Re: [osg-users] OSG and WPF Questions
Hi, I am interested in WPF development as well. I have been playing around with the C++/CLI example to make a managed window. It seemed to work ok, except when I tried running it in Release mode, in which case it kept crashing, apparently with some memory corruption errors. I am using a relatively new snapshot from SVN for my OpenSceneGraph library. I have been using it in C++ for quite some time now with not too many problems (none that this great community has not helped with so far) :) I also started playing with OsgDotNet wrappers, but when I run it, it crashes trying to create the osgShadow wrapper. I noticed that it was made for OSG 2.0, so I downloaded that, but the download I had seems to be missing osgViewer in the include directories. I would love to know how you are able to get the DotNet stuff working, in one of these options. Thank you! Cheers, Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17729#17729 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Writing single plugin to handle multiple extensions
Thanks Paul, I ended up just creating a second dll to handle the csg extension, so I am doing ok now, but I like your idea. I don't know about anyone else, but I know I like using the standard OSG viewer with my models, and I think it is a good idea to NOT have to modify the OSG code to load a particular plugin/extension binding. Is there a way already to force the viewer to load a specific library based on some environment variable or better yet a command line parameter? would that be sufficient? Perhaps when a plugin is loaded, it tells the registry that it can handle the multiple extensions. That is about how I expected it to work. Thanks, Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15991#15991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Writing single plugin to handle multiple extensions
Hi, I am writing a plugin to handle the nsm file type, so my plugin is named osgdb_nsm(d).dll. That is working well, but I have found that my customer also uses the extension csg for exactly the same file type. I would like my plugin to be called for the csg extension as well. I call supportsExtension() in the c'tor for both nsm and csg. I also override acceptsExtension() to handle both csg and nsm. I even made two classes so that I could have: REGISTER_OSGPLUGIN(nsm, ReaderWriterNSM) REGISTER_OSGPLUGIN(csg, ReaderWriterCSG) all to no avail. None of it gets called on my csg file, but my nsm file works fine, presumably because of the filename convention. I figure there must be a way to do this, since there are the supportsExtension function and virtual acceptsExtension functions. What am I missing? Thank you! Cheers, Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15661#15661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Writing single plugin to handle multiple extensions
Hey guys, Thanks for the replies. I can do those, but both answers concern me a bit. The idea of needing to modify the osgDB/Registry.cpp file directly does not make sense to me. Why should I need to recompile the OSG source to get a plugin working? Isn't that the purpose of plugins to NOT have to modify and recompile the original source code? I wonder if I couldn't add the line to my own plugin source code, but I have a feeling it wouldn't work because I bet the plugin does not get loaded at all, and therefore the addFileExtensionAlias(csg, nsm); would not get called either. As for creating another DLL. I could do that and I know it would work, but it does kind of confuse me. If OSG only uses the naming convention to determine which plugin to look at, why have all of the extra functionality I mentioned before? I suppose because someone might have added the addFileExtensionAlias call, but it seems to me that the plugin should be able to do something like that itself. Anyway, Thanks very much for you thoughts and ideas. I will reply again with whatever I come up with. -- Rick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15689#15689 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Writing single plugin to handle multiple extensions
Thanks Farshid, that puts things in perspective. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15692#15692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using image maps with materials
I have seen some examples, somewhere I think, where you could have one texture on the lit side of an object and then have another texture on the dark side. I am thinking of the earth where you could see lights in cities on the dark side. Did I really see that somewhere or is that my imagination? I have heard of using fragment shaders and it is something I would like to learn more about. Where can I find out about how to use multi-pass technique and/or register? On Tue, Jul 15, 2008 at 12:13 AM, Ulrich Hertlein [EMAIL PROTECTED] wrote: Hello Rick, [EMAIL PROTECTED] wrote: Is there a way to use image maps with some of the other material properties, like emission or specular or diffuse? I am working on ... how to use a reflection map, so I think I am ok there. Any way to use a map to define the emission, specularity, and diffuse amounts across a surface? There's no easy way to specify the material component that a texture should affect (such as emissive, specular) in plain OpenGL. The way to go these days is a fragment shader. You could also use a multi-pass technique to apply another texture. (Maybe register combiners offer something useful but I'm not sure about that.) Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 回复: Re: multi translucent g eometry
