[osg-users] Shader Problem

2008-06-12 Thread CG
Hi all, Are there any ways to remove the shader during runtime? I've tried the 
removeShader function but the effect of the shader is still applied to my 
models (e.g tank) i.e. the appearance of the models do not go back to the state 
before shader is applied. Regards,Cg
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Re: [osg-users] (no subject)

2008-06-12 Thread David Callu
Hi Pecoraro

thank to spot the bug
please send your submissions on osg-submissions the next time.


after review the original code, at line Optimizer.cpp:1561

lod-getNumRanges() is used to know how many iteration will be done in the
for loop, and
getNumRanges have to be equal to getNumChild, so lod-getChild(i) at line
1563 is not the problem.

Perhaps you LOD is not synchronised (num of  children and num of range are
not equal)i don't know why or how is possible.
Anyway, in a case of a PagedLOD, only the code of LOD is used, so not
special case for a PagedLOD.

correct me if i'm wrong.

Cheers
David Callu

2008/6/6 Pecoraro, Alexander N [EMAIL PROTECTED]:


 I think there is a bug in the osgUtil::Optimizer::CombineLODVisitor - at
 line 1530 of Optimizer.cpp it does a dynamic_cast on and osg::Node* to
 osg::LOD* and then at line 1563 it calls getChild(i) (even if
 getNumChildren() == 0) on the dynamically casted LOD node. This works
 fine when the node is an LOD node, but when it is a PagedLOD node then
 it causes in invalid access to the _children vector. I attached a screen
 shot to show what I mean.

 This situation would only ocurr when a PagedLOD node was a sibling of an
 LOD node, which is probably why it hasn't been spotted before.

 Not sure if this is the accepted way to submit a fix, but anyway I made
 a fix to the Optimizer code (version 2.4) and attached it to the email.

 Alex

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[osg-users] Viewer Hanging Problem (Without the main viewer loop)

2008-06-12 Thread Can T. Oguz
Hi Everybody,

My problem is that when another window is instantly opened up on the viewer
pane (I use OSG within MFC app. without the main viewer loop, I manipulate
the camera manually and call frame() whenever necessary because %100 CPU
usage is not always allowed, so I can not take advantage of any manipulators
in osgGA)

Any ideas?

Thanks and Regards to all,

Can
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Re: [osg-users] Shader Problem

2008-06-12 Thread David Callu
hi CG

when you remove a shader, osg::Program need to be relinked.
this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw
method.
So this seem can be done at runtime.

Which OSG version did you use ?
Did you use osgViewer ?

David Callu


2008/6/12 CG [EMAIL PROTECTED]:

 Hi all,

 Are there any ways to remove the shader during runtime? I've tried
 the removeShader function but the effect of the shader is still applied to
 my models (e.g tank) i.e. the appearance of the models do not go back to the
 state before shader is applied.

 Regards,
 Cg
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Re: [osg-users] BlueMarble example

2008-06-12 Thread David Callu
Hi Michael

osgDB::ImageOptions class is in the SVN trunk.
I can't found osgbluemarble in the SVN trunk so no idea what is wrong.
perhaps an include issue...

can you send an exact error message.

David Callu


2008/6/12 Michael W. Hall [EMAIL PROTECTED]:

 I was using some code from the osgbluemarble.cpp example.  I am getting
 an error stating that ImageOptions is not a member of osgDB.  I have
 been looking in the documentation on the website and have not found
 anything.  Can someone tell me what has replaced this or where it is
 now?

 Thanks.


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Re: [osg-users] Shader Problem

2008-06-12 Thread CG
Hi David,
 
I'm using osg 2.4 and osgViewer.
 
Regards,
Cg


Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Shader Problemhi CGwhen you remove a shader, 
osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in 
osgViewer::Renderer::draw method.So this seem can be done at runtime.Which OSG 
version did you use ?Did you use osgViewer ?David Callu
2008/6/12 CG [EMAIL PROTECTED]:

Hi all, Are there any ways to remove the shader during runtime? I've tried the 
removeShader function but the effect of the shader is still applied to my 
models (e.g tank) i.e. the appearance of the models do not go back to the state 
before shader is applied. Regards,Cg

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Re: [osg-users] osgmovie error message

2008-06-12 Thread Stephan Maximilian Huber

Hi,

Dieter Pfeffer schrieb:

I get an application error (The instruction at ... referenced memory at
 The memory could not be read.) when I stop my application with esc.
When I run in debug mode, it breaks in QTUtils.cpp with the message
Unhandled exception .. Access violation reading location ...


My application has parts of osgmovie included and I can reproduce this
message in osgmovied (windows xp, osg2.3.6) when I comment in the function
myCreateTexturedQuadGeometry () the line
// pictureQuad-getOrCreateStateSet()-setTextureAttributeAndModes(0,
texture, osg::StateAttribute::ON);  for useTextureRectangle
It makes no sense to do this and I don't do it in my application, but I am
trying to find out the reason for the application error.
  
You can compare the output of osgmovie when setting the notify-level to 
DEBUG_INFO, perhaps there's some info what's going wrong.


Quicktime does not like to be unloaded from a DLL, perhaps this is your 
problem. We use a workaround for this: the qt-plugin observes all 
quicktime-movies and unloads quicktime when the last 
quicktime-movie-reference got out of scope to prevent the crash-on-exit.


HTH,
Stephan


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Re: [osg-users] Viewer Hanging Problem (Without the main viewer loop)

2008-06-12 Thread Can T. Oguz
Sorry, and the rest of the definition  :

.. for example a task manager,  viewer hangs and does not respond to any
commands. Is it wrong to use OSG without the main viewer loop.

2008/6/12 Can T. Oguz [EMAIL PROTECTED]:

 Hi Everybody,

 My problem is that when another window is instantly opened up on the viewer
 pane (I use OSG within MFC app. without the main viewer loop, I manipulate
 the camera manually and call frame() whenever necessary because %100 CPU
 usage is not always allowed, so I can not take advantage of any manipulators
 in osgGA)

 Any ideas?

 Thanks and Regards to all,

 Can



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Re: [osg-users] bug in last SVN VPB????

2008-06-12 Thread David _

also, when using the no-interpolate option, the height image is flipped 
vertically


From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 12 Jun 2008 11:06:06 +0200
Subject: [osg-users] bug in last SVN VPB








i don´t know if you are aware of this but i think i´ve found a bug in last SVN 
version of vpb (rev 911)

we´re generating some pagedlod islands with osgdem and when using the 
'--no-interpolate-terrain' option strange effects appear in the screen

it looks like the pagedlod 'sub-objects' geometry is not matching perfectly

we wanted to reduce the polygon density cause we had a very very high triangle 
count that was slowing down things. we have a lot of written code for PagedLOD 
trees so it needs to be a pagedLOD.
We downscale our original high resolution heightmaps to 10% and used the 
'--no-interpolate--terrain' to tell the osgdem not to add extra geometry

