclav,

On 11 April 2012 21:11, Martin Naylor martinnay...@virginmedia.com wrote:
 Came straight through for me..
 Although I put my username as my surname and cannot change it :)

I have logged in as administrator and changed your names and user
names they are now

name  username
Martin Naylor  martinnaylor
Vaclav Bilek   vaclavbilek

Hopefully I've got it right, could you try and login to see if it works OK?

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Robert Osfield
Hi All,

Those who haven't received their activation email I have used the
joomla admin pages for the registered users to activate and enable the
accounts for you.  We still need to sort out the issue with the mails
being eaten as spam, but at least this hurdle shouldn't stop you from
joining in the experiment.

The next step will be to identify what bits of the website are most
critical for populate and they get these pages dealt with, either by
me or by others who'll I grant access rights to.  The question is what
rights should we open to to whom.  See below for the list of different
groups that Joomla has be default.

Public  
|— Manager  
|—|— Administrator  
|— Registered
|—|— Author
|—|—|— Editor   
|—|—|—|— Publisher  
|— Super Users

Right now all those who've registered are listed Registered, except
for me and I'm listed as Super User.  I'm guessing that we'll have a
small number of Administrator/Managers and then a wider set of
Authors, Editor and Publishers.  Those who've worked on Joomla
websites will know a bit more about what types of rights are required
so let us know your experiences and recommendations.

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Martin Naylor
Hi Robert,
That works great now, thanks...

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 12 April 2012 11:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Building new website, assistance appreciated!

Hi Martin and Vaclav,

On 11 April 2012 21:11, Martin Naylor martinnay...@virginmedia.com wrote:
 Came straight through for me..
 Although I put my username as my surname and cannot change it :)

I have logged in as administrator and changed your names and user names they
are now

name  username
Martin Naylor  martinnaylor
Vaclav Bilek   vaclavbilek

Hopefully I've got it right, could you try and login to see if it works OK?

Robert.
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Re: [osg-users] Android OSG SVN version

2012-04-12 Thread Jorge Izquierdo Ciges
Look for previous Java exceptions, maybe you'll get more info. From the
trace signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0004 I
think that could be some linking that hasn't been satisfied and somewhere
the pc goes to that address (I used to have those on the firsts days with
gles2 when it didn't load properly). There are some tools to look where the
code was called in the NDK, that could give you more clues. (I don't think
the same addresses apply to my binaries, so i can't check) For the moment
try 3.0 and see if that works in your phone (it SHOULD be, i'm using that
version right now in the Asus Transformer) That way at least we can know if
it's something that has changed lately.

Cheers.

J. Izquierdo

2012/4/12 Jan Ciger jan.ci...@gmail.com

 Hello,

 I am trying to get the current SVN version of OSG working on my Android
 phone and I am tearing my hair out here. The osgAndroidExampleGLES1 flashes
 the UI and crashes right away with a segfault or a bus error (attached log).

 I have tried to use both v5 ABI, v7 ABI, disable NEON (even though my HTC
 Desire HD has a Snapdragon CPU and should support it), compile for
 Android-8 and 10 and nothing works - always this stupid crash in the C
 runtime.

 On the other hand, the examples from the Android NDK do work, including
 the HelloGL2 one, so OpenGL should work on the phone to at least some
 degree. Also, we had the older 2.8.x version of OSG running on the phone
 before.

 NDK version is android-ndk-r7b, Android SDK is r18, running on 32bit
 Linux. The phone is running Android 2.3.3 with HTC Sense 2.1 (stock HTC
 ROM).

 Does anyone have an idea what could be causing this? I will be really
 grateful for any pointers ...

 Regards,

 Jan

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Re: [osg-users] Android OSG SVN version

2012-04-12 Thread Jorge Izquierdo Ciges
Oh! sorry for the double post! The other Day Google publisher NDKr7C with
this comment:

Important bug fixes:

   - Fixed GNU STL armeabi-v7a binaries to not crash on non-NEON devices.
   The files provided with NDK r7b were not configured properly, resulting in
   crashes on Tegra2-based devices and others when trying to use certain
   floating-point functions (e.g., cosf, sinf,expf).


Maybe it's a long shot, but it's worth a try.



