Re: [osg-users] Numerous [ Topic is awaiting approval ] Posts

2014-02-25 Thread Vincent Bourdier
Hi,

I noticed Art by mail today, also encouraged people to participate in 
moderation.
I'm trying to flush as many as possible posts waiting for approval, but since 
I'm not an OSG active user I cannot be enough active here to make it work as 
expected.

Waiting for Art having some time to spend on this...

Cheers,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58338#58338





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Requesting forum access and approval

2013-01-24 Thread Vincent Bourdier
Hi,

Sorry, the moderation team approves the topics for each new users on their free 
time, and according to the holidays and personal time usage, sometimes 
moderation is very late.
I'm trying to be more efficient...

Cheers,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52127#52127





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Node Callback never called

2012-08-23 Thread Vincent Bourdier

Hi,

I'm currently having some troubles in my code that I didn't understand.
Some help would be very apreciated :

I have a nodeCallback to animate a shader.
I set this callback as nodeCallback on a geode that is displayed, but 
the callback operator() is never called.

I set the same callback as CullCallback on the same geode, now it works.

Maybe this is something very simple, but after a day on this issue I'm 
getting mad.


Thanks for your help.

Regards,
   Vincent.

--

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node Callback never called

2012-08-23 Thread Vincent Bourdier

Hi,

Nice idea, but there is no other callback antwhere in the code, so i 
don't think so.


thanks,
   Vincent.

Le 23/08/2012 08:55, Stephan Huber a écrit :

Hi,

any chance there's another updatecallback attached to one of the geode's
parents and it is missing  a traverse(node, nv) ?

cheers,
Stephan

Am 23.08.12 08:42, schrieb Vincent Bourdier:

Hi,

I'm currently having some troubles in my code that I didn't understand.
Some help would be very apreciated :

I have a nodeCallback to animate a shader.
I set this callback as nodeCallback on a geode that is displayed, but
the callback operator() is never called.
I set the same callback as CullCallback on the same geode, now it works.

Maybe this is something very simple, but after a day on this issue I'm
getting mad.

Thanks for your help.

Regards,
Vincent.



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node Callback never called

2012-08-23 Thread Vincent Bourdier

Hi,

I don't think, there are mutiple camera, for HUD, but the graph is 
attached to the main one.


Regards,

Vincent.

Le 23/08/2012 10:28, Sergey Polischuk a écrit :

Hi

iirc update traversals (and may be event traversals too) dont traverse 
subgraphs under nested cameras. Is it your case?

Cheers.

23.08.2012, 11:09, Vincent Bourdier vincent.bourd...@gmail.com:

Hi,

Nice idea, but there is no other callback antwhere in the code, so i
don't think so.

thanks,
 Vincent.

Le 23/08/2012 08:55, Stephan Huber a écrit :


  Hi,

  any chance there's another updatecallback attached to one of the geode's
  parents and it is missing  a traverse(node, nv) ?

  cheers,
  Stephan

  Am 23.08.12 08:42, schrieb Vincent Bourdier:

  Hi,

  I'm currently having some troubles in my code that I didn't understand.
  Some help would be very apreciated :

  I have a nodeCallback to animate a shader.
  I set this callback as nodeCallback on a geode that is displayed, but
  the callback operator() is never called.
  I set the same callback as CullCallback on the same geode, now it works.

  Maybe this is something very simple, but after a day on this issue I'm
  getting mad.

  Thanks for your help.

  Regards,
  Vincent.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node Callback never called

2012-08-23 Thread Vincent Bourdier

Snippet There is not const, isn't it ?
Snippet

virtual  void  operator()(osg::Node* node, osg::NodeVisitor* nv);


Vincent.

Le 23/08/2012 14:30, Jeremy Moles a écrit :


Is your method declared as const? I always forget that...

On Aug 23, 2012 8:28 AM, Vincent Bourdier 
vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote:


Hi,

I don't think, there are mutiple camera, for HUD, but the graph is
attached to the main one.

Regards,

Vincent.

Le 23/08/2012 10:28, Sergey Polischuk a écrit :

Hi

iirc update traversals (and may be event traversals too) dont
traverse subgraphs under nested cameras. Is it your case?

Cheers.

23.08.2012, 11:09, Vincent Bourdier
vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com:

Hi,

Nice idea, but there is no other callback antwhere in the
code, so i
don't think so.

thanks,
 Vincent.

Le 23/08/2012 08:55, Stephan Huber a écrit :

  Hi,

  any chance there's another updatecallback attached
to one of the geode's
  parents and it is missing  a traverse(node, nv) ?

  cheers,
  Stephan

  Am 23.08.12 08:42, schrieb Vincent Bourdier:

  Hi,

  I'm currently having some troubles in my code
that I didn't understand.
  Some help would be very apreciated :

  I have a nodeCallback to animate a shader.
  I set this callback as nodeCallback on a geode
that is displayed, but
  the callback operator() is never called.
  I set the same callback as CullCallback on the
same geode, now it works.

  Maybe this is something very simple, but after a
day on this issue I'm
  getting mad.

  Thanks for your help.

  Regards,
  Vincent.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] robotic arm problem

2012-08-21 Thread Vincent Bourdier
Hi,

Please have a look in osg example, there is one about robot using transforms if 
I'm not wrong.


Thank you!

Cheers,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49375#49375





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] robotic arm problem

2012-08-21 Thread Vincent Bourdier
Topic moved to General forum, OSG [Forum] section is to talk about the forum, 
not technical questions about OSG.


Hi,

I don't understand what I'm supposed to see on your picture.
If the rotation is not good, mabe check the rotation center : the center 0,0,0 
in he object coordinate frame.

Thank you!

Cheers,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49381#49381





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Tree Rendering system based on OpenSceneGraph

2012-07-05 Thread Vincent Bourdier
Hi,

Sorry I did not understood that this document was a final choice. I'm 
interested in L-Systems more in than tree generation, so I don't think it will 
be interesting to work together.

Good luck.

Cheers,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48705#48705





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Tree Rendering system based on OpenSceneGraph

2012-07-04 Thread Vincent Bourdier
Hi,

I'm interested in procedural generation, more precisely in L-Systems (base 
system of fractals).
I'd be interested to work on something like tree generation.

I also have some LOD / pagedLOD experiences.

Does this project is a personal one ? something industrial ?

Regards,
Vincent

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48675#48675





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How do I calcuate angles between two points?

2012-06-13 Thread Vincent Bourdier

Hin Dan,

Makerotate will compute a rotation from front vector P1 to front vector P2.
You can decompose the Quat after if you need the angles.

Regards,
   Vincent.


Le 13/06/2012 17:29, dan marshal a écrit :

Hi,
My model is at point 2 and I want to rotate it to face Point 1.

Point 1 =  30,30,30

Point 2 = 10, 10, 0

How can I calculate the respective angles between two locations?

I am familiar with makeRotate and makeLookAt but need the respective angles...

Thank you for help on this simple question.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48282#48282





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] Looking for forum moderators and administrators

2012-05-04 Thread Vincent Bourdier

Hi Art,

I could be interested to be a moderator.
I've already been administrator and moderator on little privates forums 
in French a few years ago, and I participate in osg user list/forum 
since 2008 and I've been one on the Rui Wang's OSG 3 Cookbook reviewer 
last year.
I would be interested to try this a few months, and we'll see if I'm a 
good moderator.


Regards,
Vincent.


Le 03/05/2012 19:34, Jordi Torres a écrit :

Hi Art,

I have added this announcement to the new website too. Hope it help to 
find somebody.


Cheers.

2012/5/2 Art Tevs arti_t...@yahoo.de mailto:arti_t...@yahoo.de

Dear OSG-Community,

I am posting this thread in order to find suitable persons to be
moderator and/or an administrator of the official OSG forum. What
we need and expect for specific tasks:

Moderator (3-5 positions):
- check if new users  do respect to our forum rules (i.e. name
convention)
- check and approve posts of new users (check for spam, ban
usernames, kindly ask users to change names, etc.)
- check for double posts and merge them together (it happens
sometimes that threads are get separated and need to be merged again)
- Usually it takes up-to max 30 minutes a day to moderate a forum.
In best case, when there are more moderators, this time decreases
of course


Administrator (1-2 position):
- important You must have already be seen in our community, so
that we really know what expect from you. Or somebody of long term
member can bail for you.
- You must have experience with PHP and Unix environment.
- You will get full access to forum's source code (on my servers)
in order to hunt for bugs. Yeah, there are still bugs which need
to be solved



I hope to find somebody who can take over this tasks. Moderators
are currently more important than an administrator. However due to
the move of OSG webpage to the new system and a wish to combine
all the subsystems (svn, joomla, forum, mailing list) into one, it
would be great to have somebody who can make this happen :)

Payment: No payment at all ladies and gentlemens, you do this for
the sake of our community :)

Contact: Please post your applications directly here to this
thread. In this case we can learn you already before assigning you
such a responsible position. If you want to stay anonym, then
write me a PM (or better email) and I will try to discuss with
senior community members  about your application.


Best regards
Art

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47493#47493





___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgWidget performances

2012-05-02 Thread Vincent Bourdier

Hi Robert,

Thanks for you help too.
I'm very late on my osg posts but the mask were a good improvement, 
sufficient for now.

But I'll keep in mind your suggestion for the future implementation.

Thanks again everyone !

Regards,
Vincent.


Le 18/04/2012 10:13, Robert Osfield a écrit :

Hi Vincent,

On 18 April 2012 08:55, Vincent Bourdiervincent.bourd...@gmail.com  wrote:

The masks was a good idea, and there is a little bit improvement but not
enough in my case...
I'm still trying to make some improvement using them, but without the
expected success.

So if you have any other idea... please share it !

I'm not that familiar with osgWidget but change WindowManager.cpp to
use a local IntersectionVisitor to traversal just the osgWidget
subgraph rather than the whole scene graph this way the performance
won't vary with the main scene graph.

Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgWidget performances

2012-04-18 Thread Vincent Bourdier

Hi,

The masks was a good idea, and there is a little bit improvement but not 
enough in my case...
I'm still trying to make some improvement using them, but without the 
expected success.


So if you have any other idea... please share it !

Thanks.

Regards,
Vincent

Le 16/04/2012 17:27, Kim Bale a écrit :
Whilst I haven't used osgWidget, I know we had a similar performance 
issue with picking when we didn't use an appropriate node mask for 
picking so that only the pickable objects in the scene are considered.


I wonder if osgWidget has implemented one in it's pick handler.

Regards,

Kim.


On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com 
mailto:vincent.bourd...@gmail.com wrote:


Hi all,

I'm currently trying to find a performance improvement in
osgWidget due to some lag we have in our application : We use
osgWidget to manage some things at runtime, but we realized that
performances were dropping in big scenes.
Using profiler  co, I found that the
osgWidget::WindowManager::pickAtXY function is very expensive in
time...

Here is my question : this method is called on every event,
specially on mouse move and click, event if the mouse is not over
Widgets... Is there any reason to make this ? Can this be
improved, for example doing it only if the mouse is over the
widgets, using a simple XY square test...

Thanks for your answers.

Regards,
  Vincent.

-- 



___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgWidget performances

2012-04-17 Thread Vincent Bourdier

Nice idea, I'll look at this ASAP.

Thanks!

PS : other idea / tips are still appreciated :-)

Regards,
Vincent

Le 16/04/2012 17:27, Kim Bale a écrit :
Whilst I haven't used osgWidget, I know we had a similar performance 
issue with picking when we didn't use an appropriate node mask for 
picking so that only the pickable objects in the scene are considered.


I wonder if osgWidget has implemented one in it's pick handler.

Regards,

Kim.


On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com 
mailto:vincent.bourd...@gmail.com wrote:


Hi all,

I'm currently trying to find a performance improvement in
osgWidget due to some lag we have in our application : We use
osgWidget to manage some things at runtime, but we realized that
performances were dropping in big scenes.
Using profiler  co, I found that the
osgWidget::WindowManager::pickAtXY function is very expensive in
time...

Here is my question : this method is called on every event,
specially on mouse move and click, event if the mouse is not over
Widgets... Is there any reason to make this ? Can this be
improved, for example doing it only if the mouse is over the
widgets, using a simple XY square test...

Thanks for your answers.

Regards,
  Vincent.

-- 



___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto: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] osgWidget performances

2012-04-16 Thread Vincent Bourdier

Hi all,

I'm currently trying to find a performance improvement in osgWidget due 
to some lag we have in our application : We use osgWidget to manage some 
things at runtime, but we realized that performances were dropping in 
big scenes.
Using profiler  co, I found that the osgWidget::WindowManager::pickAtXY 
function is very expensive in time...


Here is my question : this method is called on every event, specially on 
mouse move and click, event if the mouse is not over Widgets... Is there 
any reason to make this ? Can this be improved, for example doing it 
only if the mouse is over the widgets, using a simple XY square test...


Thanks for your answers.

Regards,
   Vincent.

--


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Vincent Bourdier
Very nice job !