this is the final command

'c:\osg\vpb\osgdem.exe' --xx 100 --yy 100 -d height_map_downscale_10.tif --xx 
0.5 --yy 0.5 --xt 0 --yt 20626.5 -t LG_200703_50cm_1_1.tif --xx 0.5 --yy 0.5 
--xt 6875.5 --yt 20626.5 -t LG_200703_50cm_1_2.tif --xx 0.5 --yy 0.5 --xt 13751 
--yt 20626.5 -t LG_200703_50cm_1_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 
20626.5 -t LG_200703_50cm_1_4.tif --xx 0.5 --yy 0.5 --xt 0 --yt 13751 -t 
LG_200703_50cm_2_1.tif --xx 0.5 --yy 0.5 --xt 6875.5 --yt 13751 -t 
LG_200703_50cm_2_2.tif --xx 0.5 --yy 0.5 --xt 13751 --yt 13751 -t 
LG_200703_50cm_2_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 13751 -t 
LG_200703_50cm_2_4.tif --xx 0.5 --yy 0.5 --xt 0 --yt 6875.5 -t 
LG_200703_50cm_3_1.tif --xx 0.5 --yy 0.5 --xt 6875.5 --yt 6875.5 -t 
LG_200703_50cm_3_2.tif --xx 0.5 --yy 0.5 --xt 13751 --yt 6875.5 -t 
LG_200703_50cm_3_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 6875.5 -t 
LG_200703_50cm_3_4.tif --xx 0.5 --yy 0.5 --xt 0 --yt 0 -t 
LG_200703_50cm_4_1.tif --xx 0.5 --yy 0.5 --xt 6875.5 --yt 0 -t 
LG_200703_50cm_4_2.tif --xx 0.5 --yy 0.5 --xt 13751 --yt 0 -t 
LG_200703_50cm_4_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 0 -t 
LG_200703_50cm_4_4.tif --no-interpolate-terrain --tile-image-size 1024 -l 9 
--compressed -v 0.07 -o i:/lg-l9-malla-reducida-1024/lg.ive

now things are faster with lower fps drops due to faster intersections, reduced 
loading times and the triangle density is still ok. But these wierd effects 
appeared when --no-interpolate--terrain was used

images showing the effects are included

original size 1920x1200 downscaled to 60%

thanks











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[osg-users] [Depth Buffer rendering]

2008-06-12 Thread Mathieu Schoutteten
Hello,
I would like to create an effect (using osgFX) which render the depth
buffer. I'm using a RTT and then apply the texture to the object but i'm
having some problem for mapping correctly the texture on the object (see
capture in attachment). My RTT camera must be similar to my viewer camera,
so i've tried to play with the matrix but without success. In fact for my
program, the texture should be use as an input of a shader.
can someone help me ? am i doing the right things ?
Thanks,
Mathieu

Here is a fragment of the code i'm using:
/
const unsigned int tex_depth_width = 1024;
const unsigned int tex_depth_height = 1024;

osg::Texture2D* _tex_depth = new osg::Texture2D;
_tex_depth-setTextureSize(tex_depth_width, tex_depth_height);
_tex_depth-setInternalFormat(GL_DEPTH_COMPONENT);
_tex_depth-setWrap(osg::Texture2D::WRAP_S,
osg::Texture2D::CLAMP_TO_BORDER);
_tex_depth-setWrap(osg::Texture2D::WRAP_T,
osg::Texture2D::CLAMP_TO_BORDER);
_tex_depth-setFilter(osg::Texture2D::MIN_FILTER,
osg::Texture2D::LINEAR);
_tex_depth-setFilter(osg::Texture2D::MAG_FILTER,
osg::Texture2D::LINEAR);

osg::Camera* camera = new osg::Camera;
camera-setClearMask( GL_DEPTH_BUFFER_BIT );
camera-setClearColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
//camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );
camera-setViewport(0, 0, tex_depth_width, tex_depth_height);
camera-setViewMatrix( osg::Matrix::identity() );
camera-setRenderOrder(osg::Camera::PRE_RENDER);
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-attach(osg::Camera::DEPTH_BUFFER, _tex_depth);
camera-addChild( _scene );

root-addChild( camera );
root-addChild( _scene );

const unsigned int tex_depth_unit = 0;
osg::StateSet* ss = new osg::StateSet;
ss-setTextureAttributeAndModes(tex_depth_unit, _tex_depth,
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
_scene-setStateSet( ss );
///
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Re: [osg-users] Viewer Hanging Problem (Without the main viewer loop)

2008-06-12 Thread Can T. Oguz
Hello again,

I figured out that there is no hung OSG viewer but a WM_KEYDOWN message
processed by the OSG's WindowProc. If you put an OSG Viewer in an MFC
window, even if you don't activate OSG manipulators, OSG's Window Procedure
is still active and handles messages before your DefaultWindowProc, so if
you press ESC key, viewer quits :))

But my question still remains and if anyone thinks that it is a mis-use,
please let me know.

Thanks and Regards,

Can



2008/6/12 Can T. Oguz [EMAIL PROTECTED]:

 Hi Everybody,

 My problem is that when another window is instantly opened up on the viewer
 pane (I use OSG within MFC app. without the main viewer loop, I manipulate
 the camera manually and call frame() whenever necessary because %100 CPU
 usage is not always allowed, so I can not take advantage of any manipulators
 in osgGA)

 Any ideas?

 Thanks and Regards to all,

 Can



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Re: [osg-users] RTT, ParticleSystem, Depth

2008-06-12 Thread Jean-Sébastien Guay

Hello John,


Robert,


I don't have any input into your question, but I just wanted to let you 
know that Robert is doing training all this week, so he's away from his 
e-mail and can't answer (even if you send your message twice :-) ). 
Others may have some ideas, though.


J-S
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Re: [osg-users] bug in last SVN VPB????

2008-06-12 Thread Jason Beverage
Hi David,

The tiles in the PagedLOD don't match up perfectly in general. osgTerrain
gets them really close, but sometimes you'll see the gaps like you pointed
out in your image.  osgTerrain uses a skirt around each tile to hide those
gaps.  If the default skirt is not working out for you, you can use the
--skirt-ratio to increase the size of the skirt to hide the gaps.

In general, its going to be better to use the GDAL library to process and
georeference your imagery and terrain before passing it along to osgdem
rather than trying to use the --xx and --yy family of operators to reduce
potential georeferencing problems like the image being flipped.

Thanks,


On Thu, Jun 12, 2008 at 5:34 AM, David _ [EMAIL PROTECTED] wrote:

  also, when using the no-interpolate option, the height image is flipped
 vertically


 --
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Date: Thu, 12 Jun 2008 11:06:06 +0200
 Subject: [osg-users] bug in last SVN VPB


 i don´t know if you are aware of this but i think i´ve found a bug in last
 SVN version of vpb (rev 911)

 we´re generating some pagedlod islands with osgdem and when using the
 '--no-interpolate-terrain' option strange effects appear in the screen

 it looks like the pagedlod 'sub-objects' geometry is not matching perfectly

 we wanted to reduce the polygon density cause we had a very very high
 triangle count that was slowing down things. we have a lot of written code
 for PagedLOD trees so it needs to be a pagedLOD.
 We downscale our original high resolution heightmaps to 10% and used the
 '--no-interpolate--terrain' to tell the osgdem not to add extra geometry