2012/4/12 Jorge Izquierdo Ciges jori...@gmail.com

 Look for previous Java exceptions, maybe you'll get more info. From the
 trace signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0004 I
 think that could be some linking that hasn't been satisfied and somewhere
 the pc goes to that address (I used to have those on the firsts days with
 gles2 when it didn't load properly). There are some tools to look where the
 code was called in the NDK, that could give you more clues. (I don't think
 the same addresses apply to my binaries, so i can't check) For the moment
 try 3.0 and see if that works in your phone (it SHOULD be, i'm using that
 version right now in the Asus Transformer) That way at least we can know if
 it's something that has changed lately.

 Cheers.

 J. Izquierdo

 2012/4/12 Jan Ciger jan.ci...@gmail.com

 Hello,

 I am trying to get the current SVN version of OSG working on my Android
 phone and I am tearing my hair out here. The osgAndroidExampleGLES1 flashes
 the UI and crashes right away with a segfault or a bus error (attached log).

 I have tried to use both v5 ABI, v7 ABI, disable NEON (even though my HTC
 Desire HD has a Snapdragon CPU and should support it), compile for
 Android-8 and 10 and nothing works - always this stupid crash in the C
 runtime.

 On the other hand, the examples from the Android NDK do work, including
 the HelloGL2 one, so OpenGL should work on the phone to at least some
 degree. Also, we had the older 2.8.x version of OSG running on the phone
 before.

 NDK version is android-ndk-r7b, Android SDK is r18, running on 32bit
 Linux. The phone is running Android 2.3.3 with HTC Sense 2.1 (stock HTC
 ROM).

 Does anyone have an idea what could be causing this? I will be really
 grateful for any pointers ...

 Regards,

 Jan

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Re: [osg-users] getting correct light position

2012-04-12 Thread Andrey Ibe
Hi,

update: working! ... almost correctly

I have recently realized, that the problem may be caused by me not treating the 
fourth vector component (w) well - but if i use .project() method of either 
osg::Vec4d or osg::Vec4dH, it produces infinity for directional lights, which 
is expected, but how do i treat such values ? :?

the light is finally positioned well :D  if i alter the fourth component not to 
be zero, but some small value close to zero, just before using .project() 
method on the light's position. but i do not want to keep using this kind of 
hack. is there another way?
i need to get the light's position to be able to compute precise vectors for 
lighting equations ... 

Thank you for suggestions!

Cheers,
Andrey

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[osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-04-12 Thread Han Wang
Hi,
I find it difficult to learn the osgOcean by reading the source code only. In 
addition, the document of this code is not very specific. 

 So, I need some other guidebook or some similar documents, which can help me 
to understand the  osgOcean quickly(No special detailed).

Thank you!

Cheers,
Han Wang

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[osg-users] Wiki page

2012-04-12 Thread Braden Edmunds
Hi,

Does anyone know if the OSG wiki page is down? I get the following message back:

TimeoutError: Unable to get database connection within 20 seconds

Tried loading on several machines to no avail.

Cheers,
Braden

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[osg-users] [build] OSX build (not Xcode)

2012-04-12 Thread Joshua No
We are trying to build and test OSG.  We're not using Xcode, we're using 
typical command line dev tools. We've been able to solve most of the build 
errors with ./configure trying to grab 32bit libraries, but this one seems to 
be missing the library all together. At the 97% mark we get the following 
errors:


[ 97%] Built target osgdb_txp
Linking CXX shared module ../../../lib/osgPlugins-3.1.2/osgdb_ffmpeg.so
Undefined symbols for architecture x86_64:
  _BZ2_bzDecompressInit, referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  _BZ2_bzDecompress, referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  _BZ2_bzDecompressEnd, referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  _NeAACDecOpen, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecClose, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecGetCurrentConfiguration, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecSetConfiguration, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecInit, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecInit2, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecDecode, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _NeAACDecGetErrorMessage, referenced from:
  _faac_decode_init in libavcodec.a(libfaad.o)
  _lame_close, referenced from:
  _MP3lame_encode_close in libavcodec.a(libmp3lame.o)
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_encode_buffer, referenced from:
  _MP3lame_encode_frame in libavcodec.a(libmp3lame.o)
  _lame_encode_buffer_interleaved, referenced from:
  _MP3lame_encode_frame in libavcodec.a(libmp3lame.o)
  _lame_encode_flush, referenced from:
  _MP3lame_encode_frame in libavcodec.a(libmp3lame.o)
  _lame_init, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_in_samplerate, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_out_samplerate, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_num_channels, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_quality, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_mode, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_brate, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_bWriteVbrTag, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_disable_reservoir, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_init_params, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_get_framesize, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_VBR, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _lame_set_VBR_q, referenced from:
  _MP3lame_encode_init in libavcodec.a(libmp3lame.o)
  _x264_encoder_close, referenced from:
  _X264_close in libavcodec.a(libx264.o)
  _x264_param_default, referenced from:
  _X264_init in libavcodec.a(libx264.o)
  _x264_encoder_open_80, referenced from:
  _X264_init in libavcodec.a(libx264.o)
  _x264_encoder_headers, referenced from:
  _X264_init in libavcodec.a(libx264.o)
  _x264_encoder_encode, referenced from:
  _X264_frame in libavcodec.a(libx264.o)
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make[2]: *** [lib/osgPlugins-3.1.2/osgdb_ffmpeg.so] Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2

