Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+

2010-02-16 Thread R Fritz
OSGCanvas subclasses wxGLCanvas.  Would the OSGCanvas constructor 
perhaps be the place to look?


On 2010-02-16 08:04:23 -0800, Rizzen said:


Hi,

I really need up with making osgviewerWX work with up coming 3.0 release
(currently 2.9.1) in first half of 2010.

I am completely confused on where to create the required wxGLContext in
the osgviewerWX source. I looked at the 3 wxWidgets OpenGL samples, yet
I am still very confused. Each one seems to do the implementation
differently, thus don't know which implementation is best for osgviewerWX.

I appreciate any help in getting osgviewerWX to work with wxWidgets 2.9.1.

Thanx in advance
Rizzen




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Re: [osg-users] Two rotations on an object?

2010-02-15 Thread R Fritz

1. Put your sun at the origin of world co-ordinates.
2. Put the planet at the origin. Make its axis of rotation the z axis.
3. Use a rotate transform to rotate it around its axis. (You've got this part.)
4. Translate the planet along the x axis, to its orbital radius.
5. Use a rotation around the z to position the planet in the x-y plane. 
(If the planet's orbit is not in the x-y plane, you will need more 
transformations.)


These techniques are covered in most introductory computer graphics 
texts--that's where to go to learn about this kind of problem; studying 
software docs won't get you very far.


Randolph

On 2010-02-14 19:22:50 -0800, Ernie Smethurst said:

I am trying to create a scene of a planetary system, using textures, 
lighting and primitives and am currently stuck with a problem that I 
cant quite work out, How to apply to rotations to a sphere. As it is a 
planet that I am trying to model it will rotate around its own axis and 
also rotate around a central sun.



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[osg-users] Bug? Example install location

2009-07-01 Thread R Fritz
I'm not sure where these are supposed to go, but I'm pretty sure  
that /usr/share is for architecture-independent files, which the  
example binaries are not.


Perhaps $(CMAKE_INSTALL_PREFIX)/lib/osg?

Randolph

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Re: [osg-users] Macintosh: best build practices

2009-06-30 Thread R Fritz

Thanks!

Randolph, still waiting for cmake to support frameworks...

On Jun 29, 2009, at 11:11 PM, Robert Osfield wrote:


Hi Randolf,

On Tue, Jun 30, 2009 at 1:45 AM, R Fritzrfr...@u.washington.edu  
wrote:
Since there's no 2.8.1 Mac binaries yet, I need to build from  
source.  What

do people recommend for build practices in the Mac OS X environment?


When I work on a Mac I always use the CMake generated makefiles and
just build like it's any other unix platform.  When I do work under
Mac it tends remote login, so I'm going through a ssh shell so make is
a sure fire winner.

If you are going to be using a Mac fulltime you may well want the full
blown dev environment or utilise Mac specific features, then using
Xcode is something you'll probably want to do.  Cmake can generate
Xcode project files for you.

Robert.
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[osg-users] Macintosh: best build practices

2009-06-29 Thread R Fritz
Since there's no 2.8.1 Mac binaries yet, I need to build from source.   
What do people recommend for build practices in the Mac OS X  
environment?


Randolph Fritz
  design machine group
  architecture department
  university of washington
rfr...@u.washington.edu

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Re: [osg-users] OSG debugging tips

2009-04-20 Thread R Fritz

Surely these are FAQs?

Randolph

On Apr 18, 2009, at 10:48 AM, Paul Martz wrote:


Hi all -- It seems like there has been a rash of help me debug my
code-type questions lately, so I thought I'd post a short list of  
debugging

techniques and other aids to help people out. I hope people find this
information to be useful.

1) You are a software engineer and you have the OSG source code. Use  
it.
Step through it in a debugger. (Many of the posts I've seen lately  
indicate
that the poster has not looked inside the OSG code at all. This is a  
great,

free resource; learn to use it. The code doesn't lie.)

2) For simple rendering problems, use a tool like GLIntercept to  
capture the
OpenGL calls. If you know OpenGL, this is a great way to track down  
why
things don't render correctly. If you don't know OpenGL, buy the red  
book

and learn it, otherwise you'll never be effective at coding OSG.

3) Here are a few ways to learn some basic OSG concepts that get  
covered in

this email list very frequently:
 a) Buy/download the Quick Start Guide

http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
767629
There is a color version, bw (which is cheaper), PDF (which is  
free),

and a Chinese version.
 B) Search the mail list archives:
http://groups.google.com/group/osg-users?hl=en
If you're a beginner, your question has probably been discussed  
and

answered multiple times.
 C) Get familiar with the OSG wiki:
http://www.openscenegraph.org

4) If you really need professional help, consider purchasing a support
contract from myself or Robert Osfield, or contracting with someone  
else on
the list for support. You are more likely to get quality help if you  
pay for

it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466

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Re: [osg-users] OpenGL 3.1 at GDC

2009-04-01 Thread R Fritz
Robert Osfield, Paul Martz, Shayne Tuller, thanks for your responses  
to a newbie question.