That reminds me of an issue I have not resloved yet. Our space ships have thruster engines and I use an image map with transparency and point it back at the camera to make a pretty glow around it. (First off, is this the best way to do it? I have thought that perhaps a shader would work better, but I have not had a chance to learn about how to write shaders yet. So much to learn, so little time). Anyway, In some ships there are banks of engines, and it is pretty easy to get the problem where these transparent images intersect with each other, and you get depth sorting issues that way. I did work out a way to make these engine flare images point, rather than right at the camera, all along parallel lines with the camera's line of sight, and that helped tremendously, but you can still get in positions where the images happen to line up along the same depth, and you see some funky tearing and the like due to depth fighting. Is there a way to handle this better? Should I try to apply other bins to the different engines? What are the rules wrt that? It sounds like I need to read up on the glDepth and osg::Depth. Any other recommendations? I was running into problems rendering planet halos too. Should the halo be in front of the planet or behind it? probably the same kind of thing going on. Regards, -- Rick 2008/7/13 小 杨 [EMAIL PROTECTED]: Thanks! I'll try it! *Peter Wraae Marino [EMAIL PROTECTED]* 写道: Hi ?? (can't see your name), Are you sure zbuffer isn't falling for your 2nd geometry object? Also having equal depths is probably not a good idea? You need to render your objects from back to front order. When you have transparent objects you should set the stateset stateset-setRenderBinDetails(10,DepthSortedBin); this will render the objects from back to front order... but note they will not sort the polygons for the individual geometry. 2008/7/13 小 杨 [EMAIL PROTECTED]: multi translucent geometry with equal depth but alpha value is not equal. when i render these geometry ,i can not see all geometry! Why ? Can everyone give me some advice! Thanks! -- 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph
I have build 8572 running using Visual Studio 7.1 and linking with my project just fine. Win XP, CMake 2.4 -- Rick On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen [EMAIL PROTECTED] wrote: I'll verify and send details later this afternoon -- mew On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mike, On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen [EMAIL PROTECTED] wrote: core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in wrappers (not at that machine to provide details) I've have just re-run genwrappers and nothing got updated, and snv diff suggests that everything is checked in. I've also done a build of the wrappers under Linux and this went fine. So... there must be something like a missing export of something similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so perhaps it was this, I've gone ahead and add this export and checked it in. Fingers crossed this was the only one... as I want to go get on with tagging the release :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long orange bar in the stats window? On Thu, Jul 10, 2008 at 10:23 AM, James Killian [EMAIL PROTECTED] wrote: I have ran Rick's app on my machine (using XP, dual monitors, and NVidia 6200) I did not see any of these problems. - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, July 10, 2008 5:00 AM Subject: Re: [osg-users] The growing draw bar in the stats handler Hi Rick and Robert, I mentioned this problem few months ago. Happened on Windows XP and Vista. It seemed to dissapear with more recent NVidia drivers though (ver 169.xx and larger). I don't remember exactly but I think it was present only on dual monitors. Do you by any chance have dual view config ? Cheers, Wojtek Lewandowski The short bars are probably the initial state of the bars that haven't been initialized yet. As for your single really long bar, this suggests that the GPU is stalled doing something for a very long time... It could possibly be a bug in the stats collection. The stats collection has been working fine for a year now, so I don't think there is a problem on the OSG side, but perhaps you've uncovered a bug in the driver. Robert. On Thu, Jul 10, 2008 at 3:14 AM, [EMAIL PROTECTED] wrote: Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ ___ 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 -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?