 this is the final command

 'c:\osg\vpb\osgdem.exe' --xx 100 --yy 100 -d height_map_downscale_10.tif
 --xx 0.5 --yy 0.5 --xt 0 --yt 20626.5 -t LG_200703_50cm_1_1.tif --xx 0.5
 --yy 0.5 --xt 6875.5 --yt 20626.5 -t LG_200703_50cm_1_2.tif --xx 0.5 --yy
 0.5 --xt 13751 --yt 20626.5 -t LG_200703_50cm_1_3.tif --xx 0.5 --yy 0.5 --xt
 20626.5 --yt 20626.5 -t LG_200703_50cm_1_4.tif --xx 0.5 --yy 0.5 --xt 0 --yt
 13751 -t LG_200703_50cm_2_1.tif --xx 0.5 --yy 0.5 --xt 6875.5 --yt 13751 -t
 LG_200703_50cm_2_2.tif --xx 0.5 --yy 0.5 --xt 13751 --yt 13751 -t
 LG_200703_50cm_2_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 13751 -t
 LG_200703_50cm_2_4.tif --xx 0.5 --yy 0.5 --xt 0 --yt 6875.5 -t
 LG_200703_50cm_3_1.tif --xx 0.5 --yy 0.5 --xt 6875.5 --yt 6875.5 -t
 LG_200703_50cm_3_2.tif --xx 0.5 --yy 0.5 --xt 13751 --yt 6875.5 -t
 LG_200703_50cm_3_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 6875.5 -t
 LG_200703_50cm_3_4.tif --xx 0.5 --yy 0.5 --xt 0 --yt 0 -t
 LG_200703_50cm_4_1.tif --xx 0.5 --yy 0.5 --xt 6875.5 --yt 0 -t
 LG_200703_50cm_4_2.tif --xx 0.5 --yy 0.5 --xt 13751 --yt 0 -t
 LG_200703_50cm_4_3.tif --xx 0.5 --yy 0.5 --xt 20626.5 --yt 0 -t
 LG_200703_50cm_4_4.tif --no-interpolate-terrain --tile-image-size 1024 -l 9
 --compressed -v 0.07 -o i:/lg-l9-malla-reducida-1024/lg.ive

 now things are faster with lower fps drops due to faster intersections,
 reduced loading times and the triangle density is still ok. But these wierd
 effects appeared when --no-interpolate--terrain was used

 images showing the effects are included

 original size 1920x1200 downscaled to 60%

 thanks











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Re: [osg-users] [Depth Buffer rendering]

2008-06-12 Thread Mathieu Schoutteten
i post my source code for more clarity.. Maybe someone already try to have
the same effect.
DepthBuffer.cpp include a main method for test.
#include DepthBuffer.h
#include osgFX/Registry

#include osgViewer/Viewer
#include osgDB/ReadFile

namespace
{
osgFX::Registry::Proxy proxy(new osgFX::DepthBuffer);

class DefaultTechnique: public osgFX::Technique 
{
public:
DefaultTechnique(osg::Texture2D* tex_depth)
: osgFX::Technique(),
_tex_depth(tex_depth) {}

META_Technique(GLSL Depth Buffer, GLSL Depth Buffer);

void getRequiredExtensions(std::vectorstd::string 
extensions) const
{
//extensions.push_back( GL_ARB_shader_objects );
//extensions.push_back( GL_ARB_vertex_shader );
//extensions.push_back( GL_ARB_fragment_shader );
}

protected:
void define_passes()
{
const unsigned int tex_depth_unit = 0;

osg::ref_ptrosg::StateSet ss = new osg::StateSet;
ss-setTextureAttributeAndModes(tex_depth_unit, 
_tex_depth.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
/*
ss-setTextureMode(tex_depth_unit, GL_TEXTURE_GEN_S, 
osg::StateAttribute::ON);
ss-setTextureMode(tex_depth_unit, GL_TEXTURE_GEN_T, 
osg::StateAttribute::ON);
ss-setTextureMode(tex_depth_unit, GL_TEXTURE_GEN_R, 
osg::StateAttribute::ON);
ss-setTextureMode(tex_depth_unit, GL_TEXTURE_GEN_Q, 
osg::StateAttribute::ON);
*/
addPass(ss.get());
}
private:
osg::ref_ptrosg::Texture2D _tex_depth;

};

}

///

osgFX::DepthBuffer::DepthBuffer()
:   Effect()
{
}

osgFX::DepthBuffer::DepthBuffer(const DepthBuffer copy, const osg::CopyOp 
copyop)
:   Effect(copy, copyop),
_tex_depth(static_castosg::Texture2D* (copyop(copy._tex_depth.get(
{
}

void osgFX::DepthBuffer::setUpEffect(osg::Group* root, osg::Node* object)
{
const unsigned int tex_depth_width = 1024;
const unsigned int tex_depth_height = 1024;

_tex_depth = new osg::Texture2D;
_tex_depth-setTextureSize(tex_depth_width, tex_depth_height);
_tex_depth-setInternalFormat(GL_DEPTH_COMPONENT);
//_tex_depth-setWrap(osg::Texture2D::WRAP_R, 
osg::Texture2D::CLAMP_TO_BORDER);
//_tex_depth-setWrap(osg::Texture2D::WRAP_S, 
osg::Texture2D::CLAMP_TO_BORDER);
//_tex_depth-setWrap(osg::Texture2D::WRAP_T, 
osg::Texture2D::CLAMP_TO_BORDER);
_tex_depth-setFilter(osg::Texture2D::MIN_FILTER, 
osg::Texture2D::LINEAR);
_tex_depth-setFilter(osg::Texture2D::MAG_FILTER, 
osg::Texture2D::LINEAR);  

osg::Camera* camera = new osg::Camera;
camera-setName(DepthBufferCamera);
camera-setClearColor( osg::Vec4(1.0f,1.0f,1.0f,1.0f) );
camera-setClearMask( GL_DEPTH_BUFFER_BIT );
camera-setReferenceFrame(osg::Camera::RELATIVE_RF);
camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );
camera-setViewport(0, 0, tex_depth_width, tex_depth_height);
camera-setProjectionMatrix( osg::Matrix::identity() );
camera-setViewMatrix( osg::Matrix::identity() );
camera-setRenderOrder(osg::Camera::PRE_RENDER);
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-attach(osg::Camera::DEPTH_BUFFER, _tex_depth.get());
camera-addChild( object );
root-addChild( camera );

dirtyTechniques();
}

bool osgFX::DepthBuffer::define_techniques()
{
addTechnique( new DefaultTechnique(_tex_depth.get()) );
return true;
}

int main(int argc, char *argv[])
{
osgViewer::Viewer viewer;

osg::ref_ptrosg::Group rootNode = new osg::Group;
osg::ref_ptrosg::Node objectNode = osgDB::readNodeFile(cow.osg);


osg::ref_ptrosgFX::DepthBuffer effect = new osgFX::DepthBuffer;
effect-setUpEffect(rootNode.get(), objectNode.get());
effect-addChild( objectNode.get() );
rootNode-addChild( effect.get() );

viewer.setSceneData( rootNode.get() );

return viewer.run();
}#ifndef _DEPTHBUFFER_HPP_
#define _DEPTHBUFFER_HPP_

#include osgFX/Export
#include osgFX/Effect
#include osg/Texture2D

namespace osgFX
{
class DepthBuffer : public osgFX::Effect
{
public:
DepthBuffer();
DepthBuffer(const DepthBuffer copy, const osg::CopyOp copyop 
= osg::CopyOp::SHALLOW_COPY);

// effect class informations

[osg-users] cmake, osgdb_freetype, and OTHER_LDFLAGS for Xcode on OSX

2008-06-12 Thread Eric Sokolowsky
Stephen,
I have been working with Eric Wing here at WWDC to improve the CMake
generator for Xcode when compiling OSG. I noticed your question on the OSG
mailing lists:

*  I need some CMake-advice. I found a solution for the linker-error, I**  
have to add**  
-Wl,-dylib_file,/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib:$(SDKROOT)/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib**
  to**  OTHER_LDFLAGS, then xcode compiles the osgdb_freetype plugin.  
But how do I add this option into the CMakeLists.txt-file? I tried  # 
bugfix for leopard linker bug picking the wrong libgl-lib**  IF(APPLE)** 
 SET(CMAKE_SHARED_LINKER_FLAGS,${CMAKE_SHARED_LINKER_FLAGS}**  
-Wl,-dylib_file,/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib:/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib)**
  ENDIF(APPLE)  but this does not work. The OTHER_LDFLAGS remains 
untouched.**  Can somebody help me here, I looked over the CMake docs 
but could not**  find any suitable information...*

Did you find a solution? I tried a very similar change that also didn't
work. I tried the variable you had above, and I also tried setting
LINK_FLAGS and that didn't work either.