Randolph

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread R Fritz

On Mar 30, 2009, at 1:07 AM, Robert Osfield wrote:

On Mon, Mar 30, 2009 at 6:03 AM, R Fritz rfr...@u.washington.edu  
wrote:

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without  
adequate
training or education. Ever look at a GL capture of SketchUp? It's  
utter

crap, glBegin/glEnd all the way.


Would fixing the OpenGL problems of SketchUp improve its  
performance as a modeling tool?  That's its great strength, after  
all.  How would you make it work, if you were designing it?


I think that would depend upon how you qualify performance.   
Replacing glBegin/glEnd to using vertex arrays will improve  
framerates/allow for larger models without impacting interactivity.   
In terms of usability it won't effect things save for being a bit  
more fluid and scalable.


That would be a substantial improvement for more complex models and  
walkthrough--it is no fun to wait for your software to catch up with  
your mouse.  If it can be done without affecting the model editing  
capabilities of the program, I'd say it would be worth the trouble for  
Google to undertake.


BTW, AutoCAD is not primarily a 3-D program.  The Autodesk programs to  
critique would be Revit, 3D Studio, and Maya.


There is the wider issue of if the can't write to OpenGL fast paths  
such as vertex arrays that has been the mainstay of good OpenGL  
programming for the last decade then there is likely to be a whole  
raft of other issues that a bit of good 3D graphics knowhow could  
improve upon, this is when you might see real usability/productivity  
gains.


Please, would you offer references?  Or at least code to study?  (If  
you say just study OSG, OK.)



This is where the OSG would come in these days :-)


If OSG can be used to do better graphics on less expensive systems,  
that would be a strong selling point.


Randolph Fritz
  design machine group
  architecture department
  university of washington
rfr...@u.washington.edu

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread R Fritz
I don't think the OSG is ready for an all out marketing assult on  
the games market.  There are soft targets that will be the easy sell  
- these are the ones to court first, leave the hard core Windows  
centric games companies till much later.  The desktop market share  
is changing with Windows loosing market share (i.e. XP + Vista +  
Windows 7), and the alternatives are gaining, so the desktop gaming  
landscape is becoming fragmented, and made more fragmented if people  
want to target different graphics API's for each platform (i..e DX9  
for XP, DX10 to Vista + Windows 7, OpenGL for Linux + OSX).  OpenGL  
can help hold back some the impact of this market fragmentation.


Perhaps some gaming companies might be willing to offer OSG  
development grants, though?  It's to their advantage to keep the  
platform open.


Randolph

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread R Fritz

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without adequate
training or education. Ever look at a GL capture of SketchUp? It's  
utter

crap, glBegin/glEnd all the way.


Would fixing the OpenGL problems of SketchUp improve its performance  
as a modeling tool?  That's its great strength, after all.  How would  
you make it work, if you were designing it?


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Re: [osg-users] osgswig: iterating over a vertex array

2009-02-26 Thread R Fritz
Thanks for the response.  I'll try tackling it with ctypes, then.  Not  
an elegant solution, but I think I can get it to work.


Randolph

On Feb 25, 2009, at 11:35 PM, Gerwin de Haan wrote:


Hi Randolph,

this is a typical problem of (python) wrappers; the getVertexArray
returns a general Array, which is currently not wrapped. The trick
would be to somewhere cast the general Array back to its specific
type in Python, e.g. a Vec3Array. We've used some of these tricks in
the wrappings themselves by a dynamic_cast through C++ run-time type
information (not accessible to users), and some you can access
yourself, e.g. osg.Node.asLOD .

To fix your particular problem we might introduce extensions to Array
such as osg.Array.asVec3Array etc, or better would be to automatically
let SWIG convert all returning values of Array to its real type. In
any case this means diving into SWIG specifics. I'll post this as an
issue on the list
(http://code.google.com/p/osgswig/issues/detail?id=27), but I cannot
give guarantees when it will be picked up.

Gerwin



On Thu, Feb 26, 2009 at 5:19 AM, Randolph Fritz rfr...@u.washington.edu 
 wrote:
I'm writing a prototype OSG to Radiance exporter in Python.  I've  
got to the
point of code that iterates over all geodes in the scene graph.  
Problem
is--then what? Is the only way to read the elements of the arrays  
ctype and

pointers? Or is there something a bit simpler and safer?

Perhaps-relevant bit of code:
  def apply_Geode(self,ge):
  for i in range(ge.getNumDrawables()):
  geom = ge.getDrawable(i).asGeometry()
  if geom:
  arr = geom.getVertexArray()
  for i in range(arr.getNumElements()):
  # This doesn't seem to work--what does?
 arr.accept(i,self.val)


--
Randolph Fritz
 design machine group
 architecture department
 university of washington
rfr...@u.washington.edu

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Re: [osg-users] osgswig: updating wx_viewer.py

2009-01-26 Thread R Fritz

By the way, thanks--this works very well.

