[osg-users] Integrating joystick in a application with osgGraphicsWindowQt

2017-06-08 Thread Francesco Argese
I'm trying to integrate the example osgdirectinput example to handle
the joystick events in an application written using osg and Qt and
having osgGraphicsWindowQt.

When I try to retrieve GraphicsWindowWin32 I ob through the following
code I obtain NULL.

osgViewer::GraphicsWindowWin32* windowWin32 =
dynamic_cast(
_camera->getGraphicsContext() );

Can you suggest me the best practices to integrate joystick in an
application of usch type? Do examples exist related to this scenario?

The version of OSG I'm using is 3.0.1 while the Qt version is 4.7.3.

Francesco
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[osg-users] [vpb] terrain altimetry not visible after osgdem generation

2015-10-02 Thread Francesco Argese
Hi,

I'm trying to obtain a full earth including terrains for all parts (or at least 
for some parts) using Virtual Planet Builder.

I'm using bluemarble textures and ASTER GDEM as digital elevation model.

In order to generate the earth model I use the command below. It generates the 
whole earth with the texture but it seems that the terrain elevation is 
lacking: indeed, when I go near to the mountains with osgviewer, the terrain 
altimetry is not visible and they seems flat. 

What could be the problem? Is there in the command-line any problem with the 
command or with data I'm using?

Where can I find prepared reference sample data to do some tests with osgdem?


Code:
osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t 
land_shallow_topo_east.tif -d GDEM-10km-colorized.tif -l 8 -v 1.0 --geocentric 
--POLYGONAL --PagedLOD -o earth/earth.ive 



Thank you!

Cheers,
Francesco


Francesco Argese

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[osg-users] Color Bar (or lut, lookup table) with non-scalar colours

2015-07-16 Thread Francesco Argese
Hi,

I'm working on the visualization of CAE models and I 'm interested to the 
development of a lookup table (lut) with a color bar having non-linear 
increment of colours.

In particular I'm interested to a colour bar similar to that showed by ParaView 
software (see file among attachements).

At the moment I'm using osgSim::ScalarBar class but it has a linear increment 
of the colours.

Does exist in OSG code an implementation of a scalar bar with a non-linear 
increment of colours?

Thank you!

Cheers,
Francesco


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Re: [osg-users] left/right alternating stereo

2015-01-23 Thread Francesco Argese
Hi,

I have a NVidia Quadro video card and I have resolved using Quad Buffer after 
configuring NVidia Control Panel correctly for stereo visualization.

Thank you!

Cheers,
Francesco


Francesco Argese

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[osg-users] left/right alternating stereo

2015-01-19 Thread Francesco Argese
Hi,

does OpenSceneGraph supports left/right alternating stereo as output?

I'm working on a system where I need to set this type of stereo because side by 
side stereo doesn't work on it but I have found working this type of stereo 
that is available on Bino open source video player. This type of stereo is 
described at the following link among supported output techniques: 
http://bino3d.org/doc/bino.html#Output-Techniques

Does exist in OpenSceneGraph a similar type of stereo?

Thank you!

Cheers,
Francesco


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Re: [osg-users] Half Side-by-side

2014-12-03 Thread Francesco Argese
Hi,

as suggested, I've solved setting OFF the 
OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO option and setting SIDE_BY_SIDE 
stereo HORIZONTAL or TOP_AND_BOTTOM. :-)

Thank you!

Cheers,
Francesco


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[osg-users] Half Side-by-side

2014-12-01 Thread Francesco Argese
Hello,

I'm trying to display a simple OpenSceneGraph application on a 3d
active tv that supports SBS Half (Half Side-by-Side) in FullHD
resolution.

I've already tried using stereo configuration for Side-by-side
(HORIZONTAL_SPLIT) but the result is a stretched image. It seems that
HORIZIONTAL_SPLIT was introduced to support output for CardBoard-like
devices.

Does exist a simple configuration to obtain the type of output I'm
looking for? Or it is required to set it manually configuring the osg
camera?

Thanks in advance,
Francesco Argese
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Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2013-07-01 Thread Francesco Argese
Hi Cedric,

I'm interested to the source code of the link that you provided 
(http://hg.plopbyte.net/pokme) but the link seems to be broken.

Where can I find it?