-Eric
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Re: [osg-users] Shader Problem

2008-06-12 Thread David Callu
Hi CG


When your remove a shader, void Program::dirtyProgram() is called to
request a relink in the next frame.
Program is relinked in the next frame in void Program::apply( osg::State
state ) const method.
Follow your code in a debugger to see if all is properly done.

Are you sure your shader is well removed from your program ?

HTH
David Callu

2008/6/12 CG [EMAIL PROTECTED]:


 Hi David,

 I'm using osg 2.4 and osgViewer.

 Regards,
 Cg

  --
 Date: Thu, 12 Jun 2008 11:09:49 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Shader Problem


 hi CG

 when you remove a shader, osg::Program need to be relinked.
 this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw
 method.
 So this seem can be done at runtime.

 Which OSG version did you use ?
 Did you use osgViewer ?

 David Callu


 2008/6/12 CG [EMAIL PROTECTED]:

 Hi all,

 Are there any ways to remove the shader during runtime? I've tried
 the removeShader function but the effect of the shader is still applied to
 my models (e.g tank) i.e. the appearance of the models do not go back to the
 state before shader is applied.

 Regards,
 Cg
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[osg-users] Problem compiling OSG from 10 seconds ago

2008-06-12 Thread Mario Valle

On Linux

Scanning dependencies of target osgDB
[  0%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/DatabasePager.o
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: 'class 
osgDB::DatabasePager::ReadQueue' has not been declared
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: ISO C++ forbids 
declaration of 'ReadQueue' with no type
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp: In function 'int 
ReadQueue(osgDB::DatabasePager*, const std::string)':
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: only constructors take 
base initializers
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:247: error: '_block' was not 
declared in this scope


etc. etc.

--
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Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle
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[osg-users] loading thousands of images!

2008-06-12 Thread Andrea Martini
Hi guys,
i'm using osg 1.2. I would like to load a lot of images (15000 jpeg files)
in memory using an osg:image vector ( std::vectorosg::image), but i
receive something like a memory bug when i arrive to load the 400th image
(if i load i.e. 380 images i have no problem).
Initally i have supposed to load all images (30 kbyte for each image) in a
std:vectorosg:image. I have seen that osg:imagestream also exists. What is
the difference between image and imagestream? where i can find more
information on how to  use these classes? Is there a tutorial or example
that explain how to use them? I have taken look on quicktime plugin, but
both version and topic inside plugin (quick time plugin try to convert video
streaming into image, my problem is to load a lot of images!) don't allow me
to use it. Also, i have tought to use two separate threads one for image
folder loading, and the second for visualize image, but visualization thread
is two time faster then loading thread (and i have only a buffer of 400
images available!).
Any suggestion?
Bye.
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Re: [osg-users] [Depth Buffer rendering]

2008-06-12 Thread Wojciech Lewandowski

Hi Mathieu,

Sorry I don't have the time to compile and test your code, but I saw the 
screenshot and it looks like your depth texture gets rendered and applied to 
the object. What you may need to do is to make sure you set up RTT camera 
transform exactly as main camera transforms, and texture coordinates are 
properly generated to span the whole window.


In other words I guess that you want to have texcoords match pixel locations 
in the final output screen. Ie you want texcorrds on the objects to 
span -1..1x-1..1 range on the output window. Right ?


If yes, then you could use simple shader, or add a texgen node to produce 
proper texcoords for the output scene. This texgen should use EYE_LINEAR 
coords and its transform should be set to projection matrix of RTT camera 
and main camera.


I am also not sure if seeting your effect camera to RELATIVE_RF gurantees 
using the same projection for RTT camera as for main camera. One could be 
sure if he forces this explicitly

eg:
   camera-setProjectionMatrix( 
viewer-getCamera()-getProjectionMatrix() );


To add texgen node try adding following lines to your code:

   camera-setProjectionMatrix( 
viewer-getCamera()-getProjectionMatrix() );


   osg::TexGenNode * texGenNode = new osg::TexGenNode;
   _scene-addChild( texGenNode );
   texGenNode-setTextureUnit( 0 );
   texGenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR );
   texGenNode-getTexGen()-setPlanesFromMatrix
   (
   camera-getProjectionMatrix() *
   osg::Matrix::translate(1,1,1) *  // remap -1..1x-1..1 range
   osg::Matrix::scale(0.5,0.5,0.5)  //  to 0..1 x 0..1 range
   );

One final note, it looks like you use cow.osg model. AFAIK this model 
already contains texgen using SPHERE mapping mode. To avoid conflicts for 
tests I suggest you use other model.


Hope it helps, and no guarrantees,   I have no time to verify if everything 
what I wrote is 100% correct.


Cheers,
Wojtek

- Original Message - 
From: Mathieu Schoutteten

To: osg-users@lists.openscenegraph.org
Sent: Thursday, June 12, 2008 4:35 PM
Subject: Re: [osg-users] [Depth Buffer rendering]


i post my source code for more clarity.. Maybe someone already try to have 
the same effect.

DepthBuffer.cpp include a main method for test.




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[osg-users] Crash in osgViewerWX

2008-06-12 Thread Jose Marti

 hi, 

i've used the osgViewerWX example for my program and I'd like to change the 
camera view inside the GraphicsWindowsWX class. I've done this:

- I pass the viewer to GraphicsWindowsWX in function wxOsgApp::OnInit(). 
frame-SetViewer(viewer.get());
gw-setViewer(viewer.get());


And I set the new camera view in class GraphicsWindowWX.

void GraphicsWindowWX::setView()
{
_viewer-getCamera()-setViewMatrixAsLookAt(

osg::Vec3(450.,-450.,1200.),osg::Vec3(450.,450.,0.),osg::Vec3(0.,0.,1.));
}


It works fine, but when I close the program, it crashes and i got this message 
in the console window:


 'Warning: deleting still referenced object 08E57B70 of tye 'class 
osg::Referenced *'
 the final reference count was 1189214347, memory corruption 
possible.

What am I doing wrong??

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Re: [osg-users] Ray Tracing a BRLCAD model in Openscenegraph

2008-06-12 Thread haithcoc
Steven,
I am at GDLS in Sterling Hts, MI.
I have been loosely associated with our guys that run BRLCAD, but know that
they would love to find better ways to convey results.
I would be very interested in hearing more about what you are doing, if you
are able to discuss.

Stephen Haithcock
General Dynamics Land Systems
38500 Mound Rd.
Sterling Heights, MI 48310
MZ 436-40-15
(586) 825-8573



   
 Watkins, Steven  
 M CIV NSWCDD, 
 G24   To 
 steven.m.watkins osg-users@lists.openscenegraph.org 
 @navy.mil   
 Sent by:   cc 
 osg-users-bounces 
 @lists.opensceneg Subject 
 raph.org  [osg-users] Ray Tracing a BRLCAD
   model in Openscenegraph 
   
 06/10/2008 07:36  
 AM
   
   
 Please respond to 
  OpenSceneGraph   
   Users   
 [EMAIL PROTECTED] 
 openscenegraph.or 
g 
   
   




Hi All

I have implemented BRLCAD, which is a CSG based ray tracing api, into an
Openscenegraph application.  I am currently displaying BRLCAD models in the
Openscenegraph world by generating a point cloud using the native BRLCAD
ray tracer and rendering that as Osg point geometry.

I would like to display these BRLCAD models by ray trace in Openscenegraph
(yes, it will be slow!).  I have done some searches through the archives
and have not found a lot of info.  It appears that I am going to have to
use glReadPixels and glWritePixels prior to the swapbuffers (I am not using
osgViewer yet).  Does anyone know of a better method to render via ray
trace in Openscenegraph?

