Re: [osg-users] Tiled textures on osg::Box

2008-02-15 Thread Ulrich Hertlein
Jean-Sébastien Guay wrote:
 m_osg_shape = new osg::ShapeDrawable( new osg::Box( 
 osg::Vec3f( 0, 0, -0.005f ),  29.7f, 21.0f, 0.01f ) );
...

 but the setWrap() command doesn't seem to have any effect for me. I 
 guess I have to specify the relative alignment for the texture manually 
 but I have no clue how I do this for a osg::Box. The examples only deal 
 with manuallly built geoms.
 
 The wrap modes only take effect if your geometry has texture coordinates 
 outside the 0.0 - 1.0 range. In the case of the osg::Box shapedrawable, 
 it generates texcoords that go from 0.0 to 1.0 on each face, in both the 
 s and t directions. So you'll never see wrapping on that.
 
 You'll have to make your own box, and specify the texture coordinates 
 you want. For example 0.0 - 2.0 on each axis for each face will give you 
 a texture repeated twice (assuming you set up your texture as above). 

You could also assign a texture matrix that scales the texture coordinates to 
something useful for your purposes:

osg::TexMat* tm = new osg::TexMat;
tm-setMatrix(osg::Matrix::scale(2,2,2));

m_osg_shape-setAttributeAndModes(tm, osg::StateAttribute::ON);

However, doing your own box also gives you more control over how texture coords 
are assigned so you may want to do that in the end anyway...

/ulrich
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Re: [osg-users] traversal question w/latest developer release-blacknodes

2008-02-15 Thread Robert Osfield
Hi Sherman,

A shader turning the scene black to me suggests that either the shader
itself contains a bug, the uniforms it requires are set up correctly
or that the vertex attributes it requires aren't set up correctly.
How this relates to your custom node is impossible to say without
viewing the code first hand.

Robert.

On Fri, Feb 15, 2008 at 2:48 AM, sherman wilcox
[EMAIL PROTECTED] wrote:
 mew - Didn't realize there was a potential shader connection till a
  tad later. Anyway, I spent more time on this yesterday and managed to
  build a sample app that is much smaller and less complicated than the
  app I originally found the problem in. There's a bit of propriety code
  in this sample app - nothing I wouldn't mind sharing with you if you
  want to take a peek.

  The thing that bugs me is why is this shader effecting other osg
  nodes. Now, there could most certainly be a bug in my code somewhere -
  but I'm using OSG code - I don't *think* I'm going outside of OSG and
  doing messing with OpenGL states. So, if I'm using all OSG code then I
  would think that even if I've got a bad shader, or doing something I
  shouldn't be - then that error should be confined to that node and its
  children and should NOT travel to its siblings.

  You can email me privately if you want and I'll be happy to share the
  code with you.



  On Thu, Feb 14, 2008 at 5:04 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
   Hi,
  
   Usually try to keep an eye out for shader questions, but this title did
   not attract my attention.  I'm leaving the title unmodified so you'll
   see this response, but if there's still an open question, pls start a
   new appropriately-titled thread with the current state of your
   investigation.
  
   Way way back, there was an issue of OSG shader state leakage.  It's been
   fixed a long time (years?), 'course that doesn't preclude another
   failure mode.
  
   Cheers
   -- mew
  
  
  
  
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, February 13, 2008 10:07 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] traversal question w/latest developer
   release-
blacknodes
   
(Hm, shaders. Maybe someone with more experience with shaders in OSG
can
read and post an opinion?)
   
Hi Sherman -- Interesting issue.
   
OpenGL is a state machine, and if you're just using raw OpenGL, then
you
could enable blending, for example, never change blending state again,
and
blending would be enabled for all subsequent geometry.
   
OSG adds a new level of functionality on top of that. As you traverse
   a
scene graph, state changes are pushed and popped hierarchically, which
is
what most apps expect. If blending is off in a parent Node but on in
the
first child, blending is restored to a disabled state before
   processing
the
other children.
   
Not all state: Color, as I mentioned previously, is not pushed and
popped.
So, if you change the color in a Drawable, and then a subsequent
sibling (or
even a distant cousin) Geometry is missing its color array, the
previous
color persists (due to OpenGL's state machine nature). I'm not sure
   why
OSG
intentionally doesn't push/pop color, but it simply doesn't, and if
   you
always specify color for Drawables that require specific colors, this
is not
an issue.
   
When it comes to shaders, though, I'm not sure how they behave. If a
Node
binds a Program, does OSG unbind it before processing sibling Nodes?
This is
a question better posed to someone like Mike W. or Bob K...
   =Paul
   
   
 I've found a few clues this evening. Not sure why things are
 behaving the way they are - I'm probably abusing the OSG in
 my overridden
 traverse(...) function. My node has a shader attached. If I
 do NOT attach that shader to the stateset, no problems. Read on

 On Feb 12, 2008 3:40 PM, Paul Martz [EMAIL PROTECTED] wrote:
   I have a class that inherits from osg::Group. In this class I'm
   overriding the traverse function. It is written in such a
 way that
   the CULL_VISITOR doesn't have an opportunity to call
   osg::Group::traverse(nv). When I add this object to the
 scenegraph
   all the nodes in my scene go black. Even if this class is
 a child -
   all the nodes (including parent nodes) appear black.
 
  The presence of this custom Node is changing the color of your
  geometry so that they render black? E.g., against a non-black
  background, you see them render? Or, by appear black, do
 you mean they just don't show up?
 
  What color is your Geometry supposed to render?

 The only other node is a bluemarble ellipsoid produced by
 osgdem. It's entirely black when I intrdouce my node into the
 scenegraph. If 

Re: [osg-users] osgChunkLOD

2008-02-15 Thread Robert Osfield
Hi Joseph,

The core OSG supports database paging, and the VirtualPlanetBuilder
supports paged database generation to native OSG file formats, the two
together provide terrain functionality that is both scalable and fast,
so there shouldn't be much need to use the likes of ChunkLOD any more.

Robert.

On Tue, Feb 12, 2008 at 9:19 PM, Joseph Mahsman [EMAIL PROTECTED] wrote:
 Does anyone know where I can find a copy of the archive from Vladimir's
 website? His site is down, and I haven't had luck in finding it via Google.

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Re: [osg-users] Mac OS X Cross-Compile SDKs for 10.4 and 10.5

2008-02-15 Thread Robert Osfield
Hi Eric,

No real clue what Cross Compile stubs are but have added a link on the
Downloads page under binaries section, let me know if this isn't
appropriate.

Cheers,
Robert.

On Wed, Jan 30, 2008 at 1:21 AM, E. Wing [EMAIL PROTECTED] wrote:
 This package will let you cross compile for 10.4 or 10.5 using the SDK
  feature in Xcode 3. This makes it easier to build programs targeting
  10.4 or 10.5 without having to remove/replace your regular frameworks
  each time.

  I've been sitting on this awhile. I've been hoping to clean up the
  documentation, but haven't gotten back to it. So I figured it would be
  better to post it and let people try it. Feedback welcome.

  You can find the package at:
  
 http://www.openscenegraph.org/files/OpenSceneGraph-2.2.0/OpenSceneGraph-2.2.0_CrossCompileSDKs.dmg

  It is just the stubs. No runtime is included. If you want to run
  something, you still need the regular frameworks.

  Robert, could you add a link to the downloads page with the description:
  Mac OS X Cross-Compile SDKs (stubs-only)

  Thanks,
  Eric
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Re: [osg-users] trackball manipulator and axis alignment

2008-02-15 Thread Robert Osfield
Hi Peter,

If you want to set the home position of a manipulator then use the
MatrixManipulator::setHomePosition(...) method.

viewer.getCameraManipulator()-setHomePosition(...);

Robert.

On Wed, Jan 30, 2008 at 4:55 AM, Peter DeSantis
[EMAIL PROTECTED] wrote:


 Hello

 I may be wrong about this, but it seems that if you set a modelview matrix
 to osg::matrix::identity(), and add it to the default viewer camera, osg
 axis alignemnt is changed to the opengl default, and the camera views the xy
 plane infront (so to speak)

 but then adding a trackball manipulator seems to re-orientate the camera to
 look at the xz plane which is the default osg axis alignment.

 How can you stop that axis shift from happening, so that i can have the
 traclball manipulator but the camera is still orientated to default opengl
 axis alignment ?

 or better still is there better way to make the viewer default axis
 alignment equal to the opengl default, so that both the default viewer
 camera, model matrix and the trackball manipulator use the default opengl
 axis alignment from scratch.

 That way i can still use viewer.run() to run my viewer and not lose my
 geometry.


 Thanks

 Peter DeSantis
 [EMAIL PROTECTED]
 Jumbo Vision International Pty Ltd
 Unit 2 ,1 Aitken Way
 Kewdale WA 6105
 Australia

 Tel: 61 8 9353 6200
 Fax: 61 8 9353 6211
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Re: [osg-users] osgconv ive format

2008-02-15 Thread Robert Osfield
On Wed, Jan 30, 2008 at 3:31 PM, Paul Martz [EMAIL PROTECTED] wrote:
  That was not even in the doc. Now that you mentioned it i
   found it in the osgPlugins - ive - DataOutputStream.cpp.
   You saved lot of my time :)

  I've lost sleep trying to figure out a way to efficiently generate
  documentation for the plugins. :-)

  Plugins and their Options are one of the most underdocumented aspects of
  OSG. You must read the source code of each plugin to learn about valid
  Options, supported I/O entry points, and supported file formats.

Its certainly an awkward issue, and once that I have spent time ponder
a year or so back, been too swept off my feet to tackle it though :-|

My thought was to have a query method in ReaderWriter that the plugins
could implement, this would enable the reporting of the docs at
runtime.

Another route would be to use Doxygen in some way to generate docs.

Robert.
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Re: [osg-users] Simple Mailing list question - message numbers

2008-02-15 Thread Robert Osfield
Hi Mike,

For the most part the mailing list is just set up with mailman
defaults.  I am not an mailman expert, and am not familiar with
anything relating to message numbering.  Do you know of a specific
mailman option that relates to this?

Robert.