Thanks in advance,
Francesco


Cedric Pinson wrote:
 
 I have started the Timeline Animation manager with pokme project... It
 worked when I used it, so I guess you can have a look to the source of
 pokme http://hg.plopbyte.net/pokme
 
 I know that this manager needs more work but I didn't have the time to
 improve it... anyway if you have sample code to reproduce the problem I
 will be happy to help.
 
 For info, pokme use timeline animation manager with skinned model
 



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Re: [osg-users] how to control manually every frame of animation in a BasicAnimationManager

2013-06-27 Thread Francesco Argese
Hi,

today I have found an interesting example regarding the topic on book 
OpenSceneGraph 3.0: Beginner's Guide: it creates an animation (pages from 220 
to 225) defining channels.

I have seen that animation works using an UpdateCallback of type 
osgAnimation::UpdateMatrixTransform. This updateCallback updates a matrix 
transform to create animation.

I have tried to save the original matrix loaded in this MatrixTransform 
(obtained through a Visitor on a node that has nodeCallback of type 
UpdateMatrixTransform) and to reapply it after stopping the animation. I expect 
that the final position of the animated object could be the same of the 
position at the start of animation but it doesn't work in this manner.

Am I wrong somewhere? Does the animations loaded from fbx work in a differente 
manner?

Thanks,
Francesco


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[osg-users] how to control manually every frame of animation in a BasicAnimationManager

2013-06-26 Thread Francesco Argese
Hi,

I'm trying to control a BasicAnimationManager * manually i.e. I like to be able 
to implement a command to display a certain keyframe of the animation. At the 
moment I'm already able to launch play, stop with various play modes on a fbx 
model.

I've found the manner to extract channels [1] and I have tried to set value of 
a specific channel but it seems not to work. How does it work internally?

I need this because I like to launch the animation in a collaboration 
environment in which animation on different pc should be synchronized.

As first thing I could also be satisfied to be able only to position animation 
as before playing animation in a single step (without executing the animation 
with play mode ONCE).

Thank you!

Cheers,
Francesco

[1] http://forum.openscenegraph.org/viewtopic.php?t=9881highlight=


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-19 Thread Francesco Argese
Hi Nick,

is there any problem working with ndk r8b? It seems that Android example has 
been done using r8b version.

Thank you very much,
Francesco


Trajce Nikolov NICK wrote:
 Hi Francesco,
 
 this top was discussed heavely last week (look for osgAndroidExample in the 
 archive). Here is a fix for that error - you have to edit a file
 
 
 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653
  
 (http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653)
 


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-18 Thread Francesco Argese

S2LR wrote:
 
 [...]
  I'm getting the following error when I run the make...
 
 Android NDK: Parsing Application.mk
 Android NDK:   APP_PIE is
 C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric 
 second argument to `wordlist' function: ''.  Stop.
 make[2]: *** [Android-OpenSceneGraph] Error 2
 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
 make: *** [all] Error 2
 
 Any idea on what this error is referring to?
 [...]
 
 


With r8c the procedure gives the same error while with 
android-ndk-r8b-windows.zip compilation starts. That ndk can be found at the 
following link:
https://dl.google.com/android/ndk/android-ndk-r8b-windows.zip

Francesco

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[osg-users] Stereo anaglyph: which glasses?

2010-09-29 Thread Francesco Argese
Hi,

I have enabled anaglyph stereo visualization on my application and I have tried 
some red/cyan glasses. 

Watching app only with one eye at a time it appear that cyan lens works well (I 
see only one image without noise) while the red lens show ghosting problems.

I have did a research among the old post hoping that someone had my same 
problem. I have found only the post  source for 3d glasses [1] but there 
there are no information about the type of glasses and the appropriate colour 
of lenses.

Could anyone give me any suggestions about the appropriate colour of lenses?

Thank you!

Cheers,
Francesco

[1] http://forum.openscenegraph.org/viewtopic.php?t=5215highlight=glasses

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Re: [osg-users] Stereo anaglyph: which glasses?

2010-09-29 Thread Francesco Argese

Ulrich Hertlein wrote:
 Hi Francesco,
 Presumably you don't have a color-calibrated monitor, like most of us, so the 
 chances that
 the red/cyan RGB values that are picked by OSG, the values sent to the 
 monitor, and the
 actual color values displayed match your glasses are virtually zero.


How can I calibrate colours of my monitor? Are there some tools to do so?


 This is probably more a case of tweaking the OSG red/cyan to match whatever 
 glasses you have.
 