Thanks
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Re: [osg-users] loading thousands of images!

2008-06-12 Thread Eric Sokolowsky
Loading a large number of images all at once might be overloading your
memory capacity. Even if you can fit all of the images in main memory at
once, doing it this way does not scale very well. Google Earth does it this
way and it chokes hard when loading larger animations.
Remember that even if each of your images is 30K on disk, they are
uncompressed in memory after being loaded.

The better way is to just load images individually, use them to display,
then throw them away. The imagestream class can help with this. I don't have
any specific experience with this class but I imagine that it is similar to
what I do myself in my application.

The fastest path for loading lots of images is to compress the textures and
store them on disk in compressed format (that is, ive format). Then, when
you are loading images, no processing is needed to display the image. I use
this technique in my program, and it is very effective.

-Eric

On Thu, Jun 12, 2008 at 8:46 AM, Andrea Martini [EMAIL PROTECTED]
wrote:

 Hi guys,
 i'm using osg 1.2. I would like to load a lot of images (15000 jpeg files)
 in memory using an osg:image vector ( std::vectorosg::image), but i
 receive something like a memory bug when i arrive to load the 400th image
 (if i load i.e. 380 images i have no problem).
 Initally i have supposed to load all images (30 kbyte for each image) in a
 std:vectorosg:image. I have seen that osg:imagestream also exists. What is
 the difference between image and imagestream? where i can find more
 information on how to  use these classes? Is there a tutorial or example
 that explain how to use them? I have taken look on quicktime plugin, but
 both version and topic inside plugin (quick time plugin try to convert video
 streaming into image, my problem is to load a lot of images!) don't allow me
 to use it. Also, i have tought to use two separate threads one for image
 folder loading, and the second for visualize image, but visualization thread
 is two time faster then loading thread (and i have only a buffer of 400
 images available!).
 Any suggestion?
 Bye.
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[osg-users] New versions of OSG and configuring CMake

2008-06-12 Thread Brian
Hi,

I must be doing something wrong when using CMakeSetup.  Every time I download a 
new release of OSG, I have to go through the steps of reconfiguring CMake to 
point to all the directories for the various extras (GDAL, FLTK, etc.)  I've 
tried setting up environment variables with names like FLTK_LIBRARY or 
FLTK_INCLUDE_DIR in the hopes that CMake will read those and use them to help 
make my life easier, but it's all in vain.  

Is there an easy way to automatically configure CMake?

Thanks,
Brian
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[osg-users] Build error with latest svn

2008-06-12 Thread Eric Sokolowsky
There is a build error (OSX tested) with latest svn (revision 8434), in the
DatabasePager (I don't have the exact error right now). Reverting to build
8425 seems to fix the problem:
svn update -r8425

It looks like the refactoring from RequestQueue to ReadQueue didn't get
finished or completely checked in.

-Eric
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[osg-users] CMake and OSX

2008-06-12 Thread Eric Sokolowsky
The latest SVN of osg has a problem when generating xcode projects with
cmake. In the main directory, CMakeLists.txt on line 349, is the following:
  ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX='\${CMAKE_DEBUG_POSTFIX}\')

This causes problems on OSX. I would like to change this line to:

  ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX=${CMAKE_DEBUG_POSTFIX} )

I don't know what implications this causes on other platforms. Is there a
good reason that there are all those extra quotes in the current build?

-Eric
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[osg-users] osg Node kits

2008-06-12 Thread Peter Wraae Marino
Hi users,

I'm trying to understand the concept of a node kit, but the documentation is
very limited:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKit

I believe that the osgFX is a node kit? what is it that defines a node kit?
and how does one use them? perhaps someone can give an example how to apply
the cartoon effect?

I can see that they register themselves, does this mean I can apply them to
any object
runtime?

anyone?
Peter
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Re: [osg-users] New versions of OSG and configuring CMake

2008-06-12 Thread Jean-Sébastien Guay

Hello Brian,

I must be doing something wrong when using CMakeSetup.  Every time I download a new release of OSG, I have to go through the steps of reconfiguring CMake to point to all the directories for the various extras (GDAL, FLTK, etc.)  I've tried setting up environment variables with names like FLTK_LIBRARY or FLTK_INCLUDE_DIR in the hopes that CMake will read those and use them to help make my life easier, but it's all in vain.  


Is there an easy way to automatically configure CMake?


Check in the CMakeModules/Find*.cmake files to see what the Find scripts 
look for. Perhaps they look for some environment variables but they're 
just not named the same as the ones you're setting, or perhaps they 
don't check any and you could add that functionality if you need it. Or 
perhaps you can just put all your libs in a given place and it'll find 
them. I don't know about specific optional libraries.


Hope this helps,

J-S
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Re: [osg-users] CMake and OSX

2008-06-12 Thread Jean-Sébastien Guay

Hi Eric,

The latest SVN of osg has a problem when generating xcode projects with 
cmake. In the main directory, CMakeLists.txt on line 349, is the following:


  ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX='\${CMAKE_DEBUG_POSTFIX}\')

This causes problems on OSX. I would like to change this line to:

  ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX=${CMAKE_DEBUG_POSTFIX} )

I don't know what implications this causes on other platforms. Is there 
a good reason that there are all those extra quotes in the current build?


What version of CMake are you using?

Removing those escaped quotes is actually needed to be compatible with 
CMake 2.6. For now we work around it by just disabling the error 
message... I was under the impression that they were there because CMake 
2.4.x didn't like the unquoted string, but if you're using CMake 2.4.x, 
then I don't know. At least, they didn't cause a problem with CMake 
2.4.x on Windows and Linux.


J-S
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[osg-users] Disabling HUD in one camera

2008-06-12 Thread Mike Greene
I currently have a setup with one viewer with two cameras. I add a HUD 
to the scene (as a child to the root node) and it shows up in both 
camera views. Is there an easy way to disable seeing it in one view? 
Some camera-Set... that will do this? (based on depth or something?)



Mike Greene

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Re: [osg-users] Problem compiling OSG from 10 seconds ago

2008-06-12 Thread David Callu
Hi Mario

Same thing for me.
Seem Robert have forgetten to commit include/osgDB/DatabasePager.

just do this your trunk directory then all build fine.
# svn up -r8433


HTH
David Callu


2008/6/12 Mario Valle [EMAIL PROTECTED]:

 On Linux

 Scanning dependencies of target osgDB
 [  0%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/DatabasePager.o
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: 'class
 osgDB::DatabasePager::ReadQueue' has not been declared
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: ISO C++
 forbids declaration of 'ReadQueue' with no type
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp: In function 'int
 ReadQueue(osgDB::DatabasePager*, const std::string)':
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: only
 constructors take base initializers
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:247: error: '_block'
 was not declared in this scope

 etc. etc.

 --
 Ing. Mario Valle
 Data Analysis and Visualization Services |
 http://www.cscs.ch/~mvalle http://www.cscs.ch/%7Emvalle
 Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
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Re: [osg-users] Disabling HUD in one camera

2008-06-12 Thread Jean-Sébastien Guay

Hello

I currently have a setup with one viewer with two cameras. I add a HUD 
to the scene (as a child to the root node) and it shows up in both 
camera views. Is there an easy way to disable seeing it in one view? 
Some camera-Set... that will do this? (based on depth or something?)


osg::Camera is a subclass of osg::Group, and the scene data is just a 
child of the camera. If you do camera-addChild(hudCamera);, then the 
HUD will only show up on that camera (since the HUD is not below the 
scene root, which is a child of all cameras).