Wow, the ability to limit the maximum texture memory sounds like it would really help. What/where might I find that environment variable? -- Rick On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz [EMAIL PROTECTED] wrote: Robert's comment regarding texture atlas usage in low-res LOD children is an excellent suggestion. Going further, your post begs the question: Do you suspect that texture memory usage is the bottleneck to your performance? One way to test this (if you haven't already done so) is to set the OSG environment variable to limit the maximum texture dimension to something ridiculously small. If your app runs faster with this setting, then texture memory usage might be causing performance problems, and you might need to address that in some way. You should keep in mind that most OpenGL device drivers are smart enough to page out large mipmap levels when they are not in use. Another thing to keep in mind is that a texture never needs to be larger than its max representation on-screen. For example, it's pointless to have a 2kx2k texture applied to an object that will never subtend more than 500x500 pixels. Hope that helps. -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of * [EMAIL PROTECTED] *Sent:* Thursday, July 10, 2008 7:09 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] When optimizing with LOD changes,should I change UV map resolutions? Hello All, I have been trying to get my scenes to run faster, balancing my scene graphs using LOD. I use quite a bit of UV mapping in my models, and they can be fairly high res because I want them to look good up close. There are usually several instances of the same model in the scene, all pointing to the same scene graph. I was wondering about the best way to create LOD changes for them. I was going to cut out some polygons, but I was also thinking of cutting the resolution back on the UV maps. Is this valuable? On first assessment, it seems it would be, but then I realize that it might cause MORE of a memory usage, and the graphics card (or OSG) might be doing this kind of optimization anyway (dropping image map resolutions based on pixel size or whatever). What are your recommendations? -- Thanks for everything Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Yes indeed, disabling SLI returned by bars to normal. That reminds me. As we are making this game, and hoping someday to distribute it, is there some information we should distribute about cards that work well / do not work well with OSG? Perhaps this is actually an OpenGL thing and there is some kind of OpenGL resource? Thanks -- Rick On Thu, Jul 10, 2008 at 10:38 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Thu, Jul 10, 2008 at 3:28 PM, Rick Pingry [EMAIL PROTECTED] wrote: I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration. James, Are you seeing the long orange bar in the stats window? Could you disable the SLI and see what happens. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer 's' key Geometry information
I was wondering about this too. I remember at one time seeing the number of polys and vertices. In the code it seems to be macro'd out with #if 0 (but not all of the code, not enough to there to see how it would have worked I think) It would be handy. Can we not have this toy anymore ? ;D -- Rick On Thu, Jul 3, 2008 at 9:41 AM, dimi christop [EMAIL PROTECTED] wrote: Hi, in the QuickStart Guide at page 9 (1.3.4 Statistics Display) it is stated that the 's' key cycles between 4 display modes. 1. Frame Rate, showing only the FPS 2. Traversal time, showing the traversal times including a graphical display 3. Geometry information, dsipalys the number of Drawable obkect, and total number of vertices/primitives. 4. Nothing I only can only see mode 1,2,4 mode 3 does not exist. Is this another Errata bug for Paul Martz or am I missing something. Thanks Dimi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9
I had thought about maybe express being non-optimal as well, so I had some friends do the compile on their machines with a full version of VS 9, with the same results. The only thing remaining I can think of is making new projects in VS 9 as suggested. Thanks, -- Rick On Wed, Jul 2, 2008 at 8:53 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Robert, Do the express editions do full optimizations? I recall previously MS used to cap the optimization on the give away versions of VS. Nope, since 2005 express (8.0 express) it's the full optimizing compiler that's included. Rick said he converted the projects for his app from VS7.1 projects, maybe that causes some options to be set to non-optimal values in the resulting projects... I would suggest making new projects in VS9. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performance hit caused by porting from VS 7.1 to VS 9