Randolph

On Jan 20, 2009, at 10:58 PM, Gerwin de Haan wrote:


Randolph,
I suggest you take a look at the code in the other wx example:  
osgviewerWX.py

btw, I updated the examples slightly according to your findings in
http://code.google.com/p/osgswig/issues/detail?id=20

On Wed, Jan 21, 2009 at 4:59 AM, Randolph Fritz rfr...@u.washington.edu 
 wrote:
As a start (finally!) on my application, I'd like to update  
wx_viewer.py to
use an osgViewer class. I'm thoroughly confused as to how to  
approach this.

Can anyone offer some guidance?

--
Randolph Fritz
design machine group
architecture department
university of washington
rfr...@u.washington.edu

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Re: [osg-users] ANN: osgSWIG/Py available

2009-01-15 Thread R Fritz
osgswig only works with Windows Python 2.6--if pygtk works in that  
environment, try it there.


There's a lot of apps, btw, that doesn't work with Windows Python 2.6,  
because VS 2008 is needed to build plugins for it--there is no numpy,  
for instance.  Beware.


Randolph

On Jan 14, 2009, at 12:25 PM, Phan, Linh H wrote:


Hi,

 I'm trying to run the gtkoswidget.py example in python IDLE 1.2.1  
and I got stuck at gtk:



import sys
import pygtk
pygtk.require('2.0')
import gtk


Traceback (most recent call last):
 File pyshell#3, line 1, in module
   import gtk
 File C:\Python25\lib\site-packages\gtk-2.0\gtk\__init__.py, line  
38, in module

   import gobject as _gobject
 File C:\Python25\lib\site-packages\gtk-2.0\gobject\__init__.py,  
line 30, in module

   from _gobject import *
ImportError: DLL load failed: The specified module could not be found.

Can someone tell me how I can fix this or where I can get a working  
gtk version?


Thank you,

Linh

-Original Message-
Dear OSG Community,

first of all a late Happy New Year! The osgSWIG team is happy to  
announce osgSWIG/Py 0.9.1 for Python 2.6 which corresponds to the  
OpenSceneGraph 2.6.1 version. There is an installer for Win32/Python  
2.6 or if you feel funky you can try to compile osgSWIG/Py straight  
from the source.


Please note that on Windows we can only support you with Python 2.6  
- hence build with Visual Studio 2008. And another note, we decided  
to only support stable releases, like 2.6.x or the upcoming 2.8.x  
releases as the maintenance of the interface files becomes more  
problematic. Be assured we are looking into some alternative ways to  
generate them :)


For those users looking for an update of the version including  
osgART (http://www.osgart.org) - please be patient, we are working  
on the release of osgART 2.x and would like to keep things in sync -  
there will be an update but not right now.


Please give the installer a spin - let us know of your problems in  
the issue tracker.


Now, head over to http://code.google.com/p/osgswig/

Cheers,

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[osg-users] OSG Python integration, take 2

2009-01-09 Thread R Fritz
I need to invoke OSG from Python code.  I can't get osgswig working  
adequately in my environment, and I don't have time to chase the  
problems.


So, time to write some C++.

I have a Macintosh Leopard environment and a Windows XP environment.   
I can use either, but I prefer the Mac.  I want to use the vanilla  
Leopard Python framework (2.5.1) with OSG 2.6.1.  It would be nice-- 
but it is not required--if I could make the code work with the Tiger  
Python framework (2.3.5).   I want to be able to produce a native  
application bundle.  I have oodles of platform problems and the  
following initial questions:
  1. Has anyone built 2.6.1 OSG frameworks (better, an umbrella  
framework) on 10.4 or 10.5?  If so, how?
  2. If not, does anyone know how to use the 2.6.1 .so files in a Mac  
application bundle?
  3. Has anyone successfully used py2app with any version of OSG?   
Better, with 2.6.1?

  4. Has anyone successfully used wxPython with OSG on a Mac?

Please help this poor frazzled (and it's only the beginning of the  
term) grad student!


Randolph Fritz
  design machine group
  architecture department
  university of washington
rfr...@u.washington.edu

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Re: [osg-users] Building the Collada plugin

2008-12-20 Thread R Fritz


On Dec 20, 2008, at 2:24 AM, Roger James wrote:
I build against https://collada-dom.svn.sourceforge.net/svnroot/collada-dom/tags/2.1/dom 
, that works fine for me. There is a lot of work by various people  
going on in the Collada plugin at the moment which is not quite  
ready for prime time. I will try a build against the latest DOM  
before I make a submission. I am afraid I have not yet moved to  
Visual Studio 2008, my production environment is VS2005 and will  
remain that way for some time.