Hope this helps,

J-S
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Re: [osg-users] CMake and OSX

2008-06-12 Thread Eric Sokolowsky
Yes, I am using Cmake 2.6, with OSG svn, on the Mac. The symptoms of the
problem is that when Xcode tries to open a project generated by cmake, it
complains about syntax problems in the project file. Eric Wing worked around
the problem by not allowing a changed postfix.
Is there any reason we shouldn't require CMake 2.6 when compiling the latest
OSG? I will also see if a conditional based on cmake version will work for
me.

On Thu, Jun 12, 2008 at 11:45 AM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hi Eric,


  The latest SVN of osg has a problem when generating xcode projects with
 cmake. In the main directory, CMakeLists.txt on line 349, is the following:

  ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX='\${CMAKE_DEBUG_POSTFIX}\')

 This causes problems on OSX. I would like to change this line to:

  ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX=${CMAKE_DEBUG_POSTFIX} )

 I don't know what implications this causes on other platforms. Is there a
 good reason that there are all those extra quotes in the current build?


 What version of CMake are you using?

 Removing those escaped quotes is actually needed to be compatible with
 CMake 2.6. For now we work around it by just disabling the error message...
 I was under the impression that they were there because CMake 2.4.x didn't
 like the unquoted string, but if you're using CMake 2.4.x, then I don't
 know. At least, they didn't cause a problem with CMake 2.4.x on Windows and
 Linux.

 J-S
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Re: [osg-users] CMake and OSX

2008-06-12 Thread Jean-Sébastien Guay

Hello Eric,

Is there any reason we shouldn't require CMake 2.6 when compiling the 
latest OSG? 


I don't think it's really that useful to require that everyone update 
their CMake version to 2.6 just for this. We can work around it through 
tweaks to the CMakeLists.txt instead. Though we have to draw a line when 
the number of tweaks/workarounds gets too large, and then requiring a 
more recent version of CMake is possible. But it's Robert's call.


I will also see if a conditional based on cmake version will 
work for me.


See the top of the file, this is what I submitted to work around the 
problem on Linux and Windows:


# Works around warnings about escaped quotes in ADD_DEFINITIONS
# statements.
cmake_policy(SET CMP0005 OLD)

I also suggested that checking CMake version and using a different 
ADD_DEFINITIONS line without the escaped quotes would work too, but 
might be harder to maintain if there are more than this ADD_DEFINITIONS 
line that use escaped quotes... Looks like on Mac, we might not have a 
choice.


When I submitted this fix, I mentioned the possibilities - check the 
archives. Robert opted for this workaround to minimize the short-term 
impact, I guess. Longer term, I don't know.


Anyways, if we end up using a conditional on the CMake version, we could 
remove the cmake_policy line.


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

2008-06-12 Thread Paul Martz
The OSG Quick Start Guide (www.osgbooks.com) defines a NodeKit as a library
that derives new Nodes, Drawables, or StateAttributes from core OSG classes,
and provides support for the .osg file format for these new objects. But I'd
like to hear Robert's definition.
 
Use them just like any core OSG Node, Drawable or StateAttribute, but note
that your app will now have to link with the NodeKit library.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae
Marino
Sent: Thursday, June 12, 2008 12:36 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osg Node kits


Hi users,
 
I'm trying to understand the concept of a node kit, but the documentation is
very limited:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKi
t 
 
I believe that the osgFX is a node kit? what is it that defines a node kit?
and how does one use them? perhaps someone can give an example how to apply
the cartoon effect?
 
I can see that they register themselves, does this mean I can apply them to
any object
runtime?
 
anyone?
Peter

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[osg-users] Need help getting the osg::ColorMask I previously set

2008-06-12 Thread Judie
CODE:


osg::StateSet *stateSet = group-getOrCreateStateSet();


osg::StateSet::AttributeList attributes = stateSet-
getAttributeList();


osg::StateSet::AttributeList::iterator aitr = NULL;


for(aitr= attributes.begin(); aitr!=attributes.end(); ++aitr)
{


osg::StateAttribute::Type temp = (*aitr).first.first;


if(temp == osg::StateAttribute::COLORMASK)
{


osg::ColorMask mask = (*aitr).second.second;


This won't compile. How can I get the osg::ColorMask from the
osg::StateSet::AttributeList::iterator?

Thanks,

Judie
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Re: [osg-users] CMake and OSX

2008-06-12 Thread Eric Sokolowsky
On Thu, Jun 12, 2008 at 1:14 PM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hello Eric,

  Is there any reason we shouldn't require CMake 2.6 when compiling the
 latest OSG?


 I don't think it's really that useful to require that everyone update their
 CMake version to 2.6 just for this. We can work around it through tweaks to
 the CMakeLists.txt instead. Though we have to draw a line when the number of
 tweaks/workarounds gets too large, and then requiring a more recent
 version of CMake is possible. But it's Robert's call.

  I will also see if a conditional based on cmake version will work for me.


 See the top of the file, this is what I submitted to work around the
 problem on Linux and Windows:

# Works around warnings about escaped quotes in ADD_DEFINITIONS
# statements.
cmake_policy(SET CMP0005 OLD)


I'm using this change (I'm using the latest svn) but it doesn't fix the
problem on OSX. I added a conditional around line 349 that checks the
version of cmake in use and that seems to solve the problem for me. I'm
attaching my CMakeLists.txt to this message if anyone wants to try it out
before I make a formal submission with it.



 I also suggested that checking CMake version and using a different
 ADD_DEFINITIONS line without the escaped quotes would work too, but might be
 harder to maintain if there are more than this ADD_DEFINITIONS line that use
 escaped quotes... Looks like on Mac, we might not have a choice.


This looks like the only one that is causing trouble for me.




 When I submitted this fix, I mentioned the possibilities - check the
 archives. Robert opted for this workaround to minimize the short-term
 impact, I guess. Longer term, I don't know.

 Anyways, if we end up using a conditional on the CMake version, we could
 remove the cmake_policy line.


I'll test removing that policy line before I submit my changes through
osg-submissions.

-Eric





 J-S
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IF(WIN32)
CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR)
ELSE(WIN32)
IF(APPLE)
CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR)
IF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 
AND ${CMAKE_PATCH_VERSION} LESS 7)
MESSAGE(Warning: A critical CMake bug exists in 2.4.6 and below. 
Trying to build Universal Binaries will result in a compile error that seems 
unrelated. Either avoid building Universal Binaries by changing the 
CMAKE_OSX_ARCHITECTURES field to list only your architecture, or upgrade to the 
current CVS version of CMake or a newer stable version if it exists.)
ENDIF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 
AND ${CMAKE_PATCH_VERSION} LESS 7)
ELSE(APPLE)
CMAKE_MINIMUM_REQUIRED(VERSION 2.4.0 FATAL_ERROR)
ENDIF(APPLE)
ENDIF(WIN32)

if(COMMAND cmake_policy)
# Works around warnings libraries linked against that don't
# have absolute paths (e.g. -lpthreads)
cmake_policy(SET CMP0003 NEW)

# Works around warnings about escaped quotes in ADD_DEFINITIONS
# statements.
cmake_policy(SET CMP0005 OLD)
endif(COMMAND cmake_policy)

PROJECT(OpenSceneGraph)

SET(OPENSCENEGRAPH_MAJOR_VERSION 2)
SET(OPENSCENEGRAPH_MINOR_VERSION 5)
SET(OPENSCENEGRAPH_PATCH_VERSION 2)
SET(OPENSCENEGRAPH_SOVERSION 38)

SET(OPENSCENEGRAPH_VERSION 
${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})

SET(OSG_PLUGINS osgPlugins-${OPENSCENEGRAPH_VERSION})