Hello All, We have succesfully ported from OSG 1.2 to the newest SVN version (well, almost newest, I think we are on 8512 at the moment). Thanks again for all the fantastic forum support. We have been using VS 7.1 for all of our work so far, but since we were missing a well build freetype library, I figured it was time to make the jump there as well. I downloaded VS 9 express and ran CMake to build OSG. All built just fine. The converter in VS 9 converted all of the projects without fuss, and I was able to get it all compiling and running pretty easily. Unfortunately, I am seeing this 30% drop in framerate :(. I was seeing about 28-30 fps (yes, I know, I have some scene optimizing to do) with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express. Has anyone seen anything like that before? Am I missing some setting somewhere? Perhaps the converter in VS 9 does not like me? Any ideas? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9
Yes, the only ones I converted were my own projects. I used a fresh CMake configuration with everything OSG. It might be that only my own projects are slower. -- Rick On Tue, Jul 1, 2008 at 5:45 PM, Paul Martz [EMAIL PROTECTED] wrote: Do you get the same behavior if you generate fresh VS9 project files with cmake, instead of generating VS7.1 files and converting them? I'm not sure this will have any effect, but it seems like it might be worth a shot... -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Rick Pingry *Sent:* Tuesday, July 01, 2008 3:14 PM *To:* OpenSceneGraph Users *Subject:* [osg-users] Performance hit caused by porting from VS 7.1 to VS 9 Hello All, We have succesfully ported from OSG 1.2 to the newest SVN version (well, almost newest, I think we are on 8512 at the moment). Thanks again for all the fantastic forum support. We have been using VS 7.1 for all of our work so far, but since we were missing a well build freetype library, I figured it was time to make the jump there as well. I downloaded VS 9 express and ran CMake to build OSG. All built just fine. The converter in VS 9 converted all of the projects without fuss, and I was able to get it all compiling and running pretty easily. Unfortunately, I am seeing this 30% drop in framerate :(. I was seeing about 28-30 fps (yes, I know, I have some scene optimizing to do) with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express. Has anyone seen anything like that before? Am I missing some setting somewhere? Perhaps the converter in VS 9 does not like me? Any ideas? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to take a picture of my scene?
(If you are using windows), I also use the Print Screen button, which effectively copis the image to the clip-board. -- Rick On Thu, Jun 26, 2008 at 11:08 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Carlos, This has been discussed lots in the last month so have a look through the osg-users archives. Robert. On Thu, Jun 26, 2008 at 3:59 PM, Carlos Sanches [EMAIL PROTECTED] wrote: Hi friends ! I 'd want to save the frames of my OSG scene in jpg or bmp or any other format. What function do this ? How do I do this ?? thank you ! ___ 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 -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Missing Freetype?
Hello all, As I was running the viewer and trying to understand osgHUD, I see errors about not being able to find the plugin to load arial.ttf. As I dug, I realized that the freetype plugin was responsible for this (I started off looking for a ttf plugin). The freetype plugin does not show up in the (VS 7.1 2003) solution that CMake made for me. As I looked at CMake, the options that refer to freetype are: FREETYPE_INCLUDE_DIR_freetype2 FREETYPE_INCLUDE_DIR_ft2build FREETYPE_LIBRARY_DEBUG and all of these say something about being not found. I have a 3rdParty folder, and it is being properly used for jpeg, gif, glut, tiff, etc. I set these options to be what made sense to me in the 3rdParty folder (which does have freetype includes and libes), and ran CMake with no errors, but I still did not see any freetype plugin in the SLN when I opened it. What am I missing? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Missing Freetype?