On Wed, Jan 30, 2008 at 4:12 PM, Mike Greene [EMAIL PROTECTED] wrote:
 In other mailing lists that I subscribe to, the message number is given
  in the header of the actual message as it corresponds to the topic
  summary. In the OSG mailings, although the message number is given in
  the top summary, it does not  appear in the actual message itself, thus
  making it fairly difficult to quickly scroll down and find a particular
  message. Is this an option that could easily be turned on?
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Re: [osg-users] help on impostors

2008-02-15 Thread Robert Osfield
Hi Luigi,

There aren't any other examples on imposter beyond osgimposter.
Personally I wouldn't recommend use of imposters as they stand, they
can improve performance in some situations, but severally degrade it
in others.  On modern graphics hardware you are generally better to
just through the geometry directly at the hardware and let it deal
with it.

With a great deal of effort one could come up with a better
implementation of impostors than provided by osgSim::Impostor, as it's
pretty old and missing features like load balancing, but in the end
just making your existing scene graph more efficient down on the GPU
would probably give you far more performance.

Robert.

On Thu, Jan 31, 2008 at 9:16 AM, Luigi Calori [EMAIL PROTECTED] wrote:
 I' m trying to evaluate the usage of impostor nodes.
  It seems to me the impostors are not using transparency.
  Are there other example apart from osgimpostor, possibly saved as .osg
  files?

  thanks in advance

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Re: [osg-users] false memory leaks positive en winXP in replace_if_defined section in osgIntrospection::Refelction::getOrRegisterType()

2008-02-15 Thread Robert Osfield
Hi Manu,

I'm afraid I'm not an osgIntrospection expert so can't easily dispence
wisdom on issues relating to it.  If you have changes that you think
worthy of inclusion could you post the changes as whole files and then
I can sit down with a graphics diff tool and review the changes line
by line, if the changes look sensible then I'd be happy to merge them.

Cheers,
Robert.

On Thu, Jan 31, 2008 at 9:37 AM, Emmanuel Roche
[EMAIL PROTECTED] wrote:
 Hi guys !!

 I have a problem with  the replace_if_defined section in the following
 introspection code :

 74 Type *Reflection::getOrRegisterType(const std::type_info ti, bool
 replace_if_defined)
 75 {
 76 TypeMap tm = getOrCreateStaticData().typemap;
 77 TypeMap::iterator i = tm.find(ti);
 78

 79 if (i != tm.end())
 80 {
 81 if (replace_if_defined  i-second-isDefined())
 82 {
 83 std::string old_name = i-second-getName();
 84 std::string old_namespace =
 i-second-getNamespace();
 85 std::vectorstd::string old_aliases =
 i-second-aliases_;
 86

 87 Type *newtype = new (i-second) Type(ti);
 88 newtype-name_ = old_name;
 89 newtype-namespace_ = old_namespace;
 90 newtype-aliases_.swap(old_aliases);
 91

 92 return newtype;
 93 }
 94 return i-second;
 95 }
 96

 97 return registerType(ti);
 98 }
 In fact I've noticed that on windows, both Visual Studio 7.1 SP1 and AQTime
 5 don't handle the new (address) Object syntax correctly : they seem to
 bilieve that the newly created objects all need to be deleted... and that
 create a lot of false positive memory leaks warnings... My suggestion would
 be to do this in a more traditionnal way : create a reset function in the
 osgIntrospection::Type class and, here, reset the i-second object... so we
 don't need to create a new Type object in the very same address space...

 I tried with the following functions and it works great (no more false
 positives... :-) )... Yet, do you think there could be a very well hidden
 issue I would miss this way ?


 Type* Reflection::getOrRegisterType(const ExtendedTypeInfo ti, bool
 replace_if_defined)
  {
 TypeMap tm = getOrCreateStaticData().typemap;
  TypeMap::iterator i = tm.find(ti);

 if (i != tm.end())
  {
 if (replace_if_defined  i-second-isDefined())
  {
 std::string old_name = i-second-getName();
  std::string old_namespace = i-second-getNamespace();
 std::vectorstd::string old_aliases = i-second-_aliases;

 i-second-reset();

 i-second-_name = old_name;
  i-second-_namespace = old_namespace;
 i-second-_aliases.swap(old_aliases);
  }
 return i-second;
 }

 return registerType(ti);
 }

 and:

 void Type::reset()
  {
 for (PropertyInfoList::const_iterator i=_props.begin(); i!=_props.end();
 ++i)
  delete *i;
 for (MethodInfoList::const_iterator i=_methods.begin();
 i!=_methods.end(); ++i)
  delete *i;
 for (MethodInfoList::const_iterator i=_protected_methods.begin();
 i!=_protected_methods.end(); ++i)
  delete *i;
 for (ConstructorInfoList::const_iterator i=_cons.begin();
 i!=_cons.end(); ++i)
  delete *i;
 for (ConstructorInfoList::const_iterator i=_protected_cons.begin();
 i!=_protected_cons.end(); ++i)
  delete *i;

 _props.clear();
  _methods.clear();
 _protected_methods.clear();
 _cons.clear();
  _protected_cons.clear();

 delete _rw;
  delete _cmp;
 }

 Type::~Type()
  {
 reset();
 }




 By the way, I found a real memory leak anyway, in
 Reflection::registerConverter(...) : this function get called multiple times
 for the same converter for some types (?? don't know why though...), so the
 previous converter objects needs to be deleted when replaced, here is a
 working patch for this function, again, do you think there is some kind of
 issue I'm missing here ?


 void Reflection::registerConverter(const Type source, const Type dest,
 const Converter* cvt)
 {
  const Converter* old = NULL;
 StaticData::ConverterMap::iterator it =
 getOrCreateStaticData().convmap[source].find(dest);

 if(it != getOrCreateStaticData().convmap[source].end())
 old = it-second;

 getOrCreateStaticData().convmap[source][dest] = cvt;

  if(old)
 delete old;
 }


 cheers,

 Manu.


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Re: [osg-users] osg::StateAttribute::ON / OFF forosg::StateAttributeor not ?

2008-02-15 Thread Robert Osfield
Hi Manu,

In an ideal world, w.r.t treating everything uniformly, all OpenGL/OSG
attributes and modes would have a 1:1 mapping, but alas OpenGL and OSG
as consequence don't follow this rule, some attributes have multiple
modes associated with them, some have none at all.

Robert.

On Thu, Jan 31, 2008 at 5:10 PM, Emmanuel Roche
[EMAIL PROTECTED] wrote:
 Yes sure, I could disable lighting in that simple case (Yet I'm not even
 sure of it, I have no real example in mind but suppose I have an other
 sibling attribute also depending on GL_LIGHTING... ). But as a matter of
 fact, I'm trying to write an OSG editor based on osgIntrospection, and my
 real point is that such minor problems unfortunately break the whole
 philosophy of the introspection framework (ie you cannot handle every
 StateAttribute in an uniform way...).

 Thanks for your replies!



 Manu.

 2008/1/31, Paul Martz [EMAIL PROTECTED]:
 
 
  Not all attributes have modes, as you've discovered with Material. The
 current OSG paradigm of being able to setAttributeAndModes for Material
 really doesn't make much sense. I'd be reluctant to rewrite any portions of
 OSG dealing with the fixed function pipe, though, in light of OpenGL 3.
 
  To disable use of Material, disable lighting: setMode( GL_LIGHTING, OFF ).
 It helps to know OpenGL when using OSG so that you can handle such
 situations.
 
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
 
 
  
  From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Emmanuel
 Roche
  Sent: Thursday, January 31, 2008 8:01 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osg::StateAttribute::ON / OFF
 forosg::StateAttributeor not ?
 
 
 
  I mean that when settings ON on the Fog, then the fog is enabled but when
 querying the corresponding RefAttributePair there is no ON. Rather, the
 ON ends in the associated mode (GL_FOG only I guess) bit field.
 
  this transfer of the ON from the attribute to the corresponding Mode
 surprise me a bit since as a result, it is not simple to query the ON
 state of a given attribute :
 
  for(osg::StateSet::AttributeList::iterator it =
 stateSet-getAttributeList().begin(); it !=
 stateSet-getAttributeList().end(); ++it) {
  if((*it).second.first.get() == attribute.get()) {
  osg::StateAttribute::OverrideValue val = (*it).second.second;
 
  if(val  osg::StateAttribute::ON)
  onOffCheckB-SetValue(true);
  if(val  osg::StateAttribute::OVERRIDE)
  overrideCheckB-SetValue(true);
  if(val  osg::StateAttribute::PROTECTED)
  protectedCheckB-SetValue(true);
  if(val  osg::StateAttribute::INHERIT)
  inheritCheckB-SetValue(true);
  break;
  }
  }
 
  --- In this code sample, the onOffCheckB will never have its value set to
 true... even when the attribute IS activated... of course we may query the
 ModeList instead, but this doesn't hide the OpenGL layer (ie you have to
 know which modes are used by such and such Atribute...)
 
  Manu.
 
 
 
 
 
  2008/1/31, Paul Martz [EMAIL PROTECTED]:
  
  
   It's not clear to me what you're saying. Are you saying that even when
 you specify ON, fog is not enabled? Or are you saying that when you query
 the StateSet's GL_FOG mode later, you're not getting what was set? Or are
 you saying that when you dump the scene graph out to an .osg file, GL_FOG ON
 doesn't appear in the output?
  
   Please clarify.
  -Paul
  
  
  
  
   
  From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Emmanuel
 Roche
   Sent: Thursday, January 31, 2008 2:55 AM
   To: OSG Users
   Subject: [osg-users] osg::StateAttribute::ON / OFF for
 osg::StateAttributeor not ?
  
  
  
   Hi again !
  
  
   I'm working on some kind of editor in fact, and I've noticed that when
 you have a StateSet, and a given StateAttribute, if you call
 stateSet-setAttributeAndModes(attribute,osg::StateAttribute:ON|osg::StateAttribute::...etc,etc..
 ) then, (at least for a osg::Fog attribute for example) in the
 RefAttributePair created, the osg::StateAttribute::ON  (or OFF) is not
 added...
  
   My theory is that this ON/OFF setting each time goes in a given
 assosiated mode (as there is on trace of them in RefAttributePair
 constructors in StateSet.cpp) : Am I right, or making a big mistake ??
  
  
   By the way, on a completely different topic, I can now confirm that the
 boost serialization for OSG files works pretty well :-) I followed your
 advise Robert and used osgIntrospection to generate the sources... and this
 generator is a single main.cpp file :-). As a result I have a single library
 capable of writing text,xml or binary OSG files indifferently (yes, we can
 even same image data in text and xml files !)
  