SET(OSG_PLUGIN_PREFIX )

IF (CYGWIN)
SET(OSG_PLUGIN_PREFIX cygwin_)
ENDIF(CYGWIN)

IF(MINGW)
SET(OSG_PLUGIN_PREFIX mingw_)
ENDIF(MINGW)


# We want to build SONAMES shared librariess
SET(OPENSCENEGRAPH_SONAMES TRUE)
SET(OPENTHREADS_SONAMES TRUE)

SET(OpenThreads_SOURCE_DIR ${OpenSceneGraph_SOURCE_DIR})

# We have some custom .cmake scripts not in the official distribution.
# Maybe this can be used override existing behavior if needed?
SET(CMAKE_MODULE_PATH 
${OpenSceneGraph_SOURCE_DIR}/CMakeModules;${CMAKE_MODULE_PATH})

# Mainly for Windows as a convenience. This will find a directory in parallel 
with the
# OSG source that contains 3rd party headers and libraries.
# Use of relative paths in CMake is ill-advised, but don't know of any 
alternatives in this case
#SET(CMAKE_INCLUDE_PATH 
${OpenSceneGraph_SOURCE_DIR}/../3rdParty/include;${CMAKE_INCLUDE_PATH})
#SET(CMAKE_LIBRARY_PATH 
${OpenSceneGraph_SOURCE_DIR}/../3rdParty/lib;${CMAKE_LIBRARY_PATH})
IF(USING_OSG_OP_OT_TRIPLE_SET)
SET(CMAKE_INCLUDE_PATH 
${OpenSceneGraph_SOURCE_DIR}/../../3rdParty/include;${CMAKE_INCLUDE_PATH})
SET(CMAKE_LIBRARY_PATH 

Re: [osg-users] Need help getting the osg::ColorMask I previously set

2008-06-12 Thread Gordon Tomlinson
Hi

One things I noticed is you do  'osg::ColorMask mask'. This is wrong you
need this to be a pointer to an osg::ColorMask instance 


FYI If you post a question my code won't compile at least provide the
compilation errors...


 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Judie
Sent: Thursday, June 12, 2008 4:50 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Need help getting the osg::ColorMask I previously set

CODE:


osg::StateSet *stateSet = group-getOrCreateStateSet();


osg::StateSet::AttributeList attributes = stateSet-
getAttributeList();


osg::StateSet::AttributeList::iterator aitr = NULL;


for(aitr= attributes.begin(); aitr!=attributes.end(); ++aitr) {


osg::StateAttribute::Type temp = (*aitr).first.first;


if(temp == osg::StateAttribute::COLORMASK)
{


osg::ColorMask mask = (*aitr).second.second;


This won't compile. How can I get the osg::ColorMask from the
osg::StateSet::AttributeList::iterator?

Thanks,

Judie
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Re: [osg-users] Need help getting the osg::ColorMask I previously set

2008-06-12 Thread Paul Martz
osg::Texture2D* texture2D =
dynamic_castosg::Texture2D*(stateset-getTextureAttribute(unit,osg::StateA
ttribute::TEXTURE));
if (texture2D)
  ...

The above is from osgUtil::Optimizer and shows how the TextureAtlasBuilder
gets the Texture2D StateAttribute. You can use a similar method to get any
StateAttribute. For non-texture state, use getAttribute(), for example, and
of course you don't need a 'unit' parameter.
   -Paul
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Judie
 Sent: Thursday, June 12, 2008 2:50 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Need help getting the osg::ColorMask I 
 previously set
 
 CODE:
 
 
 osg::StateSet *stateSet = group-getOrCreateStateSet();
 
 
 osg::StateSet::AttributeList attributes = stateSet-
 getAttributeList();
 
 
 osg::StateSet::AttributeList::iterator aitr = NULL;
 
 
 for(aitr= attributes.begin(); aitr!=attributes.end(); ++aitr) {
 
 
 osg::StateAttribute::Type temp = (*aitr).first.first;
 
 
 if(temp == osg::StateAttribute::COLORMASK)
 {
 
 
 osg::ColorMask mask = (*aitr).second.second;
 
 
 This won't compile. How can I get the osg::ColorMask from the 
 osg::StateSet::AttributeList::iterator?
 
 Thanks,
 
 Judie
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[osg-users] Composite Viewer with TXP database works?

2008-06-12 Thread Mielcarek, Donn
Has anyone been using a Composite Viewer with multiple
views and a TXP database?

I have a viewer with a second view that sits in
one place within the database.  I can add whatever
I want to the second view.

It works fine unless I call:

view2-setSceneData(databasenodes);

where databasenodes is a TXP database.

The scene comes up in the second view until I start
to fly around within the database, then it dies.
I'm thinking the TXP plugin has a problem
maintaining two views.

d

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Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-06-12 Thread Lynch, James

I'm having a similar issue with DatabasePager::RequestQueue::takeFirst()

(osg trunk, Debug build, windows XP VS2005). I'm getting some assertion
errors at _requestList.sort (sequence not ordered). Even after adding
the updateBlock().


I'm pretty new to this code section, so I'm probably off base here: Is
it possible that the state of the databaseRequest objects within the
list are being updated (from other threads) during the sort? 

IE. If the _timestampLastRequest or _priorityLastRequest are changing
during the sort, the sort could become unstable.
 

___
Jim Lynch

-Original Message-
On Tue, May 27, 2008 at 12:08 PM, Tim Moore timoore at redhat.com
wrote:

 Indeed. I've made the necessary changes to FlightGear, and it seems to
 be working fine.

Except for being a cpu hog.

Apparently, the pager thread is not blocked properly and continuously
spins. The fact that the queue is empty is confirmed by the debug
messages printed after the block call:
HANDLE_NON_HTTP 0: _pager-_requestList.size()= 0 to delete = 0

I have been trying to find the place where the blocking is
re-established when the queue goes empty, but could not find it. So I
added an updateBlock() call at the end of
DatabasePager::RequestQueue::takeFirst that seems to fix the issue.
Could have added the call within the if-block, but this has the
additional benefit of stopping runaway loops should somehow the pager
thread get woken up without work to do.

Index: DatabasePager.cpp
===
--- DatabasePager.cpp   (revision 8398)
+++ DatabasePager.cpp   (working copy)
@@ -273,6 +273,7 @@
 databaseRequest = _requestList.front();
 _requestList.erase(_requestList.begin());
 }
+updateBlock();
 }


I am not sure if I need an osg-submissions mail for this?

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The information contained in this communication may be CONFIDENTIAL and is 
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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-12 Thread Brian Keener
Jean-Sébastien Guay wrote:
  The only thing I can find different about your messages upon quick 
  glance is that the Content-Type: boundary designator is very high in the 
  header.  And it contains a line break... which in my limited experience 
  seems a little odd.  As does the :thesoftwaresource.com part but that 
  should be ok, I think.
 
 So I would probably blame an e-mail client bug. Brian, what client are 
 you using and can you try another one? (but we're pretty far from OSG 
 support/discussion here :-) )

We've been researching this in the Virtual-Access Open Source project and not 
sure it is the client causing this.  I went and checked the email archives at 
OpenSceneGraph.org and finding my message at:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-J
une/012550.html

and it says the non text attachment was scrubbed and if you follow the URL 
link you see my original message and the MIME attachment but the break in the 
line you noticed is not there.  I wonder if it could be the fact it was 
posted as MIME.

bk



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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-12 Thread Brian Keener
Paul Speed wrote:
 The only thing I can find different about your messages upon quick 
 glance is that the Content-Type: boundary designator is very high in the 
 header.  And it contains a line break... which in my limited experience 
 seems a little odd.  As does the :thesoftwaresource.com part but that 
 should be ok, I think.
 