Any tips would be very helpful.

Thanks

P.S. This is from the latest github master branch (as of evening April 5th 
2012).

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Re: [osg-users] issues with osg on visual studio 10

2012-04-12 Thread Braden Edmunds
Make sure you're using the right libs for your build config. If in debug mode 
all the libs included in your linker should have *d.lib. 

Cheers,
Braden

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[osg-users] [build] osgQT make error, v3.x

2012-04-12 Thread Keith Bobick
Hi,

When building v3.0.1 or v3.1.0 or v3.1.1, I get the following error.

no rule to make target 'src/osgQt/-f' needed by '/src/osgQt/moc_-f.cxx' stop

I am running under OpenSuse 12.1 x64, Qt 4.7.4, cmake 2.8.7. I have tried 
tracking this down myself, but am not an avid cmake user. It seems unlikely 
that there is really supposed to be a file named '-f'. It is more likely an 
option flag. I don't see where it's coming from. I have tried this with all 
three v3.x versions I could find and they all do exactly the same thing. 

Anyone have any polite suggestions?

Thank you!

Cheers,
Keith

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Re: [osg-users] Play audio files

2012-04-12 Thread Héctor Martínez
Hello again,

I know that is has been long time since the last message about this topic,
but I am still facing the same issue. The audio is still delayed in the
videos.
But now I have found that if I change

ulBufferSize = (ulFrequency * bytesPerSample)  2;

by this

ulBufferSize = (ulFrequency * bytesPerSample)  4;

in the AudioSink.h file, the delay disappears in some videos. I don't
understand quite well why it disappears and why it is only in some videos.
The thing is that in one mpg video, the delay has completely disappeared,
while with one flv video the delay has not disappeared, but has been
reduced. If I convert that flv video to mpg, the delay remain the same, so I
actually don't know if the problem is with the video format, the AduioSink
buffer, or if it is about the libraries (osgAudio, openAL, ffmpeg...).

I have tested with openAL soft and with openAL and I am getting the same
behaviour with both.

Anybody has any idea about this problem? Maybe the buffer change can give
the clue to solve it.

Thank you in advance.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: viernes, 27 de enero de 2012 12:31
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Play audio files

Thank you Chris for your reply.

I am still trying to solve the problems. One thing that have helped me is
changing this line:

AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false),
_audioStream(audioStream) {play();}

for this line:

AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false),
_audioStream(audioStream) {}

I don't know if there is a logical reason for that, but when deleting the
play(), the cutting in the audio seems to disappear. OK, it still makes some
cuts, but they are very small and it is possible to hear the audio without
problems (with the previous cuts it was impossible to hear the audio).

But I am still facing the problem of the delay. The audio starts delayed for
some reason that I can't still figure out. Could it be because I am using
openAL soft instead of openAL? Maybe that's not the problem, because it is
working fine with audio files, but who knows...

Best regards

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: jueves, 26 de enero de 2012 18:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

On 1/26/2012 2:45 AM, Héctor Martínez wrote:
 Hi Laurens,
 If anyone can give an idea about the problem, you are welcome.

  I'd love to help you, but I only wrote the FMOD side of osgAudio -- the
openAL/openalpp side was part of osgAL, and I never really worked with it
because I couldn't get openAL to work on my Vista box at the time.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
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Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-04-12 Thread Kim Bale
Hi Han,

I'm the author of the code, if you can be more specific about what you want
to know maybe I can help you.

There isn't any documentation, only the example program to guide your way
I'm afraid.

Regards,

Kim.