I already tried to make an OSG based game, this was not so beautiful !!

Regards,
   Vincent

2012/3/21 Terry Welsh mogu...@gmail.com

 Hi guys,
 Thanks for the kind words.  Unfortunately, the little people cannot
 extinguish themselves.  Life is hard for virtual fodder :(  I wrote
 the particle system ages ago.  At the time, osgParticle still had
 immediate mode code in it and I wanted some very different features
 and the ability to optimize the heck out of it, so I just did it from
 scratch.  However, Farshid, I am using OSGExp for the models :)
 --
 Terry Welsh
 mogumbo 'at' gmail.com
 www.reallyslick.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


Re: [osg-users] [osgPlugins] Write animation to mpeg or other video format

2012-03-08 Thread Vincent Bourdier

Hi,

Using osgDB::writeImageFile you can save an osg::Image to you hard 
drive, the format available will be depending on the plugins you have.


To make this image, just use the viewer/camera to get the pixel buffer.

Or simply use the screenCaptureHandler, you can find it in the examples, 
to obtain the base code to take screenshots.


Regards,
   Vincent.


Le 08/03/2012 17:33, Zachary Hilbun a écrit :

Hi,

I want to be able to animate a scene and then write the images to an image 
format such as mpeg or other format.

Is this possible using OSG?

If so, is there any documentation on how to do it or is this just one of those read 
the source code things?

Thank you!

Cheers,
Zachary

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46108#46108





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How do you manage multiple world matrices?

2012-02-20 Thread Vincent Bourdier

Hello,

If you use that in relation with the pick handlers, you'll see that 
every intersector will return you the intersected node complete path, so 
there is no issue with multiple parents nodes.
In other cases, managing nodes using the nodePath as reference is a 
solution too...


Regards,
Vincent.

Le 20/02/2012 09:18, Martin Großer a écrit :

Hello,

When I get a scene graph and I want to do  something with a geode in world 
coordinates, I have to use the world matrix of the geode (usually the matrizes 
of the parents). Now, the difficult part is a node can have several parents. I 
am not sure how I can manage this fact. How can I decide what the right path to 
the root node is?

What is your experience with this possibility of node compositing. Would you 
ban multiple node references? I would be very grateful if someone can give me 
some useful tips.

Cheers

Martin

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Win32 Bitmap to osg Image

2012-02-14 Thread Vincent Bourdier

Hi all,

Just a few word to conclude this issue : I had to swap the BGR to RGB 
colors by myselt, the following code was not enougth to make it :



I would naively expect that either
_image-setImage(width, height, 1, GL_RGB,
GL_RGB, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE);
or
_image-setImage(width, height, 1, GL_RGB,
GL_BGR, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE); 


Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Win32 Bitmap to osg Image

2012-02-03 Thread Vincent Bourdier

Hi Urich,

Le 03/02/2012 05:41, Ulrich Hertlein a écrit :

what errors/issues/non-results are you seeing?  Black?  Reversed colors?  
Crashes?


The BGR become RGB without conversion, so the image is almost good, 
unless the color component that are swapped between red and blue.



(As I understand it you want to use the Bitmap directly as an image (not save 
it and read
it back) so I'm not sure where the plugin fits into the picture.)

It was just to see how OSG manage this issue.

First of all you don't need to do 'allocateImage' *AND* 'setImage'.  
'allocateImage'
allocates memory internally to osg::Image that can then be filled but I assume 
you already
have a buffer that it should use, so 'setImage' would be enough.
Yes, I'll remove the allocateImage call if it is not necessary, it was 
working well so I didn't change this piece of code...



osg::Image::setImage is designed to allow the user to specify a buffer that 
osg::Image
then uses (and manages, depending on the AllocationMode).  When you're passing 
a buffer
allocated by somebody else you may want to use AllocationMode::NO_DELETE, so 
that
osg::Image does not delete/free it.
Yes, thanks to this precision but I prefer the image to delete the 
content of the buffer in my implementation.



Regarding the RGB vs BGR you only want to change the 'pixelFormat' parameter, 
not the
'internalTextureFormat'.

I would naively expect that either
_image-setImage(width, height, 1, GL_RGB,
GL_RGB, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE);
or
_image-setImage(width, height, 1, GL_RGB,
GL_BGR, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE);
would do the trick.
I'll try this but I don't think it would be so easy... even if it would 
be very interesting !


Thanks a lot for your help, I'll continue to analyze this.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Win32 Bitmap to osg Image

2012-02-02 Thread Vincent Bourdier

Hi all,

I'm currently trying to convert a bitmap image file to an osg::Image.
I get my Bitmap from the win32 api making a screenshot, but as specified 
in the plugin bmp the internal format of the Bitmap is not RGB but BGR.


Is there any way to directly use the BGR data buffer in a new osg::Image 
or do I need to swap from BGR to RGB ?

I use this :
/_texGrad-allocateImage(width, height, 1, GL_RGB, GL_UNSIGNED_BYTE);
_texGrad-setImage(width, height, 1, GL_RGB, GL_RGB, 
GL_UNSIGNED_BYTE, data, osg::Image::USE_NEW_DELETE); /


I tried to change the GL_RGB into GL_BGR without results...

Any suggestion will be very useful.

Thanks a lot.

Regards,
   Vincent.





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Distance point to geometry

2012-01-16 Thread Vincent Bourdier

Hi all,

Looking in the archives I didn't get any interesting answer so here is 
the question :


Is there any way using OSG to compute the distance between a graph and a 
point ?

(not just with the vertices but also with edges and the triangles)

I could implement my own visitor to traverse all element (vertex, ege 
and face) but I'm looking for something more optimized or more easy to 
do in a few days if possible...


Thanks.

Regards,
Vincent.

--


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Distance point to geometry

2012-01-16 Thread Vincent Bourdier

Hi Robert,

Sorry if I was not clear : I'm just looking for a way to compute the 
smallest distance between a point and a geometry, not just a point to 
vertex distance, but also a point to edge or point to face (orthogonal 
projection).

Due to the few days I have I think this won't be possible and safe...

Thanks.

Regards,
   Vincent.

Le 16/01/2012 10:26, Robert Osfield a écrit :

Hi Vincent,

I'm not clear on what you are after, but I can say that there isn't
anything close to resembling what you are talking about in the OSG so
you'll need to roll your own visitor.

Robert

On 16 January 2012 08:36, Vincent Bourdiervincent.bourd...@gmail.com  wrote:

Hi all,

Looking in the archives I didn't get any interesting answer so here is the
question :

Is there any way using OSG to compute the distance between a graph and a
point ?
(not just with the vertices but also with edges and the triangles)

I could implement my own visitor to traverse all element (vertex, ege and
face) but I'm looking for something more optimized or more easy to do in a
few days if possible...

Thanks.

Regards,
Vincent.

--


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Distance point to geometry

2012-01-16 Thread Vincent Bourdier

Hi Robert,

Le 16/01/2012 10:53, Robert Osfield a écrit :

You'd implement a NearestGeometryIntersector that holds a point that
you test your osg::Geometry against, using a osg::TriangleFunctor like
the LineSegmentIntersector would allow you to simply the work down to
just a test of the point against a triangle.  To make things efficient
you'll need to build in testing against the bounding volumes against
the point to decide whether it's contains any points that could be
closer than the current closest distance detected.


Thanks for the idea I'll will start with that.
How could I implement the test against bounding volumes ?
Because it is a visitor, the intersect method will be called on each 
drawable if I understand it well.
Ho can I use the Intersector base to make a previous sort to keep only 
the nearest geometries or drawable base, before having the triangle 
functor traversing the datas ?


Thanks.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Distance point to geometry

2012-01-16 Thread Vincent Bourdier

Hi Robert,

Thanks for you help.
I think I can do something not so bad with that.

Regards,
Vincent.

Le 16/01/2012 20:04, Robert Osfield a écrit :

Hi Vincent,

On 16 January 2012 14:55, Vincent Bourdiervincent.bourd...@gmail.com  wrote:

Thanks for the idea I'll will start with that.
How could I implement the test against bounding volumes ?

Have a look how src/osgUtil/InteresectionVisitor.cpp interacts with
the osgUtil::Intersector that is assigned to it, and at the same time
see how LineSegmentIntersectio/PolytopeIntersection etc implements the
various functions that InversectionVisitor.cpp calls.



Because it is a visitor, the intersect method will be called on each
drawable if I understand it well.

It does a bit more than that.  The Intersection traversal has does
intersections tests against bounding spheres, does reprojection of the
intersector into the local coordinate frame beneath transforms.


Ho can I use the Intersector base to make a previous sort to keep only the
nearest geometries or drawable base, before having the triangle functor
traversing the datas ?

It's up to you how you want to manage this.

Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] update callback with multiple node path

2011-11-18 Thread Vincent Bourdier

Hi,

The update callback is done to be updated each frame in the traverse() 
method.

Rewriting it is necessary to update it.
So add a callback on the decorator and update it in traverse() method.

Regards,
Vincent


Le 18/11/2011 09:39, xbee a écrit :

Hi all,
I'm trying to make blinking a part of my scene by adding a 
decorator node (a group node with a shader) like this:


Original graph

 root

  |
   _ _

   | |

node1   node2


decorated graph

 root

  |
   _  _   _

   |  |   |
 deco | node2
 \|
  node1


So I add a deco node to the graph and add the node1 as child of deco 
node.
Everything seems ok, my node1 is colored as needed by when I try to 
animate the decorator (add an update callback to the uniform , to the 
stateset or to the group node with a color change) nothing is updated, 
the callback isn't called.
So, is there some restrictions on the update callback call ? A way to 
force the update ?  Currently, I've found a workaround by rewriting 
the traverse function in my decorator node, but I am not very happy 
with this solution.



Fabrice




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] performance problems in OSG 2.8.2 tried LOD, Culling etc.

2011-09-21 Thread Vincent Bourdier
Hi,

Did you had a look on the result of the simplifier ?
I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify
more, so the results remains nearly the same.

Maybe you could create your own simplified geometries for example a
(colored) cube for a building (6 faces, even 5 if you don't need the lower
one).
You also can use fog to hide the far building and so avoid having to load
them, or just use LOD with no child as lower detailed level geometry so
nothing to cull and draw.
These are just ideas, but I can ensure you that a 80MB ive file is not
something heavy and OSG is certainly able to manage your scene.

Hope it helps !

Regards,
Vincent.

2011/9/21 Marcus Rabe film_foot...@yahoo.de

 Hi,

 Paul you are right I forgot to write the hole code for the LOD
 implementation, sorry.


 Code:
 osg::ref_ptrosg::Node lodLevel3 = originalGeode;
 osg::ref_ptrosg::Node lodLevel2 = dynamic_castosg::Node*(
 lodLevel3-clone( osg::CopyOp::DEEP_COPY_ALL ) );
 osg::ref_ptrosg::Node lodLevel1 = dynamic_castosg::Node*(
 lodLevel3-clone( osg::CopyOp::DEEP_COPY_ALL ) );

 osgUtil::Simplifier simplifier;
 simplifier.setSampleRatio( 0.5 );
 lodLevel2-accept( simplifier );
 simplifier.setSampleRatio( 0.1 );
 lodLevel3-accept( simplifier );

 osg::ref_ptrosg::LOD lodNode = new osg::LOD();
 lodNode-addChild( lodLevel1.get(), 200.0f, 2.0f );
 lodNode-addChild( lodLevel2.get(), 50.0f, 200.0f );
 lodNode-addChild( lodLevel3.get(), 0.0f, 50.0f );



 Sorry I am a complete OSG noob. I have no idea how a good scene graph has
 to look like. But I am going to use the seach function to find a solution in
 the forum. Thanks guys!

 -Marcus

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=42922#42922





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PolytopeIntersector usage

2011-09-08 Thread Vincent Bourdier

Hi Peter

Le 08/09/2011 09:40, Peter Hrenka a écrit :

The goal is to compute if a point is at less than a fixed distance from
a node, and to my mind the intersection is the best way but maybe there
is something more adapted ?

I think that should be possible.
I would recommend using a cube which contains
the distance-sphere as the polytope and
check the results from the PolytopeIntersector
for the real (euclidian) distance.

I would advise against trying to
use a sphere-polytope since
the intersector must check all
polytope-planes in the innermost loop.


I am trying with an octaedron (8 faces) to avoid having a complex 
structure (like a sphere) with too much faces, just to run some tests.


I build the polytope a the point position (radius or the checked 
distance) and compute the intersection.
If there is a least one result, I consider the point is near from the 
the model.

 There is no need to check the euclidian distance to my mind, isn't it ?

Thanks for your help.

Regards,
   Vincent
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PolytopeIntersector usage

2011-09-08 Thread Vincent Bourdier

Hi Peter,

Yes this is a nice precision, the euclidian distance will be a second 
pass to check the intersected results.


