[osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Ralf Stokholm
Hi Rober / List It seams there is a missing CMakeList.txt file in the osgPresentation folder that causes trunk build to fail Brgs. Ralf Stokholm ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] SDL and OSG in the same project

2009-06-25 Thread Vic Ace
I ran Dependency Walker again and it found references in both sdl.dll (from debug build) and osg55-osgd.dll (debug) to msvcrt.dll. Does that mean they are both linking to it despite being built in debug config? I followed the tutorials on how to set SDL and OSG up properly when building from

Re: [osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Robert Osfield
Hi Ralf, Sorry about this, missed the svn add for the CMakeLists.txt when I checked the rest of the changes in. I've now checked in the src/osgPresentation/CMakeLists.txt. Robert. On Thu, Jun 25, 2009 at 7:33 AM, Ralf Stokholmalfma...@arenalogic.com wrote: Hi Rober / List It seams there is

Re: [osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Ralf Stokholm
Hi Robert That part works now btw but seams this on is missing as well. Cannot open include file: 'osgPresentation/Export': I will be on osg and vpb trunk testing VPB stuu for the nexe release btw. Will put in some more information in the proper thread later. Brgs. Ralf 2009/6/25 Robert

Re: [osg-users] ref_ptr question

2009-06-25 Thread Riccardo Corsi
Hi, I didn't understand exactly what you need, but another way to be notified when an object is about to being deleted is to derive your own class from osg::Observer, and make it point to the node you're interested in. At deletion time the method virtual void objectDeleted(void*) will be

Re: [osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Robert Osfield
On Thu, Jun 25, 2009 at 9:01 AM, Ralf Stokholmalfma...@arenalogic.com wrote: Hi Robert That part works now btw but seams this on is missing as well. Cannot open include file: 'osgPresentation/Export': Just caught this one, and it's now added too... I will be on osg and vpb trunk testing

Re: [osg-users] Geometry drawable color after Triangulation

2009-06-25 Thread Nadia Comanici
Thank you, J-S, but unfortunately the object still looks flat :( Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14484#14484 ___ osg-users mailing list

Re: [osg-users] trunk: ffmpeg plugin OS X build error: error: ‘::strcoll’ has not been declared

2009-06-25 Thread Ulrich Hertlein
Hi Hartmut, On 25/6/09 1:05 AM, Hartmut Seichter wrote: 6. Search the paths specified by the PATHS option or in the short-hand version of the command. These are typically hard-coded guesses. On Darwin or systems supporting OS X Frameworks, the cmake variable CMAKE_FIND_FRAMEWORK can be set to

Re: [osg-users] osgShadow question

2009-06-25 Thread Serge Lages
Thanks for your advices ! I've tested the uniform one by changing the shadow technique shader and it works great. Cheers, On Thu, Jun 25, 2009 at 4:28 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Serge, Anyone knows if there is a way to force an object to not receive

[osg-users] [vpb] rendering of osgdem generated scenegraphs with a shader

2009-06-25 Thread Claus-Peter Karweck
Hi, I'm new to osg. My version of osg is 2.8.0 and vpb 0.9.10 (WinXP). I have generated a terrain scenegraph with a command like osgdem -t bottomtype.tif -d elevation.tif -l 3 -o terrain.ive --POLYGONAL and I have added it to my main scenegraph and it works fine. Now I want to render the

Re: [osg-users] SDL and OSG in the same project

2009-06-25 Thread Vic Ace
Maybe msvcrt.dll in the list there has nothing to do with the problem. I clicked around in dependency walker some more (still learning) and found that sdl.dll uses msvcr90.dll which is obviously not for debug. That has to the problem. But still, I compiled SDL correctly the first time, and

[osg-users] Texture object preparation...

2009-06-25 Thread neil.hughes
Hi All, Is there a way I can get a Texture to perform its preparation at construction time, rather than when it is first required for rendering? Essentially I'm noticing a significant lag on the first frame that requires a Texture to be rendered. I've tracked it down to the Texture::apply()

[osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi all, I have a crash on a composite viewer destructor, and I do not see anything strange or wrong in my code. My viewer is managed as an external lib, and the frame() call are done by a method, like the close() call to finish a viewer. So, if I use the viewer-run() there is no problem, but

[osg-users] Frame verification in ImageSequence

2009-06-25 Thread Carlos Sanches
Hi all ! I have a image sequence of 30 frames for example . all is playing well. I need to know which frame is appearing. later I will use this to verify the end of the animation. thanks ! ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Texture object preparation...

