Re: [osg-users] OSG and WPF Questions

2009-09-29 Thread Rick Pingry
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

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Re: [osg-users] Writing single plugin to handle multiple extensions

2009-08-07 Thread Rick Pingry
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

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[osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Rick Pingry
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

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Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Rick Pingry
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

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Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Rick Pingry
Thanks Farshid, that puts things in perspective.

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Re: [osg-users] Using image maps with materials

2008-07-15 Thread Rick Pingry
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
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Re: [osg-users] 回复: Re: multi translucent g eometry

2008-07-14 Thread Rick Pingry
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!
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Rick Pingry
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.
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Rick Pingry
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
  
  
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Re: [osg-users] When optimizing with LOD changes, should I change UV map resolutions?

2008-07-10 Thread Rick Pingry
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
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Rick Pingry
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.
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Re: [osg-users] osgViewer 's' key Geometry information

2008-07-03 Thread Rick Pingry
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




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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Rick Pingry
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
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[osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Rick Pingry
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?

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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Rick Pingry
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


  --
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 [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
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Re: [osg-users] How to take a picture of my scene?

2008-06-26 Thread Rick Pingry
(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 !
 
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[osg-users] Missing Freetype?

2008-06-26 Thread Rick Pingry
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?


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Re: [osg-users] Missing Freetype?

2008-06-26 Thread Rick Pingry
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/
  ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 



 --
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Re: [osg-users] Missing Freetype?

2008-06-26 Thread Rick Pingry
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/
  ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 



 --
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[osg-users] Build 8458 Problem with OpenThreads\Atomic wanting to include a missing OpenThreads\Config

2008-06-19 Thread Rick Pingry
Subject says it.  Might have forgotten to SVN add OpenThreads\Config.

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Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-18 Thread Rick Pingry
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.
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Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-17 Thread Rick Pingry
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
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-17 Thread Rick Pingry
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/

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[osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-16 Thread Rick Pingry
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
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Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-16 Thread Rick Pingry
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
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Re: [osg-users] please clarify about returns

2008-03-25 Thread Rick Pingry
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.
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[osg-users] Settings for the GPU Challenged?

2008-03-24 Thread Rick Pingry
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
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Re: [osg-users] Settings for the GPU Challenged?

2008-03-24 Thread Rick Pingry
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
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