D'oh!  Right, that makes sense.  I'll try it.

Randolph



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[osg-users] Building the Collada plugin

2008-12-17 Thread R Fritz

OSG 2.6.1, VS 2008.

So far I've downloaded COLLADA_1.4.1_DOM_1.3.0.zip, built it, and got  
a slew of errors trying to build the plugin.  (Collada DOM 2.2, which  
looks like it might be downward compatible, uses a different library  
structure, and I've no idea which files are still needed.)


Which version of Collada is known to work?  Does the plugin work at  
all with VS 2008?


Randolph

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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-10 Thread R Fritz
Some open-source projects do this via a foundation, but they also  
usually have corporate, academic, or government angels who are major  
contributors. So Mozilla has Google, Apache has IBM and Sun, and so- 
on.  OpenGL, though not open source, has the Khronos Group, which  
seems to be everyone-but-Microsoft.  Hmmm...would Khronos perhaps  
provide some funding?  Or is there history there I don't know?


Randolph

On Dec 9, 2008, at 12:00 PM, Robert Osfield wrote:


Hi Robert,

On Tue, Dec 9, 2008 at 5:31 PM, Sukender [EMAIL PROTECTED] wrote:
That may require another thread, but I also have a question that  
may sound crazy at first: why not hiring people so that OSG's  
deployment, testing, packaging, and more are centralized,  
systematic and well tested? And why not calling for donations to  
have enough money for that? Maybe this would bring OSG to be more  
industrialized (in the good way of the term ;) )?...


Another off topic

It would nice if we could raise the money for a team, but I don't
think one could do it out of donations.  We are talking about need to
raise $USD 50k to 100k a year to bring on dedicated staff, I can't
image us pulling in this type of donation each year.  For fixed such
salary costs you need a regular income to pay it, which points to a
subscriptions model.

Support contracts would fit the requirement of regular income. I do
have a few clients on professional support, but the number is high
enough to employ other engineers, as it only a fraction of my yearly
income - the bulk of my income is for bespoke development projects,
but these don't directly fund general project admin but they
effectively enable me volunteering me time on the unpaid aspect to
project work.  Such funding doesn't stretch to employing others.

One could look to converting more commercial OSG users to pay for
support, but we'd have to have a ten fold increase in the number of
support contracts to pay for one engineer fulltime.

Scaling funding is hard.  What is more practical is leveraging a bit
of time from a number of different osg users.  This is effectively
what we do right now, although not always as effectively and
consistently as is desirable in terms of getting binaries and
dependencies out regularly.

Any further discussion about funding reallys needs to pulled into a
separate thread.

Robert.
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[osg-users] SketchUp export to OSG?

2008-12-10 Thread R Fritz
3DS and OBJ formats seem the most plausible channel, short of writing  
an actual SketchUp OSG exporter (which is plausible, but I'd like to  
do some tests first.)  Anyone tried this?  What worked for you?  Did  
textures go across?


Randolph

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Re: [osg-users] SketchUp export to OSG?

2008-12-10 Thread R Fritz

D'oh!  Yes, it does.  I'll try an export and see what happens.

Thanks.

Randolph

On Dec 10, 2008, at 8:16 AM, Robert Osfield wrote:


HI Randolf,

Soes SketchUp not support Collada?

Robert.

On Wed, Dec 10, 2008 at 4:07 PM, R Fritz [EMAIL PROTECTED]  
wrote:
3DS and OBJ formats seem the most plausible channel, short of  
writing an
actual SketchUp OSG exporter (which is plausible, but I'd like to  
do some
tests first.)  Anyone tried this?  What worked for you?  Did  
textures go

across?

Randolph

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Re: [osg-users] MAC

2008-12-09 Thread R Fritz
In the most recent version of Xcode tools, the 10.4 version of libcurl  
is 7.13.1 and the 10.5 version is 7.16.3.  I believe that OSG by  
default builds against the 10.4 SDK.  Does that help?


[/Developer/SDKs/MacOSX10.4u.sdk]
$ usr/bin/curl-config --features --libs --version
SSL
IPv6
libz
-L/usr/lib -lcurl -lssl -lcrypto -lz
libcurl 7.13.1

[/Developer/SDKs/MacOSX10.5.sdk]
$ usr/bin/curl-config --features --libs --version
SSL
IPv6
libz
NTLM
-lcurl -lssl -lcrypto -lz
libcurl 7.16.3

Randolph

On Dec 9, 2008, at 12:03 PM, Robert Osfield wrote:


On Tue, Dec 9, 2008 at 7:11 PM, Don Leich [EMAIL PROTECTED] wrote:

The Mac (OS X 10.5.2) has libcurl.4.dylib.

I also had a problem building the curl plugin on an i386 Linux  
system with
libcurl.2.0.2 .  Other Linux systems here have libcurl.3.0.0  
although I

haven't built on any of these.