How can I tweak OSG red/cyan?

Cheers
Francesco

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[osg-users] AnimationPathCallback, how to return to the initial position

2009-09-17 Thread Francesco Argese
Hi,

I'm using AnimationPathCallback to animate an object. It works well.

Now I like to return to the initial position. How can I do it?
I have tried with reset() method but it don't give me the hoped results.

Thank you!

Cheers,
Francesco

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[osg-users] osgmovie plugins supported

2009-04-02 Thread Francesco Argese
Hi guys,

I want to add a movie in my scenegraph builded with openscenegraph 1.2
(on a windows machine).

The problem is that I have a .flv video and I don't know what types of
formats are supported in order to convert it in a supported format.
How can I see this? I have already done some tests with .asf, .avi,
.mpg, .mp4, .flv and .wmv but the message is always the same:
Warning: Could not find plugin to read objects from file
filename.ext

What types of formats are supported in a native way on Windows without
install other plugins?

Thanks in advance
Francesco Argese
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Re: [osg-users] Streaming of high resolution images

2009-02-26 Thread Francesco Argese

 The bottleneck is still your disk I/O bandwidth and if that isn't fast enough 
 you're still 
 out of luck.


Yes, the bottleneck is certainly I/O bandwidth: in fact the application doesn't 
block until It work totally in ram. When RAM is full the paging file  (on the 
hard disk) begin to grow and the application go slow and crush. 


 Still: the resolution you mentioned (1440x1050) requires ~108 MB/s for 8-bit 
 RGB @ 25 fps 
 (and over 140 MB/s for 10-bit or RGBA).  You need a few drives to do that...


What do you mean with You need a few drives to do that...? That the majority 
of hard drives support a flow like that?

I think so but probably the problem could be the loading process of images and 
I hope that it could be resolved using other techniques (probably customizing 
implementation of osgDB::readImageFile? probably with ramdisk?). Is it possible 
or am i wrong?

What is the path (in terms of memory) that images follow before to be displayed 
at video?

At the moment i'm already trying using quicktime (inserting images in a .mov) 
while, as regards ive, there could it be a problem of size because i have a lot 
of images to display.

Thanks all for the useful answers
Francesco Argese

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Re: [osg-users] Streaming of high resolution images

2009-02-26 Thread Francesco Argese

J.P. Delport wrote:
 Hi,
 
 are you creating a new image every time using osgDB::readImageFile? If 
 so, then you might be just plain running out of memory if you are not 
 destroying old images.
 


Yes, I load a certain number of images (a lot of images, for example 20.000 at 
1400x1050 resolution-jpg or tga) with readImageFile at the initialization of 
the application and I load them in memory (inside std::vectorosg::Image*) at 
startup. To visualize all the images in a smoothing way (like a movie) with 
play, forward, rewind, skipToNextFrame, skipToPreviousFrame command I iterate 
the array elements. My problem is that I can load inside the vector a little 
number of images (about one hundred). Then I have not enough memory error.

I suppose that this error is normal because I load all the uncompressed images 
in memory (also with .jpg) and I'm looking for a method to solve this problem. 

I have already tried to destroy old images but in that case there is the 
following problem: the process of loading images from my hard disk to ram 
require about two times the  time required for visualization at 30 fps so it 
arrives a moment where the buffer is full.

As regards ramdisk probably it could be a solution (implementing parallel 
threads) but on Windows it has portability problems due to the installation of 
a driver that probably I cannot install on target PC of my application.

Thanks all for the useful answers (you are giving me new roads to follow)
Francesco Argese

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[osg-users] Streaming of high resolution images

2009-02-24 Thread Francesco Argese
Hi all,

I'm trying to stream high resolution images in real-time. My problem is that 
performance degenerate after some time; this is due to the complete occupation 
of the ram and to the slow process of loading an image in memory that is slower 
than the visualization frequency needed by my application.

In which classes is this process handled? Is there a manner to avoid (or to 
mitigate) this problem using a different approach?

I remember that i have already seen this same argument in mailing list but, 
doing a search, I have not found what I'm searching for.

Thanks in advance
Francesco Argese

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Re: [osg-users] Streaming of high resolution images

2009-02-24 Thread Francesco Argese

 How are you streaming these images?  What resolution and format are they?
 
 When you're talking about streaming I suppose you're using some kind of 
 compression? 