   Yet the XML format is not easily readable :-( here is a simple stateset
 section for 

Re: [osg-users] Oops- sorry should be shader as .osg embedded code

2008-02-15 Thread Robert Osfield
Hi Mike,

I can't really work out exactly what issue you have given your email.
The best I can do is point your towards the osgshader example for an
example of shaders set up in code, or the
OpenSceneGraph-Data/glsl_*.osg example .osg files.

Robert.

On Thu, Jan 31, 2008 at 8:00 PM, Dunhour, Mike (CIV) [EMAIL PROTECTED] wrote:



  Hello
  Still trying to get a shader program running in an .osg mesh file

  Doing the
  Program {
   Shader{
 Type FRAGMENT
 Code {
 void main (void);
 {
   gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);
 
 }

  Trying to get shader code to be called from file replacing code with
  File Shader_f.gl

  But no go
  Any ideas

  Mr. D
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Re: [osg-users] Link Open Flight statically (Kramer, Robert W)

2008-02-15 Thread Robert Osfield
Hi Robert,

Static linking of plugins is a bit awkward in some cases due to the
way that they use auto registeration via proxy objects - this approach
is used to create a loosely coupled implementation that is easy to
extend, but the loose coupling fools the static linking into thinking
that one doesn't need them when they are in fact essential.  The way
around it is to explicitly add the symbols in in a way that forces the
static linker to link in all the .o's.  Its a bit of pain to do this
as it breaks the loosely coupling that the proxy object system strives
for.  Since it is a bit of pain not all the plugins have been made
static build friendly yet, if you want a specifc one to work with the
static build you'll need to roll your sleeves up and help set up the
code to do it.

Robert.

On Thu, Jan 31, 2008 at 8:47 PM, Kramer, Robert W
[EMAIL PROTECTED] wrote:
 Nobody responded to my earlier question three weeks ago, so I'm
  reposting:

  Can OpenFlight be linked statically? I compiled the osgstaticviewer and
  it does not read *.flt files. The osgviewer that uses the shared object
  version seems to work fine. I guess my question is--which plugins do I
  need to register in my application and which global variables need to be
  specified in order to link the openflt library statically?

  Any help is appreciated!

  Robert Kramer

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Re: [osg-users] Connected particles problem

2008-02-15 Thread Robert Osfield
Hi Tiago,

I'm afraid I'm rather cold on particle system right now, having not
worked on them for a couple of years.  From the screenshots I could
immediately see what the specific problem was so we'll need to go back
and forwards a few times to work out what might be amiss, either in
your setup or osgParticile library itself.

Could you explain what you see is going wrong.  Do any of the OSG
example exhibit this problem?

Robert.

On Thu, Jan 31, 2008 at 11:37 PM, Tiago Gusmão [EMAIL PROTECTED] wrote:
 Hello,

  I'm adding particle support to FlightGear and everything is going fine
  so far except when i try to use connected particles:

  Solid mode:
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-002.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-003.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-004.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-005.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-006.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-007.jpg

  Wireframe:
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-008.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-009.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-010.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-011.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-012.jpg
  http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-013.jpg

  I'm doing it by hand (not using *Effect class), this is the same code
  i use for a normal particle system, except i instantiate a
  ConnectedParticleSystem instead. Am i doing something wrong?
  Using 2.3.4

  Thanks in advance!

  Cheers,
  Tiago
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Re: [osg-users] loading .cpp file

2008-02-15 Thread Robert Osfield
Hi Harold,

What do you mean by loading a .cpp file?  Do you mean a C++ source
file??  If so this is compiler issue and nothing to do with the OSG at
runtime loading.

As for creating networks, again this is rather open ended.  There is
an osggeometry example that shows you how to create lines and other
geometry perhaps this will help you.

Robert.

On Fri, Feb 1, 2008 at 10:54 AM, wanyama harold [EMAIL PROTECTED] wrote:
 Hi guys,
  iam quite new to openscenegraph. Iam wondering how
  .cpp code is loaded in openscenegraph. do u have to
  use osgviewer? or do u have to compile it and run it
  somehow?
  secondly could someone pse come up with code that can
  draw a simple network? thx guys




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Re: [osg-users] Difference in osg::Matrixd.getTrans() and osg::Matrixd.getLookAt(..)

2008-02-15 Thread Robert Osfield
Hi Tobias,

getTrans() and getLookAt() are two very different beasts and have no
direct mapping, getLookAt is based on the OpenGL gluLookAt function so
please refer to OpenGL docs on gluLookAt to understand how its put
together.  getTrans() is just the bottom row of the matrix.

Robert.

On Fri, Feb 1, 2008 at 1:06 PM, Tobias Münch
[EMAIL PROTECTED] wrote:
 Hello

 I have a osg::Matrixd view matrix and want to get origin of the camera. I
 know two different methods: getTrans() and getLookAt(eye,center,up,dist).
 But both return different results.

 For example:

  getTrans() -- (-0.6, -5, -2322)

 eye (from getLookAt(..)) -- ( 0.6, -2322, 5)

 The values are the same, but order and signs are interchanged. I need both
 vectors in the same format. How can I make this?

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Re: [osg-users] HUD interaction in CompositeViewer focus problem

2008-02-15 Thread Robert Osfield
Hi Dietrich,

It's hard to know exactly what might be going on remotely.  Could you
modify the osgcompositeviewer example to do something similar to what
you are doing to reproduce this problem, this would provide a good
base for reviewing the issue, it might be that a tweak to
osgViewer::CompositeViewer is required or simply a change the the
EvenHandler.

Robert.

On Fri, Feb 1, 2008 at 2:02 PM, DKa [EMAIL PROTECTED] wrote:
 Hello again,

  my application uses the composite viewer. There is a
  HUD and a scene in different views. If I set the HUD
  to setAllowEventFocus(false), my picking provided by a
  GUIEventHandler works only for the scene. Otherwise
  the HUD only has the focus and I can never pick in the
  scene again.

  The GUIEventHandler works similar like in the
  osgcompositeviewer example, where intersections are
  computed according to which view fired the event (a
  casted osgGA::GUIActionAdapter object).

  How can I manage this focus problem? Any ideas?

  Thanks a lot,
  Dietrich


   
 
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Re: [osg-users] Plug-in troubles

2008-02-15 Thread Robert Osfield
Hi Ashley,

Static building with the OSG isn't fully and cleanly implemented yet,
the plugins are what introduces complexities.  I had a bash at better
static build last year but only could test under Linux, and the work
didn't cover all plugins.  The osgstaticviewer is what I used as the
test bed.  Further improvements to the CMake support is probably
required across platforms, as well as to the plugins. Which plugins
have you tried so far?

Robert.

On Sat, Feb 2, 2008 at 10:44 PM, Ashley Smith [EMAIL PROTECTED] wrote:
 Hi there,

  I am using osg statically in a little personal project and am having
  some troubles with plug-ins.

  Basically every time I load a .osg file using the
  osgDB::ReaderWriter::readNode() function it seems to fail with an error
  reading the file. I have followed it through and it seems to get to
  ReaderWriterOSG::readNode() but then it won't load any of the nodes in
  Registry::readObject(). However if I use a .ive file, it works.

  I am using the macro USE_OSGPLUGIN(...) to get the linker to include the
  plug-ins. Am I missing anything?

  Sorry if this question has been asked before. But any help is very much
  appreciated!

  On another note, I had to add /D OSG_LIBRARY_STATIC ect. in cmake to get
  it to make the build files as static in the first place. Is this
  something I could contribute/help with? (Haven't really done it before)

  Thanks
  Ash
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Re: [osg-users] (no subject)

2008-02-15 Thread Robert Osfield
Hi,

A 60ms draw time is high, and may be high simply because the OpenGL
fifo is full and stalling draw dispatch, or could be that you could
requires a round trip from CPU to GPU.  I wouldn't have though having
lots of Camera in itself would be the cause of the slow draw times.

W.r.t multipass, using of multiple Camera is probably the way, but one
thing osg::Camera possibly doesn't yet support is sharing of FBO's, I
say possibly because I haven't tried to implement this type of
rendering myself yet, and osg::Camera is setup with the assumption
that each camera will create and manage its own FBO.  One might be
able to assign an already created FBO and share between multiple
Cameras, but I can't say for sure as I haven't tried it in code yet...

Robert.

On Sun, Feb 3, 2008 at 11:32 PM,  [EMAIL PROTECTED] wrote:
 Hi all,

  I have a problem in which I have to do multipass rendering. When I say
  multipass, it's in fact rendering to a texture which is the input for the
  next rendering, etc... and that about a hundreds time... I could explain
  why, but only if necessary, but let's say that no there is no better way
  than doing a cascaded rendering with that amount of steps, and in fact,
  that's sphecifically why I'm doing it on GPU...

  Moving on to OSG related problem, it seems to me that every time you want
  to render to a texture you have to add a Camera node. I've heard that you
  could maybe do a little bit better, by having only one Camera node, but
  several paths leading to it with differents statesets. But in my case, I
  can't have only one camera, and several statesets, because each time, I
  have to change
  the fbo to render to, that can only be done by adding a new camera, with a
  different texture to render to ...

  So my question is, is there a better way to do this kind of multipass
  rendering, than adding a camera for each step ? (better in the sense of
  less costly ...)
  I'm asking this because when I look at the stats, drawing takes about 60 ms,
  and gpu time is 80ms. I expected the value for the gpu, because for each
  camera, there is a fragment shader associated. But I didn't expect the
  draw time to be so high, and I really think that is because of the way I'm
  doing it (too many nodes maybe ... :( )

  Thank you all
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Re: [osg-users] save image and FBO, pbuffer etc

2008-02-15 Thread Robert Osfield
Hi Jansen,

Could you try OSG-2.2 or even better 2.3.x or SVN version of the OSG,
there have been improvements to the handling of fallbacks so there
chance that the problem you have might be addressed.

Robert.