On 6 April 2012 08:02, Han Wang wyh891...@yahoo.com.cn wrote:

 Hi,
 I find it difficult to learn the osgOcean by reading the source code only.
 In addition, the document of this code is not very specific.

  So, I need some other guidebook or some similar documents, which can help
 me to understand the  osgOcean quickly(No special detailed).

 Thank you!

 Cheers,
 Han Wang

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Re: [osg-users] [build] OSX build (not Xcode)

2012-04-12 Thread Stefan Radomski
Hi there,

you can run make VERBOSE=1 and see if the correct library is used for 
linking. The linker error suggest that you do not link against the library or 
are using a library with a wrong architecture lipo -info library.here will 
tell you the architectures in the library.

Best regards
Stefan

On 6 Apr, 2012, at 8:24 PM, Joshua No wrote:

 We are trying to build and test OSG.  We're not using Xcode, we're using 
 typical command line dev tools. We've been able to solve most of the build 
 errors with ./configure trying to grab 32bit libraries, but this one seems to 
 be missing the library all together. At the 97% mark we get the following 
 errors:

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Re: [osg-users] Wiki page

2012-04-12 Thread Jordi Torres
Hi Braden,

It's working for me. Openscenegraph old server was rebooted yesterday, so
you should not have problems now.

Cheers.

2012/4/6 Braden Edmunds edmu...@reaction-eng.com

 Hi,

 Does anyone know if the OSG wiki page is down? I get the following message
 back:

 TimeoutError: Unable to get database connection within 20 seconds

 Tried loading on several machines to no avail.

 Cheers,
 Braden

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-- 
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gvSIG 3D blog
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Instituto de Automática e Informática Industrial
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[osg-users] Warning: Manipulator warning: eventTimeDelta = -0.004

2012-04-12 Thread Lionel Lagarde

  
  
Hi, 

When I use the FlightManipulator, I have a lot of warning messages:
"Manipulator warning: eventTimeDelta = -0.004".
The messages are displayed only using ON_DEMAND rendering.

The GraphicsWindow has an event queue. The window related event
(mouse move, ...) are appended in this queue.

The osgViewer::View has also an event queue (not shared with the
window). A FRAME event is pushed in this queue in the advance
method.

A frame is made of:
 advance
 {
  push FRAME event time = reference time = delta_s(view start
tick, now)
 }

 eventTraversal
 {
  gw-checkEvents = fill the GraphicsWindow event queue
time = delta_s(event queue start tick, now)  FRAME event time
  append gw events to a local event queue
  append view events to the local event queue

  here, the local event queue contains:
   gw event (time = T)
   gw event (time = T+1)
   gw event (time = T+2)
   ...
   FRAME event (time = T-1)

  the local event queue is not sorted (by event time) and the
FlightManipulator doesn't like it.
 }

The warnings are not printed in the CONTINUOUS rendering mode
because the takeEvents method (used to takes the events from the
graphics window event queue and the view event queue) uses a cutoff
time (reference time). The window events are processed by the
manipulator during the frame N+1.

These messages are quite annoying. They exist in OSG 2.x but they
are notified as info (most of the time not printed).

I don't know how to correct this issue:

  sort the local event queue (using the event times) before the
event dispatch
  always set cutoff time = reference time
  make the manipulators more flexible 
  
  ...

Any ideas ?
  

  

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Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-12 Thread John Richardson
Hello,

 

FYI: Openscengraph 3.0 and Openscengraph 3.0 Cookbook are available to
people with Safari Books Online subscriptions.

 

Some phrases from the SBO abstracts of the books [captured with the -verbose
command]

high-performance virtual reality applications  {OH MY, HIGH
PERFORMANCE ---great - fantastically correct}

create stunning graphics  {stunning ---
totally correct}

 

And just to see if anyone is reading to the end of the post..

 

OSG guru's should be thinking about any presentations they want included in
the OSG BOF at SIGGRAPH 2012 in LA.

 

John F. Richardson



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Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-12 Thread John Richardson
 

Hello,

 

Just 2 more tidbits from Safari Books Online.

 

Rui's and Xuelei's book is cited in 2 books in SBO.

 

Pro OpenGL ES for IOS and Pro OpenGL ES for Android mantion the IOS OSG
efforts, so whoever did that work, you seem to have been acknowledged.

 

OSG also mentioned in 9 other titles in SBO.

 

And , just to check that you are reading to the end of the email.