I'm not using any form of compression at this moment: I have a set of .tga 
image at a resolution of 1440x1050 and I have tried to read them both with 
osgDB::readImageFile  function (loading the images at the initialization of 
application) and using osgimagesequence example.


  On 
 Linux this would most likely be handled by the xine plugin, on OS X possibly 
 the quicktime 
 plugin.


I have read something about this but i have not understood if both quicktime or 
xine introduce some form of compression.

Thanks
Hi
Francesco Argese

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Re: [osg-users] Is there a relationship between nodes and switchsets?

2009-01-23 Thread Francesco Argese
2009/1/23 Ulrich Hertlein u.hertl...@sandbox.de:
 Hi Francesco,

 Quoting Francesco Argese kekk...@gmail.com:
 Now i like to enable dof management of a switch only when it is

 What do you mean by 'dof management'?

I intend to handle dof considering the relationship with the switch.


 enabled. To do so i need to understand what is the relationship
 between opensceneGraph nodes and SwitchSet index. When i enable switch
 i specify an int representing the SwitchSet in the function void
 setActiveSwitchSet (unsigned int switchSet).

 (I assume you're talking about calling 'setActiveSwitchSet' on 'sw01' and that
 'sw01' is an osgSim::MultiSwitch.)

 'switchSet' determines which children of 'sw01' are considered visible.
 'getValueList(switchSet)' gives you a list which children (by index) are
 visible is this switch set.

Ok. I had not understood this relationship beetween children and
SwitchSet: now it is more clear. Now i can try to retrieve the
information i need  linking the index to the children's name of my
switch.


 For example switchSet==0 could enable the first child
 ('First_Switch_Alternative'), switchSet==1 would enable the second child, and
 switchSet==2 would activate the first and the second child.

 In this case you would have three switchSets [0..2] of which each contains two
 values, one for each child.

 Another thing that i have not understood: is if there is a manner to
 enable a switch with the name of the children?

 No, not that I'm aware of.

 Hope this helps,

Thanks, it is very useful.
Francesco Argese
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[osg-users] Is there a relationship between nodes and switchsets?

2009-01-22 Thread Francesco Argese
Hi all,

i have an flt model that in Creator shows a structure similar to the following:

db
  |
   ---Default
  |
   ---sw01
|
 ---First_Switch_Alternative
   |
-- dof01
-- dof02
-- ...
|
 ---Second_Switch_alternative
   |
-- dof01_1
-- dof02_2
-- ...

I have loaded it in OpenSceneGraph and i have enabled switch and dof
nodes towards keyboards commands. At the moment I'm not capable of
implement the association dof - switch (i load them in an independent
manner).

Now i like to enable dof management of a switch only when it is
enabled. To do so i need to understand what is the relationship
between opensceneGraph nodes and SwitchSet index. When i enable switch
i specify an int representing the SwitchSet in the function void
setActiveSwitchSet (unsigned int switchSet).

Traversing the scenegraph i found a node with name
First_Switch_Alternative, another the name Second_Switch_Alternative,
ecc.. but I have not understood if there is a relationship between
these nodes and the unsigned int switchSet.

Another thing that i have not understood: is if there is a manner to
enable a switch with the name of the children?

Thanks in advance
Francesco Argese
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[osg-users] is there an automatic method to enable dof?

2009-01-14 Thread Francesco Argese
Hi guys,

i begin thanking you: I have resolved the problem regarding the
research of dof and switch nodes in my flt models: now I have a vector
containing all the pointers to switches and dof and i need to activate
them.

Following the OSG FAQ [1], I have found that a method to enable DOF
nodes is to use method setAnimationOn( true ) on my DOFTransform. I
have tried this but it give no effect to the scene. I have tried also
the function animate() but it doesn't produce any result. What these
two functions do?

At the moment I'm enabling the dof node towards
setCurrentHPR(osg::Vec3(...)) and it works well, but i like to reduce
the amount of code if there is another method to do so already
integrated in OpenSceneGraph.

Another thing: what is the function to change osg::MultiSwitch value?

Thanks in advance
Francesco Argese

[1]http://www.3drealtimesimulation.com/osg/osg_faq_2.htm#f73
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[osg-users] finding switch and dof nodes in a 3D model without name

2009-01-09 Thread Francesco Argese
Hi all,

I have a application that load some 3D models in .flt format. This
models include both switches and Dof and I like to enable it.