On Mon, Feb 4, 2008 at 1:58 AM, Jansen Yu [EMAIL PROTECTED] wrote:




 Hi OSG folks,



 I have a problem on saving screen image. I'm using osg2.0 compositeViewer
 and a slave camera to catch screen shot generated by master camera, through
 a snap image post draw call back deriving from osg::Camera::DrawCallback, in
 a wxWidgets environment. It works well for FBO. Unfortunately it doesn't
 work (black empty image) for some graphic card not supporting FBO. When I
 change to osg::Camera::PIXEL_BUFFER or osg::Camera::PIXEL_BUFFER_RTT with
 slave camera's setRenderTargetImplementation it causes a crash at
 Renderstage::draw because callingContext is NULL. Here is the callback:



 osg25-osgd.dll!osg::GraphicsContext::releaseContext()  Line 527
 + 0x3 bytes C++

   osg25-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo 
 renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Line 854 +
 0xb bytesC++

 osg25-osgUtild.dll!osgUtil::SceneView::draw()  Line 1454 + 0x34
 bytes   C++

 osg25-osgViewerd.dll!osgViewer::Renderer::cull_draw()  Line 506
 + 0xf bytes  C++


 osg25-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext *
 context=0x0952c5d0)  Line 569  C++

 osg25-osgd.dll!osg::GraphicsContext::runOperations()  Line 671 +
 0x33 bytesC++


 osg25-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()  Line 651
 + 0x15 bytesC++

 osg25-osgViewerd.dll!osgViewer::ViewerBase::frame(double
 simulationTime=1.7976931348623157e+308)  Line 578 + 0xf bytes C++



 By checking the mail list I found the bug was reported before but I cannot
 find the solution. Any progress or advice on this problem?



 Also I found Robert ever suggest to use a fallback mechanism for PBUFEER,
 how it works? Anyone has ever successfully tried that?



 Thanks,



 Jansen
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Re: [osg-users] Number of polygons in viewing frustum

2008-02-15 Thread Robert Osfield
On Mon, Feb 4, 2008 at 4:23 PM, Shvartsman, Andrey
[EMAIL PROTECTED] wrote:
 Is there a way to determine the number of polygons being rendered by the GPU 
 in the current viewing frustum?

There is stats support built into osgUtil::SceneView/RenderStage that
allows you to collect polygon stats.  Currently these aren't displayed
by osgViewer's on screen stats though, one will be able to do it
programatically though.

Robert.
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Re: [osg-users] Good 3d file format for exporting osg models

2008-02-15 Thread Andreas Lindmark
http://www.blendernation.com/2006/06/12/blender-and-the-open-source-combat-simulator-project/
Check out the answer for the second question in the interview. It might be
what your after. Seems like they did it by converting from osg to .ac and
then importing to blender via a plugin.

/Andreas


2008/2/15, Brian [EMAIL PROTECTED]:

 Hi
 I am trying to find a 3d file format that exports well out of OSG into
 Blender3d.
 I need one that supports triangles,normals, uv coordinates, and textures.

 Thanks,
 Brian


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Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Robert Osfield
Hi J-S,

On screen stats adds extra compute and GPU load to the rendering of
the frame, so one would expect it reduce rather than enhance frame
rate.  The fact that you have an instance where the reverse happens
suggest something odd happening with the OpenGL driver - something
like is given the boot when the OpenGL data that the OSG send changes
slightly.  Try other things to jolt the driver by toggle texturing or
lighting to see what happens.

Robert.

On Mon, Feb 4, 2008 at 3:31 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello all,

  I'm seeing something peculiar in one of our apps using OSG 2.2, and I
  was wondering if someone else had seen something like this or would have
  an idea what would cause it.

  The app starts and seems sluggish. Pressing 's' once shows it's running
  at around 15-20 FPS. But then, if I press 's' a second time, the
  framerate shoots up to 75 FPS (capped by my refresh rate) and the app
  is suddenly very smooth. And it stays like that too (I can hide the
  stats again or whatever, it has no significant effect on the frame rate).

  So, what could cause this? Why would showing the detailed stats screen
  have that effect? I've seen cases where showing detailed stats _slowed_
  the frame rate, but this is the first time it makes it faster!

  Thanks in advance,

  J-S

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Re: [osg-users] osgdem point data etc

2008-02-15 Thread Robert Osfield
Hi Andi,

On Mon, Feb 4, 2008 at 2:27 PM,  [EMAIL PROTECTED] wrote:
  Is it possible to load xyz Point data with osgdem?

No, it just reads DEM's for elevation data.

  Or ist it possible to load Esri Shape Files?

The latest SVN version of VirtualPlanetBuilder (which contains osgdem)
does have shape file reading, but this is used for generating forest
and building polygons ontop of the terrain rather as source of input
to generating the terrain geometry itself.

  Is there a osgdem tutorial available. I have just found the User guide on 
 www.openscenegraph.com

The user guide is all there is right now I'm afraid.  osgdem --help
will give you all the options.

The best place to look for all VPB related info is:

   http://virtualplanetbuilder.osgforge.org/

Robert.
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Re: [osg-users] CompositeViewer remove View with Eventhandler crash

2008-02-15 Thread Robert Osfield
Hi Steve,

On quick review of your email it seems like you event handler is
deleting itself when the view its associated with is deleted, and also
invalidating the iterator the CompositeViewer is using.

The way to fix this is to avoid deleting the view within the callback,
by doing the delete in the main frame loop.  This will complicate the
callback and main loop a bit as you need to create some mechanism for
coordinating the deletion operation, but it should work fine.

Robert.

On Wed, Feb 6, 2008 at 6:12 PM, Steve Schneider [EMAIL PROTECTED] wrote:
 Compositeview:  Two views.  Big View and Little View.  Big View is loaded
 with the image of a Cessna going down in flames with the example 'Scribe'
 event handler.  Little View is the beginnings of a user interface.

 So based on a  pick - another view is created, populated and an eventhandler
 is attached.  Very cool.

 Now - based on a pick - I want to tear down said view and eventhandler.  So
 I try some variant of:
 
 osgViewer::View* DoomedView = viewer-getView(ViewIndex);
 // break down the camera as much as possible.
 DoomedView-getCamera()-setAllowEventFocus(false);
 unsigned int DoomedChildren = DoomedView-getCamera()-getNumChildren();
 DoomedView-getCamera()-removeChildren(0,DoomedChildren);
 viewer-removeView(DoomedView);
 
 in an event handler of the Little View.

 So I follow the process and eventually get to:
 CompositeViewer::eventTraversal()

 for(ViewEventsMap::iterator veitr = viewEventsMap.begin();
 veitr != viewEventsMap.end();
 ++veitr)
 {
 View* view = veitr-first;
 --
 --At this point in the execution 'view' is pretty thrashed - probably
 referencing the
 -- view that no longer there???  There are no event handlers associated
 with
 -- this view.  I point this out to build the drama. :)
 --
 _eventVisitor-setActionAdapter(view);

 for(osgGA::EventQueue::Events::iterator itr = veitr-second.begin();
 itr != veitr-second.end();
 ++itr)
 {
 osgGA::GUIEventAdapter* event = itr-get();
 for(View::EventHandlers::iterator hitr = view-getEventHandlers().begin();
 hitr != view-getEventHandlers().end();
 ++hitr)
 --
 -- At this point I try to wave it off: Stop!  Stop!.  There are no event
 handlers!
 -- Don't look for a begining and an end to nothing. Please!
 -- All in vain . . .
 -- Everyone in the audience can see it coming.  Everyone in the cast and
 crew.
 -- The only one ignorant of his/her fate is the hero of the story.
 --
 std::list
 iterator begin()
 { // return iterator for beginning of mutable sequence
 return (iterator(_Nextnode(_Myhead), this));
 }
 --
 --  Access violation reading address XYZ.  There is no _Nextnode of
 _Myhead.
 --  I told the computer to stop but would it listen?  Oh no.
 --  In my despair I wonder if it would've listened to my warnings about the
 white rabbit.
 --  Probably not - even with the supporting evidence of all the bones.
 --

 Now a clever programmer like myself could simply add a check for this and
 skip over the offending check in the CompositeViewer.  I could also pour
 sand into the gears of a finely crafted clock.  I'm not in my 20's anymore,
 and so I figured I present my case and let those wiser then myself offer
 guidance.  That I learned in my 30's. :)

 -Steve Schneider

  

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[osg-users] Trackball manipulator

2008-02-15 Thread Michele Bosi
Hello to all (and welcome back Robert!),
I have 2 questions about the Trackball manipuator

1- In my application I have multiple views each with a model in  it
(and a trackball manipulator) and when I select a view I want all the
other views to stop from rotating if they are. Is there a way to
programmatically stop the Trackball manipulator's automatic rotation?

2- I would like to see two models on the very same view one over the
other even if they are intersecting each other, in order to compare
their shapes. The problem is that I also need to rotate them
independently, which means that I cannot simply manipulate the camera
but I need to really rotate each object independently one at a time.
Can I accomplish this somehow using the TrackballManipulator?

thanks,
Michele
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Re: [osg-users] Issues with osgdistortion --dome

2008-02-15 Thread Robert Osfield
Hi Peter,

The --dome implementation creates a texture cube map using FBO's,
something that normally works fine, but last year NVidia updated their
Linux OpenGL driver and broke its performance when doing texture cube
maps and FBO's.  Changing to Pbuffer improves performance in this
instance, so it does look like a driver bug.

Robert.

On Fri, Feb 8, 2008 at 2:39 PM, Pete CArss [EMAIL PROTECTED] wrote:
 Hello All,

  I'm using 'osgdistorion --dome', and derivatives on Ubuntu Gutsy, with
  OSG 2.2 from mekensleep. I'm using this on a Dell Precision with a
  Quadro 3450, an HP laptop with a Quadro 1600M and recently a Core 2
  Quad in an Asus Striker Extreme, with a Quadro 3500.

  The Dell and HP work fine, have never not worked. The Core 2 Quad, can
  only manage  8 fps. If I remove the --dome switch all works fine...

  Any clues?

  Pete


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Re: [osg-users] loading animated scene with camera

2008-02-15 Thread Robert Osfield
Hi Tomas,

When you say camera in the scene, what do you mean?  The OSG's
osgViewer library has an osg::Camera that you can control via a
CameraManipulator or just directly in the main loop.

Robert.

On Fri, Feb 8, 2008 at 3:20 PM, Tomas Larsson [EMAIL PROTECTED] wrote:




 Hi all,

 I'm trying to use OSG to load a simple 3d scene with an animated cube and a
 camera.