Looks like we need a CMake guru to help out with detecting libcurl  
version.


Robert.
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Re: [osg-users] osgviewerWX vs. osgPython 2.2.0

2008-12-03 Thread R Fritz

Great!  Will be waiting...

Randolph

On Dec 3, 2008, at 12:55 PM, Hartmut Seichter wrote:




Hi Randolph,

seems that was missed out from wrapping ... I guess we have a 2.6.x  
release next week out - please be patient :)


Hartmut

--
Dr. Hartmut Seichter
PhD (HKU), Dipl.-Ing. (BUW)
Post-Doctoral Fellow, HIT Lab NZ
+64 3 364 2987 Ext. 3078
http://www.hitlabnz.org/people/hse25


Randolph Fritz wrote:
When I try to run this (new) example with this (old) library under  
IDLE, I get the following error in line 67:
  AttributeError: 'PySwigObject' object has no attribute  
'windowResize'

Followed by a crash
Line 67 is:
self.graphicswindow.getEventQueue().windowResize(0, 0,  
w, h)
Far as I can tell, this is correct. Did windowResize have a  
different name in OSG 2.2.0?

Randolph
 Platform 
  Windows-XP-5.1.2600

Architecture  ('32bit', 'WindowsPE')
Machine  --
Python build  ('r252:60911', 'Feb 21 2008 13:11:45')
Python compiler   MSC v.1310 32 bit (Intel)
--
osg.osgGetLibraryName   OpenSceneGraph Library
osg.osgGetVersion   2.2.0
osg.osgGetSOVersion 25
osg Python library location  :  C:\Python25\lib\site- 
packages\osg-2.2.0-msw\osg.pyc
osg Dynamic linked library location  :  module '_osg' from 'C: 
\Python25\lib\site-packages\osg-2.2.0-msw\_osg.pyd'

--
osgDB.osgGetLibraryName OpenSceneGraph DB (Data  
Base) Library

osgDB.osgGetVersion 2.2.0
osgDB Python library location:  C:\Python25\lib\site- 
packages\osg-2.2.0-msw\osgDB.pyc
osgDB Dynamic linked library location:  module '_osgDB' from 'C: 
\Python25\lib\site-packages\osg-2.2.0-msw\_osgDB.pyd'


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[osg-users] osgswig and wxPython

2008-11-30 Thread R Fritz
I've the beginnings of a simple light-fixture modeling component in  
wxPython and I am trying to use osgswig (2.2.0.1 version) as a base.   
I've started out by copying the file loading example which uses  
osgUtil.SceneView().  The code successfully loads the geometry of a  
lighting fixture (considering that this is done with readNodeFile  
that's not terribly surprising).  Unfortunately, thereafter I can't  
maneuver the view with the mouse.  Sometimes, I can't even find the  
fixture model.  I suspect I'm doing something dumb.  My code--almost  
the sample code--is attached--any ideas?  (Getting a newer version of  
osgswig would be nice, but as I've written here, I've run into build  
problems, and I would rather not spend the time chasing them down.)


Randolph

#!/usr/bin/env python

# import wxWidgets stuff
import wx
import wx.glcanvas

# import OpenSceneGraph wrapper
import osg
import osgUtil
import osgDB

class OSGLumView(wx.glcanvas.GLCanvas):
def __init__(self,parent,id):
wx.glcanvas.GLCanvas.__init__(self,parent,id)
sv = self.sceneview = osgUtil.SceneView()
self.rootnode = osg.MatrixTransformRef(osg.MatrixTransform())
sv.setSceneData(self.rootnode.get())

x,y = self.GetClientSize()

self.oldX = 0
self.oldY = 0

sv.setDefaults()

self.Bind(wx.EVT_SIZE, self.OnSize)
self.Bind(wx.EVT_PAINT, self.OnPaint)
self.Bind(wx.EVT_ERASE_BACKGROUND, self.OnEraseBackground)
self.Bind(wx.EVT_ENTER_WINDOW, self.OnEnterWindow)
self.Bind(wx.EVT_MOUSE_EVENTS, self.OnMouse)

sv.init()


def AddGeom(self, geom):
print AddGeom
self.rootnode.addChild(geom)
# self.Refresh(False)


def OnMouse(self, evt):
if ((evt.Dragging() == True) and (evt.LeftIsDown() == True)):
x = evt.GetX() - self.oldY
y = evt.GetY() - self.oldY

self.sceneview.setViewMatrixAsLookAt(
osg.Vec3f(0,y,x), osg.Vec3f(0,0,0), osg.Vec3f(0,1,0))

# self.Refresh(False)

self.oldX = evt.GetX()
self.oldY = evt.GetY()


if ((evt.Dragging() == True) and (evt.RightIsDown() == True)) :
m = self.rootnode.getMatrix()

x,y = self.GetClientSize()

rot = osg.Matrixd()

rot.makeRotate(self.oldX - evt.GetX(), osg.Vec3f(1,0,0))

m.postMult(rot)