A copy of Rui's and Xuelei's book was given away at last year's SIGGRAPH OSG
BOF [WOW - lots of acronyms]

 

John F. Richardson



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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Thomas Hogarth
Hi Robert

So I installed joomla on my server and have had a little play with it, seems 
easy enough to edit stuff

Thanks for doing the experimentation. Could you try and put together 
a test tutorial on any subject that you feel able, iOS for instance. 
Your experience with this will give us an idea of how they might look 
and how quickly/easily they can be put together. It might also be 
useful to attempt to copy the contents over as a straight joomla 
article to see how easily one can do the equivalent in joomla. 

Sure I can do this, I think I will do it in Joomla if you could give me editor 
(or is it publisher) rights.

I can start it on my server just for testing purposes.

In terms of quick copying over I guess copying from the Trac editor (assuming 
it has one) will work best. Or trying to copy html into the joomla html editor. 
Just to make copying of URLs easier.

So I will start with a Getting Started IOS document, and see what plugins 
joolma has to offer for Syntax highlighting etc.

Cheers
Tom

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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Vaclav Bilek
Thank you Robert.

I can login with my username. It looks that it works.

Vaclav

On 04/12/2012 12:29 PM, Robert Osfield wrote:
 Hi Martin and Vaclav,

 On 11 April 2012 21:11, Martin Naylor martinnay...@virginmedia.com wrote:
 Came straight through for me..
 Although I put my username as my surname and cannot change it :)
 I have logged in as administrator and changed your names and user
 names they are now

 name  username
 Martin Naylor  martinnaylor
 Vaclav Bilek   vaclavbilek

 Hopefully I've got it right, could you try and login to see if it works OK?

 Robert.
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Re: [osg-users] Strange problem: Only PrimitiveSet of first Vertices displayed

2012-04-12 Thread Nico DeLarge
Hi David,

thank you very much again for the confirmation of the hardware problem. When I 
am back from vacation at work I will test to update my graphics driver. In 
addition thanks for the tipp with gDEBugger. It looks really promising.

Cheers,

Nicolas

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Re: [osg-users] osx fail to configure

2012-04-12 Thread Olaf Flebbe
Hi,

For me, a recent snapshot version from cmake did the job. No additional command 
line parameters necessary.

I updated the command line tools: Xcode/Preferences.../Downloads/Components to 
get recent llvm and utilities in /usr/bin

Olaf

Am 12.04.2012 um 01:49 schrieb Ulrich Hertlein:

 On 12/04/12 0:53 , Cedric Pinson wrote:
 Thx for the hints, I modified the CMakeCache.txt file to point on the new 
 location of Xcode
 
 For me, running xcode-select /Applications/Xcode.app/Contents/Developer did 
 the trick.
 (Maybe together with cmake patches brought in through MacPorts, not sure.)
 


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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Jason Daly


Hi, Robert,


On 04/12/2012 06:39 AM, Robert Osfield wrote:

Hi All,

Those who haven't received their activation email I have used the
joomla admin pages for the registered users to activate and enable the
accounts for you.  We still need to sort out the issue with the mails
being eaten as spam, but at least this hurdle shouldn't stop you from
joining in the experiment.


Thanks, I can log in now.

My e-mail finally came at nearly 3:00 am EDT.  Checking the route in the 
header, Dreamhost received it at 11:30, shortly after I registered, and 
it seems to have taken 15 hours to get from Dreamhost to my mail server 
here.  Of course, when I clicked the link, I was informed that it had 
expired.


In any case, I don't think there's anything you could do at your end to 
fix my particular issue.




The next step will be to identify what bits of the website are most
critical for populate and they get these pages dealt with, either by
me or by others who'll I grant access rights to.  The question is what
rights should we open to to whom.  See below for the list of different
groups that Joomla has be default.

Public  
|— Manager  
|—|— Administrator  
|— Registered
|—|— Author
|—|—|— Editor   
|—|—|—|— Publisher  
|— Super Users

Right now all those who've registered are listed Registered, except
for me and I'm listed as Super User.  I'm guessing that we'll have a
small number of Administrator/Managers and then a wider set of
Authors, Editor and Publishers.  Those who've worked on Joomla
websites will know a bit more about what types of rights are required
so let us know your experiences and recommendations.


Our sites have always been pretty small, so we've only ever had the 
Super User have the ability to do administration, create articles, etc.  
I know Joomla can handle it, but I've not seen how it works myself.