 I've tried different format like collada and osg (exported from max with
 osgExp) But in all cases the camera in the scene is ignored.

 This happens in both my own test app and in the osgviewer app. Anyone know
 why this happens? And how do I make osg use camera in scene?



 Tomas


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Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?

2008-02-15 Thread Robert Osfield
Hi Wojciech,

VPB doesn't yet support this type of operation, so you'll need to do
this as a post process operation of the database

Robert.

On Fri, Feb 8, 2008 at 9:56 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:


 Thanks,


 I am looking for some tool that will cut portions of OSGDEM/VPB terrain tile
 meshes for airport models as a terrain postprocessing step.

 I thought TDS is aimed at run time terrain modifications - like making
 explosion craters or digging trenches. But after brief look at TDS
 doumentation I see it may be relevant... I will further check it. Thank You.

 Cheers,
 Wojtek




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Brian
 Sent: Friday, February 08, 2008 6:28 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM
 terrain.Possible ?


 Have you looked at osgTDS
 http://www.andesengineering.com/Projects/TDS/

 Brian


 On Feb 8, 2008 6:16 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote:

 
 
  Hi everyone,
 
  Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high
 fidelity vector models ?
  If not, maybe you can offer some suggestions how to do it ?
 
  Thanks in advance,
  Wojtek Lewandowski
 
 
 
 
 
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Re: [osg-users] Using VPB to generate Earth Model

2008-02-15 Thread Robert Osfield
Hi Michael,

The --geocentric option is required if you want to generate a
ellipsoid whole earth model.  Also if you have png files you'll need
to assign the coordinate system for them either via a .prj file
infront of the image/dem entry or one of the other osgdem coordinate
system options.  Use osgdem --hep to list them all.

Robert.

On Sun, Feb 10, 2008 at 12:26 AM, Michael W. Hall [EMAIL PROTECTED] wrote:
 I have posted about this a few times.  I finally stopped my previous
  process of running osgdem with the
  world.topo.200406.3x21600x21600.panels.jpg.tar and the
  land_shallow_topo_west.tif, and land_shallow_topo_east.tif files.  It
  had generated 40 thousand .ive files and was still running.  I started
  the generation process Tuesday.  Before I killed the process I did view
  the earth.ive file and I did have a sphere.

  I downloaded the world.topo.200406.3x21600x10800.png BMNG image and
  tried again.  The process completed and when I view the earth.ive file
  it is just a flat image.  It is not a sphere.  Can someone give me a
  little advice?   I have the two tif files and the png file in a
  directory called MapData.  I created a subdirectory called Earth from
  which I execute:

  osgdem --bluemarble-west -t ../land_shallow_topo_west.tif
  --bluemarble-east -t ../land_shallow_topo_east.tif--geocentric -l 12 -o
  earth.ive

  Should this not create a sphere with the png file textured to it?  I am
  just going by the instructions on the webpage I got the command.  Any
  tips appreciated.


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Re: [osg-users] Viewer on single screen - other screen black?

2008-02-15 Thread Robert Osfield
Hi J-S,

Which platforms have you seen this problem on?

What happens when you setUpViewInWindow(...)?

Robert.

On Mon, Feb 11, 2008 at 4:52 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello,

  If I use the osgViewer::View::setUpViewOnSingleScreen() method, the view
  is on the single screen but the other one is black. I would have
  expected that if there is nothing specifically set to occupy the second
  screen, my application would not occupy it so I would see (for example)
  my debugger on it.

  I can reproduce this by simply adding

  viewer.setUpViewOnSingleScreen();

  before viewer.realize() in the osgviewer application's osgviewer.cpp file.

  Not sure if this is a known issue. I thought it was related to something
  we did incorrectly on our side, but it doesn't seem so. We are using OSG
  2.2 here, but it still does the same thing in OSG from SVN.

  Has anyone encountered the same issue, and is there any workaround?
  Could it be related to fullscreen vs windowed mode? I would like
  setUpViewOnSingleScreen to just use the one screen (unless I have
  another view on the other screen of course) and
  setUpViewAcrossAllScreens to use both screens.

  Thanks in advance,

  J-S
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Re: [osg-users] PrimitiveSet constructors, const correctness issue

2008-02-15 Thread Robert Osfield
Hi Paul,

Since the constructor is copying the indices rather than taking
ownership of them then it is more appropriate to use const GLuint*.

I've updated the relevant code and am now waiting on a clean build to
make sure that everything builds cleanly.

Robert.

On Wed, Feb 13, 2008 at 8:37 PM, Paul Martz [EMAIL PROTECTED] wrote:
 I just noticed the following PrimitiveSet constructor...

  DrawElementsUInt(GLenum mode,unsigned int no,GLuint* ptr) :

  The first parameter is the primitive type, the second is the number of
  element indices, and the third is a pointer to an array of indices.

  Shouldn't the third parameter be const? I'm sure  the constructor isn't
  going to modify that data, so at a conceptual level, it should be const.
  However, I didn't dig deep enough into the layers of templates and derived
  classes to determine if it needs to be non-const for some other reason.

  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com http://www.skew-matrix.com/
  303 859 9466

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Re: [osg-users] Trackball manipulator

2008-02-15 Thread Robert Osfield
Hi Michele,

On Fri, Feb 15, 2008 at 11:20 AM, Michele Bosi [EMAIL PROTECTED] wrote:
 Hello to all (and welcome back Robert!),
  I have 2 questions about the Trackball manipuator

  1- In my application I have multiple views each with a model in  it
  (and a trackball manipulator) and when I select a view I want all the
  other views to stop from rotating if they are. Is there a way to
  programmatically stop the Trackball manipulator's automatic rotation?

There isn't a way right now.  The easiest way to do it would probably
be to add a virtual method into MatrixManipulator to enable the
toggling on/off of any animation.  Feel free to add this and send me
the changes.

  2- I would like to see two models on the very same view one over the
  other even if they are intersecting each other, in order to compare
  their shapes. The problem is that I also need to rotate them
  independently, which means that I cannot simply manipulate the camera
  but I need to really rotate each object independently one at a time.
  Can I accomplish this somehow using the TrackballManipulator?

You could do this by having two Views that use the same viewport
settings so they overlap, but turn off the colour buffer clear for the
second view via view.getCamera()-setClearMask(), you'll also need to
the Camera's RenderOrder to make sure the one with clear off is drawn
second.  One could possible attach the same camera manipulator to each
view and turn of the event handling for one of the views.
Alternatively on each frame you could just sync the view matrix on the
second manipulator with the setting from the first view.

Robert.
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Re: [osg-users] loading animated scene with camera

2008-02-15 Thread Tomas Larsson
Hi,
I meant the camera in the .osg file. When loading the scene the camera
didn't setup automatically as I thought.
But that's not a problem anymore, I noticed that the animated camera was
saved as a PositionAttitudeTransform node
So I used that as view matrix manually. Just me not being familiar with osg.

Tomas

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: den 15 februari 2008 12:27
To: OpenSceneGraph Users
Subject: Re: [osg-users] loading animated scene with camera

Hi Tomas,

When you say camera in the scene, what do you mean?  The OSG's
osgViewer library has an osg::Camera that you can control via a
CameraManipulator or just directly in the main loop.

Robert.

On Fri, Feb 8, 2008 at 3:20 PM, Tomas Larsson [EMAIL PROTECTED]
wrote:




 Hi all,

 I'm trying to use OSG to load a simple 3d scene with an animated cube and
a
 camera.

 I've tried different format like collada and osg (exported from max with
 osgExp) But in all cases the camera in the scene is ignored.

 This happens in both my own test app and in the osgviewer app. Anyone know
 why this happens? And how do I make osg use camera in scene?



 Tomas


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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread Gordon Tomlinson
You will have to write code to do this
 
One way I have done this in thee past is to (once you have the node) ,
calculate the picked nodes bounding box, create a simple wire frame box
1x1x1 add under a transformation node then scale that node to min and max of
the bounding box you calculated and then add the transformation node to the
node you selected. It works, then you can simply remove the transformation
node when your done, 
 
Another old school Performer way, would be to double draw your node once in
normal mode and then a second time in wire frame mode
 
 
 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Romain
Blanchais
Sent: Friday, February 15, 2008 8:28 AM
To: OpenSceneGraph Users
Subject: [osg-users] Modify Object After Picking


Hello, 

I would like to know if there is a simple way to show if an object is
selected ?

When I load a mesh from a osg file I use readNodeFile. When I pick the
object I get this osgNode return by thefunction readNodeFile but I don't
know really how to modify the mesh (colour or something else) to show that
this mesh is selected.

Regards


__
Romain



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Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
Hi again,

Just out curiosity can anyone with two monitors check if this happens with his 
setup ? I made this test on XP/GeForce 7800 GTX and Vista/GeForce 8800. If I 
have two monitors active draw time degrades if only one monitor draw time is 
stable. 

Thanks in advance,
Wojtek 

  - Original Message - 
  From: Wojciech Lewandowski 
  To: OpenSceneGraph Users 
  Sent: Friday, February 15, 2008 2:42 PM
  Subject: Re: [osg-users] Framerate vs stats?


  Thanks Serge,

   I have to withdraw my claim. Your mail gave me something to think and I 
checked whether problem exists in single monitor mode. 

  I turned off my second monitor in Display properties... and  Tada! - problem 
vanished. Framerate is stable. 

  This is not the first time I observe unusual OSG/OpenGL behaviour in 
multimonitor mode. I guess its the drivers again. Sometimes changing NVidia 
multimonitor/mutihreading settings help but most often it does not...;-( 

  Thanks for helping to isolate this issue,

  Wojtek 

  - Original Message - 
From: Serge Lages 
To: OpenSceneGraph Users 
Sent: Friday, February 15, 2008 1:10 PM
Subject: Re: [osg-users] Framerate vs stats?


On Fri, Feb 15, 2008 at 12:57 PM, Wojciech Lewandowski [EMAIL PROTECTED] 
wrote:

  Hi Robert,

  We noticed another issue. When statistics bars are on - framerate slowly
  degrades. This happens with osgviewer dumptruck.osg for example. When 
stats
  are on draw time slowly grows and framerate starts to decrease.