# self.Refresh(False)

self.oldX = evt.GetX()
self.oldY = evt.GetY()

def Clear(self):
self.rootnode.removeChild(0,self.rootnode.getNumChildren())
# self.Refresh(False)


def OnEnterWindow(self, evt):
self.SetFocus()

def OnEraseBackground(self, evt):
pass

def OnSize(self, evt):
x,y = self.GetClientSize()
self.SetCurrent()
self.sceneview.setViewport(0,0,x,y) 
evt.Skip()


def OnPaint(self, evt):

if (0 == self.GetContext()) :
return

dc = wx.PaintDC(self)
self.SetCurrent()
self.sceneview.update()
self.sceneview.cull()
self.sceneview.draw()
self.SwapBuffers()
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Re: [osg-users] osgswig confusion

2008-11-26 Thread R Fritz


On Nov 26, 2008, at 1:48 AM, Hartmut Seichter wrote:

I am not entirely sure if this is a good idea. osgSWIG should be  
compiled against an installed release version of the OSG - on Mac  
you also need to take care of proper r-paths as multiple versions of  
a library could potentially installed and the OSG is not setting the  
rpath in its default install via cmake. I have a installable pkg  
file for osgPython on Mac 10.5.x which I could upload - its being  
used by AccessGrid already



You do?  It works?  Please!

Ideally, I think, OSG could be installed as a Mac framework, which  
would take care of the versioning problem.  Practically, that's going  
to take a while.


Randolph

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Re: [osg-users] osgswig manifest blues

2008-11-26 Thread R Fritz
Oh-ho!  Yes, that's it.  I think we've got a copy of VS 2003 around;  
I'll take a look.


Randolph

On Nov 26, 2008, at 2:00 AM, Hartmut Seichter wrote:



Mhh, I was just wondering if you are trying to compile osgSWIG /  
Python with Visual Studio 2005 against a Python 2.5 version? If so -  
this is unsupported as Python 2.5 is being compiled with Visual  
Studio 2003 .NET SP1 - in general it shouldn't be a problem because  
of Pythons C - API - but I guess when a Python script is pulling in  
different versions of wrapped C++ DLLs the situation becomes more  
tricky. I have to investigate more closely the new Python 2.6 but  
from some initial scanning it seems things changed.


To come to the core - a proper install script is not existing yet,  
only my old InnoSetup files which I adapted each time a package. I  
will investigate if we can add an install target ...



Cheers,
H


Randolph Fritz wrote:
OK, now that I've got the files to build, how do I avoid the R6034  
(manifest file) error when I move them into site-packages? There  
doesn't seem to be a cmake generated install script, that would  
presumably take care of the problem.


Randolph

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HITLabNZ


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Re: [osg-users] osgswig: the bigobj problem rears its head again

2008-11-26 Thread R Fritz
Sigh.  But this is not yet a working fix--we don't know how to get  
code compiled with VS 2005 to work with Python 2.5.  I wonder if  
Python 2.6 would solve the problem.


Randolph

On Nov 26, 2008, at 1:42 AM, Hartmut Seichter wrote:



I have a student working on this problem - to add the flag is good  
and fixes the problem temporarily but in general osgSWIG needs a  
more scalable approach.




H




Randolph Fritz wrote:
I'm writing this up so that people who aren't cmake experts have a  
note about this workaround.


For my next trick, I tried building this on Windows using Visual C+ 
+. After some blundering around, I found that adding /bigobj flag  
to CMAKE_CXX_FLAGS (edit the field in the cmake GUI--it is one of  
the advanced options) makes the build go, but only on Visual  
Studio 2005 and later.


MS acknowledges the problem and recognizes that machine-generated  
code may trigger it in the page at http://msdn.microsoft.com/en-us/library/ms173499(VS.80).aspx 
.


Reported at http://code.google.com/p/osgswig/issues/detail?id=13.

Randolph Fritz
 design machine group
 architecture department
 university of washington
[EMAIL PROTECTED]

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HITLabNZ


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Re: [osg-users] osgswig: the bigobj problem rears its head again

2008-11-26 Thread R Fritz

Thanks--something to try for next week, I think--I'm off to California.

I *did* try building against Python 2.6, but osgViewer didn't build,  
sigh.


Randolph

On Nov 26, 2008, at 10:41 AM, Luigi Calori wrote:


Try to comment out lines from 22 in osg.i, see 
http://code.google.com/p/osgswig/issues/detail?id=13#c5

/*luigi
//Enable exception handling in directors
%feature(director:except) {
  if ($error != NULL) {
  throw Swig::DirectorMethodException();
  }
}

%exception {
  try { $action }
  catch (Swig::DirectorException e) { SWIG_fail; }
}
luigi*/
if it succed and it compiles let us know.
be prepared to wait though as the compile time is quite long.

hope it helps

Luigi


R Fritz ha scritto:
Sigh.  But this is not yet a working fix--we don't know how to get  
code compiled with VS 2005 to work with Python 2.5.  I wonder if  
Python 2.6 would solve the problem.