Thanks a lot :-)

Regards,
   Vincent

Le 08/09/2011 10:21, Peter Hrenka a écrit :

Hi Vincent,

Am 08.09.2011 10:00, schrieb Vincent Bourdier:

Hi Peter

Le 08/09/2011 09:40, Peter Hrenka a écrit :

The goal is to compute if a point is at less than a fixed distance from
a node, and to my mind the intersection is the best way but maybe there
is something more adapted ?

I think that should be possible.
I would recommend using a cube which contains
the distance-sphere as the polytope and
check the results from the PolytopeIntersector
for the real (euclidian) distance.

I would advise against trying to
use a sphere-polytope since
the intersector must check all
polytope-planes in the innermost loop.

I am trying with an octaedron (8 faces) to avoid having a complex
structure (like a sphere) with too much faces, just to run some tests.

I build the polytope a the point position (radius or the checked
distance) and compute the intersection.
If there is a least one result, I consider the point is near from the
the model.
  There is no need to check the euclidian distance to my mind, isn't it ?

Well, it depends what you mean by distance...
If the octahedron is good enough for you then
you are done.

But if you need to consider the exact (euclidian)
distance then must choose your octahedron to
contain the distance-sphere and check the results
to eliminate the false-positives which lie in
the octahedron but not in the sphere.


Thanks for your help.

Regards,
Vincent

Cheers,

Peter

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Intersection of two lines

2011-09-07 Thread Vincent Bourdier

Hi,

Using a simple system equation you should find it.
Just google it...

Regards,
   Vincent.

Le 07/09/2011 11:32, Andreas Roth a écrit :

Hi,

this maybe a stupid and simple question. I have two lines and i want to 
calculate the intersection point of the two lines.
For both lines is have a starting point and the direction. Is there a function 
to calculate the intersection point?

Thank you!

Cheers,
Andreas

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42478#42478





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Vincent Bourdier
Thanks a lot for your work, it is a pleasure to have a very good library 
still living and with a lot of people concerned and interested.


Regards,
Vincent.

Le 28/06/2011 12:03, Robert Osfield a écrit :

I'm chuffed to bit to be able to announce the OpenSceneGraph-3.0.0
release, a release long in incubation but well worth the wait - it's
faster, more stable, extends portability to embedded and mobile
platforms and has heaps of new features and refinements.  To grab the
source head over to the download page:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads

Or

   Zip file containing source code :
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-3.0/source/OpenSceneGraph-3.0.0.zip
   Subversion tag : svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0
OpenSceneGraph

The press release is rather muted really... considering just how big a
step forward over 2.x series is, but he it is, feel free to suggest
ways to sell the changes a little more flamboyantly:

http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0

What is amazing is how much 3.0.0 is a community effort, since the
2.8.0 release we've seen 91 new contributors provide new features,
refinements, build and bug fixes, with a staggering total number of
contributors standing at 464!  I can't include thanks to them here,
but all the contributors are listed up on our contributors page:

 
http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/ThreePointZero

If your are one of those contributors, or one of the unsung heroes
that pitched in with testing you should feel proud to have been part
of making 3.0.0 what it is today - the worlds most portable and
feature rich scene graph technology.

A big thank you to all that have helped, and to everyone have fun with
the new release, I think it's pretty darn awesome :-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node callback without being included in the scenegraph

2011-06-15 Thread Vincent Bourdier

Hi,

The update callback are called by a visitor (cullvisitor ?) so if the 
node is not in the scene graph you won't get any chance to have your 
callback traversed, and called.


But you can call the updatevisitor (cullvisitor?) by yourself on a 
scenegraph you made if I'm not wrong.


Hope this helps you

Regards,
Vincent

Le 15/06/2011 15:56, Aitor Ardanza a écrit :

Hi,

I need to update a node that is not included in the scene graph. I define it as 
follows:

Code:

for...
osg::Geode* geodeMorph = new osg::Geode ;
geodeMorph-setName(animations[i].callName);
geodeMorph-addDrawable( morphGeometrys[morphsCont]) ;
geodeMorph-setUpdateCallback( new 
osgAnimation::UpdateMorph(animations[i].callName) ) ;
grp-addChild(geodeMorph);
...
morphsGrp-addChild(geodeMorph);
morphsGrp-addChild(grp);
morphsGrp-setUpdateCallback(m_morphManager);
if(morphGeometry){
geom0-setSourceGeometry( morphGeometry);
//modelNode-addChild( morphsGrp ) ;
return true;
}




I only need to update morphGeometry, and I do it with the osg morphing 
animation system... but if I didn't include morphsGrp in scene, fails to call 
the callbacks... Is there any other way to do this?

Thank you!

Cheers,
Aitor

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40528#40528





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Vincent Bourdier

Hi,

Maybe the ReadNodeFileCallback can help you.
It is used by the DatabasePager, so you can manage what is done for each 
readNodeFile call.


Or maybe making your own node node as PagedLOD which load the file only 
when requested...

Or playing with UpdateCallback...

Sorry this is not a real answer but maybe it can help you.

Regards,
Vincent.

Le 06/05/2011 09:45, Gianni Ambrosio a écrit :

Hi All,
I implemented a class that embeds an osg::Group. The real graphics for my 
object is loaded from a file with a readNodeFile() call and the resulting node 
is set as child of the osg:Group. Now I would like the readNodeFile() is called 
just when it is needed, that means when the viewer shows the object.

Is there something ready in the osg libs to do so?

Regards
Gianni

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39073#39073





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-29 Thread Vincent Bourdier

Hi,

But what is the best solution ? I just have some hesitation to modify 
the linker settings instead of solving the problem for real... but if it 
is the best way...


Regards,
Vincent

Le 29/04/2011 15:23, Frederic Bouvier a écrit :

Hi,

yes, adding /FORCE:MULTIPLE to the linker command line was the only workaround 
I found

Regards,
-Fred


- Brad Christiansen a écrit :


Hi,



This seems to be the same / related to an issue raised some time ago
with VS2010.



When I build VirtualPlanetBuilder with VS2010 I get errors complaining
about duplicate definitions of the stream destructors (cant remember
the details of hand). The same code works without issue on non-windows
platforms and all other VS compilers tried.



As I don't have time to look into the issue I simply force the link to
complete with multiply defined symbols.





A quick search through my local OSG-users archive found the thread +
message included bellow. Do a search through the archives around this
topic and you should find all the details.



Cheers,



Brad







Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream



Ok, I have localized the problem.



For example, the class osgDB::fstream:



class OSGDB_EXPORT fstream : public std::fstream

{



};



which just inherits from std:.fstream causes the symbols of
std::fstream to be exposed into osgDB.dll



This effectively means that It might cause problems for people linking
against osgDB.dll later on.

Same goes for inheriting from std::string, std::ostringstream etc.



This must obviously be a bug, a very serious one in VS2010.

We had a class derived from std::ostringstream, which exposed the
symbols in the vtable for the class:



namespace ns

{

class Notify : public std::ostringstream

{

};

}



Using depends.exe to analyze the dll-file gives:



const ns::Notify::`vftable'{for `std::basic_ostringstreamchar,struct
std::char_traitschar,class std::allocatorchar  '}



My issue was reported to the msdn forum. Their first take was: Oh you
use CMake, thats not our product :-)

But in later threads, they tried to reproduce the problem without
luck...

So if you manage to reproduce this in a small example, go ahead and
post it. We must make them aware of this problem.



http://social.msdn.microsoft.com/Forums/en-US/vclanguage/thread/191de00a-53c9-4bd9-9cb6-e844eb224ca2



/Anders











From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Vincent Bourdier
Sent: Wednesday, 27 April 2011 11:47 PM
To: osg user
Subject: Re: [osg-users] osgDB ifstream / ofstream conflict



Hi,

Sorry to insist but I would appreciate any advices about this issue.
Maybe I'm the only one who encountered it, but the patch I did is not
so... clean to my mind...

Thanks.

Regards,
Vincent.

Le 21/04/2011 14:50, Vincent Bourdier a écrit :

Hi all,

I just found a fix after some tests, but it is not a fix I am proud
of.
I just added the close() method in osgDB/fstream implementation, so
there is no conflict because my fstream implementation uses
osgDB/fstream and not osgDB/fstream AND std::fstream.

I will continue to investigate to be sure to understand why this
occurs, but any advices or explanations are welcome.
If my fix is accepted this could be a submission for OSG,
eventually...

Thanks.

Regards,
Vincent.

Le 20/04/2011 14:54, Vincent Bourdier a écrit :

Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 is
a static lib but linked with /MD(d), like my application...

Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :


Hi Vincent,


On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com  wrote:


2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void
__thiscall std::basic_ifstreamchar,struct std::char_traitschar

::close(void)

(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already
defined in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public: void
__thiscall std::basic_ifstreamchar,struct std::char_traitschar

::close(void)

(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already
defined in osgDBd.lib(osg65-osgDBd.dll)




It seems like a static/dynamic c++ runtime conflict. Check if osg and
TsLib_MDdNET2010 are linked against the same type of c++ runtime (both
with /MTd flag or both with /MDd flag)





Mourad
DISCLAIMER:---
This e-mail transmission and any documents, files and previous e-mail
messages attached to it are private and confidential. They may contain
proprietary or copyright material or information that is subject to
legal professional privilege. They are for the use of the intended
recipient only. Any unauthorised viewing, use, disclosure, copying,
alteration, storage or distribution of, or reliance on, this message
is strictly prohibited. No part may be reproduced, adapted

Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-27 Thread Vincent Bourdier

Hi,

Sorry to insist but I would appreciate any advices about this issue. 
Maybe I'm the only one who encountered it, but the patch I did is not 
so... clean to my mind...


Thanks.

Regards,
Vincent.

Le 21/04/2011 14:50, Vincent Bourdier a écrit :

Hi all,

I just found a fix after some tests, but it is not a fix I am proud of.
I just added the close() method in osgDB/fstream implementation, so 
there is no conflict because my fstream implementation uses 
osgDB/fstream and not osgDB/fstream AND std::fstream.


I will continue to investigate to be sure to understand why this 
occurs, but any advices or explanations are welcome.

If my fix is accepted this could be a submission for OSG, eventually...

Thanks.

Regards,
Vincent.

Le 20/04/2011 14:54, Vincent Bourdier a écrit :

Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 
is a static lib but linked with /MD(d), like my application...


Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :

Hi Vincent,

On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier 
vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote:


2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public:
void __thiscall std::basic_ifstreamchar,struct
std::char_traitschar ::close(void)
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public:
void __thiscall std::basic_ifstreamchar,struct
std::char_traitschar ::close(void)
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)


It seems like a static/dynamic c++ runtime conflict. Check if osg 
and TsLib_MDdNET2010 are linked against the same type of c++ runtime 
(both with /MTd flag or both with /MDd flag)


Mourad
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-21 Thread Vincent Bourdier

Hi all,

I just found a fix after some tests, but it is not a fix I am proud of.
I just added the close() method in osgDB/fstream implementation, so 
there is no conflict because my fstream implementation uses 
osgDB/fstream and not osgDB/fstream AND std::fstream.


I will continue to investigate to be sure to understand why this occurs, 
but any advices or explanations are welcome.

If my fix is accepted this could be a submission for OSG, eventually...

Thanks.

Regards,
Vincent.

Le 20/04/2011 14:54, Vincent Bourdier a écrit :

Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 is 
a static lib but linked with /MD(d), like my application...


Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :

Hi Vincent,

On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier 
vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote:


2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void
__thiscall std::basic_ifstreamchar,struct std::char_traitschar
::close(void)
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public:
void __thiscall std::basic_ifstreamchar,struct
std::char_traitschar ::close(void)
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)


It seems like a static/dynamic c++ runtime conflict. Check if osg and 
TsLib_MDdNET2010 are linked against the same type of c++ runtime 
(both with /MTd flag or both with /MDd flag)


Mourad
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-20 Thread Vincent Bourdier

Hi all,

No advices or ideas ? Am I the only one this this issue

Regards,

Vincent

Le 04/04/2011 17:36, Vincent Bourdier a écrit :

Hi all,

I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and 
I did everywhere in my code.
But, my project links with an other lib than OSG, and this library is 
using std::ifstream and std::ofstream, and this results in thing like 
that (using VS2010 and OSG 2.8.3) :


2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void 
__thiscall std::basic_ifstreamchar,struct std::char_traitschar 
::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public: void 
__thiscall std::basic_ifstreamchar,struct std::char_traitschar 
::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in osgDBd.lib(osg65-osgDBd.dll)


Do you have any suggestion to fix this issue ?

Thanks for your help,

Regards,
   Vincent.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-20 Thread Vincent Bourdier

Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a 
static lib but linked with /MD(d), like my application...


Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :

Hi Vincent,

On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier 
vincent.bourd...@gmail.com mailto:vincent.bourd...@gmail.com wrote:


2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void
__thiscall std::basic_ifstreamchar,struct std::char_traitschar
::close(void)
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public:
void __thiscall std::basic_ifstreamchar,struct
std::char_traitschar ::close(void)
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)


It seems like a static/dynamic c++ runtime conflict. Check if osg and 
TsLib_MDdNET2010 are linked against the same type of c++ runtime (both 
with /MTd flag or both with /MDd flag)


Mourad
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph 2.8.4 stable release

2011-04-12 Thread Vincent Bourdier

Hi,

Thanks for you work on this release, I really apreciate this and I'm 
going to use it in a few days :-)


Regards,
Vincent.

Le 11/04/2011 20:43, Chris 'Xenon' Hanson a écrit :

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4


   We will need to go about the usual process of announcing this release, but I 
haven't had
time to do that, or assemble binaries or anything.

   I'd love some help from others in getting together an announcement, and 
doing all the
other steps necessary for finalizing the release.


   And then, we can discuss a 2.8.5 release with more significant changes 
migrated to it,
if anyone is interested.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Vincent Bourdier

Hi Chris

Thanks for this release, I just build it on WinXP and VS2010.
No errors, and the version number in the DLL file name is set :-)

Just to be sure, is it expected that the DLL file name number is the 
same for OSG 2.8.3 and 2.8.4 ?


Thanks,

Regards,
Vincent.

Le 07/04/2011 04:43, Chris 'Xenon' Hanson a écrit :

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3

   This is intended to be the final 2.8.4. It now builds successfully on 
VS2010, and the
ffmpeg changes Robert put in have been tested on Windows.

   We need testing on all platforms to call this one done. Please test and let 
us know your
results. This won't get out until people step up and test.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG 2.8.4 VS2010 build problem DLL versioning

2011-04-04 Thread Vincent Bourdier

Hi all,


   Paul did some digging, and thinks that maybe this trunk patch:

http://www.openscenegraph.org/projects/osg/changeset/11904

   Might have been the fix for this. This appears to have been the work of 
Sukender and
Wang Rui. I've copied them on this. Maybe they can tell us if this is the magic 
fairy dust
we need in order to make 2.8.x build properly on VS2010.


This patch seems to be too old and do not match the actual sources... 
(on 2.8.4 )

 I was not able to apply it.
Sorry but I'm not (yet) a CMake master so I can't create a patch myself. 
If anyone can help us fixing this ...


Thanks.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgDB ifstream / ofstream conflict

2011-04-04 Thread Vincent Bourdier

Hi all,

I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and I 
did everywhere in my code.
But, my project links with an other lib than OSG, and this library is 
using std::ifstream and std::ofstream, and this results in thing like 
that (using VS2010 and OSG 2.8.3) :


2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void 
__thiscall std::basic_ifstreamchar,struct std::char_traitschar 
::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public: void 
__thiscall std::basic_ifstreamchar,struct std::char_traitschar 
::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in osgDBd.lib(osg65-osgDBd.dll)


Do you have any suggestion to fix this issue ?

Thanks for your help,

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CMake - How to configure a library using OSG

2011-04-04 Thread Vincent Bourdier
Hi everybody,

I'm working a library as a toolbox based on OSG.
I'm trying to write a CMake configuration file.

The file is working, OSG is found, but OSG needs two includes directories :

D:\Codage\OSG_2.8.2\binaries\include;
D:\Codage\OSG_2.8.2\sources\src\include;

And Cmake generate a Visual Studio 2008 project with only the
sources/src/include directory... so the project do not compil.

How can I change that to have the good include directories ?

I join my CmakeLists.txt configuration file, if it can help

Thanks for your help.

Regards,
Vincent.
cmake_minimum_required(VERSION 2.6)

#set the name of the project
SET(LIBRARYNAME Hud)


#Déclaration du projet
project(${LIBRARYNAME})

#Repertoire de sortie des compilations
set(LIBRARY_OUTPUT_PATH lib)


#inclusion d'OSG et OpenThreads
FIND_PACKAGE(OpenThreads)
FIND_PACKAGE(OpenSceneGraph 2.8.0 REQUIRED QUIET COMPONENTS osg osgDB osgUtil 
osgGA osgText osgFX osgViewer)

#ajout des includes des libs dans les paths d'include
include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
include_directories(${OPENTHREADS_INCLUDE_DIRS})

#Do not forget its own includes
include_directories(src)


#Génération de la liste des fichiers header
file(
GLOB_RECURSE
header_source_files
src/*.h
)
#Génération de la liste des fichiers cpp
file(
GLOB_RECURSE
cpp_source_files
src/*.cpp
)


#Déclaration de la lib
add_library(
${LIBRARYNAME}
SHARED
${cpp_source_files} ${header_source_files}
)

#ajout des libs au linker
target_link_libraries(
${LIBRARYNAME}
${OPENTHREADS_LIBRARIES}
${OPENSCENEGRAPH_LIBRARIES}
)


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.4 RC1 tagged

2011-03-29 Thread Vincent Bourdier

Hi,

OSG, example and most of the plugins compil well (I do not have all the 
required dependencies for all plugins) on VS2010 on win XP pro


I'll try the RC2 now

Vincent.


Le 28/03/2011 22:29, Chris 'Xenon' Hanson a écrit :

On 3/28/2011 2:27 PM, Paul Martz wrote:

I'm just the svn commit monkey. Thanks should go to Chris. :-)

   I do even less. All I've had to do so far is TALK.


-Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Vincent Bourdier

Hi,

I've compiled 2.8.4-RC2 on my winXP and VS2010.
No errors.

Good job :-)

Vincent.

Le 29/03/2011 05:18, Wang Rui a écrit :

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:

On 3/28/2011 3:50 PM, Paul Martz wrote:

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

  Please, everyone who cares about this, grab and build this so we can have 
confidence
it's done properly and solid and can call it complete.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Vincent Bourdier

Hi all,

I just notice little thing that can be important :

Until 2.8.3 the generated lib file were named with a version number 
(osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib 
files are just named osg.dll, osgAnimation.dll, etc...


Is this a real choice, a VS2010 consequence, or something forgotten ?

Thanks.

Regards,
   Vincent.

Le 29/03/2011 05:18, Wang Rui a écrit :

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:

On 3/28/2011 3:50 PM, Paul Martz wrote:

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

  Please, everyone who cares about this, grab and build this so we can have 
confidence
it's done properly and solid and can call it complete.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-22 Thread Vincent Bourdier

Hi,

So for this header issue, there is no planed change on 2.8.3 ?
The only fix is to add the include by hand ?
Thanks.

Regard,
Vincent.

Le 17/03/2011 19:32, D.J. Caldwell a écrit :
Sorry, everyone.  I hit Send too fast before I could remember 
something else import to my experience.
There were some minor changes discussed in the list about adding an 
include directive to a few header files.  Try referring to
http://groups.google.com/group/osg-users/browse_thread/thread/459e4bc93cc6922c/1fe07b41ff8b02de?lnk=gstq=iterator+build#1fe07b41ff8b02de 
http://groups.google.com/group/osg-users/browse_thread/thread/459e4bc93cc6922c/1fe07b41ff8b02de?lnk=gstq=iterator+build#1fe07b41ff8b02de
for the details (subject line in that thread reads VS 2010 and OSG 
v2.8.3).  This discusses how the iterator header is required in a few 
places under the VS2010 build of OSG 2.8.3.

Good luck...
D.J.


On Thu, Mar 17, 2011 at 2:13 PM, D.J. Caldwell dlcaldwel...@gmail.com 
mailto:dlcaldwel...@gmail.com wrote:


Hi, Chris.
I have been using OSG 2.8.3 built as 64 bit shared libraries with
VS2010 (no SP1) on 64 bit Windows 7 for several weeks now, with no
real problems.
Specifically with OSG, using CMake 2.8.3, I only had problems with
the INSTALL target; it appears the .lib, .dll, and .exe files
weren't where INSTALL was looking to copy from, so I had to move
things manually to where INSTALL could find them. (There's
probably been chatter on this, and I just missed it).
I didn't suffer from the Hotfix issue that Qt 2.7.x calls out
because I also use Qt in my app, and I built Qt first (so I got
the hotfix).
I won't go into the performance comments; you guys have pretty
much covered all the bases.
Hope this helps...
D.J.

On Thu, Mar 17, 2011 at 1:47 PM, Anders Backman ande...@cs.umu.se
mailto:ande...@cs.umu.se wrote:

I second the one about performance.
I have a 4 Core Machine (8 with HT) with 6GB memory.
Since I started using VS2010, I feel kidnapped by Microsoft.
The Intellisense is extremely slow for larger projects.
VS is an editor, but sometimes it feels like a CAD
application, it commonly uses 700-800Mb, and it is locks up
now and then.
Reloading a solution with 30-some projects takes forever...
So its not really a huge leap forward from VS2008, which feels
like a Ferrari in comparison.

Seems that they have merged the Word team with the VS2010
development team...
VS2010, is more like Microsoft Word, but with a compiler.

For day to day C++ development (not using .NET), its a
pain...waiting for the circle most of the time.
But the fonts are nicer :-)

The one and only thing that really sticks out as a positive
improvement is the performance profiler. Thats really really
nice. Although it only works for 32bit apps :-(

/A


On Thu, Mar 17, 2011 at 6:29 PM, Paul Sherman
psher...@drizzle.com mailto:psher...@drizzle.com wrote:

Chris,

I have not, as of yet, gotten around to building OSG with
VS2010SP1, but in general I would say that if you are
using VS2010, get the service pack. It fixes quite a few
bugs and there are some drastic improvements in
performance. The one woefully horrible piece of
functionality is Go To Definition which is still pretty
slow even after the one time, murderously slow database
rebuild. I use 3rd party tools instead. Other than that, I
think it is a good set of fixes.

-Paul


On 3/17/2011 10:09 AM, Chuck Seberino wrote:

Chris,

I haven't been impressed at all with VS2010.  The IDE
tends to crash quite a bit - annoying, but not the end
of the world.  I did have an issue with 64-bit builds,
particularly with Qt-4.7.x.  Seems that there were
byte-alignment issues
(http://support.microsoft.com/kb/2280741).  After
installing the hotfix everything seems OK, at least no
problems that I could blame on the compiler :).  I
haven't tried SP1 yet.  I even tried looking for a
list of fixes, but it seems that MS doesn't want to
publish them.

So my suggestion - if there is nothing wrong with the
current development setup, don't upgrade.  The IDE is
slower and buggier than ever.  That being said, it is
(finally) generating proper binaries in x64 with the
hotfix.  The last item I forgot to mention is that
there are duplicate symbols between osgDB::fstream and
std::fstream that require the /FORCE:MULTIPLE linker

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-22 Thread Vincent Bourdier

Hi,

So first of all why not just give a patch to apply, provided with the 
sources or on the download wiki page ?


Regards,
Vincent.

Le 22/03/2011 16:14, Chris 'Xenon' Hanson a écrit :

On 3/22/2011 7:42 AM, Vincent Bourdier wrote:

So for this header issue, there is no planed change on 2.8.3 ?
The only fix is to add the include by hand ?
Thanks.

   We've been discussing a 2.8.3.1 binary-compatible release to include JUST 
this fix. But
there's been very little feedback on whether anyone wants this or is willing to 
help get
it out.

   Similarly a 2.8.4 has been proposed, but there doesn't seem to be a lot of 
community
need or support for it, so it hasn't moved forward.


Regard,
 Vincent.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Database Pager behavior

2011-01-25 Thread Vincent Bourdier

Hi all,

I just would like to understand the behavior of the database Pager when 
I get


  
   osg::notify(osg::INFO)DatabasePager::fileRquest(fileName)

   orphaned, resubmitting.std::endl;


This code is in the DatabasePager::requestNodeFile(...) function, where 
the file is considered as orphaned when the ref_count equals 1.
I understand why it is considered as orphaned due to its ref_count (1 
means only the actual reference and no parents in the scene graph) but I 
don't understand how or when this can arrive...


Can you help me ?

Thanks.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to setup osg with c++

2011-01-21 Thread Vincent Bourdier

What is the problem ?

You should have a look on osg website to find installation help.

Vincent.

Le 18/01/2011 10:08, Tze Shyuan a écrit :

Hi,

I am new in using open scene graph, and i have problems is setting up osg with 
microsoft visual 2008 c++ express edition. can anyone help me up?


Thank you!

Cheers,
shyuan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35722#35722





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Osg and threads

2011-01-13 Thread Vincent Bourdier

Hi all,

Currently working on a way to manage the memory efficiently, I would 
like to know what are the osg threads running ?


I mean there are some threads in the databasePager, depending on the 
rendering threading mode there are threads for the render, the cull, or 
whatever...


Did I miss something important ?
What are the osg threads ?

I would like to be able to make some king of pause on all treads to be 
able to allocate the whole available memory for the process without 
having some crash because a thread would be working (and so allocating 
memory) during this operation.