  Tested with latest svn (2.3.4), windows xp  vista, OSG built with VS 
2008.

  Regards,
  Wojtek




Hi Wojtek,

I've just tested it (latest SVN, WinXP but VS2005, NVidia 8600GTS), and 
there is no decrease here, my framerate stay at the same value (tested with 
vsync on and off). Have you noticed this problem with VS 2005 too ?

-- 
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http://www.tharsis-software.com 





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Re: [osg-users] PrimitiveSet constructors, const correctness issue

2008-02-15 Thread Paul Martz
 It all works fine, now checked in.

Thanks, I think that makes more sense.
   -Paul

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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread Paul Martz
Ah... Anyone remember PHIGS? Built-in pick highlighting that was almost
guaranteed to not be what your app wanted? :-) And a PITA to implement too.
 
You could take a look at the Scribe decorator node in osgFX. Just insert it
into your scene graph above the picked object, then the object will render
with a wireframe overlay.
 
Hope that helps,
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Romain
Blanchais
Sent: Friday, February 15, 2008 6:28 AM
To: OpenSceneGraph Users
Subject: [osg-users] Modify Object After Picking


Hello, 

I would like to know if there is a simple way to show if an object is
selected ?

When I load a mesh from a osg file I use readNodeFile. When I pick the
object I get this osgNode return by thefunction readNodeFile but I don't
know really how to modify the mesh (colour or something else) to show that
this mesh is selected.

Regards


__
Romain




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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread John Donovan
Gordon Tomlinson wrote:
 Another old school Performer way, would be to double draw your node once in
 normal mode and then a second time in wire frame mode

An extension to this, which I've read about but never implemented is, after 
rendering your object, set ztest to equal, switch to wireframe, set line 
thickness to 2 or 3 pixels, and render the backfaces of your object. You'll get 
a rather funky, and fairly cheap, silhouette of your object. AFAIK, this is how 
Modo does it's highlighting.

-JD


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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread John Donovan
Paul Martz wrote:
 I have done this before, and the results are interesting but not high
 quality due to differences in line/polygon rasterization. Still a good trick
 nonetheless.
-Paul

Yeah, I've seen line rasterization on different graphics cards produce 
different results, and sometimes it's completely broken. Wasn't there a Linux 
ATI driver issue that made wireframes in OSG useless?
I guess a lot of the issues also depend on the geometry and the depth precision 
of the scene.


-JD


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Re: [osg-users] Trackball manipulator

2008-02-15 Thread Michele Bosi
Thank you Robert, it was very enlightning :)

Michele

On Fri, Feb 15, 2008 at 2:15 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Michele,


  On Fri, Feb 15, 2008 at 11:20 AM, Michele Bosi [EMAIL PROTECTED] wrote:
   Hello to all (and welcome back Robert!),
I have 2 questions about the Trackball manipuator
  
1- In my application I have multiple views each with a model in  it
(and a trackball manipulator) and when I select a view I want all the
other views to stop from rotating if they are. Is there a way to
programmatically stop the Trackball manipulator's automatic rotation?

  There isn't a way right now.  The easiest way to do it would probably
  be to add a virtual method into MatrixManipulator to enable the
  toggling on/off of any animation.  Feel free to add this and send me
  the changes.


2- I would like to see two models on the very same view one over the
other even if they are intersecting each other, in order to compare
their shapes. The problem is that I also need to rotate them
independently, which means that I cannot simply manipulate the camera
but I need to really rotate each object independently one at a time.
Can I accomplish this somehow using the TrackballManipulator?

  You could do this by having two Views that use the same viewport
  settings so they overlap, but turn off the colour buffer clear for the
  second view via view.getCamera()-setClearMask(), you'll also need to
  the Camera's RenderOrder to make sure the one with clear off is drawn
  second.  One could possible attach the same camera manipulator to each
  view and turn of the event handling for one of the views.
  Alternatively on each frame you could just sync the view matrix on the
  second manipulator with the setting from the first view.

  Robert.
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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread Paul Martz
 An extension to this, which I've read about but never 
 implemented is, after rendering your object, set ztest to 
 equal, switch to wireframe, set line thickness to 2 or 3 
 pixels, and render the backfaces of your object. You'll get a 
 rather funky, and fairly cheap, silhouette of your object. 
 AFAIK, this is how Modo does it's highlighting.

I have done this before, and the results are interesting but not high
quality due to differences in line/polygon rasterization. Still a good trick
nonetheless.
   -Paul

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[osg-users] missing Geometry with OpenFlight

2008-02-15 Thread Hanekamp, Nikolaus
Hi Brede, hi all,

we encounter missing elements in our .flt databases when loaded by the
openFlight plugin.
One can easily overlook these errors, because they occur infrequent and
affect only a few percent of the database.
This problem appears in revision 7756. 7748 is ok.
Is it already known?


Nikolaus



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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread Romain Blanchais
Thank you for your answers,

About the osgFX Scribe effect, I found a problem in the archive mail list
that when you apply this effect the object disappear few frames. Do you know
if it's still the case ?

http://archive.netbsd.se/?ml=openscenegraph-usersa=2006-11m=2558289

Regards

__
Romain


On Fri, Feb 15, 2008 at 2:28 PM, John Donovan 
[EMAIL PROTECTED] wrote:

 Paul Martz wrote:
  I have done this before, and the results are interesting but not high
  quality due to differences in line/polygon rasterization. Still a good
 trick
  nonetheless.
 -Paul

 Yeah, I've seen line rasterization on different graphics cards produce
 different results, and sometimes it's completely broken. Wasn't there a
 Linux
 ATI driver issue that made wireframes in OSG useless?
 I guess a lot of the issues also depend on the geometry and the depth
 precision
 of the scene.


 -JD


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Re: [osg-users] Viewer on single screen - other screen black?

2008-02-15 Thread Robert Osfield
On Fri, Feb 15, 2008 at 3:09 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello Robert,


   Which platforms have you seen this problem on?

  Windows XP/Vista.


   What happens when you setUpViewInWindow(...)?

  It's in a window :-)

  I've found a workaround, which is to use setUpViewInWindow(), and once
  it's done, turn off window decorations. I have to adjust the (x,y) and
  (w,h) to account for removing the decorations, but this gives me a nice
  fake fullscreen window on one screen, and I can see my debugger on the
  other.

  So I really think that it's normal behaviour. setUpViewOnSingleScreen
  still sets up the traits with decorations off, which when creating the
  GraphicsWindowWin32 is assumed to mean full screen mode, which will take
  up your two displays. Since you have only a master view on one screen,
  the other one stays black.

This sounds like an issue that GraphicsWindowWin32 needs to take
account of, I can't say what's the best way as I'm no Win32 expert,
having to do funky workarounds is hacky and hardly the type of
behavior that'd we may.  Might it be Win32 full screen is only ever
appropriate when you use all screens on a machine?

Robert.
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[osg-users] Overriding the SwapBuffers call

2008-02-15 Thread Jean-Sébastien Guay
Hello Robert et al,

I have a very specific application in which I need to wrap the 
SwapBuffers call with two other function calls. So for example, in 
GraphicsWindowWin32:

void GraphicsWindowWin32::swapBuffersImplementation()
{
 if (!_realized) return;
 // function call 1 here
 if (!::SwapBuffers(_hdc))
 {
 // ...
 }
 // function call 2 here
}

What I would like to know is:

- If I subclass GraphicsWindowWin32, how do I tell 
osgViewer::CompositeViewer to use my subclass instead of the real 
GraphicsWindowWin32 when creating a graphics window?
- Will this catch all cases of calling SwapBuffers? I haven't seen it 
called directly anywhere else, but I could have missed something? Even 
SwapBuffersOperation seems to call this (indirectly) or am I wrong?

Thanks in advance,

J-S
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[osg-users] View dependent shadows and multithreading

2008-02-15 Thread Jean-Sébastien Guay
Hello Robert et al,

Wojtek and I have been discussing on and off list about making shadow 
mapping view-dependent. Wojtek says he has a few implementations but it 
is not possible for him to release them at the moment. On my side, I 
also have something working pretty well (thanks Wojtek!) but I have one 
problem.

osgShadow::ShadowMap uses two member variables, _camera and _texGen. 
When the viewer is running in multithreaded mode, with multiple views, 
and the shadow mapping is made view-dependent, the views' threads 
compete for these variables, so the shadows in both views flicker 
between one view's shadows and the other's. Weird effect, but not what 
we want :-)

What would you suggest to fix this issue? I can see two possibilities, 
one of which is not viable IMHO, and the other which I wouldn't know how 
to implement. Please mention any others that might be better.

- Add a mutex to control access to the variables. The problem here is 
that the shadow map is computed in the cull stage, and drawn in the draw 
stage, so the mutex would need to be held across both stages. I imagine 
that would mean that only one shadow map could be updated each frame - 
not a good solution.

- Have one camera and one texgen per thread/view. How would I do this? 
Maybe use a map indexed by the view's main camera (pointer), so if 
there's only one view it'll be ok, but if there are multiple views we 
create and get the correct camera and texgen for the view's camera?

Thanks in advance,

J-S
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Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Jean-Sébastien Guay
Hello Wojtek,

 We noticed another issue. When statistics bars are on - framerate slowly 
 degrades. This happens with osgviewer dumptruck.osg for example. When stats 
 are on draw time slowly grows and framerate starts to decrease.

I've seen that, but only when compiled in debug mode... Check to see if 
you're in debug. Never do performance timing in debug mode :-)

If you're in release, then I haven't seen this, might be a driver bug...

J-S
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Re: [osg-users] Viewer on single screen - other screen black?

2008-02-15 Thread Jean-Sébastien Guay
Hello Robert,

 Which platforms have you seen this problem on?

Windows XP/Vista.

 What happens when you setUpViewInWindow(...)?

It's in a window :-)

I've found a workaround, which is to use setUpViewInWindow(), and once 
it's done, turn off window decorations. I have to adjust the (x,y) and 
(w,h) to account for removing the decorations, but this gives me a nice 
fake fullscreen window on one screen, and I can see my debugger on the 
other.

So I really think that it's normal behaviour. setUpViewOnSingleScreen 
still sets up the traits with decorations off, which when creating the 
GraphicsWindowWin32 is assumed to mean full screen mode, which will take 
up your two displays. Since you have only a master view on one screen, 
the other one stays black.