WOW! What an amazing community! Sorry about missing the earlier mention. I looked through the archives and did not see the notice. I am indeed upgrading from OSG 1.2, and realized that my 3rdParty SVN folder was not an extrernal pointing back to OSG, but my old one. I did figure that out though, and got to just where you mentioned. (curious as to why that one setting would be in Advanced though). Anyway, as I compile, I am getting the linker error with _FT_Outline_Get_BBox I was about to write and saw that you guys already replied, THANKS! I was looking through some older archives for this and saw a post from mew that references: *https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/*https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/ and inside there is a folder called 3rdParty_win32binaries_vs71/https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs71/ should that get me what I need, or do I need to still rebuild freetype myself? Thanks Again, -- Rick On Thu, Jun 26, 2008 at 4:05 PM, Mike Weiblen [EMAIL PROTECTED] wrote: are you using the VS71 3rdParty binaries? The version of freetype changed in the VS80 3rdParty binaries, and perhaps the CMake dependency code isn't checking for that case. -- mew On Thu, Jun 26, 2008 at 2:58 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello all, As I was running the viewer and trying to understand osgHUD, I see errors about not being able to find the plugin to load arial.ttf. As I dug, I realized that the freetype plugin was responsible for this (I started off looking for a ttf plugin). The freetype plugin does not show up in the (VS 7.1 2003) solution that CMake made for me. As I looked at CMake, the options that refer to freetype are: FREETYPE_INCLUDE_DIR_freetype2 FREETYPE_INCLUDE_DIR_ft2build FREETYPE_LIBRARY_DEBUG and all of these say something about being not found. I have a 3rdParty folder, and it is being properly used for jpeg, gif, glut, tiff, etc. I set these options to be what made sense to me in the 3rdParty folder (which does have freetype includes and libes), and ran CMake with no errors, but I still did not see any freetype plugin in the SLN when I opened it. What am I missing? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Missing Freetype?
Ah, I see. That 7.1 SVN is frozen because mew does not have VS 7.1 access anymore. That one is still using version 219 of freetype, and the one in the newer 8.0 directory is 235. Looks like I need to go build. ;) On Thu, Jun 26, 2008 at 4:29 PM, Rick Pingry [EMAIL PROTECTED] wrote: WOW! What an amazing community! Sorry about missing the earlier mention. I looked through the archives and did not see the notice. I am indeed upgrading from OSG 1.2, and realized that my 3rdParty SVN folder was not an extrernal pointing back to OSG, but my old one. I did figure that out though, and got to just where you mentioned. (curious as to why that one setting would be in Advanced though). Anyway, as I compile, I am getting the linker error with _FT_Outline_Get_BBox I was about to write and saw that you guys already replied, THANKS! I was looking through some older archives for this and saw a post from mew that references: *https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/*https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/ and inside there is a folder called 3rdParty_win32binaries_vs71/https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs71/ should that get me what I need, or do I need to still rebuild freetype myself? Thanks Again, -- Rick On Thu, Jun 26, 2008 at 4:05 PM, Mike Weiblen [EMAIL PROTECTED] wrote: are you using the VS71 3rdParty binaries? The version of freetype changed in the VS80 3rdParty binaries, and perhaps the CMake dependency code isn't checking for that case. -- mew On Thu, Jun 26, 2008 at 2:58 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello all, As I was running the viewer and trying to understand osgHUD, I see errors about not being able to find the plugin to load arial.ttf. As I dug, I realized that the freetype plugin was responsible for this (I started off looking for a ttf plugin). The freetype plugin does not show up in the (VS 7.1 2003) solution that CMake made for me. As I looked at CMake, the options that refer to freetype are: FREETYPE_INCLUDE_DIR_freetype2 FREETYPE_INCLUDE_DIR_ft2build FREETYPE_LIBRARY_DEBUG and all of these say something about being not found. I have a 3rdParty folder, and it is being properly used for jpeg, gif, glut, tiff, etc. I set these options to be what made sense to me in the 3rdParty folder (which does have freetype includes and libes), and ran CMake with no errors, but I still did not see any freetype plugin in the SLN when I opened it. What am I missing? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build 8458 Problem with OpenThreads\Atomic wanting to include a missing OpenThreads\Config