To do so i have done a research in OpenSceneGraph documentation and I
have found the tutorials regarding the argument (in particular [1]).

It works well but I prefer, if it could be possible, to find how many
switch and dof nodes there are in a model and recover a pointer to
them without knowing their name. In this manner I could configure my
application changing models without take care of the name given to the
particular switches and dof.

I'm with version 1.2 of OSG.

Is it possible to do so?

Thanks in advance
Francesco Argese

[1] 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes
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[osg-users] Is it necessary a while cycle to remove a child?

2009-01-07 Thread Francesco Argese
Hi guys,

i begin thanking all users that are helping me on this  mailing list;
i don't thank always after the response to avoid the opening of a new
thread because i receive only digest and i don't know if it is
possible to receive as complete messages only the message in responce
to me.

i have a doubt: During my application event generated by user led to
change my scenegraph deleting some child nodes. With version 1.2 on
windows i have obtained the following behaviour:

1)If i remove the node in question with the following command

this-unitTransform-removeChild(this-geodeSphere.get();

it doesn't cancel it always but also sometimes.

2)If i use a while that cycle until the removal is not possible it
remove the child correctly.

My doubt is the following: is it necessary or could it be possible
that i have done some errors that generate this behaviour?

Thanks in advance
Francesco Argese
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[osg-users] error compiling osg 2.6.1 on mac os x 10.4.11

2009-01-03 Thread Francesco Argese
Hi guys,

i'm trying to install OSG 2.6.1 on Mac OS X 10.4.11.
The version of cmake is 2.6-patch 2.
The version of gcc is i686-apple-darwin8-gcc-4.0.1 (GCC) 4.0.1 (Apple
Computer, Inc. build 5250)
The version of g++ is i686-apple-darwin8-g++-4.0.1 (GCC) 4.0.1 (Apple
Computer, Inc. build 5250)
I have typed the following commands (as written on documentation):

./configure
make

The compilation start until 20% when it told me this error (it seems
to be a compiler problem):

[ 20%] Building CXX object src/osgUtil/CMakeFiles/osgUtil.dir/Tessellator.cpp.o
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp: In member
function 'void osgUtil::Tessellator::beginTessellation()':
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error:
invalid conversion from 'void (*)()' to 'GLvoid
(*)(...)'/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp: In member
function 'void osgUtil::Tessellator::beginTessellation()':
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'

/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:44: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'

/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:45: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:46: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:47: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error:
invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/argesino/Development/3D
Graphics/OpenSceneGraph-2.6.1/src/osgUtil/Tessellator.cpp:48: error:
initializing argument 3 of 'void gluTessCallback(GLUtesselator*,
GLenum, GLvoid (*)(...))'
lipo: can't figure out the architecture type of: /var/tmp//ccn3IWWi.out
make[2]: *** [src/osgUtil/CMakeFiles/osgUtil.dir/Tessellator.cpp.o] Error 1
make[1]: *** [src/osgUtil/CMakeFiles/osgUtil.dir/all] Error 2
make: *** [all] Error 2

Anyone have the same problem? How can i resolve it?

Thanks in advance
Francesco Argese
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[osg-users] computeIntersections problem

2008-12-23 Thread Francesco Argese
Hi all,

i'm trying to implement PickHandler in my application with osg 1.2.
Following example osg::pick i have written the following lines of
code:

bool PickHandler::pick (const double x, const double y,
osgProducer::Viewer* viewer)
{
std::vectorosgUtil::Hit hlist;
if ( viewer-computeIntersections(x, y, hlist) )
{
   //Here i handle the information recovered from computeIntersections()
hlist.clear();
}
return true;
}

Im working under Windows: the resulting application works well if i
compile it in release mode but when use in debug mode it give me the
following error on instruction hlist.clear(). If i don't call this
instruction it give me the same error at the return (because the
application try to empty Heap).

Debug Assertion Failed
File:dbddel.cpp
Line:52

Exception: _BLOCK_TYPE_IS_VALID(pHead-nBlockUse).

I have tried to comment the code containing computeIntersection and
all works well. It seems that computeIntersections function do
something on hlist, avoiding to empty memory.

How can i resolve this problem? Does exist another functionto to have
the same behaviour? How can i try to resolve this problem?

Thanke in advance
Francesco Argese
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[osg-users] is possible to display a Bounding Sphere?