This article explains the different default user groups (you can also 
create custom groups)


http://docs.joomla.org/Changing_user_groups

--J

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Re: [osg-users] Android OSG SVN version

2012-04-12 Thread Jan Ciger

On 04/12/2012 01:04 PM, Jorge Izquierdo Ciges wrote:

Oh! sorry for the double post! The other Day Google publisher NDKr7C
with this comment:

Important bug fixes:

  * Fixed GNU STL armeabi-v7a binaries to not crash on non-NEON
devices. The files provided with NDK r7b were not configured
properly, resulting in crashes on Tegra2-based devices and
others when trying to use certain floating-point functions
(e.g., |cosf|, |sinf|,|expf|).


Maybe it's a long shot, but it's worth a try.



*FACEPALM*

That really sounds like it - bus errors are common with crashes on 
floating point stuff. Let me try to upgrade the NDK and see what happens.


Thanks for the tip!

Jan
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Paul Martz

I'm in too, thanks Robert.
   -Paul
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Re: [osg-users] Android OSG SVN version

2012-04-12 Thread Jan Ciger

Hello Jorge,

On 04/12/2012 01:01 PM, Jorge Izquierdo Ciges wrote:

Look for previous Java exceptions, maybe you'll get more info. From the
trace signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0004 I
think that could be some linking that hasn't been satisfied and
somewhere the pc goes to that address (I used to have those on the
firsts days with gles2 when it didn't load properly). There are some
tools to look where the code was called in the NDK, that could give you
more clues. (I don't think the same addresses apply to my binaries, so i
can't check) For the moment try 3.0 and see if that works in your phone
(it SHOULD be, i'm using that version right now in the Asus
Transformer) That way at least we can know if it's something that has
changed lately.

Cheers.

J. Izquierdo




I have tried upgrading the NDK and the SVN version still crashes in the 
same way. Then I have downloaded the 3.0.1 stable from last year and 
that one works fine, so it is indeed an OSG problem somewhere :( Good 
that I have an 8 core machine so OSG rebuild takes only some 15 minutes ...


If you know how to debug this sort of crash, I am all ears - on normal 
Linux application I would see the missing symbol reported on command 
line or load it under gdb and check there. However I have no idea how to 
debug a library loaded from Java on Android. The normal Eclipse debugger 
doesn't show anything, because the process is killed by the OS.


Regards,

Jan

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[osg-users] problem with handleMouseRelease using custom camera manipulator

2012-04-12 Thread Michael Schanne
Hi,

I’m using OSG with Qt.  I want to change the mouse cursor when I press and 
release a mouse button over my QGLWidget.  I’ve created a custom camera 
manipulator by subclassing TrackballManipulator, and overriding 
handleMousePush() and handleMouseRelease(), in which I call 
QWidget::setCursor().  However, the cursor does not change immediately when I 
click or release the button.  It only changes after the first mouse movement 
after the click or release.  When I debugged my code I saw that 
handleMouseRelease() is not being called until the first movement after I 
release the mouse button.  What do I need to do to be able to take action 
immediately when the button is pressed/released?

I’ve set up the Qt widget similar to the osgViewerQt example.  I am using OSG 
version 3.0.0 and Qt version 4.7.1.


... 

Thank you!

Cheers,
Michael

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[osg-users] Quick questions about assigning render bins

2012-04-12 Thread Preet
I need to render a bunch of different objects using layer data and I'm
doing it by disabling depth test and specifying a render bin to
control render order... something like

myObject-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
myObject-getOrCreateStateSet()-setRenderBinDetails(11,RenderBin);

* Should I be doing this on a per-object basis, or would I see better
performance if I created group nodes with the right renderbin setup
and then added the objects to the group nodes (assume hundreds of
objects, but 10-20 layers)? (I don't know how OSG sorts/orders the
scene graph nodes before rendering)

* Some of my objects have transparency, but again, I'm specifying
render order. So is it okay to put those objects in the RenderBin
renderbin as opposed to the DepthSortedBin? If Objects A and B are
both transparent, both in RenderBin (10) and RenderBin (11)
respectively, and A is behind B, I should see object A through B
correct? This is what some preliminary test code seems to indicate
(and in that code switching from DepthSortedBin to RenderBin
doesn't result in any changes).


Regards,

Preet
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Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-12 Thread Jean-Sébastien Guay

Hi John,


And , just to check that you are reading to the end of the email.


