Re: [osg-users] osgviewerwx for wxWidgets 2.9.0+
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bug? Example install location
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Macintosh: best build practices
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Macintosh: best build practices
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG debugging tips
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
Robert Osfield, Paul Martz, Shayne Tuller, thanks for your responses to a newbie question. Randolph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig: iterating over a vertex array
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig: updating wx_viewer.py
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgSWIG/Py available
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, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Python integration, take 2
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building the Collada plugin
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Building the Collada plugin
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SketchUp export to OSG?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SketchUp export to OSG?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MAC
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerWX vs. osgPython 2.2.0
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' ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgswig and wxPython
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() ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig confusion
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig manifest blues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig: the bigobj problem rears its head again
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] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig: the bigobj problem rears its head again
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] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging granularity + platform specific scripts
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig confusion
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgswig confusion
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgswig confusion
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] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org