Thanks for your help.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Osg and threads

2011-01-13 Thread Vincent Bourdier

Hi Robert,

First of all thanks for your answer, I didn't know about the
Viewer::startThreading/stopThreading() and this sounds interesting

I know that my request seems to be a very strange way to manage memory 
by pausing threads ... But I am not (completely) crazy. The datas amount 
I have to manage is the reason why I need to be sure, before loading a 
file, that I have enought memory including a fixed amount that I reserve 
for the rest of the code... so I need to saturate memory for a little 
while to be sure of the amount I can use, and for that I need to stop 
other threads to be sure they won't crash because of bad_alloc errors 
that are not managed.


Thanks, I'll have a look at the things you gave to me.

Regards,
Vincent.

Le 13/01/2011 11:32, Robert Osfield a écrit :

Hi Vincent,

The OSG threads that will run automatically are the DatabasePager when
you have paged databases and any viewer threads.  There is a viewer
method for getting the threads.

However, the threads are designed to be arbitrarily paused, you can
start and stop the viewer threads via
Viewer::startThreading/stopThreading() but this creates and destroys
threads so not quite what you are after.

However, I'm kinda perplexed how you think you might be managing
memory more efficiently by pausing threads and doing stuff and then
un pausing.  I can't help but feel that you need to take a step back
and work out what you mean by managing memory efficiently, there are
lots of different ways of doing this, but given no information about
what you mean and you actual motivation for this others like myself
can't really point you in the right direction, the best I can say is
from the sound of it you are currently looking in the wrong place.

Robert.

On Thu, Jan 13, 2011 at 8:14 AM, Vincent Bourdier
vincent.bourd...@gmail.com  wrote:

Hi all,

Currently working on a way to manage the memory efficiently, I would like to
know what are the osg threads running ?

I mean there are some threads in the databasePager, depending on the
rendering threading mode there are threads for the render, the cull, or
whatever...

Did I miss something important ?
What are the osg threads ?

I would like to be able to make some king of pause on all treads to be
able to allocate the whole available memory for the process without having
some crash because a thread would be working (and so allocating memory)
during this operation.

Thanks for your help.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Osg and threads

2011-01-13 Thread Vincent Bourdier

Hi,

I'm still having issues with that...
I use a composite viewer with only one view.

I tried to call startThreading/stopThreading() but it does nothing...
I also tried getAllThreads(...) to get for each thread its thread ID, 
and it returns me only one thread with ID to 0...  even if I know that 
there is 2 threads running for the rendering...


I know I'm not supposed to disturb the rendering threads, but if I 
cannot get them there is no risk at all...

Did I miss something ?

Thanks.

Regards,
Vincent.

Le 13/01/2011 11:49, Vincent Bourdier a écrit :

Hi Robert,

First of all thanks for your answer, I didn't know about the
Viewer::startThreading/stopThreading() and this sounds interesting

I know that my request seems to be a very strange way to manage memory 
by pausing threads ... But I am not (completely) crazy. The datas 
amount I have to manage is the reason why I need to be sure, before 
loading a file, that I have enought memory including a fixed amount 
that I reserve for the rest of the code... so I need to saturate 
memory for a little while to be sure of the amount I can use, and for 
that I need to stop other threads to be sure they won't crash because 
of bad_alloc errors that are not managed.


Thanks, I'll have a look at the things you gave to me.

Regards,
Vincent.

Le 13/01/2011 11:32, Robert Osfield a écrit :

Hi Vincent,

The OSG threads that will run automatically are the DatabasePager when
you have paged databases and any viewer threads.  There is a viewer
method for getting the threads.

However, the threads are designed to be arbitrarily paused, you can
start and stop the viewer threads via
Viewer::startThreading/stopThreading() but this creates and destroys
threads so not quite what you are after.

However, I'm kinda perplexed how you think you might be managing
memory more efficiently by pausing threads and doing stuff and then
un pausing.  I can't help but feel that you need to take a step back
and work out what you mean by managing memory efficiently, there are
lots of different ways of doing this, but given no information about
what you mean and you actual motivation for this others like myself
can't really point you in the right direction, the best I can say is
from the sound of it you are currently looking in the wrong place.

Robert.

On Thu, Jan 13, 2011 at 8:14 AM, Vincent Bourdier
vincent.bourd...@gmail.com  wrote:

Hi all,

Currently working on a way to manage the memory efficiently, I would 
like to

know what are the osg threads running ?

I mean there are some threads in the databasePager, depending on the
rendering threading mode there are threads for the render, the cull, or
whatever...

Did I miss something important ?
What are the osg threads ?

I would like to be able to make some king of pause on all treads 
to be
able to allocate the whole available memory for the process without 
having

some crash because a thread would be working (and so allocating memory)
during this operation.

Thanks for your help.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LOD::setRange crash

2010-12-28 Thread Vincent Bourdier
2010/12/26, issam boughanmi amigof...@gmail.com:
 Hi,
 using delta3d 2.4 +osg 2.8.2


 i have a pagedlod terrain built with vpb 0.9.10 (i think) and some other
 objects in my scene

 i have a crash in my application

 after switching to the debug mode the crash occur in this line


 Code:


 void LOD::setRange(unsigned int childNo, float min,float max)
 {
 if (childNo=_rangeList.size())
 _rangeList.resize(childNo+1,MinMaxPair(min,min));
 _rangeList[childNo].first=min;
 _rangeList[childNo].second=max;
 }


  of the lod.cpp file

 this happen when i load the pagedlod terrain

 what this mean ?

 before my application was unstable and i had crash sometime but now i have
 the crash every application load

 any help is welcome

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=35167#35167





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


-- 
Envoyé avec mon mobile
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Vincent Bourdier

Congratulations !

I was interested in writing this book as Packt offered me, but it was 
too much work and I'm not an OSG master yet ...

Now I'm very interested in reading it !

Vincent.

Le 22/12/2010 14:04, Wang Rui a écrit :

Hi all,

After 6 months work, we would finally proudly announce a new OSG
beginners book: OpenSceneGraph 3.0 Beginner's Guide, written by Wang
Rui and Qian Xuelei, and published by Packt Publishing. This time we
are writing totally in English and you could be free from the
hard-to-read Chinese characters this time (except those in my country
:-)

The official website of this book is:
https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

And you may find it on Amazon:
http://www.amazon.com/OpenSceneGraph-3-0-Beginners-Rui-Wang/dp/1849512825/

We'd like to first thank Don Burns and Robert Osfield for their
creative efforts in giving birth to OpenSceneGraph, as well as
thousands of members in the OSG core community, for their supports and
contributions all the time.

Thanks again to Robert Osfield, a pure open source enthusiast and
father of a happy family, for his tremendous passion in leading the
development the OSG project for so many years (since 1999). He also
took time out of his busy schedule to write the foreword for this
book.

We must express our deep gratitude to Rakesh Shejwal, Usha Iyer, Leena
Purkait, Priya Mukherji, and the entire Packt Publishing team for
their talented work in producing yet another product, as well as
Jean-Sébastien Guay and Cedric Pinson for reviewing the first drafts
of the book and providing insightful feedback.

We would like to acknowledge John F. Richardson and Marek Teichmann,
who announced the book at the OpenSceneGraph BOF at SIGGRAPH 2010. We
also offer special thanks to Zhanying Wei, Xuexia Chen, Shixing Yang,
Peng Xiao, Qingliang Liu, Su Jiang, and a number of other people who
contributed to the completion of this book in different ways.

Finally, we owe the most sincere thanks to Paul Martz, who dedicates
the first non-commercial book to OSG beginners all over the world and
provides great help in supporting the publication of our past and
current books.

I will dedicate this book to his parents, Lihang Wang and Ximei Bao,
and my lovely fiancée Qin Leng, for their patience and moral support
during the entire writing.

Hope this book could be a not too bad present for everyone who wants
to learn OSG step by step, or just loves to find bugs flying around
the book :-) Finger crossed to see if this would be usable for the
community, and any suggestions and advices will be always appreciated.

Cheers, and merry Christmas to everybody,

Wang Rui
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] change model dynamically

2010-12-10 Thread Vincent Bourdier
Hi Lucie,

I think this is a simple C++ issue.

First you create _model which is a pointer on a node.
Then you make a new node and set _model to store its adress.
Next, you load a new node and set _model to store it again. So the first
thing is, you don't need to do _model = new osg::Node();

So now _model is a pointer to a memory area where model1.osg is loaded.
Let's assume that you make something like view-setSceneData(_model).

Now, the view root node, which is also a pointeur, contain the same adress
than _model, where model1.osg is loaded.

Last, when you load a new model and set _model to store this new adress, you
are not modifying the viewer root node.

You should do a viewer-setSceneData(osgDB::readNodeFile(model2.osg)); or
maybe a group-replaceChild(_model,osgDB::readNodeFile(model2.osg));

Don't hesitate to take a piece of paper to draw some memory allocation and
pointers to understand what is really done.

I hope this will help you.

Regards,
Vincent.


2010/12/10 lucie lemonnier lucielemonn...@hotmail.fr

 Hi,

 I want to change the 3D model dynamically at the runtime.
 I have inatialize my node  at :
 _model = new osg::Node();
 _model = osgDB::readNodeFile(model1.osg);

 and when I do a particular action, I would like that the 3D model changes,
 I write this :
 _model = osgDB::readNodeFile(model2.osg);
 But it doesn't work!
 Would you have an idea?

 Thank you!

 Cheers,
 lucie

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34707#34707





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] create Geometry

2010-11-22 Thread Vincent Bourdier

Hi Alexander,

How do you get CATIA geometries ? do you use an external library ?

Thanks

Regards,
   Vincent

Le 22/11/2010 13:52, Alexander Moeller a écrit :

That was exactly what i was looking for.

My goal is to read CATIA-files and display them with OSG. Up to now i could use 
a library to read these files. I got a pointer to the root of this file back, 
but this pointer was not compatible to OSG. So i walked the hole tree down to 
the points and tried to rebuild the geometric object with OSG.

For example: I have a plane with a hole defined by an inner and an outer loop. 
I want to rebuild it by creating two polygons and subtract one from another.

Greetings
Alexander

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33918#33918





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] create Geometry

2010-11-22 Thread Vincent Bourdier
Same thing here, the external libraries are not free and sometimes 
contains bugs/crash...
If you would share any progress on how is it possible to manage CATIA 
file with only free libraries, I would be very grateful and interested 
in helping you.


Regards,
Vincent.

Le 22/11/2010 14:07, Alexander Moeller a écrit :

Yes, I do.

But my company didn't want to use it any longer. So i'm looking for 
alternatives.

Gruß Alexander

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33920#33920





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Semi-transparency

2010-11-10 Thread Vincent Bourdier

Hi Lucie,

You should have a look in osg examples, there is some piece of code 
where transparency is set.

HUD example could be a good start.

Here are the main steps :
 * set the material alpha value to 0.5 (for 50% tranparency)
 * set the render bin to transparent

Hoping this could help you,

Regards,
Vincent.



Le 10/11/2010 18:24, lucie lemonnier a écrit :

Hi,

How to render an imported model semi-transparent?

Thank you!

Cheers,
lucie

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33670#33670





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Better debug visualization in Visual Studio

2010-10-25 Thread Vincent Bourdier

Hi Manuel,

I'll try it sooner to be sure, it could be nice to have some debug info 
rules for OSG classes that we can share.

Thanks for the information

Regards,
Vincent.

Le 25/10/2010 09:54, Manuel Garnier a écrit :

Hi Vincent,

I have to disagree with you : it works for me with VS 2008.
I'm using VS2008 Professional Edition SP1.
There is no official support on MSDN though. This may have been part of a 
recent update.

Cheers,
Manuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33040#33040





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Better debug visualization in Visual Studio

2010-10-25 Thread Vincent Bourdier

Nice :-)
Its works well on VS2008 SP1
Thanks for the tip

Regards,
   Vincent.

Le 25/10/2010 10:21, Vincent Bourdier a écrit :

Hi Manuel,

I'll try it sooner to be sure, it could be nice to have some debug 
info rules for OSG classes that we can share.

Thanks for the information

Regards,
Vincent.

Le 25/10/2010 09:54, Manuel Garnier a écrit :

Hi Vincent,

I have to disagree with you : it works for me with VS 2008.
I'm using VS2008 Professional Edition SP1.
There is no official support on MSDN though. This may have been part 
of a recent update.


Cheers,
Manuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33040#33040





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Better debug visualization in Visual Studio

2010-10-22 Thread Vincent Bourdier

Hi,

FYI, this is not compatible on VS2008 and previous versions. (I mean the 
_vcee_autoexp variable)

For theses versions you have to edit the autoexp.dat file.

Sorry I didn't tried already

Vincent.

Le 22/10/2010 10:35, Dženan Zukić   a écrit :

Hi,

have you tried it? Opinions, experience?

Cheers,
Dženan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32971#32971





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Update callbacks and LOD

2010-09-08 Thread Vincent Bourdier

 Hi,

To my mind there are two solutions :

1. You put your callback on the LOD child you want, so when the child 
will be hidden by a upper-detailed level child, the callback should not 
be traversed


2. in your callback you check if your node is still active, and if not, 
just do nothing.


