Re: [osg-users] Tiled textures on osg::Box
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] traversal question w/latest developer release-blacknodes
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
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OS X Cross-Compile SDKs for 10.4 and 10.5
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] trackball manipulator and axis alignment
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv ive format
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple Mailing list question - message numbers
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help on impostors
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] false memory leaks positive en winXP in replace_if_defined section in osgIntrospection::Refelction::getOrRegisterType()
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::StateAttribute::ON / OFF forosg::StateAttributeor not ?
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Link Open Flight statically (Kramer, Robert W)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Connected particles problem
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] loading .cpp file
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 __ Sent from Yahoo! Mail - a smarter inbox http://uk.mail.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difference in osg::Matrixd.getTrans() and osg::Matrixd.getLookAt(..)
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HUD interaction in CompositeViewer focus problem
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 Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Plug-in troubles
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] save image and FBO, pbuffer etc
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Number of polygons in viewing frustum
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Good 3d file format for exporting osg models
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem point data etc
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer remove View with Eventhandler crash
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 Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trackball manipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issues with osgdistortion --dome
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using VPB to generate Earth Model
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer on single screen - other screen black?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PrimitiveSet constructors, const correctness issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackball manipulator
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] loading animated scene with camera
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 ? -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PrimitiveSet constructors, const correctness issue
It all works fine, now checked in. Thanks, I think that makes more sense. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackball manipulator
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 -- 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 Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte 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 which is apparently not meant for you, please notify us immediately and - to the extent you are not the intended recipient - please delete this message and all its attachments from your system and destroy any copy made therefrom. Any unauthorized review, delivery, distribution, transmission, storage, printing or otherwise making use of the message and its attachments are strictly prohibited. In case your systems have been infected by virus or otherwise negatively affected by this message, we will not be liable for any damage resulting therefrom unless in case of gross negligence or wilful misconduct. Geschäftsführung/Management Board Rheinmetall Technical Publications GmbH: Dipl.-Ing. Jörg Daniel Sitz der Gesellschaft/Registered Office: Bremen Register/Commercial Register: Amtsgericht Bremen, HRB 24359 HB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer on single screen - other screen black?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Overriding the SwapBuffers call
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] View dependent shadows and multithreading
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer on single screen - other screen black?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify Object After Picking
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] missing Geometry with OpenFlight
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 -- Geschdftsf|hrung/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 Diese E-Mail enthdlt vertrauliche und/oder rechtlich gesch|tzte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrt|mlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte 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 which is apparently not meant for you, please notify us immediately and - to the extent you are not the intended recipient - please delete this message and all its attachments from your system and destroy any copy made therefrom. Any unauthorized review, delivery, distribution, transmission, storage, printing or otherwise making use of the message and its attachments are strictly prohibited. In case your systems have been infected by virus or otherwise negatively affected by this message, we will not be liable for any damage resulting therefrom unless in case of gross negligence or wilful misconduct. Geschdftsf|hrung/Management Board Rheinmetall Technical Publications GmbH: Dipl.-Ing. Jvrg Daniel Sitz der Gesellschaft/Registered Office: Bremen Register/Commercial Register: Amtsgericht Bremen, HRB 24359 HB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 ? -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Judd Tracy Institute for Simulation and Training University of Central Florida 407-882-1405 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer on single screen - other screen black?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer on single screen - other screen black?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] contribution code comments (WAS Possible bug in the position of the osg::Cone)
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] missing Geometry with OpenFlight
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 -- 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 Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte 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 which is apparently not meant for you, please notify us immediately and - to the extent you are not the intended recipient - please delete this message and all its attachments from your system and destroy any copy made therefrom. Any unauthorized review, delivery, distribution, transmission, storage, printing or otherwise making use of the message and its attachments are strictly prohibited. In case your systems have been infected by virus or otherwise negatively affected by this message, we will not be liable for any damage resulting therefrom unless in case of gross negligence or wilful misconduct. Geschäftsführung/Management Board Rheinmetall Technical Publications GmbH: Dipl.-Ing. Jörg Daniel Sitz der Gesellschaft/Registered Office: Bremen Register/Commercial Register: Amtsgericht Bremen, HRB 24359 HB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Overriding the SwapBuffers call
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO and Antialiasing
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Adding nodes to the scene while the viewer is running
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. begin:vcard fn:Per Rosengren n:Rosengren;Per org:KTH;CVAP adr:;;KTH;Stockholm;;SE-100 44;Sweden email;internet:[EMAIL PROTECTED] title:Ph.D. student tel;work:+46 8 790 6203 tel;fax:+46 8 723 0302 note:PGP keyID: 0xD40DD8E0 x-mozilla-html:FALSE url:http://www.csc.kth.se/~perrose/ version:2.1 end:vcard signature.asc Description: OpenPGP digital signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fading LOD transistions
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 -- Judd Tracy Institute for Simulation and Training University of Central Florida 407-882-1405 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Overriding the SwapBuffers call
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Overriding the SwapBuffers call
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Switch and update callbacks for children
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 --- Brad Colbert Renaissance Sciences Corporation W: 480 374-1202 x:202 M: 480 290-3997 F: 425 675-8044 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Overriding the SwapBuffers call
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-Node?
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 IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org