2009-06-25 Thread Robert Osfield
Hi Neil, The osgViewer by default will compile texture and display lists on the first frame of rendering, but if you add textures later these won't be pre-compiled. You can only compile texture objects from within a valid graphics context, so you can't just do it a construction time. The only

Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Robert Osfield
Hi Vincent, What exactly do you mean by when I use the other way and call the destructor (I clear the viewer map I get) there is a crash in, as these seems odd, you never call the destructor, all you can do is call delete, but in the case of the Viewer class you should never be calling delete

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Ümit Uzun
Hi Sukeder, Thanks Sukender. I have decided to achieve Collision Detection in Physics Engine as you suggested. And I have searched about PhysX library and I found lots of paper which says we can only use PhsyX if we have geforce * or upper level graphics card. And so I don't think about using it.

Re: [osg-users] Geometry drawable color after Triangulation

2009-06-25 Thread Nadia Comanici
Hi ulrich, Thank you very much, now I can see it just fine! Another question, though, because I am new to osg, and probabily this is the next step I want to do the previous code: does osg have any functions for smoothing a surface? or should I implement it manually? Cheers, Nadia

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Sukender
Hi Ümit, Isn't the geforce* needed only when you want to accelerate PhysX (=computed partially on the GPU)? Anyway, if you wish an engine and don't know which one to choose, you can always try PAL (Physics Abstraction Layer), which works with ODE, Bullet, PhysX, and more (

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Michael Bosse'
I can say that I am 100% sure that you do not need a Geforce card, or actually any video card at all, to write and use programs that are built on the PhysX SDK. You would only need a Geforce card if you decided to use hardware acceleration, which currently only works for fluids and cloths. So

Re: [osg-users] SDL and OSG in the same project

2009-06-25 Thread Jean-Sébastien Guay
Hi Vic, I ran Dependency Walker again and it found references in both sdl.dll (from debug build) and osg55-osgd.dll (debug) to msvcrt.dll. Does that mean they are both linking to it despite being built in debug config? In the project configuration, in the C/C++ - Code Generation section,

Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi Robert, The 3d engine is called by an other application, frame by frame, so the application call a personal method to close a View (we have one or more Viewer). There is a map to get the viewer pointer associated to the Opengl Context it has, which allow us modifying a viewer or an other one.

Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Robert Osfield
Hi Vincent, It does sound like the destruction of threads and wait for them to complete it not functioning correctly somehow. I'm afraid this isn't something one can debug remotely, could you please modify one of the OSG examples to behave in similar way to your app so that it recreates the bug

Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-25 Thread Cory Riddell
You know, I keep coming back to the done flag. It isn't volatile and I don't see the mechanism that keeps the value synchronized between threads. I know there has to be something that does it, because nobody else is seeing thread related shut down problems. Perhaps that's my first problem:

Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-25 Thread Robert Osfield
Hi Cory, Try changing the flag to volatile and see what happens. Robert. On Thu, Jun 25, 2009 at 3:39 PM, Cory Riddellc...@codeware.com wrote: You know, I keep coming back to the done flag. It isn't volatile and I don't see the mechanism that keeps the value synchronized between threads. I

[osg-users] FBOs, MRTs, pixelformats, depth textures....

2009-06-25 Thread Joseba Rodriguez
Hi All, Im doing some tests with FBOs and so and im getting some troubles defining proper pixel formats and so. I have a couple of questions, some od them perhaps are more OpenGL related, but i am not able to find responses :-( First of them is regarding depth Textures. Im trying to render the

Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi Robert, This is not possible for me to reproduce the behavior on an example, too much external things are required. But I have some idea : there is some shaders running, and they are not removed before the viewer have to stop ... and the crash is in the Program and Shader flush ... does it

Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Robert Osfield
On Thu, Jun 25, 2009 at 5:17 PM, Vincent Bourdiervincent.bourd...@gmail.com wrote: Hi Robert, This is not possible for me to reproduce the behavior on an example, too much external things are required. There isn't much we can do then. But I have some idea : there is some shaders running,

[osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Serge Lages
Hi Robert, On the SVN, osgPresentation doesn't build (lots of linking errors, see the attached file). I am under Windows Xp. Cheers, -- Serge Lages http://www.tharsis-software.com 1PickEventHandler.obj : warning LNK4217: locally defined symbol

Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Robert Osfield
Hi Serge, Sorry about this, a copy and paste error in the CMakeLists.txt looks to have foiled the export of symbols. I've now fixed this error could you do an svn update and let me know how you get on. Robert. On Thu, Jun 25, 2009 at 6:11 PM, Serge Lagesserge.la...@gmail.com wrote: Hi Robert,

Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Ralf Stokholm
Hi Robert I still get a heap of linker errors. Have my nose in something else so I havent investigated it further. Log attached. Brgs. Ralf 2009/6/25 Robert Osfield robert.osfi...@gmail.com Hi Serge, Sorry about this, a copy and paste error in the CMakeLists.txt looks to have foiled the

Re: [osg-users] What does this error mean?