Hope this will help you.

Regards,
Vincent.

Le 08/09/2010 14:20, Roman Grigoriev a écrit :

Hi,
I have LOD with 3 nodes and use updatecallback to Animate children, I setup 
updatecallback to my highest LOD, my when i switch to medium lod my update 
callback worked also. Is it possible to switch it off when my model switches to 
another LOD.
my updatecallback
class ModelNodeCallbackTower : public osg::NodeCallback
 {
 public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
   osg::MatrixTransform* mtx = 
dynamic_castosg::MatrixTransform*(node);

 if (mtx  nv-getFrameStamp())
 {
  std::cout!!!std::endl;
 }


 traverse(node, nv);
}
 };

...

Thank you!

Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31412#31412





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 3D envelopes

2010-09-03 Thread Vincent Bourdier

  Hi Robert,

Sorry my question was not complete.
By envelope I mean convex hull. BB and BS are too simple to approximate 
any 3D model to my mind.

The convex is not necessary, just a hull could be fine.

I'll be interested in every code/idea/suggestion about that.

Thanks a lot.

Regards,
   Vincent.

Le 02/09/2010 16:45, Robert Osfield a écrit :

HI Vincent,

What do you mean by 3D envelope, it's rather an open ended all by
itself.  Convex hull?  Bounding box?  Bounding sphere?  A pre-paid A4
envelope perfect for sending large pictures through the post?

Robert.

On Thu, Sep 2, 2010 at 3:12 PM, Vincent Bourdier
vincent.bourd...@gmail.com  wrote:

  Hi all,

I am currently looking for a way to compute envelopes from 3D datas
(Geometry, Groups, etc...)

I saw that external lib could do it, but first of all I ask to all of you if
someone did something for OSG that could help me.

That would help me a lot in my work.

Thanks for your help.

Regards,
   Vincent.
___
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] 3D envelopes

2010-09-02 Thread Vincent Bourdier

 Hi all,

I am currently looking for a way to compute envelopes from 3D datas 
(Geometry, Groups, etc...)


I saw that external lib could do it, but first of all I ask to all of 
you if someone did something for OSG that could help me.


That would help me a lot in my work.

Thanks for your help.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LOD Culling issue

2010-08-04 Thread Vincent Bourdier

Hi Robert,

Thanks a lot  for this answer, I tried and this fix my issue :)

Regards,
   Vincent.

Le 16/07/2010 10:50, Robert Osfield a écrit :

Hi Vincent,

   

Do you mean that I have to initialize the Bounding Sphere of the PagedLOD
node when I create it ? because I didn't found any special method in LOD or
PagedLOD about that.
 

You obviously didn't look hard enough...  in the LOD header you'll find:

 /** Modes which control how the center of object should be
determined when computing which child is active.*/
 enum CenterMode
 {
 USE_BOUNDING_SPHERE_CENTER,
 USER_DEFINED_CENTER
 };

 /** Set how the center of object should be determined when
computing which child is active.*/
 void setCenterMode(CenterMode mode) { _centerMode=mode; }

 /** Get how the center of object should be determined when
computing which child is active.*/
 CenterMode getCenterMode() const { return _centerMode; }

 /** Sets the object-space point which defines the center of
the osg::LOD.
 center is affected by any transforms in the hierarchy
above the osg::LOD.*/
 inline void setCenter(const vec_type  center) {
_centerMode=USER_DEFINED_CENTER; _userDefinedCenter = center; }

 /** return the LOD center point. */
 inline const vec_type  getCenter() const { if
(_centerMode==USER_DEFINED_CENTER) return _userDefinedCenter; else
return getBound().center(); }


 /** Set the object-space reference radius of the volume
enclosed by the LOD.
   * Used to determine the bounding sphere of the LOD in the
absence of any children.*/
 inline void setRadius(value_type radius) { _radius = radius; }

 /** Get the object-space radius of the volume enclosed by the LOD.*/
 inline value_type getRadius() const { return _radius; }


Use these user bounding sphere methods when your PagedLOD has all
external children to make sure it has a relevant bounding sphere.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LOD Culling issue

2010-07-15 Thread Vincent Bourdier

Hi Robert,

Thanks for your answer.

Do you mean that I have to initialize the Bounding Sphere of the 
PagedLOD node when I create it ? because I didn't found any special 
method in LOD or PagedLOD about that.


Thanks.

Regards,
   Vincent.

Le 10/07/2010 11:32, Robert Osfield a écrit :

Hi Vincent,

If a PagedLOD is not being visited then it'll likely be because it's
being view frustum culled or culled by an LOD above it.  Not setting
up the bounding volume of the PagedLOD correctly would be a likely
candidate for this happening inappropriately.

Robert.

On Fri, Jul 9, 2010 at 1:50 AM, Vincent Bourdier
vincent.bourd...@gmail.com  wrote:
   

Hi all,

Still having issues with PagedLOD..._

My scene is composed by PagedLOD only at start-up. All is good, the files
are loaded and the geometry are displayed.

But when, before launching the render loop, I add a little geometry (not a
pagedLOD, just a simple little sphere) in my scene, PagedLOD do not Load.
The database pager request List is empty.
I need to move the camera very close to a LOD (knowing it position without
seeing it) to launch the PagedLOD loading.

It seems that the PagedLOD nodes are not visited byt the CullVisitor, so
they can't request the load of their children.

Any idea would be very appreciated because after 8h on this issue, I still
have no idea of the problem...

Thanks for your help.

Regards,
   Vincent.
___
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] LOD Culling issue

2010-07-08 Thread Vincent Bourdier

Hi all,

Still having issues with PagedLOD... _

My scene is composed by PagedLOD only at start-up. All is good, the 
files are loaded and the geometry are displayed.


But when, before launching the render loop, I add a little geometry (not 
a pagedLOD, just a simple little sphere) in my scene, PagedLOD do not Load.

The database pager request List is empty.
I need to move the camera very close to a LOD (knowing it position 
without seeing it) to launch the PagedLOD loading.


It seems that the PagedLOD nodes are not visited byt the CullVisitor, so 
they can't request the load of their children.


Any idea would be very appreciated because after 8h on this issue, I 
still have no idea of the problem...


Thanks for your help.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] nofity in two files from two differents applications

2010-07-06 Thread Vincent Bourdier

Hi all,

I'm using the osg::notify logs, but in two applications(threads) in the 
same process.
Each application uses the notify logs of osg that are redirected into a 
log file, but when one application run and the second is started, it 
redirect each logs into a new common file...
I would like to keep each log into a separate file, but keeping the 
osg::notify usage.


Do you have any idea or suggestion ?

Thanks

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Noob question: how to change osg::Group to osg::Switch

2010-06-17 Thread Vincent Bourdier

Hi,

You just have to create a new Switch, attach the geodes to it, and get 
the parent of the group to attach the switch and remove the group.
Next just check that the geode only have one parent, but I think this 
would be enought


Regards,
Vincent.

Le 17/06/2010 12:58, Roman Grigoriev a écrit :

Hi,
Sorry for noob question but maybe there is example how to change
this scenegraph
group -|
   |-geode
   |-geode
to
switch-|
   |-geode
   |-geode

...

Thank you!

Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29074#29074





___
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] Picking issue with PagedLOD

2010-06-04 Thread Vincent Bourdier

Hi all,

I get a strange PagedLod behavior concerning LOD picking :

Sometimes, at runtime, I modify the PagedLOD ranges to have the high 
level to be always loaded, whatever is the distance from camera.

For that, I set range from [0,n][n,1e20] to [0,0][0,1e20].

The [0,0] range seems to be a value causing issues when the LOD geometry 
is picked. (a geometry between the camera and the LOD is not picked, as 
if its nodemask was not compatible with the one of the intersector)

 I set value to [0,0.001] to solve the issue.

Is there any problem with the [0,0] range on a PagedLOD child ?

I would like to notify you, maybe someone get this issue without finding 
the solution...


Regards,
   Vincent
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Frame rate in OpenSceneGraph

2010-05-20 Thread Vincent Bourdier

Hi Lucie,

The 60Hz frame rate limitation is due to the graphic-card pilot vertical 
synchronization.
Disable the vertical Sync. and the Frame rate displayed will be the real 
one.


Regards,
   Vincent.

Le 20/05/2010 15:10, lucie lemonnier a écrit :

Hi,

I want to know if there is a limit in frame rate in OpenSceneGraph because when I run a 
simple application (ex : osgviewer cow.osg), the frame rate never exceeds 60 
fps.

Thank you!

Cheers,
lucie

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28063#28063





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Follow a node in 3d scene

2010-05-19 Thread Vincent Bourdier

Hi,

Have a look at osgGA::nodeTrackerManipulator for the camera following 
the node.


And for the multiples camera, there are examples in OSG sources on how 
to manage that.


Vincent.

Le 19/05/2010 18:47, Sanat Talmaki a écrit :

Hi,

I am just learning osg and have been able to create a scene in which I have 2 
objects that I can control via keyboard.

I can change focus with which object I control using TAB key. My question is:
If I want to follow one of the objects while it moves and also show the global 
scene through another camera, how do I get about doing this ?

I looked at some of the example that come with the source code but didn't find 
it there.

Any help would be greatly appreciated.

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28046#28046





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Multiples handlers and double clic event

2010-05-12 Thread Vincent Bourdier

Hi all,

Nobody have ever tried this stuff ?

Thanks,
   Vincent.

Le 07/05/2010 11:24, Vincent Bourdier a écrit :

Hi all,

Working with multiples handlers, I would like to get some advices on a 
way to catch a double-clic event, without having two Release events on 
an other handler...


I really don't know how I can manage that ...

Thanks.

Regards,
   Vincent.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Multiples handlers and double clic event

2010-05-07 Thread Vincent Bourdier

Hi all,

Working with multiples handlers, I would like to get some advices on a 
way to catch a double-clic event, without having two Release events on 
an other handler...


I really don't know how I can manage that ...

Thanks.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Rapid clic event management

2010-05-01 Thread Vincent Bourdier
Hi all,

Trying to make a little shoot game, I get the problem of the shoot event : a
rapid clic is handled as a double clic... so juste one event is launched...
How can I get each mouse event with no double-clic management ?

Thanks.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fwd: Re: Color array optimization

2010-04-12 Thread Vincent Bourdier

Hi,

Le 07/04/2010 20:45, Jason Daly a écrit :
Yes, BIND_PER_PRIMITIVE is bad.  BIND_OVERALL is fine.  I don't know 
of any Optimizer settings that do this, but it shouldn't be hard to 
write one.


Just one last question ...
Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET ?

Thanks.

Regards,
Vincent
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fwd: Re: Color array optimization

2010-04-08 Thread Vincent Bourdier

Hi,

Thanks for your answers, I just made it and it runs well.

Regards,
   Vincent.

Le 07/04/2010 20:45, Jason Daly a écrit :

Ulrich Hertlein wrote:

Hi Tim,

On 7/04/10 15:12 , Tim Moore wrote:
   

 osg::Optimizer attempts to optimize for performance, not memory.
 The optimization you're proposing will have a negative impact on
 OpenGL performance.

How do you figure? Vincent would like to replace BIND_PER_VERTEX colors
with a BIND_OVERALL color where possible. That is a very common thing to
do in OSG and is, as I understand it, well supported even in OpenGL 3.0+
and OpenGL ES 2.0.
 


Looking at that again, I may have confused that with BIND_PER_PRIMITIVE.
   


Yes, BIND_PER_PRIMITIVE is bad.  BIND_OVERALL is fine.  I don't know 
of any Optimizer settings that do this, but it shouldn't be hard to 
write one.


--J


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD

2010-04-08 Thread Vincent Bourdier

Hi Robert,

I know that I am fighting with PagedLOD default behavior. The default 
behavior is very good in 80% of the use case, and for the last 20%, I 
just need to make PagedLOD nodes only manage the higher level, and if 
possible release the Low-level to save some memory...


So with my actual code, the Low and the High level will be loaded in 
memory and the High level will be displayed. I just would like to make 
the Low level not beeing kept in memory (if possible)




PagedLOD is designed to have keep the lowest level of detail nodes in
memory and expiry the high level of details, and only expire the lower
level of details once the high level ones have been removed.
   


So the low level can expires ? I thought the lowest level never expire 
to keep at least one level to be displayed.


Thanks for your help

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLOD

2010-04-08 Thread Vincent Bourdier

Hi Robert,

Thanks for your answer, I understand that I'm not using PagedLOD for 
what they are made for...

So I'll make some test by my side.

Thanks.

Regards,
   Vincent.

Le 08/04/2010 11:14, Robert Osfield a écrit :

Hi Vincent,

I don't really know where to start as it does sound like to me you are
trying to do something that I would see as inappropriate for a
real-time application.  It's like you're trying to re-direct a river
back up a mountain and expecting it to flow back up-hill.