Randolph

On Nov 26, 2008, at 1:42 AM, Hartmut Seichter wrote:



I have a student working on this problem - to add the flag is good  
and fixes the problem temporarily but in general osgSWIG needs a  
more scalable approach.




H




Randolph Fritz wrote:
I'm writing this up so that people who aren't cmake experts have  
a note about this workaround.


For my next trick, I tried building this on Windows using Visual C 
++. After some blundering around, I found that adding /bigobj  
flag to CMAKE_CXX_FLAGS (edit the field in the cmake GUI--it is  
one of the advanced options) makes the build go, but only on  
Visual Studio 2005 and later.


MS acknowledges the problem and recognizes that machine-generated  
code may trigger it in the page at http://msdn.microsoft.com/en-us/library/ms173499(VS.80).aspx 
.


Reported at http://code.google.com/p/osgswig/issues/detail?id=13.

Randolph Fritz
design machine group
architecture department
university of washington
[EMAIL PROTECTED]

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HITLabNZ


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Re: [osg-users] Packaging granularity + platform specific scripts

2008-11-26 Thread R Fritz
The remaining problem is: What about Windows? Even the package  
term doesn't exist! And I currently don't have much ideas (sorry).


What *nix calls packages, Windows calls installers.  Since XP at  
least--I think since Windows 2000--there has been some kind of package  
management on Windows.  Package data is kept in the registry.  I have  
a book on writing Windows installers in my office, but I won't be able  
to consult it until the term ends, and I'm really hoping there's  
someone on the list who already knows the material better than I,  
because I'm not going to know very much about it for a while,


Randolph

On Nov 26, 2008, at 2:23 PM, Sukender wrote:


Hi Robert,

I'm not an expert in linux packages, but what you described is fine  
for me:

- Core OSG + Animation + Widgets
- Images + freetype
- Sound
- Introspection/Wrappers
- Other
I think that less than 6-7 packages should be ok. No more.
The remaining problem is: What about Windows? Even the package  
term doesn't exist! And I currently don't have much ideas (sorry).


(I'll start another thread aboud sound)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 26 Nov 2008 18:33:03 +0100, Robert Osfield [EMAIL PROTECTED] 
 a écrit:



Hi Guys,

We need more the two responses to pull together a coherent packing
strategy going forward.  In particular I want feedback from potential
platform maintainers that are up for helping build binaries for each
platform.  My ideal is for use to use the same granularity and naming
of packing for all platforms.

One constraint already placed out there is fitting in with existing
packaging conventions.  For instance if I check Kubuntu 8.10 I get
libopenscenegraph7 (OSG-2.4) and libopenscenegraph-dev,  
openscenegaph,

libosgal and libosgcal packages.

Without installing these I can't see exactly what parts of the OSG
come along with it.

I believe a good package layout would be in step with the major
dependencies that that bring with it.  For instance the core OSG
package could just depend upon C++, OpenGL, GLU, X11/Win32/Carbon.
Without freetype and the image plugins it isn't that useful though
unless you have a very tightly focused vis-sim app.

Next set of package(s) would be the main imagery ones like
tiff/gif/jpeg/png, or would these be rolled into the base package?
Further out still then you have GDAL, COLLADA.

Then we have the specialist plugins that depend upon Inventor,
libxul/gecko, libVNCServ, Svgr/Cairo, Cairo/Popper, OpenVRML (and an
out of date version at that...).

Further down the line I would like to see an osgAudio library
integrated into the core OSG, this may well directly depend upon
OpenGL, and as such would this make OpenAL a core dependency, or just
have it made as a none core dependency with a separate package for  
it.


Orthogonal to these dependency based packages, I am think that the
osgIntrospection and osgWrappers are probably something that could be
its own package, as the osgWrappers are extremely large, larger than
the core libraries themselves, so placing them in a separate package
that only users that need them would pull in.

My expectation is that we probably won't be able to roll out packages
for all the different possible major dependencies, and in these cases
users will just have to grab the OSG sources and download there own.
I don't have a problem with this - as long as we have base packages
that most users can grab and use in their applications I'm happy.  We
might want to make it possible for users to match these extra modules
with the standard distributed packages that they plan to build upon,
although this might just be more awkward than it's worth...

As I mentioned earlier I would like to get a scheme together for 2.8,
and get this rolled out soon, I would have like this month, but
someone seems to have stole all the days of November so we don't have
time left to make 2.8 this month, but we absolutely should get 2.8  
out

the door before the Christmas break.   I'd all like to get next years
round of linux distro's using 2.8 rather than out of date versions of
the OSG (Kubuntu 8.10 has OSG-2.4 which is stable release behind us).