2009-06-25 Thread tien dat
Thank you Mark. I won't worry about it now. Dat On Wed, Jun 24, 2009 at 8:37 PM, Mark Sciabicamsciab...@itracs.com wrote: Hi Dat, I wouldn't worry about this error. It seems that the WGL_ARB_pixel_format extension is not provided by your driver. This extension is a prerequisite for

[osg-users] OT: Flacon View Open Sourced

2009-06-25 Thread Tomlinson, Gordon
FYI A little of topic but thought that some folks on this list might find this interesting http://www.falconview.org/trac/FalconView http://www.falconview.org/trac/FalconView Gordon Product Manager 3d __ Gordon Tomlinson Email :

Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Robert Osfield
Hi Ralf, On Thu, Jun 25, 2009 at 7:30 PM, Ralf Stokholmalfma...@arenalogic.com wrote: I still get a heap of linker errors. Have my nose in something else so I havent investigated it further. I've double checked all the export set up in the headers and the CMakeLists.txt, I can't spot anything

Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Jean-Sébastien Guay
Hi Robert, I've double checked all the export set up in the headers and the CMakeLists.txt, I can't spot anything amiss. I'm afraid I'll have to defer to Windows experts to solve this one as I can't do anything at my end. The error was a typo in the osgPresentation CMakeLists.txt. It defined

[osg-users] Ultra High Resolution Building Format

2009-06-25 Thread brettwiesner
Hi, Has anyone experimented with an Ultra High Resolution Building (UHRB) loader? Thanks, Brett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osgParticles to represent a water leak?

2009-06-25 Thread vin baines
Hi, looking for some advice on what would be the best way to implement a water leak out of the side of a barrel? I've got the barrel as a ive file, and want to have a 'leak' appear out of the side of it, ideally such that when you rotate (i.e. pick the barrel up and rotate it around) the water

Re: [osg-users] Ultra High Resolution Building Format

2009-06-25 Thread Steve Gifford
On Thu, Jun 25, 2009 at 1:04 PM, brettwiesnerbrettwies...@gmail.com wrote: Hi, Has anyone experimented with an Ultra High Resolution Building (UHRB) loader? I don't have an answer to your specific question, just some thoughts if you were looking in that direction. UHRB buildings often need

Re: [osg-users] osgParticles to represent a water leak?

2009-06-25 Thread Charles Cossé
Hi Vin, That's a pretty big field, but I would suggest looking into SPH (Smooth Particle Hydrodynamics). It's a fast, gridless, particle implementation. Otherwise, there is no easy way to do liquids, generally. SPH is probably the easiest. (IMHO, of course). Good luck! Charles On Thu, Jun

[osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Christian Buchner
Hi, My boss was running my 3D engineering app on a 32 inch touch screen (no multi-touch yet, I suppose) and he liked how he was able to rotate the camera with a fingertip. That gave me an idea - are there any affordable Multi-touch LCD screens (standalone) and how difficult would it be to add

Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Jason Coposky
ive been working on this for a little while. we build our own MT devices in house for the most part but have used overlays from NextWindow. we just got a 46 one for about $600ish. im not sure what their smaller sizes run. as far as MT interaction, ive modified the

Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Stephan Huber
Hi, Christian Buchner schrieb: My boss was running my 3D engineering app on a 32 inch touch screen (no multi-touch yet, I suppose) and he liked how he was able to rotate the camera with a fingertip. That gave me an idea - are there any affordable Multi-touch LCD screens (standalone)

Re: [osg-users] [osg-submissions] osgPresentation doesn't build on the SVN

2009-06-25 Thread Robert Osfield
Hi J-S, I made this change and checked it in earlier this evening. I've just checked svn at it looks to have been checked in - it's r10418O. I can only guess that Ralf hadn't done svn update after I emailed in about my fix being checked in. Robert. On Thu, Jun 25, 2009 at 9:04 PM,

[osg-users] light setup

2009-06-25 Thread Rabbi Robinson
Hi, I have some basic questions about the light setup in osg. I looked at the example osglight. It seems there is a osg::Light class and there is a osg::LightSource. One is state attribute and another is a group. Can someone explain practically how a light and lightsouce work together. For

[osg-users] when using AnimationPathManipulator, how to know it's stopping?

2009-06-25 Thread Leeten
Hi, I'm using AnimationPathManipulator and set setLoopMode( NO_LOOPING ) , how can I know tha animation is stopped or not? PS. the _pause is only true when press key 'p' manully. I need to know when it stops automatically. Thanks. 2009-06-26 Leeten