Subject says it. Might have forgotten to SVN add OpenThreads\Config. -- Thanks, Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Excellent, THANKS! For the computePixelCoords, I just copied from what Producer::KeyboardMouse was doing, and made the appropriate changes. I am assuming the mouse coordinates work the same way they did before. -- Rick On Wed, Jun 18, 2008 at 4:48 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Rick, On Wed, Jun 18, 2008 at 12:12 AM, Rick Pingry [EMAIL PROTECTED] wrote: Producer::KeyboardMouse::positionPointer( float x, float y ) Any way to set the mouse position like this? GraphicsWindow::requestWarpPointer(x,y); and View::requestWarpPointer(x,y); The later will automatically work out which window to warp to. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Thanks guys, that is just what I did. Now I am looking for the equivilent of Producer::KeyboardMouse::positionPointer( float x, float y ) Any way to set the mouse position like this? Thanks Again, -- Rick On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello Rick, I noticed that there is: osgViewer::Viewer-getCamera()-setPostDrawCallback() but there is only one (implied by a set* rather than add*). Any way to have multiple ones? You could create a CompositeDrawCallback class, which would be an osg::Camera::DrawCallback, would have a vector osg osg::Camera::DrawCallbacks, and in its operator() would call the callbacks' operator() methods one by one. I know that there are probably new ways to do all of this stuff, add HUD's, new ways to handle the keyboard and mouse and everything else. I am just trying to refactor what I have rather than re-writing the whole darn thing. That's perfectly normal. Just be prepared to look around (generating the doxygen from the source is a great tool - it's unfortunately not up to date on the OSG web site). As a side note, you can also do a HUD with a post-draw camera added as a child to your main camera - so you could have multiple post-draw cameras as children of the main camera. That would probably scale better than post-draw callbacks. See the osghud example. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Hey, I about have all of it! The last two things I am trying to work out are the: Producer::KeyboardMouse::positionPointer( float x, float y ) and Producer::KeyboardMouse::computePixelCoords(mouseX, mouseY, renderSurface, pixelX, pixelY) for computePixelCoords, should I just find the width and height of the window, and then do pixelX = (width*0.5)*(mouseX+1.0); pixelY = (height*0.5)*(mouseY+1.0); // maybe flipped? I imagine this has to be somewhere. As for the positionPointer thing, I am turning the cursor off and just keeping the mouse pointer in the screen and measuring how much it moved since last frame (for a game). Perhaps someone knows of a better way to do this? Thanks much -- Rick On Tue, Jun 17, 2008 at 7:12 PM, Rick Pingry [EMAIL PROTECTED] wrote: Thanks guys, that is just what I did. Now I am looking for the equivilent of Producer::KeyboardMouse::positionPointer( float x, float y ) Any way to set the mouse position like this? Thanks Again, -- Rick On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello Rick, I noticed that there is: osgViewer::Viewer-getCamera()-setPostDrawCallback() but there is only one (implied by a set* rather than add*). Any way to have multiple ones? You could create a CompositeDrawCallback class, which would be an osg::Camera::DrawCallback, would have a vector osg osg::Camera::DrawCallbacks, and in its operator() would call the callbacks' operator() methods one by one. I know that there are probably new ways to do all of this stuff, add HUD's, new ways to handle the keyboard and mouse and everything else. I am just trying to refactor what I have rather than re-writing the whole darn thing. That's perfectly normal. Just be prepared to look around (generating the doxygen from the source is a great tool - it's unfortunately not up to date on the OSG web site). As a side note, you can also do a HUD with a post-draw camera added as a child to your main camera - so you could have multiple post-draw cameras as children of the main camera. That would probably scale better than post-draw callbacks. See the osghud example. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Hello All, We are finally taking the plunge from OSG 1.2 and Producer to the newest version on SVN. (GULP!) We are using osgProducer::OsgCameraGroup with a single camera and a Producer::KeyboardMouseCallback. I have been reading that we COULD possible keep some of the Producer stuff, but it was recommended that we make the switch and I figure we might as well make the break clean. I saw some porting notes on the Wiki, but they seemed to be mentioning the REASONS for the change from Producer to Viewer, not necessarily step by step porting directions as I would have hoped. There are a lot of paradigms that I am used to in Producer that seem so very foreign in Viewer. I did take a look at the osgkeyboardmouse example and that makes sense to me, so I think I will be ok using osgViewer::Viewer and replace my KeyboardMouseCallback with a osgGA::GUIEventHandler. My biggest question at this point is more about the version of Visual Studio I am using. We have been using VS 7.1 for all of our work so far, and I downladed a copy of VS 9 Express to compile the newest source from SVN. At first I tried to replace the Viewer code, still using VS 7.1 but linking to the libs made in VS 9, but I started getting strange errors about the compiler stack overflowing. I backed off all of my changes, because I figured that I really screwed something up, and I am going at it again. So that takes me to the real question here. Should I be able to link my VS 7.1 project to the new OSG libs built in VS 9 Express? Would it be better for me to port my whole project over to VS 9 Express? Perhaps I could use CMake and build the new OSG using VS 7.1 and then link that in with what I have? Thanks -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Thanks Mike, So are you saying that I should be able to do a CMake build using 7.1? I am going to give that a try. -- Rick On Mon, Jun 16, 2008 at 7:33 PM, Mike Weiblen [EMAIL PROTECTED] wrote: Hi, imho I'd keep w/ VS7.1 across the board for your initial porting effort to OSG 2.x, then migrate to VS9 later as necessary; just avoids having too many variables at play. Take things one step at a time. fwiw I dont use VS9 yet, consequently I have no VS9 prebuilt 3rdParty libraries, so you'll have to build those too if you move straight to VS9. My VS8 prebuilts are actively maintained, but mixing them w/ VS9 seems asking for trouble. The VS7.1 prebuilts are frozen but still available at the osgToy svn; there may be a couple you will have to build from a newer version (eg freetype) my $0.02 cheers -- mew On Mon, Jun 16, 2008 at 2:26 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello All, We are finally taking the plunge from OSG 1.2 and Producer to the newest version on SVN. (GULP!) We are using osgProducer::OsgCameraGroup with a single camera and a Producer::KeyboardMouseCallback. I have been reading that we COULD possible keep some of the Producer stuff, but it was recommended that we make the switch and I figure we might as well make the break clean. I saw some porting notes on the Wiki, but they seemed to be mentioning the REASONS for the change from Producer to Viewer, not necessarily step by step porting directions as I would have hoped. There are a lot of paradigms that I am used to in Producer that seem so very foreign in Viewer. I did take a look at the osgkeyboardmouse example and that makes sense to me, so I think I will be ok using osgViewer::Viewer and replace my KeyboardMouseCallback with a osgGA::GUIEventHandler. My biggest question at this point is more about the version of Visual Studio I am using. We have been using VS 7.1 for all of our work so far, and I downladed a copy of VS 9 Express to compile the newest source from SVN. At first I tried to replace the Viewer code, still using VS 7.1 but linking to the libs made in VS 9, but I started getting strange errors about the compiler stack overflowing. I backed off all of my changes, because I figured that I really screwed something up, and I am going at it again. So that takes me to the real question here. Should I be able to link my VS 7.1 project to the new OSG libs built in VS 9 Express? Would it be better for me to port my whole project over to VS 9 Express? Perhaps I could use CMake and build the new OSG using VS 7.1 and then link that in with what I have? Thanks -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please clarify about returns
From what I can tell from that site, the list is about the Most Reviewed Open Source Engines, meaning the most number of votes, not necessarily the quality of the engine. That said, there are a lot of engines out there, and I am proud to see OpenSceneGraph on the top ten of a list that is not its primary market. That said, I was introduced to OSG as a part of my day job, working on Vis Sim for Northrop Grumman and the military. I have been trying to apply that knowledge to game development as well (with the dream of someday making THAT my day job :) We have a VERY early web site up, check it out at http://www.fringe-online.com/. (Yes, I know the OSG logo on the bottom is pitiful, I have already told my partner to make it bigger and link back to OSG, along with a link for RakNet and FMOD). Glad to be a part of the community -- Rick On Tue, Mar 25, 2008 at 11:40 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Cole, On Mon, Mar 24, 2008 at 10:21 PM, Night Hawk [EMAIL PROTECTED] wrote: Some one in some other thread indicated about the developers of OSG expecting