Now if you really think what you are trying to do is sensible for you
application and PagedLOD doesn't do this, then there is a point when
you need to decide that you need to go it alone and role your own
paging node, and your own database pager.  There is nothing stopping
you for implementing your own paging node and database pager, sure
it's more work but then you'd have complete control.

I can't really help you further on this journey.  My advice would be
to just use PagedLOD as it is, for me trying to expiry low level of
detail nodes is a false economy and counter-productive to purse, but
if you feel you need to do then so be it. Off you go.

Robert.


On Thu, Apr 8, 2010 at 10:02 AM, Vincent Bourdier
vincent.bourd...@gmail.com  wrote:
I know that I am fighting with PagedLOD default behavior. The default
behavior is very good in 80% of the use case, and for the last 20%, I
just need to make PagedLOD nodes only manage the higher level, and if
possible release the Low-level to save some memory...

So with my actual code, the Low and the High level will be loaded in
memory and the High level will be displayed. I just would like to make
the Low level not beeing kept in memory (if possible)



 PagedLOD is designed to have keep the lowest level of detail nodes in
 memory and expiry the high level of details, and only expire the lower
 level of details once the high level ones have been removed.



So the low level can expires ? I thought the lowest level never expire
to keep at least one level to be displayed.

Thanks for your help
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Add a color node in the scenegraph?

2010-04-07 Thread Vincent Bourdier

Hello,

You should try just adding a material on each PAT.
If I'm right, material will overpass the color of the geode... If anyone 
can confirm :-[


Regard,
Vincent

Le 07/04/2010 11:33, Benjamin GODIN a écrit :

Hello,

I have a scene with one object but represented many times.
My graph is something like that :
[Image: http://img576.imageshack.us/img576/1522/osg.png ]

I want to give different colors to the different objects. The method I've found 
is setColor on a ShapeDrawable but that means I need to create many instances 
of this object.

Is there any way I can add the color in the scene graph (as a node)?

Thanks. :)[/img]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26507#26507





___
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] PagedLOD

2010-04-07 Thread Vincent Bourdier

Hi all,

I'm currently working with a huge set of PagedLOD nodes and I would like 
to neutralize some of them, forcing the HIGH level to be loaded while I 
didn't tell him to restore the LOD previous state.


My code is based on the rangeList  : there is only 2 children (Low and 
High levels) and I modify the range list from

[0 , 400] [400, 1e20]
to
[0 , 0] [0, 1e20]
using a nodeVisitor traversion the PagedLOD nodes.

But, there are still some Low level nodes visible in the scene...

I would like to be sure they won't be loaded and that the High level 
will be.

How can I do that ?

Thanks.

Regards,
   Vincent

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Color array optimization

2010-04-06 Thread Vincent Bourdier

Hi all,

Looking for optimization I'm currently searching a color Array 
optimizer. Something modifying the color array and its binding when 
possible, of course without modifying the render of the geometry.


Is there something like that ? I didn't found anything in the 
osgUtil::optimizer documentation.


Thanks.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Fwd: Re: Color array optimization

2010-04-06 Thread Vincent Bourdier


Hi Robert,

The optimization I am currently working on is the good usage of binding.
Some of our code generate color array with a color by vertex, even if
the color is the same for each vertices... keeping only one color using
the binding overall, we can obtain a considerable file size reduction.

Thanks for your answer.

Regards,
   Vincent.

Le 06/04/2010 17:42, Robert Osfield a écrit :

 Hi Vincent,

 On Tue, Apr 6, 2010 at 8:31 AM, Vincent Bourdier
 vincent.bourd...@gmail.com   wrote:


 Looking for optimization I'm currently searching a color Array optimizer.
 Something modifying the color array and its binding when possible, of course
 without modifying the render of the geometry.

 Is there something like that ? I didn't found anything in the
 osgUtil::optimizer documentation.


 There isn't a specific color array optimization.   I'm rather curious
 about what you'd optimize about a colour array.

 Robert.



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Tell the DatabasePager to not touch that frame rate

2010-03-15 Thread Vincent Bourdier

Hi,

Just an idea... maybe the database pager thread priority is not set.
Set it to a low priority can help the viewer maintain a better frame 
rate maybe...


I'm also interested in this question.

Regards,
   Vincent.

Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit :
I want to join to this thread with similar experience on Windows. I am 
getting the same thing, where the frame rate goes to 2-3fps and then 
goes higher to some real time. No idea where it comes from.

-Nick


On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg osgfo...@tevs.eu 
mailto:osgfo...@tevs.eu wrote:


So I've been getting in to OSG, much thanks to the help here on
the mailing list/forum. But I'm having some issues with
performance which I can't seem to pinpoint.

I use extensive PagedLOD, in a similar way osgTerrain does it
(using quad-trees). For me performance is the king and quality is
secondary, so I want to have a frame rate that is at least 30 fps
at all times (given some minimum requirements). When all LODs are
loaded I get constant 60 fps which is due to the screen synch and
when moving around I tend to get 20-30 fps due to loading.
However, it is not uncommon that the fps dips completely and falls
to sub 1 fps for a short while (up to a few seconds) and then
resumes the 20-30 fps target.

What I've tried so far is to set the
setMaximumNumOfObjectsToCompilePerFrame to a very low value (1)
and set the thread priority for the DatabasePager to low. I'm
using VBO:s for vertex data and am currently running OSX 10.6 with
OSG 2.9.6. For me it's vital to get rid of these dip, I'd much
rather display low res data then getting drops.

Profiling for me through Xcode seems to put the DatabasePager out
of order so I can't really pinpoint why I'm getting these drops.

Any ideas or suggestions?

Cheers,
Adrian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25647#25647





___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto: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] PagedLOD and child switch event

2010-03-15 Thread Vincent Bourdier

Hi everybody,

I just ran some test on my pagedLOD based scene, and i found a behavior 
I never saw before :


My pagedLOD nodes have a range based on 400 pixel size on screen to switch.
I just saw that when I go far from the node, it switches with lower 
resolution node (as expected) but when I put my camera to it original 
position (before moving far) the swith to higher node is not done. I 
have to go near from it to see the switch to higher detailed node.
I think this is normal behavior to avoid having the children switching 
again and again if we are around the 400px limit, but I would like to be 
sure...


Thanks for your help.

Regards,
   Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLod dataBasePager memory managment

2010-03-04 Thread Vincent Bourdier

Hi Robert,

This is the memory management patch, without the callback. If you are 
interested in... use it. :-)


Regards,
   Vincent.

Le 19/02/2010 16:40, Vincent Bourdier a écrit :

Hi Robert,

osgcallback already implements a ReadFilecallback... so I don't know 
if it will be useful to make an example.
If you want I can make a wiki page, but for that could you tell me 
were to put it ?


Thanks.

Regards,
  Vincent.

Robert Osfield a écrit :

Hi Vincent,

On Fri, Feb 19, 2010 at 2:09 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:

I implemented my own ReadFile callback, working well.


Yay! :-)

Would you (and osg) be interested in having it ? I can submitt in 
directly

in osg src.


It's probably a bit too domain specific to be part of the OSG, perhaps
an example with it in would be good, or an example on the wiki so that
if others want to use the same techniques then they could deploy.


I implemented if for WIN32 only, so someone should implement the other
version...
For the moment, it uses psapi.lib ... not very portable but maybe 
someone

can help be making it portable and without
other dependencies.



I don't even know was psapi.lib is... ;-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 




__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4880 (20100219) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


Index: include/osgDB/ReaderWriter
===
--- include/osgDB/ReaderWriter  (revision 10288)
+++ include/osgDB/ReaderWriter  (working copy)
@@ -208,6 +208,7 @@
 FILE_LOADED, //! File successfully found, loaded, and 
converted into osg.
 FILE_LOADED_FROM_CACHE, //! File found in cache and 
returned.
 ERROR_IN_READING_FILE, //! File found, loaded, but an 
error was encountered during processing.
+   INSUFFICIENT_MEMORY_TO_LOAD, //! File 
found but not loaded because estimated memory usage is not enought
 FILE_REQUESTED //! Asyncronous file read has been 
requested, but returning immediatiely, keep polling plugin till file read has 
been completed.
 };
 
@@ -248,6 +249,7 @@
 bool error() const { return _status==ERROR_IN_READING_FILE; }
 bool notHandled() const { return _status==FILE_NOT_HANDLED; }
 bool notFound() const { return _status==FILE_NOT_FOUND; }
+   bool notEnoughMemory() const { return 
_status==INSUFFICIENT_MEMORY_TO_LOAD; }
 
 protected:
 
Index: src/osgDB/DatabasePager.cpp
===
--- src/osgDB/DatabasePager.cpp (revision 10288)
+++ src/osgDB/DatabasePager.cpp (working copy)
@@ -552,6 +552,7 @@
 
 if (rr.validNode()) databaseRequest-_loadedModel = rr.getNode();
 if (rr.error()) osg::notify(osg::WARN)Error in reading file 
databaseRequest-_fileName : rr.message()  std::endl;
+   if (rr.notEnoughMemory()) 
osg::notify(osg::DEBUG_INFO)Not enought memory to load file 
databaseRequest-_fileName  std::endl;
 
 if (databaseRequest-_loadedModel.valid() 
 osgDB::containsServerAddress(databaseRequest-_fileName) 
Index: src/osgDB/ReadFile.cpp
===
--- src/osgDB/ReadFile.cpp  (revision 10288)
+++ src/osgDB/ReadFile.cpp  (working copy)
@@ -69,6 +69,7 @@
 ReaderWriter::ReadResult rr = 
Registry::instance()-readNode(filename,options);
 if (rr.validNode()) return rr.takeNode();
 if (rr.error()) notify(WARN)  rr.message()  std::endl;
+   if (rr.notEnoughMemory()) notify (DEBUG_INFO)  Not enought memory to 
load file filename  std::endl;
 return NULL;
 }
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLod dataBasePager memory managment

2010-02-19 Thread Vincent Bourdier

Hi Robert,

I implemented my own ReadFile callback, working well.

Would you (and osg) be interested in having it ? I can submitt in 
directly in osg src.


I implemented if for WIN32 only, so someone should implement the other 
version...
For the moment, it uses psapi.lib ... not very portable but maybe 
someone can help be making it portable and without

other dependencies.

Regards,
  Vincent.

Robert Osfield a écrit :

On Thu, Feb 4, 2010 at 4:23 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

What difference will it makes if I return FILE_LOADED or ERROR_IN_READING_FILE ?



If you didn't load the file you shouldn't return a FILE_LOADED, so
since with don't have an INSUFFICIENT_MEMORY_TO_LOAD (or similar) enum
then the closest would be ERROR_IN_READING_FILE.

  

So If I decrease this value, some PagedLod will be released ?



It won't release any right away, but as the frames progress it'll work
to get the max down to your specified target when it's possible.

  

What difference with cameraLODScale ?



The osg::Camera::setLODScale() just changes which children are
selected in the view, it doesn't change the max number of PagedLOD
target, but it will directly affect how many PagedLOD that will be
active in any view.

  

I just made a test
increasing/decreasing this value and I saw the effect on PagedLod and
memory.



Yes, this is exactly how one would expect it to work.

Robert.
  



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4869 (20100215) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLod dataBasePager memory managment

2010-02-19 Thread Vincent Bourdier

Hi Robert,

osgcallback already implements a ReadFilecallback... so I don't know if 
it will be useful to make an example.
If you want I can make a wiki page, but for that could you tell me were 
to put it ?


Thanks.

Regards,
  Vincent.

Robert Osfield a écrit :

Hi Vincent,

On Fri, Feb 19, 2010 at 2:09 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

I implemented my own ReadFile callback, working well.



Yay! :-)

  

Would you (and osg) be interested in having it ? I can submitt in directly
in osg src.



It's probably a bit too domain specific to be part of the OSG, perhaps
an example with it in would be good, or an example on the wiki so that
if others want to use the same techniques then they could deploy.

  

I implemented if for WIN32 only, so someone should implement the other
version...
For the moment, it uses psapi.lib ... not very portable but maybe someone
can help be making it portable and without
other dependencies.




I don't even know was psapi.lib is... ;-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4880 (20100219) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Access to vertices or bones after reading data in with osgDB::radNodeFile(s)

2010-02-17 Thread Vincent Bourdier

Hi Alexander,

To acces vertices, you just have to get each osg::Geode (use visitors).
In each geode there are drawables, that you cast into geometries or 
ShapeDrawables.

Geometries give you acces to the VertexArray.

Hope this helps.

Regards,
  Vincent

Alexander Martens a écrit :

Hi,

after searching into the Internet and all the available documentations, I 
wasn't able to solve the following problem:

I read in an object file by the osgDB::readNodeFile method and an bvh file by 
the osgDB::readNodeFiles() method with the corresponding options.

It's easy to visualize the data, but now I need access to the vertices, defined 
by the obj file, or the bones, defined by the bvh file.


Is it possible? Can anyone tell me shortly how to do this?

The background is that I have to implement linear blend skinning and therefore 
I need the access. The goal is that I animate the mesh imported from the object 
file corresponding to the animation of the bvh file.