Hah, made me look, again!


A copy of Rui’s and Xuelei’s book was given away at last year’s SIGGRAPH
OSG BOF [WOW – lots of acronyms]


Actually four copies! Thanks to Wang Rui for donating them.

It was a (not very scientific/pseudo-random) draw of business cards/torn 
pieces of paper. Thanks to whatever lottery regulation authorities exist 
in BC for not having been there! And thanks to the attendees for their 
patience while I tried to draw the names and be fair to everyone...


J-S
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Re: [osg-users] Android OSG SVN version

2012-04-12 Thread Jorge Izquierdo Ciges
Pretty much the same, there are some command line tools in the ndk
addr2line and the like to delve and know why the hell it's happening. There
is a book about ndk with a chapter about the topic and there are some
tutorials here and there. Now i'm hitting my head with a wall of bricks
with QCAR and osg so I can't look into this matter myself.

2012/4/12 Jan Ciger jan.ci...@gmail.com

 e tried upgrading the NDK and the SVN version still crashes in the same
 way. Then I have downloaded the 3.0.1 stable from last year and that one
 works fine, so it is indeed an OSG problem somewhere :( Good that I have an
 8 core machine so OSG rebuild takes only some 15 minutes ...

 If you know how to debug this sort of crash, I am all ears - on normal
 Linux application I would see the missing symbol reported on command line
 or load it under gdb and check there. However I have no idea how to debug a
 library loaded from Java on Android. The normal Eclipse debugger doesn't
 show anything, because the process is killed by the OS.

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Re: [osg-users] Quick questions about assigning render bins

2012-04-12 Thread Jason Daly

On 04/12/2012 07:34 PM, Preet wrote:

I need to render a bunch of different objects using layer data and I'm
doing it by disabling depth test and specifying a render bin to
control render order... something like

myObject-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
myObject-getOrCreateStateSet()-setRenderBinDetails(11,RenderBin);

* Should I be doing this on a per-object basis, or would I see better
performance if I created group nodes with the right renderbin setup
and then added the objects to the group nodes (assume hundreds of
objects, but 10-20 layers)? (I don't know how OSG sorts/orders the
scene graph nodes before rendering)


By default, OSG sorts each render bin by state, so your drawables in 
each bin would be sorted according to the StateSets applied to them such 
that state changes are minimized.  I'm not sure how much of an 
improvement (if any) you'd see by organizing your drawables into groups 
and applying the render bin state that way.  I doubt it would be all 
that significant, but I'm not sure.




* Some of my objects have transparency, but again, I'm specifying
render order. So is it okay to put those objects in the RenderBin
renderbin as opposed to the DepthSortedBin? If Objects A and B are
both transparent, both in RenderBin (10) and RenderBin (11)
respectively, and A is behind B, I should see object A through B
correct? This is what some preliminary test code seems to indicate
(and in that code switching from DepthSortedBin to RenderBin
doesn't result in any changes).


If you're disabling the depth test and doing your own sorting anyway, 
then yes, specifying DepthSortedBin won't do much for you  :-)


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[osg-users] osg_NormalMatrix calculated incorrectly

2012-04-12 Thread Roland Hill
Hi,

I believe osg_NormalMatrix may be being calculated incorrectly in the trunk 
version of OSG. At present, it is calculated as the inverse 3x3 of the 
modelview matrix, but should be the transpose inverse. The patch below appears 
to correct this.

To test, try running osgsimplegl3 cow.osg. You will see the cow is mostly black 
until you spin it around a bit. After the patch is applied the cow appears 
fully lit all the time as expected.

Cheers,
Roland


Index: src/osg/State.cpp
===
--- src/osg/State.cpp   (revision 13060)
+++ src/osg/State.cpp   (working copy)
@@ -1414,9 +1414,12 @@
 Matrix matrix;
 matrix.invert(mv);
 
-Matrix3 normalMatrix(matrix(0,0), matrix(1,0), matrix(2,0),
- matrix(0,1), matrix(1,1), matrix(2,1),
- matrix(0,2), matrix(1,2), matrix(2,2));
+Matrix3 normalMatrix(matrix(0,0), matrix(0,1), matrix(0,2),
+ matrix(1,0), matrix(1,1), matrix(1,2),
+ matrix(2,0), matrix(2,1), matrix(2,2));
 
 _normalMatrixUniform-set(normalMatrix);
 }

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