It was just not what I expected, but now that I know, it doesn't really 
matter that much.

Thanks,

J-S
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Re: [osg-users] Modify Object After Picking

2008-02-15 Thread Jean-Sébastien Guay
Hello Romain,

  I use the Scribe effect all the time (both at work and in my Masters
   project) and I've never seen that particular issue.
 
 But do you add the scribe effect in real time ?

Yes. Just be sure to do it in the update thread and make sure you don't 
do it while traversing (to not invalidate iterators) and you should be fine.

J-S

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Re: [osg-users] missing Geometry with OpenFlight

2008-02-15 Thread Gordon Tomlinson


What is missing ?

Is it only certain attributes or record types ? 

Providing a simple file that exhibits the problems would also help the folks
who work on the loader



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hanekamp,
Nikolaus
Sent: Friday, February 15, 2008 10:01 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] missing Geometry with OpenFlight

Hi Brede, hi all,

we encounter missing elements in our .flt databases when loaded by the
openFlight plugin.
One can easily overlook these errors, because they occur infrequent and
affect only a few percent of the database.
This problem appears in revision 7756. 7748 is ok.
Is it already known?


Nikolaus



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Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Judd Tracy
I can confirm that when we run on two monitors and the stats are up that 
the framerate slowly degrades in OSG 2.2 binaries from the website.  It 
went from 60fps to 8fps in about 2 minutes.  We are running WinXP with a 
GeForce 8600 GTS.

Judd

Wojciech Lewandowski wrote:
 Hi again,
  
 Just out curiosity can anyone with two monitors check if this 
 happens with his setup ? I made this test on XP/GeForce 7800 GTX and 
 Vista/GeForce 8800. If I have two monitors active draw time degrades 
 if only one monitor draw time is stable.
  
 Thanks in advance,
 Wojtek 
  

 - Original Message -
 *From:* Wojciech Lewandowski mailto:[EMAIL PROTECTED]
 *To:* OpenSceneGraph Users
 mailto:osg-users@lists.openscenegraph.org
 *Sent:* Friday, February 15, 2008 2:42 PM
 *Subject:* Re: [osg-users] Framerate vs stats?

 Thanks Serge,
  
  I have to withdraw my claim. Your mail gave me something to think
 and I checked whether problem exists in single monitor mode.
  
 I turned off my second monitor in Display properties... and  Tada!
 - problem vanished. Framerate is stable.
  
 This is not the first time I observe unusual OSG/OpenGL behaviour
 in multimonitor mode. I guess its the drivers again. Sometimes
 changing NVidia multimonitor/mutihreading settings help but most
 often it does not...;-(
  
 Thanks for helping to isolate this issue,
  
 Wojtek 
  
 - Original Message -

 *From:* Serge Lages mailto:[EMAIL PROTECTED]
 *To:* OpenSceneGraph Users
 mailto:osg-users@lists.openscenegraph.org
 *Sent:* Friday, February 15, 2008 1:10 PM
 *Subject:* Re: [osg-users] Framerate vs stats?

 On Fri, Feb 15, 2008 at 12:57 PM, Wojciech Lewandowski
 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:

 Hi Robert,

 We noticed another issue. When statistics bars are on -
 framerate slowly
 degrades. This happens with osgviewer dumptruck.osg for
 example. When stats
 are on draw time slowly grows and framerate starts to
 decrease.

 Tested with latest svn (2.3.4), windows xp  vista, OSG
 built with VS 2008.

 Regards,
 Wojtek


 Hi Wojtek,

 I've just tested it (latest SVN, WinXP but VS2005, NVidia
 8600GTS), and there is no decrease here, my framerate stay at
 the same value (tested with vsync on and off). Have you
 noticed this problem with VS 2005 too ?

 -- 
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 http://www.tharsis-software.com

 
 
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Re: [osg-users] Viewer on single screen - other screen black?

2008-02-15 Thread Robert Osfield
On Fri, Feb 15, 2008 at 3:44 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
   This sounds like an issue that GraphicsWindowWin32 needs to take
   account of, I can't say what's the best way as I'm no Win32 expert,
   having to do funky workarounds is hacky and hardly the type of
   behavior that'd we may.

  Can I assume then that on Linux you can do setUpViewOnSingleScreen(0)
  and the other screen will be usable (i.e. not black)?

Yes, it does exactly what you would expect it to do, it sets up the
view on a single screen.

   Might it be Win32 full screen is only ever
   appropriate when you use all screens on a machine?

  That's what I think. If your answer to the above is yes, I'd put it down
  to platform differences. It'd be nice to document it in that case. (not
  asking, just saying I'll get to it if I have time :-)

I don't think it should be a case of shrugging ones shoulders and
excepting that Windows doesn't work properly and documenting this.
osgViewer should behave the same on all platforms as far as we can
possibly make it.

If full screen under windows trips windows up so that it grabs all
screens then its something we can only use when osgViewer is running
over all screens, when this isn't the case a borderless full screen
window will probably have to be used.

Robert.
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Re: [osg-users] Viewer on single screen - other screen black?

2008-02-15 Thread Jean-Sébastien Guay
Hi Robert,

 I don't think it should be a case of shrugging ones shoulders and
 excepting that Windows doesn't work properly and documenting this.
 osgViewer should behave the same on all platforms as far as we can
 possibly make it.

I'm not saying Windows does not work properly, just it does things 
differently. Policies and driver implementations are different, nothing 
we can do about it.

Though we can hide it, and I agree osgViewer should do the same thing 
(visually) on all platforms.

 If full screen under windows trips windows up so that it grabs all
 screens then its something we can only use when osgViewer is running
 over all screens, when this isn't the case a borderless full screen
 window will probably have to be used.

Before we go and put in a workaround in osgViewer itself for this, let 
me have a look at some documentation and see how GraphicsWindowWin32 is 
implemented. Maybe there's something there that can give some clues.

It seems that the flag windowDecorations in the traits structure is 
what's triggering this. Even if I want to do my borderless window 
workaround, I need to pass the traits with windowDecorations=true when 
creating the window, and then disable them 
(gw-setWindowDecorations(false)) afterwards, otherwise still I get the 
black screen on the other screen.

Also, the fact no one else on Windows has come forward to comment on 
this makes me doubtful. I'm not that familiar with implementing 
windowing on Windows, so it may be some detail I'm not familiar with.

I'll get back to you.

J-S
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[osg-users] contribution code comments (WAS Possible bug in the position of the osg::Cone)

2008-02-15 Thread Mike Weiblen
Yes, could you send to osg-submissions that little bit of documentation,
in the right place, that would have helped you?  This is a case of a
shortcoming of the code's user interface, and you are uniquely qualified
to know exactly where  what would've helped.

This goes for everyone that has tried to RTFS but still not found their
answer.

Thanks
-- mew


On Fri, February 15, 2008 01:53, Aitor Moreno wrote:
 Hi Mike, all,

 In fact, before sending the mail to the mailing list, I searched in the
 code
 where was the rendering of the cone

 I found it in the ShapeDrawable.cpp  line 578 (checkout OSG tag 2.2.0)

 void DrawShapeVisitor::apply(const Cone cone)
 ...

 In that function there is only a glTranslate ... at the very beginning ...

 glTranslatef(cone.getCenter().x(),cone.getCenter().y(),cone.getCenter
 ().z());

 I thought that the cone.getCenter() would return the center I passed in
 the
 cone constructor... but, I guess it is not.

 Now that it seems that the code is doing was it is expected, i.e, it is a
 feature :), I found that in the line

 float topz=cone.getHeight()+cone.getBaseOffset();

 The getBaseOffset is defined in the include file Shape, just in the
 declaration of the Cone class.

 (line 287 of Shape)
 inline float getBaseOffsetFactor() const { return 0.25f; }

 And there it is the 0.25 factor

 I would suggest to document it a little bit, at least in the cone class
 declaration, so the auto documentation would include that the center of
 the
 cone is the Centroid, instead of the tip, the center of the base, or
 whatever...

 Bye.




 On Thu, Feb 14, 2008 at 11:47 PM, Mike Weiblen [EMAIL PROTECTED]
 wrote:

 Hi,

 The origin of the cone is at its center of mass, not its geometric base.

 osgShapes are internally defined parametrically, rather than in terms of
 triangles, so as to be used as intersection volumes, etc.  The fact that
 they are also drawable is just a convenience overload of their primary
 purpose.

 This is a recurring misconception/FAQ, and deserves to be documented
 clearly. Could you have a look at the code, and if it's not clearly
 documented, pls submit a code change that puts comments where you would
 have found them.

 Thanks
 -- mew

Mike Weiblen -- Austin Texas USA -- http://mew.cx/

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Re: [osg-users] missing Geometry with OpenFlight

2008-02-15 Thread Brede Johansen
Hi Nikolaus,

If you subscribe to the osg-submissions list I have posted a patch
with the subject OpenFlight dispose() fix.
Due to Roberts lazy days in the sun (well deserved) it's not in the repository.
Hopefully this will cure your problems with the OpenFlight loader.
See the submission post for further details.

Regards,
Brede

On Fri, Feb 15, 2008 at 4:00 PM, Hanekamp, Nikolaus
[EMAIL PROTECTED] wrote:
 Hi Brede, hi all,

 we encounter missing elements in our .flt databases when loaded by the
 openFlight plugin.
 One can easily overlook these errors, because they occur infrequent and
 affect only a few percent of the database.
 This problem appears in revision 7756. 7748 is ok.
 Is it already known?


 Nikolaus



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 Geschäftsführung/Management Board Rheinmetall Defence Electronics GmbH:
 Dipl.-Wirtsch.-Ing. Georg Morawitz
 Dipl.-Ing. Luitjen Ennenga
 Dipl.-Ing.Ulrich Sasse
 Sitz der Gesellschaft/Registered Office: Bremen
 Register/Commercial Register: Amtsgericht Bremen, HRB 9659


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 Weitergabe dieser Mail ist nicht gestattet.

 The statements contained in this message are not legally binding unless 
 confirmed in writing.
 This message may contain confidential information. If you are not the 
 intended recipient, or if this message and its annexes contains information 
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 and all its attachments from your system and destroy any copy made therefrom.
 Any unauthorized review, delivery, distribution, transmission, storage, 
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 In case your systems have been infected by virus or otherwise negatively 
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Re: [osg-users] Overriding the SwapBuffers call

2008-02-15 Thread Robert Osfield
HI J-S,

Simply assign your custom GraphicsWindow implementation to the
viewer's osg::Camera's directly, rather than rely upon
View::setUpView*() methods.