I would be really thankful!
... 


Thank you!

Cheers,
Alexander

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24288#24288





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4869 (20100215) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] PagedLod : how to change priority for some nodes

2010-02-11 Thread Vincent Bourdier

Hi all,

Maybe my last question about PagedLod... I hope  ;-)

Starting my application, databasePager start to load thousand of 
PagedLod in my scene.
In this list, I would like to make some PagedLods nodes being loaded 
before the rest of the scene. (because thousands of node take sometimes 
more than 1 or 2 min to load)


How can I do that ? (Assuming it is possible...)

Thank you.

Regards,
  Vincent


__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4856 (20100210) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLod : how to change priority for some nodes

2010-02-11 Thread Vincent Bourdier

Hi Robert,

Thanks for the tip, I'll try that.

Regards,
  Vincent.

Robert Osfield a écrit :

Hi Vincent,

PagedLOD has a prority offset and scale per child that allows you to
modify the priority computed from the distance range.  The PagedLOD
methods of interest are:

void setPriorityOffset(unsigned int childNo, float
priorityOffset) { expandPerRangeDataTo(childNo);
_perRangeDataList[childNo]._priorityOffset=priorityOffset; }
float getPriorityOffset(unsigned int childNo) const { return
_perRangeDataList[childNo]._priorityOffset; }
unsigned int getNumPriorityOffsets() const { return
_perRangeDataList.size(); }

void setPriorityScale(unsigned int childNo, float
priorityScale) { expandPerRangeDataTo(childNo);
_perRangeDataList[childNo]._priorityScale=priorityScale; }
float getPriorityScale(unsigned int childNo) const { return
_perRangeDataList[childNo]._priorityScale; }
unsigned int getNumPriorityScales() const { return
_perRangeDataList.size(); }


Robert.

On Thu, Feb 11, 2010 at 9:30 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

Hi all,

Maybe my last question about PagedLod... I hope  ;-)

Starting my application, databasePager start to load thousand of PagedLod in
my scene.
In this list, I would like to make some PagedLods nodes being loaded before
the rest of the scene. (because thousands of node take sometimes more than 1
or 2 min to load)

How can I do that ? (Assuming it is possible...)

Thank you.

Regards,
 Vincent


__ Information from ESET NOD32 Antivirus, version of virus signature
database 4856 (20100210) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4857 (20100211) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problem with rotations using PositionAttitudeTransform

2010-02-11 Thread Vincent Bourdier

Hi Manuel,

You use the osg::Quat(x,y,z,w) constructor, but your arguments are not 
in the good order.

You may use osg::Quat(angle, osg::vec3d(x,y,z)) to be sure.

Hope this can help you.

Regards,
  Vincent.

Manuel Garea a écrit :

Hi, I'm trying to make some rotation of objects, but the results are not the 
desired

I want to draw the coordinate axis. The following function draw an axis with 
the given rotation:


Code:
osg::PositionAttitudeTransform* createAxis(osg::Vec4f color, osg::Quat 
rotation){

osg::StateSet* axisStateSet = createColorStateSet(color);
osg::Geode* axisGeode = new osg::Geode();
osg::Cylinder* axisCylinder = new 
osg::Cylinder(osg::Vec3(0.0f,0.0f,0.0f), 20, 5);
osg::ShapeDrawable* axisDrawable = new osg::ShapeDrawable(axisCylinder);
axisDrawable-setStateSet(axisStateSet);
osg::PositionAttitudeTransform* axisTransform = new 
osg::PositionAttitudeTransform;
axisTransform-setAttitude(rotation);
axisGeode-addDrawable(axisDrawable);
axisTransform-addChild(axisGeode);

return axisTransform;
}



And the following function draw the 3 axis giving the rotations:

Code:
osg::Group* createCoordinatesAxis(){

osg::PositionAttitudeTransform* xTransform = 
createAxis(osg::Vec4f(1,0,0,1), osg::Quat(osg::DegreesToRadians(90.0), 0, 1, 
0));
osg::PositionAttitudeTransform* yTransform = 
createAxis(osg::Vec4f(0,1,0,1), osg::Quat(osg::DegreesToRadians(90.0), 0, 0, 
1));
osg::PositionAttitudeTransform* zTransform = 
createAxis(osg::Vec4f(0,0,1,1), osg::Quat(0, 1, 0, 0));

osg::Group* axisGroup = new osg::Group();
axisGroup-addChild(xTransform);
axisGroup-addChild(yTransform);
axisGroup-addChild(zTransform);

return axisGroup;
}



The result is in the following image, but the axis (red, green and blue) are 
not turned 90 degrees!!! do someone know why???

Thank you!

Cheers,
Manuel[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24030#24030



  






___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4858 (20100211) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Follow an object

2010-02-10 Thread Vincent Bourdier

Hi,

Have a look on HUD example. this is a way to add geometries to the 
camera, and so this geometry is always visible in the screen, at the 
same place.


Hope this helps.

Regards,
Vincent


Tufan Taş a écrit :

Hi,

I am using a custom manipulator that translates and rotates the screen. I add a 
model as a node that is the base model and after that I add another model again 
as a node. I want this last added node to stay on screen while I rotate and 
translate the screen. In other words I want model to move with screen. How can 
I perform that action?


Thank you!

Cheers,
Tufan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23900#23900





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4852 (20100209) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Follow an object

2010-02-10 Thread Vincent Bourdier
In osgHud example, some text is rendered front to the camera, whatever 
the camera position/orientation is.

You can replace the text using 3D geometries and keeping the same behavior.

If this is not what you are looking, give us more explanations...

Vincent.

Tufan Taş a écrit :

Hi,

I add geometries on the screen but when I use the manipulator to translate the 
scene I want that object to translate also. Like a a cockpit that ground and 
sky moves when rotate but the cockpit image stays on the scene.

Thank you!

Cheers,
Tufan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23905#23905





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4852 (20100209) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgFX effects frame lag during render

2010-02-10 Thread Vincent Bourdier

Hi all,

This a very strange and unexpected bug :

Applying an osgFX::Scribe effect on a node, we can see a lag in the 
render : If you get each frame a screenshot you can see :


*Frame #1*
Action : no action
Render : normal render of the node

*Frame #2*
Action : adding a osgFX::Scribe node as parent of the node to apply the 
effect (done in a callback on root node)

Render : no node !
*
Frame #3*
Action : no action
Render : node with applied effect.


So during one frame, the node is not rendered at all...  This is very 
embarrassing  if you take a screenshot automatically in post-render of 
the frame where

you apply the effect...


Thanks for your help.

Regards,
  Vincent


__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4854 (20100210) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgFX effects frame lag during render

2010-02-10 Thread Vincent Bourdier

Hi Robert,

Thanks for the explanation.
I don't have time to spend on that during the next weeks/months but 
maybe one day...


Thanks.

Regards,
  Vincent.

Robert Osfield a écrit :

HI Vincent,

The frame lag is an unfortunate side effect to the way that osgFX
doesn't know how to render itself until it's queried the OpenGL
extensions/versions available.

osgFX is rather old now and code do with a revamp that addresses this
issues, but would need a form of up front extension checking that
requires a valid graphics context, so it rather pushes the current
decoupled design where the scene graph doesn't get involved with
construction of contexts.  Feel free to dive in and come up with a
proposal.

Robert.

On Wed, Feb 10, 2010 at 3:07 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

Hi all,

This a very strange and unexpected bug :

Applying an osgFX::Scribe effect on a node, we can see a lag in the render :
If you get each frame a screenshot you can see :

*Frame #1*
Action : no action
Render : normal render of the node

*Frame #2*
Action : adding a osgFX::Scribe node as parent of the node to apply the
effect (done in a callback on root node)
Render : no node !
*
Frame #3*
Action : no action
Render : node with applied effect.


So during one frame, the node is not rendered at all...  This is very
embarrassing  if you take a screenshot automatically in post-render of the
frame where
you apply the effect...


Thanks for your help.

Regards,
 Vincent


__ Information from ESET NOD32 Antivirus, version of virus signature
database 4854 (20100210) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4854 (20100210) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLod dataBasePager memory managment

2010-02-04 Thread Vincent Bourdier

Hi Robert,

I implemented my own ReadFileCallback and this sound to be a good 
solution, but with some limits...


This is the code :

/if((_MaxAvailableMemoryInMBytes - 
Common::MemoryAnalyzer::getProcWorkingSetSize() - (sizeInMBytes*2.1))  0 )
   return 
osgDB::Registry::instance()-readNodeImplementation(filename,options);

   else
   {   
   return 
osgDB::ReaderWriter::ReadResult::FILE_LOADED/*ERROR_IN_READING_FILE*/;

   }/

So when the file size in memory estimation exceed the free memory 
estimated, the load is not done.
But this is the point : if I return /ERROR_IN_READING_FILE, /won't the 
file be added to a black list ?

What about /FILE_LOADED /?

I don't what error code return to make the file being loaded later, when 
some memory will been freed.



Next, is there a way to force pagedLod to unload some nodes ? to 
implement a force unload to free a bit a memory.

I'm using OSG 2.8.1 and I cannot use the last release...
As the ReadFileCallback can be implemented, are there other possible 
personalization concerning the way to load/unload cached datas ?


Thanks for your help.

Regard,
  Vincent.

Vincent Bourdier a écrit :

Hi Robert,

I am trying to implement a new ReadFileCallback.
This callback will check the available memory, knowing the maximum 
allowed du to JVM usage (c++ engine in Java application), and if there 
is not enough memory the callback will not load the file.
I just ran some test to estimate the required memory space for each 
ive size.
For big ive files, the memory used seems to be around 2*ive file 
size.  For little files (5Mo) this is very fluctuating ... there is 
not regularity (ratio from 1.8 to 5 ).


Do you have any idea of how to estimate better the required memory 
space ? (only ive files as input datas)


Thanks.

Regards,
  Vincent.

Robert Osfield a écrit :

Hi Vincent,

On Thu, Jan 14, 2010 at 5:50 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 

I don't understand how this is working.
If a pagedLod is required it will be loaded... but we can cap the 
number of

lod...
This sounds contradictory for me.



The max number of PagedLOD is a target that it aims for, but if there
are more PagedLOD required for rendering the current frame then the
max will exceed this trarget, and only once the view changes to
require less PagedLOD will the total number come down again.

 

If you wanted the LOD control then you just implement this yourself
using osgDB::Registry::ReadFileCallback that loads the tiles and then
modifies PagedLOD that it loads that are higher than a certain
resolution.

  
Do you mean that using my own readFileCallback is not sufficient and 
I'll

need to  modify PagedLod sources too ?



There is no need to modify any OSG sources to adjust the LOD ranges.
The ReadFileCallback can do the actual loading of the subgraph and
then catch the and modify the LOD ranges.

Personally I'd go go using the Camera LODScale though, it's a much 
simpler tool.


Robert.
  



__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4805 (20100125) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com





__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4835 (20100204) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PagedLod dataBasePager memory managment

2010-02-04 Thread Vincent Bourdier

Hi Robert

Robert Osfield a écrit :

So when the file size in memory estimation exceed the free memory estimated,
the load is not done.
But this is the point : if I return /ERROR_IN_READING_FILE, /won't the file
be added to a black list ?
What about /FILE_LOADED /?



The OSG doesn't provide any blacklisting capability so it's something
you'll have to implement yourself in your read callback.

  
Sorry I was not enough precise in my explanations : I don't want any 
blacklist, I was asking if OSG gets one. So it is perfect for me that no 
file will be blacklisted. I was asking what error code should I return 
to make DatabasePager consider the file in not available, but if a new 
request is done later (when some memory has been released) its will try 
again. What difference will it makes if I return FILE_LOADED or 
ERROR_IN_READING_FILE ?



Next, is there a way to force pagedLod to unload some nodes ? to implement a
force unload to free a bit a memory.
I'm using OSG 2.8.1 and I cannot use the last release...
As the ReadFileCallback can be implemented, are there other possible
personalization concerning the way to load/unload cached datas ?



The DatabasePager now defaults to using a MaxPagedLOD scheme where it
expires currently unused PageLOD children on demand, so that as lots
of new PagedLOD come in to view ones that aren't in the view are
deleted keeping a roughly constant load.  You can adjust the target
MaxPagedLOD in your app via the OSG_MAX_PAGED_LOD env var or the
DatabasePager::setTargetMaximumNumberOfPageLOD(value).

Please note this is a target that will be exceeded is more PagedLOD's
are required for a single frame, so the view will not ever be
constrained by the MaxPagedLOD target, once the high loaded view is
moved away from the PagedLOD numbers will drop back down to the
target.

Robert.
  

So If I decrease this value, some PagedLod will be released ?
What difference with cameraLODScale ? I just made a test 
increasing/decreasing this value and I saw the effect on PagedLod and 
memory.


Thanks for your answers.

Regards,
  Vincent.


__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4835 (20100204) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  1   2   3   4   5   6   >