So please engage on this topic.  Tell me what packages you'd like to
see.  Also if you can help out making the packages, what elements to
the OSG could be done to make your life easier?

Robert.
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Re: [osg-users] Packaging granularity + platform specific scripts

2008-11-25 Thread R Fritz
Different platforms use different levels of granularity.  Mac OS  
bundles libraries into frameworks, which can themselves be placed in  
application bundles, or installed for systemwide use.  This is a very  
coarse level of granularity.   I think OSG would probably best fits  
what Apple calls an umbrella framework--a framework which contains  
frameworks.  I'm not too clear--yet, anyhow--on how Macs deal with  
framework dependencies on other frameworks and libraries; I have the  
impression it's not automatic but instead handled ad-hoc by the  
installer script or by the app.


Randolph

On Nov 25, 2008, at 7:09 AM, Robert Osfield wrote:


Right now we have the OSG itself has an
OpenSceneGraph/packaging/pkconfig directory, and this contains an
openthreads.pc and openscenegraph.pc files.  Looking at these files
they don't lists all the OSG dependencies, and they obviously don't
break it down like I'm advocating above.  I'm also aware that on
debain there are plenty of other configuration files associated with
the debian packaging.   What I feel would be appropriate would for us
to centralise this, and make full use of the existing packing
directory, full it out as required.  I also feel the granularity needs
to be addressed - but what sets of packaging and naming would be
appropriate?


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Re: [osg-users] osgswig confusion

2008-11-24 Thread R Fritz

Gerwin, thanks for answering.

OSG 2.6.1, locally compiled (of course), but otherwise unmodified.

Randolph

On Nov 24, 2008, at 5:45 AM, Gerwin de Haan wrote:


Hi Randolph,
which osg version are you using?
Gerwin


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Re: [osg-users] osgswig confusion

2008-11-24 Thread R Fritz
Thanks for responding so quickly.  I saw you picked up my patches in  
issue 18--thanks.  But still no joy on 15.  I attached my latest  
results to the issue there, but the latest result is no result--I  
don't think anything changed.


On a different subject, I've made some small changes to FindOSG.cmake  
which make the osgswig build happier with linking to OSG library files  
in an Xcode build.  I'm not sure of the merits of these, so I'm  
putting them out here--what do people who know the Mac environment  
better than me think?


Randolph

Index: /Users/rfritz/Documents/osgswig/CMakeModules/FindOSG.cmake
===
--- /Users/rfritz/Documents/osgswig/CMakeModules/FindOSG.cmake	 
(revision 177)
+++ /Users/rfritz/Documents/osgswig/CMakeModules/FindOSG.cmake	 
(working copy)

@@ -39,11 +39,14 @@
 /usr/local/lib
 /usr/lib64
 /usr/lib
+$ENV{OSG_DIR}/lib/Release
 $ENV{OSG_DIR}/lib
 $ENV{OSG_DIR}/bin
 $ENV{OSG_DIR}
+$ENV{OSGDIR}/lib/Release
 $ENV{OSGDIR}/lib
 $ENV{OSGDIR}
+$ENV{OSG_ROOT}/lib/Release
 $ENV{OSG_ROOT}/lib
  /sw/lib
 /opt/local/lib
@@ -67,10 +70,13 @@
 /usr/local/lib
 /usr/lib64
 /usr/lib
+$ENV{OSG_DIR}/lib/Debug
 $ENV{OSG_DIR}/lib
 $ENV{OSG_DIR}
+$ENV{OSGDIR}/lib/Debug
 $ENV{OSGDIR}/lib
 $ENV{OSGDIR}
+$ENV{OSG_ROOT}/lib/Debug
 $ENV{OSG_ROOT}/lib
 /sw/lib
 /opt/local/lib


Randolph

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[osg-users] osgswig confusion

2008-11-23 Thread R Fritz
I've been fiddling with osgswig on Mac OS (Leopard, 10.5.5), and I ran  
into a version of the vector mixin problem.  After some fuddling  
around, I came up with a patch for it (see http://code.google.com/p/osgswig/issues/detail?id=18 
) and the python bindings built.  But now, when I try to use them, I  
see:


$ python simpleosg.py
Traceback (most recent call last):
  File simpleosg.py, line 9, in module
import osgDB, osgViewer
  File /Library/Frameworks/Python.framework/Versions/2.5/lib/ 
python2.5/site-packages/osgswig-0.9.0/osgDB.py, line 316, in module

class AuthenticationDetails(osg.Referenced):
NameError: name 'osg' is not defined

There seem to be some imports missing from the built code.  Did I make  
some obvious mistake?


Randolph Fritz
  design machine group
  architecture department
  university of washington
[EMAIL PROTECTED]

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