cheques. I don't know if that is just a misconception on the part of that user or if it is reality. This is a misconception. None of the developers/users/contributors expect anything monetary for source code, the public mailing list usage or public documentation on the website. Use of all these resources is free. However, curetesy and respect on public mailing lists is very much appreciated, in fact its the currency that oil's the cogs of the project. The main reason I considered OSG is because this is in the bottom most 10th position in the list of engines at http://www.devmaster.net/engines/ If it were in any top position, I wouldn't even have looked at it. And I chose to work on this because of my assumption that developers of this are working on this because they WANT to work on it. Let me know if that is not the case and if the developers are doing this because they expect something out of it. I will reevaluate if my working on this could be a good idea. I find this pretty bizarre logic, but hey ho each to there own. W.r.t 10th position on a gaming website's like of games engines isn't too shaby for something that isn't a game engine, and doesn't try to be. Its the odd one out form the list as the only pure scene graph technology on offer. The OpenSceneGraph's project heartland isn't games, its visual simulation, virtual reality, GIS, scientific visualization, serving a very different market than anything else in the top ten. The OpenSceneGraph is a professional grade scene graph used by the likes of Nasa, Esa, Boeing, Lockheed-Martin and many hundreds of simulation companies around the worlds, it's now the world's leading scene graph technology, nothing else now comes close in the vis-sim market. Try going to the front page of opengl.org, see how many headlines mention the OpenSceneGraph. This isn't stuff I've put up as promo, its just stuff happening out in industry. All this activity also means that I and others who provide consultancy on top of the OpenSceneGraph project are very busy, both in commercial activity and with helping keep the public and free/open source side vibrant. I personally have been self employed providing OpenSceneGraph consultancy for 7 years now - yep its been 7 years since one might been able to call OpenSceneGraph a little hobby project. Commercial side to the project is still tiny in the over scheme of the project, only a small percentage of users take advantage of consultancy, support and training services. Most comericial users of the project haven't ever been a client of mine or other consultants, yet there is till plenty of work to go around the half dozen engineers I know of who a contracting on various OSG client projects. So... if you want a professional grade scene graph then you've come to the right place. If you were expecting a small hobby project then well... happy hunting. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Settings for the GPU Challenged?
Hello all, Is there a way to set the resolution of the screen itself for gaming? Lets say you have your viewer window full screen, but the player is on a machine that does not have quite the hot graphics card, so they want to dump their resolution to keep the frame rate up. Are there any other things they can tweak in addition to this? I had already thought of providing lower level of detail models, turning off extra lights, turning off anti-aliasing, and using lower res images. Anything else I can do for my players that are GPU challenged? Thanks, -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Settings for the GPU Challenged?
Thanks Guys On Mon, Mar 24, 2008 at 5:24 PM, Jeremy Moles [EMAIL PROTECTED] wrote: On Mon, 2008-03-24 at 21:23 +, Robert Osfield wrote: Hi Rick, Have a look at the osg::GraphicsContext::WindowingSystemInterface. The setScreenResolution method is what you want. Its implemented under Windows, and under Linux if you enable the support, I don't recall the details off the cuff though. Hmm, I think I actually coded this. :) But I don't remember... Oh yeah! Be sure and build with XRANDR support under Linux and it'll work. Yep. Robert. On Mon, Mar 24, 2008 at 8:35 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello all, Is there a way to set the resolution of the screen itself for gaming? Lets say you have your viewer window full screen, but the player is on a machine that does not have quite the hot graphics card, so they want to dump their resolution to keep the frame rate up. Are there any other things they can tweak in addition to this? I had already thought of providing lower level of detail models, turning off extra lights, turning off anti-aliasing, and using lower res images. Anything else I can do for my players that are GPU challenged? Thanks, -- Rick ___ 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 -- Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org