 It's clear that a strict interpretation of:
 Content-Type: multipart/mixed; boundary=Next part of message
  (VA.181d.0185f8c3:thesoftwaresource.com)

Just as a thought I am trying the post again with the attachment as text 
but without MIME Encoding.  I apologize for this.

bk



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[osg-users] osg::Camera::FRAME_BUFFER_OBJECT, on-screen windows not reflecting rendered image

2008-06-12 Thread Goldman, Jon
Hi,

I am somewhat new to OpenSceneGraph. For my project we need to render 
offscreen -- so that overlapping windows do not corrupt the rendered image. 
We are using osg::Camera::FRAME_BUFFER_OBJECT render implementation, and 
getting the core behaviour we want, which is to say that we can extract the 
correctly rendered pixels from the image attached to the camera/frame buffer 
object.

However, I still have two issues, and a question on performance:

1) The on-screen window is not showing the rendered image. Instead it is filled 
with garbage (or black) pixels. The question is what is the best way to reflect 
the contents of the fbo image?  Should we do as osgprerender example does and 
create some geometry (osg::Geometry) and then texturemap the image onto the 
surface, or is there another (better?) way to push the pixels into the 
framebuffer so that the on-screen window displays properly?

2) using osg::Camera::PIXEL_BUFFER_RTT render implementation crashes on our 
system. We are running 32-bit Windows XP with dual SLI-graphics NVIDIA 5600 
cards. I didn't spend a lot of time on this problem, mainly wondering if others 
are seeing the same?

3) Question: Any recommendation(s) on ways to increase/maximize performance 
when using fbo?


Here is a code snippet showing how we are currently setting up the fbo:

   .
   .
   .
   osg::Image * fboImage = new osgImage();
   fboImage-allocateImage( width, height, 1, GL_RGB, GL_UNSIGNED_BYTE);

   wc-cameraPostRenderCB = new WindowCapturePostDrawCallback(wc-getView(), 
fboImage, NULL);

   // attach the image so it's copied on each frame.

   theCamera-attach( osg::Camera::COLOR_BUFFER, fboImage);

   osg::Camera::RenderTargetImplementation renderImplementation;
   renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;

   // tell the camera to use OpenGL frame buffer object where supported.
   theCamera-setRenderTargetImplementation(renderImplementation);

   // set the post render callback
   theCamera-setPostDrawCallback(wc-cameraPostRenderCB);
   .
   .
   .


Thanks,
-Jon Goldman
Sandia National Laboratories
Albuquerque, New Mexico


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Re: [osg-users] New versions of OSG and configuring CMake

2008-06-12 Thread Luigi Calori
I presume you are workng on Windows and change build folder.If you just 
update from svn you should not be forced to configure again.
Anyway, if you want to keep your previous cmake setup, just keep the 
CmakeCache.txt file.
Otherwise,you can force your defaul configuration by adding 
-Dvar=value tou your cmake command line.
I usually store my default setup in a cmake command line then run 
cmakesetup to eventually change options afterwards


Hope it helps

Brian wrote:


Hi,

I must be doing something wrong when using CMakeSetup.  Every time I download a new release of OSG, I have to go through the steps of reconfiguring CMake to point to all the directories for the various extras (GDAL, FLTK, etc.)  I've tried setting up environment variables with names like FLTK_LIBRARY or FLTK_INCLUDE_DIR in the hopes that CMake will read those and use them to help make my life easier, but it's all in vain.  


Is there an easy way to automatically configure CMake?

Thanks,
Brian
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Re: [osg-users] New versions of OSG and configuring CMake

2008-06-12 Thread sherman wilcox
To add to what Luigi saidhere's my command line:

cmake -DWIN32_USE_MP=ON
-DGDAL_INCLUDE_DIR:PATH=%rootdir%\3rdparty\gdal\include
-DGDAL_LIBRARY:PATH=%rootdir%\3rdparty\gdal\lib\gdal_i.lib
-DCURL_LIBRARY_DEBUG:PATH=%rootdir%\3rdparty\curl\lib\debug\curllib.lib
-DCURL_LIBRARY:PATH=%rootdir%\3rdparty\curl\lib\release\curllib.lib
-DCURL_INCLUDE_DIR:PATH=%rootdir%\3rdparty\curl\include
-DCMAKE_INSTALL_PREFIX:PATH=%rootdir%\3rdparty\osg\common\OpenSceneGraph
.


I use this in my master build script to build everything. I simply
fire off a single script and go grab some lunch! To use Visual Studio
from the command line after cmake is done I use:

devenv OpenSceneGraph.sln /%1 Debug /project ALL_BUILD /out %logfile%
devenv OpenSceneGraph.sln /%1 Debug /project INSTALL /out %logfile%
devenv OpenSceneGraph.sln /%1 RelWithDebInfo /project ALL_BUILD
/out %logfile%
devenv OpenSceneGraph.sln /%1 RelWithDebInfo /project INSTALL /out %logfile%

where %1 is build or rebuild




On Thu, Jun 12, 2008 at 7:19 PM, Luigi Calori [EMAIL PROTECTED] wrote:
 I presume you are workng on Windows and change build folder.If you just
 update from svn you should not be forced to configure again.
 Anyway, if you want to keep your previous cmake setup, just keep the
 CmakeCache.txt file.
 Otherwise,you can force your defaul configuration by adding -Dvar=value
 tou your cmake command line.
 I usually store my default setup in a cmake command line then run cmakesetup
 to eventually change options afterwards

 Hope it helps

 Brian wrote:

 Hi,

 I must be doing something wrong when using CMakeSetup.  Every time I
 download a new release of OSG, I have to go through the steps of
 reconfiguring CMake to point to all the directories for the various extras
 (GDAL, FLTK, etc.)  I've tried setting up environment variables with names
 like FLTK_LIBRARY or FLTK_INCLUDE_DIR in the hopes that CMake will read
 those and use them to help make my life easier, but it's all in vain.
 Is there an easy way to automatically configure CMake?

 Thanks,
 Brian
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Re: [osg-users] Shader Problem

2008-06-12 Thread CG
Hi David,
 
Just found out that the fault lies in my 3D model. Apparently, my shader only 
works for 3D models that are in OpenFlt format. It doesn't work for ive fomat. 
I've appended my shader code below:
 
uniform sampler2D tex;uniform float fAmp;
void main(){
   vec4 texelColor = texture2D(tex, gl_TexCoord[0].st);
   texelColor = texelColor * fAmp;
   gl_FragColor = texelColor;}
Thanks,
Cg
 



Date: Thu, 12 Jun 2008 16:46:04 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Shader ProblemHi CGWhen your remove a shader, void 
Program::dirtyProgram() is called to request a relink in the next 
frame.Program is relinked in the next frame in void Program::apply( 
osg::State state ) const method.Follow your code in a debugger to see if all 
is properly done.Are you sure your shader is well removed from your program 
?HTHDavid Callu

2008/6/12 CG [EMAIL PROTECTED]:

Hi David, I'm using osg 2.4 and osgViewer. Regards,Cg


Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Shader Problem 


hi CGwhen you remove a shader, osg::Program need to be relinked.this is done by 
osgUtil::GLObjectVisitor in osgViewer::Renderer::draw method.So this seem can 
be done at runtime.Which OSG version did you use ?Did you use osgViewer ?David 
Callu
2008/6/12 CG [EMAIL PROTECTED]:

Hi all, Are there any ways to remove the shader during runtime? I've tried the 
removeShader function but the effect of the shader is still applied to my 
models (e.g tank) i.e. the appearance of the models do not go back to the state 
before shader is applied. Regards,Cg

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