2008-12-22 Thread Francesco Argese
Hi all,

i have a doubt: is it possilble to display a bounding sphere in
wireframe mode? I have seen that the class Bounding Sphere doesn't
iherite from osg::Node so i don't know how to add it to the
scenegraph.

Thanks in advance
Francesco Argese
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[osg-users] error in quick start guide taken from lulu

2008-12-22 Thread Francesco Argese
Hoping that this information could be useful, I write to signal an
error in the book OpenScenegraph Quick Start Guide (black and white
version) available on lulu [1].

The problem is in the index (page vi and age viii) that stop indexing
at page 38. In fact from 2.2 chapter it signal that all the remaining
chapter are at page 38. I have seen also that the same problem is
present in the pdf colour version [2].

Regards
Francesco Argese

[1] http://www.lulu.com/content/907209
[2]http://www.lulu.com/items/volume_51/767000/767629/3/print/OSGQSG.pdf
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[osg-users] Problems regarding mouse events with osg 1.2

2008-12-09 Thread Francesco Argese
Hi all,

I have written an application based on osgart 1.0 (that uses
OpenScenegraph 1.2) and i'm trying to add mouse event support. To do
so i have written a class derived from osgGA::GUIEventHandler and
added the event Handler to the viewer.

The handle works but i have noted some problems with events
RIGHT_MOUSE_BUTTON and LEFT_MOUSE_BUTTON that don't work as i expect.
Others events, such asPUSH, works very well. In particular when i
launch the application the result is a wrong interpretation of the
events. I have understood this problem with the following simple code
in the handle()'s body:

int event = ea.getEventType();

switch(event)
{
case osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON:
printf(Evento PUSH generato\n);
break;
case osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON:
printf(Evento RIGHT_MOUSE_BUTTON generato\n);
break;
}

It prints wrong results using the mouse.

Is this a known problem with 1.2 version? Or have i done some errors
using the library?

Thanks in advance
Francesco Argese
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[osg-users] problems downloading from svn

2008-12-07 Thread Francesco Argese
Hi all,

I'm trying to download from svn server Openscenegraph Training
Materials with the following command:

svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Training/trunk
OpenSceneGraph-Training

The download begin but, after some minutes it gave me the following error:

svn: REPORT di '/svn/osg/!svn/vcc/default': Could not read response
body: connection was closed by server (http://www.openscenegraph.org)

Did anyone have the same problem? What can i do to resolve it?

Are those materials downloadable through http somewhere?

Thanks in advance
Francesco Argese
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[osg-users] problem with scenegraph build

2008-11-18 Thread Francesco Argese
Hi all,

I'm developing an application with osgART and, in the main function i
have the viewer that take in input the root node with some children.
When i launch the application (it doesn't give errors bot in
complation and at runtime) the Viewer display only a blue screenshot.

I have checked that all the links among my Nodes and i have also tried
to substitute the code of scenegraph creation with a simple example
(Listing 2-1) to understand what could be the problem and his
experiment return me the same problem.

Probably could it be some viewer option that i have not enabled? Or
probably the fact that i have two different classes that handle Viewer
and scenegraph (probably some variable could not be rechable for
exampe child node)?

Thanks
Francesco Argese
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Re: [osg-users] problem with scenegraph build

2008-11-18 Thread Francesco Argese
 There isn't too much that we can specific say to such an open ended
 problem, we can only guess at how you have put your app together and
 what might be the problem.

Ok. I had fair to be too long in the email and to create problems to
all subscribers so i have reduced text too much. I try to describe
problem with a little words.

I begin to say that i have a working version of the same application
all in a file but now i need to do a sort of refactoring to obtain a
clean and expandable code. Probably i have to give an eye to
understand where i have forgotten something...

It seems that i have put myself into a prison built by me. :-)

 What you need to do at your end is start simple and steadily add
 functionality.  There are plenty of OSG examples that do work so learn
 from these.

Yes i have found it very useful. Probably it is the moment to study them better.

Thanks
Francesco Argese
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[osg-users] osg classes to load xml files

2008-10-21 Thread Francesco Argese
Hi all,

I'm new to OpenSceneGraph and I am beginning trying to modfy some
useful examples.

In my applications I need to load an xml configuration file.
I have the following question: has OpenScenegraph any xml support or
have I to use external libraries (for example libxml2)?

Thanks
Francesco Argese
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