Robert.

On Fri, Feb 15, 2008 at 3:27 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hello Robert et al,

  I have a very specific application in which I need to wrap the
  SwapBuffers call with two other function calls. So for example, in
  GraphicsWindowWin32:

  void GraphicsWindowWin32::swapBuffersImplementation()
  {
  if (!_realized) return;
  // function call 1 here
  if (!::SwapBuffers(_hdc))
  {
  // ...
  }
  // function call 2 here
  }

  What I would like to know is:

  - If I subclass GraphicsWindowWin32, how do I tell
  osgViewer::CompositeViewer to use my subclass instead of the real
  GraphicsWindowWin32 when creating a graphics window?
  - Will this catch all cases of calling SwapBuffers? I haven't seen it
  called directly anywhere else, but I could have missed something? Even
  SwapBuffersOperation seems to call this (indirectly) or am I wrong?

  Thanks in advance,

  J-S
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Re: [osg-users] FBO and Antialiasing

2008-02-15 Thread paul1492
What is the status of FBO Anti-Aliasing?  It doesn't look like it is in 2.3.4.

Any idea what I need to do to get FBO Anti-Aliasing. I'm currently using OSG 
1.2.

Paul

- Original Message 
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, January 25, 2008 4:47:48 AM
Subject: Re: [osg-users] FBO and Antialiasing

Hi Stephane,

The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for.  I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with other work.

Robert.

On Jan 24, 2008 9:49 PM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
 Hi,

 I want to know if it is possible to render a scene to a frame buffer
 object with antialiasing (MSAA).
 If it is possible, how to do that with OpenSceneGraph ?

 --
 Stephane Lamoliatte
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Never miss a thing.  Make Yahoo your home page. 
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Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Jean-Sébastien Guay
Hello Judd,

 I can confirm that when we run on two monitors and the stats are up that 
 the framerate slowly degrades in OSG 2.2 binaries from the website.  It 
 went from 60fps to 8fps in about 2 minutes.  We are running WinXP with a 
 GeForce 8600 GTS.

What would be interesting would be to try other driver versions. I have 
personally not seen this on my 8800GTX (running Vista, driver 169.25) so 
possibly the Vista drivers don't have this bug. What's your driver version?

It would be interesting to see what specifically in the stats display is 
triggering this, but I think it's not OSG's policy to work around driver 
bugs, just wait for them to be fixed. In the mean time you'll probably 
want to roll back to a version that doesn't have this problem.

J-S
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[osg-users] Adding nodes to the scene while the viewer is running

2008-02-15 Thread Per Rosengren

I try to add Geoms to the scene of my running osgViewer::Viewer. If I
print all children of Viewer::getCamera(), the new nodes are there, but
they are not visible in the viewer.
They are added to a Switch in the scene, and they are set to be visible.
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[osg-users] Fading LOD transistions

2008-02-15 Thread Judd Tracy
Does osg support or has anybody implemented fading between LOD 
transistions?  I found an old thread where someone talks about it but no 
word if anything ever happened with it 
http://osgcvs.no-ip.com/osgarchiver/archives/June2003/0162.html

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Re: [osg-users] Overriding the SwapBuffers call

2008-02-15 Thread André Garneau
Hi Jean-Sébastien,

Looks like the constructor of the base class (GraphicsWindowWin32) is not
being called by your derived class (_realized is false).

André

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: February-15-08 3:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Overriding the SwapBuffers call

Hi Robert, Windows gurus,

 Simply assign your custom GraphicsWindow implementation to the
 viewer's osg::Camera's directly, rather than rely upon
 View::setUpView*() methods.

I've gotten this to work partially. My method is getting called, but I 
get only black onscreen. My overridden swapBuffersImplementation looks like:

 virtual void MyGraphicsWindowWin32::swapBuffersImplementation()
 {
 std::cout  Before SwapBuffers  std::endl;
 osgViewer::GraphicsWindowWin32::swapBuffersImplementation();
 std::cout  After SwapBuffers  std::endl;
 }

Am I missing anything? As I said, the prints are in the console, but the 
screen stays black.

Thanks in advance,


P.S. For anyone who would need to do this in the future, for Win32 the 
Win32WindowingSystem does some work in its createGraphicsContext() 
method, and if this is not done, any call to 
GraphicsWindowWin32::createWindow() will fail. So you need to call

 osg::GraphicsContext::createGraphicsContext(traits.get());

once (even if you don't keep the return value), which sets things up so 
the custom window can be created directly afterwards.

I hope this can save someone else the frustration I experienced trying 
to get my custom GraphicsWindow to be created correctly... :-)

J-S
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Re: [osg-users] Overriding the SwapBuffers call

2008-02-15 Thread Jean-Sébastien Guay
Hi again,

 Am I missing anything? As I said, the prints are in the console, but the 
 screen stays black.

After further investigation, pressing 's' to display the stats displays 
them, but they don't get cleared so they just draw overtop the old 
image. Seems some clearing is not happening, in addition to the scene 
not getting displayed... I'm pretty lost, but then again I've never done 
this kind of stuff before either. Any advice would be appreciated...

Thanks in advance,

J-S
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Re: [osg-users] Overriding the SwapBuffers call

2008-02-15 Thread Jean-Sébastien Guay
Hi Robert, Windows gurus,

 Simply assign your custom GraphicsWindow implementation to the
 viewer's osg::Camera's directly, rather than rely upon
 View::setUpView*() methods.

I've gotten this to work partially. My method is getting called, but I 
get only black onscreen. My overridden swapBuffersImplementation looks like:

 virtual void MyGraphicsWindowWin32::swapBuffersImplementation()
 {
 std::cout  Before SwapBuffers  std::endl;
 osgViewer::GraphicsWindowWin32::swapBuffersImplementation();
 std::cout  After SwapBuffers  std::endl;
 }

Am I missing anything? As I said, the prints are in the console, but the 
screen stays black.

Thanks in advance,


P.S. For anyone who would need to do this in the future, for Win32 the 
Win32WindowingSystem does some work in its createGraphicsContext() 
method, and if this is not done, any call to 
GraphicsWindowWin32::createWindow() will fail. So you need to call

 osg::GraphicsContext::createGraphicsContext(traits.get());

once (even if you don't keep the return value), which sets things up so 
the custom window can be created directly afterwards.

I hope this can save someone else the frustration I experienced trying 
to get my custom GraphicsWindow to be created correctly... :-)

J-S
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[osg-users] osg::Switch and update callbacks for children

2008-02-15 Thread Brad Colbert
Hi,

I may be misunderstanding what a switch node does but I have two
children of an osg::Switch, one has an update callback.  I've called
setAllChildrenOff() on the osg::Switch, but the update callback is still
being called on the child.  I thought it was supposed to not traverse
the children?  Is this not correct?

-B

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Re: [osg-users] Overriding the SwapBuffers call

2008-02-15 Thread Jean-Sébastien Guay
Hello André,

 Looks like the constructor of the base class (GraphicsWindowWin32) is not
 being called by your derived class (_realized is false).

Here is my whole class (no joke!):

class MyGraphicsWindowWin32 : public osgViewer::GraphicsWindowWin32
{
 public:
 MyGraphicsWindowWin32 (osg::GraphicsContext::Traits* traits)
 : osgViewer::GraphicsWindowWin32(traits)
 {
 }

 virtual void swapBuffersImplementation()
 {
 std::cout  Before SwapBuffers  std::endl;
 osgViewer::GraphicsWindowWin32::swapBuffersImplementation();
 std::cout  After SwapBuffers  std::endl;

 }
};

So I would assume the base class constructor is being called?

J-S
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Re: [osg-users] Overriding the SwapBuffers call

2008-02-15 Thread André Garneau
Hi Jean-Sébastien,

This looks fine. Try setting a breakpoint in
GraphicsWindowWin32::swapBuffersImplementation() to see in what state the
object is. Either _realized is false or the handle to the device context is
invalid (and this is not trapped by the ::SwapBuffers call as an error). I
assume you do not see anything reported on the console after the call (other
than you own traces).

André

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: February-15-08 7:21 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Overriding the SwapBuffers call

Hello André,

 Looks like the constructor of the base class (GraphicsWindowWin32) is not
 being called by your derived class (_realized is false).

Here is my whole class (no joke!):

class MyGraphicsWindowWin32 : public osgViewer::GraphicsWindowWin32
{
 public:
 MyGraphicsWindowWin32 (osg::GraphicsContext::Traits* traits)
 : osgViewer::GraphicsWindowWin32(traits)
 {
 }

 virtual void swapBuffersImplementation()
 {
 std::cout  Before SwapBuffers  std::endl;
 osgViewer::GraphicsWindowWin32::swapBuffersImplementation();
 std::cout  After SwapBuffers  std::endl;

 }
};

So I would assume the base class constructor is being called?

J-S
-- 
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 http://whitestar02.webhop.org/
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Re: [osg-users] Multi-Node?

2008-02-15 Thread Tanja Paul
Thanks Robert - Yes I meant  multiple displays, thanks for your response. I 
saw a thread a while back in regards to openProducer, cant recall it but I 
believe Don was saying openProducer supported multiple channels or a cluster 
of machines. Does anyone know if OpenProducer has this support.

Regards.


- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, February 15, 2008 3:35 AM
Subject: Re: [osg-users] Multi-Node?


 Hi Paul,

 When you say Multiple Nodes what exactly do you mean...  Do you simply
 mean a compute by Node, or graphics card or an osg::Node object in the
 scene graph...

 osgViewer does support multiple threaded, multiple displays on a
 single machine.  It doesn't directly support a cluster of machines,
 one needs to implement this at the application level.

 Robert.

 On Mon, Feb 11, 2008 at 4:21 AM, Paul Pocock
 [EMAIL PROTECTED] wrote:
 Hi,
   I need to be able to run OpenSceneGraph on Multiple Nodes and was
  wondering if OSG 2.X is able to handle a multi-channel (Gen locked)
  setup?  - or does a whole lot of synchronization software have to be
  written for it?

  Regards











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